Mar 25, 2007, 04:03 AM // 04:03
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#1
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Concept Class - Conjuror
-Conjuror-
(Enchanter, Summoner)
Armor/Weapon
Typical caster stuff, with 60 AL, about 45 energy, 4 energy regen. Use Wands and Staff that are link to its attributes.
[ Attribute: ]
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-Elemental Chain (Primary): For each rank in attribute, increase the Bonus damage of elemental chain by 2%. (see below for explanation of elemental chain)
-Conjuration: Spells that summon elemental Jinns and other skill that enhance such use.
-Transelements: Skills that Change, Fuse, Strengthen and Weaken Elements, which act as a protection or a debuffer.
-Arcane Artifact: Skills and spells that conjure artifacts that give aid in increase damage, casting spells, and protecting self.
-Caster’s Instrument: Skills that enchance caster’s weapon (wand and staff) as well as off-hand items.
[ Premise: ]
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A supportive and offensive caster. While its theme is much similar to that of an Elementalist, it greatly expands the Elemental aspect of the mechanic. The class offers many supportive spells and skills that give player more possibility in building their chain of combos.
That is not to say Conjuror is with out teeth of their own. They have their own line of offensive spells as well, that allow them to better take the advantage of the elemental buff/de-buff. They are also summoner’s, able to summon elemental Jinn’s for various purpose. The Transelement’s can give player better use of their elemental damage weapons, while the Caster Instrument can give all caster better use of their weapons (wand and staff and off-hand)
[ Unique Novelty: ]
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Elemental Property and ChainWill introduce a new “hidden” property to all characters, which is you r Elemental property. For most other class, they would need little concern to this property, only those with Conjure class would care more of. (as it is link to their primary)
When a player character instanized into a area (mission, exploration, arena) they will be assign a random elemental property (water, fire, earth, or wind). Equipping certain elemental damage weapons, or points in certain attributes, might affect what elemental property you have as well. For most party, player will not know what property they have, and are only visible with certain Conjuror skills. PvE monster will also treated similar, but mostly depend on what monster type they are (but you might still encounter a Fire-property Ice Imp, just not as high of chance)
The elemental property could temporary change as well. This happen if the character take consecutive and/or from one source, of 50+ damage of same elemental, than for the next 5 seconds, he/she/it will take on that elemental property, unless got change again. So in example, you start as Wind-Property, and got hit by someone using a Firesword that does 10 damage to you with each hit. After 5 hits (Assume no one else is hitting you), you will take on Fire-Property instead for duration. Now if at this time, you got hit by a Ice Spear that does 100 damage, you will be switch again to Water-Property, and so on.
Than there is the Elemental Chain, which allow Conjuror to take additional advantage on the elemental property of their foe, and to do more damage if chained right. The chain goes something like this.
Water(cold) > Fire > Earth > Air(Lighting) > Water
So that means any one who is in Fire-property, will take more damage from any Water elemental damages. Thos that have Wind-property, will take more damage from Earth elemental damages, and so on. Regularly, it would be 10% more damage. Conjuror’s primary, as well as its skills, will increase that percentage. ---------------------------------------------------------------------
Switch Skill:
Switch Skills are skills that turn into another skill after initial use. It would turn back into the original skill/spell after the duration of the initial skill is over or got canceled. The skill/spell it switch will have its own cost, casting time, and recharge time.
Ex. You cast the skill “Conjure Ring of Fire”. Once cast, meaning you are “wearing” a “Ring of Fire”, the skill icon is than turn into spell “Fire Burst”, the switch skill of the first skill, which allow you to cast Fire Burst. After the duration of “Ring of Fire” is over, the skill icon is than switch back to it again.
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Projection Ward:
They are Ward-like skill, but instead is use on target enemy. It Create a ward area at target foe’s location, usually with negative effects to all foe that stay within its Area of Effect. You will also see the visual effect of, much like the Ward.
