Oct 28, 2006, 01:32 AM // 01:32
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#1
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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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The Cyfilist
EDITS MADE WITH UR SUGGESTIONS, PLZ GIVE MORE OPINONS, WORKING ON INCORPORATING THE AUSTRALIAN THEME WITH AN ATTRIBUTE AND SKILLS.
The Cyfilist is a caster prof that deals in support skills and its main function is to buffer, or cover allies hexes, enchantments, and conditions. They also specialize in putting hexes and conditions on enemies. They use a boomerang as a weapon. Theyr armor would be 60.
Attributes:
Counterbalance (Primary): For every two levels of Counterbalance, you gain 5 health and 1 energy every time you stop a hex, condition, or enchantment from being removed.
Boomerang Mastery: Increases damage you do with boomerangs. Many boomerang skills, especially those that inflict damage on foes become more effective with higher Boomerang Mastery.
Bracing Magic: No inherent effect. Many skills, especially those that have to do with stopping the removal of hexes, conditions, and enchantments become more effective with higher Bracing Magic.
Dissuasion Magic: No inherent effect. Many skills, especially those that have to do with hexing and putting condtions on enemies, and helping you in the battlefield become more effective with higher Dissuasion Magic.
Skills:
Boomerang Mastery:
Dirty Strike: Attack Skill. for 6 seconds, your next attack causes blinding for 4...12 seconds, but cripples you for 10...4 seconds.
Cast: 0sec Energy: 10 Recharge: 30sec
Jagged Buffet: Attack Skill. For 5...10 seconds, the next time you hit with an attack, your boomerang strikes twice, but for 25% less damage and causes bleeding for 8 seconds on the second hit.
Cast: 0sec Energy: 10 Recharge: 10sec
Piercing Raid: Elite Boomerang Attack Skill. The next time you attack, for 4...12 seconds, your boomerang strikes the opponent twice with +7...18 damage but you lose 7...3 energy the first time that enemy is struck.
Cast: 0sec Energy: 5 Recharge: 20sec
Chastening Attack: Attack Skill. For 5 seconds, your next attack strikes for +8...27 damgage.
Cast: 0sec Energy: 10 Recharge: 5 sec
Piteous Aptitude: Skill. For 8...17 seconds, all of your attacks cause bleeding for 5...10 seconds.
Cast: 2sec Engery: 5 Recharge: 35sec
Splice Attacks Elite Enchantment Spell. For 20 seconds, your entires party's weapons strike for +5...13 damage for their next 1..3 attacks.
Cast: 2sec Energy: 15 Recharge: 20sec
Dingo's Strike: Attack Skill. For 5...10 seconds, your next attack moves 25% faster and strikes for +8...23 damage. If your attack is blocked or evaded, the nearest foe to your target loses 3 energy.
Cast: 0sec Energy: 0 Adrenaline: 5
Crocodile's Bite: Elite Skill. For 3...8 seconds, your next attack causes target foe to become crippled for 8 seconds and causes bleeding for 5...12 seconds. If either condition is removed prematurely, the remover loses 5...9 energy.
Cast: 2sec Energy: 15 Recharge: 25sec
Bracing Magic:
Imitation Enchantment: Enchantment Spell. For 27...45 seconds, target foe is enchanted with Imitation Enchantment. This spell does nothing for its duration. If an enchantment is attempted to be removed, then Imitation Enchantment is removed instead.
Cast: 1sec Energy: 5 Recharge: 30sec
Fake Hex Hex Spell. For 30...52 seconds, target foe is hexed with Fake Hex. Fake Hex does nothing for its duration. If Fake Hex is removed from target foe, the remover and target foe both take 25...94 damage. Fake Hex takes however long it was on target foe to recharge.
Cast: 3sec Energy: 15 Recharge: 45sec
Fortify Enchantment: Spell. For 5...18 second, the next time target party member casts an enchantment on an ally, Fortify Enchantment is activated and if the cast enchantment is attempted to be removed, Fortify Enchantment is removed instead.
Cast: 2sec Energy: 10 Recharge: 25sec
Double Condition Hex Spell. For 3 seconds, target foe is hexed with Double Condition. After 3 seconds, Double Condition ends and any condition on target foe is reactivated for half of the time of its original duration. If there is no condition on target foe when Double Condition ends, that foe loses 3...8 energy.
Cast: 1 sec Energy: 10 Recharge: 15sec
Instigation Elite Enchantment. For 15...8 seconds, all party members are enchanted with Instigation. After Instigation ends, if any of your party members have any hexes on them, 1...3 of those hexes are removed and each party member is healed for 20...45 health for each hex removed from them.
Cast: 2sec Energy: 15 Recharge: 30sec
"What Enchantment?" Elite Shout. For 5...12 seconds, all enchantments on allies within earshot are not visible to foes.
Cast: 0sec Energy: 25 Recharge: 25sec
Divert Removal Enchantment. For 8...15 seconds, target ally is enchanted with Divert Removal. For this duration, if an enchantment is attempted to be removed, Divert Removal is removed instead.
