Nov 05, 2006, 04:03 AM // 04:03
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#1
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Ascalonian Squire
Join Date: Apr 2006
Guild: Xen of Onslaught
Profession: Mo/Me
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Summoner concept class and some new skills
Well, i've been mulling around the idea of a Summoner class and a way that it oculd be balanced. But i dont want to have too many classes now (chapter 4 probably has 2 lame ideas from anet comming up (which will probably turn out to be really good). Anyway... new class gives new skills:
Summoner class:
*Primary attribute: Summoning power
--For each 2 ranks in this attribute you can control 1 summoned or animated creature in addition to normal bonuses from other lines.
Summoner's aura: 5, 1, 20. For 30 seconds you gain 5-20 health whenever you create a creature, and 3-8 energy.
Channel Spirits: 10, 2, 10. Elite spell. You gain 0-3 energy for each creature you control (maximum 20).
Focused command: 10, 0, 30. Elite skill. While youre under the effects of this skill, you can control an additional 1-5 creatures. Skill lasts for 32 seconds.
*Healing creatures:
--You can control 2 healing creatures initially, and 1 additional for each 2 ranks in this attirbute.
Summon Carbuncle: 15, 3, 10. Spell Create a lvl 1-10 rabbit creature that heals party members. Creature lasts for 200 seconds.
Summon Dove: 15, 3, 10. Spell. Create a lvl 1-10 dove that casts reversal of fortune on allies taking damage.
Order of healing: 25, 2, 15. Elite enchantment spell. For 5 seconds, Whenever a healing creature you control casts on an ally, that ally is healed for an additional 20-45 health, and you loose 2 energy.
Summon Archangel: 25, 5, 60. Elite Titan summon spell. This spell fails unless you control at least 10 creatures. Sacrifice 10 creatures you control, and summon Archangel, titan of life, to guard you. This creature lasts for 10-45 seconds. While you control Archangel, your allies cannot take more than 20-10% max health as damage from a single attack or spell. Your skills are replaced with titan commands.
**titan commands**
Phoenix flame: 25, 4. Archangel casts phoenix flame on target enemy, dealing 100-200 fire damage to all foes nearby. All dead party members are resurrected with full health and 5-35% energy. Archangel dissipates after this spell completes.
Holy Judgement: 25, 1. Archangel smites all foes in the area of target foe, dealing 150-300 holy damage to each. Archangel dissipates after this spell completes.
Smite: 5, 1, 5. Archangel attacks target foe, dealing +10-35 damage.
*Destruction creatures: YOu can control 2 destruction creatures initially, and 1 additional one for every 2 ranks in this attribute.
Summon harpy: 15, 3, 20 Summon a level 1-15 harpy that attacks foes. Creature lasts for 200 seconds.
Death strike: 5, 1, 15. Enchantment spell. Each summoned destruciton creature you control's next attack deals +3-15 damage.
Order of destruction: 25, 2, 30. Elite enchantment spell. For 5 seconds, all creatures you control deal +15-25 damage whenever they hit with an attack.
Death explosion: 15, 2, 0. Spell. Destroy target summoned creature. All nearby foes take 30-120 damage and are poisoned for 4 seconds.
Summon Tahmu: 25, 5, 60. Elite titan summon spell. Spell fails unless you control at least 12 creatures. Sacrifice 12 creatures you control and summon the dragon titan Tahmu. Creature lasts for 15-45 seconds. While you control this Tahmu, your allies deal 10-15 shadow damage in addition to any damage from a spell or attack. Your skills are replaced with titan commands:
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Infernal Breath. 10, 1, 10. Titan command. Tahmu deals 55-135 fire damage to all foes near target foe.
Mega flare: 25, 4, 0. Titan command. Tahmu deals 150-450 shadow damage to all foes in the area of target foe. Tahmu dissipates after this spell finishes.
Razor Tail: 15, 1, 5. Tahmu attacks all adjacent foes, dealing +20-30 damage.
Creation creatures: You can control 2 creation creatures initially, and 1 more for each 2 ranks in this attirbute.
