Jul 19, 2007, 12:41 PM // 12:41
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#1
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Wilds Pathfinder
Join Date: Feb 2007
Location: right behind you
Guild: Highlander Honor Guard [HHnr]
Profession: R/
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The Prodigal
Background
Prodigals are martial artists that have becomed so attuned with the spirit world that their fists can actually channel spells with punches and kicks. They train for years to raise their strength, flexibility, and power.
Basic Statistics
Starting Health- 100
Maximum Health- 510
Starting energy- 25
Starter Armor- 15 (+5 vs. physical damage and elemental damage)
Max Armor- 70 (+30 vs. Blunt and slashing damage)
Starting Weapon- 3-5 blunt damage
Maximum Weapon- 10-45 blunt damage (+5-10 holy damage)
Weapon Customizations
Gauntlet Knuckles:
the offensive bonuses such as elemental damage, bonus damage, bonus to condition duration, and energy bonuses are placed in the knuckles. (includes vampiric and zealous attachments)
Guantlet Forearm:
the defensive bonuses such as condition resistance, energy bonuses, armor bonuses, and health bonuses.
Pictures
New Additions
Stunned- (new condition)
A foe that's been stunned suffers -10 armor and deals -10% damage.
Startled- (New Condition)
A foe that's been startled attacks 33% faster and deals 50% less damage.
Battle Gauntlets- (New Weapon)
Gloves that are made of hardened leather up to the finest grade of steel. Gauntlets inflict blunt damage but the finest are able to inflict holy damage as well.
Attributes
Focus- (Primary Attribute)
For every point in this attribute, your Hand-to-Hand attacks (all regular attacks and attack skills performed with gauntlets) gain 1% armor penetration.
Melee Focus-
This attribute includes many Gauntlet attacks and stances to inflict maximum damage.
Spirit Focus-
Symbolizes your Fighting Spirit. Skills in this attribute include attacks, shouts, and stances that boost your melee offensive ability.
Shielding-
Symbolizes your ability to use guantlets as a shield and therefore to defend. Includes skills that increase your defensive ability as well as a few select defensive magical spells.
Sample Skills
Focus
Unbreakable Concentration- 5 energy 12 recharge
(stance) for 5...15 seconds, you cannot be interrupted or knocked down.
Aimed Strike- 4 adrenaline
(attack skill) If target foe is using a block stance/skill or you have a chace to miss in any way this skill automatically hits but strikes for 15...5 less damage. If not, this attack strikes for +5...20 damage.
Open Palm Attack- 8 adrenaline
(Gauntlet Attack) This gauntlet attack must follow a different guantlet attack. Target foe is knocked down and suffers an additional 5...25 damage.
Melee Focus
Impossible Speed- 25 energy 24 recharge
(stance) for 5...15 seconds, you attack 100% faster but deal 50% less damage. When this stance ends you suffer from weakness, crippling, and you become stunned for 20 seconds.
Divinity Stance- 8 adrenaline
(stance) for 2 seconds all attacks and spells targeting you miss. When this stance ends all nearbye foes take 5...35 damage.
Palm Jab- 5 energy 12 recharge
(Gauntlet Attack) if it hits, this attack strikes for +15...+30 damage.
Kai Chop- 8 adrenaline
(Guantlet Attack) if it hits, this attack strikes for +5...20 damage and target foe is stunned for 5...10 seconds.
Earthen Fist- 10 energy 1 cast 12 recharge
[elite skill] you must be wearing a gauntlet to use this skill. Strike the earth, all nearbye foes suffer 5...65 earth damage and 5...40 slashing damage.
Lightning Fist- 4 adrenaline
(Gauntlet Attack) if it hits, this attack strikes for -10 damage. Target foe loses 1 energy pip for 5...15 seconds. This attack is stacking.
