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Old Jul 04, 2006, 01:48 AM // 01:48   #21
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I like your ideas guys, but Elites I think personally is a no-no

And Nevin, I said you can only have ONE out at a time. Please read carefully.
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Old Jul 04, 2006, 03:01 AM // 03:01   #22
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This would really help with "the ele problem." I think its a great idea, make them max lvl 18, use same scale as per horrors/fiends/vamps. No degen, if you can only have one, whats the point of degen? Disappears only if killed. Have the fire one spam a weak flare (say 9 fire), water spam whatever its called, ice spear?, and earth spam stone daggers. Air would be tricky unless you just gave it a 0 recharge lightning skill, otherwise give it shock arrow and like 12 air magic to balance for recharge.

I like it. C'mon Anet, you know eles need something.

Give it like 300 life, 60 armor, oh and here is the kicker, give it like +200 armor against its own element.

Elite: no, nobody would use um (unless they want to further hinder themselves). Golems Blessing no, overpowered. Golem heal + 75%+ armor!?! Are you kidding give yourself 16 energy storage and two 15/-1s thats like 125 energy. At 16 storage that would be like 90%. So then your golem has 60+115 armor. Your warrior just got replaced with a super tank.

As far as making you maintain an enchant, no. Where eles need the buff is in pve, and this would absolutely kill its usefulness in PvE. The only mission I can think of (in factions anyway) where things don't strip is nahpui quarter and thats before you get to the turtle.

They can't have the attribute of the caster that would be REDICULOUS. A 1 man spike team, time your lightning orb with your golem and you just did a 300 damage spike. Make it weak, and use a low damage spam spell like flare/spear/daggers.

Last edited by TadaceAce; Jul 04, 2006 at 03:14 AM // 03:14..
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Old Jul 04, 2006, 03:35 AM // 03:35   #23
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Quote:
Originally Posted by Storm Crow
/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.
Wouldn't Posidien be Water? And Pegasus be Lightning..
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Old Jul 04, 2006, 03:49 AM // 03:49   #24
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i like the idea... but a lot of it seems overpowered unfortunally
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Old Jul 04, 2006, 04:07 PM // 16:07   #25
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Quote:
Originally Posted by TadaceAce
This would really help with "the ele problem." I think its a great idea, make them max lvl 18, use same scale as per horrors/fiends/vamps. No degen, if you can only have one, whats the point of degen? Disappears only if killed. Have the fire one spam a weak flare (say 9 fire), water spam whatever its called, ice spear?, and earth spam stone daggers. Air would be tricky unless you just gave it a 0 recharge lightning skill, otherwise give it shock arrow and like 12 air magic to balance for recharge.

I like it. C'mon Anet, you know eles need something.

Give it like 300 life, 60 armor, oh and here is the kicker, give it like +200 armor against its own element.

Elite: no, nobody would use um (unless they want to further hinder themselves). Golems Blessing no, overpowered. Golem heal + 75%+ armor!?! Are you kidding give yourself 16 energy storage and two 15/-1s thats like 125 energy. At 16 storage that would be like 90%. So then your golem has 60+115 armor. Your warrior just got replaced with a super tank.

As far as making you maintain an enchant, no. Where eles need the buff is in pve, and this would absolutely kill its usefulness in PvE. The only mission I can think of (in factions anyway) where things don't strip is nahpui quarter and thats before you get to the turtle.

They can't have the attribute of the caster that would be REDICULOUS. A 1 man spike team, time your lightning orb with your golem and you just did a 300 damage spike. Make it weak, and use a low damage spam spell like flare/spear/daggers.
If you would care to read my post again, it specifically states, and I quote:

Quote:
Originally Posted by Storm Crow
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)
The maximum level for healing your Golem is 75% of your CURRENT Health and armor maximum is 75% of your CURRENT energy.

Also, what's so wrong about having the same attribute as the caster? It's basically just adding another Ele to the team, such as Flesh Golem adds another Warrior and a Ranger's pet adds another Ranger/Warrior, depending on the level and skills.

Making it weak is a stupid idea. If you made Flesh Golems do 20-50 damage for an Elite minion, no one would want to use it, and it's essentially the same thing.

As for the low-damage spam, what's the point? I used Flare until I was level 18 and I finally realized that it was basically doing another 5 damage compared to my wand, and that I should replace it with something that does decent damage.

@Nevin: I looked them up on a site that I use frequently for names and such. They have categories for names such as airy, earthy, watery and fiery, so I just picked one I thought sounded good, and every name corresponds correctly to it's element.
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Old Jul 04, 2006, 08:50 PM // 20:50   #26
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I can see it now... 8 man E/R HoH builds with Golems and Pets...

