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Old Nov 17, 2006, 04:42 PM // 16:42   #1
Furnace Stoker
 
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Default Slayer

As our world is saved yet again a new threat emerges with even more power. To counter this threat a new bread of hero arrives from an un-named land. Wielding a whip and secretive chaos magic these new heros called themselves Slayers!

On the battle field they quickly take position between the front line warriors and the back line casters. Awaitng the perfect time to strike they seek out weakend foes and use there chaos skills to isolate and imobalize them. Once they pick a target they heap debilatating condition upon them, strip away there armor and unleash powerfully damaging chaos magic attacks on them.

Some of these mysterious antagonists forego there normal Chaos Talismen and carry a shield, wading into the thick of battle to inflict damage and draw foes close to them so they may unleash there short ranged Chaos attack magic.
While still others race across the field to chase down and interupt the actions of enemy casters seeking to prevent there allies from being hit with elementalist powerful attacks or a monk form healing the Slayers enemies.



Health : 480 at lvl 20
Energy : 25 with 3 regen
Armor : base 65 + 20vs ele or physical
Headgear would be a hat, think Indiana Jones
Appearance : think necro armor with ranger cloak
Rune : Chaotic absorbtion - Recieve 1..3 less damage from magic attacks

Weapon : Whip - one hand - range double melee(half dmg at melee range) - dmg 10-25 -speed 1.5 - Req whip mastery

Offhand : Talismen - energy +8 armor +8 - Req Chaos skills


This is a short range damge dealer using spells and attack skills.
Whip attack skills inflict bleeding or blind(random chance with every attack) and interupts and other conditions.
Spells add dmg to attack skills and hexes that cause paralisis, cant run or attack.

Attributes: Chaos Skills(primary) : each point here increases chance your attacks will inflict bleeding or blind by 2%
Whip mastery : affects power/duration of whip attack skills
Evasion : affects power/duration of evasion skills
Corruption : conditions you inflict last 2%longer for every 2 points in this.

Sample skills

CHAOS SKILLS

Chaos Cage : Elite Hex - 15energy 1sec 20sec - Target foe can not have any spells or enchantments cast on him for 2..10 seconds.

Torment : Hex - 15 energy 2sec 30sec - for 2..35sec target foe suffers 5..15 dmg when casting spells on allies and recieves 30% less health from healing

Fear My Power : Enchantment - 15energy 2sec 60sec - all of your attacks deal Chaos dmg and have 10..50% armor penatration for 5..45 seconds

Slayer Strike : Elite Spell - 20energy 1sec 20sec - Deal 25..100 Chaos dmg to target and inflict dazed for 2..6 seconds. This spell has 1/4 the normal casting distance

Chaos Rift : Elite Skill - 15energy 2sec 40sec - target foe is interupted and tellported to your location, target suffers dazed for 1..6 seconds.

Chaos Chains : Chaos Spell - 15energy 1sec 20sec - Target is slowed for 1..12 seconds based on his distance from caster. Adjacent foe 90%, Nearby 75%, In the area 50% and earshot range 25%

Chaos Field : Chaos Spell - 15energy 2sec 20sec - Target is surounded by a chaos field and has his attacks speed reduced by 25% for 2..8seconds. This spell has 1/4 the range of normal spells

Imobilize : Hex - 15e 2sec 45sec - Target can not move or use melee attacks for 3..10 seconds. This spell has 1/4 the normal spell range

Chaos Weapon : Hex - 10e 3sec 30sec - for 2..20sec whenever target foe attacks one of his allies suffers 10..25 chaos dmg. This spell has 1/4 the normal spell range

Chaos Spark : Spell - 10energy 1sec 1sec - Send out a spark of chaotic energy, if it hits it deals 5..55 Chaos damage. This spell has 1/4 the normal spell range.

Chaos Shield : Chaos Skill - 5energy 1sec 60sec - while holding a chaos talsmen your maximum energy and armor is increased by 8 for 0..60 seconds.

