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Old Jun 26, 2007, 01:32 PM // 13:32   #1
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Lightbulb The Druid Concept class (completed)

Hey I noticed that most of the other druid classes were a bummer, so take a look at this class and see if you like it better then my sinistra concept class. If you like it plz tell me so, if you don't like it plz tell me so, if your undecided don't waste forum space

Druid Concept Class

Background information:
Druids are the masters and worshipers of nature, they pray to the trees and the animals for power or access to nature’s gifts. Most druids prefer to use weapons such as rods, but some druids, if forced to, will use a strange weapon called a sickle. Just like the weather and the power of animals can become a force of chaos, so does the druid become adjusted to the chaotic powers as well as gain control over the force of the weather.

Use in Battle:
Druids have several minor healing spells but that is only minimal, like a dervish trying to heal others using signet of pious light (very weak usually). Druid’s main bonus is their ability to enchant allies with the elements of nature, such as setting their weapon ablaze or toughening their skin against attacks.

New stuff:
Couldn’t think of much else but these that the druid could add into the game
New Weapon: Sick
Damage: piercing/blunt (split evenly between the two)
Specialty: +2 damage when used by a druid

New Armor: Studded Animal Skins
Armor: 10 to 70
Resistance: +20 armor vs. elemental and chaos damage
Specialty: receives 1% less damage overall


Pictures:
http://adrr.com/story/snake_stone_svga.jpg
http://www.exeter.gov.uk/autumnfesti...ales_image.jpg
http://lisa.siegenetwork.com/~elfgir...aura-smoke.jpg
(a druid female)
http://www.enworld.org/Pozas/Picture...uid_amazon.jpg
(a druid male)
http://www.wilsonsalmanac.com/images2/druid_sm.jpg
(a sickle)
www.piedmontwine.com/sip/sickle.jpg

Base Statistics:
Health: 100
Energy: 25
Starter Weapon: Sickle, 3-5 damage
Starter Armor: Studded Animal Skins, 10 armor
Special: While inside a druidic form, the character is unable to use or gain benefits from any non-druid skills.

Attributes:
Shift- Allows the druid to change his form, you can only use one form at a time and the effects do not stack.
Empathic Magic- invokes the power of nature to inflict damage on foes.
Storm Magic- Uses the power of the weather to induce a number of effects
Natural Power- (Primary Attribute) for every rank in this attribute, all your offensive druid spells deal 1% more damage.



Sample Skills:
Shift:
Lycanthropy- 5 energy 1/8 cast 74 recharge
(form) for 15...74 seconds, you assume the form of the werewolf, you deal +5...12 damage with attacks and gain +20...40 armor.

Feral Scent- 15 energy 24 recharge
(stance) you must be in a druidic form to use this stance. For 5...30 seconds, you attack 33% faster and gain +20...60 maximum health.

Golden Fox- 25 energy 2 cast 120 recharge
[elite form] for 15...60 seconds, you assume the form of a giant fox (same height as your character but in the shape of a fox). You deal +15...25 damage with attacks, gain +20...40 armor, and gain +20...120 maximum health.

Golden Strike- 5 energy 1/8 cast 12 recharge
(attack) must be in a druidic elite form to use this attack, strike for +20...40 slashing damage.

Elemental Form- 15 energy 1 cast 64 recharge
(form) take the form of a random elemental (earth, magma, ice) for 15....40 seconds, you deal +5...25 damage of that element and gain immunity to your element.

Feral Call- 5 energy 1 cast 24 recharge
(chant) all druidic allies in a form and in earshot deal +15...20 damage while in a form and gain +10...20 extra armor.

Scavenger- 5 energy 1/2 cast 0 recharge
(skill) while inside a druidic form, eat target touched corpse to heal yourself for 10...65 health and 5...10 energy. If used outside of a druidic form you lose 30...10 health but you gain +5...20% benefit next time you use a druidic form.

Feast of Blood- 5 energy 1/8 cast 24 recharge
(attack) this attack can only be used while in a druidic form. Attack 2...5 times in quick succession each attack dealing +1...15 more damage then the last. If target foe is bleeding you also steal 5...20 health with each attack.