Massive Lightning Fist- 25 energy 1 cast 24 recharge
[Elite Gauntlet Attack] target foe must have less then 2 energy pips to use this attack. If it hits, this attack strikes for 0 damage. Struck foe loses 5...25 energy and suffers from bleeding, deep wound, becomes stunned, and becomes weakened for 20 seconds. This attack causes exhaustion.
Double Energy Thrust- 8 adrenaline
(Gauntlet Attack) If it hits, this attack strikes for 5...10 damage. For each point of damage lost, target foe's maximum health drops by 1...3%. This effect lasts for 3...20 seconds.
Holy Combination- 15 energy 1/2 cast 12 recharge
(Guantlet Attack) Strike target foe three times, these attacks cannot miss. The first attack strikes for +5...10 damage. The extra damage doubles during each of the three attacks.
Spirit Focus
Kia- 8 adrenaline
(shout) all foes within earshot become starteld for 5...10 seconds. Then become stunned for 5...15 seconds. You gain 2 shots of adrenaline and 5...10 energy.
Lightning Stance- 5 energy 12 recharge
(Stance) for 5...10 seconds, you move 100% faster but cannot attack or use skills. When this stance ends you move 90% slower for 5 seconds and cannot attack or use skills.
Double-edged Stance- 8 adrenaline
(Stance) for 5...20 seconds, your attacks strike for 100...300% more damage but you also take 60...20 damage each time you attack.
Slash kick- 4 adrenaline
(Attack skill) if this attack hits, if inflicts bleeding for 5...25 seconds.
Spirit Yell- 8 adrenaline
[elite shout] If any foes within earshot are attacking they lose 20 armor for 5...10 seconds. All allies within earshot gain +20 armor and deal +5...10 holy damage.
Shielding
Guard- 5 energy 12 recharge
(Stance) for 5...20 seconds, you gain +5...30 armor and a 25% chance to block attacks.
Indecisive movements- 15 energy 12 recharge
(Stance) for 5...30 seconds, you gain a 50% chance to dodge attacks.
Counterfist- 8 adrenaline
(Gauntlet Attack) to activate this attack, you must have blocked or dodged an attack within 5 seconds. Target foe is knocked down and becomes startled for 5...10 seconds.
"Confidence is my Shield!"- 8 adrenaline
(Shout) for 10...30 seconds, you gain +20 armor and recover from all hexes 33....50% faster.
Best Defense- 10 energy 4 cast 4 recharge
(spell) target ally becomes immune to all sources of damage for 1...3 seconds. This spell causes exhaustion.
Ultimate Defense- 25 energy 12 recharge
[elite stance] you lose all energy and suffer from exhaustion. for 5...15 seconds, you gain +5...60 armor and a 3...14 base damage reduction.
Consume Defense- 5 energy 1/2 cast 6 recharge
(spell) for 5...30 seconds, target foe loses 10...30 armor. you gain +10...30 armor for 5...30 seconds (stacking).
A bit of an oddball class I know but tell me what you think. I dunno if I toned down this one's power but I think I caught the effect pretty well.
Last edited by Darkhell153; Jul 20, 2007 at 05:25 PM // 17:25..
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Jul 19, 2007, 02:02 PM // 14:02
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#2
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Lion's Arch Merchant
Join Date: Dec 2005
Guild: Imperial Guards (TIGI)
Profession: Mo/
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Nice build. I think it's an excellent idea. It risks to be another melee class though. I like the idea that he only uses his gloves. Perhaps the gloves for this build would also provide the 'damage' like a weapon, except the build couldn't hold a 'weapon' with gloves on. This would make it so that even those with this as their secondary could use this class.
Doesn't seem too potent, (except for Spirit yell is a bit much).
Creativity 7
Practicality 8
Suitability 9
Score = 24 / 30
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Jul 19, 2007, 02:47 PM // 14:47
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#3
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Wilds Pathfinder
Join Date: Feb 2007
Location: right behind you
Guild: Highlander Honor Guard [HHnr]
Profession: R/
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Spirit Yell tuned. Gauntlets are worn over gloves and therefore do provide the damage. And...
