Oct 27, 2006, 10:41 PM // 22:41
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#1
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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Concept Class: Spellshaper
I'm actually not quite sure what to call it, spellshaper is just the current name I've given it. The basic concept is that the character can manipulate things around him to create energy, and use energy to create things around him. In a sense its kinda sceintific related with the whole E=mc2 thing but considering its main function is for shaping spells, the fantasy element is what sticks out.
The new stuff:
Flux points:Adrenaline! for spells
Flux spells:Morphable spells. May be used as either enchantment on self, or hex on enemy.
Auras:Like dungeon auras. Affects the whole zone for x seconds.
The Attributes:
Energy Flux: (primary)For every other point in this attribute, one gains an EXTRA flux point for every spell cast (so if you had 10 Energy flux, you would gain 5 extra flux points a spell). Flux points are used basically like adrenaline,using a skill with flux points lowers your total flux pool by x amount (to be determined later) only they are used for casting spells or using skills that relate to spells. With 0 in Energy flux, each spell gives 15 flux points. Also many skills rely on this attribute for better effect.
ConjurationBasically using energy to spawn things)No inherent effect. Many skills rely on this attribute for better effect
SpellshapingShaping Spells)No inherent effect. Many skills rely on this attribute for better effect.
ManipulationManipulates energy/matter to alter its form to another) No inherent effect. Many skills rely on this attribute for better effect.
Example Energy Flux skills
Heart of Energy(Elite Skill) 5 energy 1/4 cast 40 cooldown. Lose All energy. For 5(at 0)..25(at 12)..30(16). Spells you cast use Health rather than energy at a ratio of 5:1. Effects that give/take energy give/take health and effects that give/take health give/take energy also at a rate of 5:1. Energy Regenaration is nulled and added to health regeneration.
Meditate (skill) 5 energy 0 cast 0 cooldown. Meditate for up to 10 seconds (moving interrupts meditation, and teleporting is not moving) While meditating you gain 3...5...6 energy regeneration. Using this skill disables all your skills for 10 seconds.
Energy Well (Spell) 15 energy. Create an energy well at your location that lasts 2...6...7 seconds. All Creatures Adjacent to this location gain 1 Energy per second.
Siphon Essence (Flux Spell) 10 energy 3 cast 15 cooldown. Target loses 10...20..25 Life and 5 energy. For every point of energy lost you gain 2 point of energy
Burst of Energy (Elite spell) 100 Flux Points. 0 cast All allies in the area gain 1 energy for every 2 energy you have.
Energy Reflux (aura) 5 energy 1/4 second 20 recharge. All spells deal an equal amount of damage to the caster for every point of energy used to cast those spells. Lasts 5...20..25 seconds
Ray of Power (Spell) 80 Flux Points. Shoot a ray of power at target foe. If it hits, that foe takes 20...40..50 lightning damage and is knocked down
Energy Bond (m. Enchantment) 5 energy 2 cast 5 cooldown -1 energy regen. Whenever target ally is drained of energy, you lose that energy instead.
Scream of Tension (Spell) 200 Flux Points. 1/4 cast Interrupt all foe's actions in the area.
Power Convert. (spell)10 energy 1/4 cast 20 cooldown. Interrupt target foe's spell. You gain an amount of flux points equal to 1...5..6x that spells cost.
Power Steal. (Spell). 100 flux points 1/4 cast Interrupt target foe's spell. You gain an amount of energy equal to that spells casting cost max 5...15..25.
The Great Equalizer (Elite Aura) 5 energy 1/4 second 15 recharge Spells under 10 energy cost 5energy more, spells above 10 energy cost 5 energy less. This aura lasts for 2...10..12 seconds
Devouring Fog (Elite Flux Spell) 10 energy 1/4 cast 5 recharge. Hexed target gains 3 more hexes called "devouring fog". These hexes do nothing, and stack up to 3..7...9 fogs.
