Anet, all the classes should have 5 attribute lines!
Elementalits and Warriors have five attribute lines, why not allow the same flexibility to the other classes?
Here are some suggestions: note* the following values after the skill description refer to the (skill cost,skill cast time, recharge time)
I gave each class 4 skills and 1 elite to associate with each of the new attribute lines I have suggested for them. Please let me know what you think
Ranger - Javelin Mastery (Each point in javelin mastery increases damage associated with javelins and their chance to achieve a critical hit. This also raises the effectiveness of skills related to javelin mastery)
"Harpoon" - Elite ranged javelin attack skill. Harpoon strikes target for 0 damage. If the target is non stationary, the target is then pulled towards you. (15,3,45)
"Jab" - melee javelin attack skill. Jab deals +2...12 damage. This skill has 20% armor penetration. (10,1/4,2)
"Power throw" - ranged javelin attack skill. Power throw strikes target for +4...20 damage if it hits. This skill has 10% armor penetration. (10,1,5)
"Deep strike" - melee javelin attack skill. Deep strike inflicts bleeding and deep wound. (10,1,30)
"Raging fury" - Melee javelin stance. Raging Fury increases the attack speed of your melee javelin attacks by 50% for 5seconds...12seconds. (0,10,20)
Necromancer -Haunting Mastery Each point in haunting mastery increases the amount of mana you retain after death by 4%. Effectiveness of skills linked to haunting mastery are also increased. (Note that Haunting mastery skills can only be used while the user is dead. Also, Darkspirits have HALF the range of nature ritual spirits)
"Haunted House" -Elite Darkspirit. Summons an indestructable Darkspirit at your corpse. Foes within this darkspirit's range cannot move outside of the spirit's boundaries. This spirit dies after 5...25 seconds. (3/0/35)
"Death bond" - Darkspirit. Summons an indestructable darkspirit at your corpse. Whenever a creature dies, recover 1...7 energy. This spirit dies after 5...25 seconds. (3/0/35)
"Graveyard Vengeance" - Darkspirit. Summons an indestructable darkspirit at your corpse. All foes in the area suffer from Health degen of 2/sec and energy degen of 1/sec. This spirit dies after 5...25 seconds. (3/0/35)
"Unknown Infusion" - Darkspirit. Summons an indestructable darkspirit at your corpse. All foes in the area suffer from -1...-15 armor penalty. This spirit dies after 5...25 seconds. (3/0/35)
"Grenth's Mercy" - Darkspirit. Summons an indestructable darkspirit at your corpse. When this spirit dies you are ressurected with 10% health and 0 energy. This spirit dies after 45...25 seconds. (100% chance of failure with Haunting mastery 11 or less) (0/0/0)
Monk - Meditation (Each point in meditaton reduces the casting time of skills linked to meditation by 3%. Meditation also increases the effectiveness of these skills.)
"Reversal of mind and body" - Elite meditation skill. While active, Reversal of mind and body switches your maximum life for your maximum mana. Current hp and mp values, and current effects on hp or mp are also swapped. This meditation is lost if you move.(25,20,60)
"Force of will" - Meditation skill. While active, hexes cast on you last 10%...50% less.This meditation is lost if you move. (15,15,45)
"Discipline" - Meditation skill. While active, the chance of skills you use being interruped are lowered by 5%...45%. This meditation is lost if you move. (15,10,60)
"Full concentration" - Meditation skill. While active, spirits and darkspirits do not effect you. This meditation is lost if you move. (20,15,45)
"Conduct Energy" - Meditation skill. While active, nearby foes are struck by damage every second equal to the amount of energy you have. This meditation is lost if you move. (15,15,45)
Mesmer - Temporal Attunement (Each point in temporal attunement raises the effectiveness of skills linked to temporal attunement.)
