New Class: Battlefield Controller
ZionHikari
I'm not very creative so I can't think of a name for this type.
This profession have ability to control battlefield defensively and offensively like Cripshot. The only disadvantage this class have is that all their skill does officially no damage, the damage came from their primary attribute which can be very versatile and deadly.
A new type of skill will be introduce, Field Spell, they act like ward except they changed the ground texture by simply just recolor or overlap a new texture. Another type that will introduced is maintaining hexes, unlike the monk ability to maintain enchantment, they maintain hex on enemy and end if they wish to stop maintaining it.
Equipment: Use a Staff or Cane with Focus Item. 70 AR, -10AR vs Physical Damage, +10AR vs Elemental Damave. 30 Energy with 4 Pips
Attribute:
Velocity: Foes take 2 damage for every rank in velocity whenever you cast target BC spell on them.
Bodyweight: Improve your skill on offensive spell on your foes
Wind Resistance: Improve your skill on defensively enchanting your allies
Land Mastery: Improve your field spell
Example Skills:
Shaking Ground [25E | 2S | 30R]: Elite Field Spell. Create a field in your current location. For 3...10 seconds, foes in the area move 25% slower and have 10...50% to knockdown every second. This skill cause exhaustion.
Burden of Wind [10E | 1S | 5R]: Elite Enchantment Spell. For 5...15 seconds all your party member move 33% faster. When this enchantment end, all your party member suffer cripple for 10 seconds.
Magnet Aura [10E | -1E | 3/4S | 30R]: Elite Hex Spell. Target foe teleport to you. When this hex end, target foe teleport back to their original location.
Unstable Ground [15E | 2S | 30R]: Field Spell. Create a field in target foe location. For 5...15 seconds, all foes in the area is knockdown everytime a non-spirit creature die in the area.
Burden Anguish [15E | 1S | 30R]: Hex Spell. For 1...5 seconds, target foe move 33% slower, when this hex end, target foe is cripple for 1..5 seconds.
Ice Ground [25E | 2S | 30R]: Field Spell. Create a field spell in your current location. For 10...20 seconds, all non-moving foes in the area move 33% slower for 5 seconds.
Shared Speed [5E | -1E | 1S | 10R]: Elite Hex Spell. While you maintain this hex spell, you and target foe move 33% slower.
Contain Speed [10E | -1E | 1S | 30R]: Elite Enchantment Spell. While you maintain this enchantment, all party member including you cannot be altered by speed (faster or slower).
Give Speed [5E | -1E | 1S | 10R]: Enchantment Spell. While you maintain this enchantment, target ally move 33% faster and you move 33% slower.
This profession have ability to control battlefield defensively and offensively like Cripshot. The only disadvantage this class have is that all their skill does officially no damage, the damage came from their primary attribute which can be very versatile and deadly.
A new type of skill will be introduce, Field Spell, they act like ward except they changed the ground texture by simply just recolor or overlap a new texture. Another type that will introduced is maintaining hexes, unlike the monk ability to maintain enchantment, they maintain hex on enemy and end if they wish to stop maintaining it.
Equipment: Use a Staff or Cane with Focus Item. 70 AR, -10AR vs Physical Damage, +10AR vs Elemental Damave. 30 Energy with 4 Pips
Attribute:
Velocity: Foes take 2 damage for every rank in velocity whenever you cast target BC spell on them.
Bodyweight: Improve your skill on offensive spell on your foes
Wind Resistance: Improve your skill on defensively enchanting your allies
Land Mastery: Improve your field spell
Example Skills:
Shaking Ground [25E | 2S | 30R]: Elite Field Spell. Create a field in your current location. For 3...10 seconds, foes in the area move 25% slower and have 10...50% to knockdown every second. This skill cause exhaustion.
Burden of Wind [10E | 1S | 5R]: Elite Enchantment Spell. For 5...15 seconds all your party member move 33% faster. When this enchantment end, all your party member suffer cripple for 10 seconds.
Magnet Aura [10E | -1E | 3/4S | 30R]: Elite Hex Spell. Target foe teleport to you. When this hex end, target foe teleport back to their original location.
Unstable Ground [15E | 2S | 30R]: Field Spell. Create a field in target foe location. For 5...15 seconds, all foes in the area is knockdown everytime a non-spirit creature die in the area.
Burden Anguish [15E | 1S | 30R]: Hex Spell. For 1...5 seconds, target foe move 33% slower, when this hex end, target foe is cripple for 1..5 seconds.
Ice Ground [25E | 2S | 30R]: Field Spell. Create a field spell in your current location. For 10...20 seconds, all non-moving foes in the area move 33% slower for 5 seconds.
Shared Speed [5E | -1E | 1S | 10R]: Elite Hex Spell. While you maintain this hex spell, you and target foe move 33% slower.
Contain Speed [10E | -1E | 1S | 30R]: Elite Enchantment Spell. While you maintain this enchantment, all party member including you cannot be altered by speed (faster or slower).
Give Speed [5E | -1E | 1S | 10R]: Enchantment Spell. While you maintain this enchantment, target ally move 33% faster and you move 33% slower.
Bowstring Badass
This is basically an elementalist.
Hodgie
Yeah this is really just an ele.
Rhamia Darigaz
/notsigned
seems very broken, can't see this class fitting into gw.
the maintained hex that shadowsteps a foe is a very broken idea, and doesnt seem to fit with the concept of the class anyway.
seems very broken, can't see this class fitting into gw.
the maintained hex that shadowsteps a foe is a very broken idea, and doesnt seem to fit with the concept of the class anyway.
FlamingMetroid
at first I thought this was going to be a paragon ripoff, but am pleasantly surprised to see that people have moved on to unnecessarily recreating other current classes
ZionHikari
Quote:
Originally Posted by Rhamia Darigaz
/notsigned
seems very broken, can't see this class fitting into gw. the maintained hex that shadowsteps a foe is a very broken idea, and doesnt seem to fit with the concept of the class anyway. |
And yes this is an ele but it I could change those name and there, no more ele. This would be the only class that have most power over speed and battlefield.
FlamingMetroid
Oh, this is from the guy who made this thread
ie: he's completely retarded and your better off ignoring him
ie: he's completely retarded and your better off ignoring him
Miska Bow
Battlefield Controller? Sounds like a polite name for the raging Noob wammos you can pug with in Ascalon.
Icy The Mage
except that now they can echo mending with their 4 pips of regen
doudou_steve
Ewwwwww
/notsigned
/notsigned
Phoenix Tears
Quote:
Originally Posted by Hodgie
Yeah this is really just an ele.
|
Imo a passive supportive Caster Class that I'd like to see in similar ways too for GW2, but I'd combine this gameplay together with this CC
http://www.guildwarsguru.com/forum/s...php?t=10273680 (navigator)
A Class then, that would bring into the Game new Skill types:
- Flag Skills &
- Field Skills
As geographical masterminds they should be able to know, how to get combat advantages of the fields.
And imo the Concept about the Navigator is good usable, to combine it with the RO's Sage/Scholar Gameplay, without naming them the same
System_Crush
Quote:
Originally Posted by ZionHikari
Magnet Aura [10E | -1E | 3/4S | 30R]: Elite Hex Spell. Target foe teleport to you. When this hex end, target foe teleport back to their original location.
|
Arcane echo it to rince and repeat and you have a guaranteed win in probably any PvP.
Also except for naming and similarity to [windborne speed] its not ele enough to be just like an ele.