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Old Jul 16, 2007, 01:26 PM // 13:26   #1
Lion's Arch Merchant
 
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Max Energy
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Energy Regeneration
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History:
In a blistering drout, one might expect to hear rhythmic drums beating deep in the heart of the jungle. To veer too close means almost certain death. Most make it their business to ward away. Occultists worship Grenith in ways in which would make most people sick. Human sacrifice is prevalent, and even acceptable in deep parts of the jungle where these ceremonies are held.

Little is known about these occultists, except that those that have made their way in towns and cities have displayed a very different form of magic when they show aggression. Some believe it is because of some advanced magic granted to the people, while others believe it is merely superstition and lore. The White Mantle began a hunt to slaughter all those involved. Many parties were sent to wipe them out of existance only to come back frightened puppies or not at all.

To this day, it is not known whether they still exist, but rumor has it that the gift of this rare form of magic is quietly passed down the generations.

Skill basis:
Occultists utilize chronic spells, which require intense concentration on the part of the occultist to work. For this reason, an occultist cannot cast other spells during its effect. However, to counter this effect, occultists have cleverly systemized a new type of magic designed for this very purpose, delaying its effect for an amount of time so that it works while casting these chronic spells.

A chronic spell is essentially a normal spell in which its cast time *is* the duration of the spell and its effect occurs not after but during its casting. An example of this might be:

Energy syphon - (10 energy, 20 second cast time, 45 recharge) Chronic enchantment. If hit while casting Energy Syphon, all allies in the area gain 1-4 energy and all foes in the area lose 1-4 energy.

During the casting, the effect takes place. This can be interrupted like any other spell, however the occultists have stances to counterbalance this effect.

Fanatacism - (15 energy, 1 second cast time, 30 recharge) Elite stance. For 60 seconds, you have a 20%-70% chance to prevent an interrupt from an opponent. When you prevent an interrupt in this way, you lose 50-10 life.

And since it takes time to cast chronic spells, an entire attribute is devoted to delay spells, which only take effect after the spell has been cast.

Forbearance - (10 energy, 1 second cast time, 20 recharge) Delay spell. After 10 seconds, you are healed for 20-70 health. If you are casting a spell, you gain an additional 20-70 health.

Foreshadowing Magic Attribute - Magic pertaining to delay spells. Points placed in Foreshadowing Magic will increase the ability of spells pertaining to it.

Doom - (15 energy, 1 second cast time, 60 recharge) Elite delay spell. After 5...20 seconds, if you are dead, you are resurrected with full health and 25% energy. If you are not, you suffer deep wound for 20 seconds.

Omen - (10 energy, 1 second cast time, 30 recharge) Delay spell. After 20 seconds, all nearby enemies are struck for 25...120 lightning damage).

Anticipation - (15 energy, 1 second cast time, 20 recharge) Delay spell. If after 20 seconds, you receive more than 200...50 damage, your health is restored to what it was when anticipation was cast.

Warp Magic Attribute - Magic pertaining to chronic spells. Points placed in Warp Magic will increase the ability of spells pertaining to it.

Piercing Gaze - (10 energy, 10 cast time, 20 recharge) Chronic spell. Target foe gains -2 health degeneration and becomes easily interruptable whenever casting any spell.

Retaliation - (10 energy, 20 cast time, 40 recharge) Chronic spell. Whenever target other ally takes physical damage, foe hitting target ally takes 20%...60% of that damage.

Repel - (10 energy, 10 cast time, 30 recharge) Chronic spell. All nearby foes running towards target ally have a running speed reduced to 50%. All nearby foes running away target ally have a running speed increased by 33%.

Concentration - (Primary) For every point in concentration, the chance of getting interrupted while casting spells is reduced by 2%.
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Old Jul 16, 2007, 03:52 PM // 15:52   #2
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Thats an interesting idea, but the problem is that if the effect takes place during casting, you are essentially saying that each spell/enchantment has no cast time. This would make an inbalance in the game like no other... My suggestion is to make them HAVE casting times, but after the casting time, you have to channel them, or keep them going. This is a reference to WoW, but make it so that you have, lets say a 2 second cast time, and then you have to go on a longer duration, say 20 seconds to get a full effect. This gives me an idea for a CC actually.... I have to say though, the Chronic SPELLS are nice, in that they allow for more balanced combat than enchantments...
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Old Jul 16, 2007, 04:36 PM // 16:36   #3
Lion's Arch Merchant
 
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Well I get what you're saying, but consider that you have to completely occupy focus to do cast, so I think it evens out. Plus, mesmers have the opportunity to interrupt the spell in-action. You wouldn't get this opportunity if it were a hex or enchantment. Those have to be removed after they are placed. With this, there could potentially be a interrupt mesmer willing to make an occultist's life a living hell that would make it so that little to nothing gets accomplished. An occultist would have to equip a lot of anti-interrupt to compensate, and so the end result is that an occultist is only really going to be able to deliver 2 or 3 chronic spells in his build without problems.

