Jan 15, 2007, 08:30 AM // 08:30
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#1
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Class Concepting Challenge - Dragoner
There seem to be an increase of interest in Concept Classing as of late, with few good ones from newer crowds. And reading that dragonmaster CC, poorly written as it is, have something appealing in it. So figure will try to do another CCC (Class Concepting Challenge) to see if anyone is interested.
So what is a CCC? The idea is that given a topic or theme, and ask the creative community out there to try to make a reasonable GW profession for it. Which than is ask to post it and put it in to the whole discussion. You might not like the topic, or disagree with adding such to GW, but that is part of the challenge, to use your creative minds to make it fit and unique.
The topic will be a Dragonmaster/ Dragon Disciple/ Dragoon/ Dragon… or however you want to call it, as long as it is relating some part to a Dragon. Can go for having a pet dragon, summoning or transforming into dragon, or what ever, use your imagination and make it unique and GW-ish.
So see if anyone will give it a shot. Just post it here. Doesn't have to be too long, just list the attributes, any special mechanics, how it is unique, and maybe some example skills, or even pictures. Other are also encourage to post comments or support to the one they like. Its not a formal contest or anything, but more or less a community effort… (but if it get a good outcome, might organize a panel and give out rankings to the best one posted.. or something… well see)
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Jan 15, 2007, 09:26 AM // 09:26
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#2
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Jungle Guide
Join Date: Oct 2006
Location: Tripping in Holland
Guild: My guild died :`(
Profession: N/
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Wow that sounds like fun, the CCC that is.
Not the class, I pretty much disagree with playing a dragon (user) class, they are suposed to be mystical and unreachable.
I'll still try to have a go at it.
Where/when should we post?
Cuz I think that seeing each others entries might result in cheating(Including by me, I'm by no means a saint ).
Also have any idea of a deadline yet?
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Jan 15, 2007, 05:03 PM // 17:03
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#3
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Well... I am not saying I love a Dragon-user, and would surely be low on my class-want-list.. but that is the part of the challenge
Given a topic and work with it.
But as it is not really a contest, but more or less a brainstorm or discussess, so would say just post it in a reply of this thread. (which might end with a nice one, taking part from various ideas from differnt people) No need to hide. Of couse, it is also encourage you don't do a perfect one, as it might discourage other to try out
no deadline. Will just let it live its natual live.. so if popular, maybe week or so befoe it fade... it not... 2 to 3 days....
Last edited by actionjack; Jan 15, 2007 at 05:07 PM // 17:07..
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Jan 16, 2007, 09:22 PM // 21:22
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#4
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Another thread of same topic was also posted in another fourm. It seem to be more popular there. I will repost some submitted CC here as well.
------------------------------------------------------------------------
Quote:
Originally Posted by Kailden Jera
I guess i'll give a shot.
The Cuirassier
Here are the Attribuites:
Cavalry (Primary) - The essencial for mounting, and controling your mount.
Lance Mastery - Master the Lance, pierce or strip your foes armor with this weapon.
Warfare - Improves your troups, encorage them, and controls them.
Chivalry - Order and Trust, protect your allies and smite your foes.
This class excels at melee combact like no other. With his Lance a Cuirassier can cripple his foes, leave them in exaustion and pierce their armors to do damage. At higher levels, this character can mount drakes or dragons from his homelands, giving them a diferent view of the batle.
Lance Mastery is his main damage source. By using a long lance, this class can reach foes for melee combact from a short distance. He can attack one adjencent foe surrounding him without moving from the same place.
Warfare is the art of war. By giving comands that your troups must obey, they are granted with your courage and gain benefits from obeying orders.
Chivalry, the power of your Coat of Arms imbued in your Signet Rings will greatly improve their abilitys. Stances that improve Signet casting and recharge or even giving you completly new signets powers.
Cavalry is your main skill. What makes this class unique. All mounts are Elite Skills that can be learned either by quests or from great beasts. Having a mount gives on it's own gives you no benefit, but you can use powerfull abilitys of your mount as your own. Other skills tied to this attribuite give you benefit while mounting, such as speed, element resistance, armor or even attacks used by your mount.
Some skills.
Frostscale Drake [E]
8 Adrenaline
Mount. When you use this skill you gain for 30-78 secounds your drake will protect you and you can acess one of his skills, wich is replace by this Elite Skill. This skill is disabled for 90 secounds afterwards. (Req. Cavalry)
Frostscale Drake skills: Frostscale Breath, Rampage, Screeching Roar, Headbash, Claw Swipe. This skills are gained acording to the amout of health the character has. While on 100% health, one of the skills is gained randomly.
"On my comand!"
15 Energy, 30 Recharge
Shout. For 19-12 secounds your party can't attack. For 10 secounds your party gains +7 energy regenaration and +1-5 health regenaration. This effect ends on all players if a player uses a skill. (Req. Warfare)
Impaling Stoke
5 Energy, 20 Recharge.
Lance Attack. This attack deals +7-23 damage if hits. This attack has 20-55% armor penetration. This attack can't be blocked. (Req. Lance Mastery)
Signet of Order
1/4 Cast, 10 Recharge
Signet. This signet deals 7-40 holy damage to target foe for each allie you have adjancent with you (maximum 140 damage). (Req. Chivalary).
I'm not very fan of concept classes... I don't even find my own sugestion atractive. But hopefully people can devolep it further. In matter in fact... The only thing that this character has in commun with dragons is that it can use one as a mount.
By the way...
http://en.wikipedia.org/wiki/Dragoon
Dragoons have more in common with Horses and Spears than Dragons... So i guess this CCC as a litle misleading starting post right?
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http://guildwars.incgamers.com/forum...64&postcount=2
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Jan 16, 2007, 09:25 PM // 21:25
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#5
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Quote:
Originally Posted by Ryuho Tyrin
Thought i might have a go at the doing a dragon race character. To fit with the guildwars theme where dragons chose to avoid mankind rather than confront them. This character would be a young dragon curious about humans and slipping around in human form. When in combat if your health dropps below 50% you begin to cast dragon form. This takes 10-20 seconds just for an example. If your health is still below 50% when you finish casting you change to dragon form. Once cast you remain in this form till your health is again above 75% and you are no longer in combat.
Attributes:
Heritage (primary); Each level in this attribute raises armor by 10 when health is below 50%. Higher levels increase effectivness of skills that are tied to this attribute.
Attunment to Nature; No inherent effect. Higher levels increase effectivness skills that are tied to this attribute.
Block Thoughts; No inherent effect. Higher levels increase effectivness skills that are tied to this attribute.
Force of Will; No inherent effect. Higher levels increase effectivness skills that are tied to this attribute.
SKILLS:
Heritage:
All Heritage based skills are usable only when in True Form. Breath fire, Tail Slash, enemies flee in terror, you get the idea.
