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Old Oct 14, 2007, 10:10 AM // 10:10   #1
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Default Concept: Magican (NOT an ele or mes)

Magican:
Summary/Appearance

The Magican is a class that uses the "Staff" as there main attack!
The Magican starts of at a level of 1 looking like almost mesmer male(not so cool amour) with long bright robes. As they increase in level they start to bag under the eyes, wrinkles start to form, eyes loose the brightness, and generally gain the apperance of an old man in grey long robes. (for an example Gandolf the grey from Lord Of The Ring, this is not to do with Lord Of The Rings i just wanted to give you an idea! ) The Magican uses his powers to increase damage of his "Staff" inflicting damage from range.


Storyline
Many men of Tyra go off to the hidden towns of the Magicans, to come back hardly recanisible from years of study and work. The Magican where secrative untill the great battle with charr. The Magicans were testing Cantha worthy of there alliance and now after the Elonian's have finally proven there worth to the mystic Magicians they have discided to join any hero needing there assistance.

Concepts

Weapon - The Staff
"The Staff" or "The Magicans Staff" is highly rare and within holds captive spirits that may be released slightly to blast or damage an enemy.

Magicans Staff
Spirit Damage 10-36
Two Handed

Attributtes -

(Primary) - Spirit Eating(Self-Healing)
For each point in Spirit Eating you have a 5% chance to gain 3 health from each attack. Skills with this attribute will gain more benefit with increased points in Spirit Eating.

Spirit Mastery(The Damage)
The Higher the attributes spent in this the higher your damage out-put.Skills with this attribute will gain more benefit with increased points in Spirit Mastery.

Alchemy(The Making Of brews and potions)
Skills with this attribute will gain more benefit with increased points in Alchemy.

Apprenticeship(The ability to bring along a Apprentice)
For each point in Apprenticeship your Apprentice gains 1.6 levels .Skills with this attribute will gain more benefit with increased points in Alchemy.

Skills

Spirit Eating-

{E} Spirit Feast. (10 energy, 3sec cast, 25sec recharge) Elite Spell.
You summon a powerfull spirit that you sap health from (or as normall humans call it eat). gain 50...300 health.

Imp Meal. (5 energy, 1sec cast, 10 second recharge) Spell.
You summon a lower spirit or imp that you sap health from. gain 25...100health.

Fiolot Summons. (10 energy, 1sec cast, 10second recharge) Enchantment Spell. You Summon a medium Spirit or Fiolot that invisibly floats near you. you slowly sap health from. for 10 seconds you have 3...10 health regenration.

Spirit Mastery

{E} Afrit Blast. (10 energy, 1/4sec cast, 10sec recharge) Attack Skill.
You force a highly consetrated blast from your staff. Target Foe takes 30...100 damage.

Djinni (prenouced Jinni) Summons. (25 energy, 2sec cast, 10 sec recharge) Hex Spell.
You Summon a Djinni in invisible form who coats it self over target foe, consentrating your attacks. for 10...15 seconds target foe is hexed with "Djinni Summons" Whenver you hit target foe with a spirit attack that foe takes an additional 10...16 damage.

Aatxe Rake. (5 energy, 1/4sec cast, 10sec recharge.) Attack Skill.
You consentrate a blast from your staff that hits target foe.(Visual effect - Staff Glows then a Aatxe leaps foward striking foe) Target foe is knocked down and takes an additional 10...50 damage.

Alchemy (all alchemy is easily interupted, also magicans gain a small potions bar with 8 slots)

{E} Gun Powderd Scroll. (10energy, 6 sec cast, 20 sec recharge.) Potion Spell.
You create a potion that is highly exsplosive when used target foe and all foes in the area take 5...40 damge and are set on fire for 1...7 seconds.

Healed Scroll. (5 energy, 4sec cast, 20 sec recharge.) potion spell.
You Create a potion of Healing capability. target ally is healed for 10...74 health.

Protected Scroll. (15 energy, 6 sec cast, 15 sec recharge.) Potion Spell.
You create a Protective Potion that for 3...10seconds causes all damage to be decreased by 10...25% on you and Target ally.