"De-evolution" - Elite Hex spell. For 7-24 seconds target foe's level is reduced by 1...3. The last 45 attribute points target foe allocated are also removed. Attribute Points, Hp, Mp are all restored after hex lifts. (20,5,60)
"Time Paradox" - Hex spell. For 2-9 seconds the skill that target foe last equipped is disabled. (10,2,10)
"Rewind" -hex spell. If target foe was just ressurected in the last 1...3 seconds, that foe returns to death in 5...2 seconds. After 3...8 seconds, that foe is ressurected again. Deaths occured from rewind do not inflict death penalty. (5,3/4,75)
"Temporal Vortex" -hex spell. For 2...6 seconds whenever target foe is struck physically, that strike occurs again. (15,1,10)
"Lyssa's watch" - hex spell. Whenever target foe recovers from a hex, that hex is cast again and Lyssa's watch ends. (5,1,10)
So.. any suggestions, flames (well maybe not hardcore flames =p), compliments are appreciated, because I would like a good idea of how this can be fixed up before things are finallized for review by anet.
Btw my in game name is healing fruit, you can also contact me there.
Thanks for reading guys, hope you guys like my ideas!
Last edited by Fr3sH; Aug 17, 2005 at 06:57 AM // 06:57..
Btw, op here.. I thought i would suggest some of the skill combos, but i guess it would be too hard to find in that book up there =p.
-Use reversal of mind and body with protective bond. (No not overpowered. Uw solo monks cant utilize this because they must cast it after they aggro. and of course pvp is filled with enchant removal.) (at least smart teams are)
-Get qz, echo, etc to lower the recharge on rewind so that you can basically keep one person ressing and dying, without giving them enough time to fight.
-Use harpoon to kill monks using meditations.
-Use harpoon to start the fight, pulling the enemy caster.
-others ill leave you guys to find =p
Btw please dont view without putting in any feedback... If you guys want anet to see this it needs to get some replies. =p
Last edited by Fr3sH; Aug 17, 2005 at 07:07 AM // 07:07..
Guild: The Biggyverse [PLEB] // Servants of Fortuna [SoF]
I can see you put some thought in here.
but the no. of skills the classes have is +- the same. so isn't it a choice between a more deep lines and shallower attributelines?
that said, i think you got some interesting ideas. raging fury seems quite on the power side.
the haunting line puzzles me. you die, and keep on casting for ever?
The haunted house is quite funny though i can see someone trying to slam in a virtual wall.
De-evolution is probalby to cruel and to confusing to work out in reality.
lyssa's watch is quite on the power side also. i mean, for 5 nrg i get a copy of a 15 nrg hex at the perfect moment?
I can see you put some thought in here.
but the no. of skills the classes have is +- the same. so isn't it a choice between a more deep lines and shallower attributelines?
that said, i think you got some interesting ideas. raging fury seems quite on the power side.
the haunting line puzzles me. you die, and keep on casting for ever?
The haunted house is quite funny though i can see someone trying to slam in a virtual wall.
De-evolution is probalby to cruel and to confusing to work out in reality.
lyssa's watch is quite on the power side also. i mean, for 5 nrg i get a copy of a 15 nrg hex at the perfect moment?
Actually the haunting line simply has skills that require low mana because after death you will retain a certain amount of mana depending on how much points you put in the attribute. So after a while of casting spirits while dead, you will eventually run out of nrg.
thnx for ur opinion btw!
Last edited by Fr3sH; Aug 17, 2005 at 08:35 AM // 08:35..
Ok... I was gonna wait on this one, but since you felt you needed an answer so quickly...
Quote:
Originally Posted by Fr3sH
Ranger - Javelin Mastery (Each point in javelin mastery increases damage associated with javelins and their chance to achieve a critical hit. This also raises the effectiveness of skills related to javelin mastery)
"Harpoon" - Elite ranged javelin attack skill. Harpoon strikes target for 0 damage. If the target is non stationary, the target is then pulled towards you. (15,3,45)
"Jab" - melee javelin attack skill. Jab deals +2...12 damage. This skill has 20% armor penetration. (10,1/4,2)
"Power throw" - ranged javelin attack skill. Power throw strikes target for +4...20 damage if it hits. This skill has 10% armor penetration. (10,1,5)
"Deep strike" - melee javelin attack skill. Deep strike inflicts bleeding and deep wound. (10,1,30)
"Raging fury" - Melee javelin stance. Raging Fury increases the attack speed of your melee javelin attacks by 50% for 5seconds...12seconds. (0,10,20)
All you'd done here is here is changed the bows into a different weapon and added a few melee attacks similar to swords. Rangers don't need this. What they COULD use is some environment skills. Some sort of abilities that work depending on the surroundings. Those would be more interesting than adding attacks from other classes masked in a new weapon.
