Concept Class-The Symbolist
Ryuken Tamashi
NOTE:I recommend after you finish reading, to look at my "edit" part in the end of the page (for new skills and attacks I made)
A group of young nomads traveled around the whole continent of Tyria, Cantha, and Elona in search of old books; For knowledge. These nomads decided to travel to a tomb, not explored in decades, hoping to find something truly special. Once at the tomb, they entered the last chamber,and found a skeleton, resembling a human. In one hand he had a quill to write with, and in the other a rusty looking book. With great suspicion, the nomads imidiatly ran to the book and scimmed through it. Already in the opening sentence it wrote "I am alone in this tomb, and I don't know my way out. My bones are old and weak, but I still have something to show the whole world. I hope someone finds this book, as I have discovered the art of symbolism. I have looked at many great pyramids, tombs, and caves in search for these rare symbols which are created by god himself. I have learned that writing these symbols on the ground shows favor to these unknown gods, and can rise to your needs. In this book you shall find all the symbols that I have learned through out my life, for I believe that this could be a great tool of ridding off anything that harms my beloved land". These nomads were shocked, and finally knew that the time of being a nomad has come to an end.
-Attributes-
The Symbolist is a caster class, that can inscribe special symbols on the ground to awaken oddwordly powers, and a few elite creatures. They have learned how to use magic in a hand to hand form and therefore don't believe in weaponry. Plus, because of the many books they have read, they also are knowledgable in alchemy and preaching.
-Main Weapon-
-Symbolic Runes-they are runes which instead of applying them on your armor you simply put it in you weapon slot. In combat, you can see your hand glowing (because of the rune). Merchants Symbolic Runes will have only a soft low glow, gold will be more flashier (maybe add some "fire" looking glow) etc...When you are fighting an enemy in hand to hand, everytime you hit, you can see a short pulse of explosion due to the rune.
-Skills- (Note:The skills listed here pose only a vision of the attribute, if you are interested in looking at more skills, then view my edits at the end of the page)
Arcanium
-Rune Traps-You have X seconds to lay as many runes on the ground as you can. When time duration ends you do X dmg. Clicking on the same spell will activate it before time duration ends but it does only 3/4 dmg.
-Arcane Uppercut-A rising punch aiming towards head area, blinding the foe for X seconds and doing X dmg.
-Blinding Magic-A palm strike to the head area causing X dmg, foe must be blinded.
-Rune Blast-Red energy fills the hand, and unleashes it up to three opponents for X dmg each
-Arcane Axe Kick- A up-to-down motion with the leg doing X dmg and knocking target down.
-Rune Stomp-Using the energy of your rune, you concentrate it on your foot, and stomp on a knockdown enemy (when you stomp on the enemy you see a short flaming explosion) for X dmg.
-Sprinting Rune Kick-You sprint towards a running opponents and do a side kick, which makes a knockdown.
-Elite-Torpedo-A stomp to the ground which lengthens knockdown time and does X dmg. Foe must be knockedown (earthshaker and Stomping Torpedo would be an excellent combo)
-Arcane Back Jab- A quick jab doing X damage. Must hit from the back.
Symbolics You must know that these spells are very powefull, and require a lot of energy. That's why these attacks can be seen as you specials.
-Tomb Stone-Create X tomb stones from the number of adjacent killed enemies. Tomb stones will appear in a small window, you will still carry them even once your in town. They will not take inventory space. When a attack requires you to place tomb stones, you must click on the number of tomb stones you want and drop them one at a time in the circle. Now the reason why I did that is to make it serve as a short period of waiting time until you can do your summon. (These stones will look like they are hovering in an energy ball cast by the one picking it up). Dropping tomb stones is INSTANT. (EDIT) I would also want them to drop all of their tombstones and enable them to party members so they can pick them up too.
-Elite-Summon of Sepheroth-You incribe a circle with the symbol of Sepheroth, you must place X amount of tomb stones in the circle to call upon the creature. Once the creatures has awakened, it acts as a pet for X seconds. The creature does X dmg to adjacent opponents and sets them of fire for X dmg.
-Water Ritual-You may incribe four circles and place them were ever you want, each circle you must place X number of tomb stones, once complete, each circle will give of water blasts slowing and doing X dmg to adjacent foes around it.
-Word Of Fire-You inscribe one circle, which requires X number of Tomb stones. However, each tomb stone requires some time to lay (which means its not instant like the other ones). Once you lay them, your whole body is engulfed with flaming energy, and everytime you click on an enemy you set of a fire blast for X dmg, you can only do this three times.
-Team Ritual-You inscribe a giant sqaure, with each corner having a small platform. You lay four tomb stones infront of you, and each player must pick it up and set it to the platform (this spell requires four people, you'll be able to let henches help you as well). Four players must lay one tomb stone on each, once this has been done, A giant blue aura apears-all adjacent enemies, (the radius is large) your enemies are stunned for X seconds taking X dmg for the duration of being stunned. And you gain X health. Lasts for X seconds (note:as this is a very powerful spell, it will require almost all of your energy, and other players as well.)
-Natures Bidding-You inscribe a circle which requires X tomb stones. Lasts for X seconds (acts almost like a trap, except its not a one time spell). Evertime enemy steps on it the enemy is stunned.
Alchemy
(If you make potions they will be in your inventory and can be put as one of your weapons choice. Each time you switch from runes to potions, you hold that item. (when switching to potions you will see another window like that for tombstones so you can select whch one you want) When you drop it you are healed (like the Ritualist). You may give other party members potions in-combat, (so if you imagine it in real life, you are sort of tossing the potion to the ally and it automatically goes into his weapon slot) If their weapon slots are full then they go in their inventory, if that is full as well ally cannot recieve the potion. Another thing is that potions have a cooldown of 30 seconds or more. (other players will have a longer cooldown). Making potions requires only 1 ingredient dropped by any monsters. Some potions will require 2 or even 3 ingredients. You can make these potions in combat and in towns/outposts etc. These potions do require your inventory spaces, but the # of inventory spaces it takes depends on your potions. Example;Let's say you have 1 healing potion, which requires 1 inventory space. Then you make 6 more healing potions, they will add up to the 1 which =7. However, all 7 requires only 1 inventory space as it is the same potions. If you were to make 6 elixir potions then they will require another inventory space. Elite potions can only be given to the caster and not the team mates. (will not require ANY skill slots)
-Healing Potion-You create X number of healing potions. Req-1 ingrediant
-Strength Potion-You create X number of strength potions which makes you have +X health regeneration. Req-1 ingredient
-Elixir Potion-You create X number of Elixir Potions, which can take away one poison or health. Req-1 ingredient
-Energy Potion-You create X number of Energy Potions, which adds X energy to you.
req-2 ingredients
Preaching
"Fast As The Wind!"-You move with X speed
"I shall not give up!"-Your cooldowns are reduced for X seconds
"Too Fast For You!"-Your melee attacks move X% quicker
"I shall Not Faulter!"-You armor glows with energy and block X attacks and magic as well
"All At Once!"-
Does spinning movements, attacking adjacent foes
"You're not worthy!"-
Makes your enemy flee for a short time (includes in pvp)
Write some FEEDBACK to my idea...thank you
EDITS!!!!! (here is a list of new skills)
Team Shielding (Symbolic)-You inscribe a large sqaure. Each corner having a small platform. You drop 4 tombstones infront of you and each party member/hench must pick it up and bring it to the platform. (This must be done quickly as the enemy can destroy the stones which have X health) Once complete, a each party member is shielded for X seconds, and you deal extra water DMG as long as you have the shield. Circle lasts for X seconds, but the X is longer then the duration of the shield. Returning to the circle will recharge the shield temporarly.
Blazing Torpedo (Symbolic)-You inscribe a circle. A giant wave of water unleashes striking for X seconds, and anyone near it is automatically knocked down and recieves X dmg. After the seconds duration is over. Everytime someone is adjacent to the circle is slowed. Lasts for X seconds.
Blazing Light Ritual (Symbolic)-You inscribe a circle. Target enemy is Dmg for X and is blinded for X seconds. (No tombstones required)
Statue's Of Death (Symbolic)-You may inscribe three circles and place them where ever you want. (Must be within double earshot range) You must place X Tombstones in each circle (you must place the required tombstone in ALL of the circles). Once complete, one circle sends a red line to the closest circle and that circle completes the line to the other circle. All enemies standing in the form (if they cross the boundry the enemies will not be harmed) become weakened, X degeneration, and are slowed Dramatically.
Healing Fountain Ritual" (Symbolic)-You Inscribe a triangle with the symbol of a Fountain. You must drop X TombStones in the circle. Once complete a fountain with water inside arrises. Players must go to the fountain and click on it. You recieve X health. When enemies near the fountain they recieve +X health degeneration. But they can destroy the fountain which has X health.
Cleansing Ritual (Symbolic)-You inscribe a triangle. All enemy enchants in earshot range are disabled for X seconds. Enemies can destroy this symbol but the attacker looses 1 enchantment.
Lightning Ritual (Symbolic)-5 second cast spell. You inscribe a circle, with the symbol of lightning. When done, lightning bolts from the air hit your three chosen targets for X dmg, and your symbol causes more lightning dmg for X seconds to all adjacent foes around it. (No Tombstones required for this cast)
New Alchemy Potion(Alchemy)-Elite-"Potion Of Poisions"-for X seconds red aura succumbs you, and any enemy near you is damaged. And is poisiond for X dmg for X seconds. When potion ends, all enemies that are poisoned become stuned for X seconds.