Apprenticeship

{E} Might of the Master. (10 energy, 2 sec cast, 25 sec recharge.) Apprentice Skill.
for 10...30 Seconds, your Apprentice does half damage. you do an additional 5...20 damage.

Call Forth Apprentice. (5 energy, 6 sec cast, 46 sec recharge.)
Enchantment Spell.
While you maintain this enchantment you have an Apprentice as an Allie.

Skill Swap. (10 energy, 1/4 sec cast, 60...30 sec recharge)
You and your Apprentice swap skills for 30...60 seconds.

Armor

Magicans Armor -
15...60 armor

Insigna's

Apprentice Trainer-
If you have an Apprentice in range you have + 10 energy.

Magicans Radiance-
+10...30 energy

Conclusion
The Magican is a powerful ranged class, that can be weak but yet very strong.

Summon
Summon is just to make the skill look specky it is normally just and enchantment, hex or heal.

Apprentice
The Apprentice is similar to a Hero, yet its skills cannot be changed and corrisbond to there level. it will normally be as balanced as posible.

Spirits
The Spirit is the magicans power, he is not a ritualist or a ranger since he does not force the spirit to do his will nor is he equall with spirits he controlls them makes them use there power for his will. the spirit that the Magican uses is not visable to other proffesions and does not hang around like the ritualist or rangers spirits.

The Staff
The Staff is the magicans weapon it is not, like and Elementalists staff which does 11-22 damage. his staff is long and imperfet with runes running up the sides, the runes hold captive every spirit the magican needs and holds great power. But only the magicans will can use it.

Potions
Potions are created before a battle and can greatly help a team. magicans have know how to make potions since the dawn of time.
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Old Oct 14, 2007, 10:19 AM // 10:19   #2
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lol, did you think of this while reading bartimeaus?

Its definitely original(except the names) and seems alright. Maybe too narrow (not versatile enough).
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Old Oct 14, 2007, 07:31 PM // 19:31   #3
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boring 3 in 1 mix like:

Come, let us mix up the Ritualist with the Elementalist and Concept of an Alchemist, give it the most boring weapon of the game > a Magic Staff, from what we have really enough -.-

oh wow, he i have an awesome idea .to let the damn staff look more original, make it overpowered and raise the damage from 11-22 to 10-36 -.-


with 3 words

not signed and failed


PS: this Concept looks imo totally uninteresting, imo only like a Ritualist Rip Off, even when you don't say, that this Concept should not be a Ritualist

The game needs no more wannabe classes, its enough that GW has wannabe gods/angel and wannabe bards, there the game needs not too wannabe alchemists like pseudo gandalfs
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Old Oct 14, 2007, 10:52 PM // 22:52   #4
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if you actually read the whole thing i said that the summons is:
not an actuall creature like a rit or ranger that it is just the speciall affects, and it is not a ele because it dosen't have the firepower. i made this to almost be the ranged verson of a dervish if anything. when i made the alchemy i wasn't to sure on it i just wanted to add something that matched the class not something like. Uber power. i think i must not have exspained the class. i was hopng for something originall. not another overpowerd meele or a mesmer/ritualist. i wanted something that bought something new... and about the staff well i wasn't sure what other weapon to use, like mabye a "whip or chaos" lol or something...

And yes i have read the barematus books but funnily enough i wasn't thinking about it. but hey it does sound like it lol.
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Old Oct 15, 2007, 10:04 PM // 22:04   #5
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Quote:
Originally Posted by bathazard
if you actually read the whole thing i said that the summons is:
not an actuall creature like a rit or ranger that it is just the speciall affects, and it is not a ele because it dosen't have the firepower. i made this to almost be the ranged verson of a dervish if anything. when i made the alchemy i wasn't to sure on it i just wanted to add something that matched the class not something like. Uber power. i think i must not have exspained the class. i was hopng for something originall. not another overpowerd meele or a mesmer/ritualist. i wanted something that bought something new... and about the staff well i wasn't sure what other weapon to use, like mabye a "whip or chaos" lol or something...

And yes i have read the barematus books but funnily enough i wasn't thinking about it. but hey it does sound like it lol.
First off, it counts only, that this Class should summon Ghosts, Ghosts are the special Area of Ritualists, like undead Minions are special for Necromancers, or do you see under the skills of the Ritualist anything, that lets them summon instead of their ghosts an undead and vice versa ?