Yipee 24/30. Awesome!!!
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Jul 19, 2007, 10:05 PM // 22:05
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#4
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Wilds Pathfinder
Join Date: Feb 2007
Location: right behind you
Guild: Highlander Honor Guard [HHnr]
Profession: R/
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Ok since hawkeye actually liked this one (finally got a good one, yay) I declare the thread votes open. Anyone who wants this thread in gw plz sign or vote yes, all who don't want it in gw please vote no or unsigned. I'll be keeping score.
Current Total:
1 yes
1 Magna (in other words one I can't tell whether it's yes or no until other people vote )
Last edited by Darkhell153; Jul 20, 2007 at 01:42 PM // 13:42..
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Jul 20, 2007, 05:01 AM // 05:01
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#5
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Pre-Searing Cadet
Join Date: Jul 2007
Guild: Dustbunnies of the underworld
Profession: N/R
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YES!!! I have always been in favor of a hand-to-hand combat class, and with a little bit of spiritual/magical oomph. Many of my friends and guild mates also agree to this kind of class. 8 Classes is nice, but flat 10, would be perfect, and what you have presented is amazing. The only thing that i disagree with is the armor value you presented, 80 is a bit big, something you would only see from classes that would have large bulky armor, and this class would not, it would be based more on free moving, yet still study, so more of armor that would match that of a rangers.
Ive thought about something similar, so i would like to add my own ideas XD
Weapon Customization: The weapons you presented are excelent and by the sound of them, they would be two handed, so therefore could be customized by 2 Parts, like a staff or a hammer would.
I think the knuckles would be an essential piece, and would obviously have attacking attributes, such as elemental damage, increase damage value, status inflictions, all of the aggresive natures of weapons. I dont know where the defensive piece would be, youve obvioulsy done alot more research on this than I so you would be more than capable of filling in blanks. Maybe a wrist piece?, or they could possibly have a piece that extends slightly up the arm for defense purposes?
Skills: I like your idea of skills, more of a "kick your ass fast and hard and risk it all" kind of skills, it suites the class. I think this is a kind of class that would have lots of increased attack speed skills, and it is a good class to incorperate combos like assassins.
You have my definate Yes, you would have several more, unfortunatly my friends and guild mates dont use forums very often, but they would agree, i talked to thm about this just yesterday.
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Jul 20, 2007, 08:19 AM // 08:19
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#6
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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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Quote:
Max Armor- 80 (+30 vs. physical damage and elemental damage)
Starting Weapon- 3-5 blunt damage
Maximum Weapon- 12-45 blunt damage (+5-20 holy damage)
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Way Overpowered and out of Logic.
45 Blunt Damage why does tit deal that much?
The Scythe deals lsser Damage, How could a Glove deal much more?
Holy Damage Intresting, Additional Holy Damage Overpowered.
Why don't you check the Wraith's Harbringer^^.
Sounds like the Guantlets but balanced^^.
And the Warrior has 80(vs. 15 Physical) AL but why does the Prodigal have 80(vs. 30 Physical and Elemental Damage).
Quote:
Lightning Fist- 4 adrenaline
(Gauntlet Attack) if it hits, this attack strikes for -10 damage. Target foe loses 1 energy pip for 5...15 seconds. This attack is stacking.
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Adding stacking makes it Overpowered!
Quote:
Massive Lightning Fist- 25 energy 1 cast 24 recharge
[Elite Gauntlet Attack] target foe must have less then 2 energy pips to use this attack. If it hits, this attack strikes for 0 damage. Struck foe loses 5...25 energy and suffers from bleeding, deep wound, becomes stunned, and becomes weakened for 20 seconds. This attack causes exhaustion.
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Try to make a skill for everyone(so you kill anyone in sight!)^^!
Too much Energy losage!, Lower please to 5-10 energy.
