Nov 23, 2005, 07:25 PM // 19:25
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#1
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Forge Runner
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Symeon's new (probably) class idea- the Sage
Firstly, I'd like to say this may be a long post.
Secondly, I'll just go through a bit of logic.
Here are the classes - I have included the assassin and also actionjack's alchemist because I think it's so great.- Warrior
- Ranger
- Monk
- Elementalist
- Mesmer
- Necromancer
- Assassin
- Alchemist
Eight.
I feel that having a Warrior and an Assassin should be enough for hand-to-hand classes.
The ranger is the bowman, with good damage long-range.
Then there are the elem, monk, mesmer and necro, who are all casters and use staffs/wands.
And finally, the alchemist, which is something different - I think it was said they would use a kind of staff thing but I'm not sure. He's half caster, half something which is different from all the others.
Now. In many fantasy worlds, there are not only wizards who use the power of the elements, but often there are the wise men who use great ancient powers and see all and know all. They are the sages of their villages, that protect their communities with their wisdom from powers that others cannot see.
This is the sage.
The attributes are:
Knowledge (Primary Attribute): For each point in Knowledge, whenever you use a skill (EDIT) you gain +1 wisdom (a statistic listed somewhere), meaning that during that mission the next time you use the skill it recharges 0.1% (ie 10 wisdom= 1%) faster and casting the same.. This means that during the mission the Sage gets more powerful as skills have lesser recharge.
Natural Powers: No inherent effect. Many Sage skills, especially skills which focus on the use of the force and ancient wisdom of nature, become more effective with higher Natural Powers.
Synthetic Powers: No inherent effect. Many Sage skills, especially skills which focus on the power of creation, control and protection, become more effective with higher Synthetic Powers. (EDIT: Added - teleportation! Some skills you can use to teleport (away from the warrior ), and move others.)
Philosophical Powers: No inherent effect. Many Sage skills, especially skills which focus on the power of the mind, intellect and mental defence, become more effective with higher Philosophical Powers.
Basically, Knowledge is like the wisdom of the sage, his ability to maintain his great powers.
Natural Powers can be related to the Druid, but I was thinking the sage could do things like awaken plants and fossils, and use powers from his natural surroundings.
Synthetic Powers. I thought this could be like using great wisdom to create things, like formless birds that fly at the enemy, or metal rain falls down from the air. Also you could have limited powers to control these creations. And finally, you could also create protections for allies.
And lastly, Philosophical Powers. Another way of putting it is mind power. You can use skills to mind read the enemy's skills and disable or weaken them, or use skills to weaken them mentally so they do less damage with their weapon or keep missing. Also you could use skills that are based around the wisdom of the sage, and skills that 'mentally' protect you and you allies.
In the game, the Sage would come in in Cantha. Their appearance is old, maybe with beards, and they are plumper and wear hats that make them look wise. They would be the elders of the villages from around Cantha, with their wise powers, and are joining the adventurers in their new story.
Now, for some skills.
(these are only some examples)
Knowledge:
(DELETED because of overpower, being worked on)
Natural Powers:
Awaken Fossil - energy cost 10, cast time 2, recharge 10. Spell.
You awaken a fossil from a random position in the ground nearby. This forms a small live creature and charges at the nearest enemy and deals 56...98 damage, then sinks back into the ground.
Enpower Roots - energy cost 10, cast time 3, recharge 20. Spell.
You enpower roots under the ground at a random position to quickly grow into a small tree above the ground, causing a ground tremor that knocks down all nearby enemies and deals 45-76 damage to them.
Ancient Soil - energy cost 10, cast time 2, recharge 30. Spell.
For 10...17 seconds, you move 50% faster, and all moving enemies take 10...27 damage per second.
Bark Skin - energy cost 15, cast time 1, recharge 60. Enchantment.
For 25...49 seconds, all members of your party are blessed with bark skin, gaining 14...30 armor but moving 45...25% slower.
Synthetic Powers:
Virtual Bird - energy cost 10, cast time 2, recharge 15. You create a virtual bird in the air, which flies out to a random foe, dealing 60...94 damage to that foe and 30...65 damage to all adjacent foes.
Metal Rain - energy cost 15, cast time 2 recharge 30. You create a metal rainstorm centred on target foe, that for 7...14 seconds deals 13...22 damage per second to foes in the area and causes weakness to those affected. This spell causes exhaustion.
Power of Creation - enchantment, energy cost 5, cast time 3/4, recharge 30. For 14...28 seconds, all your creations form twice as fast and cost 5 less energy to cast.
Virtual Forcefield - enchantment energy cost 10, cast time 2, recharge 20. For 7...14 seconds, all allies in the area of the forcefield have a 30% chance to evade attacks and take 34...57 less damage from elemental and chaos damage.
Philosophical Powers: (will do later)
Eye candy:
For the second one, let's say it's a woman, and don't look at the sword.
EDIT: The first picture, which was far better, seems to have disappeared.
Comments
Feel free to call this an elementalist/necro/mesmer or whatever, and feel free to express your critical views. Also, feel free to compliment, /sign and add to the whole idea
Over to y'all
EDIT: Attached picture
Last edited by Symeon; Nov 23, 2005 at 09:13 PM // 21:13..