No, that isnt the fact, and this, because each summoner in GW has its own creatures and nothing, that is somehow similar to an other class.

GW has summoner for Spirits, Ghosts and Undeads, the only 3 things, that are left now, are Demons, Souls and Elementals.

the only thing, that makes your Concept different is, that you give the Magician Ghosts, that will be able to move, and thats imo only for me personal a thing, i want to see as improvement of the Ritualist Class
Imo the Rit Ghosts are too weak as they are in the moment, with being forced to a fix point, anything cann kill a Rit Ghost with less hits and any Aoe with DoT-Damage is a Rit Ghost Instant Killer.

Alone calling it "Magician" lets them look on fist sight, like other versions of Elementalists, because the Elementalist is nothing as as the classical "Magician" in lots of other Games, only with the Difference, that Anet shortened their Abilities to the 4 Core Elements so that the Class would fit into their (imo dumb/boring) 4 Attribute-System.

The Alchemist Part dont fits absolutely to the Concept, it lets the whole Concept look only like a 3 in 1 Surprise Egg-Wannabe Class like the Paragon.
The Game imo needs more Mid Range and Melee Classes, or some sort of Battle Mages, but really not pure Mages anymore, the game has really enough odd mage classes, which fight all with magic Staffs ...

*still loves to see a Monk improvement, so that this Class gets a Shaolin-Style, fighting with bare Hands/feets and with Chi Power and some oweseome looking Skills that look simimilar to such Energy Skils, like the kamehameha from DBZ or so, where the Monk really needs then some seconds of preparement and than BANG.... comes the big strike*

but that are hopes for GW2, i doubt, that we will see anything new for GW1, even if Anet would say tomorrow, that they r planning on a 2nd Add on ... I don#t believe, that they would use it, to implement at least 1 new interesting Classes, that was used and balanced from a Class Concept of this forum here for example.


When ypou want really make a concept, that should have good potencial, for really being something "new", then you have to look for things, that all other classes don't have or don't can, even no similar things, then give the concept a weapon kind, that no other before ur concept uses... there yre tons of unused weapon kinds, that would be cool, when they would find finally their way into the game, a small example list:

2H Swords/Axes, Whips, Claws, Morning Stars, Lances/Halberds, Boomerangs, Kunais/Katars/Ninja Stars(Shuriken/ Fuuma Shuriken), Chain Sickles, Battle Staffs/2H Spears, Nunchakus, Music Instruments (Harps, Tambourins, Flutes... each instrument has an other fight style)

and then there exist tons of unique and exotic weapons with names, a can't write XD nor speak out without biting my tongue lol

When you want make a concept look something toally new, then the whole appearance of the concept must bring over to the readers also this feeling.

When you read it, its a great mistake to begin with sentences like
"this is really not like a (implement now class, that still exists), because people will automatically compare your concept with the existing class and when U've read then al stuff and you must think of it, thats in the end only a xxxx Rip of, only with some little overpowerments and some changes on the basics of that other class, then your concept simple failed
============

Ill make out of your magician something totally new, without making out of it another boring Mage Class with a Staff to pierce in his a** for p**


Max HP: 460
Max MP: 75
Max Armor: 70
E Reg: >>>>

Weapons:
Spell Book 1H (5-25 Elemental attacks)
Example Greens:

The Necronomicon
Cold Damage 5-25 (req 9 LotM)
Energy + 10
Damage +15%, when HP higher than 50%
Damage Reduction 15%, when Enemy Minions are in your near
HP+ 5 for every Minion around you in your near.