Nevertheless i think it would work if some serious thought was put into this.
A whole summoner class could be made, not just adding some ele skills.

/signed, (but only if theres some actual thought put into it.)
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Old Jul 05, 2006, 02:26 AM // 02:26   #27
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My 2c?

If a special Summoner class is made, they should NOT summon Elementals. If elementals (or elemental golems or whatever) are introduced as something that can be gained through skill, they're clearly Elementalist territory - especially since there is an implication in Prophecies that the ice golems at least are actually constructed by Stone Summit elementalists (in fact, the elementalist skill quest involves interrogating such an elementalist to find out how it's done), although that could very well be a process that takes too long to perform in combat.

Incidentally, if the other Golems get Conjure X, the Earth Golem could get Armour of Earth. Provides a certain theme - the others are effective at dealing damage, but the Earth Golem is more of a tank. Of course, it might be easier simply to incorporate these differences directly into their statistics.

Myself, I'd probably give the Air the chance to inflict Blinding on an attack, the Fire the chance to inflict Burning, the Water the chance to inflict a slowing hex, and the Earth the chance to inflict knockdown, with the chances and durations as appropriate for balancing (possibly make them touch monster skills with a cooldown or adrenaline requirement).
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Old Jul 05, 2006, 02:40 AM // 02:40   #28
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I think this would be a very cool idea, as long as it was thought about and balanced when implemented. Good stuff
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Old Jul 05, 2006, 02:56 AM // 02:56   #29
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I like the idea, but there's going to be a lot of balancing needed for this to succeed. Ele's aren't tanks, these summons (granted if Anet makes them melee, and if its an elite spell then they cant be TOO weak) could improve the ele's soloing abilities (since they already have spells [earth mainly] for solo farming). Knowing that Anet doesn't really approve of farming, I'm unsure if they will consider this.
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Old Jul 05, 2006, 05:23 AM // 05:23   #30
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Quote:
Originally Posted by Storm Crow
The maximum level for healing your Golem is 75% of your CURRENT Health and armor maximum is 75% of your CURRENT energy.
Most people list skills where the x->y where y is at 12 attribute. And 75% of 115 (125-10) is still 86 armor.. that makes for taking less than 1/4 of original damage + other armor.
Quote:
Originally Posted by Storm Crow
Also, what's so wrong about having the same attribute as the caster? It's basically just adding another Ele to the team, such as Flesh Golem adds another Warrior and a Ranger's pet adds another Ranger/Warrior, depending on the level and skills.
Yeah add another ele to the team.. thats not overpowered AT ALL!

A flesh golem can't even compare to a warrior. It attacks slower than hell. It gets stuck on everything. It attacks whatever it feels like. Not to mention the necro is 100% focused on the minion and not incredibly easy to maintain. Golem you just summon outta the blue.

Ranger pet... another person.. laugh... at 16 beastmastery without additional pet attacks it does less damage than a wammo.

Don't try to make this overpowered....
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Old Jul 05, 2006, 12:26 PM // 12:26   #31
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I like the idea. This would eliminate the summoner class need. They should not be able to be healed, and looks like the elementals. They should also have no health degen to make up for the lack of healing. There is no need to heal them, because they do not require a corpse to be summoned, just energy.

I disagree with them being an enchant. They should be summoned and treated like a Flesh Golem, with an Icon signifiying you have control of an Elemental. When the Ele dies, the Elemental dies. Elementals should have the basic attacks of that type, no elite skills for them though.

This is a good idea.

/signed

Last edited by curtman; Jul 05, 2006 at 01:17 PM // 13:17..
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Old Jul 05, 2006, 02:41 PM // 14:41   #32
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Quote:
Originally Posted by curtman
This would eliminate the summoner class need.
What need.....? What's next, summon monk henchie? We already have three classes with npc allies.

Necros w/ minions
Rits w/ spirits
Rangers w/ spirits and pets

Hey, why dont we just give every other class some summon skills!?

/not signed for this and all other summoner ideas
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Old Jul 05, 2006, 02:54 PM // 14:54   #33
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Quote:
Originally Posted by Sniper22
What need.....? What's next, summon monk henchie? We already have three classes with npc allies.

Necros w/ minions
Rits w/ spirits
Rangers w/ spirits and pets

Hey, why dont we just give every other class some summon skills!?

/not signed for this and all other summoner ideas
Rits are useful for only healing (i have out healed a monk with mine) and being a secondary MM, the spirits were poorly done and not worth using. The rit class and rits spirits are only a mild irritant and a joke, nothing special about them.

Rangers are for bows, traps, and touch (for the noobs), their pets and spirits are poorly done and not worth using. If there was a pet tool bar, like in WOW, the pets would be useful, but as they are now they are a joke. In PVP, dump the points into Marksmanship, daggers, survival, and expertise, no serious Ranger counts on a pet for PVP, and argueably PVE.