Yes, it's an advantage to being able to have the effect immediately, but if you had to cast for 2 seconds for everything to work, it would be a slow class indeed.

I already had the chronic spells in mind, and I already posted the idea, but I hadn't made a concept class with it until now. I think the delay spells add a bit too. It's like the occultist's style.. cast delay spells and put them in combination with whatever they're currently casting to maximize the effect.
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Old Jul 16, 2007, 07:22 PM // 19:22   #4
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I say it straight ... i find this CC is imo crap, because it makes out of an Occultist something, an Occultist isn't, what I understand under it to be.

An Occultist is someone, who goes in a pact with an evil force, to increase his/her own powers. Thoses evil forces r lesser demons, higher demons uptil to pacts with the devil itself. AN occultist makes rituals, to make a contact with those evil forces to fulfill everything needed, to make a pact.

So, to make out of this CC something, thats believable and makes out of this CC something, that fits the name "occultist", there r imo 2 solutions:

1: i personally see the occultist more as a improvement of the ritualists, because occultist r imo nothing else, then ritualists, which have learned to summon demons instead of ghosts and its only an other kind of ritual the class does

2: when it should be an own class, then as Demon Summoner, a class that summons monsters of GW for help, which fight for the occultist and the occultist itself has only skills, to heal/buff/support his summon.
In this way the occultist would be THE SUMMONER, much players wish to have in GW, that has nothing to to with undeads and ghosts, like the necromancer/Ritualist has to do ...

This criticism is nothing personal vs u or ur CC .. but I personally understand only something other, under an occulstist , then time magic and a mix of a necromancer/mesmer ..., when u want time magic, make a CC for a specific Chronomancer, which has mastered time magic and is no 3 in 1 Mix Class, because thats my impression if this CC here, with a false class name...

http://en.wikipedia.org/wiki/Demonol...ult_demonology

just my 2 cents
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Old Jul 17, 2007, 10:09 AM // 10:09   #5
Lion's Arch Merchant
 
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I appreciate the criticism, and no I didn't take it personally. Well I was sort of imagining him to be some sort of dark ritualist, though I didn't want to get too caught up in summonings since that's what rituatlists already do.

But I do see him to be the type to not care a great deal about his own well-being if it meant helping the others. So I was thinking that the chronic spells would largely benefit the group and not himself. This would of course make him a very vulnerable target, since you'd obviously want to take out the bond monk just like you'd want to help the guy whose keeping your opponent's team alive. So the delay spells would come into play to keep him alive.

Though I haven't specified a third attribute. Perhaps 'Demonology' would be it. Let me think about this for a little. You'd have several demons that you could summon. They'd be like long-lasting enchantments in that as long as you have that demon in play, your energy is reduced by one mark. You could only have one in play at any given moment, and summoning another while one is in play would kill it. And these don't have to be standard like pets, with the same stats, since they are closely associated with skills. They just have to be balanced.

So you'd have:

Summon Imp (10 energy, 3 cast time, 120 recharge) - Summon imp into play. If you control any other demons upon successfully casting Summon Imp, they are killed. Imp's skills include flare and rodgort's mark.

Summon Spiderfiend (10 energy, 3 cast time, 120 recharge) - Summon spiderfiend into play. If you control any other demons upon successfully casting Summon Spiderfiend, they are killed. Spiderfiend's skills include Barbs and Poison.

Summon Goliath (10 energy, 3 cast time, 120 recharge) - Elite. Summon goliath into play. If you control any other demons upon successfully casting Summon Goliath, they are killed. Goliath's skills include Juggernaut Toss, and Aura of the Juggernaut.

As well as some support skills:

Combust - (5 energy - 1 cast time, 60 recharge) - Pet skill. Explode demon dealing 5-40 physical and 5-40 fire damage.

