May 28, 2006, 02:50 PM // 14:50
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#1
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Ascalonian Squire
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Concept Class: The Surge
Concept Class: The Surge
Race: Dwarf will fit it best although the normal strange human race will fit it just not as well. The Surges are the servants of Mandelaru, like the rangers
Skill Color: Brown
Destination in Game: Strategically based, most defiantly a benefaction to the team strategically, and will probably be the core strategy for many builds to come. The Surge is able to make unique environments for your team to take advantage of while being able to dish a big blow on the opponent in a chunk once in a while.
Weapons: A big metal/iron/platinum etc. glove with a normal off hand focus.
Glove
Possible Styles: Iron Glove, Gold Glove, Dragon Fist, Platinum Glove, Spiked Bracer, Heavy Troll Charger
Damage: Melee, Blunt Damage, 15-28 in a light weighted glove and 1-40 in a heavy weight glove.
Attack Rate: 2.00 In a Light Weight, 3.5 In a Heavy Weight.
Inhered Effects: 15^50, 20v50, 15vs hexed,20when hexed, 10NRG^50
Focus: Pretty normal caster
Look and Armor:
Headgear: Hood
Chest: Tonga
Laggings: Skirts/light pants
Shoed: Sandals
Hand Gear: Collars
Armor Types: Worker Armor: 60AL +15NRG +2pips +10AL while building
Hard Silk Armor: 60AL +15NRG +2pips +10ALvs physical
Embalmed Armor: 60AL +15NRG +2pips +40ALvs Holy/Life Steeling
Adventurer Armor: 60AL +15NRG +2pips +50 health
Forger Armor: 60AL +15NRG +2pips Building Time Reduces -1 second (Non-Stacking)
Attributes and Skills:
Burst Power:
The Burst Power skill line is a the Surge's only offensive line. It abuses a new mechanics called "Burst Attack". Burst Attacks benefit from extra damage if wielding a glove and deal a damage bigger than an Elementalist but there is a catch, after performing a burst, all your bursts are disabled for a preset time. The Burst Attack is most advisedly preformed from a distance because you gain a 300% speed boost but on a straight path to the destination for a limited time, If you don't manage to get to your target in time, the Burst Attack is stopped. Also, the main reason to use Burst Attack from a distance is that all enemies that are on your radios of 5 ft. are effected by the Burst Attack's effect (without the glove bonus). To aid in performing a burst attack there is another new mechanic witch is Dodge Jump, while Dodge Jumping you double jump backwards about 40-100 ft. (no decided) backwards, good to get distance fast and dodging danger. Also used as a requirement for focus items.
Building Efficiency:
A new mechanic called…. Structure Building. Long casting time (about 25 seconds in default), BIG energy costs and Big recharge times although it is worth it. Only one structure is possible in a big range but it last as long as it can until it will be destroyed by enemies… Although the structures are unique and can get pretty crazy, they are not that new but still the most important strategic part even more than spirits. Also used as a requirement for focus items.
Fitness (Primary Attribute)
Another new mechanic called Specialties. When a Specialty Skill is placed on your skill bar, it is always on and works like an irremovable enhancement but all the Specialties are stricted to enhancing your performance. Fitness is also related to skills involving Dodge Jumping and such. Also used as a requirement for gloves. Fitness gives you 1 second reduce of Structre Building cast time and 1AL.
Psychic Affections
A Skill Line based on Player Based Area of Effect skills of hexes and enhancements.
Skills soon
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May 28, 2006, 04:15 PM // 16:15
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#2
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Forge Runner
Join Date: Dec 2005
Guild: Galactic President Superstar Mc [awsm]
Profession: E/
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I'm not sure what to think of it untill I see some skills.
Comments:
- How can you have armor vs lifestealing?
- 25 second cast...cry of frustration / shock anyone?
- Have any picture what it'd might look like?
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May 28, 2006, 06:12 PM // 18:12
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#3
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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I really dont like this. The mechanics offer no synergy with existing classes as a secondary, and it seems overpowered from just the descriptions. Some skills would really help. hope you update this post soon.
