Artificer, The Runesmith

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

The Artificer:
"The Runesmith"


Introduction:
-Hi, Uhm, Hope you like it^^!


The Contents:
  • The Background, Tells it's purpose in the GW Lore.
  • The Status, Tells what is it's Status and General Data.
  • The Attributes, Abilites or Skills which diffines this Class from the others.
  • The Strength, Tells which does this Class' Abilities are good at to.
  • The Weakness, Tells which does this Class' Abilities are burdened to.
Background:

Quote:
-A Group of Rebellions have been organized to fight against Emperor ?'s Tyranny. These Rebels study in Artifacy and Mystiscm. By using Artifacy with Mystiscm they can Augment magic to Signet, Glyphs, Runes and Gems. They can Convert anything to Creatures, from Health to Energy. And they use Gems to maintain Spells trapping Spells in the Gems for Maintenance or Disabling Spells.
Uniqueness:
  • Maintained Hexes, Artificers can cast Maintainable Hexes but Maintainable Hexes cost more than Maintained Enchantments.
  • Gem Spells, Gem Spells are Signets which requires Energy, Gem Spells too doesn't need a Target.
Status:
-Maximum Health 480.
-Maximum Energy 30.
-4 pipes of energy.


Armour:

Headgear
-Gems

-Starter Armor: AL 10
-Low: Al 20-30
-Medium: AL 40-50
-Maximum: AL 60

Insignia:

Forger's
-Bonus Armor +5 (While Equiping 1 or more Gem or Signet)
Armor +5 (While Equiping 2 or more Gem or Signet)
Armor +5 (While Equiping 3 or more Gem or Signet)

Weaver's
-Bonus Armor +5 (While Maintaining 1 or more Allies)
Armor +5 (While Maintaining 2 or more Allies)
Armor +5 (While Maintaining 3 or more Allies)

Carver's
-Bonus Armor +5 (While Maintaining 1 or more Enemies)
Armor +5 (While Maintaining 2 or more Enemies)
Armor +5 (While Maintaining 3 or more Enemies)


Weapon:

Staff
Chaos Damage 11-22 (req.9 Mana Forging/Weaving/Carving)
Energy +10
Two-Handed

Wand/Focus
" Damage 11-22 ( " )
Energy +12
One/Off Handed


Attribute:

Mana Crafting(Primary)
-For each Rank of Attunement, Whenever a Maintained Creature casts a Spell, You gain 1.5% Energy from the Spell cast by that Creature.

Mana Forging
-Specializes in Buffing Allies and Increasing Battle Abilities.

Mana Weaving
-Specializes in Energy Regain and Increasing Magic Cause.

Mana Carving
-Specializes in Stealing Energy and Reducing Magic Cause.



Skill Listing:

Maintenance(Primary)

Sheltered Mana[Elite]
-Enchantment Spell, 15e|3c|30r : While Maintaining, Target Ally can't lose Energy (Excluding Energy Cost).

Healing Gem
-Gem Spell, 5e|10r : You and Maintained Allies gain Healing Gem, for 5-10(15) seconds whenever a Maintained Foe loses Energy, Maintained Allies are Healed for 100-200% of that Amount.

Manavorism
-Enchantment Spell, 5e|1p|2c|30r : While you maintain this enchantment, Whenever a Creature in earshot loses Energy, 0-60(80)% of that Energy is divided by each creature that gained it through Manavorism.

Mana Carving

Mana Leak[Elite]
-Hex Spell, 10e|1p|3c|25r : While Maintaining, Target Foe and you lose 1-12(15)% more Energy, Whenever that Foe cast a Spell and Durations of Spells cast by Target Foe are Shortened for 11-22(33)%.

Obfocusating Signet
-Signet, 4c|35r : The Next 1-3(4) times Target Foe Atacks, the Attack is Redirected at another Foe in the Area of that Foe. If there is no Foe in the Area of that Foe this Skill does nothing

Ethereal Seperation
-Hex Spell, 10e|1p|2c|20r : While Maintaining, Whenever Target Foe Attacks, That Foe can strike up to 3-2(2) Creatures but Damage dealt is reduced by 30-45(50)%.