And no exhaustion also try lowering down energy cost.
Quote:
Lightning Stance- 5 energy 12 recharge
(Stance) for 5...10 seconds, you move 100% faster but cannot attack or use skills. When this stance ends you move 90% slower for 5 seconds and cannot attack or use skills.
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The Maximum possible amount of additional movement speed is 50%.
Quote:
Slash kick- 4 adrenaline
(Attack skill) if this attack hits, if inflicts bleeding for 5...25 seconds
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try lowering the max to 17 seconds.
Quote:
Double-edged Stance- 8 adrenaline
(Stance) for 5...20 seconds, your attacks strike for 100...300% more damage but you also take 60...20 damage each time you attack.
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Try to lower the max damage from 25-125% more damage.
And lower down the dage you take from 50-10 damage.
Quote:
Spirit Yell- 8 adrenaline
[elite shout] If any foes within earshot are attacking they lose 20 armor for 5...10 seconds. All allies within earshot gain +20 armor and deal +5...10 holy damage.
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them dealing 5-10 more holy damage is overpowered but just making them deal Holy Damage no additional is fine.
Quote:
Best Defense- 5 energy 4 cast 2 recharge
(spell) target ally becomes immune to all sources of damage for 1...3 seconds. This spell causes exhaustion.
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Overpowered even if it's an elite.
Make the recharge time into 45 seconds.
If you want this skill to work lower down cast time to 2 seconds.
and energy to 10.
Quote:
Ultimate Defense- 25 energy 12 recharge
[elite stance] you lose all energy and suffer from exhaustion. for 5...15 seconds, you gain +5...60 armor and a 3...14 base damage reduction.
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no exhaustion please, the elementalist only uses exhaustion cause their spells are overpowered and cause of their Energy Storage.
Try, you gain 50% from all scources I think this sounds fine.
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Jul 20, 2007, 12:16 PM // 12:16
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#7
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Wilds Pathfinder
Join Date: Feb 2007
Location: right behind you
Guild: Highlander Honor Guard [HHnr]
Profession: R/
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Magna first off, I'm not fixing any of the skills until at least one other person actually agrees with you on that. Second off, tidus idea accepted, done and done. Third off, the dervish scythe does 7-49 damage. Fourth off, Blunt damage is the weakest form of damage in the game and 45 blunt damage is more like 20-35 damage hence the extra bump from holy damage.
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Jul 20, 2007, 12:28 PM // 12:28
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#8
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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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Who said Blunt Damage is the Weakest Damage?
20-35 Damage whenever you swing without Attack Skill is Overpowered you know!
Funny, I thought you added Holy+Blunt Damage to deal extra damage to Skeletal Monsters but you didn't know that Blunt Damage deals extra to Skeletal Monsters^^!
Whatever but I think you'r skills are always Overpowered = p.
Especially Best Defence.
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Jul 20, 2007, 01:47 PM // 13:47
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#9
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Wilds Pathfinder
Join Date: Feb 2007
Location: right behind you
Guild: Highlander Honor Guard [HHnr]
Profession: R/
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Best defense is meant to be the Double Edged Sword in the class ^^. If you use it as your only defensive skill you'll suffer from so much exhaustion that you can no longer use it, much less use any other skill properly. The other skills have been toned so that it takes someone skilled to actually use them right (the whole exhaustion risk and other effects). Basically these skills seem overpowered, but used in combat can be devastating in the right order to your opponent, or devastating to the prodigal if a complete idiot uses them . (just like any other class)
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Aug 14, 2007, 10:56 AM // 10:56
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#10
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Frost Gate Guardian
Join Date: Jan 2006
Guild: Lords of CAT
Profession: D/W
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NICE, sure it's overpowered, who cares. I love the all-out nature of the skills and they sure make the sin look like crap. Hand to hand combat is bound to show up in GW some day and if they resemble this I'll be among the first in line to create one.
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