
Concept Class: The Adroit
Short History: Hidden in their compact labs, they study the usage and ideals of minerals. Many people do not know of their existence or their purpose. Even the very few people, who know of them, think of their doing as child play. Nevertheless, they do not know that these unique and extremely educated people will come across the essence of destruction itself. They are the Alchemists.
These Alchemists were so independent of the common folk, that they slowly began making a religion of themselves. They thought that combining the right mixture of elements could cause immortality. The headmaster of these Alchemists gave them a challenge, which was that everyone was from now on to combine any elements they could find and test subjects were to drink it.
After more than ten years passed, still nothing had become of the fortune of immortality, only death. However, two very special Alchemists thought to be the best of the best, finally came with the potion that everyone has been seeking. That potion was intensely hard to make. Therefore could only produce minimal quantity. They have said that it would take another five years until the substance could be more cleverly reproduced. Even though this substance wasn’t quite ready, these Alchemists certified that the combination of Sulfur, Charcoal, and Saltpeter is a mystical creation, and let out small wondrous sparks.
Still the King was unhappy with the ordeal, but he knew that he was at the end of his days and only wanted to livelonger and nothing else. Therefore, he beckoned for the potion and drank it. Beats of sweat began to circulate over the king’s forehead, and once the small drop of powder reached the soft tongue, something horribly happened.
His whole head exploded into pieces, and the creators were banished and sentenced to execution. Still, most people began to wonder, if that element were to be used in the right way, it could act as a powerful tool. After countless of failed experiments to control this substance, they finally created the right form to do so. It was then called the firearm.
The Alchemist decided then, that the time of being an Alchemist is over, and a new era of an Adroit has awakened. As their goal is to prove the unethical people that, an Alchemist is much more than what they predicted. Then the mountainous stone stummit dwarves came across the place were the alchemists studied and stole all of their experiments…including the gun-powder. It was then that these dwarves learned how to use them, and slowly Tyria is learning about this substance, and began to steal it for themselves.
(Definition of the Word Adroit; Someone who is skillful, clever, adept, and dexterous.)
Two new hexes are would be introduced for the Adroit.
a)Fear= Fear is a hex which makes the enemy run in fear for a limited time
b) Baffled= an effect which temporarily blurs your whole screen and does –3 health degeneration. (Remember mission 2 in Night Fall?)
1) Overall Basis of the Adroit: The Adroit is a range attacker, who specializes in the art of simple medieval type guns and basic firearms. Because they are Alchemists they also know how to quickly brew simple potions, which can enhance your gun, stats, and can even deal some damage. Lastly, because Adroits like to be manipulative, they are masters of delusion and can manipulate stats, and hexes to their liking.
2) Main Weapon Of the Adroit: the main weapon will be the gun. It will act as a one-handed weapon, and your off-handed hand will be free.
-ATTRIBUTE DESCRIPTION-
-Gun Mastery- The most common question that will come up in this gun topic is “Guns simply wouldn’t fit into a medieval game like guild wars.” I understand how you might be right about this; however, I would never recommend a concept class if it simply couldn’t happen. Moreover, this is proving that guns DID exist in medieval times http://www.castles-of-britain.com/castle36.htm. Now back to the topic: although you could theoretically say that bows are not nearly as effective as guns, this theory could be wrong with the very first handheld guns. As these early guns tended to be very unstable, the powder would go off for no apparent reason. This is what I would put into the class to differ them from the bows. From how looks go, I would probably want them to be similar to this type http://www.a2armory.com/images/bests...lunderbuss.jpg
-Fire Arm- By firearm I don’t mean mechanical robots or turrets etc (Trying to make it as realistic as possible). I really mean the very basic and simple firearm such as cannons and using the powder as the bombs. Most of the skills will be very gunpowder based.