Quote:
Originally Posted by Fr3sH
Necromancer -Haunting Mastery Each point in haunting mastery increases the amount of mana you retain after death by 4%. Effectiveness of skills linked to haunting mastery are also increased. (Note that Haunting mastery skills can only be used while the user is dead. Also, Darkspirits have HALF the range of nature ritual spirits)
"Haunted House" -Elite Darkspirit. Summons an indestructable Darkspirit at your corpse. Foes within this darkspirit's range cannot move outside of the spirit's boundaries. This spirit dies after 5...25 seconds. (3/0/35)
"Death bond" - Darkspirit. Summons an indestructable darkspirit at your corpse. Whenever a creature dies, recover 1...7 energy. This spirit dies after 5...25 seconds. (3/0/35)
"Graveyard Vengeance" - Darkspirit. Summons an indestructable darkspirit at your corpse. All foes in the area suffer from Health degen of 2/sec and energy degen of 1/sec. This spirit dies after 5...25 seconds. (3/0/35)
"Unknown Infusion" - Darkspirit. Summons an indestructable darkspirit at your corpse. All foes in the area suffer from -1...-15 armor penalty. This spirit dies after 5...25 seconds. (3/0/35)
"Grenth's Mercy" - Darkspirit. Summons an indestructable darkspirit at your corpse. When this spirit dies you are ressurected with 10% health and 0 energy. This spirit dies after 45...25 seconds. (100% chance of failure with Haunting mastery 11 or less) (0/0/0)
Making Necros the ONLY players to be able to work while dead! That's not even something that needs to be CLOSE to this game. Frankly I would like to see another skill set for necros that would give them a bit more respect, but this is hardly the answer.
Quote:
Originally Posted by Fr3sH
Monk - Meditation (Each point in meditaton reduces the casting time of skills linked to meditation by 3%. Meditation also increases the effectiveness of these skills.)
"Reversal of mind and body" - Elite meditation skill. While active, Reversal of mind and body switches your maximum life for your maximum mana. Current hp and mp values, and current effects on hp or mp are also swapped. This meditation is lost if you move.(25,20,60)
"Force of will" - Meditation skill. While active, hexes cast on you last 10%...50% less.This meditation is lost if you move. (15,15,45)
"Discipline" - Meditation skill. While active, the chance of skills you use being interruped are lowered by 5%...45%. This meditation is lost if you move. (15,10,60)
"Full concentration" - Meditation skill. While active, spirits and darkspirits do not effect you. This meditation is lost if you move. (20,15,45)
"Conduct Energy" - Meditation skill. While active, nearby foes are struck by damage every second equal to the amount of energy you have. This meditation is lost if you move. (15,15,45)
Meditation = Divine favor + Mesmer's Fast Casting = Overpowered.
Quote:
Originally Posted by Fr3sH
Mesmer - Temporal Attunement (Each point in temporal attunement raises the effectiveness of skills linked to temporal attunement.)
"De-evolution" - Elite Hex spell. For 7-24 seconds target foe's level is reduced by 1...3. The last 45 attribute points target foe allocated are also removed. Attribute Points, Hp, Mp are all restored after hex lifts. (20,5,60)
"Time Paradox" - Hex spell. For 2-9 seconds the skill that target foe last equipped is disabled. (10,2,10)
"Rewind" -hex spell. If target foe was just ressurected in the last 1...3 seconds, that foe returns to death in 5...2 seconds. After 3...8 seconds, that foe is ressurected again. Deaths occured from rewind do not inflict death penalty. (5,3/4,75)
"Temporal Vortex" -hex spell. For 2...6 seconds whenever target foe is struck physically, that strike occurs again. (15,1,10)
"Lyssa's watch" - hex spell. Whenever target foe recovers from a hex, that hex is cast again and Lyssa's watch ends. (5,1,10)
Mesmers are mind benders... not temporal mages. Time magic is better suited to an entirely new class.