Chaotic Defence : Chaos Skill - 15energy 3sec 60sec - for 0..20seconds Holy and Shadow damage you recieve is reduced by 50%

Chaotic Weight : Spell - 15energy 1sec 20sec - If target is knocked down then he takes 10..50 Chaos damage and is knocked down for an additional second, this spell has 1/4 the normal spell range


WHIP MASTERY

Entangle : 5energy 1/4second 10seconds - Wrap whip around legs to cause knockdown. 50% chance of failure with 6 or less points in whip mastery.

Flay : 5 energy 1sec 15sec - deal +5..15 dmg and remove one enchantment

Entangle weapon : 10energy 1sec 20sec - Target foe and you have all weapon attack skills disabled for 1..10seconds and move 90%slower for 1..10seconds.

Coiled Whip : Elite Whip attack - 15energy 1sec 30sec - all of your whip attacks are disabled for 2..15sec, you deal +1..8 damage for every skill disabled and attack 25% faster for 2..15 seconds.

Knee cap crack : Whip attack - 5energy 1sec 10sec - If this hits foe it lands on his leg armor and causes cripple for 2..8sec

Between the eyes : Elite Whip attack - 10energy 1/2sec 15sec - If this hits foe it lands on head armor and causes dazed for 2..8 seconds. Targets action is interupted.

Elbow Snap : Whip attack - 5energy 1sec 10sec - If this hits target it lands on arm armor and inflicts weakness for 2..10 seconds

Ignite Whip : Elite Whip Attack - 5e 1sec 10sec - If this attack hits a foe he catches fire for 1..3 seconds.

Whip Snap : Whip Attack - 5energy 1/4sec 10sec - Snap whip in face of target, targets action is interupted. This attack has an extra 4..30% chance of inflicting blind

Quick Snap : Whip Attack - 5energy 1/4sec 10sec - Snap whip at targets chest, if it hits it lands on chest armor. This attack has an extra 4..30% of inflicting bleeding. This attack can not be evaded or blocked.

EVASION SKILLS

Defiance : Stance - 10energy 1sec 60sec - you gain 5..30armor and evade 5..30% of attacks. This stance ends if you use a whip attack skill

Whip Web : Stance - 5energy 1sec 60sec - For 5..20seconds recieve half damage from melee attacks and your attack speed is reduced bye 50%

Chaotic Courage : Stance - 10e 1sec 60sec - For 5..20 seconds gain 20..50 armor and all skills require +3..0 seconds to activate.

Restful Stance : Elite Stance - 5energy 1/4sec 45sec - All of your skills are disabled for 1.15 seconds. You have a 75%chance of evading attacks for 1..15 seconds, for every attack evaded you gain 5..30 health

No escape : Stance - 5energy 1/4sec 15sec - you move 33% faster for 1..15sec, this stance ends if you use a skill.


CORRUPTION

Venom : Spell 10 energy 1sec 20sec - Target foe suffers from poison for 1..15 seconds. This spell has 1/4 cast range of normal spells

Gut Twisting : Spell 10 energy 1sec 20sec - Target foe suffers a deep wound for 1..20sec. This spell has 1/4 cast range of normal spells

Tendon Twang : Spell 10 energy 1sec 10sec - Target foe suffers from cripple for 1..16seconds.

Brain Squeeze : Elite Spell 15energy 2sec 20sec - Target foe is knocked down and suffers dazed for 2..12seconds. This spell has 1/4 cast range of normal spells

Dark Hunger : Skill - 5 energy 1sec 20sec - If target is suffering form a condition steel 15..75 health from him

Erosion : Hex - 10energy 1sec 60sec - Target foe losed 5 points of armor every 2 seconds for 4..20seconds

Acid Splash : Hex - 10energy 2sec 20seconds - One piece of armor on target has its armor level lowerd to 0 for 2..12seconds

Vertigo : Spell - 10energy 1sec 20sec - Target foe falls down and cant get up for 2seconds. 50% chance of failure with 6 or less points in corruption.