"Obedient Inscribtion"(Symbolic)-You inscribe a circle, and requires X tombstones. Everytime enemy is knocked down, the circle reacts by glowing and sends out a lightning shock.
"Party Potions"(Alchemy)-You make 6 healing potion infront of you, anyone except the enemy can pick it up. You are healed for X health
"Arcane Kick"(Arcane)-You perform two double kicks (a few cm off the ground) each kick causes X arcane dmg. Target enemy has X% chance of knockdown.
"I'll Finish you!"(Preach) All your physical attacks become non-instant attacks. Instead you have to wait for each strike, but there is a X% chance you will fail that strike. If your lucky and succeed you do 2X dmg.
"Come To My Aid!"(Preach) for 10 seconds X water minions come to your aid. Attacking the enemy for X, and slowing their movements.
"Summon Of Norma"(Preach) [Elite]-you inscribe a large circle (6 second cast) and you must lay X tomb stones and drop it in the circle. When done, Norma awakens (it's a water creature) and acts as your pet for X seconds. Norma summons the power of water from the air and hitting adjacent enemies for X dmg.
Flamable Tonic(alchemy) energy 5 activation 2 rechage 4
Trow a flask at target foe, for 6 seconds target foe is covered in a flamable liquid, the next time that that foe takes fire damge that foe is set on fire for 3...5...6 seconds. Req-2 ingredients
Alpha(alchemy)
energy 5 activation 4 recharge 8
Throw a flask of a reacitive substance at target foe, for 4...8...10 seconds that foe is covered in alpha and deals 1...3...5 less damge with physical attacks. Req-2 ingredients
Omega(alchemy)
energy 5 activation 4 recharge 8
Throw a flask of extremely reacitve substance at target foe, if that foe is covered with alpha that foe takes 20...40...50 cold damage and 20...40...50 fire damage. Otherwise foe is covered in omega for 5 seconds and whenever that foe is struck in melee that foe and the attacker both take 5...7...8 shock damige. Req-3 ingredients
Lead to Gold(Elite alchemy)enchantment
energy 10 activation 3 recharge 30
For 10...20...25 seconds your symbolics and preaching atributes are increased by 2 and you move 10...15...20% faster. Req-4 ingredients
"Dwayna stand by us!"(preaching)shout; energy 10 activation - recharge 15
Direct healing effectiveness on allies within ear shot increses by 5...10...12%
"Garth take us all!"(preaching)shout; energy 15 activation - recharge 10
All creatures within ear shot under 10% health, become hexed with grasp of garth for 4 seconds, if they die spells cast on their corpses take 10...30...40% longer to cast.
"Dwayna embraces us!"(preaching)shout; energy 15 activation - recharge 20
All allies within earshot become enchanted with embrace of Dwayna for 3...6...8 seconds, if 1 or more enchantments where to be removed from those allies dwayna's embrace ends and no enchantments are removed.
ARMOR-Even though I am not going into full details about the vararities of different armor, I searched around and tried to see what would best resemble my idea.
Helmets= http://images.google.com/images?hl=e...=Search+Images
and they will also have long symbolic looking earings. somewhat like this
http://www.motichoor.com/images/black_beads_earings.JPG
Gauntlets=I don't rly have a image for that yet but, they are simply white wrappings around your hand. And the naked area of your arm is covered with golden chains looking like that=
http://static.flickr.com/52/133116738_b4105956ac_m.jpg
Body Armor=
http://www.medievalcollectibles.com/...BA%20Large.jpg
Leg Armor=
http://www.actionflex.com/images/hakama.jpg
Foot Armor=
http://www.altarion.com/img/armor/BUT/boots_i3big.jpg
NOTE:this armor idea is not final and changes may/may not be made.
Other Edits....
1) Changed the attribute Physical to Arcane;Reason-Physical would make the class sound like its a "pure" melee attribute, which in some cases it's not.
2) Tombstones do not require inventory space;Reason-It would take up too many spaces, and will be thought of as an inconvinience. Especially the fact that Potions take up spaces.
3) Inscriptions of Symbols work like an instant;Reason-If a vote reaches more than 1 too change something, then I change it. And dropping tombstones are also instant (but you still have to click on the number you want.
-Ryuken
A group of young nomads traveled around the whole continent of Tyria, Cantha, and Elona in search of old books; For knowledge. These nomads decided to travel to a tomb, not explored in decades, hoping to find something truly special. Once at the tomb, they entered the last chamber,and found a skeleton, resembling a human. In one hand he had a quill to write with, and in the other a rusty looking book. With great suspicion, the nomads imidiatly ran to the book and scimmed through it. Already in the opening sentence it wrote "I am alone in this tomb, and I don't know my way out. My bones are old and weak, but I still have something to show the whole world. I hope someone finds this book, as I have discovered the art of symbolism. I have looked at many great pyramids, tombs, and caves in search for these rare symbols which are created by god himself. I have learned that writing these symbols on the ground shows favor to these unknown gods, and can rise to your needs. In this book you shall find all the symbols that I have learned through out my life, for I believe that this could be a great tool of ridding off anything that harms my beloved land". These nomads were shocked, and finally knew that the time of being a nomad has come to an end.
-Attributes-
The Symbolist is a caster class, that can inscribe special symbols on the ground to awaken oddwordly powers, and a few elite creatures. They have learned how to use magic in a hand to hand form and therefore don't believe in weaponry. Plus, because of the many books they have read, they also are knowledgable in alchemy and preaching.
-Main Weapon-
-Symbolic Runes-they are runes which instead of applying them on your armor you simply put it in you weapon slot. In combat, you can see your hand glowing (because of the rune). Merchants Symbolic Runes will have only a soft low glow, gold will be more flashier (maybe add some "fire" looking glow) etc...When you are fighting an enemy in hand to hand, everytime you hit, you can see a short pulse of explosion due to the rune.
-Skills- (Note:The skills listed here pose only a vision of the attribute, if you are interested in looking at more skills, then view my edits at the end of the page)
Arcanium
-Rune Traps-You have X seconds to lay as many runes on the ground as you can. When time duration ends you do X dmg. Clicking on the same spell will activate it before time duration ends but it does only 3/4 dmg.
-Arcane Uppercut-A rising punch aiming towards head area, blinding the foe for X seconds and doing X dmg.
-Blinding Magic-A palm strike to the head area causing X dmg, foe must be blinded.
-Rune Blast-Red energy fills the hand, and unleashes it up to three opponents for X dmg each
-Arcane Axe Kick- A up-to-down motion with the leg doing X dmg and knocking target down.
-Rune Stomp-Using the energy of your rune, you concentrate it on your foot, and stomp on a knockdown enemy (when you stomp on the enemy you see a short flaming explosion) for X dmg.
-Sprinting Rune Kick-You sprint towards a running opponents and do a side kick, which makes a knockdown.
-Elite-Torpedo-A stomp to the ground which lengthens knockdown time and does X dmg. Foe must be knockedown (earthshaker and Stomping Torpedo would be an excellent combo)
-Arcane Back Jab- A quick jab doing X damage. Must hit from the back.
Symbolics You must know that these spells are very powefull, and require a lot of energy. That's why these attacks can be seen as you specials.
-Tomb Stone-Create X tomb stones from the number of adjacent killed enemies. Tomb stones will appear in a small window, you will still carry them even once your in town. They will not take inventory space. When a attack requires you to place tomb stones, you must click on the number of tomb stones you want and drop them one at a time in the circle. Now the reason why I did that is to make it serve as a short period of waiting time until you can do your summon. (These stones will look like they are hovering in an energy ball cast by the one picking it up). Dropping tomb stones is INSTANT. (EDIT) I would also want them to drop all of their tombstones and enable them to party members so they can pick them up too.
-Elite-Summon of Sepheroth-You incribe a circle with the symbol of Sepheroth, you must place X amount of tomb stones in the circle to call upon the creature. Once the creatures has awakened, it acts as a pet for X seconds. The creature does X dmg to adjacent opponents and sets them of fire for X dmg.
-Water Ritual-You may incribe four circles and place them were ever you want, each circle you must place X number of tomb stones, once complete, each circle will give of water blasts slowing and doing X dmg to adjacent foes around it.
-Word Of Fire-You inscribe one circle, which requires X number of Tomb stones. However, each tomb stone requires some time to lay (which means its not instant like the other ones). Once you lay them, your whole body is engulfed with flaming energy, and everytime you click on an enemy you set of a fire blast for X dmg, you can only do this three times.
-Team Ritual-You inscribe a giant sqaure, with each corner having a small platform. You lay four tomb stones infront of you, and each player must pick it up and set it to the platform (this spell requires four people, you'll be able to let henches help you as well). Four players must lay one tomb stone on each, once this has been done, A giant blue aura apears-all adjacent enemies, (the radius is large) your enemies are stunned for X seconds taking X dmg for the duration of being stunned. And you gain X health. Lasts for X seconds (note:as this is a very powerful spell, it will require almost all of your energy, and other players as well.)
-Natures Bidding-You inscribe a circle which requires X tomb stones. Lasts for X seconds (acts almost like a trap, except its not a one time spell). Evertime enemy steps on it the enemy is stunned.
