Concept Class: <Name here later>
Rikimaru
Of course you noticed the title; no matter how much I think it through I CANNOT think of a name for this class >_<
They use giant shuriken like weapons called "Glaives", and have light cloth or leather armor. The headpiece could be bandanas (Not the around the forehead kind, but over the top.)
Here's an example of the weapon: http://i32.photobucket.com/albums/d2...n/Shuriken.jpg
Also, their armor stats are roughly the same as assassins, but the set bonuses are different.
This is meant to be a ranged damage-dealer, like my Gunslinger concept.
Attributes:
Glaive Mastery: This increases the damage of Glaive attacks and skills, and the chance to score a critical with one.
Stigma Magic: This increases the effects of skills relating to the use of Stigma magic to mark targets, and trigger the effects.
Proliferation (?)(P): For each point, you gain a 4% chance for ranged attacks to strike all foes adjacent to your target. You gain 1 energy for each foe struck in this way.
Indicia Magic: This increases the effects of skills that place an indicia on allies, giving beneficial effects.
Skills:
Glaive Mastery line:
The Glaives/Shurikens are roughly half the size of an average character, and because of their size, they have to be used similar to a boomerang: you only have one, and it returns.
They have a greater innate ability to home in a target than a bow (it's harder to dodge), but they don't gain the height advantage that a bow does. Also, the throwing animation is much faster than the bow's firing animation, but the glaive has to reach the target and return to you afterwards, mostly balancing the speed between the two weapons.
And, all attack skills in this game have a different animation, some are just much less noticable than other. To go along with this, the Shuriken moves in an arc when you use an attack skill with it, but the path of the arc is different depending on the skill. This is meant to give you the ability to throw the weapon around obstructions, or around a corner.
Normal throws move in a nearly straight line.
Silver Comet (E): 10 energy, 8 second reset.
Glaive Attack. Throw the Glaive in an upward arc, causing it to hit the target from above, and knocking them down with +5...34 damage.
Backhand Toss: 5 energy, 6 second reset.
Glaive Attack. Throw the Glaive in a left arc, causing it to hit the target in the side and inflicting +1...24 damage.
Blade Storm (?): 5 energy, 12 second reset.
Glaive Attack. Toss the Glaive, causing it to circle you in a wide arc, striking all nearby foes for +1...12 damage.
Blind Spot: 10 energy, 8 second reset.
Glaive Attack. Throw the Glaive in a right arc, causing it to hit the target in the side, and inflict +1...20 damage. This attack cannot be blocked or evaded.
Ardent Assault (E): 5 energy, 12 second reset.
Glaive Attack. Throw the Glaive in a straight line. If this attack hits an obstruction, it returns half way, and attacks again from the right, then from the left if it is still obstructed, and from above if it fails again. This moves 2x faster than normal, and inflicts bleeding and deep wound for 5...18 seconds.
Heavy Throw: 5 energy, 12 second reset.
Glaive Attack. Throw the Glaive in a right arc, hitting the target in the side and inflicting weakness for 5...15 seconds.
Stigma Magic:
With Stigma magic, the character writes a glowing magic glyph in the air with their index and middle-finger, and the glyph marks their target with a desired destructive effect. these are mostly used to place a few Stigma spells on the same target, and trigger the 1st one, causing their effects to go off in a chain lighting the target up like a firework (not literally, no firework effects).
Stigmas last untill they are either triggered or removed by a hex removal spell.
A Single foe can only have up to 4 Stigmas from the same person on them at a time.
The Precarious Flame: 10 energy, 2 second cast, 20 second reset.
Stigma Spell. Mark target foe with the Precarious Flame Stigma. If target foe is knocked down, they are set on fire for 3...6 seconds.
The Chaotic Incandescense: 10 energy, 2 second cast, 20 second reset.
Stigma Spell. Mark target foe with the Chaotic Incandescense Stigma. If target foe is set on fire, they suffer 40...80 chaos damage.
The Inclement Migraine: 10 energy, 2 second cast, 20 second reest.
Stigma Spell. Mark target foe with the Inclement Migraine Stigma. If target foe suffers more than 40 chaos damage from a single attack, they suffer from dazed for 3...6 seconds.
The Blinding Torment: 10 energy, 2 second cast, 20 second reset.
