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Old Oct 01, 2006, 05:35 PM // 17:35   #1
Jungle Guide
 
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Default Please look at this and give me ur thoughts!!!

I have posted this idea two times before, so i need some more suggestions.


The Druid/Gardener would be a new kind of summoner, but this time of plants, shrubs, and weeds. Plants would be just attacking based, Shrubs would heal and protect allies, and weeds would cause poison, bleeding, and steal health from foes. The Druid/Gardener would also have a line of healing skills, and another line of damaging and siphoning skills. Another thing, it would only be able to maintain 5 or so (need suggestion on that) plants at a time. It would use a whip as a weapon

Attributes:

Chlorophyll (Primary Attribute): For every plant you are controlling, you gain 1 energy for every 5 levels of Chlorophyll every time a plant loses more than 50...20 health.

Plant Mastery: No inherent effect. Plant skills, especially those that cause damage or protect and heal allies become more effective with higher Plant Mastery.

Gardening: No inherent effect. Many healing skills, especially those that heal or protect plants or allies become more effective with higher Gardening.

Whip Mastery: Points in this attribute raise the damage you do with whips. Many whip attacks, especially those that have to do with damaging foes become more effective with higher Whip Mastery.



Note: More attributes may be added if you feel the need, please make comments on the above listed ones, they will be greatly appreciated.


Skills:

Plant Mastery:

Razor Blades: Plant Summon. Summon a level 1...10 plant. This plant dies after 30...90 seconds. Attacks by this plant deal 8...22 damage.
Energy:10, Cast Time: 3 sec, Recharge: 45 sec

Shrub of Energy: Elite Shrub Summon. Summon a level 1...12 shrub. This shrub's attacks steal 1...3 energy from its target foe. That energy is transferred to the nearest ally. Every time the shrub transferrs energy in this way, the shrub and the ally who recieved the energy lose 10...5% health.
Energy: 15, Cast: 5 sec, Recharge: 60 sec

Weed of Power: Weed Summon. Summon a level 1...8 weed. Attacks by this weed cause bleeding for 4...12 seconds. Allies close to the bleeding foe each gain 1...4 health regeneration for 7 seconds.
Energy: 5, Cast: 4 sec, Recharge: 50 sec

Gardener's Touch: Skill. For 15...30 seconds, every time you summon a plant, shrub, or weed, you gain 5...8 energy, and you lose 10% of your current health.
Energy: 10, Cast: 1 sec, Recharge: 40 sec



Chlorophyll:

Energizing Water: Spell. For 30 seconds, every time you are healed by a shrub, you gain 5...9 energy as well.
Energy: 5, Cast: 1/2 sec, Recharge: 20 sec

"Sunlight!": Shout. Up to three plants in the area gain 10...45 health every time they attack for up to 5 seconds.
Energy: 10, Cast: None, Recharge: 45 sec

"Soil of Power!": Elite Shout. Every time an allied shrub gives health to an ally, that ally gains 10...18 more health.
Energy: 5, Cast: None, Recharge: 30 sec

Soil of Moisture: Spell. Target plant, shrub, or weed gains 10...65 health, and you lose 10...4 energy.
Energy: 5, Cast: 1 sec, Recharge: 10 sec



Gardening:

Healing Sunlight: Spell. For 5...10 seconds you gain 6...18 health every time you attack.
Energy: 5, Cast: 1 sec, Recharge: 20 sec

Mana Root: Elite Skill. For 5...12 seconds, every time you summon a plant, shrub, or weed, you gain 20% of the energy cost to summon that plant, shrub, or weed.
Energy: 10, Cast: 2 sec, Recharge: 30 sec

Growing Roots Spell. For 10 seconds, your summoned plants, shrubs, and weeds in the area gain +3...7 health regeneration.
Energy: 5, Cast: 2 sec, Recharge: 45 sec

Fruitful Soil: Spell. For 8...17 seconds, the area around target plant, shrub, or weed heals allies for 5...10 health every time they attack in that area.
Energy: 10, Cast: 3 sec, Recharge: 30 sec



Whip Mastery:

Whip of Bleeding: Whip attack. For 8 seconds, your next physical attack causes target foe to bleed for 10 seconds, and loses 5 energy.
Energy: 5, Cast: None, Recharge: 12 sec

Striking Attack: Whip attack. If you attack in the next 5 seconds, your next attack strikes for +7...15 damgae and causes target foe to be dazed for 8 seconds.
Energy: 10, Cast: None, Recharge: 10 sec

"Needs Suggestion For Name!" Elite Shout. Your next 3 attacks deal +10...22 damage, but you also lose 2% of your current health for each time you attack while under this shout.
Energy: 5, Cast: None, Recharge: 30 sec

Health Strike: Whip Attack. For 8 seconds, your next attack heals nearby plants, shrubs, and weeds for 12...38 health, and you gain 5 energy.
Energy: 10, Cast: 1 sec, Recharge: 12 sec




Armor:

The Druid/Gardener would wear a slightly thicker armor than that of casters, since its whip is more of a melee weapon. The armor would be made of thick leather, with starting armor at 10. The armor would be designed with leaves and plants on it, and the max armor would be 70. The armor would have the normal mods of casters including +energy and health and armor.