Dark ritual - (0 energy, 1 cast time, 30 recharge) - Signet. For the next 30 seconds, whenever demon takes a hit, it gains 3 health regeneration and you lose 1 energy regeneration.

Unholy strength - (10 energy, 1 cast time, 60 recharge) - Pet stance. For the next 30 seconds, demon attacks 50% slower but does 100% more damage in attacks.

Vampiric Tendencies - (10 energy, 1 cast time, 45 recharge) - Pet stance. For 15 seconds, your demon steals 5-25 life for each attack.

They'd count as pets, so an Occultist/Ranger combination probably wouldn't be uncommon with points in Beast Mastery.
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Old Jul 17, 2007, 02:04 PM // 14:04   #6
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Hmm, I think, when I'd make a CC for an Occultist, this would be my kind of suggestion for it:

Max Health:
480

Max Energy:
40

Energy Regeneration:
>>>>

Max Armory:
60

Weapon:
Rods/Staffs

Color: night black

Sign:

A pentagram

[b]Attributes:[b]

Main
Occult Demonology
Increasing this, raises by every 2 points the max HP of ur summoned demons by 5%, every 4 points the defense ignoring atk raises by 5 and every 8 points the summons receive 1 pipe of life regeneration.
Every point in OD decreases the time, the demon will last on the battlefield for -1,5 + -1 Second. This means, at 16 points, a demon will last 25 seconds lesser, than a demon with OD zero. SO the stronger the demons should get, so shorter they will be active. Occultist can summon up to 3 different demons, when u summon a 4th, the first summoned one of the 3 others will die instantly, leading to a small area explosion, dealing some chaos elemental damage to anything, that stood around the dieing demon.

Evil Bondings
Evil Bondings are a type of dark elemental support and healing spells for urself or ur summoned demons.
Increasing this makes thoses bonding also normally stronger, or they last longer ..typical effects also. Evil Bondings have only one special difference, evil bondings r "HEXES", which work like "ENCHANTMENTS", so when someone tries to delete someones evil bondings with skill, which will delete normally enchantments, it won't work, people must use for evil bondings skills, which delete hexes ... Each evil bondings works like an upkeepable enchantment, that decreases 1 energy pipe, while its active.

Fanatic Mind
Fanatistic Mind is a kind of blood ritual for the Occultist, including agressive single and aoe "chaos" elemental attack spells, those spells r powerful, but casting them lets u lose % of ur max HP, or ur Chara goes in its specific "fanatic" status, becoming wild and crazy and so for short time uncontrollable.
When in fanatism status, the power of fanatic chaos spells is increased by 15%, but as said, u have no control over urself, casting weird random stuff of ur skill bar (and for style laughing evil around XD)
Increasing this, lets skills become stroner, last longer, or lets u lose lesser % of ur HP, crazy status become shorter or so ...

Manipulation
Manipulation is for an occultist the art of manupulating demon souls into other bodies, so that the soul of the demon can take over the mind of their victim and control them for their master. the controlled body can be everything, from ranger pets, over other players to simple items, like dolls or weapons, giving those items evil forces with the soul of a demon, making them being cursed.
Increasing this attribute, raises the time, mapipulation last, or shortens the time, thats needed to manipulate something and to take over the mind or the essence of the item, which u want to possess.


Example Skills

Occult Demonology:

[Elite] Pact of Belial (Cost: 25, CT: 8s, RT: 120s)
Summons one of the mighty 72 demons of the legendary King Salomon - Belial the Lord of Flames. Belial stays for battle support for a maximum of 120 seconds at Attribute of 0, at 16 he stays for 95 Seconds.
Belial arrives from Hell with Level 20 and deals with its attacks normally 10-50 defense ignoring fire elemantal damage, with Attribute of 16 it r 10-70 through the increase of damage of 5 per 4 points in Occult Demonology.
Belial is relativly slow, slower than a Hammer Warrior.

