Dec 12, 2006, 03:03 AM // 03:03
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#1
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Lion's Arch Merchant
Join Date: Sep 2006
Location: Canada
Guild: Guards Of The Citadel [GotC]
Profession: E/Rt
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Arcane Guardian
I was also thinking of names such as Arcance Knight or Mystic Knight or Mystic Guardian.
Proffession Description
The Arcane Guardian is the ultimate combination of magic and melee, with the ability to power up a sword with an elemental ability. Their base strength is high, and after casting the appropriate element on their sword, they can deal crippling damage.
Attributes- Ailment Spellblade
- Elemental Spellblade
- Angelic Spellblade
- Arcane Adeptness (Primary Attribute)
- Cutlass Mastership
Attibute Descriptions- Ailment Spellblade - Ailment Spellblade increases the duration & effectiveness of Spellblades that have to do with inflicting comditions on a foe.
- Elemental Spellblade - Elemental Spellblade increase the duration & effectiveness of Spellblades that have to do with inflicting elemental damage to a foe.
- Angelic Spellblade - Angelic Spellblade has to do with enchanting a weapon to heal or protect an ally.
- Arcane Adaptness - For every point put into Arcane Adaptness, all your Spellblade skills do more damage, making you sronger than a secondary Arcane Guardian.
- Cutlass Mastership - Cutlass mastership is needed to weild swords and daggers, along with shields.
Spells
Ailment Spellblade
Bio
For 3...13 seconds, Bio enchants your/allys weapon to cause Diease for 10...22 seconds.
Energy - 15
Activation - 4
Recharge - 15
Caesura
For 1...8 seconds, Caesura enchants your/allys weapon to cause Cripple for 5...13 seconds.
Energy - 5
Activation - 4
Recharge - 10
Aphasia
For 5...10 seconds, Aphasia enchants your/allys weapon to cause Dazed for 4...9 seconds.
Energy - 5
Activation - 2
Recharge - 15
Corruption
For 3...9 seconds, Corruption enchants your/allys weapon to cause Poison for 5...17 seconds.
Energy - 5
Activation - 2
Recharge - 15
Hebetude
For 3...9 seconds, Hebetude enchants your/allys weapons to cause Blind for 3...13 seconds.
Energy - 10
Activation - 2
Recharge - 30
Elemental Spellblade
Thunderbolt
For 5...41 seconds, Thunderbolt enchants your/allys weapon to cause 5...41 lightning damage.
Energy - 10
Activation - 1
Recharge - 8
Deadbolt (Elite)
For 14...83 seconds, Deadbolt enchants your/allys weapon to cause 10...42 lightning damage. This spell has 25% armor penetration.
Energy - 25
Activation - 5
Recharge - 10
Blaze
For 5...24 seconds, Blaze enchants your/allys weapon to cause 5...24 fire damage.
Energy - 10
Activation - 1
Recharge - 30
Conflagration (Elite)
For 15...51 seconds, Conflagration enchants your/allys weapon to cause 15...51 fire damage. This Spellblade causes burning for 1...6 seconds
Energy - 20
Activation - 5
Crystal
For 10...70 seconds, Crystal enchants your/allys weapon to cause 20...68 water damage.
Energy - 10
Activation - 1
Recharge - 15
Glacier (Elite)
For 10...70 seconds, Glacier enchants your/allys weapon to cause 25...85 water damage. Foes hit by Glacier move 66% slower.
Energy - 5
Activation - 5
Recharge - 8
Angelic Spellblade
Asper
For 2...8 seconds you enchant Asper on your/allys weapon causing the weapon to drain 8...46 energy from target foe. Weilder of weapon gains 1...4 energy.
Energy - 5
Activation - 6
Recharge - 25
Cesspool
For 18...52 seconds you enchant Cesspool on your/allys weapon causing the weapon to steal 20...56 health from target foe. Weilder of the weapon gains 18...52 health.
