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Old Sep 30, 2006, 12:41 AM // 00:41   #1
Jungle Guide
 
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Default Concept Class: Druid/Gardener Someone Please give your thoughts on this!!!!

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

Last edited by Dean Harper; Oct 01, 2006 at 01:58 AM // 01:58..
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Old Oct 02, 2006, 06:14 PM // 18:14   #2
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this is like a ritualist?
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Old Oct 02, 2006, 06:20 PM // 18:20   #3
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Really weird.. like lileville said, a gardening ritualist?
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Old Oct 03, 2006, 11:16 AM // 11:16   #4
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Nnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnoooo.

unorignal, almost entirely the same as a ritulist from what i can see.
the whole summoning this is cool, its just needs to be expanded on in a better way than at teh same type of support skills a rit has.

possiibly nonelite shapshifting. add in maybe some animal summons like the ravens, wolfs and bears from diablo 2
make the summons require upkeep. so that only a number could be out at a time.

make i nice little healing line, instead of being bases on direct heals make it healing over time. smaller point heal tehn some regeneration ofver time

or some 40 hp a second healing for 3 seconds. soemthign cool like that.

Last edited by unmatchedfury; Oct 03, 2006 at 11:20 AM // 11:20..
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Old Oct 03, 2006, 11:27 AM // 11:27   #5
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Well attacking plant monsters in nightfall is bad enough but plants as allies?
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Old Oct 03, 2006, 10:22 PM // 22:22   #6
Jungle Guide
 
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how bout plant traps that spring up at enemy locations and cause conditions and slow/immobilize enemies, or like you said, summoning animals as well
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Old Oct 04, 2006, 01:34 AM // 01:34   #7
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Change the name of "Weed of Power"!! The reason should be obvious!! *lol*

Anyways...Druids should have a few Nature Rituals. From what I've read of them some can shapechange and have some mastery over plants and animals. Example, a Druid could convince a Pine tree to shot its needles at a foe or charm a bear to be its companion...for a while anyway. As for their weapons...they wield all sorts of weapons but they're usually pictured with a staff in hand. But staff has been done overmuch with casters already. I'm disposed to believe that a real life Druid would have carried some sort of blade. They spent a great deal of time in nature, foraging for roots and herbs. A short blade can be both tool and weapon.
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Old Oct 07, 2006, 01:12 AM // 01:12   #8
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I like this.
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Old Oct 07, 2006, 11:48 PM // 23:48   #9
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I like it as well, it can use some work but it looks like a good idea though it has to lose some of its similaritys with Rits or Anet will never take it.

continue working on it!
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