Beneficial Field (Elite Flux Spell) 10 energy 1/4 cast 5 recharge. Enchanted target gains 3 more enchants called beneficial field. These enchantments do nothing, and stack up to 3..7..9 fields. (As all flux spells, this spell cannot target an ally, only yourself and enemies)
Field of attunement (Flux spell) 10 energy 1 cast 5 recharge. Target is hexed (enchanted) with field of attunement. Whenever that target casts a spell, you gain 1 flux point per energy used to cast that spell. This flux lasts 5....10...15 seconds.
Destroy essence. (spell) 25....15...10 energy 2 cast 30 recharge. Target foe loses all flux points.
Conjuration Skills
Shield of Lightning.(Enchantment) 15 energy 2 cast 20 cooldown Target Ally gains a shield of lightning for 3...15...20 seconds. All damage target ally receives is reduced by 10. Whenever that ally takes lightning damage he gains 1 energy.
Shield of Rock. ^...takes earth damage he gains 1 energy
Shield of (etc)
Ball of Lightning. (Item Spell)15 energy 2 cast 10 duration. Hold a ball of lightning for up to 10 seconds. When you "drop" the ball it flings at the closest foe and deals 40....80...100 lightning damage
Energy Barrier (Elite enchantment). 15 energy 1 cast 20 cooldown. Whenever you would be drained of energy, you gain that energy instead.
Absorbing Skin (Elite skill). 200 Flux points. For 1...5..6 seconds whenever you are the target of an enemy spell, that spell is cancelled and you gain the amount of energy it cost to cast that spell.
Clone (spell) 10 energy 2 seconds 30 recharge. Target Ally is ressurected with an additional -15 morale but full energy/health. Allies with -46 dp or lower may not be ressurected. 50% failure with conjuration 10 or less
Resistance is useless! (aura) 10 energy 1/4 second 20 recharge. All sources of damage deal an additional 1...10..12 damage. lasts 20 seconds
Sharp Fangs (Enchantment) 10 energy 1/4 cast 15 recharge. Target summoned ally or pet deals 1...8...12 more damage for its next 5.. 9.. 12 attacks.
Sword of Truth (Weapon spell) 25 energy 2 cast 10 recharge. Target's weapon changes into a sword that deals damage as if the target had 2...15..18 in sword mastery.
Impenetrable Shield (Elite Flux Spell) 25 energy 1/4 cast 15 recharge. Target cannot attack, move or use skills, nor may he be attacked or have skills used on him for 2....5....7 seconds.
Heightened awareness (Enchantment) 15 energy 2 cast 10 recharge. Target ally gains the ability to sense the presence of all things. As a result, target ignores blindness for 2...5...10 seconds.
Manipulation Skill:
Shatter Weapon (spell) 15 energy 1/4 cast 20 cooldown. Shatter target's weapon. That foe may not attack for 2...8..10 seconds
Lead Feet. (hex spell) 15 energy 2 cast 15 cooldown. Target foe's feet turn to lead for 2...5..6and moves 100% slower.
Disturbed Physics. (Elite Flux Spell) 50 flux points 1/4 cast. Target teleports (shadow step) to a random location in the area. For 0...10..12 seconds target teleports to a random nearby location every second. When this skill ends, target returns to his original location. Teleportation does not cause interruption.
Backfeet. (Enchantment Spell) 50 flux points 1 second cast. You grow feet on your back for 5...15..20 seconds. You may move while knocked down.
Exchange Students. (skill) 80 flux points. You and target ally switch places.
Spellshaping examples
One Track Mind. (Elite Flux Spell). 200 flux points 1 cast. For 90...50...30 seconds your entire skillbar changes to the next skill you use. (Yes the progression is downwards). If used as a hex it instead lasts 5...20...25 seconds (yes progression is up)
Rapid succession (aura) 10 energy 1/4 cast 15 recharge. For 5 seconds, aftercast is reduced to 50%
Focused Power (Flux spell) 100 flux points 1 cast. Target's fluxes and hexes cast 2 seconds longer but last twice as long. This flux lasts 1...20
Hasty Preparations (Elite Flux Spell) 80 Flux Points 1/4 cast Target's fluxes and hexes cast 1/2 as long but last half as long.
