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Old Jul 03, 2006, 07:16 AM // 07:16   #1
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Default Elemental Summons

I have been thinking about this for a while but haven't though that hard about it. But anyway...
My idea is that elementalists should have elemental summons. So like a water ele would summon a water elemental likes those crazy things running around in the shoutern shiverpeaks. Then the fire ele summons a fire elemental and so on. And air, uuuuhh just have it have rocks representing a body with wind and lightning swirling around it.
So then let's say the elementals' highest level should be 18 =D. Then you can only summon one every 30 seconds but you cannot have more than one out at a time (and you can't have 1 of each elemental running around either). Then the summons will be doing elemental dmg in which you summoned them with.
I was thinking about if they should use skills with a long recharge timer like earth elementals use eruption, water uses maelstorm, fire uses firestorm, as for air... umm I can't find one with a long timer on it so whatever...
And that's my idea.
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Old Jul 03, 2006, 07:57 AM // 07:57   #2
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Kinda like a Flesh Golem whereever you like?
WC3 FTW
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Old Jul 03, 2006, 10:01 AM // 10:01   #3
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I've been thinking of something like this for a while, and have put together some ideas that I've been mulling over in my mind.

These skills would be elites. The cost would be 25 energy to summon it and would require you to sacrifice some energy regen to power them and keep them alive.

Air magic
Air Golem- Lightning damage
Skills: This would have rather weak armor but would have the ability to use blinding flash on any warriors, rangers, or assassins that get too close to it or it's master. It's primary skills would be lightning strike and arc lightning.

Earth magic
Stone Golem- Earth damage
Skills: It would essentially act as a tank it would have very high armor and would use Crystal wave and ward against foes since it would be a melee creature.

Energy Storage
Ether Golem- Chaos damage
Skills: I'm not sure what skills you would give to this one, maybe all allies in the area have reduced effects from exhaustion

Fire magic
Flame Golem- Fire damage
Skills: Basically, an Ele with Acalon level skills, spamming flare and fireball and flame burst for any that get close enough.

Water magic
Ice Golem- Cold damage
Skills: This would be a caster and would act as a debuffer using a weaker version of blurred vision and Ice Spikes.
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Old Jul 03, 2006, 10:16 AM // 10:16   #4
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I like the idea... making the Elementalist into a summoner of sorts. Kinda cool. It needs some major balancing if they're going to be anything like what Lowly Peasant posted. I'd suggest an Enchantment spell that 'allows' you to summon an elemental (make it Energy Storage Req.), then you have the actual Elemental summon spell. The enchantment would be a Monk-esque -1 energy regen perma enchant, and 'when it ends', the elemental under your control is automatically de-summoned. Or when it ends, it goes bonkers and attacks anyone, like a masterless minion.

That would mean in order to summon anything, you would need 2 skill slots at least. Also, the elemental would be considered a creature that you create for the purposes of the Ritualist Spawning Power line and related skills.

For further gimpage, give the golem a constant or progressive degen like Necro minions. Or you could even have it use your own energy to cast it's spells, or maybe half spell costs. After all, it is an entity you created yourself, from your own energy.
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Old Jul 03, 2006, 11:36 AM // 11:36   #5
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Quote:
Originally Posted by Lowly Peasant
Energy Storage
Ether Golem- Chaos damage
Skills: I'm not sure what skills you would give to this one, maybe all allies in the area have reduced effects from exhaustion
Chaos damage is unique to mesmers. Just as holy damage is unique to monks and dark damage to necromancers.
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Old Jul 03, 2006, 04:00 PM // 16:00   #6
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/signed

Like it. Would need a bit of balancing, though.
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Old Jul 03, 2006, 04:32 PM // 16:32   #7
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Heres my idea how they would work, Golems would primarly be melee with a back up Spell. They would last until they died and basically work like a pet. They cannot be healed.

Gift Of the Elements (Energy Storage) - 15, 2, 60
Enchantment. While maintaing this enchantment you are able to field one elemental golem. If this enchantment is stripped or removed the golem will die.

{Elite}Thunder Golem (Lightning Magic) - 25, 3, 45
Spell. Summon Thunder Golem at your location (Requires Gift Of the Elements). Thunder golems have 60 AL +30 vs Lightning Damage, 100...480 Health, and 30...65 Energy. In melee they deal 6-28 Lightning Damage (25% armor penetration, Attack rate 2.5), and at ranged they cast Lightning Orb (100% longer recharge time) with 10...16 Air Magic Attribute. When Thunder Golem dies, the original summoner takes 145....95 lightning damage (25% Armor Penetration).

