Jul 16, 2006, 03:52 PM // 15:52
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#61
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Ascalonian Squire
Join Date: May 2006
Guild: Tempora Heroica
Profession: E/Me
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wooooohh. this would be hard to beat.. but if ANET just made like Guild Wars Destinies or however you spell it then add like the top 5 ideas to thier professions list the game would have a big twist to it and i can really see this in the newest version of GW.
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Jul 16, 2006, 04:00 PM // 16:00
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#62
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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hmm i still like the cast, question is when you say half daily do you mean 2x a day or once every 2 days?
The primary may be a bit overpowered, as their are many skills to self inflict conditions, not to mention heal them.
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Jul 16, 2006, 11:58 PM // 23:58
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#63
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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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Thanks for the feedback, much appreciated.
Ramy Consigon,
Almost any class can be hard to beat, given the right choice of skills, and the right usage, our skill bar only can fit in 8 skills. Yes, hopefully, ANET would implement a new profession that is similar to this.
====================
unholy guardian,
I meant 2 updates per day, once before I head off to work, and another one before I retire for the night. But updates will not do me much good if there is no feedback from the community.
Would the primary attribute still be overpowered if the healing factor is removed, and the energy gaining remains?
====================
Peace.
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Jul 17, 2006, 12:18 AM // 00:18
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#64
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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actually it was the energy i think that was the problem, health was kinda eh. I know it's the main way it gains energy, but if you would combine this with something like pleague touch you have a constant energy with conditions , just seems almost too good if you get energy from gaining a condition and being relieved of it.
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Jul 17, 2006, 10:47 AM // 10:47
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#65
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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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Again, thanks for the feedback, much appreciated.
unholy guardian,
Well, Necromancers gain energy whenever anything within range dies for each point they have in Soul Reaping, isn't that way better than Plague Mastery?
Oh by the way, at its current setup, Plague Mastery will allow the Defiler to gain health and energy each time the Defiler acquires or loses a condition or hex.
Do remember that too many conditions and hexes will kill a character, if those conditions are hexes are not dealth with. Also, the skill bar can only accommodate 8 skills.
If the energy gaining factor of the Plague Mastery is to be removed, or to be reduced again, then perhaps most of the Defiler's skills will have to have their energy costs revised once again.
So, unholy guardian, if you believe that the energy gaining factor of this Plague Mastery is too good, what kind of alternative would you suggest otherwise?
Would you recommend dropping energy gaining factor all together, and increasing the health gaining factor? Or would there be new ideas that you would like to propose?
Discuss.
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Jul 17, 2006, 04:16 PM // 16:16
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#66
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Wilds Pathfinder
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Didn't bother to read much... too long.
But half it seems too overpowered (makes hexes useless) and half of it seems too useless (giving conditions). We already have a necro and a ritualist class thats kind of death-like. We need other classes, like a long range physical dmger (like a ranger).
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Jul 17, 2006, 11:21 PM // 23:21
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#67
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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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The whole idea of this Defiler Concept Class is that it plays around with conditions and hexes, it does not deal with death-like things.
As for long range classes vs melee classes, there are only 2 melee classes - Warrior, Assasin in Guild Wars at the moment, while the rest are long ranged.
I believe we need more unique melee classes rather than more long range classes.
Regarding "long range physical dmger", this Defiler's unique needle-like-claw weapon is capable of firing needle-like projectiles when desired.
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Jul 18, 2006, 11:02 PM // 23:02
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#68
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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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Feedback requested from the community of Sardelac Sanitarium?
Does the amount of detail presented in the first post of this thread turns down readers?
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Jul 19, 2006, 08:14 PM // 20:14
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#69
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Ascalonian Squire
Join Date: Jul 2006
Location: South Florida
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My Added Thoughts about the Defiler...
1. Do you like the general idea of this concept class?
Yes
2. Would you like to play this concept class if it was made into Guild Wars?
(Hell) Yes
===========================
"Sepsis"
You Heal Breeze, Troll Unguent, Blood Renewal for 10 seconds,
you get "Bleeding" for 10+3=13 seconds.
I really don't think this one is necessary - for the simple fact that most of the other moves sound to be quite effective, I don't think it needs this particular one
===========================
Pubert: "But you only have 30ish energy and you have a spell that costs 25 energy."
