Aug 10, 2006, 05:59 PM // 17:59
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#1
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Lion's Arch Merchant
Join Date: Aug 2006
Guild: Crimson Skullfuks
Profession: A/R
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Concept class- (Need a name, lol)
I'm literally thinking this up as I type, so if anything is unbalanced excuse me. This will most likely take me 1 hour to compose, as i'm aiming to give atleast 10 skills per attribute.
Ok, introducing the.....uhm....well I havent thought of a name yet.
Intro: The XX tricks opponents into thinking they have the upper hand in battle, whilst really they're disabling themselves and their allies. Much like the mesmer, the XX bends the will of opponents, but to a much higher degree, utilizing the effects of his signature 'Mind bending' to distort reality as we know it.
Attributes:
Mind Bending:
With each 2 ranks in Mind Bending, you will deal 1.5 damage to foes whenever you cast a distort on them.
Distortion:
No inherent effect. Many XX skills which delude enemies into thinking they have the upper hand, become stronger with each rank of Distortion.
Soul Warping:
No inherent effect. Many XX skills which deal direct damage to foes and render foes useless become stronger with each rank of Soul Warping
Larceny: No inherent effect. Many skills which draw strength from enemies, and even hinder yourself to aid allies become stronger with each rank of of Larceny.
Example Skills:
(Note: Many inherent attributes have few attatched skills, except the warrior's strength and the assasin's critical strikes)
Mind Bending skills:
Relentless Intrusion: Casting time: 2|Energy use: 10|Recharge time: 20seconds
Hex. For 2...7 seconds, whenever foe takes chaos dmg whilst casting a spell, that foe is interupted. This hex is reapplied every time a distort is cast on target foe whilst Relentless Intrusion is still active.
Mind Bend [E]: Casting time: 1|Energy use: 15|Recharge time: 25 seconds
Distort. Target foe's spells appear to do 25 more dmg for 3...10 seconds. When Mind Bend ends on foe, target foe takes damage equal to the amount Mind Bend appeared to give to target foe's attack.
Distortion Skills:
Imagined High Hopes: Casting time: 1|Energy use: 10|Recharge time: 10 seconds
Distort. Target foe attacks 25% faster for 11...6 seconds. When High Hopes ends on that foe, he attacks 15% slower for 6...11 seconds.
Imagined Heartiness: Casting time: 1|Energy use: 10|Recharge time: 20 seconds
Distort. Whilst distorted with Heartiness, target foe gains +350...400 maximum health. When Heartiness ends on that foe, he loses the bonus health, and takes damage equal to 25...50% of the amount of health bonus lost.
Craving: Casting time: 1/4|Energy use: 10|Recharge time: 10 seconds
Distort. If target foe is using a vampiric skill, that foe steals 35....25% more health than planned. If target doe does not use the same skill within 6...3 seconds, that foe takes 20...90 dmg.
Imagined Reflexes: Casting time: 2|Energy use: 10| Recharge time: 15 seconds
Distort. For 14...8 seconds target foe has a 90% chance to 'evade' attacks.
When Unreal Reflexes ends on that foe, blind foes attacking him cannot miss, and he cannot evade attacks for 8...14 seconds.
Over-Confidence: Casting time: 2|Energy use: 10| Recharge time: 15
Must target prepared foe. The effects of target foes 'preparation' are doubled for foe's next 5...3 attacks. When Over-Confidence ends on that foe, he is knocked down, and the effects and durations his preparation's dealt out, are applied to him.
Highs and lows: Casting time: 2|Energy use 15|Recharge time:30
Elite distort. Target foe and all adjacent foes gain +2 health regeneration for 5...20 seconds. When Highs and lows ends on that foe, he takes damage equal to the amounts of health he and his allies regenerated due to Highs and lows. This spell causes exhaustion.
In response to the posts saying this class should lean on the side of shutdownyness, I'll modify the skills for Divine Bonds and Soul Warping.
Soul warping skills: It says in the attribute thing that it deals direct dmg+rendering useless so I'll go on a sort of Energy Denial theme here
Divine Bonds skills: Not much relevance to the character, it just needs some way of healing itself. Perhaps i should change it so that instead of divine bonds it has, maybe "Larceny" which extracts powers from your foes to help yourself+allies, or maybe hindering yourself in order to help allies/slow down foes.
Soul warping:
Destiny: Casting time: 2 | Energy use: 10 | Recharge time: 20 s
Warp. For 10 seconds if target foe die's whilst under the influence of Destiny, all adjacent foes to dead foe lose 1...8 energy.
Absorb Enchantments: Casting time: 2 | Energy use: 10 | Recharge time 25 s
Warp. For 5...15 seconds every time target foe is enchanted by an ally of said foe, he loses 1...8 energy and you gain 10...30 health.
