Concept class- (Need a name, lol)

Mrscoombes

Lion's Arch Merchant

Join Date: Aug 2006

Crimson Skullfuks

A/R

I'm literally thinking this up as I type, so if anything is unbalanced excuse me. This will most likely take me 1 hour to compose, as i'm aiming to give atleast 10 skills per attribute.

Ok, introducing the.....uhm....well I havent thought of a name yet.

Intro: The XX tricks opponents into thinking they have the upper hand in battle, whilst really they're disabling themselves and their allies. Much like the mesmer, the XX bends the will of opponents, but to a much higher degree, utilizing the effects of his signature 'Mind bending' to distort reality as we know it.

Attributes:

Mind Bending:
With each 2 ranks in Mind Bending, you will deal 1.5 damage to foes whenever you cast a distort on them.

Distortion:
No inherent effect. Many XX skills which delude enemies into thinking they have the upper hand, become stronger with each rank of Distortion.

Soul Warping:
No inherent effect. Many XX skills which deal direct damage to foes and render foes useless become stronger with each rank of Soul Warping

Larceny: No inherent effect. Many skills which draw strength from enemies, and even hinder yourself to aid allies become stronger with each rank of of Larceny.

Example Skills:
(Note: Many inherent attributes have few attatched skills, except the warrior's strength and the assasin's critical strikes)

Mind Bending skills:

Relentless Intrusion: Casting time: 2|Energy use: 10|Recharge time: 20seconds

Hex. For 2...7 seconds, whenever foe takes chaos dmg whilst casting a spell, that foe is interupted. This hex is reapplied every time a distort is cast on target foe whilst Relentless Intrusion is still active.


Mind Bend [E]: Casting time: 1|Energy use: 15|Recharge time: 25 seconds

Distort. Target foe's spells appear to do 25 more dmg for 3...10 seconds. When Mind Bend ends on foe, target foe takes damage equal to the amount Mind Bend appeared to give to target foe's attack.



Distortion Skills:

Imagined High Hopes: Casting time: 1|Energy use: 10|Recharge time: 10 seconds

Distort. Target foe attacks 25% faster for 11...6 seconds. When High Hopes ends on that foe, he attacks 15% slower for 6...11 seconds.


Imagined Heartiness: Casting time: 1|Energy use: 10|Recharge time: 20 seconds

Distort. Whilst distorted with Heartiness, target foe gains +350...400 maximum health. When Heartiness ends on that foe, he loses the bonus health, and takes damage equal to 25...50% of the amount of health bonus lost.


Craving: Casting time: 1/4|Energy use: 10|Recharge time: 10 seconds

Distort. If target foe is using a vampiric skill, that foe steals 35....25% more health than planned. If target doe does not use the same skill within 6...3 seconds, that foe takes 20...90 dmg.


Imagined Reflexes: Casting time: 2|Energy use: 10| Recharge time: 15 seconds

Distort. For 14...8 seconds target foe has a 90% chance to 'evade' attacks.
When Unreal Reflexes ends on that foe, blind foes attacking him cannot miss, and he cannot evade attacks for 8...14 seconds.


Over-Confidence: Casting time: 2|Energy use: 10| Recharge time: 15

Must target prepared foe. The effects of target foes 'preparation' are doubled for foe's next 5...3 attacks. When Over-Confidence ends on that foe, he is knocked down, and the effects and durations his preparation's dealt out, are applied to him.

Highs and lows: Casting time: 2|Energy use 15|Recharge time:30

Elite distort. Target foe and all adjacent foes gain +2 health regeneration for 5...20 seconds. When Highs and lows ends on that foe, he takes damage equal to the amounts of health he and his allies regenerated due to Highs and lows. This spell causes exhaustion.


In response to the posts saying this class should lean on the side of shutdownyness, I'll modify the skills for Divine Bonds and Soul Warping.

Soul warping skills: It says in the attribute thing that it deals direct dmg+rendering useless so I'll go on a sort of Energy Denial theme here

Divine Bonds skills: Not much relevance to the character, it just needs some way of healing itself. Perhaps i should change it so that instead of divine bonds it has, maybe "Larceny" which extracts powers from your foes to help yourself+allies, or maybe hindering yourself in order to help allies/slow down foes.