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Summons:
One of the main offensive ability of Conjuror is their ability to summon Jinns. They are much like the Dijnn and the Elementals. They are small, magical, elemental creatures. Once summon, they would follow closely to their summoner, usually floating next to the casters. They will usually also attack (depend on what kind/behavior of the Jinn you summoned) the target foe the summoner is attacking, thought their damage won’t be anything impressive. They can also be targeted and destroyed (they are pretty fragile).
Jinn can cast spells, usually at the command of the Summoner (switch skills). Jinn have their Health and Energy combined into one value, call the Ether Points. So if use Jinn to cast a spell, it would also cost their Ether Points as well, much the same if they take in damages. When the Ether Point run out, the Jinn is destroy. Also any Energy Drain/Burn type of spell will also hurt Jinn’s Ether Point as well. (see below for example of Summon’s spell)
Note: that since the casting is done at Jinn’s end, the casting time would be 0 for the summoner, but however long for the Jinn. And to interrupted, must target at the casting Jinn, instead of the summoner.
Jinn’s purpose are more of a proxy for spells, rather than as a strong tanker or damage deal (unlike minions or pets). However, as they are elemental, a Conjure could use them better in building of this spell chain combos.
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New Condition:
Frostbite
For duration, will take 4 Hp degen, and move/attack at 50% slower.
Usually cause by Water/Ice base spells. Mid-duration (around 4 to 8 seconds)
(this will also cancel out any Deep Wound, Bleeding, and/or Burning)
Numb
For duration, will increase the casting time of all spells and skills by 3 times. Also reduce movement and attack speed by 20%.
Usually cause by Air/Lighting base spells, as well as type of poison and counter attack.
Caster Weapon:
Refer to all Wand and Staff.
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[Skill Examples]
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-Elemental Chain
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Prism Eye
5e | 1/2c | 10r | Enchantment
For 10 seconds, you will able to detect the Elemental Property of all nearby visible creatures (will show in a color glow around them)
Broken Chain
10e | 1c | 20r | Enchantment
For duration of T seconds, you will negate any of the additional Elemental Chain damage deal to you.
Power Combo
10e | 1c | 30r
The next spell/attack, if Chained to the right property, will deal additional X% more damage.
Counter Elements
10e | 1c | 30r
For the next T seconds, you take 50% less damage from the elements that you are counter to (so if you are of Water Property right now, you take less damage from any Fire damge)
-Conjuration
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Conjure Marid:
15e | 3c | 30r | 1 arrow energy to maintain | summon spell
Conjure a Marid, the water elemental Jinn, for 30…45 seconds. Marid has 120… 180 Ether Points, and will deal X melee ice damage on attack. After conjure, this skill switch to “Marid’s Ice Breath”.
Marid’s Ice Breath:
5e / 40ether | 1 1/2c | 10r
Switch Skill of Conjure Marid. Marid will attempt to cast Ice Breath on target foe, dealing T second of Frostbite to target and its nearby foe.
Conjure Ifrit:
15e | 3c | 30r | 1 arrow energy to maintain | summon spell
Conjure a Ifrit, a fire elemental Jinn, for 30…45 seconds. Ifrit has 90… 150 Ether Points, and will deal X range fire damage on attack. After conjure, this skill switch to “Ifrit’s Fury”.
Marid’s Ice Breath:
5e / 40ether | 1c | 10r
Switch Skill of Conjure Ifrit. Ifrit will shoot out 3…6 fireballs at target foe, each dealing X fire damage.
Conjure Angelia:
15e | 3c | 30r | 1 arrow energy to maintain | summon spell
Conjure Angelia, a Holy Jinn, for 30…45 seconds. Angelia has 160… 205 Ether Points, and does not attack, but 25% of damage receive by the caster is transfer to Angelia. After conjure, this skill switch to “Angelia Sacrifice”.
