Feb 18, 2007, 10:31 PM // 22:31
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#1
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Ascalonian Squire
Join Date: Nov 2006
Guild: Ardent Adversary
Profession: A/
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New Necro Skill for Guild Wars 4, what do you think?
Summon Demon (Torment Summoning) exc. exc. you get the idea some kind of name.
Elite Skill
Attribute: Curses
Energy: 25 Cost
Cast: 5 Seconds
Recharge: 20 Seconds
Spell: Create a vortex summoning a level 3..21 Demon. After 30..90 Seconds the Demon dies. This skill is disabled for an additional 120 seconds. You may only control 1 Demon and the Demon takes 5 Minion Control.
Thats basically the jif of it.
The Demon has its own skills something similar to demons in tormant. I thought of these restrictions that way it wouldn't replace the flesh golem in a way also that it requires curses its not like your animating from a corpse.
Got this idea from some RPG's I've played in the past I think it would be pretty sweet and balanced in a way also. What do you all think?
Edit: Also it wouldn't be as powerful as demons in torment, some of them can do massive dmg so I figure I would note this.
Last edited by Neon Ciaren; Feb 18, 2007 at 10:47 PM // 22:47..
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Feb 18, 2007, 10:54 PM // 22:54
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#2
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Banned
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I see ideas like this all the time... but yours is definitely the best. However...
Minion control is decided by death magic. This would REQUIRE you to have points in Death Magic... which is interesting in a way. It may limit the build too much though... you would need points in Death Magic, but probably not max because you would still need some soul reaping. That would limit Minion Master potential. Which could be a good thing. Demon Masters might be best off separate from traditional Minion Masters.
Pretty good skill idea.
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Feb 18, 2007, 11:07 PM // 23:07
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#3
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Ascalonian Squire
Join Date: Nov 2006
Guild: Ardent Adversary
Profession: A/
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Ya I see what your saying there. It would be interesting to see something like this in the game. But I also dont want 6 Necro's in HoH Summoning these things all over the place making it very difficult to counter. The hardest thing I think about a skill like this is finding a suitable balance.
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Feb 18, 2007, 11:12 PM // 23:12
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#4
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Wilds Pathfinder
Join Date: Nov 2006
Guild: I War Torn I [Torn]
Profession: N/Me
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I asked anet the question about a better controled minion.........sigh, no answers
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Feb 18, 2007, 11:51 PM // 23:51
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#5
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Banned
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Quote:
Originally Posted by Neon Ciaren
Ya I see what your saying there. It would be interesting to see something like this in the game. But I also dont want 6 Necro's in HoH Summoning these things all over the place making it very difficult to counter. The hardest thing I think about a skill like this is finding a suitable balance.
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That's a problem with just about every "overpowered" thing in Guild Wars. Anet can easily balance a skill so that if one person uses it, it is balanced. However, they *CAN'T* balance it so that if 8 people use it, it is balanced. Personally, I think the solution is to limit the amount of one profession in a party, that way, you can't have 6 Paragons spamming "Incoming!" in the first place, and don't have to nerf it to oblivion. Recharge time is Anets way of limiting skill power, but when several people run it together, recharge time is not an object. Unfortunately, what you say is correct- the second a skill like this exists, people are gonna run all-necro teams casting it.
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Feb 19, 2007, 01:44 AM // 01:44
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#6
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Forge Runner
Join Date: Sep 2006
Location: Apartment#306
Guild: Rhedd Asylum
Profession: Me/
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How about demons WILL attack each other if they are in the same area? Even if they are summoned by two necromancers on the same team.
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Feb 19, 2007, 09:16 AM // 09:16
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#7
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Banned
Join Date: Nov 2005
Profession: E/Me
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Quote:
Originally Posted by Redfeather1975
How about demons WILL attack each other if they are in the same area? Even if they are summoned by two necromancers on the same team.
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I like that. Slick yet simple.
That could be a little too cut and straight. Establish a # of demons(different models, maybe different professions) Say 8( 6, 4, whatever) different ones for example.
1 skill, they are summoned randomly.
So a team combination of friendly demons is not ruled out, but cooperation is not guaranteed either.
Then create an Elite.
Summon [Mega demon name] for 120 seconds, as long as there are no other allied minions/demons(and none can be summoned). No Downtick damage, can only be healed by normal means(no blood of the master).
Eh, Ideally, I'd like to see a dark/evilish version of a Rit using demonic summonings, but i can't resist a comment or 3.
OP, not necessarily original, but it's refreshing to see atleast an attempt at creation here in the suggestion forums.(too much storage/minipet/title crazy frivoliousness)
/semi signed
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Feb 19, 2007, 09:40 AM // 09:40
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#8
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Academy Page
Join Date: Feb 2007
Location: Belgium, I think, but I can't actually remember it...
Guild: The Moonwailers
Profession: Me/E
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Quote:
Originally Posted by Rakeman
Personally, I think the solution is to limit the amount of one profession in a party.
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It may be a good solution , but everyone has a 2th profession, so if you want to have perfect parties, they each exist out of maximum 5 characters and each character has other professions.
That makes it a little bit complicated, don't you think?
But I like the idea of redfeather...
/signed
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Feb 19, 2007, 10:58 AM // 10:58
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#9
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Wilds Pathfinder
Join Date: Oct 2006
Location: Aussieland
Guild: Prime Players Of [OSHA] ~ [dth] alliance. <3
Profession: Me/E
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im not sure i cant really decide. Necromancers already have a flesh golem, and this may make the curses line too flexible.
Might as well give mesmers a summon in Illusion, and Monks a summon in smiting, im stil not sure
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Feb 19, 2007, 11:35 AM // 11:35
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#10
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Lion's Arch Merchant
Join Date: Jul 2006
Location: Sydney, AUS.
Guild: Sons of Dark Magicians [SoDM]
Profession: N/Me
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I reckon that each class should have an elite summon, [nec and (rit] have one or more?)
And these summons should be considered Heroes automatically
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