Sep 28, 2007, 01:55 AM // 01:55
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#1
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Desert Nomad
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
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Guide for Better CCs
Introduction:
-Hi, made this CC Guide cause some people seem to be having problems making new unique CCs. Thier are 3 Attributes being jude always Roleplay, Uniqueness and Suitability.
Roleplay:
-You're CC should sound fun, exciting and intresting. Which people would wish to try that CCs. Don't make a crappy Tank with some Buffed Skills or some Hardcore Fighter who only has Attack Skills. Make something Unique like a Tanker who Redirects Damage not only to him but to Enemies.
Uniqueness:
-Try making something Unique, Something not in GW for precise. Don't make a Nuker, Hello we have the Elementalist, Don't make a Healer, Hello we already have the Monk and Res Rit. Try observing first be a critic to you're own work and try to similaries it to some of GW Classes. Also add new stuff like a Fast-Interupting Acrobat or Energy-Sucking Battery Mannai.
Suitability:
-The Background should fit the lore, Don't make an Evil Class but their are Evil Races. Evil Classes are useless if they are playing as a Hero . Also make you're Skills and etc balanced we don't wanna see some guy who takes 0 Damage and kills their foes instantly do they? Don't make a class which sounds a new Race if you wantsomething like that make a Race instead. You can make an Evil Race but never a Class. Also it should have Unifying Idea don't make a Flying Crazy Women throwing Feathers and Controling Time nd Space at their on will^^.
The Don'ts:
Some things you should not use anymore.
Warrior - Hardcore Tank, Brute and Strength
Assassin - Fast-Killing Mele Spiker, Shadow
Dervish - AoE Fighter
Ranger - Spiker and Environtment Manipulator, Nature
Paragon - Shouting Buffer, Shouts
Mesmer - Degen and Domi, Illusion
Elementalist - Nuking and Spiking, Elements
Necromancer - Mobber and Curser, Undead
Ritualist - Spirit Summoner
Monk - Healer and Smiter, Holy
You may still take Warders, Beastmasters and etc not in this list.
But becareful I may have not listed all don'ts.
Also their are som other words to that you're CC should not go around like elements and undead.
The Rit and Derv is the only that you can go around.
More Guides:
- http://www.guildwarsguru.com/forum/s...php?t=10088007
http://www.guildwarsguru.com/forum/s...php?t=10122227
http://www.guildwarsguru.com/forum/s...php?t=10133507
Last edited by [M]agna_[C]arta; Sep 28, 2007 at 02:02 AM // 02:02..
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Sep 28, 2007, 08:48 AM // 08:48
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#2
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Jungle Guide
Join Date: Oct 2006
Location: Tripping in Holland
Guild: My guild died :`(
Profession: N/
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You forgot impact, a class can be as unique as you'd have them be, a generally weaker class capable great buffs, and power bursts for example.
We ain't got none of those, but in the end all it will achieve with it's new abilities is PBaoE or attack damage.
A class is not a good class unless it changes the way EVERYONE plays the game. If people won't notice much of a difference before and after it was added then you did something wrong, this is why paragons suck, they make a difference in the team, but the other team doesn't have to change their strategy to counter a paragon, because its just a ranged attacker whose unique ability it is to improve the things the team could already do.
So even though a class may be unique in concept, and have a fitting role in GW, if people won't notice a change like "before dervishes and after dervishes"(or sins, those where the biggest changes) then the class needs some adjusting.
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Sep 28, 2007, 10:20 AM // 10:20
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#3
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Desert Nomad
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
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Yup and that^^, Never posted that without you thanks^^.
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