“Nobody is perfect? In that case allow me to be the first.”
Using magic and flesh they attempt to become more than human.(or more than Charr or more than Asura... you get my point)
new stuff
Class: Fleshcrafter
The function of the fleshcrafter as the name might suggest is a crafter.
While a class that makes and maintains items would be a problem as they would spend most their time selling stuff in the shop channel and might not be very good in combat.
That is why they craft completely different than other games, they create augmentations and equip them on themselves
A fleshcrafter does condition pressure and/or offers support through their pet's auras.
Skill type: Augmentation
An augmentation is a crafting skill, it creates an item replacing 1 or 3 parts of your equipment.
Augmentations are semi-permanent thus it stays with you when zoning or dying, after you have created the augmentations the created item will be equipped on you whenever you have the skill in your bar.
As it is a crafting skill, it requires materials instead of energy, this material must be present in the form of the max health on your chimera, if you ever use up all the materials on your chimera it has 0 of 0 health and dies
In order to use the materials on your chimera you must touch your chimera, using a augmentation will cause you to move towards your chimera.
When you unequip an augmentation it is destroyed instantly and the item you had below the augmentation appears in the equipment slot again, and the skill of the augmentation is refreshed and can create an augmentation again.
A non weapon augmentation copies the stats of the armor that is equipped in that slot adding its own effect to it; right and left arm augmentations replace the equipped items completely.
A list of how augmentations are equipped:
- Right arm
- replaces the item in weapon slot
- Left arm
- replaces the item in offhand slot
- Both arms
- replaces the item in gloves slot
- items in right or left hand become invisible(or, if those where augmentations they are destroyed)
- Body
- replaces the item in chest slot
- item in boots slot becomes invisible
- Tail
- replaces the item in legs slot
This means you can have a max of 4 augmentations, because any more and previous ones are destroyed.
Skill type Mauling:
Simply a melee attack only usable with a melee augmentation, no mater what type of weapon it simulates.
Skill type Disgorge:
Simply a half-ranged attack only usable with a pin shooter type augmentation.
Skill type Growth:
A growth is a buff or aura for the Chimera pet, instead of energy it costs materials in the form of the chimera's max health.
Harvester growth are also growths, though they have the special property if triggering certain behavior for the chimera's AI.
When summoned a chimera has a set (low) amount of max health, this health can be used to add the first harvester growth.
When it's conditions are met a harvester growth increases max health by a amount written in the skill description, also each harvester growth also has a limit to how far it can raise the max health of the chimera.
A chimera can have more than 1 harvester growth on it at the same time, the max amount of max health does not stack, instead the highest value is used.
Whenever a growth ends, the max health of the chimera stays the same but the max amount of max health goes back to what it was without the growth(either the value of another growth or the amount of health the chimera was created with)
Whenever a chimera has more max health than it's current max amount of max health would allow damage reduces the max health permanently, until the chimera is within acceptable marges again.
A chimera's max health can always be lower than it's max amount of max health, this does not change the max max amount it was summoned with or the amount of a growth.
Creature / pet type: Chimera
A chimera is a living(not undead) creature out of parts of other creatures, a chimera is affected by all skills normally except health increases deceases, whenever they a chimera's max health would be increased by a enchantment or nature ritual instead is healed for that amount and the effect does nothing for whatever duration it was supposed to increase health for.
The same goes for deep wound, they just lose 20% of their health but don't suffer the condition.
Also a chimera does not have a natural health regeneration while not in combat.
As a pet a chimera cannot attack foes, instead they spend their time gathering max health.
When you apply harvester growths to a chimera gains the ability to add parts to themselves, some elite chimera's can even harvest without the aid of harvester growths.
Chimeras always move towards things that will allow them to harvest.
Whenever their master moves they stop whatever they where doing and move into his nearby range.
Other wise every 4 seconds they check if they are still in the area of their master, if not they move into his nearby range.
(hence they should never leave your aggro circle, but would move kind of freely)
Whenever a chimera pet is attacked it runs away from the attacker, when doing so the 4 second and master moving effects still apply, and make the pet run back to it's master.
Chimera's are used as material reserves and many skills require a certain amount of max health for the chimera, in order to not expen all of it unoticed, the chimera's max health is displayed as a status effect on the masters screen.
Just like a necro has a icon for having 10 minions, a Fleshcrafter will have a chimera Icon showing his pet has 230 max health right now.