Attunement to Nature:
Use rapid plant growth to slow, block, harm enemies, shield allies, summon creatures to fight along side your party(maybe maybe not), etc.
Block Thoughts:
Derail enemy thought process. Mostly all spell and skill interupts.
Force of Will:
Mentally strengthen allies and such. Boosts to regens, attributes, armor, attack speeds, removal of conditions, etc.
Granted most of these skills would have to be fairly weak due to their ability to unbalance things but you get the picture.
they could even make it so you must have a certain amount of gold in storage or on person to level up. The whole dragon sleeping on it's horde of treasure thing.
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http://guildwars.incgamers.com/forum...9&postcount=10
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There are 3 more well done Dragon-related CC that was posted, which I will repost here in another time.
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Jan 16, 2007, 10:10 PM // 22:10
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#6
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Pre-Searing Cadet
Join Date: Sep 2006
Guild: Tribo dos Reis
Profession: Mo/
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I'd say for attributes:
Dragonkin (primary): for each rank in dragonkin you add +0.5 damage to all of your breath attacks and +1 armor.
Rapier: no inhertit effect. The damage you deal with rapiers and rapier related skills increase with this attribute.
Spellcraft: related to damage with spells
Ancient Knowledge: skills related to damage reduction, energy management and damage enhancing.
As stated before the weapon qould be a rapier, piercing damage and shields fit for Ancient Knowledge.
Armors of 60 to balance with the primary
Insignias of Hardened scale (+20 against physical)
Obsidian scale (+20 against elemental)
Stonecarved Scale (+10 armor )
DragonBorn Armor ( Hexes last 20% less on you ) (- 10 Armor )
Natural Scales (+5 armor for each breath skill equiped )
Some skills... i really don't like the idea but i like a challenge
The breath skills i stated before are all skills that will damage everyone near the caster in a arc like Hundred Blades or the derv scythe range.
Pyro Blast - breath skill - deals x fire damage and for each struck foe you gain 1 strike of adrenaline
Enraged Blow - breath skill - lose all adrenaline, for each strike you lost you deal +x dmg
Fast Riposte - if you are wielding a rapier, the next melee atack aginst you is blocked and the attacker takes X piercing damage
Arcane Lore - enchantment - For X seconds the nex time you kill a creature, you gain +5 armor against that kind of creature
Wing traces - stance - for x seconds you take x less damage from earth and melee atacks but take double damage from wind and ranged atacks
Feast of Drakes - if you are near a dead creature, you gain 5 strikes of adrenaline.
Glint's Chosen - enchantment - for x seconds, whenever you use a breath skill you gain X health for each struck foe
OK... im not gonna right more skills
i acctually have a lot of balanced ideas for all existing classes and for the class i really like to imagine, the brawler... wich is really cool... hope you like my ideas!
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Jan 17, 2007, 01:39 AM // 01:39
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#7
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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I will try to add some comments later to your CC, System_Crush (its very long.... and I have a small eyes...)
Anyhow.. do I have your permission to repost your stuff to over there at the "la la land"? Or you can do it your self if you like.
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Jan 17, 2007, 09:35 AM // 09:35
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#8
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Jungle Guide
Join Date: Oct 2006
Location: Tripping in Holland
Guild: My guild died :`(
Profession: N/
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Dragon Apprentice
Dragons are a strange race, living in solitude, though capable of complex social interaction.
Capable to dominate and control, yet choosing to let nature follow its own course.
Almost globally adherent to a code of good conduct, yet in a completely anarchistic society.
Dragons are in many ways similar to humans, yet they chose not to be.
They could farm their food, build and live in luscious castles, use tools, wear decorations, crown kings and write laws, but they chose not to.
Also the dragons de to their long lives can learn almost any craft, and may do study to unravel the secrets of their chosen source, yet they do not document or pass on what they have learned.
All dragons live to a code of conduct of truth and strength, the exceptions to this rule are viewed as evil dragons, but generally dragons take no action against these code breakers (at least not that us mere humans know of)
The fabled might of the dragons comes not form a single source, and in that they are unique.
The dragon focuses for one part on strength and honesty, and a strong magical power on the other.
While all dragons perceive their strength the same, the magic differs by the beliefs of certain dragons, which in turn (being a magical beast) affects the dragon in appearance.
A dragon is not born a great beast (though they are pretty big when born) or a powerful magician, a dragon commonly is tutored by an older dragon.
In a rare case a non dragon can barter to gain a tutorage.
The dragon Apprentice is a class that spends a great deal of their time in training under a dragon and they have utmost respect for their masters.
True to the teachings of they are loyal allies and relentless foes.
A dragon would never teach their inner most secrets to a non-dragon, they however do pass on their beliefs, making it a great difference whether apprenticed too a red dragon or a copper dragon.
But forget about the back story, you want to know what the abilities and skills are. Well to bad, I always do those last.
Equipment
75 or 80 armor per piece, and like the ranger a permanent +20AL against elemental damage.
But no special mods against other elemental damage types, an energy mod a physical and a health mod, and a perhaps a special non stacking mod for longer enchantments.
Their armor would NOT be made out of dragon parts, in no case they have a great respect for their masters and give them a proper burial (or whatever dragons do) they do not turn them into armor.
Instead they try to mimic the dragon using their armor, they have a long specialized coat that mimic’s red, copper or back dragon skin, and wear metal boots and gauntlets that are paw like(the hand paw end at the wrist allowing their hands to hold stuff normally)
They would have 30 energy at 2 pips when in (unmodded) armor.
Their weapon is a bladed staff, with blades on both ends of a long handle.
Damage: 10-20 slashing damage at a re-swing of 2 seconds, with a passive chance to double attack (10%) and triple attack (5%) a double or tripple attack is an attack without a re-swing time, each attack has a chance to be a double or a tripple even attacks that are part of a double or triple strike(alowing for very rare but usefull combos, exept if you are under the effects of SS, insideous parasite or spiritual shackles, in that case they are pretty dangerous to yourself).
No off hands as the blade staff is 2 handed.
Each of attributes affects the blade staff differently, but all basically make it usable at its skill requirements.
So instead of 'Require 9 Tutorage of the Red Dragon' a blade staff reads 'Require 9 Dragon Tutorage' as any of the dragon tutorage atributes will do.