{Elite} Flame Golem (Fire Magic) - 25, 3, 45
Spell. Summon Flame Golem at your location (Requires Gift Of the Elements). Flame Golems have 70 AL +30 vs Fire Damage, 100...480 Health, and 30...65 Energy. In melee they deal 15-28 Fire Damage (10% chance to cause burning for 3...5 seconds, Attack rate 2.5), and at ranged they cast Rodgort's Invocation with 8...16 Fire Magic Attribute. When Flame Golem dies, the original summoner suffers from burning for 5...3 seconds.

{Elite} Earth Golem (Earth Magic) - 25, 3, 45
Spell. Summon Earth Golem at your location (Requires Gift Of the Elements). Earth Golems have 90 AL +30 vs Earth Damage, 140...560 Health, and 30...65 Energy. In melee they deal 11-22 Earth Damage (Attack Rate of 2.7 seconds), and at ranged they cast Churning Earth with 10...16 Earth Magic Attribute. When Earth Golem dies, the original summoner suffers from 20...65 Earth Damage.

{Elite} Ice Golem (Water Magic) - 25, 3, 45
Spell. Summon Ice Golem at your location (Requires Gift Of the Elements). Ice Golems have 70 AL +30 vs Cold Damage, 100...480 Health, and 30...65 Energy. In melee they deal 7-17 Cold Damage (25% chance to attack twice, like daggers. Attack rate 1.3), and at ranged they cast Deep Freeze with 10...16 Water Magic Attribute. When Ice Golem dies, the original summoner moves 90% slower for 9....3 seconds.

Last edited by Nevin; Jul 03, 2006 at 08:33 PM // 20:33..
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Old Jul 03, 2006, 06:14 PM // 18:14   #8
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oke all of those elites are way overpowered....if u wanted a "summon", make a MM. All those elites would make the Flesh Golem completely useless..

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Old Jul 03, 2006, 06:25 PM // 18:25   #9
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I love the idea they should add them in chapter 3
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Old Jul 03, 2006, 06:46 PM // 18:46   #10
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The lightning summon needs a nerf on the lightning orb... but eh, will sort've rend MMs useless or near it.
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Old Jul 03, 2006, 06:54 PM // 18:54   #11
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It definatly wont make MMs useless because minions are meant to hold agro, and 1 golem wont hold agro as well as 10 minions.


I definatly like Nevins idea, but I think its being elite, 25 energy, requiring another skill before use, causing exhaustion, AND taking dmg yourself at the end makes it a little too costly. IMO you should take away exhaustion, as I think the rest is hurtful enough.

You could also change some of the damage/skills they use. Aka flame golem should NOT use firestorm. Cynn and Orion cause enough agro breaking as it is..


/signed x10..it would give a new reason to play elementalist and it would also be a cool new style to the ele.
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Old Jul 03, 2006, 07:07 PM // 19:07   #12
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/not signed

Some people just get too creative with their ideas... GW does not need things like new playable races and things like clones, and summoned elementals etc.
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Old Jul 03, 2006, 07:16 PM // 19:16   #13
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Quote:
Originally Posted by master_of_puppets
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Some people just get too creative with their ideas... GW does not need things like new playable races and things like clones, and summoned elementals etc.
Stagnation ftl?

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Old Jul 03, 2006, 08:03 PM // 20:03   #14
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I give it an A for creativity, however you have to take a few things into account. Pets and minions do not have skills. They do damage based on the skill level of the character to which they are bound. Implementing skills like fireball, etc. into summoned elements would be vastly unbalanced. I see where you are going with it, and I like the general concept, however it needs alot of development.
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Old Jul 03, 2006, 08:09 PM // 20:09   #15
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you should make casting a golem -1 energy regen too =) so if u want to cast a golem u have to maintain 2 enchantments
the "gift" and the "golem"
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Old Jul 03, 2006, 08:20 PM // 20:20   #16
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/signed

anything that makes playing the ele(which is my fav char btw) funner than it already is, im for.
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Old Jul 03, 2006, 08:26 PM // 20:26   #17
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How would MM's be useless Flesh Golems have no negative side effects. Flesh Golems CAN BE HEALED, Elemental Golems CAN NOT BE HEALED
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Old Jul 03, 2006, 08:44 PM // 20:44   #18
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I like it, but killing the summon shouldn't be as easy as stripping an enchant from the caster. That would just be painful to watch and rather pointless. Yay! I got a golem! Oh wait... Enchant Removal ftl. You just wasted half your skillbar! And now you've got exhaustion, and the side-effect from your summon dying.