For GW mechanics: when a creature loses X max health it also loses X health, so if the number might say 200 and you use up 100 points of chimera health, if the chimera had less than 50% health the skill will still be successful but the chimera will die.
Because of this chimera's will show up in the team window, it would just be annoying of you had to click your chimera to find out it's health.
Even though being in the team window, team effects like team heal or Light of Deliverance do not affect them not count them as a team member(like minions and spirits)
When a chimera dies it is removed from the team window and doesn't count as a dead ally, it's just a less dead created ally, not a actual team member.
I think all chimeras would have 90 base AL, but not get any health regen while not in combat.
Pretty high AL increased by Perfection, this is because chimera's aren't too safe while harvesting.
The Crystalline Harvester growth for instance, will have the chimera looking for firestorms to stand under.
Skill Cost type: Chimera Health
Crafting skills cost health, a chimera represents prepared materials that can be used efficiently, if you have a chimera you will use up any health it has before using other materials.
A Fleshcrafter requires fresh living materials, they can also use other sources as raw materials, crafting with raw materials costs double the amount of health. The first source of raw materials is your own health, even if your chimera does not have enough max health, or if you have no chimera any remaining cost will be paid double from your own health.
There are also skills that allow you to temporarily use another source of raw materials, such as a enemy chimera.
The augmentations have effects no other items in GW have, but because they cost a skill slot and attribute points to make and use they balance themselves out in relevance to other items and the skills used to enhance them.
It’s the benefit of items = skills without energy costs or activation times, the recharge times are present in the form short duration effects that end when not reapplied steadily.
Their passive effects are uninterruptible and irremovable, though the skills of creating them are interruptible.
It should be perfect for old and new players alike;
A PvE behemoth, smacking foes with mutilation augmentations. High perfection keeping him alive. For a new player’s simple start.
Or a A flexible PvP Crawler, using half ranged pins to poison, disease and hinder, switching between good single target pressure or hampering groups of foes. For a veterans player's flexible PvP build.
A mad scientist, that uses his pet's aura's to buff allies and hinder foes, and the high max health of his chimera allowing it to tank or for a steady supply of augmentations to dish out some damage as well.
Lore
Fleshcrafters pray to Dwayna, for without her magic the things they do to themselves would have long since meant their end.
Not being the most stereotypical follower of Dwayna they do not get skills with the name Dwayna in them. (She aids them for their faith, but doesn’t like them that much)
Still they are often found in the position of ambassador or negotiator, the destructive power they can augment themselves into is not preferred, as weapon and muscle ruin the body they have spent so long to perfect.
They rather use their power to hide their age or lengthen their own life; than to use them to end life. But when the world needs saving, a follower if Dwayna is not afraid to sacrifice their looks for the safety of others.
Equipment
Energy
30 energy at 3 pips
They can get a focus item to improve this, but may use augmentations instead.
Armor:
Base 70AL
+10 health if body part is augmented.
Their armor I am not settled about, though it is GW2 so there might be attribute or racial variations that are very different.
A perfection armor would be aristocratic and poofy, gold an jewels all over it and with one of them white collars as headgear.
Mutation armor would be more practical, more like military officer and authority inspiring, then wrapped in a cloth cloak over 1 shoulder.
Sort of the megalomaniac look.(and perhaps the bad fashion statement of 1 arm laid bare)
And as headgear a a stewardess cap(well those look like officers hats, they really do) or a barret.
Mutilation armor would be mostly of chitin, on it spikes, especially on the joints.
These spikes are to hold the large mutilation augmentations in place on top of the armor(chitin is slippery).
Would make them look dangerous and tough, especially of part of them has already been augmented.
Insignias:
Behemoth’s| +10AL if that body part has been augmented.
Glamorous| +15 against elemental damage, requires 10 perfection.
Creator's| +10 AL while Chimera is alive
Weapons
FleshCrafters use stave's, wands and focus offhands, with all the usual stats.
However they will often use augmentations for melee or half ranged combat, these will replace any weapons or offhand depending on weather they affect right left or both arms.
You can’t use a 2 handed or both handed weapon while 1 arm is augmented.
Augmentations are typed after weapons they represent, their damage and effects are decided by the skill, their attack time is decided by the type they are.