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May 28, 2006, 07:37 PM // 19:37
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#5
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Wilds Pathfinder
Join Date: Oct 2005
Location: pit of brimstone
Guild: Squad Six Six Six [ssss]
Profession: A/Me
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first thing that came to mind was the critical attack for 1-40 is outragous +bonus dmg attacks.. thats as imbal as it can get. you know how hammer is, even though it's slow it fking can solo a monk no problem. mix with warrior class, get wild blow (critical hit), drunken blow condition +40 bonus with high tactics. welcome to godly warrior spike builds.
and maybe its me, but no offense building a structure in pvp or anywhere else out of nowhere has no place in GW imo. thats magic that doesnt have an explaination -if that made sense.
but im not flaming, it needs alot of work and i would keep it simple at this level. more for bare hands, things that mix well with our current classes, not something totally from outside. a warrior with armor on already is going to look how with this huge hand glove? hes gonna look like an deformed Ettin.
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May 28, 2006, 08:36 PM // 20:36
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#6
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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If your first burst will get interrupted and since that disables your attacks, you're pretty much dead.
Its not the same with assassins, they can at least have multiple combos if one attack misses or is negated.
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May 28, 2006, 09:07 PM // 21:07
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#7
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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The whole thing just don't have one central flow to it.... its like a patch job of Mesmer, Engineer, and Assassine/Matrial Artist...
But one thing I am intersted to see is the Build mastery. Since my last Engineer with its Seige Machinary attribute got flame pretty badly (it wasn't that well developed as well) So see how you would handle it.
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May 28, 2006, 09:16 PM // 21:16
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#8
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Forge Runner
Join Date: Dec 2005
Guild: Galactic President Superstar Mc [awsm]
Profession: E/
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After seeing the skills I have also come to the conclusion that it'd be a pretty bad idea...it just doesn't fit into GuildWars.
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May 28, 2006, 09:18 PM // 21:18
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#9
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Wilds Pathfinder
Join Date: Jul 2005
Location: huh?
Guild: The Final Exodus[FX]
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Quote:
first thing that came to mind was the critical attack for 1-40 is outragous +bonus dmg attacks.. thats as imbal as it can get. you know how hammer is, even though it's slow it fking can solo a monk no problem. mix with warrior class, get wild blow (critical hit), drunken blow condition +40 bonus with high tactics. welcome to godly warrior spike builds.
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hhhhhhhmmm isnt there an assasin skill that does +40 or 50 dmg?
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May 28, 2006, 11:29 PM // 23:29
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#10
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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The burst idea is interesting, I came up with an idea for Dashing in the past which is simular, but it near instantly makes a movement from your location to a location in front of you, often dealing damage on all enemies which you cross through.
However, this is a very odd combination of abilities also including some that are rather undesired. I will say that some of the elements are interesting, but the overall concept doesn't sound very good.
The bursts shouldn't disable all other bursts, they arn't nor shouldn't be overly powerful, and being in melee range naturally justifies more damage.
Also, with a class, it is important that it have a natural identity. Although it isn't neccessary, Anet has followed a path of natural titles for their classes, and very distinct and diffinitive ones at that. Surge sounds like a nick name or discription rather than a actual class title. I would search for something a little more natural, a better title.
I suppose they could use some elements simular to these in a class, but I highly doubt much of this would be chosen, if even balanced enough to be accepted. I like the idea of a AoE/Group damaging melee unit, but I hope for something much better.
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May 29, 2006, 11:41 AM // 11:41
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#11
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Ascalonian Squire
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Yeah I think you guys are right and I will rework the class but I will probably have the burst concept stay as I think I achived it's target prefectly of very high damage burst in every once in awhile
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May 29, 2006, 11:54 AM // 11:54
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#12
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Banned
Join Date: Sep 2005
Location: Behind the bush once again
Guild: Guillotine Tactics [GanK] ~ Leader
Profession: W/E
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Quote:
Originally Posted by jonnybegood
hhhhhhhmmm isnt there an assasin skill that does +40 or 50 dmg?
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Hmmm, isn't dagger damage 7-17?
Prety ridiculous imo. It's like a clown teaching a class of harvard graduates how to kung fu fight.
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May 29, 2006, 03:38 PM // 15:38
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#13
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Wilds Pathfinder
Join Date: Dec 2005
Profession: R/
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Ignoring my very bad oppinion of the class in general... I don't think the +300% run speed would work, that's why they made assassins teleport. I don't know if every game engine has the same problem, or more importantly this one, but if your character moves waaay too fast, they can "un-sync" with the server and get trapped in some wierd kind of lag.
Atleast that was/is a problem with WoW and Asheron's Call 2.
-Edit- Oh no, wait; WoW has that problem, AC2 had a problem where they couldn't add combat-teleportation because the crappy engine would require you to re-load the area every time you tried, or something like that.
Last edited by Rikimaru; May 29, 2006 at 03:41 PM // 15:41..
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