Sep 29, 2006, 09:14 AM // 09:14
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#1
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Frost Gate Guardian
Join Date: Mar 2006
Guild: Guildless
Profession: N/
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New Skill - Summon Elemental
I think it would be nice if Elementalists could summon an Elemental
4 Elites
Summon Earth Elemental
Summon Fire Elemental
Summon Air Elemental
Summon Water Elemental
Each would be tied to the appropriate attribute
Energy 25
Cast 6 seconds
Recharge 90 seconds
The level would be tied to attribute skill - so say like level 26 at 16 (like flesh golem)
Elemental suffers constant health degen like minions (as its seperated from its natural plain) Elementalist can only control 1 at a time
Damage of the type which is same as elemental actually heals it
opposite elements always cause critical hits - water on fire for example
Each Elemental also has a specially property to its attacks - for example fire elemental causes burning for 3 seconds , earth causes weakness for 3 seconds etc
This might seem over powered by comparison to necro minion but remember this is an elite and you don't have any skills to buff it (necro as death nova - BotM etc)
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Sep 29, 2006, 10:53 AM // 10:53
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#2
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Debbie Downer
Join Date: May 2006
Profession: N/Me
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There aren't Elementals in this game or the lore. (Ice Golems do not count)
The closest thing is the Flame Djiin, but that has a too unique skillset.
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Sep 29, 2006, 11:04 AM // 11:04
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#3
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Academy Page
Join Date: Aug 2006
Location: Europe
Guild: FTW
Profession: A/E
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i would prefer no constant health degen but something like "creature dies after 60 sec"
Quote:
Damage of the type which is same as elemental actually heals it
opposite elements always cause critical hits - water on fire for example
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half damage instead of healing and twice as much damage instead of critical
Quote:
fire elemental causes burning for 3 seconds , earth causes weakness for 3 seconds
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fire/water/air/earth occasional burn/slow down/blind/knock down
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Sep 29, 2006, 11:15 AM // 11:15
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#4
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Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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Been suggested before....Don't know if it truely fits an elementalist though...
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Sep 29, 2006, 11:17 AM // 11:17
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#5
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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Quote:
Originally Posted by Zinger314
There aren't Elementals in this game or the lore. (Ice Golems do not count)
The closest thing is the Flame Djiin, but that has a too unique skillset.
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Change it to 'Summon Lesser Flame Djinn' (no consuming flames) or something in that case.
I wouldn't mind... might be interesting.
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Sep 29, 2006, 11:31 AM // 11:31
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#6
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Krytan Explorer
Join Date: Nov 2005
Profession: Mo/Me
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From Wiki on Elementals
http://gw.gamewikis.org/wiki/Elemental
Elementals are magically animated beings. Unlike Undead (which are an animation of a previously living creature), Elementals are an animation of non-living materials. This is usually in the form of raw materials, such as Stone Elementals.
Unlike Golems, which are the creation of magicians, Elementals are created by the raw element itself, most commonly out of the earth, and can be found in areas where magical disturbances occur (like the Stone Elementals scattered through Ascalon near the large magical crystals).
From Wiki on Golems
http://gw.gamewikis.org/wiki/Golem
Golems are magically animated being created by magic. Unlike Undead (which are an animation of a previously living creature), Golems are an animation of non-living materials. This is usually in the form of raw materials, such as Ice Golems. Golems are the creation of magicians who animate them to act as the muscle for the magician's brain.
Golems tend to be resistent to physical damage, but being made of simple materials, they often inherit the properties of these materials. So, Ice Golems would be highly resistent to cold damage but very susceptible to fire damage.
My point: Make me some golems for elementalist!
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Sep 29, 2006, 11:59 AM // 11:59
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#7
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Academy Page
Join Date: Aug 2006
Location: Europe
Guild: FTW
Profession: A/E
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Quote:
Originally Posted by Yanman.be
Been suggested before....Don't know if it truely fits an elementalist though...
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It fits very well. Elemental golems are beings created by mages to guard their towers/dungeons/whatever. They represent different elements and because of that they fit elementalist class concept very well. Beside that it would be nice to see some kind of E/N N/E mix.