-Alchemy- This attribute will need an ingredient. However, so I don’t make this class all too complicated, there will only be four ingredients. These ingredients will randomly drop by ALL monsters. This will require you to pick up the ingredient, and then it will be received in the inventory section. You may buy different potions from the skill trainer, but you cannot activate the potion as if it were a skill. Instead, a small window will appear in combat, and it will list all the potions you currently have. From there, you pick your potion then drop it on the ground. To activate it, you need to click on the potion and you will receive its effects. The reason why I did that is so other party members can also pick it up. How do you “make” a potion? You can make the potion by clicking the potion you want to make in the skills list, (under alchemy section) then it will say the required ingredients, and if you have the right amount then it will be shown as green, if not then it will show as gray. You can see what ingredients it needs at the description section. NOTE: that you can only drop 1..2..3..4 potions at a time. And once that number is over you’ll face a cool-down of 60..50..40..30 seconds. And you can only make 5..8..12..15..18 potions.
-Delusion- Delusion deals with hexes from enemies/party members and simply manipulating them. Enchants, and degeneration is included in this to this topic. Besides, from manipulating, you will also have attacks in which you can gain +health +energy and is meant to be more of that extra push to win a fight. Like tactics for warrior or energy storage for elementalists.
Stats of the Adroit
Health=500
Energy=35
Energy Regeneration +4
Some Images of how the armor would look like (not final)
Head Armor=Goggles
http://www.final-fantasy.it/cloud_goggles_2.jpg
Body Armor= (look only at the pirate in the middle, it’s his torso and mantle look that I would want the Adroit to look like)
http://www.mables.com/halloween/prod...te-costume.jpg
Hand Armor=
http://i7.ebayimg.com/01/i/07/a9/2c/03_2.JPG
Leg Armor=
http://www.costumeshopper.com/Mercha...8634-58633.jpg
Foot Armor=
http://www.houseofanoria.com/boots_h...g_bootcvr4.jpg
Now that I am done, talking about the basic information of the Adroit, it is time for the skills. Please Note that the skills, which I am going to list, serve only for the purpose of those quick readers who want to know the overall view of the class. For more skills, please go to the Edits section.
IMPORTANT NOTE: I will use the term “Baffled” several times in my skills. I made the name up for guild wars, but in-game the baffled condition will make the whole screen blurry. (Remember Mission two in Nightfall?)
-Attribute Skills-Gun Mastery
-Hex Shot-
Energy-10 Activation-3/4 Regeneration-10
All your hexes are removed and shot out of you gun. Enemies dmged by the gun receives the hex.
-Aimed Target-
Energy-10 Activation-X Regeneration-15
You may click on 3 targets. You shoot your gun twice at each target. 60%..40%..30%..20%..10% chance you deal your self twice your normal gun dmg. This chance applies three times. (since your shooting three times).
-One Shot-
Energy-5 Activation-3/4 Regneration-2
You shoot target enemy for 20..40..60 dmg. 30%..20%..10% chance you deal your self 20..30..40..60 dmg.
-Pellet Shower-
Energy-15 Activation-5 Regeneration-15
You shoot to the sky and small pellets rain over target enemy. Striking target enemy and adjacent enemies for 20..40..60..70 dmg. And blinding them for 2..4..6..7 seconds. 60%..40%..20% chance you deal yourself 10..20..40..60 dmg. And you become baffled for 3..4..5 seconds. (the stronger your dmg deals the longer the baffle effect.)
-ELITE-Mastered Shot-
Energy-25 Activation-5 Regeneration-15
You become instantly baffled when using this attack for 5..6..7..8 seconds. You deal all enemies in earshot range 20..40..60..80 dmg and take all of their enchants to yourself for 5..8..10..12 seconds.
-Attribute Skills- Firearm-
-Powder Wrappings-
Energy-10 Activation-2 Regeneration-5
You take paper and stuff some gunpowder in it. (there is no ingredients required for any of the firearm skills, just how it will look like). You may throw five of these bombs at any target 5 times. You deal 10..20..25 dmg each time.
-Detonation Bomb-
Energy-25 Activation-3/4 Regeneration-15
You may place 1..2..3..4 gunpowder traps anywhere you would like. Pressing the skill again will activate all the bombs. Each bomb causes 10..20..30..50 dmg. Caution that if party members step into the trap, it will explode dealing ½ 10..20..30..50 dmg and causes baffle for 2..3..4 seconds.