Stigma Spell. Mark target foe with the Blinding Torment Stigma. If target foe is inflicted with Dazed, they are blinded for 4...14 seconds.
The Sightless Sorrow: 10 energy, 2 second cast, 20 second reset.
Stigma Spell. Mark target foe with the Sightless Sorrow Stigma. If target foe is inflicted with blindness, they lose all adrenaline and 5...20 energy.
The Perpetual Enervation: 10 energy, 2 second cast, 20 second reset.
Stigma Spell. Mark target foe with the Perpetual Enervation Stigma. If target foe reaches less than 1...5 energy, they suffer from Exaustion.
The Languid Will: 10 energy, 2 second cast, 20 second reset.
Stigma Spell. Mark target foe with the Languid Will Stigma. If target foe is inflicted with Exaustion, they suffer from Weakness for 5...15 seconds.
The Devitalizing Burn: 10 energy, 2 second cast, 20 second reset.
Stigma Spell. Mark target foe with the Devitalizing Burn Stigma. If target foe is inflicted with Burning, they suffer from Weakness for 5...15 seconds.
The Phosphorescent Death (E): 10 energy, 2 second cast, 20 second reset.
Stigma Spell. Mark target foe with the Phosphorescent Death Stigma. If target foe is inflicted with over 40 chaos damage from a single attack while burning, they lose 50% of their maximum health.
Mark of Myopic Wrath: 5 energy, 1 second cast, 20 second reset.
Weapon Enchantment. Mark your weapon with the Myopic Wrath Stigma, causing it's next attack to create an explosion, damaging all adjacent targets for +6...50 fire damage, even allies.
(This is good on a ranged attack, like the Glaive, so you don't harm yourself. Also, the explosion still occurs if an obstruction is hit.)
Indicia Magic line:
This magic line is performed the same way as Stigma magic, but the marks are placed on allies, and are more beneficial. Some of the spells take effect instantly too, without having to be triggered. Indicias are only lost either by being triggered or by being removed by a remove enchantment spell. (A remove enchantment spell triggers it immediately.)
Counter Flash: 5 energy, 2 second cast, 20 second reset.
Indicia Spell. Mark target ally with the Counter Flash Indicia. Next time that ally is struck in melee, the foe that struck them is blinded for 4...14 seconds.
Precarious Instability: 10 energy, 2 second cast, 20 second reset.
Indicia Spell. Mark target ally with the Precarious Instability Indicia. Next time target ally is struck with fire damage, a large explosion occurs, inflicting 10...80 fire damage to any adjacent foes, interrupting them and knocking the ally down.
Ameliorating Flames: 10 energy, 2 second cast, 20 second reset.
Indicia Spell. Mark target ally with the Ameliorating Flames Indicia. The target ally inflicts +1...4 fire damage on all attacks. When the ally is struck by a fire element attack, the Indicia is lost and all nearby foes take 4...30 fire damage.
Terra Cotta: 10 energy, 2 second cast, 20 second reset.
Indicia Spell. Mark target ally with the Terra Cotta Indicia. The target ally recieves 12...2 fire damage instantly, and +10 to armor for the duration of the Indicia. When the ally is struck by bludgeon damage, all adjacent foes take 4...30 piercing damage and the Inditia ends.
Mark of Gates: 10 energy, 2 second cast, 20 second reset.
Indicia Spell. Place the Mark of Gates Indicia on you're Glaive, causing it to return instantly after successfully striking a foe. If you fail to hit the foe with a Glaive attack, the indicia dissappears.
Proliferation Skill line:
Violent Flight: 10 energy, 20 second reset.
Skill. For 8...20 seconds, your Glaive attacks strike any foes in their path. For each foe struck in this way, you lose 1 energy, or Violent Flight ends.
So, I need help with a name still.
And just so you don't need to mention it, since I know someone will, the weapon isn't a rippoff of Yuffie's. That weapon wasn't as origional as it might seem, I've seen or heard of it in several different sources.
They use giant shuriken like weapons called "Glaives", and have light cloth or leather armor. The headpiece could be bandanas (Not the around the forehead kind, but over the top.)
Here's an example of the weapon: http://i32.photobucket.com/albums/d2...n/Shuriken.jpg
Also, their armor stats are roughly the same as assassins, but the set bonuses are different.