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Sep 29, 2006, 12:22 PM // 12:22
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#8
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Frost Gate Guardian
Join Date: Mar 2006
Guild: Guildless
Profession: N/
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Actually - i think i also prefer the dies after 60 seconds type thing (like spirits) rather than the minion degen. Could also be changed into a maintained enchantment - reflecting the effort required to keep the elemental here and under control - just ideas
It might not reflect the lore now (although I think to a degree it does) but the next chapter is going to introduce new creatures - whose to say they won't be elementals or areas where they could come from.
Justs seems to me that GW's primary "Mage" class is all pointed towards the elements and being able to summon a creature of these elements would make a change from earthquakes and fireballs being created from these elements.
Be nice if they could open a portal to an element plane and bring forth a creature
I'm less sure about the golem though - would you need some base materials to create it - that just wouldn't work in my opinion unless it becomes like a ranger pet , reflecting a commitment you make when you create it rather than summon it. you'd need to level it up and give some of your skill bar to it - however I'd like to think of ways to differentiate this more from ranger pets , make the mechanic a bit different.
Just musing - never played an ele but I'm a bit put off by a perceived lack of variety
yes you do defence and knock downs with earth and each attribute has its own way of playing but if you play a necro you get some real varieties - being a MM plays totally different to a curse build or a blood build
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Sep 29, 2006, 12:48 PM // 12:48
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#9
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Ascalonian Squire
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i would love to see a skill like this implemented.
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Sep 29, 2006, 02:56 PM // 14:56
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#10
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Jungle Guide
Join Date: May 2005
Location: USA
Guild: Karr's Castle
Profession: W/E
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Quote:
Originally Posted by Zinger314
There aren't Elementals in this game or the lore. (Ice Golems do not count)
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Boulder Elemental
Ice Elemental
Sand Elemental
Hulking Stone Elemental
There are more..
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Apr 28, 2007, 12:53 PM // 12:53
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#11
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Ascalonian Squire
Join Date: Nov 2006
Guild: Crowning Ascension
Profession: E/R
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I had an awesome ideal of how casters could all be given the option of being an MM unique to their own class.
Incarnations. The percentage values can be changed depending on the level, & balance of the incarnation MM.
Drawing from the balance dynamic Necromancers have with their Minions I came up with this kind of system.
New skill Summon (Character class specific) Incarnation:
An incarnation would cost 25% of it’s health from it‘s owners own health, 5 energy, and an upkeep amount of 2 energy from it’s owner. So a 400 HP Incarnation could cost 7 energy and 100 hit points from it’s creator to summon. The upkeep cost is kind of like a permanent exhaustion until the Incarnation is destroyed, or unsummoned.
The hit point cost reflects that the incarnation is being summoned from the caster itself, not a corpse. It would also serve to slow down the Incarnate MM so it doesn’t throw out an army of 10 all at once. As well to keep the Incarnate MM from easily continuously recouping lost Minions during a battle at an overwhelmingly unbalanced rate.
10 incarnations would cost 50 energy, & 20 energy of upkeep to keep summoned. For a total of 70 energy for all 10. At 400 HP each they would cost 1000 hit points total to summon all 10. Thus the character summoning them would have to recoup health, & energy during that process in order to get them all on the battlefield.
New skill signet: Unsummon Incarnation, An Unsummoned incarnation would return 50% of it’s health back to it’s owner healing the owner at the same time. The upkeep energy cost would then start regeneration at a normal rate. This would be a free skill seeing as 20 energy for 10 Incarnations off the top of the energy pool cap may, or may not reduce a viable amount of energy to cast a needed unsummon type skill to get rid of the Incarnations taking up it’s owners energy pool cap.
Any damage an Incarnation takes is shared with it’s owner. Say 10% of all damage an incarnation takes is diverted to it’s creator. So if a 400 HP Incarnation was destroyed it’s owner would take 40 damage. This is to offset the fact that an Incarnation is not created from a corpse as with necromancers minions, but that it comes from it’s owner‘s own life pool. Also it creates a risk factor that would keep the Incarnate MM in the back with the Necro MM to prevent from being killed more easily along with it’s Incarnates.