Mana Forging

Spell Binding Gem[Elite]
-Gem Spell, 15e|35r : For 1-3(4) seconds the Next Spell Maintained Allies cast does nothing, After 12-5(3) seconds the Affected Spells are Applied Twice.

Siphon Signet
-Signet, 5c|25r : For 3-10(12) seconds, Next Time a Maintained Foe casts a Spell, Target Ally gains 50-125(150)% Energy of Amount Lost from the Spell.

Mana Signet
-Signet, 3c|40r : For 7-15(17) seconds, Whenever Target Ally is Healed that Ally gains 1-2(2) energy but receive 15% less Healing from all Sources.

Symbolism

Signet of Symbolism[Elite]
-Signet, 4c|40r : For 10-15(20) seconds, Signets you cast 33% Faster and Uninteruptable.

Potential Gem
-Gem Spell, 3c|30r : While Maintaining, Maintained Creature's Enchantments and Hexes last 15-25(33)% longer but Cast 25% longer.

Maintaining Gem
-Gem Spell, 4c|45r : While Maintaining, You suffer no Energy Loss from Maintained Enchantment or Hex but whenever you cast a Maintained Enchantment or Hex you lose 15% Maximum Energy.



Functions:
-Maintenance is your Primary.
-Mana Carving is your De-Buff.
-Mana Forging is your Buff.
-Symbolism is your Buff.


Strengths:
-

Weaknesses:
-

Picture:
Coming Soon^^!


__________________________________________________ __________________________________________________ _____________________________________

Hope you like it^^!

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

You may post now^^!

I may have not delivered something Intresting in the Skill Types but I did bring something new in Gameplay.
It's a mix of my Sopphetio and Weaver, Nebo's Mannai and AJ's Spell Binder^^!
Hope you like it^^!

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

I think me posting this would make people post here.
I'll take a try^^!

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

Quote:
Originally Posted by [M]agna_[C]arta
Maintenance(Primary)
-For each Rank of Maintenance, You're Spells cost 25% lesser Energy for each Maintaining Spell.
That has to be a mistake.
For each rank 0-16 spells cost 25% less, multiplied by the number of maintained enchantments & hexes 0-*
So I'd like 12 maintanace and I'm maintaining 3 things.
So 3*25% = 75% * 12 = 900% reduced cost, as it is reduced, instead of gained as energy after casting like [skill=text]Elemental Attunement[/skill] I do not think I will recover 8 times the energy the skill cost.
If it where to return 8 times the cost of the spell as health it would make sense, but 900% reduced cost is just silly.
Even if it was 2.5% I could start to maintain 1 more effect, and it would still amount to more than 100% and something can't be reduced beyond a 100%, only returned as something.


Quote:
Originally Posted by [M]agna_[C]arta
Mana Leak[Elite]
-Hex Spell, 10e|1p|3c|25r : While Maintaining, Target Foe and you lose 1-15% more Energy whenever that Foe cast a Spell and Durations of Spells cast by Target Foe are Shortened for 11-33%.
Target Foe and you lose 1-15% more Energy whenever that Foe cast a Spell since when do I lose energy when my foe cast's a spell?

Quote:
Originally Posted by [M]agna_[C]arta
Ethereal Seperation
-Hex Spell, 10e|1p|2c|20r : While Maintaining, Whenever Target Foe Attacks, That Foe can strike up to 6-3 Creatures but Damage dealt is reduced by 12-66%.
I am soo taking this on my SS necro, if it where in game.
Imagine SS and IP firing 6 times from 1 attack, insta kill even on lvl 28 hardmode mobs; probably a tad overpowered because of that, 2 or 3 foes should be the limit.

Quote:
Originally Posted by [M]agna_[C]arta
Assistance

Spell Binding Gem[Elite]
-Gem Spell, 15e|3c|35r : For 6 seconds the Next Spell each Maintained Ally cast does nothing, After 6 seconds all those spells are applied Twice on their intended target.

