Feb 25, 2007, 11:06 PM // 23:06
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#1
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Wilds Pathfinder
Join Date: Jul 2006
Profession: E/
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Concept Class - Cleric
The Cleric
I. Background/Summary/Questions and Answers
II. Attrbiutes/Skills
III. Equippment
IV. Builds/Tatics
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I. Background/Summary/Questions and Answers
The Story
The Cleric was known as dwaynas left hand. They were known to be Monk's understuddies and were looked down upon, but soon became more popular in their religion and studes. Soon their proffession swept upon Tyria unlike any other class. But then...Orr was destroyed and that was the end of the Cleric's. Arah was destroyed and Dwayna swore she would never study the Clerics ways ever again. It was the end of the end for Clerics. But one day the Cleric's ways were revived. Menzie, Balthazaars brother soon studied it and it became the the hatest form of magic. The war between Menzie and Balthaazar was waged and Dwayna knew herself the only way Balthaazar could have a chance was to ressurect the Cleric's. And so she did and now there is an equal balance.
About the...Clerics
The Clerics were brought by Dwayna and studdied by all. Known to be the balance on the battle field, the Cleric's were the support. Cleric's are known for their protection and stimulation of ones' magic or physical ability. Cleric's have the strength to stay in the middle of the battle field to aid their allies. They were once thought to be monk clones but then found out knew abilities of protecting.
Questions and Answers
Q. How are Cleric's different from monks?
A. Unlike monks Clerics have Higher armor yet lower energy so they can stay in the middle of the battle to support everyone. If they see their foes have the advantage the will weaken their foes. If they see their allies have the disadvantage they will stimulate their abilities. They are unlike any casters.
Q. Will Cleric's bring in any new types of skills?
A. Yes! They use Aura's to have Nearby allies affacted by spells. With Aura's you have to cast it on yourself but wherever you move with Aura's your spell moves with you.
Q. How will Aura's be different from Shouts or Wards?
A. With shouts you cast them and they go away after a while. Unlike wards you can move them around with you. And unlike enchantments the affectivness is Nearby.
Q. Will the Cleric be at all offensive?
A. Yes they will. They use offensive Aura's for the same kind of Nearby affect but just with negative sidafects.
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II. Attributes and Skills
Attributes:
Regeneration (primary) - Yiu gain 1 energy when ever an Aura is casted on yourself for each point into this attribute. For every Aura casted on top of that Aura you gain X ammount of energy for how every many Auras on you.
Absorbtion Prayers - Many skills relating to Auras to deflect and protect harm from allies become more affective with more points into this attribute.
Stimulating Prayers - Many skills relating to making allies more affective become more affective with more points into this attibute.
Acidic Prayers - Many skills relating to making foes less affective and damaging foes become more affective with more points into this attribute.
Skills:
(Regeneration)
Deflective Siphon [E]| Hex| target foe takes 25% more damage from attacks and you takes 25% less if under an Aura and an Enchantment for 3...18 seconds.
10e 2c 30r
Signet of Symmetry | signet| for 20 seconds 3...12% of physical damage suffered by you is converted into energy.
2c 45r
Aura of Energy | Aura Spell| for 6...17 seconds all nearby allies have +1..4 energy regen but you have 1...4 health regen.
25e 3c 45r
Dwayna's Stare |Spell| target ally gains +50...102 if he's in the area of an Aura.
5e 1/4c 15r
(Absorbtion Prayers)
Angelic Aura [E] |Aura Spell | for 6...17 seconds all nearby allies take half damage but all the damage is directed to you. All condition allies suffer last double their duration.
15e 3c 45r
Sybiotic Protection |Aura Spell | for 6...17 seconds all condtions suffered by you are transfered to all nearby allies but last half the duration.
5e 3c 30r
Enchanting Breath |enchantment spell | for 2...12 seconds target ally gains 5...12 energy each time enchanted while under Enchanting Breath.
10e 3c 20r
Aura of the Bulwark | Aura Spell| for 6...17 seconds all nearby allies have a 50% chance to block arrows and a 25% chance to block swords and hammers, but have -10 armor against fire damage.
10e 4c 30r
(Stimulating Prayers)
Adreneline Rush [E] |Aura Spell | for 6...17 seconds all nearby allies attack 33% faster.
10e 1/4c 20r
Dwayna's Steps [E] |Enchantment Spell | you run 33% faster for 4...14 seconds and gain 24...55 health every other second if also under an Aura.