Angelia Sacrifice:
5e / 65ether | 2c | 15r
Switch Skill of Conjure Angelia Sacrifice. Angelia will attempt to cast Healing Light, which heal all nearby allies for X HP.
Recall Summon:
10e / All ether | 1c | 30r
Dismiss all conjured Jinns. Convert the remaining Ether Points of all Jinns into energy. You gain 1 energy for every 50…30 Ether Points converted this way.
Etheral Shield:
10e | 1c | 30r 1 arrow energy to maintain
All damage deal to all of your summoned Jinn’s are reduce by 50% for the duration of 8…13 seconds.
-Transelements
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Water Transelemental:
10e | 2c | 10r | Enchantment
Target creature (foe or ally) become Water property for T seconds, taking half fire damage but double Air (Lighting) damage. (target ally player will have the ability to turn it off)
Earth Breaker Ward:
10e | 1c | 30r | Projector Ward
Project Ward. Create an Earth Breaker Ward at target foe’s location. All enemy within the AoE will have –X AL against Earth Damage, and move 20% slower.
Air Affix:
10e | 1c | 10r | Hex
Target and its nearby foe will be hex with Air Affix, which all their attack will deal Air damages for the next T duration.
Shield from Air:
10e | 2c | 30r | Enchantment
Self and all nearby allies will gain +X AL bonus against Air damages for T duration.
Fire Fusion:
15e | 1c | 45r
Your next 1…5 offensive spells will also do additional X fire damages.
-Arcane Artifact:
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Ring of Ever Flame:
15e | 2c | 50r | Conjure Artifact
Conjure a Ring of Ever Flame on you hand. For the 45…60 duration, all you fire spells will also cause burning for 1…3 seconds. After Conjure, this skill will turn into Ring’s Fire Ball.
Ring’s Fire Ball:
5e | 1c | 15r | Conjure Switch Skill
Switch skill of Ring of Ever Flame. Attack target and nearby foe with Fire Ball, that deal X fire damage.
Conjure Lighting Trident
25e | 2c | 60r | Conjure Artifact
Conjure Lighting Trident. For T duration, will ignore your current main/off-hand equipment, instead will attack with the Lighting Trident. Lighting Trident does melee attack of 20-42 Air damage, with 15% chance of causing Stunt for 3 seconds.
Lighting Spike
8 adr | 0c | 0r | Switch Skill
Switch skill for Conjure Lighting Trident. This melee attack will do 20% armor penetration.
Necklaces of Prisma
10e | 2c | 60r | Conjure Artifact
Conjure a Necklace of Prisma on you. For T duration, all elemental damage deal to you is reduce by 20%.
-Caster’s Instrument:
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Energy Shot:
5e | 1 1/2c | 10r
Increase the damage on the next Caster Weapon shot by X.
Power Stroke:
10e | 0c | 5r
Use your Caster Weapon in a melee attack, and does X more damage.
Focus Beam:
10e | 1c | 15r
Focus your Caster Weapon in a beam onto an enemy. Target foe will receive X damage each second. This skill is interrupted if caster move or use another skill, or if target foe move out range distance.
Channeling Burst
10e | 1c | 20r
In the next T seconds, your Caster Weapon will deal X more damage, but each shot will take 5…3 energy per attack.
Power Surge
5e | 2c | 20r Exhaust
For the next 3…5 seconds, double the energy bonus that your off-hand item provides.
Mage Shield
5e | 1c | 30r
For the next T seconds, your off-hand item will only provide you with half of its energy bonues, but you will AL gain that amount (like a shield)
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Builds:- Summoner: A Conj/Mes that utilize the Jinns as main source of offensive power. The Mes skill will help with the energy management.
- Power Spiker: A oblivious choice of Conj/Elm that use lots offensive spells. Taking advantage of the Elemental Chain will further add its spiking power (especially if work with other Elm)
- Elemental Warrior: Have a profession that use weapons mastery (War, Assa, Dervish, Ranger, Paragon). Use the Conj spells to de-buff the enemy so they will take more damage from your attacking skills using an elemental weapon.
