Apr 13, 2006, 08:01 AM // 08:01
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#21
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Jungle Guide
Join Date: Jul 2005
Location: Kuala Lumpur, Malaysia
Guild: Deimos Tel Arin [CCTV]
Profession: W/
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Thread revival!
Why revive this old and forgotten thread?
Because:
- I updated the first post in this thread.
- This project is not abandoned, I'm still working on it
So what's Updated?
- added associated colour
- added new skills
- given names for the 3 armor sets
- reworked one of the armor sets
- buffed some skills
Why the "Needle" as a weapon?
Because I don't want the "Plague Master" to become another "Caster", there are already too many casters in Guild Wars.
Yes, but why "Needle"? It sounds so lame.
Well, I ran out of ideas for weapons.
A Needle-like Weapon that shoots needles? WADAFAK? LAME!"
Duh, Rangers have unlimited arrows. My Plague Master's Needle Weapon only shoots needles on demand, plus its a "magically enchanted" Needle.
Again, why even bother with a Plague Master at all?
I'm somewhat sick of hexes and conditions.
I want to instill fear in them Mesmers and Necromancers when they see a Plague Master on the battlefield.
That same kind of fear when Casters meet up with Mesmers in PvP.
Comment, Feedback, Criticize, Discuss!
Cheers.
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Apr 13, 2006, 04:55 PM // 16:55
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#22
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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try adding some picture too
Picture always help~
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Apr 13, 2006, 05:29 PM // 17:29
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#23
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Furnace Stoker
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Needles actually give it a creepy feeling. I have a huge fear of needles, I haven't gotten a blood test since I was 8. But anyways, I'm gunna try and look up some pics of what would be a valid plaguemaster.
Edit: Cannot find pictures, so I'll type up what my vision of a plague master would look like. Shame my scanner is broken otherwise I'd draw an example.
Skull like masks, gas masks, or anything resembling death to cover their naturally deranged faces. Armor resembling assassin + necromancer, with viles strapped to their calves or forearms. An extended needle strapped onto their right forearm with some sort of "Mixer", something that rotates around the beginning (Not tip) of the needle to inflict different conditions. Over all that, most of their armors would include a sleeveless cloak with or with out a hood.
Heres a few links that SORTA resembles what I'm thinking of
http://www.miniaturespace.net/images...20assassin.jpg
http://www.miniaturespace.net/images...ss%20Front.jpg
Last edited by Nevin; Apr 13, 2006 at 05:44 PM // 17:44..
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Apr 17, 2006, 04:10 AM // 04:10
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#24
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Jungle Guide
Join Date: Jul 2005
Location: Kuala Lumpur, Malaysia
Guild: Deimos Tel Arin [CCTV]
Profession: W/
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Aye, thanks for the feedback, actionjack and Nevin, much appreciated.
Updated the original post again.
- changed name of concept class from "Plague Master" to "Defiler"
- revised format
- total 75 skills now
- renamed a number skills
- etc
Critic, Discuss, Comment.
Cheers.
Last edited by Tuoba Hturt Eht; Apr 17, 2006 at 10:08 AM // 10:08..
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Apr 18, 2006, 12:32 AM // 00:32
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#25
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Jungle Guide
Join Date: Jul 2005
Location: Kuala Lumpur, Malaysia
Guild: Deimos Tel Arin [CCTV]
Profession: W/
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More updates:
- removed "traps"
- removed ranged attack for needles
- 70 skills at the moment
- AL increased to 70
- elite skills yet to be selected
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Apr 21, 2006, 12:14 PM // 12:14
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#26
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Jungle Guide
Join Date: Jul 2005
Location: Kuala Lumpur, Malaysia
Guild: Deimos Tel Arin [CCTV]
Profession: W/
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Shameless self bump to the thread after 3 days have passed and without receiving any feedback from the public, plus the original post is updated.
Updates:
- renamed some skills
- added some skills
("Touch of the Defiled", "Epidemic Touch", etc)
- total 73 skills now
I'm thinking about scraping the "Miasma" thingie and replace them with something else more approriate.
Feedback is much appreciated.
Cheers.
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Apr 22, 2006, 10:51 PM // 22:51
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#27
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Jungle Guide
Join Date: Jul 2005
Location: Kuala Lumpur, Malaysia
Guild: Deimos Tel Arin [CCTV]
Profession: W/
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Updates post, again.
What's updated:
- added in concept appearance description, courtesy of Nevin
- weapon mods
- weapon inherent mods, +20% while conditioned, +15% vs conditioned
- renamed some skills
- changed some skills types
- new skill "Distracting Stab", "Savage Stab" added
Any form of feedback, well, is very much appreciated.
Thanks.
Cheers.