Cast: 1sec Energy: 10 Recharge: 5sec
"Krickey!": Elite Shout. For 10 seconds, you and all adjacent allies cannot be the target of hexes.
Cast: 0sec Energy: 15 Recharge: 45sec
Failure to Comply: Hex Spell. For 12...28 seconds, target foe is hexed with Failure to Comply. If it is removed prematurely, target foe and the remover both lose 5 energy.
Cast: 1/2sec Energy: 5 Recharge: 20sec
Dissuasion Magic:
Disclose Enchantments: Hex Spell. For 8...18 seconds, target foe cannot be the target of skills that stop enchantments from being removed.
Cast: 1sec Energy:10 Recarge: 25sec
Backslide: Elite Hex Spell. For 7...15 seconds, if an enchantment is removed from target foe, you are enchanted with the removed enchantment but with only half of its original duration.
Cast: 2sec Energy: 15 Recharge: 35sec
Caluminate: Hex Spell. Target foe is hexed with Caluminate for 9...15 seconds. When Caluminate ends, target foe is struck for 10...30 damgage for every 3 seconds they were under the effect of an enchantment while under the effects of Caluminate.
Cast: 3 sec Energy: 15 Recharge: 30sec
Manifestation: Spell. You are healed for 12...25 health for every hex or condtion on you.
Cast: 2sec Energy: 5 Recharge: 10sec
Intensity Spell. Target foe is struck for 20...56 damage for each condtion on them, and you gain 3...12 energy if that foe had any enchantments on them.
Cast: 2sec Energy:10 Recharge: 25sec
Kangeroo's Speed: Stance. For 5...12 seconds, you move 25% faster, but after Kangeroo's Speed ends, you lose 10% of your maximum health.
Cast: 0 Energy: 10 Recharge: 45sec
Derivation of Energy: Hex Spell. For 8...16 seconds, target foe is hexed with Derivation of Energy. After Derivation of Energy ends, you steal 3...10 energy from target foe. If Derivation of Energy is removed prematurely, target foe takes 42...94 damage.
Cast: 2 Energy: 10 Recharge: 20sec
Other Notes:
Weapon Range: Caster Range
Weapon Max Damge: 12...25
Can use Focuses, but they would focus on adding energy or adding % of damage.
Base Energy: 30 with 4 pips
Prof type: Support Caster/Melee long range
Please give me ur thoughts on this prof. Thanks all!!!
-Dean
Last edited by Dean Harper; Nov 04, 2006 at 08:19 AM // 08:19..
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Oct 28, 2006, 02:16 AM // 02:16
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#2
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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I think this could possibly be a very overpowering class type.
Hmn...a class that covers other classes. Its like...a secondary buffer.
Interesting....
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Oct 28, 2006, 02:20 AM // 02:20
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#3
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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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Plz explain wat u see as overpowered and i can change it.
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Oct 28, 2006, 02:25 AM // 02:25
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#4
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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whoo thought you posted a class that was an STD at first lol, whats a cyfilist? or is it something you just made up?
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Oct 28, 2006, 02:26 AM // 02:26
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#5
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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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jsut made it up, lol
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Oct 28, 2006, 06:25 PM // 18:25
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#6
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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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Please give me ur thoughts on this....
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Oct 28, 2006, 10:54 PM // 22:54
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#7
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Forge Runner
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hmm.... I can't really judge with the few skills there, right now.
But the magic part is too much like the monk with instigation (Aegis in a way, Extinguish, and Convert Hexes)
Manifestation is too much liek Melandru's Resilience (except Resilience is health regen) and I will Survive!.
All I have to say right now is, please make some more skills for it =D
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Oct 29, 2006, 12:17 AM // 00:17
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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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Covering hexes, enchantments, and conditions are as simple as stacking another on the target so that one gets removed instead. Preventing a powerful skill like purge signet, purge condition and convert hexes from removing conditions and hexes, or preventing powerful skills like Lingering Curse from removing all enchantments is overpowered.
The normal way to protect Enchantments or Hexes is to cover them, the advanced way to stop them from being removed is shutting down the enemy who would remove them, IE, the mesmer, Necromancer or otherwise. Gust followed by Blackout is a very easy way to put down an enemy stripper, or shutdown an interrupter.
The other serious weakness of this class is that its skills revolve around supporting support skills. Basicly, they are worthless without others to support. Now if they included more dual effects, like a cover hex which would be the first to be removed even if it is not the most recent one, and did some minor degen itself, than it would be much more potent.
But most importantly, this isn't even a class idea, it is a mesh of new skill ideas slopped together to be a class, totaly missing the most important feature, an identity. Without an identity, any useful ideas you have come up with are just good skill ideas for exsisting classes, a bunch of unique skills doesn't evolve into an identity, and providing new identities is the most important feature of new classes, otherwise these skills need nothing other than to be added to mesmer and Monk, or a better class identity.
I aplaud your inventive skill ideas, providing a new caster function and some useful skills. But these are not original enough to make a class, outside of the broken skills which lack function or are too powerful, these skills fall to close to exsisting class functions, and without a strong role to bind them too, they do not make a new class.
