Make your own class up section
asd334
This area I made up for the fun of making up your own ideas for purely new class ideas. Please don't post dum comments about someones idea just add classes only please thank you.
Now for my class as you may have already seen in other topics posted is this one:
Summoner: Pets are the primary concern,
The Summoners have been repressed for years for their love to control the uncontrolable with magic and Summon creatures made of energy. Summoners were cast apart because of others overwhelming dislike for such thing
But ever since the war broke out the calling for every avilable warrior.
So the Summoners started to reorginze for the larger war comming
Attributes: Haste: increases the pets attack speed
Rage: increases the pets attack damage
Defence: incresses the pets armor and infuse
Primary Atribute:
Life: increases the pets Health and elemental defences
Skill Ideas:
Summon Elementals:
Light elementals
Fire elementals
etc..
Summon Beasts
Camoto Dragons
Black Dragon
etc..
Summon Shadows
Lurker
Shadowsnake
etc..
Summon Buffs
extra armor
healing
etc..
Just the ideas in focus about the Summons and stuff
Now for my class as you may have already seen in other topics posted is this one:
Summoner: Pets are the primary concern,
The Summoners have been repressed for years for their love to control the uncontrolable with magic and Summon creatures made of energy. Summoners were cast apart because of others overwhelming dislike for such thing
But ever since the war broke out the calling for every avilable warrior.
So the Summoners started to reorginze for the larger war comming
Attributes: Haste: increases the pets attack speed
Rage: increases the pets attack damage
Defence: incresses the pets armor and infuse
Primary Atribute:
Life: increases the pets Health and elemental defences
Skill Ideas:
Summon Elementals:
Light elementals
Fire elementals
etc..
Summon Beasts
Camoto Dragons
Black Dragon
etc..
Summon Shadows
Lurker
Shadowsnake
etc..
Summon Buffs
extra armor
healing
etc..
Just the ideas in focus about the Summons and stuff
arnansnow
My Love for this class entirely depends on whether the summons have a time-limit or not. If they do, not so good, if not, perfect.
Arthas006not7
Like the idea, but...will he just spam the field with summons? If not, does he corpse exploit? Would there be a limit on the number? And, why would you want to choose him over a necromancer minion master?
arnansnow
Either there would be a limit on the number of summons, or they would go away after a certain time. And your mana pool is also a limit, and how good your computer is one as well.
asd334
First of all said in the top of this post not to comment god dam learn to read ppl secondly It would be like a only one summon at a time no more then that.
Thridly slow life drain on summons is retarded fool
Thridly slow life drain on summons is retarded fool
arnansnow
Quote:
Originally Posted by asd334
First of all said in the top of this post not to comment god dam learn to read ppl secondly It would be like a only one summon at a time no more then that.
Thridly slow life drain on summons is retarded fool |
Arthas006not7
Quote:
Originally Posted by asd334
Please don't post dum comments about someones idea just add classes only please thank you.
Just the ideas in focus about the Summons and stuff |
We were not stating dumb ideas mind you, we were focusing on your new class. We were merely asking questions and giving ideas. I would much appreciate if you would not be rude to people trying to help you. Also, if you don't want to hear what people think of your opinion/class/idea please don't post it on a forum.
Thank you.
Aaaaagh
Quote:
Originally Posted by asd334
First of all said in the top of this post not to comment god dam learn to read ppl secondly It would be like a only one summon at a time no more then that.
Thridly slow life drain on summons is retarded fool |
I suggest you bend over, unclench, and let that huge stick fall out. If you dont want feedback, dont post on public boards. There are plenty of free boards that you could use, and you and your two friends could post there all day long without worring about people replying.
asd334
sry I got a little worked up about it. Anyways Overall do you guys think its a good class idea from what i have so far minus the negitive
Willow
No, I don't think it is.
You say you want a pet class- tell us why this class is needed when we have the ranger. This seems like a pretty barebones writeup. Most of your skill list provided is just the names of different monsters.
Personally, I would rather see revisions to make ranger pets have a little more depth, rather than just see a new pet extravaganza class.