This is meant to be a ranged damage-dealer, like my Gunslinger concept.
Attributes:
Glaive Mastery: This increases the damage of Glaive attacks and skills, and the chance to score a critical with one.
Stigma Magic: This increases the effects of skills relating to the use of Stigma magic to mark targets, and trigger the effects.
Proliferation (?)(P): For each point, you gain a 4% chance for ranged attacks to strike all foes adjacent to your target. You gain 1 energy for each foe struck in this way.
Indicia Magic: This increases the effects of skills that place an indicia on allies, giving beneficial effects.
Skills:
Glaive Mastery line:
The Glaives/Shurikens are roughly half the size of an average character, and because of their size, they have to be used similar to a boomerang: you only have one, and it returns.
They have a greater innate ability to home in a target than a bow (it's harder to dodge), but they don't gain the height advantage that a bow does. Also, the throwing animation is much faster than the bow's firing animation, but the glaive has to reach the target and return to you afterwards, mostly balancing the speed between the two weapons.
And, all attack skills in this game have a different animation, some are just much less noticable than other. To go along with this, the Shuriken moves in an arc when you use an attack skill with it, but the path of the arc is different depending on the skill. This is meant to give you the ability to throw the weapon around obstructions, or around a corner.
Normal throws move in a nearly straight line.
Silver Comet (E): 10 energy, 8 second reset.
Glaive Attack. Throw the Glaive in an upward arc, causing it to hit the target from above, and knocking them down with +5...34 damage.
Backhand Toss: 5 energy, 6 second reset.
Glaive Attack. Throw the Glaive in a left arc, causing it to hit the target in the side and inflicting +1...24 damage.
Blade Storm (?): 5 energy, 12 second reset.
Glaive Attack. Toss the Glaive, causing it to circle you in a wide arc, striking all nearby foes for +1...12 damage.
Blind Spot: 10 energy, 8 second reset.
Glaive Attack. Throw the Glaive in a right arc, causing it to hit the target in the side, and inflict +1...20 damage. This attack cannot be blocked or evaded.
Ardent Assault (E): 5 energy, 12 second reset.
Glaive Attack. Throw the Glaive in a straight line. If this attack hits an obstruction, it returns half way, and attacks again from the right, then from the left if it is still obstructed, and from above if it fails again. This moves 2x faster than normal, and inflicts bleeding and deep wound for 5...18 seconds.
Heavy Throw: 5 energy, 12 second reset.
Glaive Attack. Throw the Glaive in a right arc, hitting the target in the side and inflicting weakness for 5...15 seconds.
Stigma Magic:
With Stigma magic, the character writes a glowing magic glyph in the air with their index and middle-finger, and the glyph marks their target with a desired destructive effect. these are mostly used to place a few Stigma spells on the same target, and trigger the 1st one, causing their effects to go off in a chain lighting the target up like a firework (not literally, no firework effects).
Stigmas last untill they are either triggered or removed by a hex removal spell.
A Single foe can only have up to 4 Stigmas from the same person on them at a time.
The Precarious Flame: 10 energy, 2 second cast, 20 second reset.
Stigma Spell. Mark target foe with the Precarious Flame Stigma. If target foe is knocked down, they are set on fire for 3...6 seconds.
The Chaotic Incandescense: 10 energy, 2 second cast, 20 second reset.
Stigma Spell. Mark target foe with the Chaotic Incandescense Stigma. If target foe is set on fire, they suffer 40...80 chaos damage.
The Inclement Migraine: 10 energy, 2 second cast, 20 second reest.
Stigma Spell. Mark target foe with the Inclement Migraine Stigma. If target foe suffers more than 40 chaos damage from a single attack, they suffer from dazed for 3...6 seconds.
The Blinding Torment: 10 energy, 2 second cast, 20 second reset.
Stigma Spell. Mark target foe with the Blinding Torment Stigma. If target foe is inflicted with Dazed, they are blinded for 4...14 seconds.
The Sightless Sorrow: 10 energy, 2 second cast, 20 second reset.
Stigma Spell. Mark target foe with the Sightless Sorrow Stigma. If target foe is inflicted with blindness, they lose all adrenaline and 5...20 energy.
The Perpetual Enervation: 10 energy, 2 second cast, 20 second reset.
