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Old Jul 15, 2006, 06:44 AM // 06:44   #1
Ascalonian Squire
 
Join Date: Jul 2006
Profession: E/N
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Default Concept Class: Navigator or Star Gazer

This is my first class submission, so please be nice. I’m new at this. I’m still working on this and just wanted to see if it was worth perusing. I haven’t worked out the components yet but have just worked on the concept a bit. Please keep that in mind since this will be much shorter then the other concepts featured. Basically the Navigator, or Stargazer, since it sounds cooler, will focus on the one thing that no caster class has focused on yet, changing the position of opponents to confuse, disorient, and inconvenience enemies so that you can do damage at your leisure. I haven’t come up with the names for the attributes yet but I was thinking of something like this:
Teleportation: The primary attribute will be something like shadow stepping from assassins but will not be cast on only you, but instead on allies and enemies. Enemies take no damage from this movement, or minimal damage (inversely proportional to distance), and allies when moved take damage proportional to the distance they traveled. This would be an advantage since 1) it will allow an extreme anti-tank caster. If you take the tank out of the picture… temporarily… then tanks loose complete advantage over most casters in PvP, GvG, and even PvE. While these attacks won’t so damage to enemies when they are moved, a good stargazer coupled with a monk could heal a team while keeping safe so long as they aren’t ganged up on too quickly. 2) It will eliminate the monopoly certain professions have on running equalizing the playing field a bit for casters. Right now I noticed that a lot of runners are making a lot of money on runs sooo to equalize that advantage making a profession that makes running easy. For those of you saying… well Stargazers will just run through the world making it easy for them to run themselves, I propose that the best teleportation skills can only be used on touched target other alley. This way a navigator can’t run himself through all the PvE areas. Other skills that can be used on self would only teleport the user a short distance away, enough to avoid one or two attacks, or teleport the user to a random location in the users agro circle.
Most of the spells in this attribute would move people around your agro circle, whether in random directions, or in a direction you specify through a click, or arrow indication method. If a direction isn’t specified relatively quickly spell will either stop or teleport player in a random location.

An attribute that deals in hexes enchantment and stances that make you or allies move, cast, or attack faster, or make your opponent move, cast, or attack much slower. This would once again help in all situations and equalize the running imbalance I addressed earlier.

Hegemony: An attribute that confuses an enemies controls, possible inverting them for a time or temporarily rearranging an opponents skill set. For PvE some skills might include shifting the target enemy’s focus from you or your alley to one of the enemy’s allies. Once again… useful for PvP and GvG if you are battling against a nuker or other caster. These spells can confuse players, minions, henchies, spirits, and pets. So you use your opponent’s strength against them.

Wayfinding: Finally an attribute that focuses increasing the range of you and your allies or decreasing the range of your opponents. Very useful against casters and ranger types and, when used in conjuncture with teleportation spells since they are limited to your agro circle.

I’m going to include some possible applications for the stargazer as a secondary profession:
Stargazer is short handed to SG
R/SG can increase arrow range and avoid tanks
E,N/SG increase spell range or avoid tanks
Mo/SG can increase range of monk enchantments keeping monks out of danger while still able to heal party members
Me/SG would be able to not only mess with the energy of players but their position as well. Leave them defenseless and slowly draw them in.
Rt/SG can further increase range of spirit attacks
W/SG can use the agro circle attribute to counter act other SG’s from teleporting the tank too far away. If the SG has a very small agro circle, the inconvenience of a tank being teleported out would be minimal.
A/SG can teleport in and out of a situation without the worry of being pulled back in if health gets too low. Given an assassin already has this, but some of the enchantments and stances spoken of earlier would allow the assassin a larger range of movement while providing him or her with a way to counter heavy damage coming in rapidly.

Skills: (i thought of some... haven't worked out Energy Req. and casting time and such... suggestions appreciatated)

Teleportation:
Path Of the Heavens "The remander of your energy is used and you are transported, in a random direction, a distance proportinal to the energy you used. This spell ignores the effects of any upgrades." I.E. If you use 100% of your energy you are transported to the very outside of you agro ring. if you had 50% left when you activated the skill then you are transported a distance equal to one half or your agro ring. ect.