- Elemental Protector: Using lots skills of Transelement’s to weaken and set enemy to a certain element, while strength allies’ defense and attack against certain elements.
- Caster’s Support: Use the caster’s instrument for the support of any type of caster who want to do better attack with their wands and staff.
Elementalist Clone?
While this class deal closely with Elemental magic as well, I hope it would be similar, yet differnt, from elementalist. It has several spells like the elementalist, but its needed to give it some offensive power, and not make it forcefully needed to take an Elm as primary or sub class with Conj. But it has few line of skills to make it still play differntly than a Elem, and feel their are enough to not just tag it on to an Elm.
Strength
Design more for the advance players, who can build a chain of combos skills that could fully take advantage of the Elemental Property for increase damage, or use for de-buffing enemy.
Weakness
It has the typical weakness of caster, which is low AL. Also some form of energy managements is much needed if want to upkeep its effect.
Source and Inspiration
I always have the idea of an Enchanter for long long time. But before, it was mostly as a support class with the Transelemental lines. Few things were added in later, such as the Summoning line, which come from seeing other’s summoner-type class, making me want to do my own take on it. Elemental Chain was also posted long time ago, but as a suggestion for general game-mechanic change. Wand-mastery will have to credit to someone else (alas, forgot who first come up with it). It was never fully finish written out, because Elurid and Verlas (link below) both came out with a similar class befoe me, and as both is good, it stop me from doing as so not to look like clone.
Elurid's Enchanter
Verlas Ho'Esta's Artificer
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Closing:
Well, it is well know that by now GW:EN won't have any new profession, and GW2 still uncertain how it would treat its new proffession system, so it could be say that any new CC at this point is usless and would never be add it.
However, this is written more as a hobbie, a source of creative output, and as a hopefull to be added into the game. Idea is as a mental pratice, to "role-play as a dev", and to try to come up with unique and possible idea that "could" be added to the game that would be fun to play. Also this was already half-finish when befoe the news about GW2 came up, so figure might as well as finish it off and post it up.
Well, thanks for reading/Skimming (most likely the later). Its a long and complex idea, and I am not very good with explaination (or writing english matter the fact), so won't expect everyone to even finish the read... but questions, suggestions, feed backs, corrections, balance, critics are welcome.
Last edited by actionjack; Mar 25, 2007 at 03:03 PM // 15:03..
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Mar 25, 2007, 04:59 AM // 04:59
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#2
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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Love. nice one aj. This idea would make elemental weapons more interesting to use
W/C with multiple elemental weapons, switching and increasing damage...sounds fun.
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Mar 25, 2007, 07:47 AM // 07:47
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#3
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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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Wow, Intresting^^!
If they ever made a prof like this I would make this my 2nd fave class it may also overthrow my most fave, The Assassin^^.
BTW, Try proofreading some words are incorrect.
Like:
Conjure Angelia:
15e | 3c | 30r | 1 arrow energy to maintain | summon spell
Conjure a Angelia, a Holy Jinn, for 30…45 seconds. Angelia has 160… 205 Ether Points, and does not attack, but 25% of damage receive by the caster is transfer to Angelia. After conjure, this skill switch to “Angelia Sacrifice”.
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Mar 25, 2007, 11:34 AM // 11:34
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#4
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Jungle Guide
Join Date: Oct 2006
Location: Tripping in Holland
Guild: My guild died :`(
Profession: N/
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Ohhhh shouldermount type elementals, Good job AJ, very original, first one to bring that idea into GW(guru).
Close yet different from ele, and the abilety to have as many jinns as your energy pips allow would allow you to deal plenty of diffeent types of damage.