Some serious investigation needs to be done to make these skills work properly, for instance, blocking an enchantment removing spell is a very powerful technique, most enchantment removal skills are costly and many have very long recast times, just poping on a barrier to block that has to have a serious cost. But that isn't the least of it, this can already be done, with skills like Spell Sheild, Obsidian Flesh, and a few others, many enchantment stripping skills can already be blocked, they can't be used at all.
There is definetly room for improvement on your idea, first of all making fortifications simple enchantments which get removed first if the ally is a target of enchantment removal, second would be adding benificial or offensive effects to being removed, like healing the allie, or dealing damage to the enemy who removes the enchantment. Likewise can be done for hex removal, and hexes which deal damage to the enemy every time a condition is removed would work well too. But the entirety of useful skills in this idea can be summed up into one attribute, and would do much better as one of many talents on a thououghly developed class. Right now probably the most balanced way to add something like a barrier which prevents enchantments from being removed would be a Binding Ritual, or Nature Ritual. Because skills like that are blocking counters of counters, they likewise need to have a counter of their own.
All that said, I would love to add these or simular skills to my Stalker concept, they would be perfect for seduction magics.
Last edited by BahamutKaiser; Oct 29, 2006 at 12:20 AM // 00:20..
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Oct 29, 2006, 12:29 AM // 00:29
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#9
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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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Thx for ur help, the skills are lacking in damage dealing and other key aspects now that u mention it, but i cant update them right now, i g2g. Ill update them ASAP. Thanks again.
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Oct 29, 2006, 01:59 AM // 01:59
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#10
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Jungle Guide
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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*shrug* Well I've played GW a lot, and the more I play it the less and less I rely on enchantments and hexes. Reasons? Gaze of contempt 15 energy you lose ALL enchantments, expel hexes you lose two hexes (5 energy??), drain enchant you drain an enchant and then gain more energy than the cast of the spell etc etc. Instead I use stances or "skills" (rit lord example is not an enchant) or chants or weapon spells because you cannot remove them. Whats a spike group going to do about ballad of restoration? Drain it? lol. But they can wipe life bond...
Thus I don't think this is very overpowered at all.
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Oct 29, 2006, 03:49 AM // 03:49
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#11
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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I think its okie. While enchantment and hex support is not too bad, they could always be added to their respective proffessions (namly Monk and Mesmer/Necro). It become a matter of "dressing up" this prof. Would be good if you can find some matching pic of how this class might look like to get more love.
I am not sure why this class would fit in with having a Boomering weapon too.
Fortify Enchantment does feel a bit over power. While enchantment protection is good, I think they should have a heavier cost, that or have a lesser effect. How about something like
Dummy Enchantment:
5e/1c/10c
Cast a Enchantment to self/target ally that have no addtional effect that last for 45...60sec. If target got strip of enchantment, this will be strip first (leaving rest intact)
something like that....
On a whole, skills seem not too bad, but just don't seem to fit in into an overall class. They feel like would fit in better into the other class. Possibly suggest that you make it to have one more compact style (like a Austrialian theme), and possible adding 1 unique skill-type to make it player a bit differently.
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Oct 30, 2006, 12:03 AM // 00:03
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#12
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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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took ur guys advice, now i want to see how u guys react to a few new skills and changes to the old ones. I didnt use all of wat u said, but, if not made as a new prof, maybe tehy could add some of these skills to the Mesmer. Also, if they make an Australian themed GW(which would be awsome... kangeroo pets FTW!!!!) this would fit right in with the boomerang weapon.
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Oct 31, 2006, 07:23 AM // 07:23
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#13
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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Austrailian theme.......how much more original will Australia be from Kryta and Elona? Either you have black people in a tribal atmosphere, or..... really that is it, the Caucasian influence didn't spread til after modern eras came about.
I can see some Austrailian influence in another diverse chapter like Prophecies, with several ethnicities in a tropical seafairing atmosphere, but boomerangs do not impress, especially normal boomerangs, they don't provide any real advantage over dagger throwing in real combat except some distance, and another regular ranged class is definetly overdone.
Bow and Arrow>Spear>Slingshot>Throwing weapons. I don't see boomerang being anything more than a ranged attack skill like dagger throws, ironically in the Deadly Arts attribute or something simular for perhaps Ranger or a new class, not a weapon type.
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Nov 02, 2006, 11:50 PM // 23:50
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#14
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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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i dont get that, i mean, y doesnt a boomerang seem like a weapon? wat if it was bladed??? Wat if it had jagged edges? plz explain a bit more on y it wouldnt be a good weapon...
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Nov 03, 2006, 12:01 AM // 00:01
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#15
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Frost Gate Guardian
Join Date: Sep 2006
Guild: The Guardians Of Wales [GoW]
Profession: Mo/
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personally i think its too limited but combine it with a monk.... PvE it wouldnt do much good because basically 2 monks is all ready pushing an 8 man team to have 6 well powered players another slot for someone just to maintain hexs,conditions and enchs seems silly... imo nice idea tho
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Nov 05, 2006, 12:15 AM // 00:15
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#16
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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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New edits have been made, plz tell me wat u think. THX!!!
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