Thanks for the great feedback!

I really see three builds for this char, secondary proffesion not included. First would be to use skills/stances to increase armor and mitigate damage to equal that of a war, this would leave you 2-3 skll slots for damage skills.
Second would be to equip high damage spells and condition causeing attacks to take down a target fast.
Third you could equip interupts/knockdown/dazed/slowed skills to keep a target out of action for quite some time.


I'd really like to hear from more people on this idea as i see it being a really fun class to play, should the devs actually read this!!


Im still not 100% on the balance of this char but I will keep tweeking it until I am!

Last edited by Crom The Pale; Nov 28, 2006 at 03:04 PM // 15:04.. Reason: Added new intro and updated/consolidated skills
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Old Nov 17, 2006, 06:33 PM // 18:33   #2
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I like the whip as a weapon. I had thought of a couple weapons not used in the game whip, quarterstaff, guns, and true polarms (im not including the scythe in this). I really like the quarterstaff (obviously its in one of my builds) but I had a problem with whips and polarms. Both of these weapons are ment to be used at short range no point blank. I would suggest with this class that the whip do maximum damage when the creature is at the tip of its range and do a little less the closer they are to you. Of course Im assuming bullwhips, you could use flails and floggers for shorter distances.

Second rather small item, I thought chaos damage was unaffected by armor class. No expert but I thought that was the case.
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Old Nov 17, 2006, 06:45 PM // 18:45   #3
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Chaos damage is affected by the armor if deal by a wapon, it's not affected if deal by a spell, like holy and dark.

Funny, I've just added a Whip-using class right now. But is more like a caster.

10-20 is way too much for a whip, they deal more pain than damage.

We agree that Whip attacks should be centered in conditions and interruptions, thought.
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Old Nov 17, 2006, 06:46 PM // 18:46   #4
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no, chaos damage is affected by armor. shadow damage ignores armor.

And I like the idea about having varying damage at different ranges. Up the max damage of the whip to say 12-28 and at max range it does 28 damage consistently, and at melee range is does a consistent 12 damage.

I really like the condition 'causing skills, very versatile melee alternative fighter.
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Old Nov 18, 2006, 09:44 PM // 21:44   #5
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there are 3 types of indirect (affected by armor) damages
Elemental
Physical
Chaos

there are inherent armor mods to protect from the first two, but no armor specifically defends from chaos more than the other two, at least that I know of.
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Old Nov 18, 2006, 11:56 PM // 23:56   #6
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According to the original guide book for GW. Chaos, Shadow and Holy do not take armor into accound and no modifiers are calculated the damage is exactly as stated - except when it is applied via a wand or enchanted weapon.
As far as the damage a whip can do it all depends on the skill of the user and what the whip is made out of. A whip could be made out of a thin wire and would then be capable of breaking bones if it strikes in just the correct manner.

And for a little clarification about this class its actualy ment to be 70% casting and only 30% melee.
Chaos skills would primarily deal dmg or increase damage dealt via the whip.
Corruption would mostly deal conditions and hexes
Evasion skills would help off set the low armor.

some more skills would be :

Imobilize : Hex - 15e 1sec 45sec - Target can not move or use melee attacks for 3..10 seconds. - Corruption

Chaos Weapon : Hex - 10e 3sec 30sec - for 2..20sec whenever target foe attacks one of his allies suffers 10..25 chaos dmg. - Chaos Skills

Whip Web : Stance - 5energy 1sec 60sec - For 5..20seconds recieve half damage from melee attacks and your attack speed is reduced bye 50% - Evasion

Chaotic Courage : Stance - 10e 1sec 60sec - For 5..20 seconds gain 20..50 armor and all skills require +3..0 seconds to activate. - Evasion

Ignite Whip : Whip Attack - 5e 1sec 10sec - If this attack hits a foe he catches fire for 1..3 seconds. - Whip Mastery


Note: for Chaotic Courage you would recive the 0 time only when evasion skill had 15points or more in it, 1second from 12-14, 2sec from 7-12 and 3sec for 6 and below

Im also working on some ideas for skills that would effect the offhand like adding energy or armor to it to make it more a part of this build than just a standard offhand item. ie - While holding a choas talisment gain 1..8 maximum energy and armor for 5..25seconds - Chaos Skills.(Elite?)

