PVE expansion concept.
I did a search, & a couple of the closest things I could find are.
http://www.guildwarsguru.com/forum/s...ht=mecha nist
& there are way to many Elementalist summoner threads out there to mention >_>
A few threads that have native American Toltec ideals in them.
lots of stuff scatterd arround but nothing really gunshot about it.
But for the most part I think all this tossed in together to work synergistically as a triumvirate is basically a new ideal.
A war torn American Continental theme setting.
North = Colonial Victorian steam punk. Where industry is sapping the magic from the land. From here we get the Mechanist. A summoner of clockwork steam machinations. The weapon of choice is an enchanted wrench which enlarges, or shrinks clockwork steam craft minions onto the battlefield. From small ladybug like Kamikaze bombs which run up to the enemy, & explode. To robotic clockwork Steam Golems which march up to the enemy, or fire small artillery blasts. & the ultimate power. Enhanced exo armor.
Mechanist, Mechanic, Engineer, Alchemist etc…: A class that specializes in summoning mechanized steam powered, & clockwork minions to the battlefield like the MM Necro, As well as repairing/healing them, & the Armor Rider’s armor. Each Minion could fill a niche similar to the Necro’s undead.. Using technological affects to emulate classic abilities. Like AOE blasts from ranged artillery bombardments. AKA Meteor Strike. Each Summon would add a pip of energy degeneration to the Mechanic. Rather then their health degenerating like the Necromancers. The Mechanist would have other abilities as well. Such as Smoke bombs witch blind enemies, Grenades which do ranged AOE splash damage, the Oil slick grenade, the stink bomb that does no damage but makes the enemy run, the acid grenade which lowers the enemies armor for a time. Etc…
Armor Riding: Would summon a massive exo armor transforming the Mechanist into a clockwork, & steamcraft walking Tank. I’m thinking something that looks similar to Escaflownes designs. A few different variant designs with marginally different strengths, & weaknesses.
Gunfighter, Swashbuckler, Gun Mage, Musketeer: Similar to ranger. Switching between a gun, & a blade. Or even the gun blade some Pirates used to love using. With slow recharging high powered ranged attacks that may incorporate magic affects in the case of a ‘Gun Mage.‘ Then a swashbuckling fencing art for close in melee attacks, while the guns are reloading. A dueling champion of the musketeer variety. Perry, thrust, withdraw.
Middle = Central American/North American native tribal cultures. Toltec, Aztecs, Mayan, Inca, Blackfoot, Cherokee, Navaho etc... Where each village has a different tribal theme. Necromancy rules the day, & the southernmost cultures revolve around death & sacrifice. From here we get the new ranger/ritualist/Necromancer skills. Nature spirit Totems. Summonable Minion spirit totems for the Ranger/Ritualist, In the case of spirit sommons they could add a pip of health degeneration, & perhaps a form of health exhaustion to the summoner rather then needing a body. Bear, Raven, Wolf, Turtle, Jaguar, Eagle, etc…
South Antarctica Atlantian Arcanist Culture = High Magic, From here we get the new Elementalist/Mesmer upgrades. Elementalist Summoner. Summons work off of the same principle as the Totem spirits adding a pip of magic degeneration instead of health degeneration for each Minion. Multiple pips for stronger summons. & perhaps a form of permanent exhaustion while elemental minions are still in play.
The Arcanist: Elemental Summoner, A long needed upgrade for the Elementalist. The ability to summon elemental golems. Element made manifest The big summons that appear for a few moments, look really awesome. Then leave. Inspired by the Summoner from Final Fantasy. Here are some ideals. & or Elemental Incarnations where the Summoner transforms into an uber elemental for a short amount of time. Similar to the Dervish’s ability to go Avatar.
Earth: Rock of ages, Atlas, Titan. A massive stone giant looking thing incrusted in fine jewels, & precious metals. Causes earthquakes which knock down all opponents in range every couple seconds causing damage each time they get knocked down. Very slow for the duration of the summon.
Air: Thunder Bird, Quetzalcoatl, ’ A giant feathered serpent dragon like Quetzalcoatl. Adds bluish feathered wing affect to party members Increasing their skill recharge, running, & attack speed for the duration of the summon. & unleashes lightning breath every few seconds on any foes the Elementalist summoner is attacking.
Water: Sea Serpent, Leviathan, Kraken. Slows the skill recharge, running, & attack speed of all hostile enemies in range for the duration of the summon. & attacks enemies in range. This one would be immobile, & unable to move. Stuck in a small pond like rift at the nucleus of the summon. In the case of a sea serpent water breath, For a Kraken tentacles would lash out.
Fire: Phoenix, Surtur, Efrit, etc… A being of fire that walks around breathing a flame thrower on enemies, & combusting all enemies in range on fire.
The manifest super minions would appear on the battlefield on top of the Summoner remain for a few moments granting their abilities, or attacking the enemy depending on the major summon. Then return the mists. This is just an ideal really for summoner fans, it would be difficult to implement, & just having summons for the Elementalist would be awesome, & complete the Triad I had in mind. Another ideal is the Incarnation.
Incarnation: Fire, Water, Air, Earth, Ice. This would transform the Elementalist into the incarnation of an element. Similar to the Dervish’s avatar form. Any skills associated with an element other then the Incarnation would be disabled during the duration of this manifested transformation.
The conflict revolves around war. The Northern Colonial Steam punk revolution is taping the land of it’s magic for a power source to supplement it’s clockwork, & steam mechanizations as it expands & consumes the native cultures around it.
The Central Tribes are slowly being invaded, supplanted, & assimilated by the expanding northern culture. While the Central Tribes Necromantic magic is being destroyed by the Primordial High Elemental Magic of the Southern Arcane kingdom.
The Southern Arcane Kingdom depends on the magic being depleted by the industrial technology of the Northern Nations. It sees the Central tribes as barbaric.
Here you have a paper rock scissors scenario. The Northern Colonies Steam Craft industries drain the magic energies that the Arcane Kingdom depends on. The Arcane Kingdoms magic damages the Central Tribes undead servants. The Central Tribes necromancy rusts the machinations of the Northern Colonies.
The key here is balance. & keeping the amount of minions you might have in a single party limited. If you have undead Minions in a party the Mechanist Minions health would degenerate rapidly. Elemental Golems make Undead Minions degenerate. Mechanist Minions make Elemental Minions degenerate. Also a cap should be placed on the amount of minions in a single party from 10-20. Making no more then 1-2 Minion masters of the same type easily feasible as well. This would also work in combat, a party with a Necro MM would lose to the advantage of a party with an Elementalist MM, but they would gain the advantage over a party with a Mechanist MM. Paper Rock Scissors.
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