As there are no half ranged weapons I'll make up some types for those, this however has the fundamental flaw that they would not be as good for multi classing as weapons of existing types.
Handlauncher
A singe target 1 handed ranged weapon, fastest of all ranged weapons with a re-swing of 1.75 seconds and no arch.
Spray(or breath weapon whatever)
A singe and multi target 2 handed ranged weapon depending on range.
It fires 10 projectiles each dealing 10% of the total damage.
These projectiles are randomly divided over all targets in the AoE, also each projectile as a additional chance to miss, over any chance to miss that attack already had.
If target is within adjacent: AoE is none, miss chance is 0
If target is within nearby: AoE is half adjacent, miss chance is 15%
If target is within the area: AoE is adjacent, miss chance is 30%
Doesn't shoot any farther than the area.
All damage to 1 target is added up and dealt as 1 attack(cause you should never attack more often than you hit targets), a attack only count as missed if all 10 projectiles miss (as not to over trigger spirit of failure and alike)
The re-swing is 2.5 seconds.
Chakram
A single target 1 handed ranged weapon, with a light arch and a re-swing of 1.95 seconds.
If it critical hits it deals damage and ricochets to a nearby foe and deals a normal attack with half the crit chance of the last attack and a higher arch.
(so that 74% crit chance will never hit over 4 targets)
Attributes
Perfection (primary)
For each point in perfection creatures and items you create have 1.25 additional armor - Many skills especially skills related to improving items you create become more effective with higher perfection.
Mutation
Mutation increases the damage you deal with all types of pin augmentations, and increases the chance achieve a critical hit - Many skills especially skills for creating pin augmentations and disgorges become more effective with higher mutation.
Mutilation
Mutilation increases the damage you deal with all types of melee augmentations, and increases the chance achieve a critical hit - Many skills especially skills for creating claw augmentations and maulings become more effective with higher Mutilation.
Abomination
No inherent effect - Many skills especially skills related to chimera's become more effective with higher abomination
Primary calculations
The primary represents the pride and finesse a fleshcrafter puts into his work of crafting, it increases his survivability when equipped with augmentations as well as the survivability of anything he summons.
At perfection 12 it adds 15 Al to crafted/created things.
At perfection 16 it adds 20 AL to crafted/created things.
It should help the fleshcrafter survive being a kind of combatmage.
Perfection (primary)
Perfection's main effect is the primary effect, it doesn't really have a direct function, just a few self supporting skills.
Scraps and Patches elite skill energy 15 activation 1/2 recharge 60Mutation
For 40 seconds, your augmentations and growths take 1 second longer to activate, whenever you activate augmentation you are healed for 20...60(100) health whenever you activate a growth your chimera is healed for 20...60(100).
Dead Hart body augmentation (Chimera)Health 40 activation 1 recharge -
If you die while dead hart is in effect, the augmentation is destroyed and you are resurrected with 35% health and 10...25(30)% energy after 5 seconds.
90 seconds after resurrecting, this augmentation is destroyed you die without incurring a death penalty.
(The resulting augmentation will be ineffective with less than 0…10(14) Perfection)
This attribute is for the pin augmentations, it contains augmentations growths and disgorges that help in ranged combat.
Mutilation
Agony elite disgorge energy 5 activation 3/4 recharge 4
If this attack hits, for 4…13(16) seconds target foe suffers 1 health degeneration and activates skills 20% slower, if that foe was activating a skill the effect stacks with itself.
Decrepit Needles disgorge energy 5 activation next attack recharge 6
Fire 5 pins at target foe each striking for only 5 damage. For each hit target foe is diseased for 1…1(2) seconds and suffers from weakness or 2…3(4) seconds.
Armed and Dangerous both arms handlauncher augmentation (Chimera)Health 50 activation 2.5 recharge -
You attack at half-range for 1...4(5)-4...10(12) piercing damage and all of your attacks strike twice.
(The resulting augmentation will be ineffective with less than 0…10(14) Mutation)
Limber body augmentation (Chimera)Health 30 activation 3 recharge -
You lose 25...10(5) armor and whenever you are not attacking you gain 5...20(25)% change to evade attacks.
(The resulting augmentation will be ineffective with less than 0…10(14) Mutation)
Squealing Chinches right arm chakram augmentation (Chimera)Health 65 activation 4 recharge -
You attack at half-range for 3...6(7)-7...15(17) piercing damage and when they hit a foe using a skill that skill recharges 1% slower for each hit while activating the skill.