I wan't to suggest a battle fortress build(4 jinss as 4 towers on a castle)
A conjurer with 16 conjuration, that summons 4 jinns, to attack a foe from 5 at a time(preferably ranged but yours look to be all melee)
With a paragon secondairy to increase the effectiveness of his jinns attacks. And heal them as well. Use energising finally to gain energy as he has no energy regen.
As an alternative to that.
A asasin with 12 deadly arts to shadow step himself and his jinns with him to a foe and attack him with 5.
(you can right? or am I thinking too far into shoulder mount and are they just pets that do move around themselves and go into melee when you are attacking at range?)
Would use something like assasins promice to gain energy as he has no energy regen, expose defences seems to only good deadly arts hex for use with jinns but there might be other ways for hexing a foe to improve damage.
Being able to get into build thinking right away makes me feel that this class would definatly be fun to play, as I directly see what I would want to do with it. Which is better than many other classes on the forums.
Though you did make a remedial mistake, there is no air damage, the air deals lightning damage and the wind cold damage.
Eventhough I'm not sure how well elemental chaining would work with GW. This is a great class idea.
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Mar 25, 2007, 03:12 PM // 15:12
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#5
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Thanks for pointing out that there are no Air and Water damage... System_Crush.
That is a good build, as you also take in the energy management, which is much needed if you are going to have 4 Jinns. (which would also be pretty costly to summon up in first place), but it does make you pretty powerful offensivily, especially if you still have energy left to get the Jinns to cast their spells.
There would be several range attack Jinns. One thing to concern though is that in my concept, the Jinns will have pretty weak defense. (something like 120hp), where 4 or 5 wack of it and it would be gone. While that also mean its doing a good tanking job for you, if they die, it would leave you vounlerble for a bit, as it take a while to recharge. And you don't want to face a AoE spiker....
Well.. thanks for the comments... want to suggest your own Jinns?
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Mar 25, 2007, 10:37 PM // 22:37
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#6
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Frost Gate Guardian
Join Date: Nov 2006
Location: Thailand
Profession: Mo/E
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AJ,
Nice work! You've been sitting on this one for a while, haven't you? It looks like you've been tinkering with this CC for some time. This has got to be one of the best concept classes I've seen since I've been on this forum. It's very original in many ways.
Conjuration rocks. The jinns are really perfect for a low AL caster; they essentially act as an extension of the magic-user, allowing him to cast spells through them to his target. Ether points and switch skills are great and make sense. I also really like Arcane Artifact (although it could use a better name). Sort of like a combination Ritualist's ashes and weapon skills. It could allow for some incredible variety of attacks. The Projector Ward idea is cool (I think this idea should be expanded to more than just one skill). Makes the target a real hazard to his allies, which is nice. Caster's Instrument (again... I think it needs a cooler name) is sort of your basic weapon attribute, but it also provides a nice skill set for all the spellcasters out there.
So yeah... I love Conjuration, Arcane Artifact, and Caster's Instrument (although the last two need new names!). I think Elemental Chain and Transelements need to be changed. I get the premise, but it requires so much explanation and alteration to the system. I don't like it for two reasons: 1) it introduces chance as a fundamental component of the game, and 2) it feels like the whole game is being manipulated to benefit one class.
As far as chance goes, imagine you're in a 2 on 2 battle. You're a warrior duking it out with another warrior and each Elementalist casts Firestorm or something. You're randomly assigned Earth and the other Warrior is Fire. You take more damage and die faster. Who could have that experience and not be incredibly pissed off? It had nothing to do with your skill or playing style, just luck.
Regarding the second point, only the Conjuror can exploit this game mechanic. While I get the idea that this is his strength, it's just unfair that he's the only class able to see others' elements. Everyone else is just relying on dumb luck and running around blindly while your Conjuror is the only one who really sees what is going in. It reinforces chance as a fundamental component of the game. I really don't like this idea at all. It's like playing chess with an opponent who knows secret moves for all the game pieces.
Anyway, those are some thoughts. I really like this CC as a whole.