--> I agree - you'd have to increase the energy to do the more effective combos
He also brought up another point - a dependency on other player's hexes ~ granted a combo profession of a necro or mesmer would be ideal ~ I think it needs more damage dealing skills based on those claw things.
===========================
All this being said...this class kicks ASS
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Jul 19, 2006, 11:13 PM // 23:13
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#70
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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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Thanks for the support, Antigone, much appreciated.
Perhaps the Sepsis skill needs to be revised, let's take a look:
========================
What if Sepsis would be revised to become something like this instead?
Sepsis Infection Spell | 5e | 1s C | 5s R
For 10+X seconds, if target foe receives any form of health renegeration, target foe suffers from Dieseased, Poisoned for 10+X seconds and Sepsis ends.
Too powerful perhaps?
========================
Regarding energy, perhaps I should revise all the energy costs of the skills, how would that sound aye? I will work on that when I get home from work later today.
========================
More damage skills on those claw things you say? Got it. Will work on that idea. Thanks for the feedback, mate.
========================
It has been quite a while since I received any feedback for this thread, for that, I am very grateful, you have my thanks.
Peace.
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Jul 20, 2006, 11:31 PM // 23:31
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#71
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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:
- actionjack's original fumes concept will be renamed again, into "Spores" this time, which I think will be a much better name than "Gas Spells"
- Spores effects foes only
(previously it effects both friends and foes)
- Infection Spells changed back into Infections
- Buffed the Infections
Feedback requested, thank you for your time.
Peace.
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Jul 21, 2006, 01:22 PM // 13:22
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#72
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Ascalonian Squire
Join Date: Jul 2006
Location: South Florida
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XD love the tweeks,
voted for it too - it really is a great class concept Tuoba
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Jul 21, 2006, 01:33 PM // 13:33
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#73
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Frost Gate Guardian
Join Date: Feb 2006
Location: England
Guild: FhS
Profession: W/
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I think its a great idea, although having just one of these in your team would be the end to degeneration, i think it could be a little more offensive if they are going to be a melee style warrior, and hex/condition removing skills cost more energy, and remove some of them because the sheer amount of hex and condition removal is to much i think, imagine the number of skills and builds that would be destroyed by a single profession. I think that the idea of it is great,well every thing about it is great but just to many condition/hex removal skills, nice work though.
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Jul 21, 2006, 03:24 PM // 15:24
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#74
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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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Thanks for the support, Antigone.
Thanks for the feedback, Guitary Boy.
==================================
"I think its a great idea"
Thanks.
==================================
"although having just one of these in your team would be the end to degeneration"
Provided that the Defiler has equiped the correct skills for it, it is possible. One skill to transfer all hexes of party member to self (Defiler), and a few skills to counter the effects of those hexes. Could it become way too powerful?
==================================
"i think it could be a little more offensive if they are going to be a melee style warrior"
Agreed. I really need to work out on adding in more melee skills.
==================================
"and hex/condition removing skills cost more energy"
Actually, the hexes and conditions are not "removed", it is just that their bad effects are ignored. The target is still considered as hexed, and suffering from a condition.
I agree that the hexes manipulating skills could use more energy though. Originally, I designed them to cost more energy, but then lowered the energy costs.
==================================
"and remove some of them because the sheer amount of hex and condition removal is to much i think"
I removed much of them and combined them into a few skills, especially the conditions control ones. I will probably need to remove some more.
Actually, the hexes are not removed, but "countered" in a way. Thanks for the feedback.
==================================
"imagine the number of skills and builds that would be destroyed by a single profession."
Well, Necromancers, Mesmers, Assasins can remove enchantments.
I believe they would destroy a lot of builds that revolve around enchantments too.
Perhaps the skills which are too powerful will need to be tweaked, nerfed.
But you guys get the general concept aye? To manipulate hexes and conditions to the Defiler's advantage,
==================================
"I think that the idea of it is great,well every thing about it is great but just to many condition/hex removal skills, nice work though."
Thanks for the feedback again, if you would have the time, perhaps you would highlight those skills that you believe that are unnecessary, and could be removed?