5e 3/4c 20r
Flammable Toxin |Enchantment Spell | for 2..5 seconds target allies and nearby allies to that ally cause burning for 2...5 seconds.
Signet of Triumph |Signet | then next attack against you is blocked. If you were suffering from a condition that condition is gone and you gain 20...55 health.
2c 20r
(Acidic Prayers)
Aura of Eruption [E] |Aura Spell | for 6...17 seconds all foes nearby you suffer burning for 3...7 seconds if hexed or knocked down.
15e 2c 30r
Aura of Acid |Aura Spell | for 6...17 seconds all nearby foes to you have -10 base armor.
15e 2c 45r
Berserker's Discharge |Spell| target foe is knocked down if attacking and suffers 20...100 damage if in a stance.
10e 1c 20r
Fusion of Vertigo |Spell | target for suffers daze for 4...12 seconds and is knocked down every time he suffered by a hex.
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Equippment
Weapon of Choice : Staff, Wand, and Focus.
(standard upgrades)
Armor
Head: Head Charms (Jewelery Attached to Head with magical essence)
Chest: Robes (standard wizards robes)
Legs: Pants
Arms: Gauntlets
Feet: Boots
Armor: 55
Insignia's
Oracles Insginia: +5 energy while under an Aura
Scaly Ingsignia: +10 armor agains blunt and slashing damage
Holy Insignia: +2 energy if under 1 aura
+4 energy if under 2 auras +7 energy is under 3 auras
Appearence
Looks aged with wisdom or young with loyalty. Men have usually long hair and women as well. Their eyes are usually big and sometimes the faces are wrinkled.
Sample Picture
Except with this picture imagine no hood and head jewlery.
Energy and Health
Health : Standard
Health Pips : 4
Energy: 50
Energy Pips: 4
Builds and Tatics
Tatics:
Cleric's naturally are the balance on the battlefield. They are known to be the supporters so they have to be in the middle of everything. They like to be in the middle because of their auras. Cleric's tatics are either front, middle, or back depending on their parties tatics. If it's melee based its front. If its caster based its back. If their party is balanced it is middle.
Builds
Battle Mage - C/W - This build uses auras to boost allies defense and affectivness and the warriors stances to tank. This build is great if you just want to be in the middle and protect everyone.
Ultra Healer - C/Mo - This build combines the Cleric's Primary Attribute with its skills and the monks healing to become and amazing force on the battle field. The Cleric's energy managment in perfect to be invincibal.
Plague Binder - C/N - This build focuses on the Necros hexes that target multiple enemies and the Clerics Aura of Eruption. When all foes are hexed swarm into battle and use a hex then Aura of Eruption and Whala! You have an array of burnt humans!
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I hope you like it!
Last edited by Brandon1107; Feb 26, 2007 at 08:56 PM // 20:56..
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Feb 26, 2007, 01:58 AM // 01:58
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#2
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Frost Gate Guardian
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Sounds really overpowered, especially regeneration attribute's affect, as well as the elite deflective siphon
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Feb 26, 2007, 02:04 AM // 02:04
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#3
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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D2 Paladin gogogo.
Quote:
Health : Standard
Health Pips : 4
Energy: 50
Energy Pips: 4
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WHAT?
A caster's normal energy pips are 4, and with a normal maximum energy of 30.
A character normally does not have any innate health regeneration. Sounds quite the farmer to me.
Anyway...D2 Paladin gogogo.
__________________
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Feb 26, 2007, 03:06 AM // 03:06
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#4
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Wilds Pathfinder
Join Date: Jul 2006
Profession: E/
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i do gotta change some stuff, im making their energy high but gonna make their armor low.
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Feb 26, 2007, 05:57 AM // 05:57
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#5
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Furnace Stoker
Join Date: Nov 2006
Profession: D/W
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the regeneration attribute sounds horribly useless
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Feb 26, 2007, 08:58 PM // 20:58
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#6
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Wilds Pathfinder
Join Date: Jul 2006
Profession: E/
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changed primary, that skill, and the armor, please tell me if you have any other comments or concerns.
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Feb 26, 2007, 09:55 PM // 21:55
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#7
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Jungle Guide
Join Date: Oct 2006
Location: Tripping in Holland
Guild: My guild died :`(
Profession: N/
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A cherlic should not have 55 armor, they are traditionally sort of battle monks, your picture also shows that he is wearing a mail armor under that robe.
Still the question remains where is the 4 health regen from, why do they get that, is there something really really special about their armor that it always gives a heath regen bonus?