Stigma Spell. Mark target foe with the Perpetual Enervation Stigma. If target foe reaches less than 1...5 energy, they suffer from Exaustion.
The Languid Will: 10 energy, 2 second cast, 20 second reset.
Stigma Spell. Mark target foe with the Languid Will Stigma. If target foe is inflicted with Exaustion, they suffer from Weakness for 5...15 seconds.
The Devitalizing Burn: 10 energy, 2 second cast, 20 second reset.
Stigma Spell. Mark target foe with the Devitalizing Burn Stigma. If target foe is inflicted with Burning, they suffer from Weakness for 5...15 seconds.
The Phosphorescent Death (E): 10 energy, 2 second cast, 20 second reset.
Stigma Spell. Mark target foe with the Phosphorescent Death Stigma. If target foe is inflicted with over 40 chaos damage from a single attack while burning, they lose 50% of their maximum health.
Mark of Myopic Wrath: 5 energy, 1 second cast, 20 second reset.
Weapon Enchantment. Mark your weapon with the Myopic Wrath Stigma, causing it's next attack to create an explosion, damaging all adjacent targets for +6...50 fire damage, even allies.
(This is good on a ranged attack, like the Glaive, so you don't harm yourself. Also, the explosion still occurs if an obstruction is hit.)
Indicia Magic line:
This magic line is performed the same way as Stigma magic, but the marks are placed on allies, and are more beneficial. Some of the spells take effect instantly too, without having to be triggered. Indicias are only lost either by being triggered or by being removed by a remove enchantment spell. (A remove enchantment spell triggers it immediately.)
Counter Flash: 5 energy, 2 second cast, 20 second reset.
Indicia Spell. Mark target ally with the Counter Flash Indicia. Next time that ally is struck in melee, the foe that struck them is blinded for 4...14 seconds.
Precarious Instability: 10 energy, 2 second cast, 20 second reset.
Indicia Spell. Mark target ally with the Precarious Instability Indicia. Next time target ally is struck with fire damage, a large explosion occurs, inflicting 10...80 fire damage to any adjacent foes, interrupting them and knocking the ally down.
Ameliorating Flames: 10 energy, 2 second cast, 20 second reset.
Indicia Spell. Mark target ally with the Ameliorating Flames Indicia. The target ally inflicts +1...4 fire damage on all attacks. When the ally is struck by a fire element attack, the Indicia is lost and all nearby foes take 4...30 fire damage.
Terra Cotta: 10 energy, 2 second cast, 20 second reset.
Indicia Spell. Mark target ally with the Terra Cotta Indicia. The target ally recieves 12...2 fire damage instantly, and +10 to armor for the duration of the Indicia. When the ally is struck by bludgeon damage, all adjacent foes take 4...30 piercing damage and the Inditia ends.
Mark of Gates: 10 energy, 2 second cast, 20 second reset.
Indicia Spell. Place the Mark of Gates Indicia on you're Glaive, causing it to return instantly after successfully striking a foe. If you fail to hit the foe with a Glaive attack, the indicia dissappears.
Proliferation Skill line:
Violent Flight: 10 energy, 20 second reset.
Skill. For 8...20 seconds, your Glaive attacks strike any foes in their path. For each foe struck in this way, you lose 1 energy, or Violent Flight ends.
So, I need help with a name still.
And just so you don't need to mention it, since I know someone will, the weapon isn't a rippoff of Yuffie's. That weapon wasn't as origional as it might seem, I've seen or heard of it in several different sources.
Nevin
To be honest it reminds me of Yufi from Final Fantasy... Only because of the Shuriken really. I think this would do better as an attribute or skill for assassins in my opinion.
Terra Xin
ummmm...
Mystic?
Mystic?
lyra_song
Ninja
Rikimaru
Thanks for the name idea Terra, I want something more origional though. Also, I'm not opposed to totally scrapping the idea of Stigma magic, but I do really like it.
And ninjas weren't the only ones that used shurikens, Lyra. Many chinese (was it japanese?) warriors used shurikens as a kind of back-up weapon to supplement their fighting, from what I gather. No one really used shurikens as a primary weapon in their fighting style, but... maybe that just makes the class more origional. Also, like I said, "Shuriken-jutsu" may sound like a ninja type name, but it's the general name of the martial art of using shurikens.