Monks would get: Light Incarnations: dealing holy damage, They could use a special attack: Solar flare. Which inflicts blind for a few seconds. The apposing elements could be Light, and/or Chaos.
New skill: Power of Three: Destroy target incarnation. It’s owner takes damage = to 10% of the incarnations current health when destroyed. Your closest 3 incarnations is healed for that amount of health.
Elementalists would get: Air: Air damage, Moves, & Attacks fastest, Special attack = wind slash; inflicts bleeding for a couple seconds.
Earth: Earth damage, Moves/Attacks slowest, highest armor, Special attack = Rock & Roll: knock down attack.
Fire: Fire damage, Constantly degenerates a pip of health, Attacks inflicting burning for a second. Special attack = Take the heat: Inflicts Burning for a few seconds on all targets including itself in close proximity. Fire/burning damage heals the Fire incarnation rather then harms it.
Water: Cold damage, Constantly Regenerates a few pips of health, Special attack = To the Bone: Causes cripple for a few seconds.
New skill: Tame the elements: Unsummon target incarnation. It’s owner takes no damage.
Mesmers would get:
Dark Incarnations: They do dark damage. Special attack = Fright Night: steals a little energy for it’s owner.
Chaos Incarnations: Does Chaos damage, Special attack = Chaos theory: inflicts a random condition such as cripple, bleeding, burning, blind, ect… The apposing element could be Holy, and/or light.
New skill: Collective Assimilation: destroy target incarnation to consume 10% of it’s health in energy. Your own incarnations take that same amount in damage. If you don’t have any incarnations to take that damage you take it instead.
I gave each of the three classes a method for destroying each others incarnations so as to make it easier to eliminate them from the battlefield. This would also create a nice niche for at least on type of Incarnation MM so they can also attempt to more easily counter an apposing Incarnation MM.
I didn’t come with anything for the melee type characters such as: Warrior, Assassin, Dervish, Ranger, Paragon, Seeing as they are mostly melee oriented & the ideal of an MM is to have it stay away from the fight rather then charge in. You could always sub monk, ele, or Mesmer to get one of the specific type summons though if you truly wanted.
Also Ritualists, & Necromancers already get summons.
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Apr 28, 2007, 01:39 PM // 13:39
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#12
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Wilds Pathfinder
Join Date: Jan 2006
Location: Dublin, Ireland
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I think summons don't fit into Guild Wars at all. There's no need to turn every game into Dungeons and Dragons
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Apr 28, 2007, 02:07 PM // 14:07
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#13
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Krytan Explorer
Join Date: Feb 2007
Guild: Ridirian Guides
Profession: W/Me
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Ritualists and ranger summon spirits. Necromancers raise undead. The whole point behind the SR nerf in the first place. Elementalists have more spells than anyone else and mesmers the least number of spells. How about the mesmer gets to summon a trickster god like 'Anansi' in Elona, or 'Loki' in Tyria.
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Apr 28, 2007, 02:26 PM // 14:26
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#14
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Desert Nomad
Join Date: Jul 2006
Location: in sardelac getting yelled at.
Guild: Angels of Strife[Aoc]
Profession: E/
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yea i play an ele and this does not fit their motif, really this would make us kinda overpowered. ele's are for pure damage, or in earth case defense. but really the reason eles are not overpowered now is that we are very soft targets generally. necs really arer getting the short end of the stick on getting their originality hacked up. all they had really was SR and minions... now that SR has gotten its ass kicked lets not deprive them of their minion orginality
sorry im gunna have to /notsign though this would kinda be cool
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Apr 28, 2007, 02:33 PM // 14:33
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#15
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Krytan Explorer
Join Date: Feb 2007
Guild: Ridirian Guides
Profession: W/Me
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Quote:
Originally Posted by tenshi_strife
yea i play an ele and this does not fit their motif, really this would make us kinda overpowered. ele's are for pure damage, or in earth case defense. but really the reason eles are not overpowered now is that we are very soft targets generally. necs really arer getting the short end of the stick on getting their originality hacked up. all they had really was SR and minions... now that SR has gotten its ass kicked lets not deprive them of their minion orginality
sorry im gunna have to /notsign though this would kinda be cool
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Even with the SR Nerf Necro kick butt.
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