Quote:
Originally Posted by Fr3sH
So.. any suggestions, flames (well maybe not hardcore flames =p), compliments are appreciated, because I would like a good idea of how this can be fixed up before things are finallized for review by anet.
Btw my in game name is healing fruit, you can also contact me there.
Thanks for reading guys, hope you guys like my ideas!
Please, don't even bother to submit these to ANet. They'll never fly. Don't stop coming up with ideas, but let the ones in this thread die.
Thnx alot for your input! actualy i already thought of the mesmer fast cast with med. I think it would still work though because if you really are willing to put points into both fast cast AND med, you really wont have much points left to go with the attribute that was supposed to be your primary job. (healer,buffer,etc)
And for the med=df+fc, thats not true cuz... i said points into med only reduce casting times for med skills.
Thnx again for your input tho, ill give more thought to this.
Last edited by Fr3sH; Aug 17, 2005 at 09:49 AM // 09:49..
"Conduct Energy" - Meditation skill. While active, nearby foes are struck by damage every second equal to the amount of energy you have. This meditation is lost if you move. (15,15,45)
8 monks standing still on the alter throwing this up when anyone gets even remotely close is the first thing that comes to my head.....
8 monks standing still on the alter throwing this up when anyone gets even remotely close is the first thing that comes to my head.....
Ahh thanks so much for saying that. I couldnt believe I even thought of that skill. Im gunna have to swing my own nerfbat on that skill, but ill keep the unedited version here so people can see. =p
Of course now that I think about it, thats why I gave rangers harpoon, just tow the monk out and then thrash it. =p But yeah this skilll mayb a bit on the upside, thnx again.
Thnx alot for your input! actualy i already thought of the mesmer fast cast with med. I think it would still work though because if you really are willing to put points into both fast cast AND med, you really wont have much points left to go with the attribute that was supposed to be your primary job. (healer,buffer,etc)
And for the med=df+fc, thats not true cuz... i said points into med only reduce casting times for med skills.
Thnx again for your input tho, ill give more thought to this.
Wait... now you're talking a Mesmer with a monk secondary... So here we've got:
Fast Casting + Meditation = HOLY CRAP
You'd be able to pop off skills instantly or nearly instant with NO chance of interrupting them.
You're also talking about making Meditation a Passive skill, but you've got all your skills sounding like continuous Enchantments. Heck yeah I'd focus on Fast Casting and Meditation under your model. I could go 10 Fast Casting, 10 Meditation and 11 of anything else, probably healing. With the abilities you've posted I'd be this super tank who'd be affected by very little. even if I had to move, I could pop my spells back on as quickly as they went off.
Also considering "Conduct Energy" is basically similar to "Balthazar's Aura" you need not even nerf it... eliminate it entirely. All You've done is increase the casting and recharge times and lowered the spell cost.
Wait... now you're talking a Mesmer with a monk secondary... So here we've got:
Fast Casting + Meditation = HOLY CRAP
You'd be able to pop off skills instantly or nearly instant with NO chance of interrupting them.
You're also talking about making Meditation a Passive skill, but you've got all your skills sounding like continuous Enchantments. Heck yeah I'd focus on Fast Casting and Meditation under your model. I could go 10 Fast Casting, 10 Meditation and 11 of anything else, probably healing. With the abilities you've posted I'd be this super tank who'd be affected by very little. even if I had to move, I could pop my spells back on as quickly as they went off.
Also considering "Conduct Energy" is basically similar to "Balthazar's Aura" you need not even nerf it... eliminate it entirely. All You've done is increase the casting and recharge times and lowered the spell cost.
Actually that supertank idea you said has already been done, and everybody knows the uw solo monks stand no chance, in at least organized pvp. A smart team would just rip your enchants off, so i dont think the supertank idea would really work.