Slinger
ZionHikari
Description: This is a damage dealer class that use a sling shot with however fun abilities as I will explain below.
The Sling Shot: They attack slow as a hammer/scythe and damage deal same as a dagger, recurve bow range and accuracy. Their attacks consist of Hexing the Enemy using the slingshot (yes that fun), they conjure hex spell into the bullet, 3 conjure can be fit into 1 shot, a conjure works in chain with the other conjure put into it, any order, I will give 3 chain example belows:
Cracked Shot [5E, 2C] - 1 Seconds Hex. When this hex end, target foe take 10...30 damage and suffer Cracked Armor (5...10 seconds). Easily Interupted.
Deep Bullet [10E, 2C] - 2 Seconds Hex. When this hex end, target foe suffer Poison (5...10 seconds). If target foe have cracked armor, also suffer Bleeding (10...15 seconds).
Spike Splinter [10E, 2C] - Elite 3 Seconds Hex. When this hex end, target foe is knocked down and suffer Deep Wound (5...10 seconds) if they have Cracked Armor. Easily Interupted.
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As you can see, they are easily interupted and is not a normal attack skill, they conjure it into their bullet and release it all on a single enemy with however a backside, they are easily interupted and useless in a mid-battle. And thats where their primary come into play.
Magnetic - You have 1% chance to block PROJECTILE attack for every point in Magnetic Attribute.
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Armor - 70 AR
Energy - 25 with 4 Pips
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Their utility line is Chemical, they are like a ranger's preparation, only one can be active but with a twist, they are easily interupted and deal a certain amount of damage due to explosion if they are interupted depend on your Alchemy Attribute.
Soothing Acid [10E, 2C, 20R] - Chemical. You have -3 health degeneration, the next time you are hit with a physical attack you are healed for 60...230. Easily Interupted.
// This skill have no duration which can kill you if you are not hit with an attack and cannot be used during a battle, make this a pre-spike heal.
Rashing Ointment [10E, 2C, 20R] - Chemical. For 20 seconds you have +3...10 regeneration and take 30...10 damage everytime you are hit with a physical attack. Easily Interupted.
// This is best used in areas where less attacker or you gonna see how monster feel about being barbed with 10 minions on sabway. This is also opposite of Soothing Acid
Acid Armor [15E, 2C, 20R] - Elite Chemical. For 20 seconds. You have -3 degeneration, Everytime you are hit with a physical attack, the attacker suffer 20...60 fire damage. Easily Interupted.
// This is a clone of Shadow Form but it does not make attack miss but reduce all physical damage to 0, does not affect life stealing, non-physical damage, and degeneration.
The Sling Shot: They attack slow as a hammer/scythe and damage deal same as a dagger, recurve bow range and accuracy. Their attacks consist of Hexing the Enemy using the slingshot (yes that fun), they conjure hex spell into the bullet, 3 conjure can be fit into 1 shot, a conjure works in chain with the other conjure put into it, any order, I will give 3 chain example belows:
Cracked Shot [5E, 2C] - 1 Seconds Hex. When this hex end, target foe take 10...30 damage and suffer Cracked Armor (5...10 seconds). Easily Interupted.
Deep Bullet [10E, 2C] - 2 Seconds Hex. When this hex end, target foe suffer Poison (5...10 seconds). If target foe have cracked armor, also suffer Bleeding (10...15 seconds).
Spike Splinter [10E, 2C] - Elite 3 Seconds Hex. When this hex end, target foe is knocked down and suffer Deep Wound (5...10 seconds) if they have Cracked Armor. Easily Interupted.
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As you can see, they are easily interupted and is not a normal attack skill, they conjure it into their bullet and release it all on a single enemy with however a backside, they are easily interupted and useless in a mid-battle. And thats where their primary come into play.
Magnetic - You have 1% chance to block PROJECTILE attack for every point in Magnetic Attribute.
-----
Armor - 70 AR
Energy - 25 with 4 Pips
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Their utility line is Chemical, they are like a ranger's preparation, only one can be active but with a twist, they are easily interupted and deal a certain amount of damage due to explosion if they are interupted depend on your Alchemy Attribute.
Soothing Acid [10E, 2C, 20R] - Chemical. You have -3 health degeneration, the next time you are hit with a physical attack you are healed for 60...230. Easily Interupted.
