Jun 18, 2007, 05:56 PM // 17:56
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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 Celestine Concept class
I did this because my internet was out for a while so I couldn't do much in GW, so I wrote up a class for it. Tell me what you think and if your opinion has anything psychological in it keep it out so the rest of us can enjoy the forums. Or at least the rest of us, excluding the loonies.
Background info:
The Celestines are avatars of neutrality, using both heavenly and diabolic magics, they bring totems affecting other allies’ spells and attacks as well as full blown avatars of certain gods to attack enemies.
New Stuff:
Prayer Totems- totems of gods brought to earth to complete a certain deed. Their effect lasts until they either die from attacks or their effect’s time period runs out. Only one totem may be on the field at a time.
Avatar Summoning- creates an avatar of a god; this avatar will take a role such as healer or warrior and fight the enemy for a specific time or until it dies. There can only be a single avatar on the field per team in pvp and only a single avatar per Celestine in pve.
Calling- calls the power of a god or demon into earth to attack foes or affect party members in some way. Any player can call any number of demons to earth, but if he/she tries to summon to many for their level (summons to many demons that they can no longer control them) all their callings become hostile.
Dimension- this changes the dimension to allow demons into the earth shielding your party members but often taking damage yourself along with your enemies.
Basic Statistics and Weaponry:
100 base health
25 base energy
Base armor also has +20 armor vs. holy and shadow damage each
Base weaponry- Starter Rod (3-5 damage, blocked only by armor vs. physical damage and armor vs. anything)
All magic has a +10% armor penetration against armor vs. holy or shadow damage.
Pictures:
(A Calling in progress)
http://www.arxpub.com/literary/Kauff...kKajaDemon.jpg
(A Celestine Invoking a dimension spell)
http://expositions.bnf.fr/contes/eni.../img/091_3.jpg
(A Celestine Invoking an avatar summoning)
http://gw.mondespersistants.com/imag...1113421076.jpg
(A Celestine Invoking an Avatar Totem)
http://legion.de.mehlias.free.fr/ima...es/grenth1.jpg
(A Runic Spell in progress)
http://ddo.tentonhammer.com/files/ga...nShot00077.jpg
(A Celestine Invoking diabolic Magic)
http://www.santharia.com/magic/fire_...s/fireball.jpg
Attributes:
Heavenly Magic-
Invokes the power of the gods to deal damage and heal yourself.
Diabolic Magic-
Invokes the power of demons to deal damage, summon demons, and exploit corpses.
Runic Magic-
Invokes the power of neutrality to create barriers and shields against foes.
Soul- (primary)
For every point in this attribute, you gain 1 energy and 1 health every time one of your callings, Avatar summoning, Prayer Totems, or Dimensions end. Invokes the power of the soul to convert damage to health or energy and create powerful temporary weapons.
Sample Skills:
Heavenly Magic:
Judge of Sins- 5 energy ½ cast 12 recharge
(Spell) if target foe is attacking or has more health then you, he suffers 15…60 holy damage. If not all adjacent foes suffer 15…60 holy damage.
Summon Judgment- 25 energy 1 cast 64 recharge
[elite spell] target foe suffers 10…20 lightning damage, 10…20 fire damage, 10…20 earth damage, 10…20 cold damage, and 10…20 holy damage. The lightning damage has 25% armor penetration. This spell has a 20% chance to set the foe on fire for 1…3 seconds, weaken the foe for 10…20 seconds, or cripple the foe for 20 seconds. If this foe is copied or recreated using another spell or hex (ex. Arcane echo, echo, etc.) it only deals half the damage and causes no conditions. (srry bout the mix up dean :P I knew this one was a problem and forgot to put the fixes on it before posting)
Execute- 15 energy 1 cast 102 recharge
(Spell) if target foe is attacking he is forced to sacrifice 50% maximum health. If not all adjacent foes gain 15…10 health and you sacrifice 5% maximum health.
Summon Balthazaar- 25 energy 3 cast 120 recharge
[Elite Prayer totem] summon a level 5…20 totem. The next 10…30 attacks made by allies are increased by 5…10 damage. This totem leaves after 60 seconds.