==================================
Updates:
"Infections" changed into "Trigger Hex"
Trigger Hex (previously known as Infections)
- New type of hex
- Termed as Trigger Hex
- Ends when one of its effects is triggered
- Will trigger all effects if removed prematurely
==================================
Revised the following skills:
Lymphedema Trigger Hex | 10e | 1s C | 10s R
For 10+X seconds, if target foe moves, target foe is Crippled for 10+X seconds and Lymphedema ends. If target foe attacks, target foe is Weakened for 10+X seconds and Lymphedema ends. If Lymphedema ends prematurely, target foe is Crippled and Weakened for 10+2X seconds.
Sepsis Trigger Hex | 5e | 1s C | 5s R
For 10+X seconds, if target foe receives any form of health renegeration, target foe is Poisoned and Dieseased for 10+X seconds and Sepsis ends. If Sepsis ends prematurely, target foe is Poisoned and Dieseased for 10+2X seconds.
Glaucoma Trigger Hex | 10e | 1s C | 10s R
For 10+X seconds, if target foe casts any spell, target foe is Dazed for 1+X/3 seconds and Glaucoma ends. If target foe uses any attack skills, target foe is Blinded for 1+X/3 seconds and Glaucoma ends. If Glaucoma ends prematurely, target foe is Dazed and Blinded for 1+X/2 seconds.
Osteomyelitis Trigger Hex | 10e | 1s C | 10s R
For 10+X seconds, if target foe is knocked down, knocked down time is increased by 2 seconds and target foe suffers from Bleeding, Deep Wound, Weakness and Crippled for 10+X seconds and Osteomyelitis ends. If Osteomyelitis ends prematurely, target foe is knocked down for 3 seconds, and suffers fro Bleeding, Deep Wound, Weakness and Crippled for 10+2X seconds.
Festering Wound Trigger Hex | 10e | 1s C | 10s R
For 10+X seconds, if target foe receives any form of healing, target foe suffers from Deep Wound, Bleeding, Diseased, Poisoned for 10+X seconds and Festering Wound ends. If Festering Wound ends prematurely, target foe suffers from Deep Wound, Bleeding, Diseased, Poisoned for 20+X seconds.
Black Death Elite Hex | 25e | 3/4s C | 30s R
Target foe and all foes in the area are hexed with "Black Death" for 10+X seconds.
Suffer from all conditions as long as you are hexed with Black Death.
==================================
It is very obvious that the above so called "revised" skills are very unbalanced, I think. I just revised the text description for the skills, as for the numbers, the energy costs, cast time, recharge time.
Perhaps those who like this concept class would like to come up with suitable figures for the energy costs, cast time, recharge time etc. I am too tired to think properly now, aye. Must rest.
==================================
Again, thanks for all the feedback you all readers have given, without you all, the Defiler concept class would not have last this many months of development.
Peace.
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Aug 02, 2006, 11:08 PM // 23:08
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#75
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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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I've decided to update the Defiler again, more signficant changes this time.
=====================
- Intro text changed
- Revised Primary Attribute Plague Mastery
- Revised Defiler Claw Weapon
- Removed Defiler Claw Weapon to shoot needle projectiles
- Added ability for Defiler Claw Weapon to do "Extended Strikes" instead
=====================
Introduction:
A wicked sick individual with the unique ability to manipulate hexes and conditions to his or hers own advantage. Armed with a Claw-Like Glove Weapon in one hand, and a focus item of various types in the other.
......
Attributes:
* Plague Mastery: Self survival, health and energy gain, plague attacks, Condition and Hex manipulation
Gain 3 Health per rank, and 1 Energy per 2 ranks of Plague Mastery each time you acquire any hex or condition.
(For example, if you have 10 points in Plague Mastery, each time you acquire a hex or condition, you gain +30 Health, +5 Energy)
......
Weapon:
- Claw-Like Weapon
- A glove with 3 massive and long needle-like device mounted onto them
- Needles are quite large in size, extremely long and sharp
- Possibly originated from various huge monsters
- Magically enchanted, extremely light weighted, hence fast attack speed
- Extreme long length, tip of needles an inch away from ground when arms are relaxed
- Refer to them as "Defiler Claw Weapon" (DCW) for now
- DCW is capable of temporarily extending the length of its needles
......