[Elite] Pact of Astaroth (Cost: 25, CT: 8s, RT: 120s)
Summons one of the 72 mighty demons of the legendary King Salomon - Astaroth the Harbringer of Devastation ....(same with time for exist in battle)
lvl 20 too, attacks enemies with chaos elemental spells, which act like sry, know not the english skill name, so i write it in german XD, u can translate (Geisterriss), dealing after 5 seconds of delay to a big field damage of up to 130 chaos elemental damage with Attribute of 16, with 12 it would be 110 damage


Evil Bondings:

Sphere of Reflection ( Cost: 10/ -1 >, CT: 3, RT: 25
As long the occultist keeps the sphere of reflection active, evil forces from an other dimension will protect the occultist vs magical spells and attacks with any element, decreasing magical/elemental damage by 10-33%, the decreased damage, that the occultist hasn't suffered, will be reflected back to the enemy, while the sphere is active. While the Sphere is active, movement speed of the occultist is decreased by 25%

[Elite]Be the dark might with me ( Cost: 15/ -1 >, CT: 1, RT: 30
The Occultist receives as long this spell is active an aura of darkness, which will automaticall throw enemies in his near to the earth every 3 seconds and disrupt magic spells. When disrupting with this skill monk spells, the occultist will receive damage equal to double of the amount of energy the monk skill had cost for the monk, but the disrupted monk skill will be deactivated for 10 seconds.

Fanatic Mind

River of the Hades ( Cost: 15, CT: 3, RT: 15)

The occultist will go for 10-5 Seconds into his fanatic state and on ground will appear a river of hell, the Hades, with blue flames raising up from the ground.
this Skill will deal for 10 seconds damage to everyone on line of the skill, dealing per second 15-45 chaos elemental damage.

[Elite]Wicked Heart ( Cost: 15, CT: 1, RT: 5)
Costs 33-15% of the occultist HP. This Spell will hex 1 enemy, letting the enemy become fanatic for 15 seconds. The fanatic enemy will not know anymore, who is friend, and who is enemy, attacking uncontrollable everybody with his/her weapon or spells at random.
When an enemy got ill and fanatic together, the state of fanatic will convert over to others too letting become groups of enemies quick to groups full of psychopaths attacking each other and the slaughter can begin.

Manipulation

Blade of the evil Force ( Cost: 5, CT: 2, RT: 10)
The occultist forces a soul of a lesser demon into a Weapon of an enemy (dead corpse of a warrior needed), receiving for 5-15 seconds a cursed magical blade, which will protect its master and attack any foe, which comes near to him, dealing 30 defense ignoring dark elemental slash damage

[Elite]I'm Your Master !! ( Cost: 25, CT: 5, RT: 60)
After 10-1 second(s) after the cast time, the occultist will earn the mind of any foe, controlling his/her mind for 5-15 seconds, enabling the occultist to use the skills of the enemy instead of his own 8 for this time span with the same attributes of the enemy, enabling to attack with the controlled enemy other enemies or simple to move ur enemy around, for example into an aoe spell of an elementalist.
While controlling the enemy, camara changes to the controlled one, and own character goes into an defense stance meanwhile, not enable to move, but only receiving maximal 10% of maximum hp, while controlling someone others mind.


So, sure, some might be overpowered, but it r only examples for skills of what kind i think, an occultist should have like. In the end, its naturally Anet, which will make the skills ...

greetz

PT
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Old Jul 17, 2007, 03:55 PM // 15:55   #7
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Well, I like the ideas, though it's not very practical a lot of that. The Guild Wars engine would have to do hand flips and reinvent itself to accomodate most of those skills. It is incredibly unbalanced as well, but of course you pointed that out yourself. They fall into the category of "Wouldn't it be cool if..." which always strikes a cord with me, because I like "Wouldn't it be cool if..." However, it's rarely ever practical.

It's dark, and that's what I like about it. If it were possible to implement such a class without being too powerful, I'd probably like it quite a good deal. However, posessing people is completely out. And summoning super-powerful demons is out too. The necromancer gets Flesh Golem which is like a stupid warrior henchy. It's even an elite, which tells me to have anything more than that is overpowered. So that means most of the demons are overpowered.

For Guild Wars 2, couldn't they have an occultist profession in which your human player can access demons, just minor demons. Perhaps they could reserve bigger and badder demon summoning for the NPCs and even the boss. The Occultists are all power-hungry anyway right? What would keep them from bringing out the big badass demons if they could all do it? It'd have to be something very difficult to accomplish.
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Old Jul 18, 2007, 03:58 PM // 15:58   #8
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yeah, when they come to GW2, it should be somehow Demon Summoners, with a wicked mind ,that lets them look, like self being possessed by a demon.
To increase the impression of being wicked, this class should use chaos elemental attack spells, chaos is one of the elements in GW, that is until now not so much used, the only part of chaos element is in the moment the mesmer, and thats sad ...