Deathwish: Casting time: 2 | Energy use: 10 | Recharge time 20 s
Warp. If target foe isn't stood next to any of his allie's, that foe is knocked down and takes 10...30 damage.
Ridicule {E}: Casting time: 2 | Energy use: 15 | Recharge time 20 s
Elite warp. For 5...20 seconds, whenever target foe heals himself whilst their health is under 50%, half of the healing is directed to you, and they lose 3...9 energy.
Larceny skills.
Speech Slur: Casting time: 1 | Energy use: 10 | Recharge time 30 s
Distort. For 5...15 seconds, target foe takes 50% longer to cast spells, whilst you can cast spells 25% faster.
Hibernation: Casting time: 3 | Energy use: 10 | Recharge time 50 s
Stance. For 5...15 seconds you are invunerable. When you awake from Hibernation, for 20...15 seconds you cannot move or attack and all adjacent allies steal 3...2 energy regeneration from you.
Larcenate {E}: Casting time: 2 | Energy use: 15 | Recharge time 25 s
Elite distort. The next 1...4 spells by target foe fail. When these spells fail all allies adjacent to said foe steal 3 energy from both you and said foe. When Larcenate ends on that foe, you gain energy equal to the amount you lost.
Ethereal Torture: Casting time: 2 | Energy use: 15 | Recharge time 20 s
Distort. For 10 seconds all foes adjacent to you suffer -1 energy regeneration and lose 1 energy a second. All allies next to you steal 5 energy from you when you activate this skill.
Needs a little more work, but the concept is improved thanks to the comments. Any opinions about the newly formed Distortionist?
Last edited by Mrscoombes; Aug 28, 2006 at 09:43 PM // 21:43..
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Aug 10, 2006, 06:05 PM // 18:05
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#2
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Lion's Arch Merchant
Join Date: Aug 2006
Guild: Crimson Skullfuks
Profession: A/R
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Oh oh oh, I forgot to explain his armour and such.
This caster has a rather nice twist to his attacking system.
His max AP will be 65-70 armour.
He will not actually use wands or staffs on his hands, instead he will wear gloves with the same effect as offhands, only a little bit lesser. (energy +9 instead of 12) He/she will attack using his HEAD ARMOUR! Yes, his head armour will have a choas dmg max of 11-22, and the projectiles will come from his forehead. Pretty smart eh?
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Aug 10, 2006, 06:24 PM // 18:24
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#3
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Furnace Stoker
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Quote:
Originally Posted by Mrscoombes
Oh oh oh, I forgot to explain his armour and such.
This caster has a rather nice twist to his attacking system.
His max AP will be 65-70 armour.
He will not actually use wands or staffs on his hands, instead he will wear gloves with the same effect as offhands, only a little bit lesser. (energy +9 instead of 12) He/she will attack using his HEAD ARMOUR! Yes, his head armour will have a choas dmg max of 11-22, and the projectiles will come from his forehead. Pretty smart eh?
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Sounds pretty silly..
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Aug 10, 2006, 06:25 PM // 18:25
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#4
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Lion's Arch Merchant
Join Date: Aug 2006
Guild: Crimson Skullfuks
Profession: A/R
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Anyone at all want to comment on the character, else i'll just keep posting 6 skills for each attrib until someone decides to make a criticism.
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Aug 10, 2006, 06:26 PM // 18:26
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#5
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Lion's Arch Merchant
Join Date: Aug 2006
Guild: Crimson Skullfuks
Profession: A/R
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Quote:
Originally Posted by Nevin
Sounds pretty silly..
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What's wrong with using mind power to attack when there's skills that can make 14 meteors rain down out of nowhere?
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Aug 10, 2006, 07:09 PM // 19:09
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#6
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Lion's Arch Merchant
Join Date: Aug 2006
Guild: Crimson Skullfuks
Profession: A/R
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*****mods*****
Please Delete This Post.
Last edited by Mrscoombes; Aug 28, 2006 at 09:37 PM // 21:37..
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Aug 10, 2006, 08:00 PM // 20:00
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#7
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Lion's Arch Merchant
Join Date: Aug 2006
Guild: Crimson Skullfuks
Profession: A/R
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****mods****
Please Delete This Post
Last edited by Mrscoombes; Aug 28, 2006 at 09:37 PM // 21:37..
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Aug 10, 2006, 08:04 PM // 20:04
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#8
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Lion's Arch Merchant
Join Date: Aug 2006
Guild: Crimson Skullfuks
Profession: A/R
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Oh man, I know the class is rather overpowered, but that's exactly what I need you guys to tell me how to improve upon! Gimme a break, I spent approx. 2 1/2 hours on that, and the only reply I got was 'Sounds silly'
Seriously, I need help improving upon the class to get it to the standards that will catch Anet developer's eyes!!