I want the 4th skill line to be more physicle, or to use the Stigma magic in a different way. It'd also be nice if it kindof connected the reasoning behind why the same class would use that type of magic and that type of weapon... just following a theme with the two.
It might sound like I'm asking other people to do all of this work for me, but you wouldn't believe how hard I've thoguht this through, and haven't been able to come up with anything good.
And ninjas weren't the only ones that used shurikens, Lyra. Many chinese (was it japanese?) warriors used shurikens as a kind of back-up weapon to supplement their fighting, from what I gather. No one really used shurikens as a primary weapon in their fighting style, but... maybe that just makes the class more origional. Also, like I said, "Shuriken-jutsu" may sound like a ninja type name, but it's the general name of the martial art of using shurikens.
I want the 4th skill line to be more physicle, or to use the Stigma magic in a different way. It'd also be nice if it kindof connected the reasoning behind why the same class would use that type of magic and that type of weapon... just following a theme with the two.
It might sound like I'm asking other people to do all of this work for me, but you wouldn't believe how hard I've thoguht this through, and haven't been able to come up with anything good.
lyra_song
I just dont see it fitting in the guild wars universe with the giant shuriken thing. Knife thrower with small knives and shuriken or throwing axes maybe, but not the giant shuriken/boomerang like sango from Inuyasha.
A ranged physical attacker with some magic. I see physical attacks. I see conditions. I see hexes. a R/N? I see nothing new.
A ranged physical attacker with some magic. I see physical attacks. I see conditions. I see hexes. a R/N? I see nothing new.
Rikimaru
The hexes work completely differently from necromancer or mesmer hexes. The assassin's magic line has nothing to do with their daggers, but the class name ties the two together; I just don't have a name yet...
And like I said, if anyone else has a better idea of what to use instead of Stigma magic, I'll swap it. But I think it'd be a much better idea to alter what Stigma magic does or how it works.
And that logic is about as flawed as it gets, this class' skills look nothing like and work nothing like those of a ranger OR a necromancer. That's worse than saying an assassin is just like a W/Me.
And like I said, if anyone else has a better idea of what to use instead of Stigma magic, I'll swap it. But I think it'd be a much better idea to alter what Stigma magic does or how it works.
Quote:
A ranged physical attacker with some magic. I see physical attacks. I see conditions. I see hexes. a R/N? I see nothing new. |
lyra_song
Maybe im being too mean, i feel the problem is that any of these things can be done with existing classes already and would make great additional skills.
Your shuriken attacks can work nicely as either assasin or ranger type skills.
The way the stigmas work sounds cool, but it sounds like a conditional hex.
"Receive damage X after getting X". Fragility and Mind wrack come to mind.
Volatile Earth is just another ranger trap.
Im not saying your ideas are bad, but Guild Wars' pre-existing professions are VERY generalized, allowing them to cover a lot of different playing styles, some of which include your ideas already.
Your shuriken attacks can work nicely as either assasin or ranger type skills.
The way the stigmas work sounds cool, but it sounds like a conditional hex.
"Receive damage X after getting X". Fragility and Mind wrack come to mind.
Volatile Earth is just another ranger trap.
Im not saying your ideas are bad, but Guild Wars' pre-existing professions are VERY generalized, allowing them to cover a lot of different playing styles, some of which include your ideas already.
lightblade
Use English man...
Shuriken-jutsu
Both part of the word is Japanese
How about just..Throw Mastery?
Shuriken-jutsu
Both part of the word is Japanese
How about just..Throw Mastery?
Rikimaru
Yeah... maybe the Stigmas should do something more unique. And I would be completely fine with a ranger or assassin using the shuriken weapon, but there's no way they'll end up adding a new weapon type to an existing class. Actually, while it would make more sense for the assassin to have it between the two, if they ever did that I'd rather the ranger have it, 'cause I hate how assassin's look
Should I... change the Stigma's into attacks that almost only cause direct damage, in a less elemental form maybe, and do high damage but are able to hit you or any allies that get too close, and find a better way for them to trigger and chain together?
At one point I thought of changing Stigmas to Pyrotechnics, but the way Stigma magic works seems really cool to me.