Bloodlust- 15 energy 1 cast 36 recharge
[Elite enchantment spell] If target is not inside a druid form this enchantment does nothing, Target ally inside a druidic form gains +30...120 maximum health and deals +10...15 slashing damage for each bleeding foe in the area. This enchantment ends after 5...15 seconds.

Hunger- 15 energy 3 cast 48 recharge
(stance) this stance can only be used while inside a druidic form, for 5...15 seconds your attacks deal increasing amounts of damage. +1...5 added each attack (maximum +50).

Empathic Magic:
Energy Spin- 5 energy 1/8 cast 12 recharge
(Spell) all nearby enemies are knocked down and suffer 13…45 chaos damage.

Wolf Claws- 15 energy 1/2 cast 12 recharge
(spell) send out two claws at target foe each one strikes for 10...35 slashing damage.

Wrath of the Lion- 25 energy 1 cast 48 recharge
(spell) send out 2....24 lion fangs, each fang deals 2...5 piercing damage.

Animalistic Movements- 10 energy 5/4 cast 24 recharge
(Enchantment spell) for 20 seconds, you move 10% faster and have a 33% chance to evade attacks. When this stance ends, you and all nearby foes are struck for 5….20 chaos damage.

Yew Spirit- 5 energy 1 cast 24 recharge
(spell) calls upon the power of the yew tree to heal the druid for 10...45 health and damage all enemies in the area for 5...20 blunt damage.

Rat's Bite- 5 energy 1/8 cast 14 recharge
(spell) calls upon the power of the rats to inflict disease on a target foe for 5...20 seconds.

Energy Tear- 15 energy 1 cast 18 recharge
(Spell) target foe takes 20…95 chaos damage. If that foe has less health then you they also lose 5…25 energy.

Life Absorption- 25 energy 2 cast 64 recharge
(Hex spell) target foe suffers -8 health degeneration for 5…12 seconds which you gain as health regeneration.

Channel Health- 5 energy 5/4 cast 24 recharge
(Enchantment spell) you lose 100 health. Target other ally gains +1….10 health regeneration for 100…15 seconds.

Reserves- 5 energy 5/4 cast 12 recharge
(Spell) you lose 25%....5% maximum health. You gain 10…25 energy.

Channel Energy- 15 energy ¼ cast 3 recharge
(Spell) you lose all energy. Target other ally gains 25….100% of your maximum energy.

Storm Magic:
Hard Rain- 15 energy 1 cast 28 recharge
(Hex spell) foes in the area are hexed with Hard Rain for 3….20 seconds. While hexed with Hard Rain, foes suffer -1 health degeneration and take 33% more damage from lightning.

Lightning Sickle- 5 energy 1/2 cast 12 recharge
(Enchantment spell) calls lightning around your weapon, you suffer 30...10 lightning damage and your next 4...16 attacks strike for +5...15 lightning damage.

Windy Day- 10 energy ½ cast 48 recharge
(Enchantment spell) all allies are enchanted with Windy Day for 10…40 seconds. Allies enchanted with Windy Day have a 33% chance to dodge projectile attacks and all projectile spells have a 33% chance of missing.

Thunder- 5 energy 1 cast 94 recharge
(Hex spell) target foe is hexed with thunder for 30 seconds. While hexed, that foe suffers -2 health degeneration and takes twice as long to cast spells.

Dust Devil- 5 energy 1/8 cast 2 recharge
(Spell) target foe takes 5...20 cold damage and blinded for 3 seconds.

Lightning Storm- 25 energy 3 cast 64 recharge
(Spell) create a lightning storm at target foe’s location. Every 3 seconds, all foes in the area of the storm suffer 20…40 lightning damage and suffer from weakness for 15 seconds. This spell ends after 9 seconds.

Wind Surge- 10 energy 1/8 cast 48 recharge
[Elite Spell] target touched foe suffers 10…120 cold damage and is knocked down.

Natural Power:
Recharge- 5 energy 1 cast 24 recharge
[Elite enchantment spell] for 3…12 seconds, all druid spells you cast heal you for 10 health and grant you 5…15 energy.