Last edited by nebojats; Mar 25, 2007 at 10:39 PM // 22:39..
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Mar 25, 2007, 11:06 PM // 23:06
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#7
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Good point on the Elemental Chain. It was somewhat last mintue tag on, as I have trouble with coming up for a primary, so recycle this old suggestion of game mechanic change on to it.
The basic idea is that it would help them spike. While could say that each rank will increase elmental damage by 1%.. that is really boring. Having something that make you think more of how to make a build that would better chain in a combo seem more fun. And I always like Pokemon....
However, its something that rest of class can take advantage of, even if they are not Conj. All you need is a Elm, or one that carry an elemental weapons. Since you could "change" their elemental property, once you deal enough damage onto them, this allow you to chain it someway too, like Hit them with a Fire Axe a few time (making them fire property), befoe switching to a Cold Axe and use Cleaver. Granted its only 10%.
In that sense, one don't really need to see other's element, but can manupulate them into a combo.
Its true in your example. But I guess you could also switch your weapons (which would change you to another property). And since arena game is alot of luck as well (what if they are using a hammer, and you have runes the protect you against blunt damage?).
As for Transelement... I don't see anything wrong with it, as its something not related to Elemental Chain.
One consideration is to make the bonues damage to only 5% for normal people, so it's not really all that powerful.
Well, feel free to suggest better names and another possible Primary, my ear is open (beside block by my ego)
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Mar 27, 2007, 04:06 AM // 04:06
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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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This would be a nice Djinn^^.
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Mar 28, 2007, 09:09 AM // 09:09
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#9
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Jungle Guide
Join Date: Oct 2006
Location: Tripping in Holland
Guild: My guild died :`(
Profession: N/
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Quote:
Originally Posted by actionjack
And I always like Pokemon....
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I sorta grew out of that, but one of the problems with these 1 element is weak to another and strong to another games is that the elemental system kind of replaces armor.
I used steel, rock and ghost for instance because they where hard to kill, and could still hit just as hard as every one else.
There is some general resistance (a increasable skill or something that increases with level) in most games that use the elements method, but armor is not truly armor in them.
I'm not saying it wouldn't work, it works in tons of games. What I'm saying is it takes away some of the leverage now placed in armor, it has to potential of taking away a good amount of the advantages a warrior's 96 AL has.
As said this class is for GW2 not 1 and such a fundamental change in the game play could very likely be realized.
I'm not sure I would like the change.
It would be cool if the was more contradicting in elements, for instance cold damage and fire damage somehow stop each other, when 2 elementalists cast projectile spells at each other those collide in mid air or something.
Which should not work with lighting cuz that goes trough fire, but charges any ice it hits(causing the ice to deal 50% of the lighting damage to its intended target)
Would add some additional effects to plain spell casting.
Quote:
Originally Posted by actionjack
want to suggest your own Jinns?
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Conjure Burning Swarm summon spell energy 25 activation 6 recharge 20 maintenance 2 pip
Conjure a swarming fire jinn for 15 seconds, whenever a swarming jinn dies 2 are created in it's place. Each swarming jinn has 20...60(80) ether points and deals 2-7...5-12(8-15) fire damage with melee attacks.
Burst in Flames Switch Skill energy 10 & ether 20 activation 2 recharge 15
Switch Skill of Conjure Burning Swarm. All foes will start burning for 2...5(6) seconds for each swarming jinn adjacent to them, swarming jinns you control will start burning for 20 seconds.
Also I have an idea, switch skills should be able too be a different attribute than the skill they where switched with. I'm thinking Burst in flames should be elemental chain or trans elements instead of conjuration.
Snowstorm elite summon spell energy 15 activation 2 recharge 60 maintenance 1 pip
Conjure snowstorm for 40...60(65) seconds, Attacks on and by creatures within the area of snow storm have 10...30(35)% chance to miss and foes take 6 cold damage every second. Snowstorm has 100...200(220) ether points, but can't attack.