Smite Evil- 5 energy 1/8 cast 0 recharge
(Spell) Target foe loses 3% maximum health. If that would bring him/her below 25…40% health all foes in the area sacrifice 10% maximum health.
Grenth’s Power- 25 energy 1 cast 120 recharge
[Elite Avatar Summoning] summon a level 5…25 avatar of Grenth. This avatar strikes for 27 cold damage to all nearby foes and casts a life stealing spell that steals 25….75 health. This avatar leaves after 15…75 seconds.
Light of Dwayna- 5 energy 1/2 cast 24 recharge
(spell) all allies are healed for 10 health for each point you have in heavenly magic (maximum 100....160)
Diabolic Magic:
Conjuration- 10 energy 1 cast 78 recharge
(enchantment) for 5...95 seconds, your calling and dimension spells cast 25% faster and all callings receive 25% more health.
Summon Malia- 10 energy 2 cast 60 recharge
(Calling) summon a level 5…15 demon. This demon strikes for 5…25 damage and steals 5…10 health every successful hit. All life stealing spells within earshot of Malia steal an additional 5…25 health. This demon dies after 60 seconds.
Shadow- 25 energy 6 cast 120 recharge
(Dimension) all foes in the area take 120…240 shadow damage. If that foe would die from this spell he instead drops to 5% health. You suffer 240 damage for activation this dimension.
Death- 5 energy 1 cast 12 recharge
(Dimension) exploit nearest corpse. All foes in the area take 5…25 shadow damage. You gain 5 energy for each foe that takes damage but lose 2 health.
Rage of Hell- 5 energy 1/8 cast 2 recharge
(Dimension) all foes in the area suffer 60 shadow damage. They cannot lose more then 30% maximum health in this way. All damage prevented is transferred to you. For each foe that transferred damage this skill takes an additional 20 seconds to recharge.
Summon Karacka- 15 energy 2 cast 64 recharge
[Elite calling] Summon a level 10…24 demon. This demon strikes for 35 damage and causes bleeding for 10 seconds. If it strikes a foe suffering from a condition, 5…20 seconds are added to the conditions duration. If a nearby ally has a condition when it strikes, all conditions of that ally are transferred to the struck foe. This demon dies after 30 seconds.
Fear- 25 energy 6 cast 120 recharge
[Elite dimension] all foes in the area suffer 300 shadow damage. If any foe would die from this spell, he/she takes no damage but you lose 30% maximum health and this dimension takes twice as long to recharge. (Yes if more then 3 of them would die then you will die, have to tone down the power of some of these spells)
Runic Magic:
Light Barrier- 5 energy ½ cast 24 recharge
(Ward spell) allies in the area suffer 5 less damage from all sources for every 2 ranks you have in heavenly magic. This ward lasts 10…30 seconds.
Shadow Barrier- 5 energy ½ cast 24 recharge
(Ward Spell) allies in the area suffer 5 less damage from all sources for every 2 ranks you have in diabolic magic. This ward lasts 10…30 seconds.
Runic Shield- 5 energy ½ cast 12 recharge
(Enchantment spell) if target ally has a shield equipped, all enemy spells that target that ally deal 10…33% less damage.
Great Ward- 25 energy 3 cast 102 recharge
[Elite Ward Spell] all allies receive 33% less damage from all sources and 10% more benefit from healing. This Ward lasts 10 seconds plus 1…5 seconds for every 3 ranks you have in runic magic.
Mage’s Defense- 5 energy ½ cast 24 recharge
(Enchantment spell) all magical attacks on target ally have a 33% chance of failure; all physical attacks have a 20% chance of failure. This enchantment lasts 10…20 seconds.
Rune Strike- 15 energy 1 cast 12 recharge
(Spell) target ally's next attack receives bonus damage based on the caster's rune magic attribute.
Soul:
Night Shielding- 10 energy ¼ cast 12 recharge
(Spell) for 3…12 seconds, 33% of the damage dealt to you by spells is converted into energy.
