Apr 25, 2006, 12:34 AM // 00:34
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#1
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Ascalonian Squire
Join Date: Feb 2006
Guild: Beastin Mugs (BM)
Profession: W/Mo
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Auramage/Battlemage
just thought up another proffesion idea
Auramage/Battlemage- This class is a support class almost enitirely. While they are up in the front lines with the warriors and assasins the deal very little damage, they are up there giving support to them and others. They wield a staff but its a melee staff not magical, so they use it in veriouse stances and attacks. They use some simple magic to help stay alive and deal minor damage. They use thier auras and war crys to buff allies and debuff enemies.
Stats
70 armor
480 base health
25 energy
4 pips of energy regen
Attributes
-Aura magic(primary): The Auramages namesake, auras are similar to enchantments as they can be stripped but they can only enchanted the caster and its effects are centered around the caster. Points in arua magic increase the range of ur auras by 3 feet (ex: 0-melee range 12-36 feet or your agro bubble) also increase how long your auras last(0-lasts 8 seconds 12-20 seconds0.
Skills
-Blinding Aura: 20e, 60r. aura
Anyone in the range of Blinding Aura is blinded.(this is for everyone, allies, enemies and you too.)
-Protecting Aura: 15e, 30r. aura
Allies in the range of Protecting Aura gain +10-30 armor.
-Inmobilelizing Aura: 15e, 30r. aura
Foes in the range of Inmobilelizing Aura move 5-25% slower.
-Burning Aura: 20e, 30r. aura
Foes in the range of Burning Aura are set on fire for 1-3 seconds every 10 seconds.
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-War Cries: The Auramage help his allies with a varied amount of war cries. Each point in War Cries increase the power of realted skills.
Skills
-"All Together Now!" 20e, 50r, shout
For 3-12 seconds whenever target foe is struck by a spell or attack at the same time by two or more allies they take 10-30 damage for each addtion ally who struck them.(wording needs work)
-"You Can't Stop Us Now!"[Elite] 20e, 60r, shout
For each enemy whose health is under 50% allies gain +5% attack speed(maximum 30%) and for every two enemies whose health is below 50% health they gain +1 energy regeneration(maximum +3) for 6-12 seconds.
-"Advance!" 5e, 20r, shout
For 6-12 seconds whenever an ally approaches an enemy they move 25% faster.
-"Stand Guard!" 10 e, 30r, shout
For 6-12 seconds allies have 25-50% chance to block melee attacks and a 10-30% chance to evade projectiles.
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-Basic Magic: The Auramage has acsess to very simple magic, some minor damage, some minor healing. For each point in Basic Magic you increase the power of related skills.
Skills
-Energy Burst: 5e, 4r, spell
Energy Burst deals 16-56 damage to target foe.
-Energy Boon: 5e, 10r, spell
Sacrifice 5% of your maximum heath, you gain 1 point of energy for every point of health sacrifice.
-Energy Blast: 10e, 15r, spell
Energy Blast deals 26-76 damage to target foe. If that foe was moving they are knock down.
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-Staff Wielding: The Auramage wields and quater staff for close combat, though not as leathal as most weapons it still leaves a sting. For each point in Staff Wielding you increas the power of realted skills.
Skills
-Blade Breakers Stance: 10e, 60r, stance
For 8-12 second you have a 25-75% chance to block melee attacks. If you block a attack this way that foes weapon base skills are disable for 5-10 seconds.
-Whirling Staff: 5e, 10r, staff attack
You spin you staff around you, interrupting everyone nearbye. This attack deals no damage.
-Sweeping Staff: 5e, 20r, staff attack
If Sweeping Staff hits, that foe is knock down. This attack deal only half damage.
-Head Strike: 5e, 15r. staff attack
If Head Stike hits, target foe suffers from daze for 1-12 seconds.
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Thats all for now, it needs alot of work, i know but its late and i need more time to think. Ideas are welcomed.
update 1: tried to explain auras better.
update 2: tweaked some skills, alter auras and aura magic. added one skill
Last edited by trebes; Apr 25, 2006 at 09:40 PM // 21:40..
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Apr 25, 2006, 12:40 AM // 00:40
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#2
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Wilds Pathfinder
Join Date: Dec 2005
Location: Buffalo, NY
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decent idea but arnt the "auras" extremly similar to the elementalist wards and the wells cast by necromancers thats are already in the game maby if you could rework the way they work that may make it better.
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Apr 25, 2006, 12:41 AM // 00:41
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#3
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Ascalonian Squire
Join Date: Feb 2006
Guild: Beastin Mugs (BM)
Profession: W/Mo
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not rdy yet
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Apr 25, 2006, 12:44 AM // 00:44
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#5
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Wilds Pathfinder
Join Date: Dec 2005
Location: Buffalo, NY
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well my one question is if the aura is centerd around the caster does it move as the caster moves unlike the wards and wells that stay where casted
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Apr 25, 2006, 12:44 AM // 00:44
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#6
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Lion's Arch Merchant
Join Date: Jul 2005
Location: Florida USA :)
Guild: [Anti]
Profession: W/E
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seems a bit to over powered if you ask me.