Alchemy
(If you make potions they will be in your inventory and can be put as one of your weapons choice. Each time you switch from runes to potions, you hold that item. (when switching to potions you will see another window like that for tombstones so you can select whch one you want) When you drop it you are healed (like the Ritualist). You may give other party members potions in-combat, (so if you imagine it in real life, you are sort of tossing the potion to the ally and it automatically goes into his weapon slot) If their weapon slots are full then they go in their inventory, if that is full as well ally cannot recieve the potion. Another thing is that potions have a cooldown of 30 seconds or more. (other players will have a longer cooldown). Making potions requires only 1 ingredient dropped by any monsters. Some potions will require 2 or even 3 ingredients. You can make these potions in combat and in towns/outposts etc. These potions do require your inventory spaces, but the # of inventory spaces it takes depends on your potions. Example;Let's say you have 1 healing potion, which requires 1 inventory space. Then you make 6 more healing potions, they will add up to the 1 which =7. However, all 7 requires only 1 inventory space as it is the same potions. If you were to make 6 elixir potions then they will require another inventory space. Elite potions can only be given to the caster and not the team mates. (will not require ANY skill slots)
-Healing Potion-You create X number of healing potions. Req-1 ingrediant
-Strength Potion-You create X number of strength potions which makes you have +X health regeneration. Req-1 ingredient
-Elixir Potion-You create X number of Elixir Potions, which can take away one poison or health. Req-1 ingredient
-Energy Potion-You create X number of Energy Potions, which adds X energy to you.
req-2 ingredients
Preaching
"Fast As The Wind!"-You move with X speed
"I shall not give up!"-Your cooldowns are reduced for X seconds
"Too Fast For You!"-Your melee attacks move X% quicker
"I shall Not Faulter!"-You armor glows with energy and block X attacks and magic as well
"All At Once!"-
Does spinning movements, attacking adjacent foes
"You're not worthy!"-
Makes your enemy flee for a short time (includes in pvp)
Write some FEEDBACK to my idea...thank you
EDITS!!!!! (here is a list of new skills)
Team Shielding (Symbolic)-You inscribe a large sqaure. Each corner having a small platform. You drop 4 tombstones infront of you and each party member/hench must pick it up and bring it to the platform. (This must be done quickly as the enemy can destroy the stones which have X health) Once complete, a each party member is shielded for X seconds, and you deal extra water DMG as long as you have the shield. Circle lasts for X seconds, but the X is longer then the duration of the shield. Returning to the circle will recharge the shield temporarly.
Blazing Torpedo (Symbolic)-You inscribe a circle. A giant wave of water unleashes striking for X seconds, and anyone near it is automatically knocked down and recieves X dmg. After the seconds duration is over. Everytime someone is adjacent to the circle is slowed. Lasts for X seconds.
Blazing Light Ritual (Symbolic)-You inscribe a circle. Target enemy is Dmg for X and is blinded for X seconds. (No tombstones required)
Statue's Of Death (Symbolic)-You may inscribe three circles and place them where ever you want. (Must be within double earshot range) You must place X Tombstones in each circle (you must place the required tombstone in ALL of the circles). Once complete, one circle sends a red line to the closest circle and that circle completes the line to the other circle. All enemies standing in the form (if they cross the boundry the enemies will not be harmed) become weakened, X degeneration, and are slowed Dramatically.
Healing Fountain Ritual" (Symbolic)-You Inscribe a triangle with the symbol of a Fountain. You must drop X TombStones in the circle. Once complete a fountain with water inside arrises. Players must go to the fountain and click on it. You recieve X health. When enemies near the fountain they recieve +X health degeneration. But they can destroy the fountain which has X health.
Cleansing Ritual (Symbolic)-You inscribe a triangle. All enemy enchants in earshot range are disabled for X seconds. Enemies can destroy this symbol but the attacker looses 1 enchantment.
Lightning Ritual (Symbolic)-5 second cast spell. You inscribe a circle, with the symbol of lightning. When done, lightning bolts from the air hit your three chosen targets for X dmg, and your symbol causes more lightning dmg for X seconds to all adjacent foes around it. (No Tombstones required for this cast)
New Alchemy Potion(Alchemy)-Elite-"Potion Of Poisions"-for X seconds red aura succumbs you, and any enemy near you is damaged. And is poisiond for X dmg for X seconds. When potion ends, all enemies that are poisoned become stuned for X seconds.
"Obedient Inscribtion"(Symbolic)-You inscribe a circle, and requires X tombstones. Everytime enemy is knocked down, the circle reacts by glowing and sends out a lightning shock.
"Party Potions"(Alchemy)-You make 6 healing potion infront of you, anyone except the enemy can pick it up. You are healed for X health
"Arcane Kick"(Arcane)-You perform two double kicks (a few cm off the ground) each kick causes X arcane dmg. Target enemy has X% chance of knockdown.
"I'll Finish you!"(Preach) All your physical attacks become non-instant attacks. Instead you have to wait for each strike, but there is a X% chance you will fail that strike. If your lucky and succeed you do 2X dmg.
"Come To My Aid!"(Preach) for 10 seconds X water minions come to your aid. Attacking the enemy for X, and slowing their movements.
"Summon Of Norma"(Preach) [Elite]-you inscribe a large circle (6 second cast) and you must lay X tomb stones and drop it in the circle. When done, Norma awakens (it's a water creature) and acts as your pet for X seconds. Norma summons the power of water from the air and hitting adjacent enemies for X dmg.
Flamable Tonic(alchemy) energy 5 activation 2 rechage 4
Trow a flask at target foe, for 6 seconds target foe is covered in a flamable liquid, the next time that that foe takes fire damge that foe is set on fire for 3...5...6 seconds. Req-2 ingredients
Alpha(alchemy)
energy 5 activation 4 recharge 8
Throw a flask of a reacitive substance at target foe, for 4...8...10 seconds that foe is covered in alpha and deals 1...3...5 less damge with physical attacks. Req-2 ingredients
Omega(alchemy)
energy 5 activation 4 recharge 8
Throw a flask of extremely reacitve substance at target foe, if that foe is covered with alpha that foe takes 20...40...50 cold damage and 20...40...50 fire damage. Otherwise foe is covered in omega for 5 seconds and whenever that foe is struck in melee that foe and the attacker both take 5...7...8 shock damige. Req-3 ingredients
Lead to Gold(Elite alchemy)enchantment
energy 10 activation 3 recharge 30
For 10...20...25 seconds your symbolics and preaching atributes are increased by 2 and you move 10...15...20% faster. Req-4 ingredients
"Dwayna stand by us!"(preaching)shout; energy 10 activation - recharge 15
Direct healing effectiveness on allies within ear shot increses by 5...10...12%
"Garth take us all!"(preaching)shout; energy 15 activation - recharge 10
All creatures within ear shot under 10% health, become hexed with grasp of garth for 4 seconds, if they die spells cast on their corpses take 10...30...40% longer to cast.
"Dwayna embraces us!"(preaching)shout; energy 15 activation - recharge 20
All allies within earshot become enchanted with embrace of Dwayna for 3...6...8 seconds, if 1 or more enchantments where to be removed from those allies dwayna's embrace ends and no enchantments are removed.
ARMOR-Even though I am not going into full details about the vararities of different armor, I searched around and tried to see what would best resemble my idea.
Helmets= http://images.google.com/images?hl=e...=Search+Images
and they will also have long symbolic looking earings. somewhat like this
http://www.motichoor.com/images/black_beads_earings.JPG
Gauntlets=I don't rly have a image for that yet but, they are simply white wrappings around your hand. And the naked area of your arm is covered with golden chains looking like that=
http://static.flickr.com/52/133116738_b4105956ac_m.jpg
Body Armor=
http://www.medievalcollectibles.com/...BA%20Large.jpg
Leg Armor=
http://www.actionflex.com/images/hakama.jpg
Foot Armor=
http://www.altarion.com/img/armor/BUT/boots_i3big.jpg
NOTE:this armor idea is not final and changes may/may not be made.
Other Edits....
1) Changed the attribute Physical to Arcane;Reason-Physical would make the class sound like its a "pure" melee attribute, which in some cases it's not.
2) Tombstones do not require inventory space;Reason-It would take up too many spaces, and will be thought of as an inconvinience. Especially the fact that Potions take up spaces.
3) Inscriptions of Symbols work like an instant;Reason-If a vote reaches more than 1 too change something, then I change it. And dropping tombstones are also instant (but you still have to click on the number you want.
-Ryuken
Ryuken Tamashi
Feel Free do add Alexander Sarathai to your freinds list if you wanna talk about this idea
ddraeg cymru
i agree i didnt read it all but got the gist of it... i like the sounds of some kind of crazy boxing dude, get your ass to Anet make this character + get back the old AI this new stuff sucks poop...bet anet think its funny when my hench aggro the rest of the 50 musaart onto me ¬,¬ anyways back to this idea yeh awesome
Ryuken Tamashi
lol, thanks for the comment, you got the idea quite well.
To tell you the truth, I read all the forums over, and over and over, and put all the good elements into the symbolist. And I am also a Alchemist fan (the anime and manga)
To tell you the truth, I read all the forums over, and over and over, and put all the good elements into the symbolist. And I am also a Alchemist fan (the anime and manga)
Dean Harper
the only thing i would say is make the symblos AoE spells, or in this case, make a new skill type, symobl ritual that take a few seconds to draw with fast recharge times, like this:
Water Symbol: Symbol Ritual. For 10 seconds, all foes within the symbol diameter take 15...45 water damage every 2 seconds. Whenever a foe is hit by this symbol, they move 33% slower for 6...12 seconds.
Cast: 5seconds Energy: 15 Recharge: 12sec
that way, you would make a more effective prof that would pwn in AB and maybe PvE. Great idea, id play this prof. Itd be cool to see this one and my Cyfilist in the next GW game. (check out my cyfilist prof in Concept Classes)
Also, i dont think there is a need for tombstones, just have the symbols be cast w/out a need for items, they would just take up inventory space.