The staff is low damage and rather slow, this is becouse the increase in damage from the abileties is stacked;
Normal weapons have
Attribute Level: 1 Damage Multiplier: 0.39
Attribute Level: 2 Damage Multiplier: 0.42
Attribute Level: 3 Damage Multiplier: 0.46
Attribute Level: 4 Damage Multiplier: 0.5
Attribute Level: 5 Damage Multiplier: 0.55
Attribute Level: 6 Damage Multiplier: 0.59
Attribute Level: 7 Damage Multiplier: 0.65
Attribute Level: 8 Damage Multiplier: 0.71
Attribute Level: 9 Damage Multiplier: 0.77
Attribute Level: 10 Damage Multiplier: 0.84
Attribute Level: 11 Damage Multiplier: 0.92
Attribute Level: 12 Damage Multiplier: 1
Attribute Level: 13 Damage Multiplier: 1.04
Attribute Level: 14 Damage Multiplier: 1.07
Attribute Level: 15 Damage Multiplier: 1.11
Attribute Level: 16 Damage Multiplier: 1.15
The above counts for all classes, the Dragon Apprentice however can gain larger bonuses, by stacking skills.
Attribute Level: 17 Damage Multiplier: 1.19
Attribute Level: 18 Damage Multiplier: 1.23
Attribute Level: 19 Damage Multiplier: 1.27
Attribute Level: 20 Damage Multiplier: 1.32
Attribute Level: 21 Damage Multiplier: 1.37
And so on to however you may chose to spend you atribute points.
Values from GW Guru Calculator.
Role
The dragon apprentice has the role of melee support, they help the tank survive the damage and can also tank themselves if need be.
They use hexes that affect allies nearby the hexed mob; this means they will especially be effective when attacking the same target as the other melee fighters.
Abilities
The abilities of the dragon apprentice are based on which dragon they where apprenticed too, each dragon teaches similar things in different ways, making for different abilities that still all affect the blade staff and cast hexes, aside from that they are as different as elemental magic attributes.
Talent (Primary)
A dragon will not tutor just anyone; only the most talented people stand a chance of gaining its favor. Each level in talent will reduce the energy cost of skills by 2%. Also skills that improve yourself become more effective with higher Talent.
Tutorage of the Red Dragon
Tutorage of the Red Dragon increases the damage you do with a blade staff and you gain a 2% chance to get a free attack on your fighting target if it attacks you in melee. Many Dragon Apprentice skills, especially those related extracting vengeance on your foes become more effective with higher Tutorage of the Red Dragon.
Tutorage of the Copper Dragon
Tutorage of the Copper Dragon increases the damage you do with a blade staff and your chance to inflict a critical hit when using a blade staff. Many Dragon Apprentice skills, especially those related to fooling your enemies become more effective with higher Tutorage of the Copper Dragon.
Tutorage of the Black Dragon
Tutorage of the Black Dragon increases the damage you do with a blade staff and you gain a 1% chance to do a double attack when using a blade staff. Many Dragon Apprentice skills, especially those related noble conduct become more effective with high Tutorage of the Black Dragon.
Skills
The skills of the dragon apprentice will NOT take the form of ‘Strong Like a Dragon’ and stuff, if they have learned Tutorage of the Red Dragon, they already are strong like a dragon and they have skills that require them to be.
Talent (Primary)
Talent is the main survivability booster, and will require anticipation, its best to use its skills just before going into battle as any later might be too late.
Endurance Skill adrenaline 8 recharge 20
For 15 seconds whenever you suffer from a new condition, that condition expires 50% faster and you lose 3…1…1 energy.
Stubborn Skill energy 10 activation 1 recharge 5
For 5…20…24 seconds you have an additional 20 armor against fire damage, and while you suffer from burning you have 2…4…5 heath regeneration.(lowering the 7 degeneration from burn)
Easily Distracted Enchantment energy 15 activation 2
For 30 seconds you have an additional 20…50…65 armor against cold damage, but move 25% slower.
Hard Headed Skill energy 20 activation – recharge 20
For 3…12…16 seconds you suffer no extra damage form a critical hit, and enchantments and hexes on you expire 50% faster.
Persistent Enchantment energy 10 activation 1 recharge 8
For 20 seconds, the next time damage drops you health below 50% of your maximum, Persistent ends. When Persistent ends you are healed for 20…65…80 health.
Glorify Blade Staff Attack energy 10 activation next attack recharge 15
Lose all adrenaline, for each strike of adrenaline lost you gain 5…18…22 health for each hit.
Tutorage of the Red Dragon
Red dragon skills are the most aggressive of the dragon skills, and generally relate to a foe attacking using skills on you/ally, this triggering their conditional effects.
Focused Flail Blade Staff Attack energy 5 activation next attack recharge 6
For 6 seconds you attack 25% slower, your next attack has an additional 40…75…80% to be a triple attack.
Instinctive Block Elite Skill adrenaline 2 activation - recharge -
Interrupt target attacking foe. This skill has 90…10…0% chance to fail.
Invoke Fire Elite Spell energy 15 activation 2 recharge 10
For 8 seconds you invoke a Red Dragon’s breath towards target foe, all foes in the area of effect take 15…28…35 fire damage per second. When a foe in the area of effect attacks they start burning for 3 seconds, when this happens that foe has 45% chance for their attack to be interrupted. This spell has half the normal range.
Channeled Rage Skill energy 10 activation 2
Lose all adrenaline, for each strike of adrenaline lost this way you gain 2…2…3 energy.
Retaliating Attack Blade Staff Attack adrenaline 6 activation next attack recharge -
Attack target foe for +5…10…12 damage, if that foe was using a skill that targets a foe of that foe, this attack will be a double attack.
(BETWEEN THE LINES: it will be a double attack unless it is already a triple attack, as we don’t want to waste a valuable triple attack)
Controlled Destruction Enchantment Spell energy 5 activation 1 recharge -
For 5 seconds you have an additional 5…15…18% chance to double attack and 5…15…18% chance to get a free attack when attacked in melee, lock all your non attack skills.
(Also locks this skill so no need for a recharge)
Absolute Guidance Elite Skill energy 10 activation 1 recharge 10
For 8 seconds you have an additional 10…25…30% chance to triple attack, whenever you make a triple attack this way you lose 2 strikes of adrenaline.
Trauma Hex Spell energy 12 activation 1 recharge 10
For 4...9...11 seconds allies near target foe have 20% chance to cause a deep wound for 10 seconds, when trauma ends, target foe and all nearby foes are cured fo deep wound.
Avenging Attack Blade Staff Attack adrenaline 6 activation next attack recharge -
Attack target foe for +5…8…10 damage, if that foe was attacking that foe takes an additional 10…22…26 damage.
Tutorage of the Copper Dragon
The copper dragon is here because its my favorite dragon kind from D&D, they are kind of warrior domination-mesmers, they function as the sabotage ability of the apprentice
Glimmering Corrosion Hex Spell energy 8 activation 2 recharge 3
For 6…14…18 seconds, whenever an ally near target foe takes elemental damage that foe loses 2 armor.
Mental Block Skill adrenaline 5 activation - recharge -
Interrupt target attacking foe, if that attack was a wand or staff attack you deal, 5…11…22 damage to that foe. This skill has 90…10…0% chance to fail.