Summon Druid. 15, 3, 10. Create a level 1-10 druid. This creature attacks foes and is immune to conditions. Lasts for 300 seconds.
Vortex of ailment: 25, 1, 10. Elite enchantment spell. For 10 seconds, all conditons that are applied to your party are transferred to the nearest druid.
Summon Melandru: 25, 5, 60. Elite titan summon spell. This spell fails unless you control 10 Creation creatures. Sacrifice 10 creation creatures and summon Melandru, titan of nature. Creature lasts 15-40 seconds. While melandru guards your party, your party is immune to conditions. Your skills are replaced with titan commands.
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Overgrowth. 15, 1, 10. Remove all enchantments from all enemies in the area of target foe.
Thorn field: 25, 2. Melandru creates a thorn field in a large area around target foe. Thorn field deals 75-115 damage each second to moving foes and slows their movement by 50%. Field lasts 15 seconds. Melandru dissipates after this spell completes.
Thorn whip. 5, 1, 5. Melandru attacks target foe, dealing +15 damage to all foes in a line between her and target foe.
Death creatures: You can control 2 death creatures initially, and 1 additional for each 2 ranks in this attribute. This attribute overrides "Death Magic" if you have a Necromancer secondary, and is overriden by "Death Magic" if you have a necromancer primary.
Create Steel golem. 15, 3, 10. spell Exploit the corpse of a nearby dead Warrior or Paragon to create a lvl 1-14 steel golem. This golem lasts for 200 seconds.
Create Skeleton Hound. 15, 3, 10. Spell. Exploit the nearest corpse to create a level 1-14 skeleton hound.
Life sacrifice. 10, 2, 10. Enchantment spell. You suffer -(10-6) health degeneration and all your summoned or animated creatures gain +10 health regeneration for 10 seconds.
Summon Grenth: 25, 5, 60. Elite titan summon spell. Spell fails unless you control at least 12 undead creatures. Sacrifice all undead creatures you control and summon Grenth, titan of death. Creature lasts for 40-80 seconds. While you control Grenth, all animated undead allies your party controls do not suffer degen and deal 1-8 more damage when they attack. Your skills are replaced with titan commands:
**
Create Flesh golem. 15, 3, 5. Grenth creates a level 1-20 flesh golem, which he transfers to your control.
Death Skewer. 15, 2, 10. Grenth skewers target foe. This skill has a 20% chance to instantly kill target foe. If it does not kill it deals +10-20 damage.
Zantetsuken. 25, 1. Grenth slashes all foes in the area of target foe. This attack has a 50% chance to instantly kill targets hit by its effect, and deals 100-250 shadow damage to any target that isnt killed. Grenth dissipates after this attack completes.
**balance description**
Summoner class is essentially a more focused design of the minion master role for necormancers, however does not require corpses to create creatures. There is one Titan creature for each non primary attribute. You may think that titans are overpowered, but if you look carefully, they are extremely hard to summon, requiring that the summoner control at least 10 minions, and 12 for some. This means that so long as you can keep a summoner from controlling 10-12 minions, either through interrupts or killing the minions, you can keep them from summoning a titan. There can obviously be more skills than listed here which would make this class well rounded.
**Trivia and lore** Titan wars:
Long ago at the formation of the universe, there were titans and gods. They engaged in a long and hard war. One god, Abbadon, sided with the titans in attempt to rule the universe on his own, eventually overturning the titans. Some of the titans sided with the gods as well, and eventually changed their appearance to look like them when the gods won the war. The opposing titans and their sympathizers were sealed in the Dungeon of the Ages for all eternity.
**warning-possible spoiler about nightfall**
About 100,000 years ago, ancient civilizations foretold 3 prophecies:
Flame seeker, Spirit rupture, and Nightfall.
When the one who seeks the flames of Orr falls, when the Banished fail to return to the moral Realm, and when the Sealed God fails to seek revenge, they will rip the titan bonds and apocalypse will once again fall upon us.
There were 3 true gods and 5 titans: Balthazar, Dwayna, and Lyssa the gods, and Tahmu, Abbadon, Melandru, and Grenth, and Archangel the titans. The end of the titan war has Melandru and Grenth siding with the gods, and Archangel vowing to serve Dwayna.