Weapons:
Chains do damage slightly lower then staves and are two handed. This would once again follow in line with the theme of position; this chain would follow in line with drawing opponents in of throwing them away.
One-handed weapon: Armillary (http://en.wikipedia.org/wiki/Armillary) Fire Damage: 10-20 This is a constant reminder to the Stargazer of his or her connnection to the stars. Like the solar system itself this weapon draws it's power from the sun itself causing fire damage on all who try to sever the Stargazer's link to the cosmos.
Focus: Astrolabe: (single handed... pics on wikipedia: http://en.wikipedia.org/wiki/Astrolabe) Energy +12: this tool has proved invaluable to the Stargazer for quick course corrections and path changes.
Focus: Sextant: (two handed... it is a type of navigation telescope.. pics on wikipedia: http://en.wikipedia.org/wiki/Sextant) Energy +22: The Stargazer has used this tool since anchient times to ensure that his teleportations deleiver the "goods" to the proper target.
a two handed focus might be good, providing more energy for teleporting which will be a very energy needy attribute. I was thinking a map, or a cartography telescope of sorts. This would eliminate damage being dealt by the stargazer for a bit, which means that the stargazer will be unable to defend himself while he is trying to get opponents away.
So what do you guys think? Please only constructive criticism. If you hate the idea tell me why.

Last edited by Quince; Jul 16, 2006 at 05:32 AM // 05:32..
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Old Jul 15, 2006, 06:50 AM // 06:50   #2
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I think Star Gazer is an awesome name for a class.

I think your suggestion is very weak and really needs to be fleshed out before anyone should give a proper critique. With that, i bid you a good luck ^.^

*will check this thread again later*
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Old Jul 15, 2006, 06:53 AM // 06:53   #3
Ascalonian Squire
 
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well the point is.... i'm not good with coming up with skills and such and thought i could turn to GW Guru for some help in that matter. i thought that maybe i should just present what i have thought of. It isn't that i'm lazy and didn't want to type it, i just have no idea where to go from here. Any suggestions Lyra? I do appreciate your comment thought... thankies.
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Old Jul 15, 2006, 02:49 PM // 14:49   #4
Furnace Stoker
 
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Welcome to the realm of CC. Will you be a hit-and-run Concepter (those who just briefly post a CC, and never bother to post constructive reviews on other), or one of the CC supporter (those who like replying to CC)?

Yes, I love a teleporter class... because it is one of the unique ablity, as well as strategic roles, that was not touch by the core 6. One that could do teleportation gates and such.

One thing to say thought... that a similar class's been done... and to my angrish... not by me. I can try to find the links if needed, but that one was very very nicely done....
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Old Jul 15, 2006, 02:55 PM // 14:55   #5
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You might be talking about my Hollow concept class, that has some ability to teleport people around in the Demonic Evocation skill line: http://www.guildwarsguru.com/forum/s....php?t=3034987
Thanks for the complement, if you were talking about mine
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Old Jul 15, 2006, 03:00 PM // 15:00   #6
Furnace Stoker
 
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Hahaha.. sadly NO, rikimaru...

Its Time Walker by apolloknight posted in TGH
http://www.guild-hall.net/forum/showthread.php?t=39504

like Archanist... its one of those things that I had a very very similar idea... yet they put it up before I can get it on paper... RED ENGINE them RED ENGINE GO.
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Old Jul 15, 2006, 03:06 PM // 15:06   #7
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Damn. Now my ego's shattered
It doesn't really matter if the two classes are a lot alike, it just means there's no chance of them adding both.
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Old Jul 15, 2006, 04:43 PM // 16:43   #8
Ascalonian Squire
 