Energy - 25
Activation - 4
Recharge - 20
Blessed (Elite)
For 10...22 seconds, you enchant Blessed on your/allys weapon causing 30...150 Holy damage. This Spellblade does two times as much damage against Undead.
Energy - 25
Activation - 6
Recharge - 25
Cutlass Mastership
Blaze
For 5...17 seconds, you enchant Blaze on your/allys weapon, causing 5...13 extra damage.
Energy - 10
Activation - 1/2
Recharge - 8
~
Well, that's all I kinda got done. Feel free to critcize and add in suggestions. I will listen to all and change stuff due to suggestions. You may also add you own skills if you want. Any help is appreciated.
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Dec 12, 2006, 04:20 AM // 04:20
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#2
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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To start with, your character is a swordsman that uses magical enchantments. W/E much?
Your class doesn't offer anything new to the game.
Your skills are melee based and have conditional and elemental and magical effects. We have access to MANY MANY skills like this already.
The dervish is a good example of melee that uses enchantments to do conditions, or elemental damage, W/E with conjure frost/flame/lightning is another. One could even argue that Illusionary Weapon falls in that category.
But seriously, your attacks are INSANELY overpowered.
Quote:
Aphasia
For 5...10 seconds, Aphasia enchants your/allys weapon to cause Dazed for 4...9 seconds.
Energy - 5
Activation - 2
Recharge - 15
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This is INCREDIBLY imbalanced. Daze is a very powerful condition and you have a 5 energy enchantment for it.......Barrage + Aphasia, GG spellcasters.
I suggest, that you take a look at your idea and come up with something to make it different.
Theres nothing wrong with another melee class, but you completely overlap existing classes.
Last edited by lyra_song; Dec 12, 2006 at 04:23 AM // 04:23..
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Dec 12, 2006, 04:30 AM // 04:30
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#3
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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After seeing the new FF13 trailer/teaser, make me want to have a sword mage too.... mmmmmm
Anyhow.. in a brief review...
The class sounded intersting... while the blance of the skill could be change with tweaking the number, its effect and usage are more or less lackluster.. But I do like the elemental spellblade thought...
A good jumpboard start... could add something more to better enchance it.
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Dec 12, 2006, 04:55 AM // 04:55
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#4
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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Ritualist Weapon Spells anyone?
More features, same thing. Simply put, develope some more originality, this isn't enough.
Ranger already uses preperations to add conditions to Arrows, Ritualist already uses Weapon Spells to add offensive and defensive traits, Dervish already uses Aura Enchantments to alter elemental damage of weapons. The idea of Weapon empowerment is well played through many classes, something deftly original needs to happen to make this interesting, or a simular alternative can play a minor part in a class which focuses on other unique skills.
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Dec 12, 2006, 02:42 PM // 14:42
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#5
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Lion's Arch Merchant
Join Date: Sep 2006
Location: Canada
Guild: Guards Of The Citadel [GotC]
Profession: E/Rt
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Quote:
Originally Posted by actionjack
After seeing the new FF13 trailer/teaser, make me want to have a sword mage too.... mmmmmm
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I saw that trailer also, pretty good. ^^. Anyways, I tried for another class and this one didn't work out. Oh well...
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Dec 13, 2006, 04:10 AM // 04:10
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#6
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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Eloc, read the Slayer class idea posted by crom and salvage the Weapon Spell ideas I offered there, with a little tweaking and developement it may be the kind of material your need to make something like this work.
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Dec 13, 2006, 05:48 AM // 05:48
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#7
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Krytan Explorer
Join Date: Jul 2006
Location: On top of a mountain
Guild: A Bad Moon Rising [Moon]
Profession: Me/Mo
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I'm working on a Battlemage class similar to this, only not as similar to teh existing class... and a little more on the balanced side.
This is so horribly over-powered.
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Dec 13, 2006, 11:25 PM // 23:25
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#8
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Lion's Arch Merchant
Join Date: Sep 2006
Location: Canada
Guild: Guards Of The Citadel [GotC]
Profession: E/Rt
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Sorry, maybe next time I suggest a class, I'll just leave out the damage stuff.
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