End Notes:

I'm pretty sure this kind of thing has been made before like in WoW or something like that, but it could be a great new addition to GW
I think the skills i put up may be a little over/underpowered, but are up for suggestion, and so are the attributes and weapon. I think this could be a really good prof for the #4 chapter and i hope you guys put down some constructive criticism, and any questions u may have. Thanks all!!!



-Dean Harper
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Old Oct 01, 2006, 08:34 PM // 20:34   #2
Wilds Pathfinder
 
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Posting the same thing several times isn't the way to go.

That being said, this is just a hippie-Ritualist with a funky whip-fetish. Ok, I'm kidding, but the point is that this doesn't seem like it'll bring anything new to Guildwars. Sure, it's unique to have a GARDENER (needs a new name too, in my opinion) but it's really nothing new in terms of gameplay.

Not sure how to make it better though... Chlorophyl is perhaps overpowered, or atleast exploitable.
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Old Oct 01, 2006, 08:46 PM // 20:46   #3
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Quote:
Originally Posted by Rancour
Posting the same thing several times isn't the way to go.

That being said, this is just a hippie-Ritualist with a funky whip-fetish.
definatly agree with this, that build sounds pretty lame to me.
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Old Oct 01, 2006, 08:51 PM // 20:51   #4
Furnace Stoker
 
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Chlorophyl seem too conditional. But I think its decently sound.

Yeah, right now it is too muchlike a Rritualist in term of its function. Try make the Plants grow thing a bit more different than Spirits, and it should be better.

The skill name all sounds nice too.
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Old Oct 01, 2006, 11:25 PM // 23:25   #5
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if its a gardener/druid why use whips? it should be more like pitchforks (a new weapon type) and i wasnt kidding it should use like a pitchfork thing.
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Old Oct 02, 2006, 11:10 PM // 23:10   #6
Jungle Guide
 
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Yeah, but i think the idea of a whip goes more with the gardener idea.
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Old Oct 08, 2006, 01:17 AM // 01:17   #7
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It seems to me like its a Rt but with plants insted of sprits!
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Old Oct 09, 2006, 10:02 PM // 22:02   #8
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clorophyll souunds a little overpowered - with 15 clorophyll, you'd get a max of 15 energy every time a plant is hit for over ~13 damage.. you could summon 4 plants, with the 5th being a shrub of energy, the sac would give you about unlimited energy..
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Old Oct 10, 2006, 02:14 AM // 02:14   #9
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sounds alot like them Hib people in Dark Age of Camelot, except they spammed like 50 plants on you and raped you...
here's a skill
Loving was Mary Jane
5e 10 recharge 1 casting time
Summon 1 "plant" that gives off an aura of health and energy regeneration.
For 15...62 seconds, the "plant" gives 15...62 health and 1...3 energy every 2 seconds to everyone around it. Elite "plant"
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Old Oct 10, 2006, 07:43 PM // 19:43   #10
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Ritualist is too conditional too..... something that should be improved.

I don't think it is a very popular identity, it may be somewhat interesting, but it isn't really something new players will flock to GW for, IMO at least.

We have 3 classes so far who can utilize some form of Pet or Summon Undead or Spirits, I don't realy see plant summoning as a strong contender. Furthermore, Plants arn't exactly everpresent like Undead or Spirits, one could say your pet wouldn't follow you through Lava (and Walking through lava is lethal in reality), but plants are pretty immobile in nature, so summoning the plants in the region to your aid doesn't quite add up when your in the Desert or Ring of Fire.

I think crowding the "Summoning" options in the game with a so-so class really just betrays the opportunity to make an impressive "summoning" class, which focuses wholy on summoning, and summoning something impressive like many are drawn to in Fantasy Games. I personally feel there is only room for one more Serious summoning class, with all the powers a true summoner class needs to be impressive and functional (unlike Ritualists immobile spirits, that is just hainously inconvenient), and perhaps a riding class. Really, if this class is going to summon Plants..... they should be immobile, and at that point it becomes almost exactly like Ritualist with plants instead of spirits. If they are mobile...... it just doesn't make sense, Bound spirits and mobile plants, if they are going to be mobile it should be something besides a plant....

And as a final note, Rangers already summon spirits of Nature, which act as field alterations. So controle over "nature" is already in practice in such way. The idea of a plant summon really doesn't need to go any further than a Ranger Trap with Vines that pop out and deal damage to enemies IMO.

But, I gave it a second thought, and there is one very interesting and appropriate way to use Plant summons. Perhaps as blocking objects, summong barriers made out of plants, that could also attack adjacent foes or infect them with a status. It is a rather useful tool to have on the field, blocking Warriors and Touchers. But the above difficulties still apply. At best, I imagine this as a single attribute perhaps a focal one, in an interesting class idea.
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