Invoke Acid Breath Elite Spell energy 15 activation 2 recharge 10
For 8 seconds you invoke a Copper Dragon’s breath towards target foe, all foes in the area of suffer 4…7…9 health degeneration. When a foe in the area of effect attacks they are hexed with dissolving armor, for 10 seconds they lose 3 armor against physical damage per second and have 1 point of heath degeneration, when this happens that foe has 45% chance for their attack to be interrupted. This spell has half the normal range.
Blinding Haze Hex Spell energy 10 activation 1 recharge 15
For 10 seconds, while hexed with Blinding Haze target foe is blinded, foes near the target have 30…40…45% chance to miss with their attacks, allies near target foe have 30…20…15% chance to miss with their attacks.
True Seeing Elite Enchantment Spell energy 10 activation 1 recharge 25
For 5…10…12 seconds, your attacks will not miss, if one of our attack where to be evaded or blocked it instead results in a critical hit.
Disarm Melee Attack energy 5 activation next attack recharge 10
Attack target foe dealing only 10 damage, if target foe was attacking all that foes attack skills are disabled for 3…5…6 seconds.
Impale Melee Attack adrenaline 10 activation next attack
Attack target foe dealing piercing damage, if that foe was knocked down you deal +20…35…40 piercing damage.
Imperil Hex Spell energy 5 activation 2 recharge 25
For 10 seconds, whenever target foe loses 12…4…2 or more strikes of adrenaline, nearby allies gain 1 energy.
Insurance Hex Spell energy 5 activation 2 recharge 25
For 10 seconds, whenever target foe loses 20…10…8 or more energy, nearby allies gain 1 strike of adrenaline.
Tutorage of the Black Dragon
The black dragon skills are the main support skills of the dragon apprentice, their main function is to help you or an ally tank.
Lie Breaker Blade Staff Attack adrenaline 12 activation next attack recharge -
For each hit you lose 1 hex, and gain 1…3…4 adrenaline, if you are not under the effects of a hex this attack does nothing.
Forceful Block Elite Skill adrenaline 4 activation - recharge -
Interrupt target attacking foe, if that foe was attacking in melee that foe is knocked down. This skill has 90…10…0% chance to fail.
Valiant Block Skill adrenaline 8 activation - recharge -
Interrupt target attacking foe, if you are enchanted target foe’s next attack is also interrupted. This skill has 90…10…0% chance to fail.
Wall Blade Enchantment Spell energy 10 activation 1 recharge 10
For 12 seconds, you have 20…50…60% chance to bock attacks against you, whenever you block a attack this way you gain a strike of adrenaline, this enchantment ends if you attack.
Indubitable Fear Hex Spell energy 5 activation 2 recharge 15
For 5 seconds allies near target foe are healed for 15…30…40% of the damage, whenever that foe takes non physical damage.
Invoke Earth Shaking Roar Elite Spell energy 15 activation 2 recharge 10
For 8 seconds you invoke a Black Dragon’s breath towards target foe, all foes in the area of suffer 20…35…40 blunt damage every 2 seconds. When a foe in the area of effect attacks they are knocked down. This spell has half the normal range.
Restlessness Hex Spell energy 15 activation 1 recharge 10
For 10 seconds when a foe near target foe uses a skill that targets an ally of that foe, that skill recharges 15…30…35% slower.
Vigilance Elite Skill adrenaline 12 activation 1 recharge 20
For 5 seconds, the next time damage drops your health below 40…65…75% of your max health, all your skills except vigilance are recharged.
Something about the skills:
The block skills are attack interrupters, this because that way you can instead of only protecting yourself also protect a party member that way. When used you should do 1 quick spin with the staff.
It would be confusing if the effects of hexes would be shown to allies receiving the beneficial effect, they would think they have been hexed. There for the bonuses are just applied not shown, as there can be no conditions on these effects this should not really matter.
It was a major pain they could not breathe fire as elementalist already do this (and lots of other dragon related skills), and them too not from their mouth. Instead I had the apprentice invoke fire, it’s the same as breathing fire only they magically cast it instead of breath it from their mouth(because humans just can’t do that, physiology and stuff.)
These invocations(breaths) spray a visual effect from the caster onto the target foe, this actually blows at the foes, like sand storm when passive they cover their face and tender parts with their hands, but when attacking they lose this protection and take additional effect. Unlike sandstorm this effect actually blows giving a foe a 45% chance to interrupted while attacking because the wind blows them away.
The area of effect of this requires a clear line of sight and consist out of multiple AoE circles (GW has all effects in targets circles) starting the first 5 feet from the caster and getting bigger ones the farther the way is to the target, to limit this a bit the spell only has half the normal range.
All the references to interrupt attacking foe and target attacking foe is interrupted, can be replaced by target foe’s attack is blocked, if need be for balance; the point is just that you protect your ally by stopping target foes attack.
I gave them attacks, skills, enchantments and hexes, signets are likely to follow but haven’t made any yet. Each class is only supposed to have só many ability types, that is why I am not making any preparations, stances or shouts for them, that and that I do not want to make them to warrior-ish.
Aside from that I’m trying not to make them condition heavy, we already have 2 melee classes that are and that is quite enough.
I did not pre-nerf this, because I have not investigated Anet’s nerfing strategy like I have seen FC’s. Please read the skills as ‘May still be nerfed’ and judge them accordingly.
There, as this is meant to give others ideas I’ll just put it up like this, normally I’d work on it a little more.
Last edited by System_Crush; Jan 19, 2007 at 09:44 AM // 09:44..
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Jan 17, 2007, 09:36 AM // 09:36
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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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There, My first go at it.
As I do not like the idea of dragons being slaves/helpers/sumoned creatures to humans.
Or humans that can change into a dragon(if your magical enough to shapeshift into a dragon for a short while, you could go half way too and shapeshift into a lich permanently and just own everyhing)
Instead I flipped it, instead I made a class that is a 'slave' to a dragon.(slave as in the sterotype kungfo movie master apprencie relation, they never give their student a easy time)
Kind of story made out if a human worked for a dragon and made it out without being in a ashtray, what skills they would learned or needed during that time.
(like the way rogue's are selecteds, all rogues are lucky; the ones that arn't are 'naturally selected' out)
Also they are called Dragon Apprentice, because a dragon lives like 10,000 years so there is no way a human can ever finish the entire period of training and there are parts of the study dragons just don't teach humans also keeping them form finishing it. This way a human can never become a fully skilled dragon, which I think is pretty logical.
Only if they somehow manage to surpass their teacher, they earn the title dragon master, which could be a actual title in the expantion this goes with.
Point is: my idea is a class based on a dragon human bond in which the human acts as a dragon, the human does not 'use' the dragon.
