Concept Class: Masonist
FujiwaraKazuma
I decided to quit on the Masonist since its a hard class to pull off. I have started another thread on another concept of mine. Please close this thread.
actionjack
By material I hope you don't mean you use the material in your Inventory. Else someone can give you a speech about GW not a Item-driven game.
FujiwaraKazuma
Actually, it is material in your inventory. I thought that was going to be the challenge of using a Masonist, to be using materials found in the game. I agree that GW is not an item-driven game, however.
I was thinking that instead of using material in your inventory, the Masonist just makes his basic items out of artificial materials, and uses outside material and items to make beasts and enchanted items. Is that a better change?
ETA: Actually, I think I'll go with the direction above. I think it makes the class easier and less item-driven.
I was thinking that instead of using material in your inventory, the Masonist just makes his basic items out of artificial materials, and uses outside material and items to make beasts and enchanted items. Is that a better change?
ETA: Actually, I think I'll go with the direction above. I think it makes the class easier and less item-driven.
lyra_song
Quote:
Originally Posted by FujiwaraKazuma
Actually, it is material in your inventory. I thought that was going to be the challenge of using a Masonist, to be using materials found in the game. I agree that GW is not an item-driven game, however.
I was thinking that instead of using material in your inventory, the Masonist just makes his basic items out of artificial materials, and uses outside material and items to make beasts and enchanted items. Is that a better change? ETA: Actually, I think I'll go with the direction above. I think it makes the class easier and less item-driven. |
Its like how our rangers never run out of arrows, or poison for their arrows, etc.
Personally...i hate farming for Poison Spores, Venom Canines, Empty Bottles, etc. etc. etc. JUST to make deadly poison bottles. And then only being able to use a poison bottle for a short time, and when you run out..prepare to die x.x
kinda reminds me of my own ceramicist concept ^^;
actionjack
Yes, remind me of Ceramicist too... which is lot better.
If you do go with item-driven scheme (where you "used up" materials in your inventory), than I would have to shot you down.
You could check out my old Engineer or Lordhelmos's Engineer, which use a none-inventory Material Pool for their skill.
But I do think it would be interesting to have a item-related skill. Say you can equipe Marvel Stone, Mitheral, or Iron on your off hand, which will effect the skill you use. So if you cast something like "Craft Armor", if holding Marvel, will give +8 AL, -10% speed bonues in addition to the effect of skill, while Mitheral will give you +4 AL, and Iron be +1 AL, +3 Attack.
If you do go with item-driven scheme (where you "used up" materials in your inventory), than I would have to shot you down.
You could check out my old Engineer or Lordhelmos's Engineer, which use a none-inventory Material Pool for their skill.
But I do think it would be interesting to have a item-related skill. Say you can equipe Marvel Stone, Mitheral, or Iron on your off hand, which will effect the skill you use. So if you cast something like "Craft Armor", if holding Marvel, will give +8 AL, -10% speed bonues in addition to the effect of skill, while Mitheral will give you +4 AL, and Iron be +1 AL, +3 Attack.