Last edited by Crom The Pale; Nov 19, 2006 at 12:02 AM // 00:02..
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Old Nov 19, 2006, 02:48 AM // 02:48   #7
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It isn't a bad idea, not at all, but it lacks a great deal of luster and original functions which would make it a whole idea, or good enough. I fail to see where casting fits into this class idea, and more importantly, what kind of original spells this class could offer which would not simply overlap part of another classes spell casting. Part hexing is defientely covered by Assassin, truely, Assassin has an entire attribute related to spells and hexes. Also Dervish is heavier on casting than its melee weapon, stressing damaged based enchantments and the enchantment boosting attribute which meshes well with other caster classes. It would have to be a rather significantly unique proposal to make another magic class.

I have a couple ideas that I could share, but you will have to tell me where the spells are going, because it hasn't made sense to me yet.

Last edited by BahamutKaiser; Nov 19, 2006 at 02:51 AM // 02:51..
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Old Nov 19, 2006, 04:42 AM // 04:42   #8
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Quote:
Originally Posted by BahamutKaiser
I have a couple ideas that I could share, but you will have to tell me where the spells are going, because it hasn't made sense to me yet.
The spells are basically broken down into the two classes - Chaos and Corruption. Chaos spells are designed to due one thing cause dmg to single targets either directly or indirectly. The corruption spells would focus on conditions. As for overlaping of skills its almost impossible to completely avoid. If youll notice there is an assasin hex to slow, a mesmer hex to slow and elemental hexes to slow.

The base concept for this class of char was to make a melee caster that focused on large damage to a single target with most damage coming from spells and conditions. As an assasin was designed to kill a single target quickly with physical attacks this char would with magical attacks.
Its uniqueness from elementas/dervishes is that it would have no AOE attacks. While a mesmer might fit this discription they focus more on degen and little if any physical dmg or conditions.
This class would also have little self healing but would have good defensive skills to offset that.
Chaos skills would add an element of unpredictablity to this class, for example a Chaos enchatment that when ever you should be interupted a random foe is interupted instead.

I hope this cleared up any confusion and I would love any ideas to help improve this class and make it something that would really catch the eyes of Anet and be worth playing!!!
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Old Nov 20, 2006, 12:24 AM // 00:24   #9
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Sounds like less is less. Let me explain, your dealing magical damage from one attribute good for nuking one enemy, and conditions of such in another attribute. Compared to Elementist fire magic, who can deal high damage on one or multiple, and burning, the most damaging condition, or any of elementist other elements which deal good nuking and condition/hex damage. And Elementist certainly provides a standard of good single target decimation with Air magics, truely, casting even better single target nukes than Elementist is totaly uncalled for, Elementist should be better, and something weaker isn't required.

Compared to Assassin, Slayer apparently focuses more on magic, but still does less damage, dealing more damage isn't an option given Assassins difficulties and requirements, who deals combo attacks with some of the most hainous condition application in the game.

Sounds like your trying to come up with a different way to do the same thing, but it isn't really different, and it really doesn't show any signs of advantage in one way or another.

Personally, I don't agree with all the hear-say that there is a lack of original abilities and the only option is to do a good rehash of exsisting classes. Personally, every single one of my ideas have had more original abilities than any of the new ones we have gotten so far, and much more appealing identities and functions as well. General lack of creativity isn't a barrier, it is just standardized.

I have a few ideas for original spell damage types, but I really don't think they belong here, The only ideas I have which I feel comfortable contributing is better whip skills and mechanics.