Edits:- 19-01-07
- Changed the blade staff stats and explenation.
- Changed some skills for the sake of balance.
- Added thrauma because I forgot to give red dragon tutorage a hex.
Last edited by System_Crush; Jan 19, 2007 at 09:48 AM // 09:48..
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Jan 18, 2007, 11:50 AM // 11:50
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#10
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Academy Page
Join Date: Nov 2006
Location: OH....IO
Guild: Sacred Irenic Nobility SIN
Profession: E/Mo
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I would agree with system crush that a dragon would be very independent. I would go the path of limited control and the dragon would leave by itself if a certain amount of hp was expened, what dragon would die on the battlefield for a human. I was also contemplating a facet change ability such as Glint or the monoliths. Alowing the dragon to change professions would be an interesting add. I can also imagine the dragons called to be young smaller dragons. Maybe an elite could call a larger dragon.
Ill get a class up soon, it just takes me a while to get motivated to jump in again.
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Jan 18, 2007, 09:08 PM // 21:08
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#11
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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This thread got a few more reply over at "there" than here. So doing some reposting to give them more exposure, as well as to share the ideas.
Comments and replies to the posted are also welcome.
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Quote:
Originally Posted by Pandemonium Angel
I'm sorry, I don't think there is a way I can keep this short... I always have to explain my thinking or it just dosn't sound right. You can skip the history lesson if you wish and move right on down to the Graphics section, or if you don't care what it looks like skip to the Base stats section.
Dragons are the one mythological creature found in mythology everywhere in the world and from all times starting at the beginnings of civilization to the dark ages. Along with the many different types of dragons are also legends about human interaction with the different dragons. They where seen as both physicaly very powerful and magicaly powerful. In modern culture they are commonly found in various video games. Since Guild Wars has the wonderful habbit of taking old ideas and throwing a new twist on them using things from history that most people dont know and good old fassion creativity I think we should take a look at dragon styles other than european and asian. One great dragon in history that started as old as the Bible (listed in the book of Job alongside the Behemoth) and remained in lore even to the days of the great europen expansion (1400's) is the Leviathan. A great sea dragon/monster that sank ships and controled the area around the seas including the storms that took place on the surface. Now you can't make a character a dragon as there are only humans as playable characters right now. So we look to the ideas of the Dragoon, or dragon knight.
Graphics:
Okay this might be a bit flashy but I would like to base the armor style off the armor found in the game Legend of Dragoon. Heavy armor styled to match the dragon that the player commands. One example can be found at this link ( http://www.legendra.com/art/wallpape..._wall_390.jpg). I really like the wings on these and the character would probably have to move much like the Skree that already exist in game. If people find the wings to be way too flashy I understand and they aren't really needed but in my humble opinion would be SWEET! Anway make the designes match more water wave decals than fire. I also like the headband as I dont thing that has been used yet, this gives more an image of a magicaly inclined character than a strait warrior.
Commonly seen weapons will include the trident and other pole arms. Character builds should be a bit on the small skinny side instead of the buff side, this for one allows again for a class that isnt pure warrior and allows for more reasonable weight when thinking about flight (again flying not nessasary)
Hair styles should acomidate for the head band as a helm and include some of the more exotic colors as well as a few traditional ones. Think of all the weird styles of hair you've seen on mermaids/mermen throughout differnt mythologys.
Base stats are the same as the warrior and paragon.
-Heavy armor
-20 Base energy
-2 energy regen
Attributes:
*Primary* Sea Mastery. For each rank you obtain the duration of sea skills last 2% longer.
As the Leviathan was the king of the sea, with the exception of greek sea gods, being master of the sea our charcter should be given power from the timeless and powerfull sea. This area of skills focuses on the charcters support abilites such as self heals, armor bonuses, and attack bonuses. These skills do cost a good amount of energy (5-15 with most being in the 10 range) but have a long duration (especially with more ranks).
Polearm Mastery. (2 handed tridents, halbards, maybe even a lance looking thing, ect) Ranks in this increas damage done with polearm weapons and their chance to critical hit.
The skills realated to this weapon would include armor penetration as it is a 2 handed sharp weapon and bleeding. The damage of these would be somewhere between the 1 handed weapons and the hammer. I say less than the hammer due to the more common armor penetration, smaller size of the character build, and ability to use magic to boost attack.
Storm Control. Ranks in this increase the strenght of your summoned dragon. This skill set directly invoves the ability to have a draon summon. Ranks would increase its level max level being 22 (since it dosnt have natural degen like the flesh golem i thought a lower level would balance better but still higher than a ranger pet as it is a summon, also has lower armor due to its nature, this can go up or down) and skills in this would include attacks and heals like the ranger beast mastery. However the summonded dragon will be more like a mini mage than mini tank. It's noramal attack is ranged about the power of a staff and spells you command it to use are more like a storm, light damage area of effect.
I think this works well becasue the ranger has the pet to use as a meele block. Since this charcter is meele based have a ranged support as a helper.
It still needs 1 more attribue area, but I need to wake up early for a quiz tomarrow, I'll leave it for later or to others. Let me finish by saying I don't think this character is too unbalanced as the buffs are similar to ranger preperations and nature spirits to boost attack. The pet is on the same level as the rangers, and while the ability to use magic and meele seems powerful the energy restrictions make this less of an issue. The recharge times would also be higher for these spells, similar to the monk smiting prayers, not ment to be a main use of offense and more of a support damage than main damage.
I like this contest we should have more, not nessasarly for new professions either. I've seen some wonderful ideas already and I get a chance to think in terms of a topic and pull from areas of my random knowledge I haven't used in a while.
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http://guildwars.incgamers.com/forum...6&postcount=13
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Jan 18, 2007, 09:10 PM // 21:10
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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 PsyBuster
The Dakhan
This spellcaster utilises spells to deal damage at a close range, to hex his foes (and himself in the process) and to invoke the powers of the legendary Arcane Dragons.
Caracteristics
70 Armor level, 20 Energy and 6 Energy Recovery
The armor is constituted of Dragon scales, Snake Skin or
Primary Attribute
Transcendence: Whenever you are Hexed, you gain 1 Energy for each 3 ranks of Transcendence.
Secondary Attributes
Invocation: Increases the effectiveness of spells and skills that invoke the might of Arcane Dragons.
Eradication: Increases damage of spells that deal AoE damage at a very small range.
Supremacy: Increases damage and effectiveness of hex spells that allow you to hex both yourself and the enemy.
Skills examples
Transcendence:
Sap Hex {E}
5e / 1c / 10r
Elite Enchantment Spell. For 5 seconds, the next Hex cast on you lasts 4-1 second.
Fading Mind
5e / 1c / 30r
Enchantment Spell. For 15 seconds, Hexes on you expire 10-35% faster and you gain 1-2 energy for each Hex that expires.
