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Old May 12, 2006, 04:37 PM // 16:37   #1
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Post New Profession Concept: Artificer

Recent developments in game and on these forums seem to focus on bringing little-used concepts into full-blown, useful playability, be it Spirits, Pets, or what-have-you.

So I was thinking about the various skills and pieces of equipment the other day, and I got to thinking "What are some of the least used, least respected skill types in the game?" Signets. I started thinking, jokingly, about a caster class who specialized in signets. Then I realized that it actually had potential, if designed properly. Signets can do almost anything, from cripple, to heal, to harm, to restore energy, to rez.

What else gets no respect? Using wands/staves solely as weapons. Again, if given an attribute and maybe some skills, this too could go from being a joke to being an amusing yet playable possibility.
**EDIT POINT|\
--Please see further down for the updated version.
**END EDIT |/

Last edited by Verlas Ho'Esta; May 14, 2006 at 04:06 PM // 16:06..
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Old May 12, 2006, 04:51 PM // 16:51   #2
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good call.

I love the Wand Mastery... but must say its not the first time I seen it. Rest seem not bad. I was going to write a similar class too.. but you beat me to it (Conjuror, with Runic Enchantment mastery, Arcan Object mastery, Summoning, and few other things...)

One thing I dislike the the primary and how it is linked to salvaging item. I think a big NO on that. Maybe put Signet as primary would be the better choice.
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Old May 12, 2006, 04:55 PM // 16:55   #3
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Quote:
Originally Posted by actionjack
good call.

I love the Wand Mastery... but must say its not the first time I seen it. Rest seem not bad. I was going to write a similar class too.. but you beat me to it (Conjuror, with Runic Enchantment mastery, Arcan Object mastery, Summoning, and few other things...)

One thing I dislike the the primary and how it is linked to salvaging item. I think a big NO on that. Maybe put Signet as primary would be the better choice.
Yeah, I was scrabbling for ideas (Just got finished finals, brain fried). Any suggestions for modifications are welcome.
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Old May 12, 2006, 05:06 PM // 17:06   #4
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It has a long way to go to be a good class, I think signet recast time reduction should be part of his primary attirubte, giving him a significant edge with several signets, that way his secondary attributes can invovle several signets which any class can use, but he will be able to use his signets and other classes signets more often.

I'm not so sure a signet focusing class will be a great idea, but it could work. But imagine the hexes and counters vs signets, Primal Echos, Rust..... I don't remember if there are others, but man your talking about some seriously screwed Artificers.
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Old May 12, 2006, 06:21 PM // 18:21   #5
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Quote:
Originally Posted by BahamutKaiser
It has a long way to go to be a good class, I think signet recast time reduction should be part of his primary attirubte, giving him a significant edge with several signets, that way his secondary attributes can invovle several signets which any class can use, but he will be able to use his signets and other classes signets more often.

I'm not so sure a signet focusing class will be a great idea, but it could work. But imagine the hexes and counters vs signets, Primal Echos, Rust..... I don't remember if there are others, but man your talking about some seriously screwed Artificers.
But those skills are rarely used as it is right now. Nobody uses sigs that much, so those skills are a waste. This would give those skills a reason to exist, and provide a flexible support class. It would also give staves/wands a much needed boost in usefulness.

Any possible improvements you can see?

Last edited by Verlas Ho'Esta; May 13, 2006 at 03:51 PM // 15:51..
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Old May 14, 2006, 04:04 PM // 16:04   #6
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OK, I've come up with a few skills for it. Here's the updated version, in its entirety.

So I was thinking about the various skills and pieces of equipment the other day, and I got to thinking "What are some of the least used, least respected skill types in the game?" Signets. I started thinking, jokingly, about a caster class who specialized in signets. Then I realized that it actually had potential, if designed properly. Signets can do almost anything, from cripple, to heal, to harm, to restore energy, to rez.

What else gets no respect? Using wands/staves solely as weapons. Again, if given an attribute and maybe some skills, this too could go from being a joke to being an amusing yet playable possibility.

Of course, it takes a lot more than that to round out a class. Here's my idea, sorry I don't have more to add, but I just finished finals last week and it'll take a month for my brain to completely recover from the beating.

Artificer
Ar/

Description: Intended as a versatile caster, able to support/shoot/buff/debuff, but without the specialization of the existing classes. Equipment and items that others might simply use, these masters excel at. Focus on Signets and wands/foci/staves. Will treat caster weapons the way a ranger treats a bow.

Attributes:
Primary: Signets: Runs the gamut, from healing, to smiting, buffing, rezzing, hexing, you name it. Each level of this attribute not only increases the power of the signet effects, but also lowers the recharge time by 5% (anybody who's been subjected to a chain of smiting sigs from a monk knows that this has serious potential). Also includes a handful of skills/spells to buff signet usage

Smithy: Hexes/enchantments/weapon spells to degrade your opponents weapons/armor, and temporarily upgrade your own. Each point of Smithy also grants +1 armor.