First of all, when I think whips, I think of the most Iconic Whip swinger, Zorro. And as Hispanic culture is probably the most significant culture not accounted for thus far, I think it belongs perfectly in an upcoming chapter, accompanied by a type of Cavalry or Conquistador type mount class in the same chapter.

The ideas I came up with for whips is that the whip is the off-hand. Instead of the regularly used weapon, it simply allows skills from the Whip Mastery attribute to be used, and can be swung freely using new weapon stances. Allas, all new classes need something a little different, and as Ritualist weapon spells are different than enchantments, and Chants are different than shouts, a Weapon stance can be stacked with another stance, but requires the appropriate weapon, and can be removed by a stance removal skill. The general type would be a melee class in my idea, and the whip skills and attacks would have spear range or nearly the same. The Whip should mostly focus on interrupts, and a new effect called sabatage. Many of the Whip, if not all whip skills should include interrupts. As a lightly armored and melee class, he deserves an advantage over mesmers in Interrupt availability, thus many of his whip skills would have various effects, as well as interupt, for higher potency. Sabatoge skills would include many strikes which affect different parts of the body, and upon contact, reduce the effectiveness of whatever armor or weapon belongs to that body part. Basicly the whip strikes would losen, undo, or split any ties or fastenings on a piece of armor in a "snap", and rend that portion of the body vulnerable to greater damage. Thus it would reduce the armor of that body part by a given amount, and depending on which body part is sabatoged, certain conditions would last a certain amount longer.

Thus if you sabatoge the helmet or headgear of an enemy, armor for that body part is reduced by 20, and blinding as well as dazed conditions applied wile under the sabatoged effect last either a certain percent longer, or perhaps even a given amount longer, like 5-10 seconds. This offers and distinct and unique advantage, because no other class has significant means to increase the application of a condition. Thus, he becomes a master of a whole new realm realm of combat, better condition application. This along with the inclusion of a few useful conditions, like Dazed, weakness and bleeding, offer support for thier own condition application, as well as support others.

What does a sabatoge count as? Well it isn't a condition, and it isn't a hex, it would operate the same way echos do in comparison to shouts, except offensively. Thus it is a unremovable, but ever so brief effect. Lasting a flat 5 seconds in most cases, and 10 seconds for expensive or Elite skills. The utility of this kind of skill is very significant. Unlike interrupts which are worthless if you are not talented enough to intercept a skill, if you use a whip skill which sabatoges a piece of armor on the enemy, you can very well just use it to disable your enemy even if you cannot use the interrupt properly, and with that knowledge, the enemy may be very concerned about you since you may preemp his action by chance.

Whips equip in your off hand allow the use of whip skills, have their own damage figure which only comes into play when you use a whip skill or stance that switches your attack to whip swings for a moment. Also, since it hits far less often, the critical damage can be bumped up to double, that way if you do get a critical, it is much higher. And it also counts as a minor energy icon, even if simply carried, it could offer up to 6 energy.

Since the Whip is the off-hand weapon, the main arm needs a tool, well what goes with a whip better than a saber. Sabers and Rapiers may seem too simular to regular swords, but in the way that it is used, it is far more unique to a Warriors sword than the Warriors axe. I feel the pressure to come up with a totaly unique weapon for every class is overstressed, rapiers and sabers are significantly different anyhow. The attribute would instead be called Fencing Mastery. And unlike a typical attack weapon, this would only include offensive skills, but defensive weapon stances. The Slayer would excell in defensive swordplay, making many a parry and block with his sword instead of wildly slashing as best he can the way other classes do. Thus the Slayer can move into melee combat with his Assassin rated armor, yet deflect a great deal of damage via much blocking and evading, making a mockery of his enemies onslaught (just like a good little Zorro). With a few good poke, stab and slash attacks, and a crippling move, the attribute is complete. Faster attack than swords, damage between dagger and sword. The class would be hard pressed to actually kill enemies on his own. The weapon stances would provide some unparralleled defensive advantages, and some good counter skills as well. Weapon stances which deflect 50% and 75% of attacks, but unlike many stances in other classes, these are typically cheap, and can be recast in a generous manner to allow continous use. Also as some unique features, some of his Weapon stances can offer defensive blocking for adjacent allies, allowing him to protect allies beside him from attack, giving him another new melee role, a defender instead of a offender. (actually he already does that somewhat with the interrupts)