Trivia:
Archangel's Phoenix Flame and Holy Judgement are spells from Final Fantasy, as are Zantetsuken and Mega Flare.
Archangel is the name of a mutant in xmen.
Tahmu is the celestial dragon mentioned in the Nahpui Quarter mission.
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New skills for other classes:
Monks:
Protection Prayers:
Dwayna's Intervention. 15, 1/4, 30. Elite Enchantment spell. For 5-8 seconds, all party member cannot take more than 5% of their maximum health as damage from a single attack or spell.
Transfer condition. 5, 1/4, 2. Spell. If target other ally is a warrior, ranger, dervish, or paragon, or assassin, one condition is transferred from that ally to a Random Monk, Elementalist, Ritualist, or Mesmer on your party, and vice versa. You loose 5-1 energy if that condition is Blind or Dazed.
Ether Reversal. 5, 1/4, 10-2. Enchantment spell. For 8 seconds, the next time target ally would loose energy from an attack or spell effect, that ally gains that energy instead. (Spell's Recharge time scales with attribute.)
Reversal of conditions. 5, 1/4, 4. Elite Enchantment spell. For 8 seconds, the next 1-4 conditions target ally would suffer are instead suffered by the nearest foe.
Reversal of Hexes. 10, 1/4, 8. Elite Enchantment spell. For 8 seconds, the next 1-4 hexes that are targeted at target ally target their caster instead.
Healing prayers.
Mending Echo. 5, 1, 10. Enchantment spell. Heal target ally for 30 health. For 10 seconds, the next 2-5 times target ally is damaged that ally is healed for 10-30 health.
Bond of infusion. 5, 2, 3. Elite Enchantment spell. For 20 seconds, the next time damage drops target other ally's health below 25%, you loose half of your current health, and that ally is healed for 120-200% of the amount you lost.
**balance about this one: its like an autofireing infuse health. The problem is when they spike the other ally and you at the same time (youre screwed if this one triggers in that case).
Air of healing. 5, 1/4, 8. Elite enchantment spell. For 4-9 seconds, healing prayers spells casted on target other ally cost 5 less energy (minimum 1 energy) to cast.
Mesmers:
Domination:
Mantra of Disruption. 10, 1/4, 10. Elite enchantment spell. If target foe is casting a spell, that foe is interrupted and you gain 10-20 energy. Else for 10 seconds, the next time target foe casts a spell, one other random interrupt spell you have is casted at that foe and this enchantment ends. This enchantment ends if you have no other interrupt spells that are recharged.
Power wave. 15, 1/4, 10. Spell. Target foe is interrupted. If that foe was casting a spell, that foe takes 20-50 damage. If that foe was using an attack skill, this skill recharges instantly.
Psychic insight. 10, 2, 20. Hex Spell. For 5-10 seconds, target foe casts spells 100% slower.
Illusion magic
Shared empathy. 5, 1, 10. Hex spell. For 5-20 seconds, whenever you or target foe attacks, that foe takes 15-35 damage and you take 35-15 damage.
Mantra of Illusionary Disruption. 10, 1/4, 10. Elite enchantment spell. If target foe is using an attack skill, that skill is interrupted and you gain 10-20 energy. Else, for 10 seconds, the next time that foe uses an attack skill, one random interrupt spell on your skill bar is casted at that foe and this enchantment ends. This enchantment ends if you have no other recharged interrupt spells.
Inspiration Magic:
Shared Ether. 5, 2, 3. Elite enchantment spell. Enchant target ally with Shared Ether for 10-30 seconds. Whenever any ally enchanted with Shared Ether uses a skill that requires energy, the cost of that skill is distributed equally among all allies enchanted with Shared Ether.
Shared Spirit. 10, 3, 10. Hex spell. For 60 seconds, whenever you or target foe attacks, target foe looses 5 energy and you loose 8-2 energy.
Aura of Famine. 10, 2, 5. Elite hex spell. For 30 seconds, whenever target foe's energy is reduced to 0, that foe and all nearby foes take 10-25 damage.