Ether Link
10e / 2c / 30r
Elite Enchantment Spell. For 15 seconds, target other ally's attacks deal +1-5 damage for each Hex on you.
Magical Defenses
5e / 0c / 10r
Stance. For 10 seconds, you gain +2-5 armor for each Hex on you.
Soul Touch
15e / 1c / 5r
Spell. Transfer a Hex from yourself to target touched foe. The transferred hex lasts for 50-120% of the remaining duration.
Invocation:
Wisdom
20e / 3c / 40r
Elite Spell. Create a level 1-20 Wisdom Dragon that will follow you for 30 seconds, attacking foes from afar. All allies adjacent to it gain 1-4 Health regeneration.
Malice
20e / 3c / 40r
Elite Spell. Create a level 1-20 Malice Dragon that will follow you for 30 seconds, attacking foes in melee. All foes adjacent to it suffer from 1-3 Energy degeneration.
Winged Steps
10e / 0c / 30r
Stance. For 5-25 seconds, you move 15% faster.
Ancient Skin
10e / 1c / 10r
Enchantement Spell. For 5-15 seconds, target ally gains +10 armor against physical damage.
Eradication:
Hydra Blast
5e / ¾c / 15r
Elite Spell. All adjacent foes are struck for 30-90 fire damage. 0-2 foes are hit twice.
Dragon Talon
5e / ½c / 8r
Spell. Target touched foe is struck for 8-40 damage.
Chimera Breath
10e / ¾c / 15r
Spell. Target touched for is struck for 20-80 damage and is poisoned for 8 seconds.
Tail Swipe
15e / 1c / 20r
Spell. You and adjacent foes are knocked down. Those foes take 8-40 damage.
Supremacy:
Leech Bond
10e / 1c / 15r
Elite Hex Spell. For 5 seconds, attacks made against you and target touched foe steal health instead of dealing damage.
Oppression
10e / 1c / 30r
Hex Spell. For 10 seconds, you and target touched foe become hostile to every creature in the area.
Lost Soul
10e / 1c / 30r
Hex Spell. For 5-20 seconds, you and target touched foe are hexed with Lost Soul. If you or target touched foe die while hexed with Lost Soul, you cannot be ressurected for 30 seconds.
Exhausting Attacks
15e / ¾c / 20r
Hex Spell. For 10 seconds, you and target touched foe deal 1-10 less damage with attacks.
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http://guildwars.incgamers.com/forum...2&postcount=14
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Jan 18, 2007, 09:11 PM // 21:11
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#13
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Quote:
Originally Posted by Akirai Annuvil
For me when I think of dragoons i think of Final Fantasy (terrible being an addict I know , and ofcourse the associated Oriental/Japanese Dragons.
As no cc seems te be featuring them yet here is a little picture on how they look.
I'll try and use the dual nature of Water and Wind in my class concept, as well as the idea of descendancy from dragons. Bear with me here :P
Dragoon The new type of 'thing' which they do, is ' Imbue'.
Basically they imbue the Spirit of the Dragons with an attack. How do they do this? By gathering their 'Blood'.
You gather Blood by losing health. Doesn't matter how, doesn't matter why, as long as you lose it, so anything goes; sacs, Frenzy, etc.
Several Imbue skills will light up if this happens and you'll be able to imbue your next attack(s) with the Draconic Spirit.
For example:
Shing-Long's Breath
<<attribute>>Draconic Spirit
6b( lood)/10e/1/2s/5r
Imbued Attack. All enemies adjacent and in front of you take 10...88(102) damage. If anyone was suffering from Weakness they are put on fire for 1...6(7) seconds.
About 75 hp lost=1 blood.
Their other special attribute is their 'Dragon Mastery', which basically allows for Shouts and Roars; all current counters working against Shouts and Chants work against roars too. Roars themselves have a detrimental effect on enemies, like 'Fear Me!'. It also contains 1 Elite Form (guess what you can turn into
Attributes:
Draconic Spirit
Primary Attribute. For each rank in this attribute, you gain blood faster. ( 1.6hp less per rank).
Lance Mastery
For each rank in this attribute, your damage and critical chance with Lances will rise.
Dragon Mastery
For each rank, your Roars and Shouts will become more effective.
Descendant Magic
For each rank, your Descendant based Magic becomes more effective.
Some example skills:
Draconic Spirit Shing-Long's Breath
Draconic Spirit
6b( lood)/10e/1/2s/5r
Imbued Attack. All enemies adjacent and in front of you take 10...88(102) damage. If anyone was suffering from Weakness they are put on fire for 1...6(7) seconds.
Piercing Gaze
Draconic Spirit
8b/2s/20r
Hex Spell. For 5..21(25) second, whenever you strike target foe, you also strike all nearby foes.
Lance Mastery Hooked Lance
9a/1/2s/--
Elite Lance Attack. If this atack hits target foe, you strike for +1..24(36) damage and target foe is teleported adjacent to you. If this attack is blocked, target foe suffers 1..24(36) damage and is knocked down.
Stab
3a/--/--
Lance Attack. If this attack hits target foe, you strike for +1..8(10) damage, and target foe suffers from a Deep Wound for 1..8(10) seconds.
Dragon Mastery 'Against Petty Crime!'
3b/--/--
Roar. Target foe gains adrenaline 20...70(85)% slower.
Deafening Roar
15e/1s/15s
Roar. All nearby foes take 1..20(25) lightning damage, and become Dazed for 1..4(5) seconds. You take 1..20(25) lightning damage, and begin Bleeding for 10..18(21) seconds.
Avatar of Lineage
12b/2s/--
Elite Form. For 1..61(79) seconds, you transform into a Guardian Dragon, and gain +1..2(3) energy regen, and gain adrenaline faster (you gain adrenaline faster depending on your rank of Lance Mastery). This skill is disabled for 120 seconds.
Descendant Magic Tsunami
5e/1s/5s
Elite Spell. Target foe takes 1...50(67) water damage, and is Crippled, Bleeding and Weakened for 1..8(10) seconds. If target foe was already suffering from a Condition or an Enchantment you lose 3 energy.
Hurricane
10b/2s/10s
Enchantment Spell. All nearby enemies take 75 water damage for 1..10(12) seconds. All enemies in the area take 25 air damage for 1..10(12) seconds. You cannot move for 15..12(9) seconds.
Equipment Lance
Sword max damage
Attack speed of 1.6 unbuffed.
Strikes at nearby range.
Has 10% AP.
Armour:
Heavy and Final Fantasy Dragon like.
90 AL -10 while attacking. Standard upgradesand...
+10 AL while in Form
+50 hp while under 50%.