-Apply Gunpowder-
Energy-5 Activation-3/4 Regeneration-2
Touch. Touch one party member and you apply some blinding gunpowder to their weapon. (Includes wands and staffs). For 2..4..6 seconds that party member becomes baffled for 5..4..3..2 seconds. But they deal blindess on enemy for 3..4..5 seconds and deal 5%..10%..15%..20%..more dmg for 3..4..6..7 seconds.
-ELITE-Trebuchet-
Energy-15 Activation-4 Regeneration-10
You create 1..2..3..4 small trebuchet (human size) and you may place any keg related skills, and drop it into the trebuchet. This has thrice the normal bow range.
-Attribute Skills-Alchemy-
-Healing Potion-
Required Ingredients>1 of <name>
You are healed for +10...+20..+30..+40
-Elixir-
Required Ingredients>1 of <name> and one of <name>
One health degeneration effect is immediately removed.
-Absorbing Hex-
Required Ingredients>2 of <name>
1 of a party member suffering from hex (also you) is removed and stored in this bottle for 4..6..8..10 seconds. At the end of duration all hexes are put on you again.
-ELITE-Gunpowder Mix-
Required Ingredients>1 of <name> and <name> and <name> and <name>
You may drop on 3 gunpowder traps a very deadly liquid. When enemy is dmged by the trap, the trap does lightning dmg for 10..20..30..40 dmg and causes crippling to foes nearby.
-Attribute Skills-Delusion (all delusion spells will look yellow)
-Party Hex Absorption-
Energy-5 Activation-3/4 Regeneration-10
All hexes on your party members immediately transfer to you.
-Dellusionist hex-
Energy-10 Activation-3/4 Regeneration-10
Target enemy, and all enemies nearby him are hexed with fear and therefore run for 1..2..3..4 seconds.
-Healing Delusion-
Energy-15 Activation-4 Regeneration-15
You create a transparent fountain, and ally adjacent to it, is healed for +1..+2..+4..+6. And have a 20%..30%..40%..50%..60%..70% chance to block all attacks (including magic) Lasts for 4..6..8..10 seconds. At end of duration all party members who healed from the fountain become poisoned for –1..-2..-3 regeneration which lasts for 2..4..6 seconds.
-ELITE-Manipulative Condition-
Energy-20 Activation-6 Regeneration-10
You remove all conditions from party members and instead apply them to you. All the condition is then transferred towards target enemy.
EDITS!!!!!!
This section deals with new skills I produced, and also the skills which I was recommended to input.
NEW GUN MASTER EDITS:
Fearing Blasts
Energy-15 Activation-5 Regeneration-15
You shoot all adjacent enemies near you, causing 10..20..30 dmg each and fear for 1..2..3..4 seconds. 50%..40%..30%..20% chance you cause buffle to yourself.
NEW FIREARM EDITS:
Keg Explosion
You drop four kegs in front of you. All of them will go off in 15 seconds. You can place them anywere and when they go off they do 10..20..30 dmg each. If you place them next to gunpowder traps or into Trebuchets they will do 1/3 more dmg.
-ELITE-Apply Fire-
Energy-15 Activation-4 Regeneration-10
For 10 seconds all your attacks (including bombs/gunpowder/bullets) causes burning for
-1..-2..-3..-4..-5.. regeneration.
NEW ALCHEMY EDITS:
Keg Transformation
Energy-10 Activation-4 Regeneration-5
You make a vile of poisonous substance and place it onto kegs. Doing –1..-2..-3 degeneration.
Minor Energy
Required Ingredients 2 of <name>
You gain +15 energy.
NEW DELUSION EDITS:
Battle Reversal
Energy-25 Activation-3/4 Restoration-10
All combat dmg/hex/condition dealt to your party members are redirected to one enemy sharing with all enemies in earshot from him. This lasts for 2..3..4..5..6 seconds.
Energy Gain
Energy-5 Activation-3/4 Restoration-5
Touch. Touch enemy interrupting their spell or skill. If you interrupted them you receive 1/8...1/7…1/5…1/4…1/2 of their energy.
Thank you for reading my whole idea and I’d appreciate some feedback on it.
Although I don’t mind any kind of feedback, I would like that instead of telling me that (for example) my class is just way too overpowered, give me some info on what skills and attacks you find overpowering. That way I can make improvements :P.
-Ryuken