Mana Signet
-Signet, 3c|40r : For 7-15 seconds, Whenever Target Ally is Healed that Ally gains 1-2 energy but receive 33% less Healing from all Sources.
Instead of assistance I find it more appropriate to name this attribute, "Get your team killed by messing with the monk" Little less griever value please, I haven't had too much problems with them currently; 1 guy double echoing [skill=text]Iron Mist[/skill] made me lose at Aspenwood once. But still more skills might cause more of them to pop up; then again with the /report system, they might also be cut down rather quickly.

Quote:
Originally Posted by [M]agna_[C]arta
Maintaining Gem
-Gem Spell, 4c|45r : While Maintaining, You suffer no Energy Loss from Maintained Enchantment or Hex but whenever you cast a Maintained Enchantment or Hex you lose 15% Maximum Energy.
It's over powered, if you pre-cast your enchantments the extra energy lost wouldn't hurt you. You could maintain as many as you want and skill have 4 energy regen.
Imagine putting [skill=text]Essence Bond[/skill] on every team member, and still have 4 energy regen. Then use [skill=text]Blessed Signet[/skill] to gain energy for maintaining 9 enchantments.

How about making assistance, reliant on gem spells, that absorb a spell from a foe you are maintaining a hex on, that way you stop 1 enemy spell, protecting your party; and your party also gains a benefit(such as that spells energy cost as energy) from you absorbing that spell.

Quote:
Originally Posted by [M]agna_[C]arta
Gem Spells, Gem Spells are Signets which requires Energy, Gem Spells too doesn't need a Target.
Wut? O.o
if the name says spell, then it is affected by spell interrupts and trigger glyps and [skill=text]Auspicious Incantation[/skill] like effects.

Perhaps to make gem spells unspammable you could make them like item spells, where you'd hold the gem, so you could only maintain 1 at a time.
And you could drop it any time to chancel or trigger the effect.

Drake Eleric

Drake Eleric

Academy Page

Join Date: Mar 2007

Online

Shadow Pact Vanguard (Pact)

E/

Quote:
Originally Posted by System_Crush
That has to be a mistake.
For each rank 0-16 spells cost 25% less, multiplied by the number of maintained enchantments & hexes 0-*
So I'd like 12 maintanace and I'm maintaining 3 things.
So 3*25% = 75% * 12 = 900% reduced cost, as it is reduced, instead of gained as energy after casting like [skill=text]Elemental Attunement[/skill] I do not think I will recover 8 times the energy the skill cost.
If it where to return 8 times the cost of the spell as health it would make sense, but 900% reduced cost is just silly.
Even if it was 2.5% I could start to maintain 1 more effect, and it would still amount to more than 100% and something can't be reduced beyond a 100%, only returned as something.
Stacks Multiplicative. So say its 10 energy 10/25%=x/25%=x/25% ect

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Gem Spells, aren't affected by those skills thye just cost energy.

I left 2 of my Gem Skills with a Casting Time^^, I copy paste remember^^.
Gem Spell are like the String from my Weaver^^.

The Idea on Assistance is quite Intresting I'll thnk about it^^.

Fix the prob in Mana Leak, It is actually a Typo.
Forgot the Apostrophy(,).

Nerfed ES and changed Maintenance.
Which is better whenever a maintained creature cast a spell or the current?

And thos skills in Assistance are your sugestions, BTW^^!
But it was really meant as a self-enchant, anyway.
So yeah maybe I did underpowere and ovepowere it a bit^^.

For M. Gem, I meant when you get too much maintained etc, yo get energy degen right, do that spell is to stop that degen.
But I think with a penalty it is still overpowered or underpowered, never balanced.
I'll relace that skills lter^^.

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

Quote:
Originally Posted by [M]agna_[C]arta
Gem Spells, aren't affected by those skills thye just cost energy.
Yea but the word spell being in the name, contradicts that, weapon/hex/item/ward-spells are all spells, just a different kind of.

Want them to be signet like, perhaps name the skill type, 'seal' or 'rune' or 'gem seal' or 'rune gem' or whatever, that way they'd just be another type of skill that is not a spell, like signets are.

From their function they are some kind of conduits, 1 or more maintained hexes/enchantments go in on 1 side and a effect comes out the other, right?

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

I mant they can' be interupted but they are spell type.
Like if a para does a skill, For X-Y seconds, Te next Spell blah bha.
It's affected, but can't be interupted cause of no cast time.