Hmm Fleshgolem, but that one gets an higher Level, than 20.
Belial for example is nothing else, then a K/Ele in this matter.
When summoning demons, then the 72 demons of king Salomon for Elite, hmm, natural maybe something weaker than my both examples
Astaroth should be like a R/D ... at least when taking those 72 demons, which r some of the most known demons of all in the mythology of demons, than those r direct 72 nice elite skills.
As said, demonoogy r not only lesser demons, higher ones too ...
they should be for players too, what pacts should be only for npc occultst, that would be pacts with the devil itself, or better said for GW logic, pacts with evil gods/ half gods.
A summon of a lesser demon now would be for example, if i summon with my occulst a little group of nightmares or if i summon a little group of fire imps, that r lesser demons.

why not possess other players for short time ?, i'd find this a nice attribute, fitting well for a wicked class like the occultist, which has to do with demons and looks self, like being possessed, lost his own mind for power the occultist searchs and lives for, becoming more and more evil.
isnt it that, what people want in GW2 ? that classes r not ever only "good" types, that there r classes too, that can be outplayed really "evil"
Demon summoning and soul manipulating Occultists would be for this job perfect. and nobody said, that there shouln't be no anti spells or so, protecting from being possessed.

Monk's for example could get maybe then a skill called "Clear Mind" which can heal u in an instant from being possessed.
rangers could get an ghost, which protects players from this, while in near of the ghost and so on ... i think really, when Anet would make something like this, it would become realy cool ^^


For all, who want to know more of the 72 demons, here a wikipedia link with all 72 names
http://en.wikipedia.org/wiki/Ars_Goetia#Ars_Goetia

Last edited by Phoenix Tears; Jul 18, 2007 at 04:05 PM // 16:05..
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Old Jul 19, 2007, 11:15 AM // 11:15   #9
Lion's Arch Merchant
 
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You realize what would happen if players could be posessed right?

Pvp would become a joke. Each team would bring several occultists with posession ability and possess the opposing team's monk players to prevent them from doing anything.

They would bring Occultists to counter your occultists by posessing your occultists before you can posess their monks. Then, once they possess your occultist bodies, they would posess your monks and then your monks wouldn't be able to do anything.

But wait, it doesn't stop there. At that point, you'd bring occultists for the enemy occultists who will take over your monks, occultists to take over the occultists that are there to take over your occultists that will take over your monks, and occulitsts to take over their monks.

But wait, it doesn't stop here. Why don't we equip ONLY occultists with possession and possess their entire team. That way we can destroy their team easily by attacking each other.

Is this what you meant? I hope not, because these don't make for fun games (at least not in the long run).

As for demon possession, if you make the demons overpowered, you bring 2 monks and everyone else an occultist with a demon to have 6 demons, 6 occultists and 2 monks fighting. IWAY tried this, and they were overpowered at first, and they weren't even using anything more than pets. What happens when you have 6 elite demons, all of which can be summoned without a corpse fighting side by side with 6 occultists and monks to back them up?

You have to consider every possiblity, however lame. You can count on the fact that someone will do it if it ensures the success of their group, even if it is a lame strategy.
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Old Jul 22, 2007, 02:58 PM // 14:58   #10
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hmm, maybe naturally make there a condition, that u cant control a demon, while ur possesing someone.
I said not, that each try of possesing an enemy is a 100% successs.
When u use a possion skill, it can end up in doing nothing, because u had no success with infiltrating an soul of a demon into the enemies mind to get the control. Heroes have strong wills ^^ so maybe only 1 out of 5 trys or so will end up in a success.
And as said, it will give then naturally for certain classes several healing or defensive skills, which will heal possion in an instand or will protect players as shout/enchantment/stance/nature ghost/ritual ghost from being possed.

gameplay gives enough way to let possession not become overpowered and PVP end up in a weird slaughter, where a whole occultist team can dominate and let the enemies slaughter themself permanent.
While possesing someone else, the occultist will as said also have the disadvantage of being stucked at his place, not being able to move.
So while a occulstist is controling someone others mind, they r a found dinner for every aoe Elementalist, which can nuke them with meteor shower, fire storm, and all those other aoe spells which doe DoT-Damage.