Great Minds Think Alike (Enchantment) 10 energy 2 cast 20 recharge. Great Minds Think Alike is replaced with a random skill from target ally's skillbar for 5...20..30 seconds.
Spell Vortex (aura) 20 energy 1/4 cast 10 recharge. For 10 seconds, this aura does nothing. When this aura ends, for every spell cast by any creature under this aura, all creatures gain 5 flux points.
Extreme Concentration (Elite skill) 5 energy 20 recharge. For 5...10...20 seconds your enchantments and hexes last 20...70...90% longer, but you may not move.
No attribute
Purity of Nature (Elite skill). 15 energy 1 cast 10 recharge. The top aura/spirit effect on you is removed for all creatures, if it was a spirit affect, the spirit is destroyed.
Last edited by Not A Fifty Five; Jan 14, 2007 at 11:56 PM // 23:56..
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Oct 31, 2006, 07:13 PM // 19:13
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#2
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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changed a LOT of stuff, cant believe I didnt add a spellshaping attribute lol
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Oct 31, 2006, 09:30 PM // 21:30
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#3
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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Sounds like your trying to describe something like an Alchemist, a scientifically rooted magical power. Reminds me of Full Metal Alchemist.
An Alchemist is a pretty decent identity, with all the typical spell casting classes, something a little more modern and scientifically rooted would make for a unique caster identity. I have to say that Spellshaper will not fly at all.
I don't have time to read more, so I woln't comment on the abilities.
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Nov 01, 2006, 06:28 PM // 18:28
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#4
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Academy Page
Join Date: Aug 2006
Location: Elona
Guild: Ring of Canthan Knighs [ROCK]
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sounds a lot like a mix of mesmer, but with a little bit of every other class, interesting, but I don't think it will be put in
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Nov 06, 2006, 02:22 AM // 02:22
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#5
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Wilds Pathfinder
Join Date: Oct 2005
Location: pit of brimstone
Guild: Squad Six Six Six [ssss]
Profession: A/Me
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the idea of a type of adrenline thats made from spell casting is something i really like, though the direction spells were going was gettin way out of sync with the guildwars style. ya know?
more i read these different concept classes it makes me believe even more anet just got something great going, how do they get some of the ideas they do?
and i think the direction most ppl take is WRONG, ok not wrong, its just backwards!
come up whats cool, looks fun, and then work with it. for example what would this profession look like? what will it use, diff weapon, staff something more than a staff? decide that and then go at it again.
i would be interested in your ideas.
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Nov 06, 2006, 07:25 AM // 07:25
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#6
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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well I'm just putting the basics down because why bother going into details like looks and stuff if nobody likes the class?
Not to mention this is just the concept of the class, not the actual class. I doubt anet would take any idea here whole.
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Nov 14, 2006, 11:24 PM // 23:24
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#7
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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Bump!
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Nov 15, 2006, 02:49 AM // 02:49
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#8
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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sounds pretty cool, although use health instead of energy can lead into a lot of abuse
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Nov 20, 2006, 09:41 PM // 21:41
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#9
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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bump!
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Nov 26, 2006, 02:23 PM // 14:23
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#10
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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bumpy :S
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Dec 03, 2006, 05:27 AM // 05:27
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#11
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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bump!
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Dec 12, 2006, 09:04 AM // 09:04
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#12
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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bumplebeetuna!