Soul warping:

Destiny: Casting time: 2 | Energy use: 10 | Recharge time: 20 s

Warp. For 10 seconds if target foe die's whilst under the influence of Destiny, all adjacent foes to dead foe lose 1...8 energy.


Absorb Enchantments: Casting time: 2 | Energy use: 10 | Recharge time 25 s

Warp. For 5...15 seconds every time target foe is enchanted by an ally of said foe, he loses 1...8 energy and you gain 10...30 health.


Deathwish: Casting time: 2 | Energy use: 10 | Recharge time 20 s

Warp. If target foe isn't stood next to any of his allie's, that foe is knocked down and takes 10...30 damage.

Ridicule {E}: Casting time: 2 | Energy use: 15 | Recharge time 20 s

Elite warp. For 5...20 seconds, whenever target foe heals himself whilst their health is under 50%, half of the healing is directed to you, and they lose 3...9 energy.




Larceny skills.

Speech Slur: Casting time: 1 | Energy use: 10 | Recharge time 30 s

Distort. For 5...15 seconds, target foe takes 50% longer to cast spells, whilst you can cast spells 25% faster.


Hibernation: Casting time: 3 | Energy use: 10 | Recharge time 50 s

Stance. For 5...15 seconds you are invunerable. When you awake from Hibernation, for 20...15 seconds you cannot move or attack and all adjacent allies steal 3...2 energy regeneration from you.

Larcenate {E}: Casting time: 2 | Energy use: 15 | Recharge time 25 s

Elite distort. The next 1...4 spells by target foe fail. When these spells fail all allies adjacent to said foe steal 3 energy from both you and said foe. When Larcenate ends on that foe, you gain energy equal to the amount you lost.

Ethereal Torture: Casting time: 2 | Energy use: 15 | Recharge time 20 s

Distort. For 10 seconds all foes adjacent to you suffer -1 energy regeneration and lose 1 energy a second. All allies next to you steal 5 energy from you when you activate this skill.


Needs a little more work, but the concept is improved thanks to the comments. Any opinions about the newly formed Distortionist?

Mrscoombes

Lion's Arch Merchant

Join Date: Aug 2006

Crimson Skullfuks

A/R

Oh oh oh, I forgot to explain his armour and such.

This caster has a rather nice twist to his attacking system.

His max AP will be 65-70 armour.
He will not actually use wands or staffs on his hands, instead he will wear gloves with the same effect as offhands, only a little bit lesser. (energy +9 instead of 12) He/she will attack using his HEAD ARMOUR! Yes, his head armour will have a choas dmg max of 11-22, and the projectiles will come from his forehead. Pretty smart eh?

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

Quote:
Originally Posted by Mrscoombes
Oh oh oh, I forgot to explain his armour and such.

This caster has a rather nice twist to his attacking system.

His max AP will be 65-70 armour.
He will not actually use wands or staffs on his hands, instead he will wear gloves with the same effect as offhands, only a little bit lesser. (energy +9 instead of 12) He/she will attack using his HEAD ARMOUR! Yes, his head armour will have a choas dmg max of 11-22, and the projectiles will come from his forehead. Pretty smart eh?
Sounds pretty silly..

Mrscoombes

Lion's Arch Merchant

Join Date: Aug 2006

Crimson Skullfuks

A/R

Anyone at all want to comment on the character, else i'll just keep posting 6 skills for each attrib until someone decides to make a criticism.

Mrscoombes

Lion's Arch Merchant

Join Date: Aug 2006

Crimson Skullfuks

A/R

Quote:
Originally Posted by Nevin
Sounds pretty silly..
What's wrong with using mind power to attack when there's skills that can make 14 meteors rain down out of nowhere?