Water Symbol: Symbol Ritual. For 10 seconds, all foes within the symbol diameter take 15...45 water damage every 2 seconds. Whenever a foe is hit by this symbol, they move 33% slower for 6...12 seconds.
Cast: 5seconds Energy: 15 Recharge: 12sec
that way, you would make a more effective prof that would pwn in AB and maybe PvE. Great idea, id play this prof. Itd be cool to see this one and my Cyfilist in the next GW game. (check out my cyfilist prof in Concept Classes)
Also, i dont think there is a need for tombstones, just have the symbols be cast w/out a need for items, they would just take up inventory space.
Ryuken Tamashi
Quote:
Originally Posted by Dean Harper
the only thing i would say is make the symblos AoE spells, or in this case, make a new skill type, symobl ritual that take a few seconds to draw with fast recharge times, like this:
Water Symbol: Symbol Ritual. For 10 seconds, all foes within the symbol diameter take 15...45 water damage every 2 seconds. Whenever a foe is hit by this symbol, they move 33% slower for 6...12 seconds. Cast: 5seconds Energy: 15 Recharge: 12sec |
Ryuken Tamashi
Quote:
Originally Posted by Dean Harper
Also, i dont think there is a need for tombstones, just have the symbols be cast w/out a need for items, they would just take up inventory space.
|
And BTW they only take up ONE inventory space
Dean Harper
yw, o i thought they might take up different spaces, thats y i posted that, since u said you could only carry so many of them. but, it just seems like it might be a pain to have ur inventory open all the time in battle, unless, once u step on ur symbol, it automatically take teh right amount out of ur inventory.... hmm....
Ryuken Tamashi
if you read it through very carefully, you'll see that I wrote that Symbolists get an extra window, just for tomestones. And it will be very small.
Dean Harper
srry about that..
actionjack
Not a bad ideas, but still feel like a strange mix-match. Why hand-to-hand combat with Alchemy with Preaching and Symbolic? As their own individual attribute they have high potentials, but just don't see them being put together into one bag.
For tombstone, I think the game don't look kindly on requiring to have certain inventory item to play (notice the lack of Potions and Arrows in-game). And if you just make them akin to the hold-item scheme, they should be alright.
For tombstone, I think the game don't look kindly on requiring to have certain inventory item to play (notice the lack of Potions and Arrows in-game). And if you just make them akin to the hold-item scheme, they should be alright.
Ryuken Tamashi
Quote:
Originally Posted by actionjack
Not a bad ideas, but still feel like a strange mix-match. Why hand-to-hand combat with Alchemy with Preaching and Symbolic? As their own individual attribute they have high potentials, but just don't see them being put together into one bag.
For tombstone, I think the game don't look kindly on requiring to have certain inventory item to play (notice the lack of Potions and Arrows in-game). And if you just make them akin to the hold-item scheme, they should be alright. |
I know it may seem as a mix match, but the point is that the groups can expect you to be a role of three things. The first is to be a curer, the second to be a damage dealer, and the third is to do special attacks. The preaching part is really like shadow for assasins...dosn't rly give other players much but gives you the extra edge to win a fight.
And remember, they have runes on their hand....so it will look like they are using magic while fighting. Except they go in melee range.
Darkpower Alchemist
I like this class. I was thinking of posting a concept that I have for a GW class as well, but it is far from complete enough to be posted.
The only problem that I would see with the class is its casting times for the symbolic line. Casting in what appears to be in a ritual like fashion(I.E. Drawing circles on the ground,etc), not a fast paced movement, but that is a mechanical problem only. The Concept is very cool.
The only problem that I would see with the class is its casting times for the symbolic line. Casting in what appears to be in a ritual like fashion(I.E. Drawing circles on the ground,etc), not a fast paced movement, but that is a mechanical problem only. The Concept is very cool.
Ryuken Tamashi
thanks, actually drawing the circle is as fast as an instant cast, so I'll put that in the Edit list right away (as I am trying to make it kinda ressemble the way the main character in fullmetal alchemist fights)
actionjack
I cann't suggest too much, as my personal bias toward certain things (in relation to Concept classing) tend to over rule, and blind the "fresh-eye" that is needed for such job. Also its better let you create on your own.
But I can offer tips, should you want them.
For me, I would still drop the Alchemist and hand-to-hand-fighting and the preach (or if you do like them, make a seperat class for them), and just focus on one major function/attribute/mechanics that make them unique, which is the Symbols. Think about it, of how it could be differnt from the ward and spirits, what are their unique functions and mechanics, what are its strength and weakness, what kind of cost do they need, how could they function for differnt needs or playing roles, what style (look and playing) could they have, and so on. Once this "core" is plane out, it could than spiral outward, of adding supporting and complenentry skills that adds on to the uniquness of the Symbol. Other attributes will follow, and than, you will have a new, unique, well-form, and stylize concept class (on paper atleast).
Of couse, most importantly, enjoy the creative process and its challenges.
But I can offer tips, should you want them.
For me, I would still drop the Alchemist and hand-to-hand-fighting and the preach (or if you do like them, make a seperat class for them), and just focus on one major function/attribute/mechanics that make them unique, which is the Symbols. Think about it, of how it could be differnt from the ward and spirits, what are their unique functions and mechanics, what are its strength and weakness, what kind of cost do they need, how could they function for differnt needs or playing roles, what style (look and playing) could they have, and so on. Once this "core" is plane out, it could than spiral outward, of adding supporting and complenentry skills that adds on to the uniquness of the Symbol. Other attributes will follow, and than, you will have a new, unique, well-form, and stylize concept class (on paper atleast).
Of couse, most importantly, enjoy the creative process and its challenges.
Ryuken Tamashi
Quote:
Originally Posted by actionjack
I cann't suggest too much, as my personal bias toward certain things (in relation to Concept classing) tend to over rule, and blind the "fresh-eye" that is needed for such job. Also its better let you create on your own.
But I can offer tips, should you want them. For me, I would still drop the Alchemist and hand-to-hand-fighting and the preach (or if you do like them, make a seperat class for them), and just focus on one major function/attribute/mechanics that make them unique, which is the Symbols. Think about it, of how it could be differnt from the ward and spirits, what are their unique functions and mechanics, what are its strength and weakness, what kind of cost do they need, how could they function for differnt needs or playing roles, what style (look and playing) could they have, and so on. Once this "core" is plane out, it could than spiral outward, of adding supporting and complenentry skills that adds on to the uniquness of the Symbol. Other attributes will follow, and than, you will have a new, unique, well-form, and stylize concept class (on paper atleast). Of couse, most importantly, enjoy the creative process and its challenges. |
Studio Ghibli
Hum.
I like the idea, but more on its "symbol" useage, which seems like an implementable idea--as it's already here in the form of "wards."
Being that they've already based one class around enchantments, I don't see it as a stretch to explore the wide and wacky world of wards--especially with such neato ideas as listed here.
Ixnay on the physical attack skills though.
I simply wanted to quote your symbol ideas for ease of reference. I see them as being implemented as wards--or, if the class comes about, as "symbols" or whatever. I'm reluctant on the summon creatures. Summons are the domain of the necromancer--and, to an extent, the ritualist and the ranger. If this class were to have summons, they should allowed to exist only within the confines of the ward.
That being the case, the wards should (a) have a nice size (b) or be controlled by the primary attribute.
So, again-
Wards, or symbols, varying in size--and, within them, any number of things can happen, depending on how each skill would be implemented.
We already have four symbols--the implemented wards--that reduce damage and slow down enemies. Other symbols, like you've suggested, can damage people for their duration of their stay inside its area of effect, can increase damage for friendly allies, can heal, et cet.
Seriously, seriously, seriously.
Of everything you've mentioned, I think the symbolist/warder part of this is the most viable. I can totally seeing a class being structured around the use of powerful symbols/wards.
- edit -
I totally misread certain parts of your post, obviously.
I've had very little sleep because of the Halloween event.
I thought that was ward, not word, and that, somehow, it was a ward that did damage to people for the duration of their presence inside the ward.. ;P
I like the idea, but more on its "symbol" useage, which seems like an implementable idea--as it's already here in the form of "wards."
Being that they've already based one class around enchantments, I don't see it as a stretch to explore the wide and wacky world of wards--especially with such neato ideas as listed here.
Ixnay on the physical attack skills though.
I simply wanted to quote your symbol ideas for ease of reference. I see them as being implemented as wards--or, if the class comes about, as "symbols" or whatever. I'm reluctant on the summon creatures. Summons are the domain of the necromancer--and, to an extent, the ritualist and the ranger. If this class were to have summons, they should allowed to exist only within the confines of the ward.
That being the case, the wards should (a) have a nice size (b) or be controlled by the primary attribute.
Quote:
Originally Posted by Ryuken Tamashi
Symbolics You must know that these spells are very powefull, and require a lot of energy. That's why these attacks can be seen as you specials. -Elite-Summon of Sepheroth-You incribe a circle with the symbol of Sepheroth, you must place X amount of tomb stones in the circle to call upon the creature. Once the creatures has awakened, it acts as a pet for X seconds. The creature does X dmg to adjacent opponents and sets them of fire for X dmg. -Water Ritual-You may incribe four circles and place them were ever you want, each circle you must place X number of tomb stones, once complete, each circle will give of water blasts slowing and doing X dmg to adjacent foes around it. -Word Of Fire-You inscribe one circle, which requires X number of Tomb stones. However, each tomb stone requires some time to lay (which means its not instant like the other ones). Once you lay them, your whole body is engulfed with flaming energy, and everytime you click on an enemy you set of a fire blast for X dmg, you can only do this three times. -Natures Bidding-You inscribe a circle which requires X tomb stones. Lasts for X seconds (acts almost like a trap, except its not a one time spell). Evertime enemy steps on it the enemy is stunned. |
Wards, or symbols, varying in size--and, within them, any number of things can happen, depending on how each skill would be implemented.