+10 AL Bonus damage from lightning/water elemental attacks
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http://guildwars.incgamers.com/forum...9&postcount=15
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Feb 14, 2007, 11:06 AM // 11:06
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#14
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Pre-Searing Cadet
Join Date: Nov 2006
Guild: Monks Of Balthazar
Profession: E/R
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why dont you call it the dracomancer?
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Feb 14, 2007, 02:38 PM // 14:38
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#15
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Jungle Guide
Join Date: Oct 2006
Location: Tripping in Holland
Guild: My guild died :`(
Profession: N/
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Not sure which one you mean as we have several to name, but in the spirit of the tread I encourage you to make a dracomancer.
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Feb 15, 2007, 04:32 AM // 04:32
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#16
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Ascalonian Squire
Join Date: Jan 2007
Location: Here
Guild: IPG
Profession: W/A
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what if they controlled land dragons. like dinosaurs but breath fire... corny i know.
two-bits ------------> (trash)
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Feb 15, 2007, 04:35 AM // 04:35
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#17
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Well, they are however you like them to be, as you (and everyone) are free to contribute their own ideas and CC onto it (as long as it fall within the theme)
So take a shot if you think you are a good idea. Try to develop it more, and think-balance it so it would still fit within the scope of GW. A chance to roll with the big boys like System_Crush.
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Feb 15, 2007, 09:03 AM // 09:03
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#18
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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:
A chance to roll with the big boys like System_Crush.
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Yay! I'm one of the big boys.
Thanks and you're pretty good at this yourself to Action Jack
System_Crush Frost Gate Guardian
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Feb 15, 2007, 04:22 PM // 16:22
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#19
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Ascalonian Squire
Join Date: Jan 2007
Location: Here
Guild: IPG
Profession: W/A
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Quote:
Originally Posted by actionjack
Well, they are however you like them to be, as you (and everyone) are free to contribute their own ideas and CC onto it (as long as it fall within the theme)
So take a shot if you think you are a good idea. Try to develop it more, and think-balance it so it would still fit within the scope of GW. A chance to roll with the big boys like System_Crush.
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Well I'm sort of battling a flu/cold/nastiness, so I'm on and off. what i think should be attributes before i faint is ;
Dragon mastery: Riding the dragon, and speed skills.
Saber and lance mastery: their kind of like soldiers so they should have a large weapon, the lance, then a secondary like the saber for closer combat. Lance would be a middle ranged, and would be used on back of the dragon when running. then using the dismount / mount skill you will pull out your saber and attack.
Methane: those of you who do believe in dragons should watch the discovery / history channel. it turns out dragons were some kind of flying dinosaur with an interesting story. They couldn't breath fire... but they hung around methane, their jaws have a weird screw formation, and when they opened it made a spark. fire! anyway they started to breath it in, dragon breath, and when ever the opened to a point to make that spark they would in turn "breath fire", I heard. so what i was thinking is that the dragon master use some sort of gas to trigger this fire. eh me so boring...
command: be able to call out more "important" targets not just the ones your teammates randomly call out. use yell skills to get the people fired up and attack or move faster/stronger.
Armor: metal but have some scales and bones. The cost of the armor should be allot higher. and the helmet should be earrings just because helmets are over rated.
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Feb 16, 2007, 07:05 AM // 07:05
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#20
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Draconmancer CC
As a host, I guess its expected I participate in as well. While I been meant to do that (half of it is already written weeks ago), one thing lead to another, and make me less interest. However, got sparked back, and was finally able to finish it tonight. Like most of my writing, its fill with unncessary details, poor grammar, and long and dry text (I know I should throw in some words like Boobs in there as well) Well... kudo if you can get through.
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~ Dracomancer ~
Here is my take of a Dracomancer. I am very much modeling it as a Battlemage, in which a melee type spell user. (would be very similar to an Assassin/Elm)
Premise
Dracomancer offers a wide range of skills to choose from. Can make builds that can deal elemental damages on par with that of Elementalist, or melee attacking build that can do defense and offense, or anything in between. Add to it is the primary that make you more powerful as you take in hits, as well as help you manage your energy and adrenaline.
Armor and Energy:
Dracomancer will have armor similar to Ranger. With 60 to 75 AL (depend on the runes or armor type), and have 3 arrows of energy regen. They have about 30 to 35 energys.
The looks I am imagine would be they would wear a helm shape much like a Dragon’s head (made of metal or wood carving or leather), with a skin-tight body shirt (made of leather or scale, and protruding horns from various place), and a “half-skirt” for the legging (made of plated metal or cloth or leather).
Sketches!
Lore of Dragons and Dracomancer:
(I am not very certain how the official lore for the Dragon go for GW, so much of this will be BS)
The True Dragons is a mysterious race of powerful beings. Some say they were older than the world, some say they existed even before the gods, and with the power to rival them. But the truths about them are ever shredded in mystery. What is know is that there are only few of them. Are they a dying race? Or just secluding themselves for the lowly affair of the human? No one but them self know. But what is certain is that they are old, and with wisdoms and knowledge far beyond any of the mortal beings.
The Ever Dragons, eldest and most powerful of all True Dragons, are an eternal beings, slumber in their eternal sleep. As time progress and eon pass, their Conscious has since imbuesed with the essences of the elementals and merged into the vary fabric of nature.
Dracomancer are human mage learned and worshiped in the ways of the Dragons. They are even able to harness the power of the Ever Dragons. They are also able manifested physical parts of dragon onto themselves for attack and defense. It is rumor that they carry within them the bloodline and heritage of a True Dragon.
Attribute
-Rage (Primary)-
-Dragon’s Reverence-
-Dragon’s Shift-
-X Weapon Mastery-
(see below for explanation, summary, and example of skills for each of the attributes)
- Dragon’s Reverence -
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Dracomancer have the special ability to infuse sprit of the elemental dragons onto them self (will appear like a large dragon shape spirit covering them). It’s a form enchantment, so only one type can be apply to them at time, but they can also be strip. But they are not elites.
Much like the elementalist’s Conjure spells, when taken upon an Adapt, they will change their attack damage to its corresponding type of elements, as well as adding special boost to the caster as well. More importantly, it will change the elements of other Dragon spells.
The Dragon spells are a new line of skill type. While could still be use regularly, doing so will only do low chaotic damage (around 20-30 range). However, when use after infused with a dragon’s spirit (when have an Adapt on), it will convert its damage to the corresponding elemental type, as well add lot more additional damages (about +40 or so) to its attack. Such spell might also applied vary conditions depend on the elements as well, with 2 new conditions introduce (Burning, Freeze, Shock, and Daze/Deep Wound)
This ability to change the elements of their spells (especially if take more than one adapts in the build) make Drcomancer more flexible than Elementals.
Adapt of The Everflame
10e | 2s Cast | 25s Recharge | Form Enchantment
Infuse with the spirit of Amber Dragon. For the next 15…30 seconds, all attack dealt will be fire damage, all Dragon spells will be change to fire elementals, and add +X more fire damage to it. Also increase all attack damage by 5…15%.