Sorry I wasn't reading prperly^^.
I was tyinking of interupts^^.

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

Quote:
Originally Posted by [M]agna_[C]arta
I mant they can' be interupted but they are spell type.
Like if a para does a skill, For X-Y seconds, Te next Spell blah bha.
It's affected, but can't be interupted cause of no cast time.

Sorry I wasn't reading prperly^^.
I was tyinking of interupts^^.
Ohhhh you mean like stances

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

yeah you get it^^!

And is the current maintenance better or whenever a maintained creature cast a spell you gain energy?

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

Quote:
Originally Posted by [M]agna_[C]arta
yeah you get it^^!

And is the current maintenance better or whenever a maintained creature cast a spell you gain energy?
Well there are quite a few skills that gain you energy when hit by (a specific type of)elemental damage, or blocking a melee attack.
Those are nice, but they require you to be the target of things, when you are in need of energy.
So when you have no energy and can't use defense skills or self heals, you need to start tanking.

Its a rather suboptimal solution.

This class has skills like.
Quote:
Mana Leak[Elite]
-Hex Spell, 10e|1p|3c|25r : While Maintaining, Target Foe and you lose 1-15% more Energy, Whenever that Foe cast a Spell and Durations of Spells cast by Target Foe are Shortened for 11-33%.
So you are not only causing degen on your self, you are also... ehh, I'm still not totally clear on what is lost...
Causing yourself to lose 1-15% of the energy cost of a spell when you cast one.
Or causing yourself to lose 1-15% more energy when you are the target of skills like [skill=text]Energy Surge[/skill].
Either way, that makes this class even less energy efficient, therefor I assume they won't leave town without some kind of energy management in their bar.
So:

"Whenever a creature in earshot gains energy, for each rank in Maintainance you also gain 3% of that energy.
[EDIT]nerfed it in advance: (except energy gains from soul reaping)[/EDIT]"


That way you can gain up to 48% more benefit from direct energy gains you use on yourself; As well as return energy when, creatures in earshot gain energy directly.
It's the primary so it can't be used with [skill=text]Blessed Signet[/skill], but a team mate using blessed signet does help you gain energy too.
And it gives 0 energy form the 1 energy gained form [skill=text]Essence Bond[/skill], [skill=text]Balthazar's Spirit[/skill] and zealous mods, as 48% of 1 = rounded to 0.

Also you could do something with the energy that right now doesn't go anywhere. So energy that is lost, not stolen by zealous weapon mods or expended for skills, but that is just lost.

Manavorism enchantment E5 -1pip A2 R30
While you maintain this enchantment, whenever a creature in earshot loses energy, 0...60(80)% of that energy.
The energy gained is divided by each creature that gained it trough manavore.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

You lose energy whenever you cast.
15% is very low, 15% of a 10 Energy Cost is 1 energy .

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

Quote:
Maintenance(Primary)
-For each Rank of Maintenance, Whenever a Creature casts a Spell, You gain 3% Energy from the Spell cast by that Creature.
Hmmm, spell casting happens more often than energy gain, might want to tune it down to less than 3% if u want to use that.
Quote:
Manavorism
-Enchantment Spell, 5e|1p|2c|30r : While you maintain this enchantment, whenever a creature in earshot loses energy, 0-60(80)% of that energy is divided by each creature that gained is divided by each creature that gained it through Maintenance{?}.
Don't butcher my *cough*perfect*cough* English

{?}Hun? you are supposed to stop team members from getting full benefit, not only primary artificers.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

It's in 3% (O_o)".

I think I repeated it twice^^.

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

Quote:
Originally Posted by [M]agna_[C]arta
It's in 3% (O_o)".

I think I repeated it twice^^.
Quote:
Originally Posted by Philip Ross
What, you say?!
Quote:
Originally Posted by Tarkan Zora
All you base, are belong to us. *evil laughter*
In other words: I don't understand.



