Nov 14, 2006, 07:32 AM // 07:32
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#101
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Academy Page
Join Date: Oct 2006
Guild: Shadow Knights Of Legend
Profession: A/E
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Nah lol...it's quite an old class that's pretty much everyone read through.
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Nov 15, 2006, 01:32 AM // 01:32
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#102
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Frost Gate Guardian
Join Date: Apr 2006
Location: playing GW
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...cool
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Nov 15, 2006, 07:05 AM // 07:05
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#103
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Frost Gate Guardian
Join Date: Aug 2006
Guild: [DoA] - The Darknights of Ascalon
Profession: R/
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From the size of your post I see you have put some effort into it, which is obvious. I'd go into what is under/over powered, what seems to work and what doesn't, but you know...I know it's a rough sketch of the class, and I'm not ANet so I don't honestly know the effects without testing them out first. It looks like you did your best and that's what counts. Anyway...
I rather like the idea. I could see a class running around with bombs (Power Kegs - Ice Caves of Sorrow style) and constructing turrents (Catapults - Like THK style). I think it's something to consider. For now, ten classes is plenty I think. We need to iron out what we have first before creating more. But, if an eleventh comes into play sometime down the road I think this should be on the list to consider.
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Nov 27, 2006, 02:28 AM // 02:28
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#104
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Jungle Guide
Join Date: Jul 2006
Profession: Mo/
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God so much signage
/signed wit a passion
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Nov 27, 2006, 06:48 AM // 06:48
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#105
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Frost Gate Guardian
Join Date: Aug 2006
Guild: [FINE] Fat Insecure Neurotic Emotional
Profession: P/W
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/notsigned
I just won't agree to any technological classes.
EDIT: You may say it isn't technological, but that's all opinion. Don't mind me lol
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Jan 12, 2007, 10:56 AM // 10:56
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#107
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Ascalonian Squire
Join Date: Nov 2006
Location: Australia
Guild: I Like Jumpers [WARM]
Profession: E/
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This is a great idea, thought out in depth and written well. I wasn't expecting so much consternation in it!
One question I have is: To whom are the attributes dedicated? Which gods grant favour to this class? (for those who are in the know, I suspect this class would work VERY well in the campaign after Nightfall).
A lot of argument has surrounded the pragmatic aspects of this class and whether it reflects the zeitgeist of GW. Unfortunately, many critics seem to forget that our world DID NOT have the GW deities and hence this character need only be a twinkle in the eye of AN for it to be born in the next chapter. Linking the skills more to the magic of the gods would nest this class perfectly with the others.
On another note, I'd like to see more whips for weapons! I haven't seen a good whip since Secret of Mana. A durable whip with a flinted tip would make an excellent trigger for these bombs, whilst permitting smaller and more balanced AoEs.
Anywho, I will continue my search for a whip wielding class...
EC
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Jan 23, 2007, 08:33 AM // 08:33
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#108
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Ascalonian Squire
Join Date: Dec 2005
Guild: Shattered Eloquence [RoN]
Profession: R/N
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Interesting and if people think its out of theme sadly their a bit out of it themselves.
China had bombs well before Europe even had cannons. And turrets, Romans had small siege crossbows called Scorpions. They could unfold with two men and fire rapidly. So just tone down the mechanic and make it more like a siege engineer or like a Roman War Engineer and this would be a fine class.
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Jan 29, 2007, 12:15 AM // 00:15
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#109
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Wilds Pathfinder
Join Date: Jan 2007
Location: Alberta
Guild: Charter Vanguard [CV]
Profession: Mo/
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I'm not sure if this has been mentioned in the thread already, but I remember reading in interviews that the Ritualist is a take on the engineer concept. Think about it: droppable loads, weapon mods, raised fixed entities with an area of effect...
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Feb 01, 2007, 09:47 AM // 09:47
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#110
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Krytan Explorer
Join Date: Jul 2006
Location: Vancouver BC
Guild: Sorrow Masters
Profession: E/
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Wow I was thinking something really similar, i posted in the Q/A thread though, then I saw this. The engineer is very well thought out and i like it a lot! Have you thought of making mechanical minions? Turrets are like spirits. But then again even we dont have robots like that. I asume Assembly skills have a long cast time like spirits. I think "Machine knowledge" is better as "intelligence" and instead of "Aweareness" have "Tool Mastery" which will decrease the cast time of the skills. This can also be used to repair machines or add buffs to them. Like:
~Tool Mastery~
Ablative armor (Tool Mastery skill):
Machines you make have +10 armor<Preparation, Cost: 5, Cast time: 1 sec, Recharge: 15>
Anyways, I hope Arena Net picks something like this for the next campeign!
/clap
Last edited by Hyprodimus Prime; Feb 01, 2007 at 09:59 AM // 09:59..
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Aug 29, 2007, 11:22 PM // 23:22
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#111
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Ascalonian Squire
Join Date: Apr 2007
Location: Cheshire, UK
Guild: Luxon Elite Kurzick Killerz [LEKK]
Profession: A/
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I think this should be used in GW2 but with a few tweaks, and i dont know what the tweaks should be but because its far in the future then it could have evolved and develped more but yeah i think this could work for GW2 but not GW
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