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ah sorry... i will look these over. i looked through the concept class data base and must have missed these. i did look through each one and i liked your hollow idea, but i'm talking more or less about a class build around the very specific idea of travel. It would seem to me... and correct me if i am wrong... but your hollow idea is more geared twords travel with the intent of damage. My idea is more for travel in general. i did notice some similarities, and i realize i'm a bit biased since i created this concpet class, but i think that the hollow and stargazer are two ideas that focus on diffrent things. You have a charecter you could solo with, where as mine is more of a support or runner type. Jetting in, doing damage and sending the enemy away.
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Old Jul 15, 2006, 04:53 PM // 16:53   #9
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and the time walker was more similar to what i was thinking of... you are right... but still only in the Displacement and Influence attributes. The other two weren't what i was going for since the Stargazer's main method of interferance will be location. i thought the "Thoughts" and "Phenomena" attributes were good but misplaced in a charecter dealing with, not damage, but misdirection. i will continue to edit this concept class until it is more refined. i just wanted to get it out there before i forgot. Plus so far all the feed back has been very helpful... thankyou
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Old Jul 15, 2006, 06:28 PM // 18:28   #10
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Well, as my uncle like to say, "There are more than one way to Dimmesional Travel".

I am just putting out a class for you to look at, and take ideas from, and not calling you that it is a copy, so don't need to be sorry about it. Feel free to develop your concept more, and we will give it a welcoming review.

However, keep this in mind... a class need to be more than jut an attribute. If you build an entire class just one one concept, you would run out of skills, or limit its role. So also think about other complmentry attribute to go with it. (and that should be unique enough from other)
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Old Jul 16, 2006, 02:38 AM // 02:38   #11
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do you think i should broaden my chars capabilities? cause i was thinking of it more like how assassins are sort of mainly played as fast dmg chars. i mean, as i put out in my original post it could be used as a killed secondary and as a primary... well you can see the possabilities yourself. i beleive i should sum it up by asking... could you elaborate a bit... thankyou in advance.
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Old Jul 16, 2006, 03:20 AM // 03:20   #12
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well effecting the battlefield through the teleportation of allies sounds great, and the name sounds good too.

weapon - star wand FTW!!!!

http://www.glowproductions.com.au/sh...ash%20Wand.jpg

Hmm here's an idea for a teleport skill thing

Northern Lights -enchant- (10 energy 15 second recharge 3 second activation)- The next time your ally is hit by an attack or spell, they are teleported to your location and healed for 10-40 health.


The northern lights bascially show you where to go, and it would make since as a more friendly teleport than a "i'm going to kill you" one.

If you want, maybe it would be easier for you to think of everything revolving around teleportation, such as something like teleports that mess up your enemy.. something like

Celestial Burden-hex-(10 energy 20 second recharge 2 second activate)- If your foe uses a spell or an attack within the next 2-10 seconds that foe is teleported to one of their allies, this is choosen at random.


ok now humor me, but i have done one of my crazy paint things... and here is a good cc look... er well through my eyes

http://img149.imageshack.us/img149/8906/ccjj0.jpg

bad drawing skills aside, i think the focuses would be more or less the solar system, robes would be involving the cosmos somehow, and yes the awesome stars wants lol.

Anyway.. just suggestions, take um or leave um i don't mind. And good luck with the cc, the stars will be watching you, and don't forget you can always do what they did with the ritualist, you can have a damaging line involving falling stars or something
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Old Jul 16, 2006, 03:28 AM // 03:28   #13
Furnace Stoker
 
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Quote:
Originally Posted by Quince
do you think i should broaden my chars capabilities? cause i was thinking of it more like how assassins are sort of mainly played as fast dmg chars. i mean, as i put out in my original post it could be used as a killed secondary and as a primary... well you can see the possabilities yourself. i beleive i should sum it up by asking... could you elaborate a bit... thankyou in advance.
Yes, but assassin also have more than just attacking skills. That have other "area of skills" like things to make them better at hit-and-run, teleporting, and other...

You can always relate it to one central them.. such as demsional gating, and add things like Summoning or black hole or such... Its all up to you, have fun with it.

Last edited by actionjack; Jul 16, 2006 at 06:31 AM // 06:31..
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Old Jul 16, 2006, 06:14 AM // 06:14   #14
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i updated it.... focusing on specifics a bit.... i will be incorporating some suggestions that were kindly given... thankyou guys.... i liked unholy gaurdians suggestions but i think i will tweak the skills a bit before putting them up there
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