Necro is done right. The wave of minions do their job correctly. All you have to do is cripple and kill the MM.

So basically there is only 1 effective NPC user, the necro, and 2 wanna bes.

Adding 1 Elemental Summon for each element, and only allowing 1 to be active, would give the game 1 great NPC user(necro) and 1 useful one. The foe Ice and stone elementals which are in the game now are not to difficult to deal with 1on1.

Most Es go Nuke or shock, so every E would not be using an Elemental. Putting them as an elite skills, with a 25ish energy requirement and a decent cast time, would not harm game play. Think of it this way, they cannot use Elemental Attunement if they have an elite summon. As a "master of elements" it is not unreasonable to assume they should be able to summon an elemental. Only 1

Also Tales, Final Fantasy, WOW (warlock), and every other quality fantasy games have a "Summoner" class. It would be naive and silly to say GW should not have one at some point. Giving Elemental Summoning to the E would eliminate the potential Summoner or Warlock classes (both of which overlap into the elementalist), allowing for the devs to focus to be on a Druid, true Rogue, Fighter, or any other classes they want to add for the next few chapters.

It seems easy to do this. They could take the Stone, Ice Elemental classes which handles the AI and combat and make the friendly to the player's allies and NPCs and hostile to the foes. Create Air and Fire classes from those, they would only need to create models and textures, plus a few attacks. The ice and stone textures and models are already in the game. Have the Elemental lvl relate to the element attributes like the Flesh Golem does with Death. Unlike the Golem, Elementals are weak and strong to elements. Have fire weak against water, water weak against air(lightning), air weak against earth, and earth weak against fire. Flesh golems are not too bad to tank.

It is perfectly balanced and reasonable.

Also it would show WOW's Warlock up and bring some people over to GW from WOW (Yes i do know ppl that would play GW and stop playing WOW if it had something like WOW's Warlock.)

Last edited by curtman; Jul 05, 2006 at 03:36 PM // 15:36..
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Old Jul 05, 2006, 03:31 PM // 15:31   #34
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I think it is possible to implement because it is not overpowered if the Golems were an eleite as since the most ele's(me for one) rely on e-managment elities to cast spells haveing the golem take that space would add a melee npc but remove the ele casting spells as often and even then in pvp ele spells arn't that effective(don't flame i love my ele but it is true) so maybe ele's could have a come back into the pvp world
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Old Jul 05, 2006, 03:44 PM // 15:44   #35
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It would be interesting and moren in line with the entire aspect of an Elementalist.

Thay have no Diety as it is, they hindered a good portion of the area spells, so give them something to boost them up.
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Old Jul 05, 2006, 06:53 PM // 18:53   #36
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/signed Elemental summons would be awesome.
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Old Jul 05, 2006, 07:18 PM // 19:18   #37
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Well, if they were nonElite skills, they should be acquired via quest only IMO. Say you must bring a certain number of Golem stones for and x (scales for fire, chitin for Ice, granite for earth, or linen or what ever the aeromance uses) mat to a NPC. Say a Fire, earth, ice, and air golem quests available from a some one in the Desert..
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Old Jul 05, 2006, 07:37 PM // 19:37   #38
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Quote:
/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.

Quote:
Originally Posted by Dawnspire
Stagnation ftl?

/signed

100% agree !!!!!!


/signed
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Old Jul 05, 2006, 10:39 PM // 22:39   #39
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/signed

More power to the Elementalists!

Btw, gameshoes, I had that toy parrot
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Old Jul 05, 2006, 11:31 PM // 23:31   #40
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I like the idea of advanced summons, but I think it goes well out of Elementist jurisdiction. The truth is I would rather be able to play a mythical creature instead of summon one, but a class which can summon and maintain powerful creatures would be very interesting and fun.

Something like this reminds me of Chaos Legion, a very interesting game, and it makes we want to crash things all over again with thanatos, but elementist isn't about summoning things, he is about spell damage and AoE effects of a variety, I would like to see some more effective and elaborate AoE effects, but summoning isn't proper for Elementist. It would be better if Necromancer had flaming Undead minions instead of elementist with Fire Golems, summoning things isn't Elementists specialty, or even his alternative.

Even Necromancer is limited to a hand full of undead animations which are only available in one line, all requiring corpses. I think a more developed summoning class which summoned elaborate creatures with a different form of cost, and use special skills simular to beast mastery to allow their summoned creatures to use special moves would be fun. It may be a cliche class, but it would be fun and popular, and it isn't like Warrior, Ranger and Elementist are completely original.

Here is a firm dissapproval to giving Elementist summons, and a voiced interest in a class that could.
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