Then i haven't said, that occultist will stay ever in a bond with their controlled victims. When an controlling occultist gets thrown into the ground, the occultist will automatically lose his bond and the player is again in the body of his occultist.
As said, i think, when Anet makes this, it will become a cool result.
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Old Jul 23, 2007, 09:51 AM // 09:51   #11
Lion's Arch Merchant
 
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But again, what would keep you from having a team of only occultists? You take over every single one of them, and your 'old' bodies are frozen. But who cares? You control the entire battle field. You've won. There's no possible way for you to take damage from an opponent unless you leave their bodies.

Even with 'counter' posession, it'd be a mess.
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Old Jul 23, 2007, 10:53 AM // 10:53   #12
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- Possession holds not for the whole battle, only some seconds ...
- Possession would be easily deleteable, by throwing them into ground
- Possession has no 100% chance for success, occultist neede some tries, before they will have success and costs must Energy, has long CT, so easily interruptable and long RT, so once interrupted u've long to wait to receive a new chance.
- This means, Possesion is something more, where u need luck cause success chance is relativly low and every class receivs counter skills, monks can instantly heal it, ritu ghosts wil protect, ranger spirits will protect, mesmer can have mantras, elementalists glyphs, other classes signets and so on ...

Possession is really not overpowered when this all gets done, party members r not dumb, U'll see, wen one of ur allies will be possed by an enemy occultist, when the color changes for the time being possessed from green to red.

making a whole team of occultist would be dumb, because it would simply make no sense to make all 8 as possessing types...
Once occultist would exists, its normal that people will naturally will be prepared of them and take certain protect skills with them, at least for example a ranger or ritualist iow. both maybe to have enough protect with u, that the chance of getting possessed by an occultist is so low through ur protection, that occultist will lose only their energy quickl through endless senseless tries to get someone for some seconds possessed.
Possession should not become the main way of an occultist, even when it looks cool and is a lame build. Thinking of 8 occultists would dominate everything through possession is false.
For such lame builds does it give the magic word "balancing" and to balancing belongs to, to give all other classes enough ways, to get protected vs possesion, so that not such a same build can dominate by possesssion the whole enemy team in some seconds, because all enemys slaughtering the whole battle each other, while the 8 occultist have only to look, as if they would look an cinema movie *g* and wait, until the show got to an end.

I've well thought out the part of possession and i'm aware of that situation of this kind of lame build in PvP. Dont put ur thoughts too strongly onto my example skills, in the end it r only example as said, what Anet would make out of this, stands in the stars. But im sure, that they can make such a class with possession of enemies that is PvPable without being imbalanced.
There r as said enough ways to make possession not become imbalanced.

Even when a team of 8 occultist would be so lucky to get all 8 enemies possessed for some seconds, there r again other lame builds to counter this.

take 8 occultist vs 8 beast master rangers, occultist would lose 100%, because the beast master owuld have 8 pets which will attack then the frozen occultist, while they possess someone, and a clever bm player, which would fight vs such a occultist team would have then a skill casted quick, to let its pet attack an occultist, which throws them into the ground to counter direct a perhaps successful possession.

Other classes could cast quicker their protection ghost, which could protect all allies in near quicker, then it takes to possess someone, so occultist will be in the hurry to kill the ghosts first, which will be naturally protected meanwhile by all other players and as quick as possible recasted, once they die.
classes which have no ghosts, can cast their signets, glyphs or mantras whatever, before the occultist r even maybe in near to try to possesss someone. ( u know that in pvp both groups start at different places ever and that it takes ever some seconds of running, before they crush into each other - enough time to cast all the protection needed)

so possession is really something, that should be more luck, then anything else, and is only effective, when single occultist r so skilled, because then the enemy group will not be forwarned, when they see, that their enemies r a whole occultist team...when u see something like this in pvp, ull know direct whats their strategy.
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Old Aug 14, 2007, 12:21 PM // 12:21   #13
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*Clears throat* ya occultist isn't the best choice of name for your class hawkeye, it plays a bit like a beefed up smite monk. It's all massively overpowered, I mean Doom xD??( Doom+Shadow Form + deadly paradox MuHaHahAhaaa). Phoenix's idea fits it's more, it all screams out " I WANT TO BE THE FINAL BOSS" though xD.
Mind control is a NO, NEVER, wil never happen.
Do you have any idea how lame it would be to be on the other end of a mind control? * Oh Shit, I got possessed, now I get to lay back and watch my char butcher up my party and there's shit I can do about it*
Other Options?:
- Ragequit
-Start insulting the occultist and his whole team while you're at it
-Start Screaming: HEEEELP, why aren't you monks getting this hex of my MEE? NOOOBS!!
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Old Aug 14, 2007, 03:07 PM // 15:07   #14
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oO heard heard , and this says someone, who makes a CC called "the Jesari", who is talking about "best choices of names" XD
The name Occultist is the best choice possible for a profession, which is able to summon demons, because occultist make pacts with demons ...
Not looked on the wiki link yet, huh?

