Feb 02, 2007, 10:13 PM // 22:13
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#1
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Lion's Arch Merchant
Join Date: Oct 2006
Location: A pinapple under the Jade Sea
Profession: R/Mo
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Concept Class:Everburner
The Everburner is a torch-wielding fire-damage class who posses both offence and defence. He could use normal Torches (melee) and and Small Torches (throwing item). He is called the Everburner for his flame never goes out. He would wear robes decorated with ornate flame patterns, more detailed then the elementalists, with a different shape. It would have lowish armor and high damage.
Attributes:
Everburning (Primary)- For each rank in this attribute, your fire related skills cost 3% less, and you do 3% more damage with fire-related weapons.
Torch Wielding- For each rank in this attribute, your torch damage and skills are improved.
Defending Flames-For each rank in this attribute, your fire-linked defencive skills are improved.
Hellfire-For each rank in this attribute, your high-damage skills that cause harm to self are improved.
Skills-
Everburning:
Fury of the Everburner (Elite)- For 10...32 seconds, every attack you make does +6...23 damage and gains you 1...3 energy.
Holy Flames- For 8...22 seconds, whenever you attack, all allies in the area near you are healed for 3...9 health and each foe in the area near you take 6...12 fire damage.
Dying Light, Rising Hatred- For 10...17 seconds, you cannot attack, but all allies around you are enraged, dealing 10...18 more damage and attacking 5...20% faster.
Torch Wielding:
Flaming Loyalty(Elite)-Your loyalty to Balthazzar ignites your body for 10...30, making it so that any melee damage you take sets the attacker on fire for 2...7 seconds and dealing 20...120 damage.
Blue Heat(Elite)-For 20...30 seconds, the flame is super-heated, causing +20...40 damage, but making you attack 50...30% slower.
Flaming Circle-Spin around 1...4 times, dealing 20..30 damage to every adjacent enemy each spin.
Defending Flames:
Firey Weapons-For 20...30 seconds, target allie's weapon is heated so that it does +10...20 fire damage each hit.
Flaming Arena(Elite)-A ring of flame is created surounding the adjacent...nearby area is surrounded in flames for 10...20, anyone attempting to enter will suffer 40...80 damage and be knocked down for 2..4 seconds, and anyone inside will take 30 damage a second.
Protecting Fire-Target ally is surrounded by fire for 10..20 seconds. This ally cannot be hit for more than 90...40 damage in one hit, and any attacking melee unit will suffer burning for 2...4 seconds.
Hellfire:
Super Nova(Elite)- Cause 100...300 damage to all enemies in the area, but cause 400...300 damage to yourself. If you do not live through this, all enemies that were effected by the spell are healed for 100 health.
Suicidal Hell (Elite)-Sacrafice yourself, but kill all adjacent NPCS, and do 200...300 damage to all adjacent human players. (Just so that this will not be too overpowerful in PvP)
Pact with Abbadon- Make a pact with Abbadon, summoning a ghost of a margonite to stab target enemy for 30...100 damage, but abbadon takes your flame for 30...17 seconds, rendering you unable to attack.
Thanks for reading, I hope you like it, the skills might need some dumming down, but remember, he will have LOW armor, like 40-60, and will be EASILY killable.
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Feb 03, 2007, 04:47 AM // 04:47
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#2
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Its okie... seem a bit elm-clone, and somewhat very "nitched".
I would say good.... "IF" you also suggest this as one of the possible proffession for the playable Charr race. (some thread about "new race, new core" type of thing).
Also a touch as weapon sound somewhat "blah". Might suggest something like Fireclaw, a claw like weapon to wear on both hand, that make your hand look like its burning, for both melee attack and shoot out fire balls at range, would sound cooler to me...
well.. that my opinion anyway. Enjoy more CCs.
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Feb 03, 2007, 05:17 AM // 05:17
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#3
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Jungle Guide
Join Date: Dec 2006
Guild: Goon Squad [LLJK]
Profession: Mo/
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Suicidal Hell (Elite)-Sacrafice yourself, but kill all adjacent NPCS, and do 200...300 damage to all adjacent human players. (Just so that this will not be too overpowerful in PvP)
Not too overpowerful in PvP? What about PvE...?
I could solo any mission in the game with this. Flameburner/Assassin using Shadow Form to gather aggro then using Suicidal Hell to kill them all. Or I could just party with a /monk who resurrects me
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Feb 03, 2007, 12:30 PM // 12:30
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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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It would be killed even more than the assasin, with low armor like that and a melee weapon.
I agree with action jack that torches would not make for the cooles weapons, however fists of fire are a bit done dead too, how about one of those longs sticks with fire on boht ends that are used in parades? they would make a nice melee weapon.
And at that you could throw in a few quarterstaff defencive moves as they seem very fragile.
The damage is over the top, 100...300 is too high but I'll name it barely acceptable for a CC elite,
30...100 for a normal skill that makes you unable to attack for 30...17 seems odd the damage is one shot right?
And insta kills of non sumoned critters is definatly a no no, it would work on shiro or the lich king or what ever the last boss in NF was called again.
But as a sort of extreme version of a shockwave&aftershock ele that uses melee weapons and damage bonuses I guess it might have a point.
Seen the armor numbers that can be thrown up against fire damage, by eles and rangers and wariors with normal armor, the damage would be slightly contained.
Still you would need huge recharge times on the AoE skills, and the durations on the damage enchantments should perhaps be shortened a bit.
Their defence relies mostly on PvE mobs running away from their Dot skills, in PvP that is ok, but in PvE might be overpowered if they have more than 3 good AoE DoT skills.
Might not be the most orignal thing ever, but it looks kinda fun to play.
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