Should I... change the Stigma's into attacks that almost only cause direct damage, in a less elemental form maybe, and do high damage but are able to hit you or any allies that get too close, and find a better way for them to trigger and chain together?
At one point I thought of changing Stigmas to Pyrotechnics, but the way Stigma magic works seems really cool to me.
lyra_song
Quote:
Originally Posted by Rikimaru
Yeah... maybe the Stigmas should do something more unique. And I would be completely fine with a ranger or assassin using the shuriken weapon, but there's no way they'll end up adding a new weapon type to an existing class. Actually, while it would make more sense for the assassin to have it between the two, if they ever did that I'd rather the ranger have it, 'cause I hate how assassin's look
Should I... change the Stigma's into attacks that almost only cause direct damage, in a less elemental form maybe, and do high damage but are able to hit you or any allies that get too close, and find a better way for them to trigger and chain together? At one point I thought of changing Stigmas to Pyrotechnics, but the way Stigma magic works seems really cool to me. |
Silver Comet (E): 10 energy, 8 second reset.
Shuriken Attack. Throw the shuriken in an upward arc, causing it to hit the target from above, and knocking them down with +5...34 damage.
turns into:
Comet Arrow (E) 10 energy, 8 second reset
Bow Attack. Shoot an arrow at an upward arc, causing it to hit a target from above, knocking them down with +5...34 damage.
Kind of like broadhead arrow with knockdown instead of daze.
I think your stigmas deserve their own skill type not hexes, but be sure theres a way to remove it. Try to really set your class apart. Within existing classes we have: Glyphs, signets, spells, skills, shouts, stances/mantras, enchantments, spirits, hexes, attacks, weapon spells, etc.
Maybe create something like Demonic Enchantment. Its an enchantment, but you can only place it on enemies, and it causes damage. It can be removed by enchant removals (theres lots of self enchant strip skills) but at the same time, its different.
Rikimaru
Quote:
Originally Posted by lightblade
Use English man...
Shuriken-jutsu Both part of the word is Japanese How about just..Throw Mastery? |
Wierd... I just realized that for no reason I occasionally decide to type in the same way that I actually talk, and sometimes I don't...
-Edit- Ok, I made Stigmas a unique type of spell with a little bit more unique effect. Now I just have to figure out how to make them more damage oriented rather than condition oriented, and hopefully make them revolve around Chaos or Physicle damage.
actionjack
For name, I would call it "Rikimaru All-Star".
Must say just don't like this class concept too much. Overally, seem very Jagged together, unfitting to the GW theme, and seem too much like a Ranger/Mesmer/Necro with its flat line of range and hex skills. Need some further improvement.
I have no problem with giant throwing weapon, namly boomering. On some uselss stuff... shurikens is a japanes word. (I believe in rought translation, would mean "Hand held/hidden Knife", meaning a knife small enought to hide in hand) Shuriken is most use by Japanese ninjas. There might have some reference to Chinese fighter using it, but they usually use small knife (sort of dimond shape), daggers, steel balls, or even coins, as their throwing weapon (also usually call "Hidden Weapons", and regard as something of not high class martial art)
Pesronally, I would make a class call Hunter, that use big Boomerring and Flying Weapons, have Target Mark skills (which work bit like Hex, that allow you to do more damage to a single target), and favort target type of skill, possible a Hawker line that allow them to have flying pets (that work a bit differntly from Ranger's pet), and other Huntsman type of skill.
Must say just don't like this class concept too much. Overally, seem very Jagged together, unfitting to the GW theme, and seem too much like a Ranger/Mesmer/Necro with its flat line of range and hex skills. Need some further improvement.
I have no problem with giant throwing weapon, namly boomering. On some uselss stuff... shurikens is a japanes word. (I believe in rought translation, would mean "Hand held/hidden Knife", meaning a knife small enought to hide in hand) Shuriken is most use by Japanese ninjas. There might have some reference to Chinese fighter using it, but they usually use small knife (sort of dimond shape), daggers, steel balls, or even coins, as their throwing weapon (also usually call "Hidden Weapons", and regard as something of not high class martial art)
Pesronally, I would make a class call Hunter, that use big Boomerring and Flying Weapons, have Target Mark skills (which work bit like Hex, that allow you to do more damage to a single target), and favort target type of skill, possible a Hawker line that allow them to have flying pets (that work a bit differntly from Ranger's pet), and other Huntsman type of skill.