Now he would need some more attributes, perhaps you still want him to have magic, all I have to say is don't get cheap, come up with something new. My best suggestion would be Weapon casting, which turns your next attack into an elemental spell (not attack which can be blocked), dealing elemental damage or magical damage, and can be combine with an attack skill for devistating results, and even with the good fencing, this class would need something along the lines of a medial healing skill at least, likely a good one since he will still get pommeled by elemental damage on the front line.

As for counters, obviously the way to counter an interrupt is an interrupt avoiding skill. Thus any of the Slayers interrupt skills would be blocked by such defense, but also, the effects of sabatoge would be blocked by interrupt blocking skills. And weapon stances, though they can stack, can be removed one by one with stance removing skills. Note, that the Slayer would be able to have one normal stance (of which he has none in his arsenal), as well as one Whip Weapon stance, and one Fencing Weapon Stance. The required weapon is.... required to use a weapon stance, but you can have a seperate one for each weapon.

The armor? Another unique defense can be added. Slayer insignias can add hex denying effects which could reduce the damage by a percent, reduce the duration, and perhaps even increase the casting time. I would imagine that most whip skills are energy, and most fencing skills are adrenaline. So with 70 or 75 armor, and +10 energy overall on the armor, the class could use hex defense to give them a unique advantage.

Most all melee classes have disrupting and interrupting skills in their arsenal. But because they are melee, trying to interrupt an enemy they are not in reach of really doesn't work, so they can only shutdown the one enemy they are attending too. Thus the slayer becomes the melee alternative to a true interrupt class, a melee alternative to mesmer. Since he resides on the front line he can typically reach the casters which are hiding behind the melee, which is a difficulty for mesmer, because a well organized party is going to have melee doing a good slice and dice on any mesmers trying to dance with the melee, and distortion can be a self shutdown.

Also, as a defensive member, he would be the only melee with a significant role of bodyguarding the Monks and other casters, giving them the defense they need to survive, and making a very difficult combination to take down, with him protecting the monk, and the monk keeping him healthy.

Combinations with this class can provide some nice weapon, off hand, and defense improvements to many of them. Wile netting significantly less damage from attack, the attack plus defense in one attribute can be very appealing, and as an alternative for an off-hand/weapon, it can offer medium energy as well as some effective sabatoge and interrupting attacks. Even for an Assassin who would have to incorperate both of their weapons to make use of, extensive use of the whip weapon stances in combination with Critical Strikes, making powerful use of the higher critical of the weapon would make a devistating combo.

Well that tolk longer than expected, 50 minutes to come up with a bible full of unique abilities, effects and an overall working and interesting class. I never want to hear you mention the impossilibity of making original skills and abilities again, do that and I will call it even.

P.S. this class idea pretty much betrays some of the best material in my Samurai Ideas, so you better appreciate it.

Last edited by BahamutKaiser; Nov 20, 2006 at 06:05 AM // 06:05..
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Old Nov 20, 2006, 06:11 PM // 18:11   #10
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BahamutKaiser:
While I really do like getting feedback I must say it sounds more like your trying to turn my idea into your idea rather than make improvements to mine.(note i did not read your Samurai idea untill after you mentioned it)
The Whip as an offhand gets into dual wielding and is not where i intended to take this. This is as stated a melee caster that uses the whip to inflict conditions and to help prevent damage, note my first skill is a knockdown.