Last edited by Darkhell153; Jul 08, 2007 at 09:24 PM // 21:24..
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Old Jun 26, 2007, 01:48 PM // 13:48   #2
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I'd stay away from the animal summoning thing. The engine as it is makes it so that each thing in the game takes up a certain space. For example, you'd have to walk around the pet of a player to reach the player.

If you spammed snakes, ravens, and lord what else, it'd be difficult for the player to move. And no, that's not a cool feature. That's a balance issue, and a pretty lame one at that.

Though I liked the spell Temporal Stasis. I thought it was a hex at first, which would have been way overpowered. Though an enchantment is kinda neat. Instead of healing someone, you just take him out of the game until he's out of harms way. The problem with this is that there would be some lame player with nothing better to do than to equip Temporal Stasis and Blessed Signet and completely freeze everyone.

I like the idea of the weather spells, though I think for the most part, they should affect everyone. I can't really imagine a thunder storm striking an enemy every 3 seconds and leaving the allies perfectly okay. Also, the graphics to make such a spell would probably be expensive computational-wise.

My 2 cents.
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Old Jun 26, 2007, 01:53 PM // 13:53   #3
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My 3 cents on the weather spells, as soon as they make meteor shower knock down allies and enemies then I'll change it xD

I'll take down the animal summoning in favor of shapeshifting

I'll set temporal stasis so it takes a while to recharge and therefore can't be used too many times.
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Old Jun 26, 2007, 02:13 PM // 14:13   #4
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Well a person could cast it even once to be lame. At this point, the worst one could do in a game is join and then not help the team.

With this skill, the worst you could do is completely freeze the entire team while you do /dance emote and get cussed out by the players.
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Old Jun 26, 2007, 02:22 PM // 14:22   #5
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Should I take it out? Or make it so that the ally can remove it if he wants to?
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Old Jun 26, 2007, 02:50 PM // 14:50   #6
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I don't know, honestly. I guess you can't rewrite how lingering enchantments are done (which now you can't remove them). Perhaps you should just make it so that they can't move and cannot deal or receive damage of any kind. The problem is that then you get monks who use this all the time, because they don't need to deal damage.
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Old Jun 26, 2007, 04:57 PM // 16:57   #7
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ok I think that fixes it.
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Old Jun 27, 2007, 08:41 AM // 08:41   #8
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Well, I like storm magic, you got the recharge thing right too.
Druids can invoke the power of nature they understand and respect, they can not only cause storms but any type of natural disaster, drawing on the power of nature, achieving effects beyond their own magical capabilities.
While a lvl 1 elementalist is busy throwing flares around, a lvl 1 druid can already use floods or hurricanes.(and according to D&D acid rain storms)
With a extremely long recharge as a druid wants to protect nature, thus can't be spamming disasters on it or draining it's power.

Though I don't get the chaos magic or the shadow damage, druids are supposed to be the enemy of all things unnatural.
An undead hunter(undead = unnatural life) you should probably change all shadow damage to holy damage(its also armor ignoring and it offers additional damage against undead)
I plain don't get chaos magic, its pretty cool in effects; but I see nothing druid'ic about it.

Finally why are you teleporting foes because of the wind spells?
You don't have to use effects available for skills.
Forced movement(not walking, but a get blown over emote) would look much more logical, then 'poofing' a player around because of wind.
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Old Jun 27, 2007, 01:49 PM // 13:49   #9
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Oh alright I'll fix that up xD
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Old Jun 27, 2007, 03:43 PM // 15:43   #10
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Looks like an awesome profession, I'd certainly play it. But I think it needs toning down slightly. Things like Energy Tear and Reserves are nasty. 25 energy is a hell of a lot. Dust Devil looks like great fun, but a 2 second recharge? You could constantly pop someone about, plus teleporting would probably interrupt them. I like it though, the forms sound good but I think they should be under the Druid's primary attribute, or we'd have a lot of Rt/Dr players with Spirit's Strength and Lycanthropy doing stupidly high damage with attacks. Recharge definitely needs to be toned down - 'every spell you cast....... and grants you 5...15 energy'. That'd make Dust Devil give you 10 energy! I'd enjoy that, 10 energy for me, 20 cold damage and an unwanted teleport for you. One last thing - you didn't specify a duration for Feral Call.