Stats:
- "Nearby" normal attack range
- "In the Area" extended strike attack range
- One-Handed
- 1.33s swing time
- 17-20 Piercing Damage
=====================
Due to the extremely limited amount of time I have before I head off to work every morning during weekdays Monday to Friday, this will be the changes for now.
By the way, I think some of the ideas originated from this thread might already been used by ANET in Guild Wars: Nightfall, for example the Elite Form "Avatar of Melandru" makes the Dervish immune to conditions for almost a minute.
The "Forms" concept has been brought up before, by a fellow member of Sardelac who have a concept class posted in here, I think that concept class is "Feral", the Dervish's weapon, is also suggested before by another fellow member of Sardelac.
Peace.
Last edited by Tuoba Hturt Eht; Aug 02, 2006 at 11:10 PM // 23:10..
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Aug 09, 2006, 10:18 PM // 22:18
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#76
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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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Today's Updates:
Focus Items:
Standard Mod: +12 energy
Additional Mods:
- +5 armor, -5 energy
- +10 armor, -10 energy
- +60 Health, +20 Armor while hexed
- +50 Health, +15 Armor while conditioned
================================
Extended Stab Extended Claw Attack | 5e | 1/2s C | 4s R
If this attack hits, target foe is hit for +X damage.
This attack has twice the normal melee range.
================================
Aye, this be it for today's update.
Feedback is very much appreciated.
Thank you for your time.
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Aug 10, 2006, 01:20 AM // 01:20
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#77
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Frost Gate Guardian
Join Date: Jul 2006
Location: Warrior's Isle
Guild: LF PvP/GvG Guild.
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Quote:
Plague Ward Elite Ward Spell | 25e | 3s C | 30s R
For 10+2X seconds, remaining durations on all conditions and hexes are frozen. All hexes and conditions cannot be removed.
(area of effect is same as wards' area of effect)
(cannot be removed, but can be passed around)
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I'd rather call this something else as Wards are defensive or hinder foes and do not hinder your allies, atleast, thats what the current wards do ; )
Greetings
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Aug 10, 2006, 11:10 PM // 23:10
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#78
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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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Greetings,
Thanks for the feedback, much appreciated.
What do you think, if it was made into a spirit instead?
At the moment, we have:
- Nature Ritual (Rangers)
- Binding Ritual (Ritualists)
How about "Defiling Ritual" for Defilers?
Nature Ritual's spirits look more "attuned to nature";
Binding Ritual's spirits look like spirits with chains;
Defiling Ritual's spirits would look like some monstrousity I guess.
Let us look at the skill u mentioned, if it was changed into something like this:
Spirit of Defilement Elite Defiling Ritual | 25e | 3s C | 30s R
For 10+2X seconds, remaining durations on all conditions and hexes are frozen. All hexes and conditions cannot be removed.
(area of effect is same as spirits' area of effect)
(cannot be removed, but can be passed around)
----------------------------
Plague Control
----------------------------
Plague Ritual Defiling Ritual | 10e | 3s C | 10s R
For 10+2X seconds, remaining durations on all conditions are frozen. All conditions cannot be removed.
(area of effect is same as spirits' area of effect)
(cannot be removed, but can be passed around)
------------------------
Blight Control
------------------------
Blight Ritual Defiling Ritual | 15e | 3s C | 30s R
For 10+2X seconds, remaining durations on all hexes are frozen. All hexes cannot be removed.
(area of effect is same as spirits' area of effect)
(cannot be removed, but can be passed around)
=============
Discuss.
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Sep 27, 2006, 11:06 PM // 23:06
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#79
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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, nothing more to update I guess, thanks to all who voted for this concept class.
Now that a concept class sub forum is made, perhaps the mods can help move this thread into it? Thanks.
By the way,
http://gw.gamewikis.org/wiki/Sight_Beyond_Sight
Is an self enchantment and is linked to Spawning Power, kinda wasted.
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Oct 02, 2006, 06:20 PM // 18:20
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#80
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Ascalonian Squire
Join Date: Sep 2006
Location: Fissure of Woe
Guild: oblivion breached
Profession: W/Mo
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DEfiler set is very imba ?
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