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Apr 22, 2006, 11:30 PM // 23:30
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#28
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Have you find something else for the Miasma thingie?
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Apr 22, 2006, 11:56 PM // 23:56
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#29
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Jungle Guide
Join Date: Jul 2005
Location: Kuala Lumpur, Malaysia
Guild: Deimos Tel Arin [CCTV]
Profession: W/
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Well, it kinda depends on whether or not I am able, or if the community is able to come up with better ideas for replacement skills, if I am to scrap the idea of "Miasma".
There is not enough Elite skills for this profession yet, standard number is 15 for each profession, except Warrior, which has 16, and Mesmer, which has less than 15.
I am not quite sure, there isn't just enough feedback from the public for me to judge anything.
I think the "Miasma" concept will remain, its quite a good and unique concept, I quite like it.
Perhaps some of them will be scrapped in order to make way for new skills, and the remainder one will be reworked a bit to spread multiple conditions.
Adding in more skills to cause damage is always a good thing, I guess.
Well, that's all I will write for now, I guess.
Cheers, mate.
Last edited by Tuoba Hturt Eht; Apr 22, 2006 at 11:58 PM // 23:58..
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Apr 24, 2006, 01:55 AM // 01:55
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#30
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Jungle Guide
Join Date: Jul 2005
Location: Kuala Lumpur, Malaysia
Guild: Deimos Tel Arin [CCTV]
Profession: W/
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Daily updates:
- removed some "miasma" skills
- buffed the remainder "miasma" skills, I think some of them are quite ubar now
- "nerfed" the "infections"
- "worms" skills changed "needle attacks"
- etc
Again, any form of feedback, is much appreciated.
Cheers.
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Apr 24, 2006, 02:05 AM // 02:05
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#31
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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seems like an intresting character, would sure scare me to death, which is why i would take my lovly assassin and stab um to death
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Apr 24, 2006, 10:31 AM // 10:31
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#32
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Wilds Pathfinder
Join Date: Jun 2005
Location: west yorkshire, Uk
Guild: Sisters of Serenity
Profession: N/Mo
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hm..when i read the title, i thought it was a mage that knackered the land around them...
(re, Defilers and Preservers.....DarkSun DnD game)
perhaps they could also throw darts and needlepellets (think those feathery ended darts and even sometihng that looks like a hunterseeker....oooh, im glad they dont have the ability to make the darts go *exactly* where they want....standing still wont do me any good then...*whimper*)
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Apr 25, 2006, 01:15 AM // 01:15
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#33
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Jungle Guide
Join Date: Jul 2005
Location: Kuala Lumpur, Malaysia
Guild: Deimos Tel Arin [CCTV]
Profession: W/
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Darts and needlepellets...
Well, initially I've intended for the "Needle" to be able to shoot "needles", but then after going through the "skills" I've "created", I figured that they were too much of a "ranger clone skills", hence I discarded that idea.
Thanks for the feedback, much appreciated.
What's updated today:
- corrected typo error
- renamed some skills
- "buffed" the "needle attacks"
72 skills now, 3 more skills to make it 75 total.
Might need to scrap some skills, and buff some skills to make up enough elite skills, or perhaps some existing skills are powerful enough to be given the "elite skill" status already.
Again, any form of feedback, is much appreciated.
Cheers.
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Apr 26, 2006, 01:18 AM // 01:18
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#34
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Jungle Guide
Join Date: Jul 2005
Location: Kuala Lumpur, Malaysia
Guild: Deimos Tel Arin [CCTV]
Profession: W/
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Daily updates:
- nerfed the "Worms Needles Attacks"
- renamed "Infected Wound" to "Festering Wound"
- nerfed "Way of the Defiler", "Rise of the Defiler"
(decreased duration, increased recharge)
- new skills "The Blighted One"
- renamed "Way of the Defiler" to "The Defiled One"
- renamed "Rise of the Defiler" to "The Afflicted One"
- added possible profession name "Afflictor"
- renamed "Lethal Injection" to "Pernicious Injection"
- added new effect to "Mind Infection"
- renamed "Mind Infection" to "Glaucoma Infection"
- renamed "Infected Vein" to "Contaminated Veins"
- revised the description for "Contaminated Veins" and "Festering Wound"
- merged "Leg Infection" and "Arm Infection" to become "Lymphedema"
- renamed "Glaucoma Infection" to "Glaucoma"
- renamed "Spinal Infection" to "Osteomyelitis"
- buffed "Osteomyelitis", added increased knock down time effect
- renamed to "Contaminated Veins" to "Sepsis"
- revised "parasites" and "worms needle attacks" to newly updated "infections"
- renamed "Inject Blood Worms" into "Blood Parasites"
- changed "Blood Parasites" from needle attack into a skill
Frequently Asked Questions:
1. How exactly do the "Infections" work?
For example,
if you are "Infected" with the following infections for 10 seconds:
"Lymphedema"
You move, you are Crippled for 3 seconds.