and how often must i say it ... Mind Control is not overpowered, when every class receives certain skills for protection, mind control gets easily interruptable, it is not spamable, MC will control ONE enemy, when successful only for some seconds, not as long as you wish oO and lastly, a mind control has NO 100% chance for success, it has low chances for success, so a occultist will need more than 1 try mostly, to get the control of the mind of an enemy, unless ur have not the big luck, to have success with ur first try.
Every try will cost naturally energy, u must ever wait, until the skill is recharged and mind control skills get a high recharge time, like 45+ seconds, for like 10-15 seconds of mind control ... after a control, u must wait then 30-35 seconds and this more then one time, as long u have no success.
Going on Mind Control build, will be a very luck based build also, so that means, once u made ur first try, so ur surprise effect will be gone, once you've made ur first try, when this try is then not succesful, what will you think, with which skills your enemies will direct automatically react ?
bingo, with the MC defense skills, like ritualist ghosts, ranger spirits, monk enchantments, stances and so on skill which wil protect yourself from being possessed or lower the chances for everyone in near (shouts, wells...)

lame builds of 8 occultist will never win, when they hit on other lame builds, like 8 beast master rangers, and even when it are other normal builds.
As long enough professions will receive certain defense skills, which will protect you or ur party members from beign possered, the mesmer for example using those skills again, to make even damage versus occultist, when they try to get on someones mind, something that works like back fire for DoT-damage as long the mind gets controlled (don't forget, while a occultist is mind controlling, he/ she can't move in the time)

Mind control is for sure not imbalanced, when this all gets done, without this things, i'd say myself, my idea is imbalanced, but with enough protection, low success chances, high recharge times and long cast times, this will not be imbalanced, when it is then only active for like 10-15 seconds ...

what for an chaos can you really do in 10-15 seconds ? come on, thats nothing, its maybe really only enough, to move ur enemy into an elementalist aoe spell, like meteor shower.

With low success chances and all this stuff, it will be impossible for lame builds like 8 occutists, to possess the minds of the whole enemy team in the whole fight, especially when its easy interruptable ... really, every bind cripple will see, that this can't be overpowered with all those things, which make out of mind controls really only skills where u need much luck.
And because of that, not everyone will play mind control builds then later.
The important strengh of the occultist will be the pacts with the demons !! not manipulating someone others mind....
This is like for the warrior, for the warrior its too not important, to be perfect with all weapons, fior the warriors its only important to be perfect with 1 kind of weapon and if u want to be more powerful in attacks, or in ur defense

the same kind of choice will u have as occultist, want u powerful demons, or better be very powerful with mind controls, but then u have really to rey on luck, because mind control build will not be easy to play out successfully.
With demonology u have more the passive build, because ur demons will do the work for u, with manipulation, u have a strong and hard active build then.

Compared to other professions attributes, manipulation is harmless.
Have you looked only 1 second on my example skill "I'm Your Master!!" ?

25 E Cost, 5 Seconds Cast time, (this is extreme long, in the meanwhile u can easily get interrupted -_-) 60 Seconds !! recharge time ... and all this for maximum 15 seconds of mind control, which can easily stopped by other classes and as said, it won't work on 1st try, because thiose skills will have then maybe only an success chance of 15-20%
This will mean, when u really want to get someones mind for 15 SECONDS, it can easily end up, in wasting lots of energy and time and this is the REASON, why this whole attribute will be hard to play and will rely on pure luck and whys surely not much people will play it, its more for players, which try to play with sorts of surprise effects, for people which love to play builds, which other mainstream players won't expect.