Wand Mastery: Much like a warrior's weapons, wands and staves are the Artificer's best friends. Various skills can produce extra effects on attacks, from interrupts, to burst-damage on impact, to energy denial. Levels of this attribute increase damage done per attack, and grant a 3% increase in attack speed per level while wielding a wand.

Staff Mastery: Much like a warrior's weapons, wands and staves are the Artificer's best friends. Various skills can produce extra effects on attacks, from interrupts, to burst-damage on impact, to energy denial. Levels of this attribute increase damage done per attack, and grant a 2% chance to block incoming attacks/level while wielding a staff.

Max armor: probably 65. They are a caster class, but because of their reliance on signets and equipment, they probably won't have any energy enhancements, so they only have the 2 pips of energy regen.


Skills:
-Signets: As I said, signets can do just about anything in the game. Really this would be renaming and reusing the existing sigs, but with acess to a wide range of effects. Sig of Disruption, Sig of Agony, sig of Judgement, midnight, bane, barbed, unnatural, etc.. I know the idea of reusing old skills is frowned upon, but many of these never get used at all. A few more would have to be added. Most damage dealers should be either Chaos damage or Shadow damage. How about:

Signet of Striking
Energy: 0 (signet, duh)
cast time: 1.5 seconds
Recharge time 10 seconds
Sends out a bolt of energy. If it hits, target takes (2...14) chaos damage and (2...14) shadow damage.

Overwhelming Signet
signet
cast time: 2 seconds
recharge time 30 seconds
Target foe takes (5...45) shadow damage and is knocked down. You are exhausted.

Signet of barriers
Signet
Cast time 2 seconds
recharge time 20 seconds
Target ally moves and attacks 25% slower, and gains (2...32) armor for (5...22) seconds.

Enchanted Gauntlet
Elite Stance
Energy cost: 15
Cast time: 1/4 second
recharge time 60 seconds
All your signets become recharged. All foes withing melee range take (1...5) chaos damage. For the next (5...25) seconds you have a (5...25)% chance to block any incoming attacks. All non-signet skills you possess are disabled for (10...1) seconds. You begin bleeding for (7...3) seconds. You become exhausted.


-Wands/staves: Aside from damage dealing sigs, these will be a major offensive capability for Artificers. Any damage done by these skills is the same type of damage as the wand/staff being wielded. Here's some skill ideas:

Staff Blast
attack skill
Attribute: Staff Mastery
5 adrenaline
If this attack hits, it deals equal damage in a burst to all (ground zero...in the area) foes

power flash
attack skill
Attribute: Wand Mastery
5 energy
If this attack hits, target foe becomes blinded for (3...15) seconds

Overcharge
Elite stance
Attribute: Staff Mastery
15 energy
For the next (5...30) seconds, you suffer 3 damage for every attack you make with a staff. Every staff attack you make deals +(6...36) damage, and negates 3 energy from the target hit.


-Smithy: Primarily buffs/debuffs themed/based off of equipment.

Reinforcing Runes
Enchantment spell
Energy cost: 10
Cast time: 4 seconds
recharge time: 30 seconds
while you maintain this enchantment, target ally's armor ignores armor penetration effects, and target ally cannot suffer Weakness or Deep Wounds.

Bulk
Hex spell
energy: cost 10
cast time: 1 second
recharge time: 10 seconds
For (5-15) seconds, target foe moves and attacks 5% slower for every 10 points of armor they possess.

Tetanus
Elite hex spell
energy cost: 5
cast time: 1 second
Recharge time: 15 seconds
For (1...32) seconds, target foe suffers -1 degen for each piece of armor he or she is wearing. This ends prematurely if target uses a signet. If target uses a signet, he or she takes 15 damage.


Well, that's all I've got. As I said, I wish I could add more, but my brain is currently on hiatus (I've been working on this for three days now and this is all I can think of through the mental fog). Any suggestions, comments, or questions are more than welcome. Especially suggestions for improvement and expansions to the skill list.
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Old May 14, 2006, 04:05 PM // 16:05   #7
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now this is awesome
/signed
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Old May 14, 2006, 07:55 PM // 19:55   #8
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If a class is made based on signets it should have a low energy total.

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Old May 14, 2006, 09:42 PM // 21:42   #9
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Nobody likes the mesmer anymore

*coughkeystoneleechunnaturaldistruptionetherdisenc hantmenthexeatermantraofinscriptionscough*


um... wow, enchantment gauntlet has some weird conditions to it...


Quote:
Overcharge
Elite stance
Attribute: Staff Mastery
15 energy
For the next (5...30) seconds, you suffer 3 damage for every attack you make with a staff. Every staff attack you make deals +(6...36) damage, and negates 3 energy from the target hit.
I'd either suggest reducing the damage significantly because it's an elite stance, or increasing life lost and decreasing energy lost.
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Old May 15, 2006, 05:27 AM // 05:27   #10
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Second thoughts

Purhapes this isn't the right profession for GW

At least change the name.

Rememeber Signets are rings not machines or anything like that. Artificer doesn't really fit with signets.

Also signets take to long to cast so I can see this class haveing a lot of trouble with knock downs, and stuff like that. Also Rust(hex) would own them so badly.

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