Oct 15, 2006, 12:06 PM // 12:06
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#21
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Quote:
Originally Posted by Link4009
Its good but I'm not liking the remove from reality idea, whats the benefit really?
you don't regen, and u can't attack, maybe u should change it a bit because the only benefit I see is that u can't be attacked but without the ability to regen ur pretty much a sitting duck just prolonging your death. because most people would use it at low health and since u cannot move, u only get to wait until u come back and are killed.
either make it so that u can move, (maybe attack) or regen a bit (not alot or it would be nerged instantly lol)
other than that seems good to me except Lyras suggestion that there should be better energy management which I agree with
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Actually, I had done the better energy management bit, and posted a small poll for those who want to participate.
And for the Phasing part...Phase Out is pretty powerful, I think. I'll have to see some more anti's to change that mechanic. Making them be able to move is very powerful.
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Oct 15, 2006, 08:43 PM // 20:43
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#22
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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the idea to phase out really is appealing
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Oct 18, 2006, 05:58 AM // 05:58
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#23
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Frost Gate Guardian
Join Date: Dec 2005
Location: I'm the guy right behind you staring through your head . . . .
Profession: W/
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You ripped sooooooooooooooo much of this off of M:tG.
That said, seems decent, but would require a hella lot of balancing and redoing before it could be considered. I like the idea of "modal" skills, but 4 seconds is far too short a casting time for a res on Rise/Fall. Do you want Me/Em's ressing people in two seconds?
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Oct 18, 2006, 11:52 AM // 11:52
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#24
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Quote:
Originally Posted by Son of Urza
You ripped sooooooooooooooo much of this off of M:tG.
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Heheheheh. I said so.
That said...
I agree about the cast of Rise and Fall. Don't know what I was thinking...
Please, do point out more, I am severely in need of criticism.
*Changed to 7 cast time
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Oct 24, 2006, 07:11 AM // 07:11
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#25
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Is no one willing to comment? /weep
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Oct 24, 2006, 08:16 PM // 20:16
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#26
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Jungle Guide
Join Date: Jan 2006
Location: NYC
Guild: The Circle Of Nine[NINE]
Profession: E/N
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Seems like a solid magick profession. Much thought had to be put into it, obviously.Also, the ability to phase out would likely mean to be in two planes at once, correct? So walking while in that state would seem nearly impossible since in actuality it is more like floating and not like actually touching on either plane of existence. How can you make the scientific mechanics to be able to walk in 2 dimensions at once?
It would take all his concentration to just shift out of phase on a temporary basis,IMO. To be able to walk in 2 dimensions at once would make him/her overpowered. If he saved his life by phasing out, then his allies should get him/her out of the fire. This is a team sport, afterall.
I'd like to see a real weakness exposed in the character, actually. Limitations to its skills aside, the character concept is pretty flawless.
Low armor would make it vulnerable to physical damage, but phasing out stops that,even though limited it may be.
Energy management is rather spectacular as well.So it won't run dry in the mana department easily.
Magick should be able to touch the Ethermage, but phasing out of the dimension, even partially, will make magic useless as well.
It seems the Ethermages have only 1 weakness, and that is time...
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Oct 24, 2006, 08:36 PM // 20:36
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#27
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Academy Page
Join Date: Jun 2005
Guild: Shadowknights
Profession: N/
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Mana Shield {E}
10e, 4...1c, 60...5r
Enchantment Spell
For 1...13 seconds, target ally cannot move but all spells cast against the target fails.
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This skill would never make it to the game unless it were changed to only be able to target yourself. Enchantments that can target other allies never have adverse effects to them. Can you think of how many losers would put this on a warrior teammate just to be annoying in Arenas or whatever. The only enchantment spell I can think of that has an adverse effect to a teammate is Life Attunement. But not make them move? That's pretty crazy.
Anyway, it's still a pretty decent class idea. Would be fun.
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Oct 29, 2006, 11:57 AM // 11:57
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#28
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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I wonder about this PA.
Ether Potency (Primary Attribute)
You gain 1 Energy Regeneration per Inscription you are affected by (maximum +ERegeneration determined by ranks in PA).
You gain 0...4 Energy whenever a person within your danger zone becomes or stops becoming Ethereal or Phased Out.
Maximum +ERegeneration:
L0: 0
L1...4: 1
L5...8: 2
L9...12: 3
L13...16: 4
Energy gained for planar traversal:
L0: 0
L1...5: 1
L6...9: 2
L10...14: 3
L15......: 4
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Oct 29, 2006, 04:36 PM // 16:36
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#29
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Mana Shield changed.
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Nov 06, 2006, 07:35 AM // 07:35
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#30
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Anyone comment?
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Nov 11, 2006, 06:32 AM // 06:32
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#31
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Changed Mana Shield to "Mana Shield ends if the target moves".
EDIT: Whoops, I forgot I already did that...am currently adding some Assassin/Ritualist/Paragon/Dervish skills linked with Ethermages.
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Nov 11, 2006, 06:20 PM // 18:20
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#32
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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srry, but /notsigned
its just too overpowered, and doesnt interest me at all
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Nov 12, 2006, 01:46 AM // 01:46
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#33
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Quote:
Originally Posted by Dean Harper
srry, but /notsigned
its just too overpowered, and doesnt interest me at all
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Any ideas how I can balance it?
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Dec 04, 2006, 09:51 AM // 09:51
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#34
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Updated some skills from other professions.
I'm making some for the Paragon and Dervish...expect more updates.
Wow, it's been a long time.
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Dec 10, 2006, 02:53 PM // 14:53
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#35
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Hate it when people more comment...
Updated Monk, Elementalist, Mesmer. They have 25 skills in their list now.
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Dec 10, 2006, 09:27 PM // 21:27
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#36
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Furnace Stoker
Join Date: Nov 2006
Guild: Ageis Ascending
Profession: W/
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The idea is very creative but if you look closely at skills similar to your phasing like, obsidian flesh, mist form, shadow form, vow of silence, these are all Elite skills and only the Elementalist has 2 such skills.
I think this class would be very overpowered not just as a primary but even as a secondary.
Its a great creative idea, just not practical in my oppions for GW.
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Dec 11, 2006, 07:17 AM // 07:17
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#37
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Ehh...Obsidian Flesh, you can still cast spells, you can move at a very slow rate.
Mist Form, you can still cast spells and move.
Shadow Form...you can do anything while under Shadow Form.
Vow of Silence...you can attack, you can use Shouts, you can do anything but cast spells.
Remember, you can still have your healer heal you while under any of those spells.
In Phased Out condition, you cannot do anything nor can anything be done to you, whether it's beneficial or not.
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Dec 12, 2006, 06:55 AM // 06:55
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#38
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Necromancer 25 skills done.
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