// This skill have no duration which can kill you if you are not hit with an attack and cannot be used during a battle, make this a pre-spike heal.
Rashing Ointment [10E, 2C, 20R] - Chemical. For 20 seconds you have +3...10 regeneration and take 30...10 damage everytime you are hit with a physical attack. Easily Interupted.
// This is best used in areas where less attacker or you gonna see how monster feel about being barbed with 10 minions on sabway. This is also opposite of Soothing Acid
Acid Armor [15E, 2C, 20R] - Elite Chemical. For 20 seconds. You have -3 degeneration, Everytime you are hit with a physical attack, the attacker suffer 20...60 fire damage. Easily Interupted.
// This is a clone of Shadow Form but it does not make attack miss but reduce all physical damage to 0, does not affect life stealing, non-physical damage, and degeneration.
FlamingMetroid
I fail to see how this would be useful...
ZionHikari
then you failed hard.
FlamingMetroid
It pretty much looks like a caster-esque ranger/mesmer with a bit of imba potential. I don't see how it would be useful, because current classes can already condition spread well enough(Necros, Rangers). The Chemical line looks like something most players would just bypass for healing from a secondary class line for more simplicity and greater effect. Seeing as you didn't give them any kiting skills and their primary attribute isn't that great, it would just be like -1 party member mid-battle which is super failure. Warriors could pretty much run up to them and kick the crap out of them. Basing a skill off of Shadow Form is failure, seeing as its a gimmick skill with no practical actual-game use, and that particular skill could be easily abused. So no, I don't see how this would be a credit to the game.
ZionHikari
those skill are just example, you can actually put more skill into magnetic line which is already good since consider your a ranged attacker and have some counter vs physical attack and you can add kiting skill also. Their attack does not only spread condition but more of a combination of attacks like the assassin but safer but still a hit and run which in this case, hit and conjure.
Edit: I changed the gimmick of Shadow Form
Edit: I changed the gimmick of Shadow Form
Phoenix Tears
Quote:
Originally Posted by FlamingMetroid
I fail to see how this would be useful...
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its overpowered, 4 pips of e-reg have only caster classes.
the attributes of this CC are just crap and make no sense for such a "profession"
Also yet i can detect in this CC only 2 Attributes oO
Magnetic (what again is also a crap name for an attribute, cause its an adverb and no noun, as noun it should be called Magnetism)
and Chemical (again crappy named > Chemics)
However, both attributes make no sense and let this CC look like a dumb 3 in 1 Mix out of someone, that uses Slings Shots as "Weapons" (not very versatile weapon), chemic stuff (what would belong to an Alchemist Profession) + Magnetisms, which are more the part either of Lightning Magic, or Earth Magic from Elementalists.
Assumting, the 3rd Attribut is the typical Sling Shot Mastery lol, theres still 1 Attribute missing.
However, things said short:
This looks to me, like a very bad 5 Mins thought out idea without any structure beyond it
Scythe O F Glory
I gotta say it is pretty bad. You just mixed 3 random things and put them together. Plus, who would want to use a profession where 2 of its attributes can be easily interupted. One idea i do like is that if they interupt the chemical thingie, they take damage. This is a good idea, not for this profession, but maybe put a skill in the game for elementalist or maybe for a monk in smiting magic that has this affect but its an enchantment on yourself that cant be interupted. Of course it cant be too imba, so it would have some condition or side affect. Just a thought
Trylo
Quote:
Originally Posted by Phoenix Tears
dito
its overpowered, 4 pips of e-reg have only caster classes. |
as for your CC, it is pretty... not interesting. the primary attribute(???) magnetism is not useful or good and doesnt really mix with the class other than the fact you might have a chance to dodge an attack that might get you not easily interrupted... if that was your idea it really wouldnt help. at all. it would probably just get abused...
Mr Joshua Strange
Sins and Dervs only get that much because of their armor. Their base is three.
And Chemistry would be a better name than Chemical or Chemics.
And Chemistry would be a better name than Chemical or Chemics.
Scythe O F Glory
wtf u talkin about sins and dervs base is three? is there any way you would get armor w/o the +1 energy regen? ok maybe if ur naked ull have +3 but so what. if thats what ur sayin, i believe casters base is 2??? could be rong idk but who cares there gonna have 4 anyway