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Nov 23, 2005, 07:47 PM // 19:47
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#2
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Banned
Join Date: Nov 2005
Location: decatur indiana
Guild: hell's mercenaries
Profession: W/E
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no riping off inuyasha look thats not right not right at all
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Nov 23, 2005, 07:52 PM // 19:52
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#3
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Forge Runner
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Quote:
Originally Posted by darkdragon99
no riping off inuyasha look thats not right not right at all
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Sorry, I don't know who Inuyasha is though I'm guessing it's the character in one of those pictures, but could you please make a comment more towards the idea.
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Nov 23, 2005, 08:05 PM // 20:05
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#4
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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I like the idea of the class.
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Nov 23, 2005, 08:24 PM // 20:24
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#5
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Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
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OK, the Primary is WAY too powerful.
No one should get energy just for casting spells. That's not right.
I know that there will be some redundency in skills with each new profession, but I see nothing really new here, nothing that merits a whole new profession. Most of the spells you list are variations on elementalist spells or mesmer spells that already exist, although some are actually MORE powerful (ex: Literal Recall is better than Elementalists's Elite Glyph or Renewl, with Mesmer Fast Casting built in. That's not fair.)
My suggestion: Spend some more time thinking of a unique ability, and build a concept around that. And make sure your new skills are balanced when compared to existing skills.
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Nov 23, 2005, 08:28 PM // 20:28
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#6
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Banned
Join Date: Jul 2005
Location: wales
Profession: W/Me
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as stated, it is way to powerful all you have to do is use 3 spells and all your team are attacking 50% faster, gaining energy while the foes are 50% slower and taking huge damage for no real reason, its a nice idea and will be a good build if you make it weaker
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Nov 23, 2005, 08:33 PM // 20:33
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#7
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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With 5 in your primary attribute, most skills would be free.
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Nov 23, 2005, 08:35 PM // 20:35
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#8
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Haha.. Not Inuyasha!
Hmm.. Sage... I love Sage in DQ. Now for some harsh critics...
The Knowledge primary seem way too overpowering. (at 12 attribute, you gain 36 energy back?) would only work if this class has really low amor or energy, and does not help this class too much. some of the skills seem a bit too strong, but that can be fix. I like the overall skills (some are similar to mine druid too ) but some does seem to overstep on Elm and Mes's feet.
Need some hammering. Very differnt from my Sage (he is a Heavynuker and teleporter)
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Nov 23, 2005, 08:35 PM // 20:35
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#9
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Forge Runner
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Quote:
Originally Posted by Mordakai
OK, the Primary is WAY too powerful.
No one should get energy just for casting spells. That's not right.
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Oops. I kinda meant it to be 3 energy maximum...hmmm...
I was thinking more about reducing energy cost than gaining energy. A bit like Expertise.
Edited.
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Nov 23, 2005, 08:35 PM // 20:35
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#10
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Frost Gate Guardian
Join Date: Mar 2005
Location: Kent,Washington
Guild: Dei Victorae [dV]
Profession: R/
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Waaaaaaay Overpowered!
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Nov 23, 2005, 08:36 PM // 20:36
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#11
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Forge Runner
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Lol, all you guys posted about that Knowledge bit. Edited!
EDIT: Edited again, the attribute now does something different.
Last edited by Symeon; Nov 23, 2005 at 09:04 PM // 21:04..
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Nov 23, 2005, 08:39 PM // 20:39
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#12
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Forge Runner
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I deleted the knowledge skills I did because now I realise they are very overpowered. I will work on some new ones.
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Nov 23, 2005, 08:41 PM // 20:41
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#13
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Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
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Still too powerful, NO attribute line (primary or not) should give energy for casting. The potential for mis-use is too great (putting small casting cost spells to gain energy so you can spam and cast larger cost spells for "free.")
The remaining Skills are still too powerful as described (not to mention pretty redundent), and there really is no "unique" flavor going for this Prof.
Sorry, man, but the best thing for you to do is go back to the drawing board.
This is not a "quick edit fix" problem....
Not to be too harsh, I applaud you for at least posting your ideas, something I have not done myself!
Last edited by Mordakai; Nov 23, 2005 at 08:54 PM // 20:54..
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Nov 23, 2005, 08:55 PM // 20:55
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#14
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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I will just say :
Don't be discourage, keep up the posting. Be it good or bad, people still enjoy reading them, and that is what it counts. FIGHT ON, BROTHER!
also this class sux
(I am just kidding)
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Nov 23, 2005, 08:55 PM // 20:55
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#15
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Forge Runner
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Quote:
Originally Posted by Mordakai
Still too powerful, NO attribute line (primary or not) should give energy for casting. The potential for mis-use is too great (putting small casting cost spells to gain energy so you can spam and cast larger cost spells for "free.")
The remaining Skills are still too powerful as described (not to mention pretty redundent), and there really is no "unique" flavor going for this Prof.
Sorry, man, but the best thing for you to do is go back to the drawing board.
This is not a "quick edit fix" problem....
Not to be too harsh, I applaud you for at least posting your ideas, something I have not done myself!
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I take in your view and will try to put in something more unique, but I'm going to keep the attributes, and try to edit the skills so they no longer seem elementalist/mesmer overlaps.
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Nov 23, 2005, 09:01 PM // 21:01
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#16
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Forge Runner
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Added a teleportation idea - see Synthetic Powers on the attributes - just an idea, so guys add to it.
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Nov 23, 2005, 09:13 PM // 21:13
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#17
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Forge Runner
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Changed Knowledge, it is now a different thing, hope it's good - comments?
(apologies for multiple post, was editing over time so I notified of it)
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Nov 23, 2005, 10:59 PM // 22:59
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#18
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Forge Runner
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i gonna be a lev 1 sage
yea lol
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