(also 3 other Adapts, one for air, water, and earth. Air will increase movement speed, water add more max HP, and earth add more Def.)
Dragon’s Breath
10e | 2s Cast | 20s Recharge | Dragon Spell
Breath out a jet of breath that have reach of short range for 3…6 seconds. All foes in its range will be damage by X elemental damage each seconds. (while in use, caster can not move, but can rotate themselves to cover more range)
Dragon’s Blast
15e | 1s Cast | 15s Recharge | Dragon Spell
Caster fire a ball of blast that deal damage to target foe and all adjacent foe for X damage
Dragon’s Roar
10e | 2s Cast | 15s Recharge | Dragon Spell
All nearby foe are struck with X damage.
Glyph of Elemental Infusion
5e | 1s Cast | 10s Recharge | Glyph
Add an additional elemental effect to the next use elemental spell or attack. (fire will do Burning, air will do Armor Penetration, water will do Cripple, and earth will do Knockdown.. duration various)
Unbalance Elementals
10e | 2s Cast | 10s Recharge | Hex
Target is hex by unbalance elementals. After receiving a first elemental attack (from any source), if the next attack receive is elemental, but of different kind, than will take X more damages.
- Dragon’s Shift -
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Dracomancers are able to “mutate” part of himself to take on more of the physical aspect of the creature they worship. They are able to gain the powerful boost of having claws, wings, scales, tails, horns, teeth, and other body parts of a Dragon.
Skills in this attribute will fall under the categories of A) Spells that deal melee physical damages or B) Self Defense or Mobility booster.
Claw of Dragon
5e | 1/2s Cast | 3s Recharge | Spell
Do X slash damage to touch target foe.
Tail Whip
10e | 1s Cast | 15s Recharge | Spell
Attack all nearby foe with X slash damages.
Dragon’s Bite
10e | 1s Cast | 6s Recharge | Spell
Attack foe with X piercing damage at melee range, that have 20% armor penetrations.
Dragon’s Scale
10e | 1s Cast | 30s Recharge | Enchantment Spell
Increase caster’s Def against physical by X for T seconds, but add 25% more casting time to spells.
Dragon’s Wing
15e | 2s Cast | 15s Recharge | Enchantment Spell
Increase Caster’s moving speed by 33% and immune to Cripple for T seconds.
- Weapon of Choice (Fist/Claw/Nun-chuck/War-staff) -
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Figure will add another weapon attribute in there, to give them some melee fighting capability. But I am a bit uncertain as to what to give them, with the choices coming down to the following selection of Martial Artists Style Weapons. Could either go with A.) Fist (with gloves, knuckles, claws, gauntlets, etc) B.) Nun-chucks or C.) War-staff (staff that are use in melee attacks).
I like Nun-chucks, as it seem original and cool. War-staff would do well with a Battle mage type of theme.
Anyhow, no matter the choice of weapon, the skills in that attribute will be about the same, in which uses Adrenaline, dealing daze or stunt type of conditions, and fast to attack.
Triple Combo Strike
5adr | 0s Cast | 0s Recharge | Attack Skill
You next 3 attacks have its attack speed increase by 66%, but each hit has 33% chance of missing.
Head Crusher
8adr | 1s Cast | 0s Recharge | Attack Skill
Your next attack deal additional X damage. Interrupt and cause T seconds of Daze if target is casting spell.
Up Down Dual Strike
6adr | 0s Cast | 0s Recharge | Attack Skill
Your next attack deal X damage. If this attack is Block, target foe is knockdown and all his skills are disable for the next 5 seconds.
- Rage (Primary) -
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Rage will be a new skill cost concept. Work much like Adrenaline, only that you gain ranks of Rage when your receive damage, instead of when you attack. Also it is depended of the damage you receive (regardless of how much you have, your max, or how much you heal).
At Attribute point 1: You gain 1 Rank of Rage per 60 damage receives.
At Attribute point 12: You gain 1 Rank of Rage per 36 damage receives.
At Attribute point 15: You gain 1 Rank of Rage per 30 damage receives.
The damages in calculation does not have to come from a single source, but are cumulative. Thus you don’t need to take one damage of say 40 damages from 1 attack to get 1 rank, instead you could take 20 damages from one guy, got heal up to full health, take another hit from another guy for 20 damages, and still get 1 rank of Rage that way. Also like Adrenaline, it fade away after while.
Skills in the Rage Attribute falls into two lines, one are the energy management or conversion (change ranks of Rage into energy, hp, or Adrenaline, and visa versa) or Output (use ranks of Rage for damages or defense or apply of condition)
Anger Management
All Rage | 2s Cast | 10s Recharge | Skill
Use up all your current accumulated rank of Rage. You gain 1..5 energy for each Rage consumed this way.
Channel Rage
All Rage | 2s Cast | 20s Recharge | Skill
Use up all your current accumulated rank of Rage. In the next T seconds, You gain 1 arrow of energy regen for each Rage consumed this way.
Blood Frenzy
6 Rage | 1s Cast | 25s Recharge | Stance
For the next T seconds, you gain double Adrenaline when you attack. All your none-attack skills are disabled and you can not earn any extra Rage in duration.
Internal Struggle
5e | 1s Cast | 20s Recharge | Stance
Convert all your strikes of Adrenaline into ranks of Rage. You can not gain additional Adrenaline or Rage for the next 15 seconds.
Burning Rage
7 Rage | 1s Cast | 15s Recharge | Stance
For the next T seconds, all foe next to you are Burn for 1…3 seconds.
Blood Drinker
8 Rage | 1s Cast | 30s Recharge | Attack Skill
If this attack hit, you steal X health for touch distance target foe.
Design Note:
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The basic of this concept has been around for while now. I first wrote it up when first doing the Class Concept Challenge (which was partly inspire by someone that briefly mention that they want a Drgaonmancer class). However, the lazyness got the best of me, and with several good and detail submission done already by other, just never feel like finishing it. Thus it has sit on my desktop all that time till now. Partly got interested again, so is finishing it up tonight.
While still think a bit too Assassin or Elem like, but figure as this is done partly as a challenge, and will only be a 2nd string on my new-class want list, so it should be alright …(or so I justify to myself)
Before, already got the Dragon’s Reverence, Dragon’s Shift, and the undecided Weapon Mastery written up already, but was having a trouble thinking of a primary and naming each of those attributes. Decide to take the Rage idea from my old Berserker, but also change it a bit. I think it turns out pretty good (increase as take in damage), and help round out the overall class more with its function. Also went back and revise a bit (so many mistakes and poor sentence structures). Anyhow, that my blahing for the day.
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Enjoy the Reading. Comments, Critiques welcome.
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