You say you want a pet class- tell us why this class is needed when we have the ranger. This seems like a pretty barebones writeup. Most of your skill list provided is just the names of different monsters.
Personally, I would rather see revisions to make ranger pets have a little more depth, rather than just see a new pet extravaganza class.
johnnylange
One type of class that comes to mind is "shape Shifters" haven't thought it out too much, so I'll leave that to the rest of you.
pappayaponta
I really like the idea, but... can u just summon them or u need an corpse or a vulcnao etc. ?
asd334
the basic summons wont need anything to summon them but the elite summons will take like the shadow ones or undead summons will take 5 corpses and elementals will have to use help from a elementalist they cast there spell at the same time you cast elemental which would be blank but when you cast it in or near an elementalist attack it takes that attribute.
Mango Midget
Assasin-Primary Atribute:
Stealth
Makes your aggro bubble smaller.
Makes you less targetable.
Skill Ex. Dash-For 5-15 seconds you move 33% faster and dodge 50% of attacks. 5-energy 35-recharge
Disarming-
Skills that make the target unable to use their weapon,or has a consequence for using it. Skill Ex. Brachial Nerve-If this strike hits someone while casting a spell they are dazed for 5-15 seconds. 10-energy 25-recharge
Dagger Mastery-
Dagger Skills,Daul-Weilding daggers (increased attack speed)
Skill Ex. Assasinate-If this dagger strike hits a foe with less than 20% of their maximum health, they take 30-60 extra damage. 15-energy 30-recharge
Trapping-Setting traps similar to a rangers,But the more Trapping you have the more likley you can find an enemy trap and disable it.
Skill Ex. Bacterial Trap-When this Trap is triggered all foes adjacent to it become diseased for 10-22 seconds.This trap auto-activates after 90 seconds. 10-energy 20-recharge
Stealth
Makes your aggro bubble smaller.
Makes you less targetable.
Skill Ex. Dash-For 5-15 seconds you move 33% faster and dodge 50% of attacks. 5-energy 35-recharge
Disarming-
Skills that make the target unable to use their weapon,or has a consequence for using it. Skill Ex. Brachial Nerve-If this strike hits someone while casting a spell they are dazed for 5-15 seconds. 10-energy 25-recharge
Dagger Mastery-
Dagger Skills,Daul-Weilding daggers (increased attack speed)
Skill Ex. Assasinate-If this dagger strike hits a foe with less than 20% of their maximum health, they take 30-60 extra damage. 15-energy 30-recharge
Trapping-Setting traps similar to a rangers,But the more Trapping you have the more likley you can find an enemy trap and disable it.
Skill Ex. Bacterial Trap-When this Trap is triggered all foes adjacent to it become diseased for 10-22 seconds.This trap auto-activates after 90 seconds. 10-energy 20-recharge
PippinTook
Quote:
Originally Posted by Mango Midget
Assasin-Primary Atribute:
Stealth Makes your aggro bubble smaller. Makes you less targetable. Disarming- Skills that make the target unable to use their weapon,or has a consequence for using it. Dagger Mastery- Dagger Skills,Daul-Weilding daggers (increased attack speed) and 1 more im not shure of. |
Sofonisba
Quote:
Originally Posted by PippinTook
Traps, Similar to the ones that ranger has.
|
% chance dependent upon skill level of disarmer vs skill level of trapper?
***
Obviously the following is not fully fleshed out:
Ninja/Monk/something-or-other - not a powerhouse but avoids many attacks while applying many attacks.
Skill set based on:
Speed - "Running" skills last longer than ranger or warrior
Agility - more attacks per second, though perhaps less effective, maybe hand-to-hand combat;
Balance - almost impossible to knock over/interrupt - similar to evasion?
Mango Midget
Manuver(skill)
For 5 seconds you have an xx% chance to evade melee and arrow attacks.
(balance)
For 5 seconds you have an xx% chance to evade melee and arrow attacks.
(balance)
crazy diamond
For the summoner idea each summon should have a -1 energy penalty if they don't have a time limit.
So technicaly you could have up to four summons, but you wont be able to regen your energy.