As to magic damage since this class is utilizing Chaos, which memser have on there weapon but only use in a few direct damage spells( I granted them that even though the spells never name there damage as Chaos damage since it ignores armor I am assuming it is)
With direct damage from Chaos this char does do more single target damage than an elementalist. The conditions it can apply using the whip/corruption skills are endless and can match the assasin in every way.

I truely do understand that your looking for something completely orrignal and creative beyond a rehashing of existing skills and weapons...but to achieve that I would have to break a few rules that GW imposed on its character classes. This char is what I sugest could fit withing those rules.

Please note this is just a concept, it does not have a full list of skills and many changes to those listed skills may be required to make this a totaly ballanced char. But as an idea I think it is practical and would be enjoyable to play.
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Old Nov 21, 2006, 01:50 AM // 01:50   #11
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The reason there is so little simular from your idea to my idea is because there isn't much worth keeping. I very well know that an idea doesn't need to be complete to introduce an interest and desire, but when your not actually introducing anything acceptable or useful, your not really suggesting anything.

And all of the abilities I related on this are all well within the mechanics of GW, and making some simple adjustments to the triggers and application of effects is more than simple to produce. Beyond which adding something totaly new is also well within the boundries of a chapter which cost the exact same price as a totaly new game, any other new game would have a totaly new engine, and everything else for the cost of 50 dollars, making some program adjustments to an exsisting engine at the cost of a totaly new game is actually a bargain on Anets part, anything short is really a rip-off.

And no the single target damage in chaos form is not going to be stronger than elementist. First of all, Necromancer has plenty of shadow damage spells, And monk has plenty of Smite spells, which produce the exact same effect as chaos damage, it is a flat figure, second, Elementist has 2 spells which deal high armor ignoring damage, and they are quite pricy, I really don't know how you would justify that kind of damage with lower prices, and for a class other than elementist those kinds of costs are beyond normal functionality. And lastly, Lightning damage is known to do more than the actual figure on enemies with base armor stats (60), and deal near figure damage on well armored foes as well. Your really not going to out nuke elementist without some elaborate cost system, and even then it is blasphimous to elementists. Producing simularly high spike damage with a spell boosted attack and attack skill together would work, but your overlooking that and just assuming that a melee/caster class is somehow going to produce spike damage with spells that rival or surpass elementist, elementist who has not other means of damage than those spells.

The honest truth is your idea is totaly broken, it isn't developed enough to notice right away, but what your asking for just isn't unique or balanced, and unless you can come up with a functional idea, your really not in a possition to disapprove of one.

Just look at all your ideas, they are not even remotely original, many of them are exsisting skills with a replacement of the chaos element. And most of them are mesmer hexs, chaos based hexing is mesmers identity. Conditions and hexing are synonimous with both necromancer and mesmer, Armor ignoring spells exsist in Necromancer, Mesmer and Monk, and an Elite which does obsidian flame level damage and an Elite level condition, the condition alone is deserving of elite status, and 20 energy doesn't compare to 5 energy and 10 exhaustion.

I pointed out functional and useful skill types and ideas for this identity, and in actuallity, it does incoperate all of the things your interested in, but in original and useful ways. A melee class with the use of a whip, good condition application, which moreover is unique, a new kind of spell damage which can be combine with melee attacks for nuke level damage, plus some.....plus alot. I'm sorry that it is so good that it overshadows your original design, but I enjoy elaborate and original ideas, and I can't go about adding little morsels to dysfunctional ideas, which is like placing bets on a horse that isn't fit.

If you read your epiloge at the end of your OP, and check off the functions which your interested for this class, than go through my suggestions, you will easily notice that the idea covers pretty much everything you asked for.
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Old Nov 21, 2006, 07:33 AM // 07:33   #12
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Well BahamutKaiser, I think we shall have to agree to disagree on this. I feel this class has some original ideas and is a very practical approach. It really seems to me your looking for a class that will bend every rule that guides the character classes just short of breaking them.
You seem to forget the duplication of skills/abilities is inherent in every class and completely unavoidable. Technincaly speeking an elementalist only has 5 skills, he causes direct damage, inflicts one of 2 conditions and causes knockdowns, slows his targets or boosts him self with armor or speed. The skills all have diffenent names and amounts of damage but its all basicaly the same.
As for balance of my char that is something im still working on but its nothing to due with what elementalist or other chars can do. You've noted yourself that a monk can deal more damage with a 5energy skill(spear of light casuses 100 dmg) with only 15 second recharge.