P.S. (For those who know who Ross and Zora are)
Yes, I do think Ross was setup; he may even not have survived that hostage situation, I think the person shot was just a stand in.
It's just too convenient that the unicorns that failed to catch the sniper as well as forget to set up a suppression field, just happened to be under the command of the person next in line for the job of Ross.
(Give me Boss Ross over commander Zora any day)

Master Sword Keeper

Master Sword Keeper

Krytan Explorer

Join Date: Sep 2006

Dead Isle

Farmers Of Woe [FoW]

W/

another clone of a mesmer? oO

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

@MSK
Not acutally.
The Job of the Artificer is to Convert things to other things, like they could turn Damage to Heal or Heal to Energy.
While Mes' is to De-Buff the Hell Out of a Target, Domi or Degen^^.

@SC
Odd, thier is no one named Philip Ross and Tarkan Zora in my thread.

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

Quote:
Originally Posted by [M]agna_[C]arta
@SC
Odd, thier is no one named Philip Ross and Tarkan Zora in my thread.
Nooo
I didn't understand what you where saying with the 3% being repeated.

Don't you know the "All your base are belong to us." scit? O.o
It's a comedy song, about the worst translation in a video game ever.
So I can use it when I can't translate what you are saying.

Kids these days no idea of culture what so ever...
If a rapper didn't say it they just don't care at all. (JK/ing)

The way it, and especially the clip, was done; has inspired people to make a new version like 2 times a year.
There are 2 versions made for AO, simply by replacing the people that sing the song; I am hinting to a third by using Ross and Zora, who should be know most that play AO.
I guess there could be a GW version with Shiro and Thiamat or somesuch.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Oh Maintenance is already in 3 %.
Just check it.

And I repeated some words from Mana Leack.

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

Quote:
Originally Posted by [M]agna_[C]arta
Oh Maintenance is already in 3 %.
Just check it.

And I repeated some words from Mana Leack.
Yes, I saw it's 3%; that why I was saying it is to much, I wasn't asking you to repeat anything from mana leak.

Energy is only gained directly when someone uses a energy managments skill, spells are cast al the time.

So 48% of spells is (a lot )more than 48% of energy management.
Spells also go up to 25 energy, energy management is usually less than 20 energy.
Get it now?

================================================== =================

Also you gave me an idea of another good effect, for a battery class's primary.

"Whenever an ally in your area successfully casts a spell, for each rank in Aether Channeling they steal up to 1.15% of that spells energy cost from you.
Whenever a foe in your area successfully casts a spell, for each rank you steal up to 1.15% of the spells energy cost from them."


Not sure if it fits the artificer, but it is an interesting way of energy management, your team gets up to 18% cheaper spells and foes up to 18% more expensive, and your energy management becomes a cat and mouse game.
You yourself are of course not able to steal energy from yourself so you don't get 18% cheaper spells, just energy when foes cast spells.

And no this isn't a mesmer, its more like a pimped out BiP necro(they usually bring [skill=text]mending[/skill], and often well of blood or another type of well), with longer recharge times but no health sacrifice.
But:
Quote:
Originally Posted by [M]agna_[C]arta
Signet of Symbolism[Elite]
-Signet, 4c|40r : For 10-15(20) seconds, Signets you cast 33% Faster and Uninteruptable.

Obfocusating Signet
-Signet, 4c|35r : The Next 1-3(4) times Target Foe Atacks, the Attack is Redirected at another Foe in the Area of that Foe. If there is no Foe in the Area of that Foe this Skill does nothing
Are very mesmer like

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

So how much percent would you prefer?

And the "you destroyed my perfect english!" part was cause I rpeated some wordes twice.

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

Quote:
Originally Posted by [M]agna_[C]arta
So how much percent would you prefer?
Hmmm wel 3 energy regen gets you 1 energy per second, for only a little more.
So for energy to work out, a spell that costs 5 energy can be cast once very 5 seconds, 10 energy every 10 seconds, 25 every 25 seconds.

That of course presumes a perfect situation, but without a perfect situation you can't get a perfect calculation.

So a each caster expends around 1 energy per second.

Lets say teams will always be equal in size(no slackers & link deads) and made up out of all different classes.(in a perfect situation GW is balanced and there is no 1 class played more than others)
There are 9 professions +1(this one, can't calculate this class if it is lef out of the calculation)
3 out of those (W)(R)(P) don't primarily use spells, another (A) doesn't use them a lot.(the way I play a dervish they do use a lot of spells)
So 4 out of 10: 40% are not casters.