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Dec 12, 2006, 02:39 PM // 14:39
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#13
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Pre-Searing Cadet
Join Date: Dec 2006
Profession: A/
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first off...stop bumping the thread.
secondly, i like the idea of casting spells with something other than energy, but most of the skills here are a little too much like mesmer or elementalist skills.
and thirdly, when trying to come up with a new class start by adding things taht you believe are currently missing from guild wars and add more abilities from there, and make sure they what your adding cannot be done by current classes. if it can, make sure you do it in a different way as to produce different advantages to the class.
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Dec 12, 2006, 09:22 PM // 21:22
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#14
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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Quote:
Originally Posted by scorche
first off...stop bumping the thread.
secondly, i like the idea of casting spells with something other than energy, but most of the skills here are a little too much like mesmer or elementalist skills.
and thirdly, when trying to come up with a new class start by adding things taht you believe are currently missing from guild wars and add more abilities from there, and make sure they what your adding cannot be done by current classes. if it can, make sure you do it in a different way as to produce different advantages to the class.
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Theres a 24 hour per bump limit and I'm doing it every 150 hours so :P
2)yeah most are mesmer like I'll change some skills n stuff
3)Thats just what I've done, flux points, or basically spell adrenaline, and flux spells which morphable spells
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Dec 18, 2006, 11:47 PM // 23:47
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#15
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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weekly bump
distracted by catan online lol, will get to revamping the class soon I promise.
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Dec 27, 2006, 08:08 AM // 08:08
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#16
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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Bump! added a new concept, auras
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Jan 02, 2007, 10:21 AM // 10:21
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#17
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Lion's Arch Merchant
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well i think the idea is very cool, specially if a-net could throw in better animation effects to follow it....i think the problem is the example skills, because atm they feel like plain variations of skills that other professions have, and the average reader will get bored reading stuff like that...perhaps focus on the new stuff that this dude could bring
eg. One Track Mind = very cool stuff (might be a bit overpowered, i could imagine a bar full of shield of judgement for starters)
shield of the etc= zzzzzzzzzz ......you can sum that up with a simple explaination that he is tank against the elements
Last edited by kKagari; Jan 02, 2007 at 10:23 AM // 10:23..
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Jan 05, 2007, 08:35 AM // 08:35
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#18
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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Quote:
Originally Posted by kKagari
well i think the idea is very cool, specially if a-net could throw in better animation effects to follow it....i think the problem is the example skills, because atm they feel like plain variations of skills that other professions have, and the average reader will get bored reading stuff like that...perhaps focus on the new stuff that this dude could bring
eg. One Track Mind = very cool stuff (might be a bit overpowered, i could imagine a bar full of shield of judgement for starters)
shield of the etc= zzzzzzzzzz ......you can sum that up with a simple explaination that he is tank against the elements
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Yeah I forgot you could use one track mind with arcane mimicry -.- I've added some stuff liek auras recently, and I'll get to more stuff if Anyone seems interested. Concept classes seems to be dying out, people tired of necromancer and warrior ripoffs I take it?
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Jan 05, 2007, 02:00 PM // 14:00
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#19
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Lion's Arch Merchant
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nah i dont think its that, people on the concept forums seem to 'say no' to ideas that arent radical enough, then they'd start mixing it in about how that concept feels like a mix of yardi ya and tarti ta....
but really, if somebody thought of the dervish idea before it came out, i can tell it wouldnt be too hot on this forum......like i mean......lose an enchantment to gain health and energy? zzzzzzzzzzzzzzzzzzzz
i think as far as originality goes, it should probably lie within 30% of the new concept, while the rest should be a reworked concept of the core class
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Jan 05, 2007, 06:00 PM // 18:00
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#20
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Krytan Explorer
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Mhmm, I like the idea of "spell adrenaline" (though I don't know if I like this attribute-dependent implementation) and spells that can target either the enemy or yourself/allies. Although this concept does serve the same purpose as a mesmer in that it does "things" to spellcasters, it kinda has its own identity.
I would like to see stronger energy flux and conjuration identities, definitely...
P.S. BACKFEET?
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