If so which armor pieces and what magic makes them do such?
I think they should be more armored than other casters, and as regen is dependent on armor, 60 = 4 pips 70-75 = 3 pips 80 = 2 pips, make them work for that energy.
Lower energy regen would not be that bad for them the current primary you have looks like a very powerfull energy supplier it would definatly be unbalancing when coupled with 4 pips of energy regen.
The curernt energy is if I get it correctly, each time you cast an aura on yourself(thus you have to lose energy to gain energy) you gain <atribute level> + < Number of auras already up >
An average of 10-14 energy, minus the cost of the aura that was cast to gain this energy.
With the cost you currently have for your aura skills it would reduce or cover the cost, so rather than a good energy regainer it prevents the loss of energy when you use a aura, which is more balanced and less expoitable.
5 energy auras would gain you energy which is ok as long as these auras have limited effects and are definatly not spamable.
The new primary is definatly a improvement, still a primmary is suposed to have a use to 1 or more secondairy professions too, this becasue it is usefull for multy classing.
Energy is usefull for everybody, however it requerung the use of an aura sort of locks it to the profession.
Sort of a 2 sided case, I can't make up my mind...
Don't like the naming
(although adding prayers after a word to turn it into a atribute name is getting popular)
Prayers are kind of monk terf, I think a cherlic should have 1 maybe 2 atributes with the word blessings in it, and take the other atribute names from somewhere else, prayers make everything sound like a monk attribute.
And finally do you know D20 cherlics?
In the D20 system Cherlics can become a cherlic to either an evil or a good god.
Asside from that guy spamming, I'm not sure how many people think we have enough dogooder classes in GW , But I for one like classes that have allignment freedom, that can chose to go either for good or for evil.
Quote:
If they see their foes have the advantage the will weaken their foes. If they see their allies have the disadvantage they will stimulate their abilities.
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You already have kind of split functions, could I perhaps persuade you to place them in a good cherlic and a evil cherlic context?
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Feb 27, 2007, 03:34 AM // 03:34
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#8
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Wilds Pathfinder
Join Date: Jul 2006
Profession: E/
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well im not gonna make good or evil cause that would be REALLY complicated...gonna have to change primary again, but i am not changing the armor they are like Battlemages but their auras really do boost their protection, it makes it more of a "challenge."
I am thinking of haing Clerics have armor that increases the health pip but lowers energy.
also I have no idea what D20 Chleric...whatever you mentioned
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Mar 04, 2007, 02:51 PM // 14:51
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#9
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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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Cleric? Not like monk? this is freakin D&D! Even the picture is from a D&D website.Some of the spells are from D&D! This class has no freakin point!!!!
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Mar 04, 2007, 03:28 PM // 15:28
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#10
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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 Darkhell153
Cleric? Not like monk? this is freakin D&D! Even the picture is from a D&D website.Some of the spells are from D&D! This class has no freakin point!!!!
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If this really was D&D he should have know what D20 is as that is like the rules to current D&D.
And at that I've never really focused on the cherlic part myself, but I'm pretty sure none of these skills are copies of cherlic skills in their name, though the ends might be similar the mechanics in GW make the skills hard to just copy, also D&D spells are balanced far better than what he has written down.
I do admit I was trying to spoon in D&D sugestting there be a good atribute and a evil attribute.
*Pulls out the books*
As the D20 system has many many domains for cherlics making them much more interesting and diverce than what he has put up here(as well as more diverce and interesting than the classes already in GW), but certainly not a copy.
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Mar 04, 2007, 03:30 PM // 15:30
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#11
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Wilds Pathfinder
Join Date: Jul 2006
Profession: E/
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What Is D&d????
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Mar 08, 2007, 12:08 AM // 00:08
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#12
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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, but honestly, this really has a lot of Dungeons and Dragons mixed in with a hint of guild wars added in. All in all this is a particularily useless class to say the least. Regeneration is pretty pathetic, this class looks like a derv/monk hybrid with a bit of necromancer spells in it. And sadly it doesn't really add anything to the game. You could just put together a derv/necro build and suddenly you get something very very similair to this class.
not to be rude but this profession really doesn't have any point to it.
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Mar 08, 2007, 06:20 AM // 06:20
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#13
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Ascalonian Squire
Join Date: Mar 2007
Location: Sydney, Australia
Guild: Nightmare On Sesame Street [Elmo]
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0 points for originality, some of the skills you made seem like their general effects could be cool to have in some kind of profession, but not this one - it's messy and uninspired.
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