(The resulting augmentation will be ineffective with less than 0…10(14) Mutation)
Unnatural Growth growth (chimera)health 50 activation 2 recharge 20
For 15 seconds allies near your chimera get 2...5(6) health regeneration, but have 1 degeneration for each enchantment on them.
Shattering Chitin elite growth (chimera)health 95 activation 3 recharge 10
For 15 seconds whenever you hit a foe near your chimera, you hit up to 1...4(5) additional targets near your chimera, but your chimera is hit as well.
Acidic Storm elite both arms spray augmentation (Chimera)Health 120 activation 4 recharge -
You attack at half-range for 2...6(7)-8...14(16) piercing damage, and target foes start burning for 5 seconds -1 second for each foe hit.
(The resulting augmentation will be ineffective with less than 0…10(14) Mutation)
This attribute is for melee augmentations, it contains augmentations, growths and maulings that help in melee combat and tanking.
Scrutiny right arm sword augmentation (chimera)Health 55 activation 3 recharge -Abomination
You attack in melee for 4…10(12)-9…18(21) slashing damage, and your attacks cause bleeding for 3...6(7) seconds on targets below 50% max health.
(The resulting augmentation will be ineffective with less than 0…10(14) Mutilation)
Chop Sticks elite both arms dagger augmentation (chimera)Health 50 activation 4 recharge -
You attack in melee for 1…9(12)-9…15(17) piercing damage and have an additional 10% chance to inflict a critical hit.
(The resulting augmentation will be ineffective with less than 0…10(14) Mutilation)
Strength of Bone left arm augmentation (chimera)health 85 activation 4 recharge -
Create a bone shield that absorbs 60…180(220) damage dealt to you and is then destroyed.
(The resulting augmentation will be ineffective with less than 0…10(14) Mutilation)
Relentless Ram mauling energy 10 activation 2½ recharge 15
If it hits this attack deals 8…17(20) additional blunt damage and target foe is knocked down.
Rend mauling energy 5 activation next attack recharge 25
If this attack hits a foe in a stance, that foe is crippled for 4...10(12) seconds;
if it strikes a moving foe, that foe is crippled for 2...5(6) seconds;
if it strikes a attacking foe, that foe is crippled for 1...2(3) seconds.
Plagued Bloats elite body augmentation (chimera)health 140 activation 5 recharge -
For each growth on your chimera, you and your chimera gain +20...50(60) max health.
(The resulting augmentation will be ineffective with less than 0…10(14) Mutilation)
Retched Abominationgrowth (chimera)health 110 activation 3 recharge 30
For 4...10(12) seconds foes near your chimera suffer 5% morale penalty.
Abomination is the chimera attribute, It is used to create chimera's and support them.
The auras for the chimeras are all over the attributes of the Fleshcrafter.
Simple Fusion chimera energy 15 activation 3 recharge 15
You lose 130...100(90) health, if you have a chimera it is healed for 90 health, if you don't have a chimera you create a simple chimera with 90 max health.
Devouring Mound elite chimera energy 25 activation 4 recharge 60
If you don't have a chimera you lose 40...110(140) health and create a Devouring Mound that much max health.
Each second a Devouring Mound is near an creature suffering from deep wound it gains 10 additional Max health, this can not increase it's health past 300.
If you have a chimera you suffer from deep wound for 13 seconds and your chimera is healed for 10...17(19)% of your max health.
Splatter Guts spell energy 10 activation 1 recharge 15
Remove a growth from your chimera, if a growth is removed nearby foes take 30...60(70) damage.
Impulsive Harvester growth (chimera)health 40 activation 2 recharge 10
For 4...10(12) seconds your chimera moves 50% faster, and gains 10 additional max health each second it is near a corpse; this cannot raise it's max health beyond 250.
Crystalline Harvester elite growth (chimera)health 25 activation 4 recharge 30
For 20 seconds whenever your chimera is that target of a spell it gains 10...70(100)% of the energy cost as additional max health; this cannot raise it's max health above 400.
Giant Growth elite growth (chimera)health 90 activation 3 recharge 40
For 10...25(30) seconds there is no top limit to how much additional max health your chimera can gain.
When this growth ends, for 100 seconds any damage to your chimera is negated and it's max health is lowered by that amount instead.