We already have four symbols--the implemented wards--that reduce damage and slow down enemies. Other symbols, like you've suggested, can damage people for their duration of their stay inside its area of effect, can increase damage for friendly allies, can heal, et cet.
Seriously, seriously, seriously.
Of everything you've mentioned, I think the symbolist/warder part of this is the most viable. I can totally seeing a class being structured around the use of powerful symbols/wards.
- edit -
I totally misread certain parts of your post, obviously.
I've had very little sleep because of the Halloween event.
I thought that was ward, not word, and that, somehow, it was a ward that did damage to people for the duration of their presence inside the ward.. ;P
Ryuken Tamashi
Quote:
Originally Posted by Studio Ghibli
Hum.
I like the idea, but more on its "symbol" useage, which seems like an implementable idea--as it's already here in the form of "wards." Being that they've already based one class around enchantments, I don't see it as a stretch to explore the wide and wacky world of wards--especially with such neato ideas as listed here. Ixnay on the physical attack skills though. I simply wanted to quote your symbol ideas for ease of reference. I see them as being implemented as wards--or, if the class comes about, as "symbols" or whatever. I'm reluctant on the summon creatures. Summons are the domain of the necromancer--and, to an extent, the ritualist and the ranger. If this class were to have summons, they should allowed to exist only within the confines of the ward. That being the case, the wards should (a) have a nice size (b) or be controlled by the primary attribute. So, again- Wards, or symbols, varying in size--and, within them, any number of things can happen, depending on how each skill would be implemented. We already have four symbols--the implemented wards--that reduce damage and slow down enemies. Other symbols, like you've suggested, can damage people for their duration of their stay inside its area of effect, can increase damage for friendly allies, can heal, et cet. Seriously, seriously, seriously. Of everything you've mentioned, I think the symbolist/warder part of this is the most viable. I can totally seeing a class being structured around the use of powerful symbols/wards. - edit - I totally misread certain parts of your post, obviously. I've had very little sleep because of the Halloween event. I thought that was ward, not word, and that, somehow, it was a ward that did damage to people for the duration of their presence inside the ward.. ;P |
Ryuken Tamashi
I just want to add another thing, and that is the fact that I'd love to hear suggestions of attacks/spells since I am in need for more. Thank you
System_Crush
Its verry nice Ryuken, a melee caster class that sets multy shot traps which are not easely interuptable.
the symbols are there continusly for their duration, so I agree with Dean Harper they should either be one shot and then dicipate, or have a (semi-, every x sec)constant(every sec) effect.
(I'm sorry to have to say this, I really am) However: (there its out)
Aren't tombstones quite heavy? Depending on what they are made off it's like between 40-60kg's. It'd kinda hard to carry around even 3 of them even for a short distance.
But WTH this is gw one can easely get around a RL problem like that
(say they hover instead of walk then weight would not matter at all, plus it would look awsome).
Aside from that symbolists seem really cool, with intresting casting animations for trowing around arcane inc and that forming itself into the specific shape of the symbol.
Flamable Tonic(alchemy)
<skill or spell whatever alchemy recipies are>
energy 5 activation 2 rechage 4
Trow a flask at target foe, for 6 seconds target foe is covered in a flamable liquid, the next time that that foe takes fire damge that foe is set on fire for 3...5...6 seconds.
Alpha(alchemy)
<skill or spell whatever alchemy recipies are>
energy 5 activation 4 recharge 8
Throw a flask of a reacitive substance at target foe, for 4...8...10 seconds that foe is covered in alpha and deals 1...3...5 less damge with physical attacks.
Omega(alchemy)
<skill or spell whatever alchemy recipies are>
energy 5 activation 4 recharge 8
Throw a flask of extremely reacitve substance at target foe, if that foe is covered with alpha that foe takes 20...40...50 cold damage and 20...40...50 fire damage. Otherwise foe is covered in omega for 5 seconds and whenever that foe is struck in melee that foe and the attacker both take 5...7...8 shock damige.
Lead to Gold(Elite alchemy)
enchantment
energy 10 activation 3 recharge 30
For 10...20...25 seconds your symbolics and preaching atributes are increased by 2 and you move 10...15...20% faster.
the alchemy skills are low in energy cost as they only require a little concentration when mixing the ingredients. they however do not cast so fast as mixing the potion takes time(in truth the ingredients should oftenly be boiled or the vapor caught) and the recharge time is long enough to gather new ingredients, skills with rare ingredients there for recharge slower.
a flask is of thin glass so will break when trown at someone not used as a weapon but trown imidiatly when the casting time in finished(I't would be rater stupid to run around with a bottle of explosive liquid in your hand while under a fire storm).
Acid Blob(alchemy)
trap
energy 5 activation 2 recharge 10
Set a acid blob trap, when activated, activating foe and all adjasent foes take 12...32...45 damige and their armour against physical damige is reduced by 24...46...52 for 10 seconds. This skill is easely interupted and the trap expires after 60 seconds.
If you mix 2 chemicals you won't need to tend to it, but if some on knocks over the alchemy instalation they suffer the consequences.
"Dwayna stand by us!"(preaching)
shout
energy 10 activation - recharge 15
Direct healing effectiveness on allies within ear shot increses by 5...10...12%
"Garth take us all!"(preaching)
shout
energy 15 activation - recharge 10
All creatures within ear shot under 10% health, become hexed with grasp of garth for 4 seconds, if they die spells cast on their corpses take 10...30...40% longer to cast.
"Dwayna embraces us!"(preaching)
shout
energy 15 activation - recharge 20
All allies within earshot become enchanted with embrace of Dwayna for 3...6...8 seconds, if 1 or more enchantments where to be removed from those allies dwayna's embrace ends and no enchantments are removed.
A preach i think should sound something devine like. Also they have long recharges becouse noone likes it when you are preaching people all the time(*nudge* *nudge* its a joke ).
again I say I like the class, it's definatly worth being implemented.
the symbols are there continusly for their duration, so I agree with Dean Harper they should either be one shot and then dicipate, or have a (semi-, every x sec)constant(every sec) effect.
(I'm sorry to have to say this, I really am) However: (there its out)
Aren't tombstones quite heavy? Depending on what they are made off it's like between 40-60kg's. It'd kinda hard to carry around even 3 of them even for a short distance.
But WTH this is gw one can easely get around a RL problem like that
(say they hover instead of walk then weight would not matter at all, plus it would look awsome).
Aside from that symbolists seem really cool, with intresting casting animations for trowing around arcane inc and that forming itself into the specific shape of the symbol.
Quote:
Originally Posted by Ryuken Tamashi
I just want to add another thing, and that is the fact that I'd love to hear suggestions of attacks/spells since I am in need for more. Thank you
|
<skill or spell whatever alchemy recipies are>
energy 5 activation 2 rechage 4
Trow a flask at target foe, for 6 seconds target foe is covered in a flamable liquid, the next time that that foe takes fire damge that foe is set on fire for 3...5...6 seconds.
Alpha(alchemy)
<skill or spell whatever alchemy recipies are>
energy 5 activation 4 recharge 8
Throw a flask of a reacitive substance at target foe, for 4...8...10 seconds that foe is covered in alpha and deals 1...3...5 less damge with physical attacks.
Omega(alchemy)
<skill or spell whatever alchemy recipies are>
energy 5 activation 4 recharge 8
Throw a flask of extremely reacitve substance at target foe, if that foe is covered with alpha that foe takes 20...40...50 cold damage and 20...40...50 fire damage. Otherwise foe is covered in omega for 5 seconds and whenever that foe is struck in melee that foe and the attacker both take 5...7...8 shock damige.
Lead to Gold(Elite alchemy)
enchantment
energy 10 activation 3 recharge 30
For 10...20...25 seconds your symbolics and preaching atributes are increased by 2 and you move 10...15...20% faster.
the alchemy skills are low in energy cost as they only require a little concentration when mixing the ingredients. they however do not cast so fast as mixing the potion takes time(in truth the ingredients should oftenly be boiled or the vapor caught) and the recharge time is long enough to gather new ingredients, skills with rare ingredients there for recharge slower.
a flask is of thin glass so will break when trown at someone not used as a weapon but trown imidiatly when the casting time in finished(I't would be rater stupid to run around with a bottle of explosive liquid in your hand while under a fire storm).
Acid Blob(alchemy)
trap
energy 5 activation 2 recharge 10
Set a acid blob trap, when activated, activating foe and all adjasent foes take 12...32...45 damige and their armour against physical damige is reduced by 24...46...52 for 10 seconds. This skill is easely interupted and the trap expires after 60 seconds.
If you mix 2 chemicals you won't need to tend to it, but if some on knocks over the alchemy instalation they suffer the consequences.
"Dwayna stand by us!"(preaching)
shout
energy 10 activation - recharge 15
Direct healing effectiveness on allies within ear shot increses by 5...10...12%
"Garth take us all!"(preaching)
shout
energy 15 activation - recharge 10
All creatures within ear shot under 10% health, become hexed with grasp of garth for 4 seconds, if they die spells cast on their corpses take 10...30...40% longer to cast.