Necromancer:
Death Magic:
Life of the Master. 10, 2, 5. Elite enchantment spell. All your animated undead allies gain +5-10 health regeneration for 15 seconds, and you loose 17% of your maximum health.
Animated Barbed Horror. 15, 3, 10. Spell. Exploit the nearest corpse to animate a level 1-14 Barbed Horror. When this horror dies, it explodes, dealing 15-75 damage to all adjacent foes and causing bleeding to all adjacent foes for 5-10 seconds.
Extinction. 5, 5, 60. Death Ritual. Create a level 1-8 spirit of extinction. Whenever a creature dies in range of this spirit, all creatures in range loose 10% of their current health.
Feigned Sacrifice. 15, 2, 30. Elite enchantment spell. Sacrifice 33% of your maximum health. For 10-18 seconds, you do not sacrifice health whenever you use a skill where you sacrifice health.
Elementalist.
Energy Storage.
Aura of power. 10, 2, 45. Elite enchantment spell. Loose all exhaustion. For 45 seconds, whenever you cannot suffer exhasution from casting spells.
Aura of recovery. 10, 2, 45. Elite enchantment spell. For 45 seconds all your spells recharge 50% faster and cause 50% less exhaustion. This enchantment is reapplied whenever you are enchanted, but it's duration is not reset when it is reapplied.
Aura of vitality. 10, 2, 45. Elite enchantment spell. For 45 seconds, whenever you cast a spell you are healed for 300-450% of that spell's cost . This enchantment is reapplied whenever you are enchanted, and it's duration is reset when reapplied.
Aura of zeal. 10, 2 ,45. Elite enchantment spell. For 30-45 seconds, whenever you deal elemental damage, you gain energy equal to 50% of the rank of the matching elemental magic line.
Fire magic.
Fusion Crush. 10, 1, 20. Elite composite spell (fire/earth). After 10-5 seconds, all nearby foes take 50-200 fire damage and are set on fire for 3-5 seconds. This spell causes exhaustion.
**Composite spell. Elite spell which has effects scaling along 2 different magic lines.**
Asteroid. 5, 1, 30. Elite spell. All foes in the area of target foe are knocked down and take 55-185 fire damage. This spell causes exhaustion.
Air magic.
Conducted lightning. 10, 2, 20. Elite composite hex spell (Air/water ). Foes within 15-100' of target foe are hexed with conducted lightning. After 3 seconds, hexed foes are struck for 10-110 lightning damage. Conducted lighting arcs sequentially between any foes within 15-100' who are hexed with a water hex. The same foe cannot be hit more than once. This spell causes exhaustion.
Concussion wave. 10, 1, 5. Elite spell. You are Knocked down , dazed and blinded for 5-15 seconds. All adjacent creatures are knocked down, all nearby creatures are dazed for 10-20 seconds, and all creatures in the area are blinded for 10- 20 seconds.
Jumping spark. 5, 1, 2. Spell. Send out a jumping spark that deals 10-45 damage to target foe. If that foe is moving, a jumping spark is sent out to another nearby foe. This spell has 20% armor penetration.
Electrification. 25, 1, 45. Elite enchantment spell. For 10-18 seconds, whenever target ally is struck in melee, their attacker is knocked down and takes 15-75 lightning damage and adjacent foes take 10-50 lightning damage. This damage has 20% armor penetration and causes exhaustion.
(see shield of judgement)
Water magic
Hurricane. 25, 2, 30. Elite hex spell. For 15 seconds, target foe and all nearby foes take 10-25 cold damage each second, and any foe casting a spell is interrupted. The damage area follows target foe. This spell causes exhaustion. (see malestrom)
Ice field. 25, 2, 30. Enchantment spell. Enchant all party members for 10-20 seconds. Foes moving nearby those party members who are under the effects of a speed boost are knocked down.
Rangers.
Marksmanship.
Rocket shot. 10, attack, 2. Elite attack. Shoot an arrow with 3 times the range that deals +5-13 damage.
Farstretch. 10, 3, 6. Bow Attack. Shoot an arrow that flies three times faster and deals +14-30 damage. This attack fails if youre suffering from weakness.
Expertise.