So technicaly you could have up to four summons, but you wont be able to regen your energy.
arnansnow
Quote:
Originally Posted by crazy diamond
For the summoner idea each summon should have a -1 energy penalty if they don't have a time limit.
So technicaly you could have up to four summons, but you wont be able to regen your energy. |
crazy diamond
Quote:
Originally Posted by arnansnow
You can have as many summons as you want, but you would get mana degen.
|
Having as many as you want would be too easily abused.
arnansnow
Quote:
Originally Posted by crazy diamond
A -1 per summon technicaly is mana degen. Casters having only 4 pips of regen would limit them to 4 summons with no regen.
Having as many as you want would be too easily abused. |
What I mean is that you can have more than 4 pets, but your mana would go down every second. And most likely if your mana pool was emptied by having too many summons, it would unsummon them.
crazy diamond
Quote:
Originally Posted by arnansnow
What I mean is that you can have more than 4 pets, but your mana would go down every second. And most likely if your mana pool was emptied by having too many summons, it would unsummon them.
|
Also the -1 method would prevent a warrior from spamming them as well. He'd only be able to hold 1 without cutting his energy regen.
stingite
I'm going to combine the summoner and shapeshifter ideas and come up with . . . tada!
Dragon-tamer
Class devoted to the raising and care of/by dragons, eventually gaining their abilities by morphing into a dragon. The User's guide talks a bit about the human relationship with dragons, and they have a good part in the lore of the game.
Attribute classes
Dragon Morphing--Primary attribute (Different types of dragons [with differing passive bonuses] available for you to morph in to)
Dragon Taming--Secondary (similar to beastmastery skills of ranger)
Dragon Spirit--Secondary (elemental projectile-only attacks and defenses)
Dragon Body--Secondary (physical attacks and defenses)
Downfall and Benefits--size. Could be good for blocking? Could be bad for agro radius?
M/DT LFG!
LOL . . . well it's an attempt . . . and that's what you get for 9:00 am from me.
game on.
Dragon-tamer
Class devoted to the raising and care of/by dragons, eventually gaining their abilities by morphing into a dragon. The User's guide talks a bit about the human relationship with dragons, and they have a good part in the lore of the game.
Attribute classes
Dragon Morphing--Primary attribute (Different types of dragons [with differing passive bonuses] available for you to morph in to)
Dragon Taming--Secondary (similar to beastmastery skills of ranger)
Dragon Spirit--Secondary (elemental projectile-only attacks and defenses)
Dragon Body--Secondary (physical attacks and defenses)
Downfall and Benefits--size. Could be good for blocking? Could be bad for agro radius?
M/DT LFG!
LOL . . . well it's an attempt . . . and that's what you get for 9:00 am from me.
game on.
PieXags
Rogue Class:
This one I really really wanted to see implemented in this. The sort of thing where you know, an assassin. They would specialize in stealth (temporary invisibility) and strong single attacks. Though as a backfire to this, they'd generally have low health, and only a fair amount of armor. It would have to be a sort of run in, kill, run away sort of character.
They've always been my favorites, I adore these sort of classes. In RYL they have just the "assassin" class. You can go invisible and run really fast for like 10 seconds, and then while you're in "stealth" do a skill that typically severely damages the opponent.
I think it would be cool because they could have skill specializing in stealth, strong attacks, power-ups (?), etc. Guild Wars doesn't have any like that, they've got the air elementalists with a hell of a lot of power in single shots, but they don't move around and their casters.
I think it would be neat to have a melee form of an air elementalist, be able to run up next to someone, do a stab attack, and then dodge for another or something. But if you get caught---*gasp* bleh. Like a melee air elementalist...yeah, that would be awesome. Fast movement, strong melee attacks, etc. And armor like a caster.
Yeah, that'd definately be cool. A strong melee fighter with caster-like armor and fast movement.
SWEET. Then you could add skills in expansions to help defend against them, or say "detect" them in stealth, etc.
And how cool would that be in PvE?!
Wow that'd be awesome, to have enemies go stealth and backstab you while your fighting!
That'd be neato.