Hypothermia elite switch skill energy 10 & ether 20 activation 4 recharge -
Switch Skill of Snowstorm. whenever target foe is struck by cold damage that foe that foe has 10...20(22)% chance to suffer from frostbite for 2 seconds whenever struck by cold damage, if that foe is already suffering from frostbite that foe instead suffers from numbing.
Silence before the Storm elite switch skill energy 15 & ether 60 activation 1 recharge -
Switch Skill of Hypothermia. Snowstorm dies after 6 seconds all foes take the ether points snowstorm had left as cold damage.
2 Switch skills, why not? I think it would work fine, could be some intersting stuff there.
Last edited by System_Crush; Mar 29, 2007 at 08:02 AM // 08:02..
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Mar 28, 2007, 10:16 AM // 10:16
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#10
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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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I wanna suggest^^!
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Mar 28, 2007, 11:30 AM // 11:30
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#11
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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:
Marid’s Ice Breath:
5e / 40ether | 1c | 10r
Switch Skill of Conjure Ifrit. Ifrit will shoot out 3…6 fireballs at target foe, each dealing X fire damage.
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??????
Ice, Fire Damage...
Marid, Ifrit
Quote:
Conjure Ifrit:
15e | 3c | 30r | 1 arrow energy to maintain | summon spell
Conjure a Ifrit, a fire elemental Jinn, for 30…45 seconds. Ifrit has 90… 150 Ether Points, and will deal X range fire damage on attack. After conjure, this skill switch to “Ifrit’s Fury”.
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Conjure a Ifrit
Last edited by [M]agna_[C]arta; Mar 29, 2007 at 03:47 AM // 03:47..
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Mar 29, 2007, 01:15 AM // 01:15
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#12
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Quote:
Originally Posted by System_Crush
I sorta grew out of that, but one of the problems with these 1 element is weak to another and strong to another games is that the elemental system kind of replaces armor.
I used steel, rock and ghost for instance because they where hard to kill, and could still hit just as hard as every one else.
There is some general resistance (a increasable skill or something that increases with level) in most games that use the elements method, but armor is not truly armor in them.
I'm not saying it wouldn't work, it works in tons of games. What I'm saying is it takes away some of the leverage now placed in armor, it has to potential of taking away a good amount of the advantages a warrior's 96 AL has.
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You miss the day when Warrior have default weakness to Lighting Damage. The Joy of facing the lighting drakes in full plate armor in the last day of Rotscale mission...
Anyhow.. I imagin with only 4 elements, it would be relative easier to set up the system. But one thing to note is that this game is not purely focus on elemental damages, thus should not be turn into another Pokemon game. Therefore, only 10% damage bonues (or even lower it to 5%) is not meant to be not enough of noticible threat or concern to other player. And notice I didn't put in any thing about how one element would have greater defense to another element, in the default setup.
The Conj would be one that would better take advantage of the system, but also mean they need to invest (attribute points and skills) into it to make it more efficient. Other players, even if not take Conj class, could still try to take use of it too, but that require more advance of playing style (which add on another layer of game)
Quote:
As said this class is for GW2 not 1 and such a fundamental change in the game play could very likely be realized.
I'm not sure I would like the change.
It would be cool if the was more contradicting in elements, for instance cold damage and fire damage somehow stop each other, when 2 elementalists cast projectile spells at each other those collide in mid air or something.
Which should not work with lighting cuz that goes trough fire, but charges any ice it hits(causing the ice to deal 50% of the lighting damage to its intended target)
Would add some additional effects to plain spell casting.
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Actually, this id a class done more as personal hobby than suggestion to GW2....
But more contradiciting in element is cool, but would add that as part of the skills instead (in the Transelemental and Elemental Chain attribute), than as default part of the game-mechanic/rule.