Predicted distraction. 10, 0, 5. Elite skill. For 10 seconds, the next time target foe uses a skill, you fire one random interrupt attack at that foe and this skill ends. Skill fails if you don't have a recharged interrupt attack.
Prepare Trap. 10, 4-1, 10. Preparation. The next trap skill you use activates instantly. This skill is easily interrupted. (cast time scales with attribute)
Wilderness survival.
Land Mine. 15, 2, 30. Trap. Lay a landmine at your location. When activated, all adjacent foes take 50-130 fire damage. This skill is easily interrupted.
Warrior
I dont have any ideas for other classes.
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Nov 05, 2006, 04:48 AM // 04:48
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#2
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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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a bit overpowered, i mean a dove that casts reversal of fortune on ALL allies taking damage??? srry but it doesnt seem like its gonna happen. Personally, i think there are enough summoner classes, and we dont need more, youve got the right idea though, coming out with a unique idea. I just think you should make something REALLY original that no one has heard of before.
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Nov 05, 2006, 02:34 PM // 14:34
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#3
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Ascalonian Squire
Join Date: Aug 2006
Location: The Netherlands
Guild: RUP
Profession: W/Mo
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I would absolutely love any class with different kind of summons which would have different kind of attacks of their own like your 'titan commands'. Not like the basic minions of the necro or the stationary spirits of the Rit..
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Nov 05, 2006, 02:41 PM // 14:41
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#4
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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I like my summoner better.
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Nov 05, 2006, 05:53 PM // 17:53
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#5
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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it does seem a bit too much like the ritualist, espcially :
Summoner's aura: 5, 1, 20. For 30 seconds you gain 5-20 health whenever you create a creature, and 3-8 energy.
(boon of creation?)
not to mention it kind of is overpowered, that one is 300 area damage that is holy damage.
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Nov 15, 2006, 07:57 PM // 19:57
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#6
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Ascalonian Squire
Join Date: Apr 2006
Guild: Xen of Onslaught
Profession: Mo/Me
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Well, i kinda knew there were lots of summoner classes. Some things can be rebalanced for them to happen (dove's ROF only blocks up to 15 damage at max Healing Creatures)
The titan damage skills dont really need rebalancing if you pay attention to how they work. The balance paradigm:
In order to even have a titan out, you need to control a certain number of creatures (10 for the one you're talking about). Therefore, a good amount of disruption and simply killing the summoner will really help here. A cripshot can easily disable this summoner, and if the summoner sits back to generate minions, he can't join a fight. Once you have 10 creatures on your summoner, you can summon the titan. A 25 energy cost, 5 second cast and 60 second recharge are the key components here. Once again, a good interrupt will shut you off. You have to carry anti-interrupt skills. Finally, once your titan is out, you have to command it to use the 300pt holy damage skill, and once that happens, you can't use it again for the total downtime and disruption you have to face to summon the titan again.
It could possibly be overpowered, but then again, anet didnt think about searing flames and glowing gaze combining. I think the point is made.
But yeah, yet again another summoner class.
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Nov 15, 2006, 08:04 PM // 20:04
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#7
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Wilds Pathfinder
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No summoner classes please.... maybe add a few extra minions or spirits, or give the elementalist those djinn things that I saw, but no summoner classes.
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Nov 16, 2006, 03:56 AM // 03:56
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#8
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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I think you tried to make it different than Necromancer, but you did it the wrong way. Nobody should be able to summon more than Necromancer, necromancer can summon the most, but is limited to by corpse availability. Creating another class which can summon literally a dozen creatures, many with special abilities, not just attack drones, is way overpowered.
A summoner should be summong fewer, stronger creatures, not a dozen weak ones and a few powerful ones along with it. The Legion (MM) class is already well covered, making a hybrid of Necromancers power in numbers combine with effects like Ritualist is certainly too powerful, and it lacks originality.
But the idea of a summoner class is good, doing something dumb like giving Elementist summons and overlooking a true summoner woln't fly, Elementist isn't a summoning class, and throwing them some summons isn't appropriate. Big barrier though, Ritualist is a summoner, summoning and binding the spirits of the dead, so coming up with a summoner class will mean that you need to have summoned creatures which distinguish from Necromancer, Ritualist, and also Ranger. I think the most original identity lies much closer to ranger than necromancer and Ritualist, who both benifit from multiple familiars.