Mrscoombes

Lion's Arch Merchant

Join Date: Aug 2006

Crimson Skullfuks

A/R

*****mods*****
Please Delete This Post.

Mrscoombes

Lion's Arch Merchant

Join Date: Aug 2006

Crimson Skullfuks

A/R

****mods****
Please Delete This Post

Mrscoombes

Lion's Arch Merchant

Join Date: Aug 2006

Crimson Skullfuks

A/R

Oh man, I know the class is rather overpowered, but that's exactly what I need you guys to tell me how to improve upon! Gimme a break, I spent approx. 2 1/2 hours on that, and the only reply I got was 'Sounds silly'
Seriously, I need help improving upon the class to get it to the standards that will catch Anet developer's eyes!!

Mrscoombes

Lion's Arch Merchant

Join Date: Aug 2006

Crimson Skullfuks

A/R

I don't suppose 'Distortionist' Or 'Larcenist' would be an OK proffession name?

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

sounds like he uses his head to attack, like that one soccer dude :P

This class just might not work out really, it seems almost entirely useful in nature in pvp, while in pve the computer just swing like idiots rather than think.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

nice list of skills

Ventius Hozza

Ventius Hozza

Wilds Pathfinder

Join Date: Aug 2005

London, UK

Powerpuff Boys [PUFF]

R/

Nice concept, lots of work went into it. This is how I imagined the whole thing to be:

http://img85.imageshack.us/my.php?image=ohnoesgb4.gif

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

Stop spamming your underdeveloped idea, edit the original post and add your improvements, you don't need and shouldn't bump your thread like a newb.

Terra Xin

Terra Xin

Furnace Stoker

Join Date: Mar 2006

New Zealand

Me/R

oh god your incantations are painful to its caster...

try reducing the negative effects of all of them, +30 damage really isn't that much.

Trunce

Academy Page

Join Date: Jul 2005

R/Me

I like the concept of it. It'd be cool for say a running skill to 'slow' down time for the (xx profession) to where they move 25% faster than everyone else, but it apears that everyone else is moving 25% slower to the xx.
And, instead of the head, use their palms maybe? >.>
Maybe incorporate some 3rd eye deal.
Overall, pretty good ideas

EndoftheSyringe

EndoftheSyringe

Frost Gate Guardian

Join Date: Apr 2006

Apathetic Eaters of Babies

W/Mo

Those bonds hurt... a lot. Knocked down and lose an enchantment for 30 damage... Especially for an elite?

It's not like they are even bad to have... no different from a ritualist spirit that attacks. And for an elite, rather than stealing an enchantment from you, maybe it should remove a hex.

Burning on you for 4 seconds EVERYTIME it attacks? More like set your foes on fire for 1 second everytime it attacks...

These are elites, and just summons. It would be different if they were doing 120 damage a hit, but they aren't.

Mrscoombes

Lion's Arch Merchant

Join Date: Aug 2006

Crimson Skullfuks

A/R

the incantations are supposed to be the divine forces, thus they make you pay for letting do their dirty work, I should have mentioned these guys move around like a minion, and do a base damage of 20-35 blunt dmg. think of them as flesh golems of the gods.

Mrscoombes

Lion's Arch Merchant

Join Date: Aug 2006

Crimson Skullfuks

A/R

Bump. OH DID I JUST SAY THAT?!

frickett

frickett

Krytan Explorer

Join Date: Jan 2006

Shinigami Keys [SHIN]

R/Mo

I really like the distortion skills, but I dont like the direction you went with soul warp or divine bond. I would have liked the sould warp skills to be more of a shutdown thing than an aoe thing.

Maybe Chorus of Thunder could have been more like this.

Warp. Target foe is Blinded for 3...7 seconds, If the target moves during this time the duration resets.

and Chorus of flame

Warp. Target foe is crippled for 4-9 seconds. If the target uses a skill in this time the duration is reset...

This way It would be more of a shutdown or warping line rather than just more aoedots...