I was never intending on making the worlds greatest profesion, just one that was a little diffent than any currently being used in GW and would be fun to play. I believe I suceeded in that and more, this char would have a role to play on any balanced team be it as interupter, tank or nuker!

Last edited by Crom The Pale; Nov 21, 2006 at 07:43 AM // 07:43..
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Old Nov 21, 2006, 07:57 AM // 07:57   #13
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to be a bit harsh.. but must say seem alright...

Whip is a somewhat popular weapon, and would intersting to see in GW.
The primary attribute is very ... how to say this... dull. Could either make it overpower or underpower, and does not tie the whole class in together (which are what primary is suppose to do). Change its effect (but could still leave the change of blind or bleed as a skill). Other example skill are a bit lack luster.. as they can easily get from other skills of exisiting proffession.

But alteast you are thinking more about the possible builds, which is good, and talking back (which make the fourm more fun). Still room for improvement, go at it.
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Old Nov 22, 2006, 04:37 AM // 04:37   #14
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No there isn't room for improvement, apparently. If your not willing to see the flaw of your class than your hopeless. Spear of light doesn't do 100 damage, it does 50 damage and 50 conditional damage, if the enemy is running or casting it doesn't do 100 damage. Bringing up false analogies to defend a poor idea is weak.

Yes I make ideas that use the maximum potential of originality and the game engine, that is called fine craftsmanship, anything less is poor craftsmenship, the only difference between my opinion and yours is that you accept poor craftsmenship. I expect a professional game company to make a professional product, not a basement D&D alteration.

Every class shares some of the same elements as other classes, but also has some very distinct differences. This one has none, none at all. It is an overpowered and repeatative rehash of exsisting classes with a new class title. It really doesn't matter if you agree to disagree, any developer looking over your idea and mine will forget your suggestion.

"Agree to Disagree", that is the long phrase for denial.
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Old Nov 28, 2006, 03:15 PM // 15:15   #15
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Added some skills and re-araged things to make it easier to follow.

Note: Agree to disagree means theres no point in arguing about this because I find this class to have some very unique ideas and if you cant see them then maybe your just a little too closed minded. And spliting hairs over "conditional damage" is pointless. The skill has the "potential" to inflict 100+ damage.
Keep in mind as well that a player only has so many attribute points to spend and that if you max out one attribute the effectiveness of the others is sevearly hamperd, this is what makes a balance character in all the profesions.
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Old Nov 28, 2006, 04:39 PM // 16:39   #16
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As arrogant and long winded BK tends to be, im gonna have to agree with him.

Primary is very....meh. It does nothing really. It doesn't synch with the rest of your attributes.

How does your primary help your other attributes work better and uniquely only for your class?

It doesnt.

Really theres nothing to work with here :|
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Old Nov 28, 2006, 05:48 PM // 17:48   #17
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Theres nothing arrogant about being right and knowing it, the misunderstanding is that it is so difficult for most people to realize I am right.

As I said, your ideas are unoriginal and do not offer new gameplay to the game, it isn't a perspective, I can point out several skills which will provide the effects described in your class already, they are repeats. You are in denial, the truth is obvious, and agreeing to disagree just means your not willing to admit your wrong. Denial doesn't make your idea any better, it just ensures that it will not become what it can be because your unwilling to fix it. Psychologist will agree (and I am no respecter of psychology) that 90% of problems are as simple as recognizing the problem, if your truely foolish enough to think you fall in that 10%, than your idea is dead.
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