Sorry if that seemed like a moan, just my ideas on what could help you make an awesome new profession.

Ohhh, PS - this really is the last thing :P - there's no 'Sickle Mastery' attribute, what makes sickles do more damage, and are there sickle attack skills?
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Old Jun 27, 2007, 04:03 PM // 16:03   #11
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The sickle is only the last resort use, I said earlier most druids prefer to use the rod, but if they do use the sickle you'll want to put points into empathetic magic because I was thinking about adding some weapon boosting spells in there.
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Old Jun 27, 2007, 07:08 PM // 19:08   #12
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Well all that's fixed up anyhow. The problems that is (I'll fix it so that sickles can do more damage later.
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Old Jun 29, 2007, 12:15 AM // 00:15   #13
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been wanting to give it a review for while... but everytime attempt to read, just got cut off from other things....

Anyhow... I like it. Not a bad one, with few interesting ideas here and there. But nothing really stand out, and very much like any other Druid CC out there. While transformation is differnt, a Druid class was pretty much killed by not only the Nature Ranger, but also the Rituralist and Dervish. It leave so little room for a Druid. However, I do think we might seem them come back, with the Sylvian race in GW2

Anyway... back to the OP:

-I like Sickles more than a stick... but with out any attribute to support it, don't really see why need a new weapon type...

-Shift need to be more differ from the Dervish

-Primary is too limiting.

-Already have offensive caster in the game.
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Old Jun 29, 2007, 02:12 AM // 02:12   #14
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Ok I'll keep gathering more ideas and try to fix it more.
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Old Jun 29, 2007, 03:51 PM // 15:51   #15
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Temporal Stasis= MAJOR overpowered double farming in UW and FoW

- even with the 100% movement slowing, you could cast this on eachother when you get to different mobs, u dont have to have it on all of the time.

Last edited by Dean Harper; Jun 29, 2007 at 03:53 PM // 15:53..
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Old Jul 01, 2007, 10:03 PM // 22:03   #16
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I like this class except for this
Quote:
Golden Fox- 25 energy 2 cast 120 recharge
[elite form] for 15...100 seconds, you assume the form of a giant fox (same height as your character but in the shape of a fox). You deal +15...35 damage with attacks, gain +20...60 armor, and gain +20...120 maximum health.

Golden Strike- 5 energy 1/8 cast 12 recharge
(attack) must be in a druidic elite form to use this attack, strike for +20...60 slashing damage.
it seems way too over powering to have a +95 damage and it would be too easy to spam when you can stay in the elite form for 100 seconds id say cut the damage on golden strike unless you change it sot he damage doesnt stack it just, at least to me, seems over powered
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Old Jul 03, 2007, 06:01 PM // 18:01   #17
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I like the class a lot! Sure, there are some energy issues, but that's what we paid ANet for, to clean it up. I can see this as a part of the new Silvari race in GWEN.
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Old Jul 03, 2007, 06:23 PM // 18:23   #18
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Temporal Stasis- -1 energy regeneration 15 energy 1 cast 120 recharge
[Elite enchantment spell] while you maintain this enchantment, target ally moves 100% slower, becomes immune to damage from all sources, all hexes and conditions don’t work (don’t end and don’t deal degeneration). Target foe also may not be the target of any other spells, enchantments, hexes, signets, skills, or attacks until this enchantment is removed. You may only maintain this enchantment on one ally at a time. This enchantment can be removed by the ally, but the caster will lose 25 energy. You cannot cast this enchantment while in a druidic form.



have 2 X/Druid or Druid/X cast them on each other and they can farm almost anything in the game
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Old Jul 08, 2007, 09:19 PM // 21:19   #19
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I think I'll get rid of temporal stasis and use it when I make a psion class (this one different from magna carta, been away for a week so I had plenty of time to work on it)
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Old Oct 08, 2007, 06:47 PM // 18:47   #20
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This class seems to just be a mixture of other classes such as the ranger and elementalist. You put a lot of thought into it but its just not unique enough to become an actual GW class. More likely a few of the skills could be picked up but other than that I doubt they'd add a class that is already similar to their other classes.

Last edited by Gattsu05; Oct 08, 2007 at 06:50 PM // 18:50..
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