I really think this profession has some potential. I hope you find a good name for it. Someone mentioned a distortionist. That sounds nice. What about something like "Judge" or "Delusionist"

Thermo

Ascalonian Squire

Join Date: Jul 2005

Since this class seems almost all hex based, I think the primary should be slightly different then damage since you can do a lot of spell dmg or just damage with the warrior, necro, maybe the ele, assassin, etc. Instead I propose that the pirmary should be a %chance of your warp and disstort hexes to be applied as non hex spells. The % should probably scroll up about the same as assassin dual strike so 32% at 16. So this effects in-class skills only like DF. Perhaps when it activates an enemy sees a lock over the hex so they know it is LOCKED ON.

I don't think you should do summoning with this class. Keep it going with the shutdown approach instead. This class could be very interesting if it is designed as a specialized shutdown mesmer class.

Mrscoombes

Lion's Arch Merchant

Join Date: Aug 2006

Crimson Skullfuks

A/R

****mods****
Please Delete This Post

gene terrodon

gene terrodon

Lion's Arch Merchant

Join Date: Jul 2006

Maryland/DC Area

Farmers Unite [FU]

W/

How about...Astral Mage as a class name, since they would do most of their work by controlling the mind.

A good class and nice skills list.

Albeit a bit overpowered, you may want to tweak some of the casting times and hex durations.

Super_Nerd0

Frost Gate Guardian

Join Date: Dec 2005

ALOA 2

Me/

a good name could be...
Mesmer Mk II
It's the new and (poorly) improved mesmer!It could even be called the psychic of battle, however it is a very bad class and will not be made into the game!Larceny+Soul Bonds=Inspiration.this is a normal domiation mesmer.
sry, but
/flamed

achilles ankle

Frost Gate Guardian

Join Date: Feb 2006

USA

The Primevil Spartans

A/

Quote:
Originally Posted by Mrscoombes
Craving: Casting time: 1/4|Energy use: 10|Recharge time: 10 seconds

Distort. If target foe is using a vampiric skill, that foe steals 35....25% more health than planned. If target doe does not use the same skill within 6...3 seconds, that foe takes 20...90 dmg.
get rid of this lol....only because of 2 words...touch rangers. this would buff them even more than they are now lol..nty.
b4 sumone rants..yes i know they are countered easy but then there are times wen they work very effectively..and this would help them even more.

Mrscoombes

Lion's Arch Merchant

Join Date: Aug 2006

Crimson Skullfuks

A/R

I dunno what the look would be yet, it'd obviously be very arcane to say the least.

Ian Savage

Academy Page

Join Date: Nov 2005

Nowhere. And Everywhere. At the same time!

Born of Revolution [BoRN]

Mo/Me

hmm. this is somewhat similar to a concept class that I'm still writing up, and yet different at the same time. Yours seems to be too.... unbalanced. What you have here is a basic idea. What i recommend, and I do this myself, is to find yourself a good notebook with hard cover and lined paper, excellent for writing. Any time you find yourself with an idea, write it down. then spend about 15-20 min every day developing it. balance, variety, uniqueness, work it all out. This is a solid concept, and a good one (if i do say so myself), but it needs more development. work on it, then either repost the thread, or edit the first post and add a single bump/edit post. keep thinking.

Carl Butanananowski

Carl Butanananowski

Krytan Explorer

Join Date: Mar 2006

Arizona

We Have Big [Meat]

Changes are in bold.


Mind Bending skills:

Relentless Intrusion: Casting time: 2|Energy use: 10|Recharge time: 20 seconds

Hex. For 2...7 seconds, whenever foe takes chaos damage while casting a spell, that foe is interrupted. This hex is reapplied every time a distort spell is cast on target foe while Relentless Intrusion is still active.


Mind Bend [E]: Casting time: 1|Energy use: 15|Recharge time: 25 seconds

Distort. Target foe's spells appear to do 25 more damage for 3...10 seconds. When Mind Bend ends on foe, target foe takes damage equal to the amount Mind Bend appeared to give to target foe's attack.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Distortion Skills:

Imagined Hopes: Casting time: 1|Energy use: 10|Recharge time: 10 seconds

Distort. Target foe attacks 25% faster for 11...6 seconds. When High Hopes ends on that foe, he attacks 15...25% slower, and moves 15% slower for 6...11 seconds.