So 60% of the foes expends 1 energy per second on spells.

The teams where the same size, 8 is the best team size so there are 8 foes.

60% of 8 is 4.8.

The enemy team spends 4.8 energy on spells per second.

We want to gain some of that energy, as we maintain enchantments and like to maintain a lot, lets say we want up to 3 extra energy regen so we can maintain 3 more enchantments

So at 16 in our primary we gain 1 energy per second.

4.8 = 100%
?% = 1
20.8888888% = 1

At 16 the primary should gain us 20% of the energy from spells.

20/16 = 1.25%

Each rank in the primary gains us 1.25% of the energy from spells used by foes.


Blame, me wanting an excuse not to write my 'stageveslag' for the overly long explanation.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

I think it'll be more balanced if we used maintained creatures.
So it wouldn't be weird gaining energy for no reason and no connections.

Affecting Maintained Creatures is more resonable cause it really does balance the Energy Degen, and we would really have a story behind the energy gaining.
So it works like this, Maintainance, is an ability used by Artificer to maintain their energy by gaining some of the energy used up by spells by creatures who are connected to them.

And I am thinking of change the name of the Attbirutes name^^.
Cause I thought of making a "Blacksmith Rune Mage Feel" in my Concept Art.
As I said I'll be usin my Concept Arts this time, well I am using other artist's work for a while though^^.
  • Maintainance -> Runology(Any better names?)
  • Assistance -> Mana Forging
  • Larceny -> ????(Something Opposite of "Mana Forging")
  • Symbolism -> Symbolism(Any better names?)

And I'll replace those mes like spells tomorrow^^.

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

Quote:
Originally Posted by [M]agna_[C]arta
And I am thinking of change the name of the Attbirutes name^^.
  • Maintainance -> Runology(Any better names?)
  • Assistance -> Mana Forging
  • Larceny -> ????(Something Opposite of "Mana Forging")
  • Symbolism -> Symbolism(Any better names?)
Good idea, the names where a bit boring.

Maintanace deals with linked creatures... how about
  • Mana/Aether Conducting
  • Mana/Aether Channeling
  • Captivation... as in soak up... ehhh too much of a long shot
  • Mana/Aether Extraction
  • Mana/Aether Excavation
Could also go with runes = writing = text/wisdom
  • Lore
  • Legendry
Assistance smith's version
  • Mana/Aether Weaving
  • Mana/Aether Binding
Scholar's version
  • Fascination
Larceny smith's version
  • Mana/Aether Chaining
  • Mana/Aether Carving
Scholar's version
  • IDK
Symbolism smith's version
  • IDK
Scholar's version
  • Engraving
That's my 2 cents, $ cents today, don't think it's worth a lot.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Thanks but I need to replace Symbolism it is what makes Mes like.
I am thinking of making it something more of my Sopphetio.
But what weapon to use this time^^?

I like Mana Channelig but their is already a Skill Channeling and Attb. Channeling Magic^^.
So for us.

And what are those Scholar Version thingies?
And any Idea for Insignia?

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

Quote:
Originally Posted by [M]agna_[C]arta
And what are those Scholar Version thingies?
Could also go with runes = writing = text/wisdom
Which gives you a diferent set of attribute or skill name... things.
That happen to relate to a scholar = historian/record keeper person, those logically know about runes.
Quote:
Originally Posted by [M]agna_[C]arta
Thanks but I need to replace Symbolism it is what makes Mes like.
Hmmm, it needs to be a low energy cost attribute, if not signets... adrenal skills don't fit.
A wanding attribute perhaps?
The maintained enchantments taking energy regen, mean this class won't be spamming spells, so their wand and staff will be important to them.

Don't use wand attack skills, or a damage increase/crit chance for a caster weapon, those are for martial weapons and magic does not achieve critical hits.
Something cast pre-combat that lasts a really long time, kind of like preparations, but for wards, not costing much energy and not requiring you to spend time on them during a fight.
Things like multi target at the cost of damage reduction, and damage type changing.
And zealous and vampiric wand preparations, like a black smith forges weapons, a rune smith forges the magical properties of weapons and enchantments.