I will give you what I have developed on summoners, hopefully you will like it and use it to improve your own.
Quote:
Originally Posted by BahamutKaiser
From GWOnline
I had some ideas for summoner that I have been holding onto for a wile.
Ranger has one permenant pet, Necromancer summons up to 10 undead out of corpses, and Ritualist summons immobile spirits of the dead to attack and protect. Oh yeah, Ranger summons Spirits of Nature as well....
I'm not going any more in depth than that, basicly I have a new way to summon things, Maintenance. This class would summon unique creatures which ascended into Elemental Spirits. There are actually 2 kinds of spirits I have in mind, Temporary and Maintained.
Temporary spirits have a certain ability which they can only perform on the person they are directed to, they will continue to attack or heal one character until their time expires or they are destroyed. Maintained summons will last until the maintenance is canceled, you run out of energy to maintain them, or they are destroyed.
Because this class would easily have higher maintenance than any other, their Primary does the obvious, grants them increased Energy Regeneration. I would suggest one arrow of regen for every 4 points in thier Primary. It would also have to do something else since it only grants added regen every 4th point, I would say it should add some sort of extra defense or health regen to their summoned creatures.
I would like them to have attributes for each element, but I think it would be better if they compressed some of them into fewer. Like Fire and Earth together and Air and Water together, and one other attribute. The idea is that Fire comes from under the ground, and Water Floats through the sky, some nonsense like that, these are Transended Elemental Spirits.
Their last attribute should have perhaps one self heal, Familiar Healing skills, and good energy management skills. The idea is that since this class has very good energy management, it should require another class to have healing spells to use it on instead of having good healing skills himself, although some of his spirits should be able to heal.
The skills in Sky and Land Familiars would summon units, and command them to execute special moves, as well as offer other effects which help the summoned creatures of their particular attribute.
Attributes in mind.
Spiritual Attunement, Primary
Sky Familiars
Land Familiars
Spiritual Restoration.
Here are some of the Summon skills I have in mind.
Soho,
20 energy, 2s cast, 30s recast.
Soho the Dove follows target other ally and heals for 10-80 whenever that allies health drops below 60% for 10-25 seconds. (Sohos healing has a 3 second recast). (Sky Familiars)
Frost and Chill (Elite),
15 energy, 3 energy maintenance, 5s cast, 20s recast.
The wolf brothers Frost and Chill aid you, They deal 5-55 cold damage. Frost and Chill share half of the damage with eachother whenever they are hit, and take double damage from fire. (Sky Familiars)
Rodgort (Elite),
25 energy, 3 energy maintenance, 6s cast, 30s recast.
Fire Demon Rodgort aid you, Rodgort deals 5-55 fire damage and sets enemies on fire for 1-3 seconds. Rodgort gains health regeneration of 7 whenever foes or allies in the area are on fire. (Land Familiars)
Tremble,
10 energy, 2 energy maintenance, 2s cast, 30 recast.
The timid earth golem Tremble aids you, dealing 2-25 earth damage, whenever timid takes damage he shakes dealing 2-25 earth damage to all adjacent foes. (Land Familiars)
Commandment of land,
10 energy, 3s cast, 20s recast.
Command all Land Familiars to Execute level 2 abilities. (Land Familiars)
Evocation of Sky,
5 energy, 1s cast, 10s recast.
Evokes all Sky Familiars to Execute lvl 1 abilities. (Sky Familiars)
Spiritual Meditation,
10 energy, 1s cast, 20s recast.
Wile enchanted with Spiritual Meditation you gain 1 energy regeneration and 5 enegy per second. If you move or attack this enchantment ends. (No Attribute)
Bless the Land,
10 energy, 1/2s cast, 5s recast.
Heal all Land Familiars for 10-110. (Spiritual Restoration).
OK, so you get the idea. I usually don't write out many skills, but these where more particular than just general ideas, I especially like the Elites.