Rikimaru
Actually, in my origional concept of the class the weapon they used could have had the skin of a giant shuriken or a bladed boomerang, I even have the concept sketch of the boomerang.
And from the source I had read it from (which had a LOT of information) if implied that samurais used shurikens almost as much as ninjas. If I remember right, it also said that it wasn't real common for anyone to use shurikens as a weapon, even ninjas.
Also, they were sometimes used by mercenary Martial Artists. And the Shuriken-Jutsu art wasn't developed by ninjas specifically, it was developed by Martial Artists. They were origionally just tools used to pry bolts, or something like that.
Maybe I should read it again, since I'm not completely certain about that stuff, but I'd say I'm around 99%.
Also, that star shaped weapon you're thinking of is also a shuriken. Different types of people or martial artists used different types of Shurikens; a ninja used one kind, a samurai would have used another etc. But they are all still Shurikens. The one you're thinking of with the chinese warriors is called a "Senban-Shuriken". They were all used in different ways too. I think Ninjas used a Bo-Shuriken, or something like that.
Holy crap! I found what the weapon really is, I said it wasn't origional!
It's called a Glaive: http://en.wikipedia.org/wiki/Glaive
Search that page for the word "Shuriken".
I'll change the weapon name to "Glaive". But I'd like a better attribute name than "Glaive Mastery", can anyone help me with that too?
And from the source I had read it from (which had a LOT of information) if implied that samurais used shurikens almost as much as ninjas. If I remember right, it also said that it wasn't real common for anyone to use shurikens as a weapon, even ninjas.
Also, they were sometimes used by mercenary Martial Artists. And the Shuriken-Jutsu art wasn't developed by ninjas specifically, it was developed by Martial Artists. They were origionally just tools used to pry bolts, or something like that.
Maybe I should read it again, since I'm not completely certain about that stuff, but I'd say I'm around 99%.
Also, that star shaped weapon you're thinking of is also a shuriken. Different types of people or martial artists used different types of Shurikens; a ninja used one kind, a samurai would have used another etc. But they are all still Shurikens. The one you're thinking of with the chinese warriors is called a "Senban-Shuriken". They were all used in different ways too. I think Ninjas used a Bo-Shuriken, or something like that.
Holy crap! I found what the weapon really is, I said it wasn't origional!
It's called a Glaive: http://en.wikipedia.org/wiki/Glaive
Search that page for the word "Shuriken".
I'll change the weapon name to "Glaive". But I'd like a better attribute name than "Glaive Mastery", can anyone help me with that too?
actionjack
Quote:
Originally Posted by Rikimaru
Actually, in my origional concept of the class the weapon they used could have had the skin of a giant shuriken or a bladed boomerang, I even have the concept sketch of the boomerang.
And from the source I had read it from (which had a LOT of information) if implied that samurais used shurikens almost as much as ninjas. If I remember right, it also said that it wasn't real common for anyone to use shurikens as a weapon, even ninjas. Also, they were sometimes used by mercenary Martial Artists. And the Shuriken-Jutsu art wasn't developed by ninjas specifically, it was developed by Martial Artists. They were origionally just tools used to pry bolts, or something like that. Maybe I should read it again, since I'm not completely certain about that stuff, but I'd say I'm around 99%. |
Rikimaru
No problems with that anymore, Jack. Read the above post
Now that there's no point in the shuriken arguments anymore, I still need some desperate help with those things mentioned.
Now that there's no point in the shuriken arguments anymore, I still need some desperate help with those things mentioned.
actionjack
Noooo.. bring back Yufi !!!!!
anyway... Here is a question. What was your "inspiration" behind Stigma Magic and Proliferation? What do you want them to do? And why putting them together in one class? What might be its creative orgin? Why are there no cow boy in GW?
anyway... Here is a question. What was your "inspiration" behind Stigma Magic and Proliferation? What do you want them to do? And why putting them together in one class? What might be its creative orgin? Why are there no cow boy in GW?
Rikimaru
*Most of the comments no longer apply to this*
actionjack
just a side note...
Mesmer is a real word. You can find it in the dictionary.
Mes·mer ( P ) Pronunciation Key (mzmr, ms-), Franz or Friedrich Anton 1734-1815.