The Grimoire
Fire Damage 5-25 (req 9 LotM)
Energy + 10
Damage +15%, while being enchanted
Damage Reduction 15% vs. Elements, when being hexed
HP+ 15 for every Enchant on you. (max 75)
---------------

Mace 2H (17-30 blunt damage)
Example Greens:

Toothpick of the Ogre
17-30 Blunt Damage (req 9 Mace Mastery)
Damage +15% while being enchanted
Health Drain +5 HP
-1 Health Degeneration
Armor Piercing 20% (20%)

Ancient Holy Cross Mace
17-30 Holy Damage (req 9 Mace Mastery)
Damage + 15% when HP above 50%
Energy +15
Energy reg -1
Damage + 20% vs. Undeads

Primary: "Lord over the Magic"
Increases with each Point in MM the additional Damage of your Magic Spells by 1,5. Means, at AP 16, Magic Spells will do additional + 24 Damage.
MM decreases also the Reload Times of any magical Skill by 1% per AP
(Book Weapon Attribute)

"Mace Mastery"
Secondary Weapon Attribute, like all other Weapon attributes...

"Ars Arcanum"
Increases Strength, Duration and general Effects of the Magician's Counter Magic Spells, Field Enchants and also Chaos Elemental Single Target Attack Spells

"Source of Mana"
Increased SoM will increase the Strengh of Group Energy Healing Spells.
Source of mana will also be the Attribute for Self Heal Skils for HP and Energy.
---------------

Example Skills:

Lord over the Magic

Aura of Concentration > 10E, 1s, 60s
Enchant:
While being enchanted with Aura of Concentration, you can't be interrupted for 30-60s.
When attacked by Enemies and their attacks would normally cause you to get interrupted, the enchanted characters will receive 5-10 Energy everytime, you would get normally interrupted by the Attacks of the Enemy.

Source of Might [E] > 15E, 2s, 30s
Enchant:
For 30 seconds, the character will receive for every enemy around him (max 10) an additional boost in his magical attack power of 1-5 Damage Points for the next 10 Spells


Mace Mastery

Powerful Smash > 5E, 1/4s, 12s
Attacks an Enemy with an powerful Smash for +15-45 Damage. If the Target was under 75% of its max HP, then the Enemy will be weakened for a duration of 1-15 Seconds

Soul Impact Slash > 10E, 1/4s, 8s
Attacks an Enemy with +10-25 Lightning Damage. The attack has an Armor Piercing of 25%. Does this Attack hit an summoned creature, Soul Impact Slash will do an additional AoE damage to nearby foes of +35 Lightning Damage


Ars Arcanum

Aura of Reflection [E]> 10E, 2s, 10s
Spell:
Aura of Reflection will create around you an Barrier Field, which will reflect magical Attacks back to its Caster. This Barrier is active for 1-8 seconds and will reflect back 33-75% of any magical attack to the Caster + 1-2 additional Foes in your near or in near of the Caster which has spoken the reflected Attack Spell. While AoR is active, the Caster will move 75% slower and will suffer on an Armor Malus of 25-15.

Field of Vitality > 25E, 3s, 60s
Field Enchant:
For 45-55 seconds, the Map Field, on which you are gets enchanted with Field of Vitality. For the Duration of that Spell, all Party Members, will receive + 100-250 HP, when they are not enchanted by any other Enchant and negative Status Ailment Attacks have -33-50% lesser Duration.
While receiving benefits of an Field Enchant, Party Members will suffer +50-33% Damage from Hexes,when they trigger


Source of Mana

Signet of Mana Reversal > 0E, 1s, 30s
The next 1-5 Enemy Attacks, you will lose instead of HP only 10-5 Energy per attack. Will your Energy reach 0 through this, your Energy will get fully healed and the enemy, which has last attacked you, will lose all is Energy

Ether Strike Fury[E] > -1 E, 10E, 1s
Theoratical Perma Enchant
While being enchanted with Ether Strike, your Weapon will become an Ether Weapon, which has 50% lower Damage, but the 50% Recuce of Damage you will get ever healed with as HP and Energy, whenever you cast an Attack Spell. Ether Strike wil automatically end, when your Energy gets below 25%, or when you've casted something other, then an Attack Spell. While being enchanted with ESF, all your Attack Spells will reload 10% quicker


So, this would be now for example my version of a neutral Magician, that has nothing to do with the part of an Elementalist being a Magician.

hmm, theoretical I made here now only a possible kind of a Sage for GW(2) and the Sage is i think that, what you search really i think, because of your Compare with Gandalf, who is a Sage and no normal Magician ....
I want to mention, that i got a bit inspired by Ro's Sages/Scolars ... in kind of Field Enchants and Counter Magic for an Attribute
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