"Dwayna embraces us!"(preaching)
shout
energy 15 activation - recharge 20
All allies within earshot become enchanted with embrace of Dwayna for 3...6...8 seconds, if 1 or more enchantments where to be removed from those allies dwayna's embrace ends and no enchantments are removed.
A preach i think should sound something devine like. Also they have long recharges becouse noone likes it when you are preaching people all the time(*nudge* *nudge* its a joke ).
again I say I like the class, it's definatly worth being implemented.
Ryuken Tamashi
Quote:
Originally Posted by System_Crush
Its verry nice Ryuken, a melee caster class that sets multy shot traps which are not easely interuptable.
the symbols are there continusly for their duration, so I agree with Dean Harper they should either be one shot and then dicipate, or have a (semi-, every x sec)constant(every sec) effect. (I'm sorry to have to say this, I really am) However: (there its out) Aren't tombstones quite heavy? Depending on what they are made off it's like between 40-60kg's. It'd kinda hard to carry around even 3 of them even for a short distance. But WTH this is gw one can easely get around a RL problem like that (say they hover instead of walk then weight would not matter at all, plus it would look awsome). Aside from that symbolists seem really cool, with intresting casting animations for trowing around arcane inc and that forming itself into the specific shape of the symbol. Flamable Tonic(alchemy) <skill or spell whatever alchemy recipies are> energy 5 activation 2 rechage 4 Trow a flask at target foe, for 6 seconds target foe is covered in a flamable liquid, the next time that that foe takes fire damge that foe is set on fire for 3...5...6 seconds. Alpha(alchemy) <skill or spell whatever alchemy recipies are> energy 5 activation 4 recharge 8 Throw a flask of a reacitive substance at target foe, for 4...8...10 seconds that foe is covered in alpha and deals 1...3...5 less damge with physical attacks. Omega(alchemy) <skill or spell whatever alchemy recipies are> energy 5 activation 4 recharge 8 Throw a flask of extremely reacitve substance at target foe, if that foe is covered with alpha that foe takes 20...40...50 cold damage and 20...40...50 fire damage. Otherwise foe is covered in omega for 5 seconds and whenever that foe is struck in melee that foe and the attacker both take 5...7...8 shock damige. Lead to Gold(Elite alchemy) enchantment energy 10 activation 3 recharge 30 For 10...20...25 seconds your symbolics and preaching atributes are increased by 2 and you move 10...15...20% faster. the alchemy skills are low in energy cost as they only require a little concentration when mixing the ingredients. they however do not cast so fast as mixing the potion takes time(in truth the ingredients should oftenly be boiled or the vapor caught) and the recharge time is long enough to gather new ingredients, skills with rare ingredients there for recharge slower. a flask is of thin glass so will break when trown at someone not used as a weapon but trown imidiatly when the casting time in finished(I't would be rater stupid to run around with a bottle of explosive liquid in your hand while under a fire storm). Acid Blob(alchemy) trap energy 5 activation 2 recharge 10 Set a acid blob trap, when activated, activating foe and all adjasent foes take 12...32...45 damige and their armour against physical damige is reduced by 24...46...52 for 10 seconds. This skill is easely interupted and the trap expires after 60 seconds. If you mix 2 chemicals you won't need to tend to it, but if some on knocks over the alchemy instalation they suffer the consequences. "Dwayna stand by us!"(preaching) shout energy 10 activation - recharge 15 Direct healing effectiveness on allies within ear shot increses by 5...10...12% "Garth take us all!"(preaching) shout energy 15 activation - recharge 10 All creatures within ear shot under 10% health, become hexed with grasp of garth for 4 seconds, if they die spells cast on their corpses take 10...30...40% longer to cast. "Dwayna embraces us!"(preaching) shout energy 15 activation - recharge 20 All allies within earshot become enchanted with embrace of Dwayna for 3...6...8 seconds, if 1 or more enchantments where to be removed from those allies dwayna's embrace ends and no enchantments are removed. A preach i think should sound something devine like. Also they have long recharges becouse noone likes it when you are preaching people all the time(*nudge* *nudge* its a joke ). again I say I like the class, it's definatly worth being implemented. |
Your idea about tombstones being able to hover sounds like it would make more sense, so I'll edit that right away. The skills that you have shown me are phanomenal, and I'll shall implant them as soon as I have time. I also made the dropping of tomb stones officially instant and also inscribing the cricle. You still have to click on the # of TBS (short for tombstones ) you want.
Ryuken Tamashi
You'll also be able to drop all of your tombstones at once and inscribe as many circles as you want..they last for X seconds though (like the ranger traps). And all your part members can pick your tomb stones up and also drop it as well. So this is another edit I will put in.
Crazyvietguy
I really like this concept class, more so than many of the others. I didnt get to read through all of it so probably some of my statements might be repeats/already answered.
I like the tombstones thing, i saw the post about the inventory thing and I agree. Perhaps you should treat tombstones somewhat like adrenilline (sp) in that you build them up over time. They look kinda like hovering orbs or stones around you. However you do not lose them after a certain period of time (Only at towns or outposts). You can only earn tombstones from hostile enemies, meaning NPC's will not give you stones and wild (tamable) pets will not either.
With other players picking up stones, I personally think there should be a skill that allows you to "drop" a tangible stone.
Not a big fan of Alchemy, I dont think you should be able to keep them in inventory but use them as spell or dropable item, but overall great concept class. This has good protential!!
I like the tombstones thing, i saw the post about the inventory thing and I agree. Perhaps you should treat tombstones somewhat like adrenilline (sp) in that you build them up over time. They look kinda like hovering orbs or stones around you. However you do not lose them after a certain period of time (Only at towns or outposts). You can only earn tombstones from hostile enemies, meaning NPC's will not give you stones and wild (tamable) pets will not either.
With other players picking up stones, I personally think there should be a skill that allows you to "drop" a tangible stone.
Not a big fan of Alchemy, I dont think you should be able to keep them in inventory but use them as spell or dropable item, but overall great concept class. This has good protential!!
Ryuken Tamashi
Quote:
Originally Posted by Crazyvietguy
I really like this concept class, more so than many of the others. I didnt get to read through all of it so probably some of my statements might be repeats/already answered.
I like the tombstones thing, i saw the post about the inventory thing and I agree. Perhaps you should treat tombstones somewhat like adrenilline (sp) in that you build them up over time. They look kinda like hovering orbs or stones around you. However you do not lose them after a certain period of time (Only at towns or outposts). You can only earn tombstones from hostile enemies, meaning NPC's will not give you stones and wild (tamable) pets will not either. With other players picking up stones, I personally think there should be a skill that allows you to "drop" a tangible stone. Not a big fan of Alchemy, I dont think you should be able to keep them in inventory but use them as spell or dropable item, but overall great concept class. This has good protential!! |
Ryuken Tamashi
Once again I just want to say that a lot of your suggestions I'll put in, as I want this class to be a creation of many peoples opinion thanks
System_Crush
I wanna debate too
In an earlyr post I was tryng to subtely hint the concept of arcane inc,
the idea was the arcane inc is a fluid like line behind the skills that require it, like adrenaline is a fire like line.
It would increase whenever you use a spell that does not require any inc,
the back story fortification is that: You always have the alchemy ingredients to create inc(becouse in real life its pretty easy to make a primitive inc) but only when you conjure magical energys the inc becomes charged with a power that can commune with the gods.
inc is used up when inscribing circles or symbols of any kind.
This is only to join in the 'Like adrenaline' debate, I am for myself not sure if i like tombstone way or the adrenalin way.
Pro: You ofcource are fully in charge of how to do it a whole new game mechanic like the tombstones would also be cool, it would set the class apart much more.
Con: Adrenaline like is more comparable/ intuetive for players that just picked up the Symbolist profession, and possibly easyer to implement, however maby less interesting for experienced players.
Also i noticed
Did you make up from my explenation on recharge times;
That there should be something like ingredients for alchemy, or if thought of it yourself?
But with the potions and the tombstones, there is already a resonable complications level to the class. Adding a 8th element players have to keep track of
The ingedients are in sorta hypothetically; A alchemy off hand item would be a Ingredient Pouch or a alchemy pouch or something in that trend.
I meant with the recharge time as to alchemy skills that it should be belivably long enough for the symbolist to find(grab stuff from his bag or the enviroment not with a action required from the player but incorperated in static animations or alchemy casting animations) new ingredients.
adding a class that needs you to watch 3 more elements would be quite a dificulty leap, look at how much people used to diss the mesmer and later the assassin because they where slightly harder than the other classes.
Yet people figured out how to play them and now the assassin is leved especially by experienced payers.
And last but not least(I should get my laptop fixed i have to much time on my hands not being able to do shool work)
Potions as equipable like items are fine, however GW(as well as almost anything Anet has made) is pretty fast pased. in one of my other favorite games: AO the maximum attack speed in once every 2 seconds(perk actions between that,making it faster, and nano's interupting that,making it slower)
In AO there is plenty of time to open up yout inventory and use or equip an item, plus u have 10X10=100 quickslots to set so you can do it faster.
GW has only 8 quickslots in which you can put only skills into, but still you will have to keep up whith the pace of the game, that is why almost every thing can be hot keyed
(as side information selecting a teammember 1-12 or scroling trough all items on the ground like tabbing trough availabe foes can be hot keyed it however by default is not)
I get agivated that there is no button to scroll through minions or spirits, its just plain annoying.
having to inventory select potions and equip them may be a pretty hectic task.
