May 01, 2006, 07:30 AM // 07:30
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#1
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Jungle Guide
Join Date: Feb 2006
Profession: Mo/N
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Concept Class: Nomad
A comment from Undivine in a previous thread got me thinking about this. It all started thinking about skill ideas for counter-teleports as a weapon in the mesmer lineup. I let it kick around in my head for a while and next thing I know, a concept profession emerged. Several of these skills you may recognize from the previous post, slightly modified.
Nomad:
A skill spamming character designed to disrupt enemy attackers and protect allied troops. Designed to disrupt enemy strategy by teleporting foes and allies to random or predetermined locations as the battle unfolds. Things to note are that Nomads have no self teleport or self buffs. While they have a self and group heal, they are distinctive from Assassins in that they are unable to effect themselves in their teleports. Harder to use, requiring more skill and Area awareness. Primary weapon is a slow firing 2-handed crossbow for high damage per hit. Foci are the different bolts (arrows if you prefer) of that weapon. Because these teleports are mostly skills and not spells, they are less easily interrupted. To compensate, there is a random chance that teleport skills will fail to trigger. Below are skill descriptions and weapon/armor loadout.
Surveying: Core: For every attribute point you deal +2 dmg per second to each foe adjacent to target of your skill when casting.
Sight of Gilgamesh
5 mana
2 second charge
5 second recharge
+1 pip upkeep
Maintained Enchantment. Teleport skills have an additional 5-25% chance of triggering.
Survey the Battle{E}
10 mana
N/A charge
45 second recharge
Stance. For 5-30 seconds you gain 1-6 mana each time a skill recharges
The Price of Fury
15 mana
2 second charge
N/A recharge
+1 pip upkeep
Maintained enchantment. Teleported foes have a 5-20% chance of being blinded for seconds.
Pathfinding: no inherent effect. Pathfinding skills are core damage and attack skills, mostly mild curses weapon buffs.
Chance to Reconsider
5 mana
2 second cast
5 second recharge
Hex
Target foe takes 10-30% longer to cast their next spell. This hex ends upon a successful cast.
Forsake
15 mana
2 charge
5 recharge
+1pip upkeep
Maintained Hex. Target for suffers from 1 to 3 health degradation and attacks 5-15% slower.
Theft of Soul
15 mana
2 charge
25 recharge
Hex spell. For 10-20 seconds, target foe suffers from energy degeneration of -1. You gain energy regen of +1.
Plane Shifting: no inherent effect. Increasing Recalling improves the chance that your skills will trigger. Primarily ally teleports.
Fate Exchange
10 mana
3 second charge
no recharge
Enchantment spell. For the next 10-20 seconds, whenever target allies health is below 10-50%, you teleport to target allies location and target ally teleports to your previous location. Target ally has a 15-50% chance of being healed for 20-80 HP. If this spell does not trigger it recharges instantly.
Return to Safety
10 mana
1 second charge
20 second recharge
Skill. Target ally has a 20-60% chance of being teleported to a location adjacent you. Target ally has a 50-90% chance of gaining +25 armor. If this spell does not trigger it recharges instantly.
Forseen Retreat {E}
25 mana
½ second charge
60 recharge
+1 pip upkeep
Group Enchantment. This counts as a maintained enchantment. This enchantment ends after 20-40 seconds. When this enchantment ends on a party member they have a 20-50% chance of teleporting to the location in which this enchantment was cast and gaining +15% speed buff for 5-10 seconds. All your skills are disabled for 12-5 seconds.
Sending: no inherent effect. Increasing Sending improves the chance that your skills will trigger. Primarily foe teleports.
Break Line
10 mana
1/2 second charge
15 second recharge
Skill
Target touched foe has a 20-60% chance of being teleported to a random location outside your cast range. If this spell does not trigger it recharges instantly.
Forgotten Path{E}
10 mana
3 second charge
45 second recharge
Type: Hex
Target foe has a 20-60% chance of being teleported to a random location outside of your cast range. Target foe moves 15-50% slower for 6-12 seconds. If this spell does not trigger it recharges instantly.
Huddle
10 mana
2 second charge
20 second recharge
Type: Skill
Target foe is teleported to the nearest foe to your location. This spell has half the normal range.
Sample weapon:
Hurling Crossbow of Fortitude:
15-35 dmg (req. 9 Pathfinding)
Sending skills +1 (20% chance)
+30HP
Stone Bolt of Pathfinding:
Adds earth damage to attacks
Pathfinding skills recharge in half the time (17% chance)
Shamans Hood
60AL
+1 energy
Runners Robe (max +8 with full set; may be too high though...)
60 AL
+3 speed boost when moving
Desert Bracers
70 AL
+10 AL from elemental attacks
+1 energy regen
Torn Breeches
70AL
+1 energy regen
Well Born Boots
70AL
+10 AL from physical attacks
…Well, that’s it. Comments, suggestions; speak your piece
Last edited by Minus Sign; May 01, 2006 at 09:15 PM // 21:15..
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May 01, 2006, 02:05 PM // 14:05
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#2
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Frost Gate Guardian
Join Date: Dec 2005
Profession: R/
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kind of weird..caster with a ballistaish bow =o
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May 01, 2006, 07:11 PM // 19:11
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#3
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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bah...too much chances...
there are chances that you can get extremely lucky
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May 01, 2006, 08:56 PM // 20:56
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#4
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Jungle Guide
Join Date: Feb 2006
Profession: Mo/N
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Quote:
Originally Posted by lightblade
bah...too much chances...
there are chances that you can get extremely lucky
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Then recharge times on skills should be higher? The idea of %chance failure was to make this proffession a sort of "damned if you do, even more damned if you don't" character.
"Getting lucky" just means the skills you use would be waiting under recharge. Failure to trigger means you got off a little adjacent AoE damage, lost some mana and get to try again.
Last edited by Minus Sign; May 01, 2006 at 09:14 PM // 21:14..
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Oct 11, 2006, 01:00 AM // 01:00
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#5
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Lion's Arch Merchant
Join Date: Dec 2005
Location: Scotland
Guild: Wu Dynasty Warriors [WU]
Profession: W/
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i like the sound of it, would be quite a nice guard/protector of monks in both pve and pvp
Nice class idea
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Oct 11, 2006, 01:06 AM // 01:06
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#6
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Furnace Stoker
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It's called Energy, not mana.
But I kinda of like the idea.
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Oct 11, 2006, 01:19 AM // 01:19
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#7
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Jungle Guide
Join Date: Sep 2005
Guild: Nova Alliance
Profession: Me/
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I like it for the post part, needs some refining.
Also, a mod should probably move this to the Concept Class forum
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Oct 11, 2006, 04:27 AM // 04:27
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#8
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Goes in the Concept Class subfourm?
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Oct 14, 2006, 10:14 PM // 22:14
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#9
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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As Zui says, this belongs in concept classes.
Aside from that, Shadowstepping totaly blows, unless they can justify a 20 second recast on Deaths Charge and Dark Prison, executing a hand full of Teleport Swaping, displacing and so forth skills with even remotely frequent recast times is totaly ridiculous. Some better shadowstepping needs to be added to Assassin, not another teleport class to "displace" their most attractive and underdeveloped ability.
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