And as for what spells to give them, it would probably be enough to give them the "conjure" spells. Decent damage from that. Well, the Earth Golem would need something else, there being no conjure earth... Although if the skills were added it would have to be in a new chapter anyway and they might as well add conjure earth too.

And making both require maintenance? A little too much, I think. Half your energy, for what is basically a free henchman? And you won't be getting any good energy managements, what with the Golems being elite anyway.
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Old Jul 03, 2006, 11:53 PM // 23:53   #19
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I've been thinking about this too.

Why not this:
Level 22 max (at 16 attribute points)
They behave like flesh golems except they just do their elemental damage.
Non-elite

- not an elite
- Same degen like flesh golems
- Maybe 600-700hp
- 25 energy 4 second cast, does not require a body, causes exhaustion
- can't be healed by monks or just can't be healed at all
- does it's own elemental damage, equivalent of a max damage 15^50 non-customised elemental hammer (speed, damage, etc..)
- When it dies it doesn't give soul-reaping energy since it doesn't have a soul

This would really only be an extra source of damage. Maybe make the degen on it not as severe as on flesh golems (cap degen at 5 or something, maybe give it 1k hp)

Earth golem: http://gw.gamewikis.org/wiki/Image:BoulderElemental.jpg
Earth/blunt damage, equivalent of ebon hammer 15^50 uncustomised
extra: 10% knockdown or something

Water/ice golem: http://gw.gamewikis.org/wiki/Image:IceElemental.jpg
Water/cold damage, equivalent of icy hammer 15^50 uncustomised
extra: dunno, maybe this: 10% chance to freeze target so target attacks 50% slower

Fire golem: http://www.4gamer.net/specials/muworldwar/img/020.jpg
fire damage: equivalent of fiery hammer 15^50 uncustomised
extra: 5% chance to cause burning for 3 seconds to all adjacent targets

Air/lightning golem: eh, lets not give them one =D
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Old Jul 04, 2006, 01:43 AM // 01:43   #20
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/signed

I love it! Mind if I make my own version?

Nephele {Elite} 25, 5, 60

Summon a Nephele Golem. This golem lasts for (45...150) seconds and has the ability to use Lightning Strike and Lightning Orb at the same attributes as the summoner. You may only command one Elemental Golem at a time. You are easily interrupted while using this skill (Attrib.: Air Magic)


Poseidon {Elite} 25, 5, 60

Summon a Poseidon Golem. This golem lasts for (45...150) seconds and has the ability to use Ward Against Melee and Earthquake at the same attributes as the summoner. You may only command one Elemental Golem at a time. You are easily interrupted while using this skill. (Attrib.: Earth Magic)


Pegasus {Elite} 25, 5, 60

Summon a Pegasus Golem. This golem lasts for (45...150) seconds and has the ability to use Ice Spikes and Ice Spear at the same attributes as the summoner. You may only command one Elemental Golem at a time. You are easily interrupted while using this skill. (Attrib.: Water Magic)


Pyrrhus {Elite} 25, 5, 60

Summon a Pyrrhus Golem. This golem lasts for (45...150) seconds and has the ability to use Fireball and Immolate at the same attributes as the summoner. You may only command one Elemental Golem at a time. You are easily interrupted while using this skill. (Attrib.: Fire Magic)


Other Elemental Golem-Related Skills:


Power of the Elements 10, 1/4, 15

Boost your Elemental Golem's attributes by (1...3) for (10...25) seconds. (Attrib.: Energy Storage)


Golem's Blessing 10, 2, 20

Heal your Elemental Golem for (25%...75%) of your current health and give them additional armor equal to (25%...75%) of your current energy. (Attrib.: Energy Storage)

In case you're wondering, the names of all the golems are from Greek Mythology. Nephele means cloudy, Poseidon was the god of the sea and earthquakes, Pegasus means from a water spring, also the winged horse that emerged from Medusa's blood when she was killed, and Pyrrhus, literally translated, means fire.

Last edited by Storm Crow; Jul 04, 2006 at 01:45 AM // 01:45..
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