Imagined Heartiness: Casting time: 1|Energy use: 10|Recharge time: 20 seconds

Distort. Whilst distorted with Heartiness, target foe gains +200-300 maximum health. When Heartiness ends on that foe, they take damage equal to 25...50% of the amount of added health.


Craving: Casting time: 1/4|Energy use: 10|Recharge time: 10 seconds

Distort. If target foe is using a vampiric skill, that foe steals 35....23% more health than planned. If target foe does not use the same skill within 6...3 seconds, that skill is disabled for an extra 15 seconds.


Imagined Reflexes: Casting time: 2|Energy use: 10| Recharge time: 15 seconds

Distort. For 14...8 seconds target foe has a 90..64% chance to 'evade' attacks. When Imagined Reflexes ends on that foe, blind foes attacking him cannot miss, and he cannot evade attacks for 8...14 seconds.


Over-Confidence: Casting time: 2|Energy use: 10| Recharge time: 15

Must target a prepared foe. The effects of target foes 'preparation' are doubled for foe's next 7...3 attacks. When Over-Confidence ends on that foe, he is knocked down, and the effects and durations his preparations dealt out are applied to him.

Highs and Lows: Casting time: 2|Energy use 15|Recharge time:30

Elite distort. Target foe and all adjacent foes gain +2 health regeneration for 5...20 seconds. When Highs and lows ends on that foe, he takes damage equal to the amounts of health he and his allies regenerated due to Highs and Lows. This spell causes exhaustion.

~~~~~~~~~~~~~~~~~~~~~~~~~~~

Soul warping:

Destiny: Casting time: 2 | Energy use: 10 | Recharge time: 20 seconds

Warp. For 10 seconds if target foe dies whilst under the influence of Destiny, all adjacent foes to target dead foe lose 1...8 energy.


Absorb Enchantments: Casting time: 2 | Energy use: 15 | Recharge time 60 s

Elite Warp. For 7...21 seconds every time target foe is enchanted by an ally of that foe, he and the caster of the enchantment lose 1...8 energy and you gain 10...30 health and 1...6 energy.


Deathwish: Casting time: 2 | Energy use: 10 | Recharge time 20 s

Warp. If target foe isn't standing next to any of his allys, that foe is knocked down and takes 15...39 damage.

Ridicule {E}: Casting time: 2 | Energy use: 15 | Recharge time 20 s

Elite warp. For 5...20 seconds, whenever target foe heals himself whilst their health is under 50%, half of the healing is directed to you, and they lose 3...9 energy.

~~~~~~~~~~~~~~~~~~~~~~~

Larceny skills.

Speech Slur: Casting time: 1 | Energy use: 10 | Recharge time 30 s

Distort. For 5...15 seconds, target foe takes 50% longer to cast spells, whilst you can cast spells 25%...50% faster.


Hibernation: Casting time: 3 | Energy use: 10 | Recharge time 50 s

Stance. For 5...15 seconds you are invulnerable. When Hibernation ends, for 14...5 seconds, you deal no damage in attacks or spells, and any effects of those attacks or spells are negated.


Larcenate {E}: Casting time: 2 | Energy use: 15 | Recharge time 25 s

Elite distort. The next 1...4 spells cast by target foe fail. When these spells fail, all allies adjacent to target foe lose 4...7 energy. When Larcenate ends on that foe, you gain 11..27% of the amount lost by those enemies, and take 7...2 damage for each point of energy you gain.

Ethereal Torture: Casting time: 2 | Energy use: 15 | Recharge time 20 s

Distort. For 10 seconds all foes adjacent to you suffer -1 energy regeneration and lose 1 energy every second. This effect ends if any of those enemies reach 0 energy. When you activate this skill, all allies next to you steal 2...3 energy from any adjacent enemies, and you take 9...3 damage for each point of energy stolen.


My two cents..

Mrscoombes

Lion's Arch Merchant

Join Date: Aug 2006

Crimson Skullfuks

A/R

Larceny is about hindering yourself to help allies aswell don't forget, Hibernation did need a tone down but it doesn't suit the Atrrib description if your allies don't nick energy from you =)