Quote:
Originally Posted by [M]agna_[C]arta
And any Idea for Insignia?
Me? those shouldn't be that hard should they?
Shaky Insignia | +5Al while energy below 75% +5AL while energy below 50% +5Al while energy below 25%
Sturdy Insignia | +5Al while energy above 75% +5AL while energy above 50% +5Al while energy above 25%
Miner's Insignia | +3AL for each gem spell equipped
Hoarder's Insignia | +10 health for each gem spell equipped

===============================

Quote:
Originally Posted by [M]agna_[C]arta
I am thinking of making it something more of my Sopphetio.
But what weapon to use this time^^?
As a trickster class, lets get original; have them a weapon that pretends to be more than one type of weapon.
Perhaps the same type that their attack target is wielding, and have attack skills that change dependent on the weapon's current type.
Or have in change between 3 very different things unique to the class.

For balance it would be handled like a caster weapon, with damage based on your level and the weapon skill does not give a crit chance.
So that some trickster's weapon won't be more efficient than a warrior's life long training with a sword, just more versatile.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Intresting^^!
But I already have a Scholar, the Artificer is somekind of uhm, like you'r Artificer.
A Mix of Rune Loving Blacksmiths^^!

Thanks BTW, So thats Stave Mastery, okay okay^^!
Will it be fine if the Artificer would have Armor and Weapon Spells^^?
Armor Spells are like Weapon Spells but depends on the damage taken.
And the Weapon Spells normal damage dealt, well not all.

Any other name for Stave Mastery?
And the Artificer is more based on Offense than Defence unlike the Rit.
Well you don't see rits casting offensive WS on their allies^^.

And how bout Forge Spells instead, Forge Spells are like WS but it affects Adjacent Allies.
Forge Spells would enable allies to Fight better but weakn them too.
Like Ethereal Seperatiuon but on Allies, or allies suffer from weakness but when they strike the foe loses X-Y health not taking damage.

And any other name for Maintenance?

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

Quote:
Originally Posted by [M]agna_[C]arta
Well you don't see rits casting offensive WS on their allies^^.
I'm working on a way to make a [skill=text]Splinter Weapon[/skill] MM work and have a warforge Mes/Rit that has become outdated since the last nerf fest, but did exactly that.

Quote:
Originally Posted by [M]agna_[C]arta
And how bout Forge Spells instead, Forge Spells are like WS but it affects Adjacent Allies.
Forge Spells would enable allies to Fight better but weakn them too.
Like Ethereal Seperatiuon but on Allies, or allies suffer from weakness but when they strike the foe loses X-Y health not taking damage.
And don't inflict weakness on allies, I hate weakness, it lowers atributes by 1 which sucks for a lot of classes, that do more than just deal damage.

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

I was reffering to a rit who actually buffs their allies not themselves nor their pets.
Weakness loses attributes?

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

Quote:
Originally Posted by [M]agna_[C]arta
I was reffering to a rit who actually buffs their allies not themselves nor their pets.
Weakness loses attributes?
Had to use Guild Wars Wiki, is GuildWiki MySQL server broken for any1 else 2?
I had A MySQL server belly up on me just before I went to bed and the wiki one just as I woke up, I'm thinking it's me...

Lawliet Kira

Wilds Pathfinder

Join Date: Dec 2006

E/Me

u sound like a WoW expert

System_Crush

System_Crush

Jungle Guide

Join Date: Oct 2006

Tripping in Holland

My guild died :`(

N/

Quote:
Originally Posted by Avatar The Element
u sound like a WoW expert
Don't use insults like that we have kids reading this!

Darkhell153

Darkhell153

Wilds Pathfinder

Join Date: Feb 2007

right behind you

Highlander Honor Guard [HHnr]

R/

I would make a remark a this point in time but System just about summed everything up...thanks a lot :P

[M]agna_[C]arta

[M]agna_[C]arta

Desert Nomad

Join Date: Feb 2007

Philippines, LSGH

Legions of the Golden Aguila [PNOY]

A/D

Not a WoW fan^^.