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Conjure Burning Swarm summon spell energy 25 activation 6 recharge 20 maintenance 2 pip
Conjure a swarming fire jinn for 15 seconds, whenever a swarming jinn dies 2 are created in it's place. Each swarming jinn has 20...60(80) ether points and deals 2-7...5-12(8-15) fire damage with ranged attacks.
Burst in Flames Switch Skill energy 10 & ether 20 activation 2 recharge 15
Switch Skill of Conjure Burning Swarm. All foes will start burning for 2...5(6) seconds for each swarming jinn adjacent to them, swarming jinns you control will start burning for 20 seconds.
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Seem abit powerful, especially if doing range damage. Make it melee, and maybe Eleet.
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Also I have an idea, switch skills should be able too be a different attribute than the skill they where switched with. I'm thinking Burst in flames should be elemental chain or trans elements instead of conjuration.
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hmm.. not sure about that.... seem too complicated.
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Snowstorm elite summon spell energy 15 activation 2 recharge 60 maintenance 1 pip
Conjure snowstorm for 40...60(65) seconds, Attacks on and by creatures within the area of snow storm have 10...30(35)% chance to miss and foes take 6 cold damage every second. Snowstorm has 100...200(220) ether points, but can't attack.
Hypothermia elite switch skill energy 10 & ether 20 activation 4 recharge -
Switch Skill of Snowstorm. whenever target foe is struck by cold damage that foe that foe has 10...20(22)% chance to suffer from frostbite for 2 seconds whenever struck by cold damage, if that foe is already suffering from frostbite that foe instead suffers from numbing.
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sound not too bad... how about change it to a Snowstorm Jinn that have the snowstorm's AoE effect.
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Silence before the Storm elite switch skill energy 15 & ether 60 activation 1 recharge -
Switch Skill of Snowstorm. Snowstorm dies after 6 seconds all foes take the ether points snowstorm had left as cold damage.
2 Switch skills, why not? I think it would work fine, could be some intersting stuff there.
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But where would you put the skill icon?
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Mar 29, 2007, 03:46 AM // 03:46
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#13
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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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Why havent you fixed yet te skill?
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Mar 29, 2007, 08:01 AM // 08:01
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#14
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Jungle Guide
Join Date: Oct 2006
Location: Tripping in Holland
Guild: My guild died :`(
Profession: N/
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Quote:
Originally Posted by actionjack
Seem abit powerful, especially if doing range damage. Make it melee, and maybe Eleet.
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I like leets
Ya I'll make it melee, though I did give them really really low damage to cope with that, and they require 2 pips of maintantce.
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hmm.. not sure about that.... seem too complicated.
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It's your CC, but it might indeed be confusing, if you could see the swich skills in your skill menu, but when you equip them the source skill is equipped instead that might make it easyer to see through.
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sound not too bad... how about change it to a Snowstorm Jinn that have the snowstorm's AoE effect.
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Snowstorm is the name of the jinn, it already is a jinn wit a AoE,
Quote:
Originally Posted by mneigen
Snowstorm has 100...200(220) ether points, but can't attack.
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Quote:
But where would you put the skill icon?
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Quote:
Originally Posted by mneigen
Hypothermia: Switch Skill of Snowstorm.
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Quote:
Originally Posted by mneigen
Silence before the Storm: Switch Skill of Hypothermia.
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Oops forgot the change it after Ctrl-C /doh
But the second swich happens after you use the first swich skill once.
Last edited by System_Crush; Mar 29, 2007 at 02:49 PM // 14:49..
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Mar 29, 2007, 01:54 PM // 13:54
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#15
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Pre-Searing Cadet
Join Date: Mar 2007
Guild: Purity Of Light [DUMB]
Profession: Mo/Me
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wow
thats amazingly detailed, you've really thought it through, seems like a combination of the ele and rit with a bit more thrown in. Would the jinns be along those lines or something more powerful like the chained souls in UW etc.
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Apr 02, 2007, 07:51 AM // 07:51
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#16
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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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whats a leet?
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