This one I really really wanted to see implemented in this. The sort of thing where you know, an assassin. They would specialize in stealth (temporary invisibility) and strong single attacks. Though as a backfire to this, they'd generally have low health, and only a fair amount of armor. It would have to be a sort of run in, kill, run away sort of character.
They've always been my favorites, I adore these sort of classes. In RYL they have just the "assassin" class. You can go invisible and run really fast for like 10 seconds, and then while you're in "stealth" do a skill that typically severely damages the opponent.
I think it would be cool because they could have skill specializing in stealth, strong attacks, power-ups (?), etc. Guild Wars doesn't have any like that, they've got the air elementalists with a hell of a lot of power in single shots, but they don't move around and their casters.
I think it would be neat to have a melee form of an air elementalist, be able to run up next to someone, do a stab attack, and then dodge for another or something. But if you get caught---*gasp* bleh. Like a melee air elementalist...yeah, that would be awesome. Fast movement, strong melee attacks, etc. And armor like a caster.
Yeah, that'd definately be cool. A strong melee fighter with caster-like armor and fast movement.
SWEET. Then you could add skills in expansions to help defend against them, or say "detect" them in stealth, etc.
And how cool would that be in PvE?!
Wow that'd be awesome, to have enemies go stealth and backstab you while your fighting!
That'd be neato.
asd334
Ya I like your idea of the shape shifting guy that’s pretty good but instead of just shape shifting and summons the summons could be like:
Drake mastery: which would be for the drakes
Birds mastery: which would be for the Birds
Woodland mastery : which would be for any other random pets
As a primary you could have a Shape swifting attribute only for primarys thou.
Pet examples could be like:
Drake att. (Armored Drake) good defence, low offense
Birds att. ( Phoenix ) medium defence, medium offence, special skill of lighting people on fire when near it
Shape shifting att. (Inner Beast) increases your damage and attack speed
These are some more ideas
Etc..
Drake mastery: which would be for the drakes
Birds mastery: which would be for the Birds
Woodland mastery : which would be for any other random pets
As a primary you could have a Shape swifting attribute only for primarys thou.
Pet examples could be like:
Drake att. (Armored Drake) good defence, low offense
Birds att. ( Phoenix ) medium defence, medium offence, special skill of lighting people on fire when near it
Shape shifting att. (Inner Beast) increases your damage and attack speed
These are some more ideas
Etc..
asd334
LISTEN UP PEOPLE TO THIS STATEMENT UNDER THE INFO
Ok so the main class out of this page I’m seeing is these:
Summoner: Pets are the primary concern,
The Summoners have been repressed for years for their love to control the uncontrollable with magic and Summon creatures made of energy. Summoners were cast apart because of others overwhelming dislike for such thing
But ever since the war broke out the calling for every available warrior.
So the Summoners started to reorganize for the larger war coming
Attributes: Haste: increases the pets attack speed
Rage: increases the pets attack damage
Defense: increases the pets armor and infuse
Primary Attribute:
Life: increases the pets Health and elemental defenses
Skill Ideas:
Summon Elementals:
Light elementals
Fire elementals
etc..
Summon Beasts
Camoto Dragons
Black Dragon
etc..
Summon Shadows
Lurker
Shadow snake
etc..
Summon Buffs
extra armor
healing
etc..
,
Dragon-tamer
Class devoted to the raising and care of/by dragons, eventually gaining their abilities by morphing into a dragon. The User's guide talks a bit about the human relationship with dragons, and they have a good part in the lore of the game.
Attribute classes
Dragon Morphing--Primary attribute (Different types of dragons [with differing passive bonuses] available for you to morph in to)
Dragon Taming--Secondary (similar to beastmastery skills of ranger)
Dragon Spirit--Secondary (elemental projectile-only attacks and defenses)
Dragon Body--Secondary (physical attacks and defenses)
Downfall and Benefits--size. Could be good for blocking? Could be bad for agro radius?
M/DT LFG!
LOL . . . well it's an attempt . . . and that's what you get for 9:00 am from me.
game on.
,
Assasin-Primary Atribute:
Stealth
Makes your aggro bubble smaller.
Makes you less targetable.