in the end, my CC of an Occultist has for 100% more a real chance to get implemented maybe in GW2, then your "jesari", what isn't even a real profession - only something weird thought out "wish thinking" imo
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Old Aug 14, 2007, 05:46 PM // 17:46   #15
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Originally Posted by Phoenix Tears
oO heard heard , and this says someone, who makes a CC called "the Jesari", who is talking about "best choices of names" XD
Hey now, at least I bothered inventing a name instead of just stealing one from a card or some RPG.
Again, you managed to twist my words around, did I refer to your concept? No I clearly agreed with you (Foolish me) that an occultist should have a clear tie with the demonworld, which hawkeye's idea didn't have (In retrospect I consider this too narrow-minded, that an occultist was a very ill defined term and could fit any dark wizard, preferably one involved in rituals).
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Originally Posted by Phoenix Tears
and how often must i say it ... Mind Control is not overpowered
Oh, did I say that? Stop making such lousy interpretations of what I've written, it's clear enough. All I said is that being under mind control SUCKS, and for the sake of all other classes this concept should never be implemented. And don't give me that , there's a different way to do mind control dumbass, crap. If you're going to weaken it down you might as well leave it to the mesmers who have a true indirect form of mind control (empathy, guilt, shame,....)

Quote:
Originally Posted by Phoenix Tears
ave you looked only 1 second on my example skill "I'm Your Master!!" ?
I did not. Don't know how you plan to save the concept by nerving it into oblivion, an average of 45 energy, an average of 9 casting time, oookay! Lets not even bring up the recharge.

Quote:
Originally Posted by Phoenix Tears
in the end, my CC of an Occultist has for 100% more a real chance to get implemented maybe in GW2, then your "jesari", what isn't even a real profession - only something weird thought out "wish thinking" imo
*Sigh*...... Ya actually bother to make a class full of innovative elements and what do you get, it's toooo weird, it's toooo complicated. Created through wish thinking? Am I assume that it's a bad thing to create a class you'ld actually like to play yourself? I suppose that leaves boredom and a cry for attention and validation as good reasons?
You know what I think my chances are of getting anything similar to the jesari into GW? ZERO!! Which is exactly how high you should rate your chances of getting anything in there. I had some fun thinking out fancy skills and and collecting pictures, but here I'm confronted by people who actually drool over their illusions of creating the next GW prof, enjoy that while ya can dude.

Last edited by adam of phyrexia; Aug 14, 2007 at 05:50 PM // 17:50..
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Old Aug 15, 2007, 09:46 PM // 21:46   #16
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- lol, occultist isn't stolen from an other game, only because I got inspired by Demon Names, that exist in one game, but which are in reality real names of demons of a real mythology of the RL.

- lol again, when u speak nowretrospectivly of the "ritualist" ..ritualists will never fit into the picture of occultists.
Ritualists make compared versus occulstists only harmless rituals, they can speak only to ghosts and summon them, which are tied by the underworld's bond, keeping them on one spot, demons are free and a lot more powerful, then simple ghosts. To summon a demon is something totaly different, ten to summon a ghost. And last but not least have occultist a very unique behavior, that would never fit to a simple dark wizard, occultists tend to be very crazy, fanatic like

- U said, that "mind control" will never gonna exists in GW .. thats imo for me a cheap simple way to say too, that you simple find it overpowered, because wouldn't you find it not to be overpowered, then you wouldn't say(write) something like that, what u did.
Thats no poor interpretration, thats only reading "unwritten, but meant words"

- This is no reason at all, to insult me, Kiddy !!
Quote:
And don't give me that , there's a different way to do mind control dumbass, crap.
Mesmers are Illusionists, no fanatics whihc want to control other minds with powers of demons and their souls

- this is not nerfing into oblivion, this is balancing, because when all this things wouldn't be done, Mind Controling would be REALLY overpowered.
When it would't be easy interuptable, all would whine about lame occultist 8-Builds being to powerful, same with mind control at 100% success chance, then would 8 occultist rule over near everything, except 8 beast master rangers. When recharge is too short, mc can be easily spammed. MC is very strong, so it needs high energy costs, would it be lower, skills could be spammed more easily again and Mind Control would be too strong for every secondary class

- I enjoy it
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Old Aug 15, 2007, 10:52 PM // 22:52   #17
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This thread's fun just to watch the people roast eachother.
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Old Aug 15, 2007, 10:54 PM // 22:54   #18
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Its become clear to me there's really no point in arguing with you so I'll limit stating the obvious to just one thing
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- This is no reason at all, to insult me, Kiddy !!
I think someone with the luxury of calling me kiddy should be able to understand that that dumbass was reflected at me, I added commas to stress that FFS.
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