I tried to include examples of abilities they would need and which attributes they should be in as well. The Summoning class would be able to use as many familiars as it can maintain. But because of their recast times, he would need energy and skill slots dedicated to healing them, or they would not last increadibly long. The level of the spirits is predetermined, around 10-15 for most non maintenance Familiars, and 15-20 for maintained ones. Elites would typically be 25-28, although Specials like Frost and Chill are a dual Familiar, and would be lvl 20, this is rather simular to pets, a set health with increasing damage depending on attribute. The special commands would be executed by all related Familiars, what thier special moves are is a secret (have to try it), depending on the level of the command and the Familiar, they would do different attacks or other abilities. Alone, normal familiars arn't going to do alot, but 2 or 3 familiars, especially including an elite, would perform their own group spike on current target, assuming the skills are all attack skills.
I have to say, Frost and Chill are my Favorite, The level 2 command I had in mind for them is 2 different attacks, one performs a normal hit and adds the 66% slow water magic hex on the enemy, and the other deals a strong attack for +5-55 damage. For the level 3 command, Chill Performs a Howl that adds a hex reducing all nearby foes armor for 10 seconds, and Frost Interrupts all nearby foes dealing +2-22 damage.
The level 3 commands are ment to be significantly powerful, but they would cost 20 energy, and you would lose 5 energy for each Familiar that preforms a technique.
Well thats all for now, I havn't been able to come up with a good enough name, and don't feel like coming up with all the skills, so if you have some cool Familiar ideas feel free to add on, I shouldn't have to ask you not to rip off FF or some other game.
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The actual thread was a brainstorming thread where several of us bounced ideas back an forth about undeveloped ideas, and yes, that which I just posted is one of my undeveloped ideas. Here is a link to the thread, in I shared ideas for summoner, mount riding class, samurai, and juggernaut, also there are some good ideas from others like alchemist. Hopefully GWGuru isn't as excluding as GWOnline is, GWOnline likes to delete links to other fansites.
http://forums.gwonline.net/showthrea...=420107&page=7
You may not find my work to your liking, but having a dozen little helpers floating around plus a "titan" is basicly a necromancer who has minions that don't require corpses and have special abilities besides completely normal attacks, and a titan instead of a Golem. So I urge you to consider alternatives.
Last edited by BahamutKaiser; Nov 23, 2006 at 05:55 AM // 05:55..
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Nov 16, 2006, 01:13 PM // 13:13
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#9
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Ascalonian Squire
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Quote:
There were 3 true gods and 5 titans: Balthazar, Dwayna, and Lyssa the gods, and Tahmu, Abbadon, Melandru, and Grenth, and Archangel the titans. The end of the titan war has Melandru and Grenth siding with the gods, and Archangel vowing to serve Dwayna.
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yeah, um....Melandru and Grenth are allready gods, Melandru especially, as she was an extremely large player in pretty much everyhting, so was Grenth, and Lyssa wasn't always one god, so being a true god, if anyone, she isn't, so,..., what the heck kind of backstory is this?
Quote:
Well, i've been mulling around the idea of a Summoner class and a way that it oculd be balanced. But i dont want to have too many classes now (chapter 4 probably has 2 lame ideas from anet comming up (which will probably turn out to be really good). Anyway... new class gives new skills:
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exactly like the paragon!
for the actual class, it seems too overpowered. just too overpowered.
Quote:
Zantetsuken. 25, 1. Grenth slashes all foes in the area of target foe. This attack has a 50% chance to instantly kill targets hit by its effect, and deals 100-250 shadow damage to any target that isnt killed. Grenth dissipates after this attack completes.
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Kills everything? and for only 25 energy? only one second casting time? what the heck? This would smash an entire group instantly, and for PvP? No.
Just No.
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Nov 17, 2006, 03:23 AM // 03:23
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#10
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Krytan Explorer
Join Date: Apr 2006
Guild: I dont like guilds...
Profession: Mo/E
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Guild Wars doesnt need a summoner class. Another summoner class, if you will. Not to mention this classes attributes are all the same pretty much and they all have inherent effects and some skills look extremely overpowered. Not gonna happen.
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