BUT! guild wars has a good system for fast equiping already, if this clas was implemented there could be added 2 additional weapon set slots, when you create a potion it automatically goes into a empty/not currently active weapon slot(or in to that of a party member if you are using the skill on them) closed slots will be opened automatically and if there is no empty one the potion goes into one that is curently not being used.
It however may take some sharp preception to notice you received a potion(a non Symbolist might not be watching his/her weapon sets oftenly), but adding a effect in the affected by bar ('Carrying 5 Booze potion') should fix that.
to use a potion just swich to that weapon set and click drop item(or maby the same button with a use item text on it)
then you automatically swich back to your previous weapon set(and if the potion was over top of another weapon set the old weapon set goes back into the slot.
In an earlyr post I was tryng to subtely hint the concept of arcane inc,
the idea was the arcane inc is a fluid like line behind the skills that require it, like adrenaline is a fire like line.
It would increase whenever you use a spell that does not require any inc,
the back story fortification is that: You always have the alchemy ingredients to create inc(becouse in real life its pretty easy to make a primitive inc) but only when you conjure magical energys the inc becomes charged with a power that can commune with the gods.
inc is used up when inscribing circles or symbols of any kind.
This is only to join in the 'Like adrenaline' debate, I am for myself not sure if i like tombstone way or the adrenalin way.
Pro: You ofcource are fully in charge of how to do it a whole new game mechanic like the tombstones would also be cool, it would set the class apart much more.
Con: Adrenaline like is more comparable/ intuetive for players that just picked up the Symbolist profession, and possibly easyer to implement, however maby less interesting for experienced players.
Also i noticed
Quote:
Originally Posted by Ryuken Tamashi
Lead to Gold(Elite alchemy)enchantment
energy 10 activation 3 recharge 30 For 10...20...25 seconds your symbolics and preaching atributes are increased by 2 and you move 10...15...20% faster. Req-4 ingredients |
Quote:
Originally Posted by System_Crush
...and the recharge time is long enough to gather new ingredients, skills with rare ingredients there for recharge slower...
|
But with the potions and the tombstones, there is already a resonable complications level to the class. Adding a 8th element players have to keep track of
- health
- energy
- team members
- recharging skills || next skill to use
- best target to attack || use skill on
- tombstones
- potions
- Ingredients
The ingedients are in sorta hypothetically; A alchemy off hand item would be a Ingredient Pouch or a alchemy pouch or something in that trend.
I meant with the recharge time as to alchemy skills that it should be belivably long enough for the symbolist to find(grab stuff from his bag or the enviroment not with a action required from the player but incorperated in static animations or alchemy casting animations) new ingredients.
adding a class that needs you to watch 3 more elements would be quite a dificulty leap, look at how much people used to diss the mesmer and later the assassin because they where slightly harder than the other classes.
Yet people figured out how to play them and now the assassin is leved especially by experienced payers.
And last but not least(I should get my laptop fixed i have to much time on my hands not being able to do shool work)
Potions as equipable like items are fine, however GW(as well as almost anything Anet has made) is pretty fast pased. in one of my other favorite games: AO the maximum attack speed in once every 2 seconds(perk actions between that,making it faster, and nano's interupting that,making it slower)
In AO there is plenty of time to open up yout inventory and use or equip an item, plus u have 10X10=100 quickslots to set so you can do it faster.
GW has only 8 quickslots in which you can put only skills into, but still you will have to keep up whith the pace of the game, that is why almost every thing can be hot keyed
(as side information selecting a teammember 1-12 or scroling trough all items on the ground like tabbing trough availabe foes can be hot keyed it however by default is not)
I get agivated that there is no button to scroll through minions or spirits, its just plain annoying.
having to inventory select potions and equip them may be a pretty hectic task.
BUT! guild wars has a good system for fast equiping already, if this clas was implemented there could be added 2 additional weapon set slots, when you create a potion it automatically goes into a empty/not currently active weapon slot(or in to that of a party member if you are using the skill on them) closed slots will be opened automatically and if there is no empty one the potion goes into one that is curently not being used.
It however may take some sharp preception to notice you received a potion(a non Symbolist might not be watching his/her weapon sets oftenly), but adding a effect in the affected by bar ('Carrying 5 Booze potion') should fix that.
to use a potion just swich to that weapon set and click drop item(or maby the same button with a use item text on it)
then you automatically swich back to your previous weapon set(and if the potion was over top of another weapon set the old weapon set goes back into the slot.
Ryuken Tamashi
Thanks for your thoughts, everything you have said is very true and if this class were to be implemented it will probably follow your example. Now I know that this class will be one of the more "hard core" ones and may or may not be liked by new players. (Now I may be flamed for this but...) I think that the assasins are quite simple to play compared to the ritualist. So what I belive anyway, is that guild wars wanted a class that is more "basic" and one that will need a lot more stradegy and thinking. Thus assasin and ritualist. So the symbolist could be seen as the "ritualist" (more difficult one). Another advantage is that Symbolists can play many roles but still its main focus will be drawing symbols. So I am still content with my tombstone ideas as it will serve as one of the uniqueness of this proffesion.
Another thing that I must say about your recent post is that you can scratch off potions. Why? Because they won't require any skill slots and can be seen as an added adition.
Another question I heard from my freind who read this is "what use is the Symbolist class as a secondery proffesion when it acts more like a hybrid in some ways?" Well my answer is the alchemy. Many people will want this attribute especially since it won't require any skill slots to use and instead you pick it out from a small windo in-combat. This system will make the Symbolist a unique secondery class for the others.
But the one thing that is most striking to me in your post is the adrenaline part. As this is more of an "un-decided" topic. If you can give me more reasons on why adrenaline is better than energy (for arcane) then I will consider changing it.
-Feel free to flame me
Another thing that I must say about your recent post is that you can scratch off potions. Why? Because they won't require any skill slots and can be seen as an added adition.
Another question I heard from my freind who read this is "what use is the Symbolist class as a secondery proffesion when it acts more like a hybrid in some ways?" Well my answer is the alchemy. Many people will want this attribute especially since it won't require any skill slots to use and instead you pick it out from a small windo in-combat. This system will make the Symbolist a unique secondery class for the others.
But the one thing that is most striking to me in your post is the adrenaline part. As this is more of an "un-decided" topic. If you can give me more reasons on why adrenaline is better than energy (for arcane) then I will consider changing it.
-Feel free to flame me
System_Crush
I think I should perhaps use simpler and more to the point english, as I did not say to remove potions or replace energy.
About potions I said, GW is very fast paced other games allow you the time to use stuff like med packs or potions from your inventory.
In a Ascent battle for instance, I believe you won't have the time.
Therefor I believe EVERYTHING in GW should be hot keyable(even the thing that are not hotkeyed right now)
Thus I suggested that when a (new)potion is created it goes into a weapon set slot, default hot keyed under F1 F2 F4 F4.
And sugested F5 F6 would also be added to make room for 5 potions to be hot keyed.
They still stack and take inv space they just automaticaly hotkey themselves.
I also thought potions where made by skils just in combat, but just now I'v seen the new alchemy description which sais that potions are trade skilled. they go into a diferent balance category.
About Arcane inc VS. Tombstones
I gave it some thought, scratch arcane inc, Tombstones are cooler and give the class something unique.
however as you said you are still considering it, its your class so be as free as you want.
About potions I said, GW is very fast paced other games allow you the time to use stuff like med packs or potions from your inventory.
In a Ascent battle for instance, I believe you won't have the time.
Therefor I believe EVERYTHING in GW should be hot keyable(even the thing that are not hotkeyed right now)
Thus I suggested that when a (new)potion is created it goes into a weapon set slot, default hot keyed under F1 F2 F4 F4.
And sugested F5 F6 would also be added to make room for 5 potions to be hot keyed.
They still stack and take inv space they just automaticaly hotkey themselves.
I also thought potions where made by skils just in combat, but just now I'v seen the new alchemy description which sais that potions are trade skilled. they go into a diferent balance category.
About Arcane inc VS. Tombstones
I gave it some thought, scratch arcane inc, Tombstones are cooler and give the class something unique.
however as you said you are still considering it, its your class so be as free as you want.
System_Crush
About alchemy
I thought they where made with skills(like ritualist ashes) if trade skilled, they would be balanced diferently and be much more logical they way you have said to implement them.
Are you going to have all alchemy things as trade skill creations or are some alchemy things normal skills too?
if you are going all trade skill there could be no elite potions, as in a town you can equip elites in turn and make as many diferent elite potions as you have ingredients for.
it is a good idea, especially with the engy class also high in the voting ranks, who use parts to create turrets, if that is implemented Anet could never say this is unimplementable.
1 thing though if a non symbolist grabs a lot of ingredients and gives them to a symbolist and asks him to make a lot of potions for him, he then goes to solo the lich or something alse that really hard and drops sweet loot, using potions he could act like a W/Mo/Sy because potions are usable by every profession and if made by a symbolist with high alchemy they are good enough to be very unblancing.
So I'm asking any1 who reads this:
If you have any idea of how to make players who want to use potions take a Symbolist, that has alchemy skilled up at that time, into his/her team.
I thought they where made with skills(like ritualist ashes) if trade skilled, they would be balanced diferently and be much more logical they way you have said to implement them.