Dimension Tear- 25 energy 3 cast 84
(dimension) sacrifice 25% health, all nearby enemies sacrifice 20% health, all enemies in the area sacrifice 10% health, you gain 1...2 energy for each enemy that sacrificed health as an effect of this dimension.
Lunar Shielding- 25 energy ½ cast 45 recharge
(Spell) for 5…10 seconds, damage dealt to you by physical attacks is converted into health. You lose 2…1 energy each time you convert damage.
Last edited by Darkhell153; Jun 24, 2007 at 11:42 PM // 23:42..
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Jun 18, 2007, 06:25 PM // 18:25
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#2
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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WOW.....
Can you say overpowered?
Look at this? Can you see what is wrong with this if you put it in a pvp perspective:
Summon Judgment- 25 energy 1 cast 64 recharge
(spell) target foe suffers 15…30 lightning damage, 15…30 fire damage, 15…30 earth damage, 15…30 cold damage, and 15…30 holy damage. The lightning damage has 25% armor penetration. This spell has a 20% chance to set the foe on fire for 1…3 seconds, weaken the foe for 10…20 seconds, or cripple the foe for 30 seconds.
Lets see:
30*5=150 damage by itself! That is only at a 12 attribute rank, what would happen if you had about 16 attribute rank????????
Approximating here:
37*5=185!!!! Not to mention the condition you add, on fire adds even more damage, while weakness and crippling make them more succeptible(not spelled right, i know) to damage from your teammates....
ALSO: Can you imagin 8 of these guys running around in HA, with Arcane Echo as well, so about 185*2=370 per character. Multiply 370 by 8 and you get 2,960 damage! Now, if you have about 2 people on an opponent, you will wipe out half the other team in 1 second!!!!!!!!!!!! Please, before you post things like that, DO THE MATH!
One last gripe about that skill: ITS NOT EVEN AN ELITE!!!!!!!!!!
Now, about the avatars, it is basically like adding a party member to your team at will. DURING BATTLE! Again, can you imagine 8 of these guys, all with an avatar summon? There would be a party of 16 against a party of 8. Now, that is assuming that they can move around, otherwise, I'm still against it because we DO NOT need another summoning class.
The dimensions I do like, but the weapons seem too much like a copy of the ritualist weapon spells, which basically do the same things. So, as I see it, this CC is a copy of a lot of the classes already out there.........
Not trying to be harsh, so dont take any of what i said up there personally.
-Dean
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Jun 18, 2007, 09:02 PM // 21:02
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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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Oops that's one of the spells I fixed on another program and forgot to copy, sorry about that, It's supposed to cause a lot less damage then that and have a lot higher recharge time to make it non-elite. At least I planned that at first, my fixes didn't get transferred. Sorry bout that xD
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Jun 18, 2007, 09:54 PM // 21:54
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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 all that's fixed up. I even made it more like it's own class now. Srry bout that mix up with that spell (and a few others I found) thanks dean.
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Jun 23, 2007, 07:41 PM // 19:41
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#5
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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Hey, im gonna suggest changing the name, because Assassins are called sins, and with this class being the Sinistra, its gonna get confusing.
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Jun 24, 2007, 11:38 PM // 23:38
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#6
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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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True Hang on
there that better?
Last edited by Darkhell153; Jun 24, 2007 at 11:43 PM // 23:43..
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Jun 25, 2007, 02:55 AM // 02:55
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#7
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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Perfect XD
ugh... do i really have to make this 12 characters long???
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Jun 25, 2007, 03:23 AM // 03:23
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#8
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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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Oh lol, well that's what you get for posting on guildwarsguru I'm going to try and increase this thread's popularity by putting the thread address on my signature at other sites
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Jun 27, 2007, 05:20 AM // 05:20
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#9
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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ok, kool, maybe post about it on wiki if you have an account, put the link on ur page.
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Jun 27, 2007, 01:45 PM // 13:45
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#10
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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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Don't have an account there, if you have one post it up there so I don't feel so humiliated about this
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