Disarming-
Skills that make the target unable to use their weapon, or has a consequence for using it.
Dagger Mastery-
Dagger Skills,Daul-Weilding daggers (increased attack speed)
and 1 more im not shure of.
--------------------------------------------------------------------------
Ok so out of these I want you guys who wrote these up to make a fine tuned example so I can put it into an official statement from us into a petition almost but just to show some ideas that we are all behind and have everyone sign it so we can let Arena net have an idea for future classes
Ok so the main class out of this page I’m seeing is these:
Summoner: Pets are the primary concern,
The Summoners have been repressed for years for their love to control the uncontrollable with magic and Summon creatures made of energy. Summoners were cast apart because of others overwhelming dislike for such thing
But ever since the war broke out the calling for every available warrior.
So the Summoners started to reorganize for the larger war coming
Attributes: Haste: increases the pets attack speed
Rage: increases the pets attack damage
Defense: increases the pets armor and infuse
Primary Attribute:
Life: increases the pets Health and elemental defenses
Skill Ideas:
Summon Elementals:
Light elementals
Fire elementals
etc..
Summon Beasts
Camoto Dragons
Black Dragon
etc..
Summon Shadows
Lurker
Shadow snake
etc..
Summon Buffs
extra armor
healing
etc..
,
Dragon-tamer
Class devoted to the raising and care of/by dragons, eventually gaining their abilities by morphing into a dragon. The User's guide talks a bit about the human relationship with dragons, and they have a good part in the lore of the game.
Attribute classes
Dragon Morphing--Primary attribute (Different types of dragons [with differing passive bonuses] available for you to morph in to)
Dragon Taming--Secondary (similar to beastmastery skills of ranger)
Dragon Spirit--Secondary (elemental projectile-only attacks and defenses)
Dragon Body--Secondary (physical attacks and defenses)
Downfall and Benefits--size. Could be good for blocking? Could be bad for agro radius?
M/DT LFG!
LOL . . . well it's an attempt . . . and that's what you get for 9:00 am from me.
game on.
,
Assasin-Primary Atribute:
Stealth
Makes your aggro bubble smaller.
Makes you less targetable.
Disarming-
Skills that make the target unable to use their weapon, or has a consequence for using it.
Dagger Mastery-
Dagger Skills,Daul-Weilding daggers (increased attack speed)
and 1 more im not shure of.
--------------------------------------------------------------------------
Ok so out of these I want you guys who wrote these up to make a fine tuned example so I can put it into an official statement from us into a petition almost but just to show some ideas that we are all behind and have everyone sign it so we can let Arena net have an idea for future classes
Mango Midget
Ok I wrote the assasin what do you want me to do now?
asd334
just post it and ill collect it on the forum and let you know where I post it.,
Halmyr
Hey how bout for the last attribut backstabing: it would concentrate on things like poison bleeding and lots of dmg in one blow.
ex:sneak attack deal extra dmg if it hits the ennemy from the back
ex:sneak attack deal extra dmg if it hits the ennemy from the back
Plommon
how about a totally new one that can cast spells on the run?
I think thatd be pretty cool profession example:
Primary: Sprint casting - the higher lvl sprint casting you have the faster you run while casting spells (on the run).
Also this attribute enables you to actually cast spells while running but at low lvl in this you get a great speed reduction.
i cant think of the other attributes for this one but i think itd be rather cool
Combining this as primary with elementalist would be extremely cool!
I think thatd be pretty cool profession example:
Primary: Sprint casting - the higher lvl sprint casting you have the faster you run while casting spells (on the run).
Also this attribute enables you to actually cast spells while running but at low lvl in this you get a great speed reduction.
i cant think of the other attributes for this one but i think itd be rather cool
Combining this as primary with elementalist would be extremely cool!
Rossaroni
Hm. Seems like the whole rogue thing needs to be looked at a bit more critically, as in: How does it fit in with the existing 6 classes? How does it add to the game?
