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Old Aug 10, 2005, 10:47 AM // 10:47   #1
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Default A couple class ideas.

I'm new, so these may have come up in some form or another. I searched, but found nothing.

Chronographer

This class commands time itself (obviously). Without going into details about specific spells, the idea is that this is a support class that alters how fast damage is incurred over time, as well as possessing various speed and recharge altering abilities. It is an alternative to the monk class.

Essentially, this class can turn timed AoE spells into spike damage spells, or make damage incurred to you spread out over time, so that if you take a sudden spike of damage, you will take the damage like poison or a wound (a degen).

Also, this class could have a vast array of healing regen spells, reversing damage you take as health, or bringing people back from the dead by "rolling back time." (Well, not really. Just things like skills that auto-rez people that die within a time period, etc.)

The running skills of one of these would be obvious. You can slow down every enemy around you, make short teleports or record and return to a HP amount after a certain amount of time passes.

Hexes and enchantments should be obvious as well. Slow enemies, cause them to teleport a few feet away when they attack, revert their HP or energy amounts to past amounts, things like that. Give allies increased attack rates, enpower their weapons with spiked power, transport players or corpses away from action or mobs encircling them for healing/resurrection, etc.

A lot of potential in that one.

Berserker

This is an alternative to the Warrior class. Rather than possessing high armor and high power, the Berserker possesses very low armor, high health, high damage and skills and abilities that are systemic from damage taken.

Instead of taking in Adrenaline as damage is dealt, the Berserker charges some abilties from damage taken, making it a class you do not want to take on for long periods of time.

The abilities of this class focus on drawing damage away from other players onto the Berserker, making it a sort of miniature monk class, as far as protection abilities go. In addition, the Berserker can also dramatically increase its own health using simple techniques, although these would lower his armor.

Berserkers would also specialize in running (charging) abilities that lead to attacks like knockdowns and spiked AoE damage. A Berserker's obvious weakness is its low armor and capacity to get creamed in a very short amount of time if ganged upon with interrupts and spiked damage whilst unprepared. The advantages are its speed, evasion and knockdown/interrupting techniques, and various party-oriented battle cries.

Possibly, a Berserker may not actually use weapons, but dual items.

Phantoms

Phantoms are a class that are made to give off an air of invincibility or apathy towards damage/enemies. Phantoms' abilities rest in their ability to entirely negate damage, reverse status effects, give off false information concerning health, and clone images of allies on the battlefield.

A Phantom's hex abilities are induced as very small doses of exhaustion and damage or as abilities that both weaken surrounding enemies and/or enpower nearby allies. For instance, a skill that causes allies that take damage within a certain area to physically attack with greater strength, or a skill that makes an enemy "ghosted" so that he can not take or dish out any damage for a certain amount of time, aside from the limited ability to heal to a lesser degree than normal.

A spellcaster, the Phantom does not cast normally. Rather than consuming energy to cast a spell, a Phantom has a high regen rate out of combat, but as combat begins, his energy pool begins to automatically decrease based on the number of Phantom skills he has placed, enpowering those skills like Adrenaline. The skills themselves regen this energy pool slightly; physically attacking also regens energy slightly, based on the amount of damage you're dealing.

A Phantom also has Death-Necro-like abilities in that a Phantom can manufacture allies on the field. Instead of using corpses, these form of minions are created as mirror images of allies, at level 0 and are enpowered over time based on how much damage that ally performs either using spells or physical attacks (two different Phantom minion spells). So, these minions do not lose health over time, but rather gain it over time, making them very hard to maintain at the beginning of a battle, but making them slightly difficult opponents as they begin to become more powerful.

A Phantom truly is at its most annoying as a misreporter of information, lying to enemies about current hitpoint levels, damage being currently incurred (think "Illusion of Weakness", except active) and also by making allies invulnerable to slow spells and knockdowns and health degens for limited amounts of time.

The downside of many skills and spells would be that these make the player slower, but more resistant to damage and/or effect. These would actually act as "running spells" in their own right, making a character move through a mob slowly but with nigh invincibility as the number of enemies attacking him increases. (PvE enemies would be unable to stop a Phantom in some cases during these effect times due to their inability to not be bloodthirsty imbeciles.)
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Old Aug 15, 2005, 04:55 PM // 16:55   #2
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Guess I'll post at least one skill example for each class, seeing as how popular these were.

Chronographer:

Overwhelming Instance, 2 second cast time, 15 energy
-The damage target foe takes for the next (3...10) seconds is not incurred until after 10 seconds. This damage is reduced by 2%.

Record of Health, 1 second cast time, 10 energy
-Target ally's current health is recorded. Ally is returned to that health level after (2...8) seconds. If target has more health than the recorded amount, 5% of the difference is dealt as damage to nearby foes.

Berserker: (apparently a common class suggestion, now that I found a few more threads)

Masochistic Siphon, 0 second cast time, 5 energy
-Damage dealt to target enemy is dealt to you as well. (25...75)% of this damage is converted to health after (5...0) seconds.

Pain is Power! (shout), 0 second cast time, 10 energy
-For each (50...10) units of health you lose for the next (5...10) seconds, your attack speed increases by 1%.

Phantom: (remember that Phantoms have inverted energy, making them nearly immune to energy degen attacks or making them excellent second classes for casters; read first post; one tick = 5 energy lost)

Perplexing Force, 2 second cast time, 5 ticks gained
-You gain back all energy and have (1...2) energy degeneration for 10 seconds. If your energy reaches 0, you deal (15...50) damage to any adjacent foes.

Mirrored Mage, 3 second cast time, 10 ticks gained
-You gain 10 energy. Target ally is mirrored to create a level 0 minion. This minion gains 1 level and is healed 100 points for every (500...150) damage dealt by its master by spells. Ally is immune to Mirrored Mage until his minion dies.

Suspended Force, 1 second cast time, 5 ticks gained
-For (25...100) seconds, if target ally's health falls below 25%, that ally cannot receive damage for (2...8) seconds, but deals only 25% damage with any attack.

I tried thinking out the problems and balance each one of these would have, notably the Phantom, but you get the premise.
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