You always on the move during this 10 seconds,
you be "Crippled" for 10+3=13 seconds.
You attack, you suffer from Weakness for 3 seconds.
You always attack during this 10 seconds,
you suffer from "Weakness" for 10+3=13 seconds.
"Sepsis"
You Heal Breeze, Troll Unguent, Blood Renewal for 10 seconds,
you get "Bleeding" for 10+3=13 seconds.
Last edited by Tuoba Hturt Eht; Apr 26, 2006 at 01:55 AM // 01:55..
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Apr 26, 2006, 01:46 AM // 01:46
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#35
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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I would of try to add something... but nothing really came to mind.. sorry
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Apr 27, 2006, 12:47 AM // 00:47
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#36
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Jungle Guide
Join Date: Jul 2005
Location: Kuala Lumpur, Malaysia
Guild: Deimos Tel Arin [CCTV]
Profession: W/
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actionjack,
no worries mate, no need to apologize, ya ain't wronged me.
Daily Updates:
- "Sight Beyond Sight" relocated to be under "Plague Mastery"
- revised "Sight Beyond Sight"
- revised "Infections", "somewhat easier" to remove now
- revised skill description of various skills
- slightly adjusted the variables of some skills
- removed a number of "Plague Control" skills
- merged the effects of those removed skills with the some of remaining ones
- revised their skill description
Commentary:
The lack of replies in this concept class topic is quite discouraging, could it be that people do not like the idea of manipulating hexes and conditions?
Currently,
1. hexes and conditions get applied on their targets,
2. if the target came prepared,
3. then the hexes and conditions could be removed,
4. or the conditions be passed back.
5. Then the hexer and conditioners may choose to re-apply the hexes and conditions again.
6. Hence, the cycle continues.
But, should this concept class "Defiler" be introduced, the above mentioned scenario may perhaps change to resemble something like this:
1. Hexes and conditions get applied onto target,
2. target activates correct "manipulation skill",
3. hexed and conditioned target continues to function,
4. ignoring the effects of the hexes and conditions,
5. instead becoming more powerful due to the manipulation of the hexes and conditions.
6. Hexer and conditioner is frusfrated,
7. and will remember not to hex and condition that target again.
What would this mean?
Would it mean that this concept class is severely overpowered? Is broken?
Discuss.
Poll:
1. Do you like the general idea of this concept class?
Yes / No
2. Would you like to play this concept class if it was made into Guild Wars?
Yes / No
Results of the poll will be recorded in the first post, for research purposes.
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May 06, 2006, 04:33 PM // 16:33
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#37
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Jungle Guide
Join Date: Jul 2005
Location: Kuala Lumpur, Malaysia
Guild: Deimos Tel Arin [CCTV]
Profession: W/
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Been busy exploring Cantha since head start event, hence the absence of the daily updates.
Anyway, I've decided to revise this concept class.
What's changed:
- renamed "Infections" into "Infection Spell"
- revised the way Infection Spells
- slightly increased durations of the Infections to make up for the new changes
- renamed "Miasma" into "Gas Spell"
- revised the text description of various items
- removed "Plague"
- changed "Black Death" to become a Hex Spell instead
- revised the figures of many skills
- renamed the names of many skills that contain the word "Afflicted"
- many "Skills" have become "Spells" instead
Duh. I'm tired. Need to zzz.
Any form of feedback is much appreciated.
Thank you.
Cheers.
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May 06, 2006, 04:52 PM // 16:52
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#38
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Frost Gate Guardian
Join Date: Apr 2006
Location: wudn't you like too know...
Guild: Noobs Of Steel
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sounds sweetness yo, cept the "needles"....this reminds me of the wraith from warhammer 40k,
http://us.games-workshop.com/games/4...og/wraiths.htm
instead of holding weapons, why not have glove like things with sharp pointy objects attached to them, more like a "surgeon" type feel, looks cool, dithec cheezy "needle" thing so he/she doesnt sound like hes gunna sew sumthin, i can jus see it now.......
you: "I'm weilding Barbed Needles of Fortitude."
ally: "wut, u gunna sew the enemy a jacket?"
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May 06, 2006, 06:32 PM // 18:32
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#39
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Ascalonian Squire
Join Date: Mar 2006
Location: America
Guild: Pro United Gamers[PuG]
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the skill jinxed 1 is way way 2 overpowered if u was 2 use it then jinxed endurance u would have alot of health and energy regin
i like the idea of a martyr for hexes but that is just way 2 much
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May 06, 2006, 07:01 PM // 19:01
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#40
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Academy Page
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Nice work. Screams remind me of barbs from D2 heh.
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