First of all, the assassin thing sounds like a mish-mash of ranger and warrior. Maybe that's what a rogue is, but, well, look at rogues in D&D. They're not good melee attackers. They're utility characters. Now that would be a cool way to approach the rogue: as a sort of mesmer to the warrior's caster. Take out the high-damage output and instead replace it with disabling attacks (sort of a dedicated interrupter, both to casters and to melee fighters, but with the focus on melee disruption, to mirror the mesmer's focus on spellcasting disruption), trap springing (good idea, there's not much of a counterbalance to traps in place right now), dishing out conditions (which is where you could put damage if you wanted it, in high-damaging poison hexes or whatever, and in the ability to spread deep wounds and bleeding out very quickly), and then finally make their primary attribute either speed (maybe +X% movement and attack speed, where X = attribute points) or some kind of dexterity (same as above, except the X goes to a base dodge %).
The only thing, though, is that you can accomplish all of this with a R/W wielding an axe and using traps, or an N/W using hexes and disruption, or a W/E knockdown earth warrior. This isn't really adding anything new, it's just taking stuff that's there and packaging it in a new way.
This is all peripheral to what I see as one major weakness of the game: there isn't a lot of focus on melee combat. If you want damage, you get nukers. If you want interruption, you get mesmers. Monks heal. Rangers and necros are....rangers and necros. Then you have the warrior. Sure, sometimes you have N/W's and E/W's and Me/W's, but for the most part, if you want to do melee combat, you're a warrior. What we need is another kind of dimension added to melee combat in the game. Uh. As to what that dimension should consist of is something I'm still working on at the moment. One thing is for sure, though--there needs to be something done to give melee combatants another way of going about combating things like smiting monks, air elementalists, and trapping rangers (to just give some examples off the top of my head).
First of all, the assassin thing sounds like a mish-mash of ranger and warrior. Maybe that's what a rogue is, but, well, look at rogues in D&D. They're not good melee attackers. They're utility characters. Now that would be a cool way to approach the rogue: as a sort of mesmer to the warrior's caster. Take out the high-damage output and instead replace it with disabling attacks (sort of a dedicated interrupter, both to casters and to melee fighters, but with the focus on melee disruption, to mirror the mesmer's focus on spellcasting disruption), trap springing (good idea, there's not much of a counterbalance to traps in place right now), dishing out conditions (which is where you could put damage if you wanted it, in high-damaging poison hexes or whatever, and in the ability to spread deep wounds and bleeding out very quickly), and then finally make their primary attribute either speed (maybe +X% movement and attack speed, where X = attribute points) or some kind of dexterity (same as above, except the X goes to a base dodge %).
The only thing, though, is that you can accomplish all of this with a R/W wielding an axe and using traps, or an N/W using hexes and disruption, or a W/E knockdown earth warrior. This isn't really adding anything new, it's just taking stuff that's there and packaging it in a new way.
This is all peripheral to what I see as one major weakness of the game: there isn't a lot of focus on melee combat. If you want damage, you get nukers. If you want interruption, you get mesmers. Monks heal. Rangers and necros are....rangers and necros. Then you have the warrior. Sure, sometimes you have N/W's and E/W's and Me/W's, but for the most part, if you want to do melee combat, you're a warrior. What we need is another kind of dimension added to melee combat in the game. Uh. As to what that dimension should consist of is something I'm still working on at the moment. One thing is for sure, though--there needs to be something done to give melee combatants another way of going about combating things like smiting monks, air elementalists, and trapping rangers (to just give some examples off the top of my head).
Sniper22
Ok, seriously, i hate the summoner idea. We already have ranger pets and minions. Kinda stupid having these guys come out of the middle of nowhere when you can easily add to a few things to beast mastery. Charm Beasts (Elite), Charm up to 2-4 beasts (I would say they should be warriorish or elementalist). Beasts level up like you. They have 4-8 skills, no elites. Failure with less than 4 beast mastery. Or Death Magic, Animate Bone Demon. Summon a lvl 1-10 Bone Demon. They are like a ranger pet (they level up to 20, and you need this skill to keep it) but they carry 1-3 necromancer skills and attack your target (weak attack). You can not control how they use these skills (they act like a little henchie) Bone Demons can not use elite skills. I think summoners would ruin the game.