Are you going to have all alchemy things as trade skill creations or are some alchemy things normal skills too?
if you are going all trade skill there could be no elite potions, as in a town you can equip elites in turn and make as many diferent elite potions as you have ingredients for.
it is a good idea, especially with the engy class also high in the voting ranks, who use parts to create turrets, if that is implemented Anet could never say this is unimplementable.
1 thing though if a non symbolist grabs a lot of ingredients and gives them to a symbolist and asks him to make a lot of potions for him, he then goes to solo the lich or something alse that really hard and drops sweet loot, using potions he could act like a W/Mo/Sy because potions are usable by every profession and if made by a symbolist with high alchemy they are good enough to be very unblancing.
So I'm asking any1 who reads this:
If you have any idea of how to make players who want to use potions take a Symbolist, that has alchemy skilled up at that time, into his/her team.
Ryuken Tamashi
Quote:
Originally Posted by System_Crush
About alchemy
I thought they where made with skills(like ritualist ashes) if trade skilled, they would be balanced diferently and be much more logical they way you have said to implement them. Are you going to have all alchemy things as trade skill creations or are some alchemy things normal skills too? if you are going all trade skill there could be no elite potions, as in a town you can equip elites in turn and make as many diferent elite potions as you have ingredients for. it is a good idea, especially with the engy class also high in the voting ranks, who use parts to create turrets, if that is implemented Anet could never say this is unimplementable. 1 thing though if a non symbolist grabs a lot of ingredients and gives them to a symbolist and asks him to make a lot of potions for him, he then goes to solo the lich or something alse that really hard and drops sweet loot, using potions he could act like a W/Mo/Sy because potions are usable by every profession and if made by a symbolist with high alchemy they are good enough to be very unblancing. So I'm asking any1 who reads this: If you have any idea of how to make players who want to use potions take a Symbolist, that has alchemy skilled up at that time, into his/her team. |
What my new edits will be:
1)Potions can be given to team mates but they can only have a limited amount of potions as they have no skills in alchemy. The higher the skill in achemy and more potions you can receive. This means that non-symbolists will can only carry limit amounts of it.
2)Potions will be seen as a trade skill.
3)You can only have 1 elite potions at a time, and they will have a longer cooldown then others. Elite potions CANNOT be given to teams mates.
Hopefully these edits shall clear things up. Feel free to respond to it.
Dean Harper
you need to make some more symbols, including healing ones, as well as damage and condition ones.
Ryuken Tamashi
Quote:
Originally Posted by Dean Harper
you need to make some more symbols, including healing ones, as well as damage and condition ones.
|
Yeah I know, been busy latly discussing issues posted before (alchemy). I'll add some new attacks now, which will be the three you said in your quate. So look for them in a few minutes
Ryuken Tamashi
Healing Ritual and Cleansing Ritual Symbolic spells have been added on the top of the edit section.
Ryuken Tamashi
4 new spells created. Look at the edits section, (the top skills)
System_Crush
Quote:
Originally Posted by Ryuken Tamashi
Healing Fountain Ritual" (Symbolic)-You Inscribe a triangle with the symbol of a Fountain. You must drop X TombStones in the circle. Once complete a fountain with water inside arrises. Players must go to the fountain and click on it. You recieve X health. When enemies near the fountain they recieve +X health degeneration. But they can destroy the fountain which has X health.
Cleansing Ritual (Symbolic)-You inscribe a triangle with a green Statue rising in the middle. All enemy enchants in earshot range are disabled for X seconds. Enemies can destroy the statue, but one random enchant of the enemy is removed within earshot. |
If symbols are symbols they have only a written manifestation, perhaps one that can be rubbed out by some water/wind effect, but not damaged directly with a weapon or spell.
You started out with nice and clean Symbols and Circles; it is a good idea stick to it, changing them into physical objects(statues, stones, fountains) makes it less clear waht this class is all about, also it contradicts the back story a bit.
A quick question
Quote:
Originally Posted by Ryuken Tamashi
You inscribe a triangle... ...All enemy enchants in earshot range...
|
Dean Harper
i also want to say that i jsut have a problem with tombstones...
they really do not fit in with the GW game. They just dont work.... i dont know. maybe the symbolist should focus more on sybolism instead of alchemy and the like. would make more sense if you had two lines of symbols, one healing and one damage. All of these symbols would need high cost to cast and also a long recharge time, unless you make some that cast quickly with low cost and do fairly little with effects. Ex:
Death Symbol: Symbol Ritual. You inscribe a symbol on the ground that has an AoE of 10...40 feet outside its diameter. Whenever a foe steps in this radius, that foe takes X amount of damage for every two seconds they are inside the radius. Every time the symbol inflicts damage, its maximum health decreases by 20...10.
Cast: 2sec Energy: 5 Recharge: 60sec
Then you can make a line for the weapon (another thing i dont like since being a up-front fighting caster who makes symbols doesnt seems like it will work) that deals additional damage with attacks. Or, you can also make a enchantment line that deals in keeping your health or energy up(you could also make some of those skills go in the healing symbol line). Otherwise, your new class seems kinda off the wall and too dificult to make the symbols by holding items that you carry around and drop. Overall, after reading your updates, im gonna say no to this class, unless it becomes different.
they really do not fit in with the GW game. They just dont work.... i dont know. maybe the symbolist should focus more on sybolism instead of alchemy and the like. would make more sense if you had two lines of symbols, one healing and one damage. All of these symbols would need high cost to cast and also a long recharge time, unless you make some that cast quickly with low cost and do fairly little with effects. Ex:
Death Symbol: Symbol Ritual. You inscribe a symbol on the ground that has an AoE of 10...40 feet outside its diameter. Whenever a foe steps in this radius, that foe takes X amount of damage for every two seconds they are inside the radius. Every time the symbol inflicts damage, its maximum health decreases by 20...10.
Cast: 2sec Energy: 5 Recharge: 60sec
Then you can make a line for the weapon (another thing i dont like since being a up-front fighting caster who makes symbols doesnt seems like it will work) that deals additional damage with attacks. Or, you can also make a enchantment line that deals in keeping your health or energy up(you could also make some of those skills go in the healing symbol line). Otherwise, your new class seems kinda off the wall and too dificult to make the symbols by holding items that you carry around and drop. Overall, after reading your updates, im gonna say no to this class, unless it becomes different.
Dean Harper
Quote:
Originally Posted by Ryuken Tamashi
Blazing Torpedo (Symbolic)-You inscribe a circle. A giant wave of torpedo is summoned for X seconds, and anyone near it is automatically knocked down and recieves X dmg. After the seconds duration is over. Everytime someone is adjacent to the circle is slowed. Lasts for X seconds.
|
you need to be more clear on what you mean:
Blazing Torpedo: You inscribe a circle. I dont get wat you mean in the first sentence, doesnt make sense. Second sentence doesnt make sense either (if you mean that after the time is up, the duration is over.... DUH ITS OVER!!!). After the initial wave, every time a foe is adjacent to the circle, that foe is slowed for X seconds.
You also need to tell us how much it costs and how fast it casts and recharges, like you did in ur edit.
When ur writing out skills, make sure u go back and read it so you know it makes sense. What you wrote there DOES NOT MAKE SENSE.
-Dean
Ryuken Tamashi
Quote:
Originally Posted by Dean Harper
i also want to say that i jsut have a problem with tombstones...
they really do not fit in with the GW game. They just dont work.... i dont know. maybe the symbolist should focus more on sybolism instead of alchemy and the like. would make more sense if you had two lines of symbols, one healing and one damage. All of these symbols would need high cost to cast and also a long recharge time, unless you make some that cast quickly with low cost and do fairly little with effects. Ex: Death Symbol: Symbol Ritual. You inscribe a symbol on the ground that has an AoE of 10...40 feet outside its diameter. Whenever a foe steps in this radius, that foe takes X amount of damage for every two seconds they are inside the radius. Every time the symbol inflicts damage, its maximum health decreases by 20...10. Cast: 2sec Energy: 5 Recharge: 60sec Then you can make a line for the weapon (another thing i dont like since being a up-front fighting caster who makes symbols doesnt seems like it will work) that deals additional damage with attacks. Or, you can also make a enchantment line that deals in keeping your health or energy up(you could also make some of those skills go in the healing symbol line). Otherwise, your new class seems kinda off the wall and too dificult to make the symbols by holding items that you carry around and drop. Overall, after reading your updates, im gonna say no to this class, unless it becomes different. |
Ryuken Tamashi
Quote:
Originally Posted by Dean Harper
you need to be more clear on what you mean:
Blazing Torpedo: You inscribe a circle. I dont get wat you mean in the first sentence, doesnt make sense. Second sentence doesnt make sense either (if you mean that after the time is up, the duration is over.... DUH ITS OVER!!!). After the initial wave, every time a foe is adjacent to the circle, that foe is slowed for X seconds. You also need to tell us how much it costs and how fast it casts and recharges, like you did in ur edit. When ur writing out skills, make sure u go back and read it so you know it makes sense. What you wrote there DOES NOT MAKE SENSE. -Dean |
Ryuken Tamashi
Quote:
Originally Posted by System_Crush
Things that can't move have area effects(or attacks) and can be destroyed, sorta sounds like a spirit to me.
If symbols are symbols they have only a written manifestation, perhaps one that can be rubbed out by some water/wind effect, but not damaged directly with a weapon or spell. You started out with nice and clean Symbols and Circles; it is a good idea stick to it, changing them into physical objects(statues, stones, fountains) makes it less clear waht this class is all about, also it contradicts the back story a bit. A quick question If the shape of the inscription does not matter in the shape of the AoE the skill applies, then what is it used for? |