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Aug 10, 2006, 08:42 PM // 20:42
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#9
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Lion's Arch Merchant
Join Date: Aug 2006
Guild: Crimson Skullfuks
Profession: A/R
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I don't suppose 'Distortionist' Or 'Larcenist' would be an OK proffession name?
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Aug 10, 2006, 09:10 PM // 21:10
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#10
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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sounds like he uses his head to attack, like that one soccer dude :P
This class just might not work out really, it seems almost entirely useful in nature in pvp, while in pve the computer just swing like idiots rather than think.
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Aug 10, 2006, 10:55 PM // 22:55
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#11
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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nice list of skills
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Aug 11, 2006, 12:09 AM // 00:09
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#12
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Wilds Pathfinder
Join Date: Aug 2005
Location: London, UK
Guild: Powerpuff Boys [PUFF]
Profession: R/
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Nice concept, lots of work went into it. This is how I imagined the whole thing to be:
http://img85.imageshack.us/my.php?image=ohnoesgb4.gif
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Aug 11, 2006, 12:12 AM // 00:12
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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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Stop spamming your underdeveloped idea, edit the original post and add your improvements, you don't need and shouldn't bump your thread like a newb.
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Aug 11, 2006, 04:56 AM // 04:56
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#14
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Furnace Stoker
Join Date: Mar 2006
Location: New Zealand
Profession: Me/R
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oh god your incantations are painful to its caster...
try reducing the negative effects of all of them, +30 damage really isn't that much.
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Aug 11, 2006, 06:26 AM // 06:26
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#15
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Academy Page
Join Date: Jul 2005
Profession: R/Me
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I like the concept of it. It'd be cool for say a running skill to 'slow' down time for the (xx profession) to where they move 25% faster than everyone else, but it apears that everyone else is moving 25% slower to the xx.
And, instead of the head, use their palms maybe? >.>
Maybe incorporate some 3rd eye deal.
Overall, pretty good ideas
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Aug 11, 2006, 09:02 AM // 09:02
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#16
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Frost Gate Guardian
Join Date: Apr 2006
Guild: Apathetic Eaters of Babies
Profession: W/Mo
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Those bonds hurt... a lot. Knocked down and lose an enchantment for 30 damage... Especially for an elite?
It's not like they are even bad to have... no different from a ritualist spirit that attacks. And for an elite, rather than stealing an enchantment from you, maybe it should remove a hex.
Burning on you for 4 seconds EVERYTIME it attacks? More like set your foes on fire for 1 second everytime it attacks...
These are elites, and just summons. It would be different if they were doing 120 damage a hit, but they aren't.
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Aug 11, 2006, 01:51 PM // 13:51
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#17
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Lion's Arch Merchant
Join Date: Aug 2006
Guild: Crimson Skullfuks
Profession: A/R
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the incantations are supposed to be the divine forces, thus they make you pay for letting do their dirty work, I should have mentioned these guys move around like a minion, and do a base damage of 20-35 blunt dmg. think of them as flesh golems of the gods.
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Aug 16, 2006, 02:37 PM // 14:37
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#18
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Lion's Arch Merchant
Join Date: Aug 2006
Guild: Crimson Skullfuks
Profession: A/R
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Bump. OH DID I JUST SAY THAT?!
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Aug 16, 2006, 02:58 PM // 14:58
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#19
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Krytan Explorer
Join Date: Jan 2006
Guild: Shinigami Keys [SHIN]
Profession: R/Mo
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I really like the distortion skills, but I dont like the direction you went with soul warp or divine bond. I would have liked the sould warp skills to be more of a shutdown thing than an aoe thing.
Maybe Chorus of Thunder could have been more like this.
Warp. Target foe is Blinded for 3...7 seconds, If the target moves during this time the duration resets.
and Chorus of flame
Warp. Target foe is crippled for 4-9 seconds. If the target uses a skill in this time the duration is reset...
This way It would be more of a shutdown or warping line rather than just more aoedots...
I really think this profession has some potential. I hope you find a good name for it. Someone mentioned a distortionist. That sounds nice. What about something like "Judge" or "Delusionist"
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Aug 16, 2006, 03:49 PM // 15:49
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#20
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Ascalonian Squire
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Since this class seems almost all hex based, I think the primary should be slightly different then damage since you can do a lot of spell dmg or just damage with the warrior, necro, maybe the ele, assassin, etc. Instead I propose that the pirmary should be a %chance of your warp and disstort hexes to be applied as non hex spells. The % should probably scroll up about the same as assassin dual strike so 32% at 16. So this effects in-class skills only like DF. Perhaps when it activates an enemy sees a lock over the hex so they know it is LOCKED ON.
I don't think you should do summoning with this class. Keep it going with the shutdown approach instead. This class could be very interesting if it is designed as a specialized shutdown mesmer class.
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