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Apr 25, 2006, 12:54 AM // 00:54
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#7
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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Yeah needs alot of work, it is basicly a broken elementist. 10 second AoE blind for elementist is 25 energy, and it comes with a 5 second escape window. 10 energy lets an elementist blind 1 enemy for 10 seconds, serious cost reworking is neccessary.
Besides that, elementist and all other classes are slated for additional skills on a regular basis, assuming/hoping elementist will get more skills, this is rather more along the lines of improvements for elementist rather than a new class. The most important part of coming up with a new class is providing something unique that isn't on another class, then working from there.
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Apr 25, 2006, 01:04 AM // 01:04
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#8
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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Bah! There's already an armor set in Factions called Battlemage.
Cmon you bird brains, get creative!
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Apr 25, 2006, 01:25 AM // 01:25
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#9
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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There is already a set of armor called Dragon armor, I seriously hope this isn't a riding concern for preventing Dragons from being playable characters...... The title and skills can be alternated to suit more original themes, as if he didn't derive a double title already as an alternate.....
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Apr 25, 2006, 01:50 AM // 01:50
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#10
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Jungle Guide
Join Date: Jan 2006
Guild: [Here] | CKOD
Profession: E/R
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explain the auras more... and how long do they last
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Apr 25, 2006, 03:10 AM // 03:10
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#11
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Wilds Pathfinder
Join Date: Jan 2006
Profession: W/Mo
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Alright, I'm going to mostly ignore overlap because there's always a little, and in this case, a lot.
Aura's: Good idea, especially if they move WITH the caster, that provides a little difference with Wards/Wells. Should probably be around the range of "nearby" or in some cases, "adjacent." Try and go for a few that don't overlap in any really big way.
Individual Skill issues:
"-"All Together Now!" 5e, 25r, shout
For 3-12 seconds whenever target foe is struck by a spell or attack at the same time by two or more allies they take 10-30 damage for each addtion ally who struck them.(wording needs work)"
~ This skill needs to have a much larger energy cost, 15, or 25. Or a significant reduction in bonus damage. Imagine a cooridinated team spike. You're looking at around +(60...180) bonus dmg on top of the spike dmg. Exhaustion is another possible drawback to consider. (8v8)
"-Energy Boon: 5e, 10r, spell
Sacrifice 5% of your maximum heath, you gain 1 point of energy for every point of health sacrifice."
~Should probably be +1 energy per 10-20 points of health sacrificed, or else it instantly regenerates your whole energy bar. Unless I read it wrong.
"-Blade Breakers Stance: 10e, 60r, stance
For 8-12 second you have a 25-75% chance to block melee attacks. If you block a attack this way that foes weapon base skills are disable for 20 seconds."
~Disable weapon based skills for 20s? That could be half a players bar, or more...perhaps it should activate if it blocks an "attack skill", or have a slightly shorter disable time.
That's all for now.
Last edited by Ken Dei; Apr 25, 2006 at 03:16 AM // 03:16..
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Apr 25, 2006, 03:18 AM // 03:18
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#12
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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I like Auras, and would like to see some version of those in the game. I like staff too, with skills to allow you to further use of the staff. The other two attribute seem not very fitting, too much like fillers.
The name is a bit weak too. Maybe something like Warmage?
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Apr 25, 2006, 08:04 AM // 08:04
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#13
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Banned
Join Date: Dec 2005
Guild: Il Power Overwhelming Il [HaX]
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Auras = moving wards.
This reminds me of paladins from diablo 2. I like the idea of a "chaos" caster class, with things that affect everyone around him. Though i think blinding aura vs iway will singlehandedly make you win every time.
I can see brokenness if multiple auramages are used in the same team. Multiple aura stacking would bring back a style of playing like spirit spamming, where you make everyone on the map invincible and win.
Restrict each character to the most recently acquired aura?
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Apr 25, 2006, 01:59 PM // 13:59
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#14
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Krytan Explorer
Join Date: Jan 2006
Location: I live in Konglevegen
Profession: N/
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yes, i pure support with these kind of spells would be nice.
- nice idea you got
- it may be a bit weird that you have to turn your auras off, anyway does it cost any to have them active, if not why shut them off?, i can see it clearly, 8 of these guys making 20 auras each, no! you should have a timer on them instead
- 70 armor, 25 energy and +4 energy regen, it's enough as long as the weapons don't give energy too, then it would be a bit overpowered, but as i use to say, overpowered and that is not as important here, it's to show the idea that is important!
- work a bit to make some more special things about this class
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