Austrian physician who sought to treat disease through animal magnetism, an early therapeutic application of hypnotism.
http://dictionary.reference.com/search?q=mesmer
Mesmer is a real word. You can find it in the dictionary.
Mes·mer ( P ) Pronunciation Key (mzmr, ms-), Franz or Friedrich Anton 1734-1815.
Austrian physician who sought to treat disease through animal magnetism, an early therapeutic application of hypnotism.
http://dictionary.reference.com/search?q=mesmer
Rikimaru
I know about that one. But that's a person. Also, I don't think the class name has anything to do with that, I'm pretty sure that's just an odd coincedence. I think "Mesmer" is a cut-down nickname version of the word "Mesmerize".
-Edit- The guy's name was Friedrich/Franz Anton Mesmer.
-Edit- ...Is Turjin a good name though? I changed the D to an N so it would seem like a noun rather than an adjective, and I changed the G to a J because everyone would be pronouncing it Ter-gin without the D.
-Edit- The guy's name was Friedrich/Franz Anton Mesmer.
-Edit- ...Is Turjin a good name though? I changed the D to an N so it would seem like a noun rather than an adjective, and I changed the G to a J because everyone would be pronouncing it Ter-gin without the D.
BahamutKaiser
Because of the way a Giant Flying Glaive would work, I think it should simply hit everyone in it's path, to and from the target in an oval path. These could be plotted with slow attack speeds and high damage, for an effective contiuous AoE like attack.
For someone to hurl a Glaive with enough force to retain a good spin, and chop through several targets, then return, it would take an immense amount of strength, and well as some magic. Your talking about guys who are stronger than Warriors, alot stronger, like Juggernauts.
juggernaut
n 1: a massive inexorable force that seems to crush everything in its way
Thinking of huge bare armed "Juggernauts" with Giant projectile weapons which "crush everything in it's way", would be a pretty good analogy.
These guys can Fling huge Glaives, or even Wing Blades, or Boomerangs. They move in a path doing heavy damage to several targets in a space in front of him. The glaive could spin real fast, but move at a relatively fast pace, about half or 3/4th the speed of arrows, allowing enemies the chance to evade the weapon, and with a relatively slow throw and return rate, the damage would be consistant with other weapons, based on the lack of constant damage on one target, and slow attack rate.
But they may not be able to balance an attack like that, it is basicly a free, slow firing barrage, wile it may balance, it would be a bit overly convenient, and could you imagine combining that with apply poison?
Anyways, I think a strong man who tosses medium pace group damaging glaves would be awsome, they could mix this with some hand to hand combat, and make the glaives more like activateable throws, requiring a skill, and allow the Juggernaut to go melee with some pounding wile his glaive is in flight. This skill could be like a pet, bringing the skill grants access to the weapon and it's use, and selecting it would cause your Juggernaut to throw it.
Big Juggernaut has Giant Glaive attached to the back of his shoulder, click the skill and he throws it at some enemies.
I'm thinking a look simular to that guy in God of War, never played it, but that guy has the perfect look going on, and then put the Giant Glaive on his shoulder, and he lumbers around like a Tundra Giant, looking for a happless group of mages hiding in ward of melee to saw blade on.
Come to think of it, having a skill which is required to bring Glaives would be the perfect way to justify the damage they can do, then giving Juggernaut another type of attack as a medium, like hand to hand. With the glaive equipted, he could slug people and axe on them with the Glaive for extra damage, and when he throws it he would continue using hand to hand attacks without the glaive until it returns.
They can even make his Primary some sort of magical Glaive control or Telekenisis, which allows them to improve the speed of their projectile weapons in flight, allowing for faster Glaive and even Bow attacks, along with some other modifier which hits every 3 or 4 points, like.... I can't think of one.
Anyways, that's what I think about this glaive throwing class, he would have to be a buff dude to fling a huge glaive including a side spin, and the force to return after hitting several targets. Oh, Hell, he would be just like the stone skin dude in Ninja Scroll, that is a perfect example of a huge Glaive throwing Juggernaut, sept without the stone skin.
A good name for his primary attribute would be "Kinesis", not actually Telekenisis, but simply magical Kenisis, which allows the Juggernaut to apply a unique force to his projectile weapons, causing them retain a powerful spin when he throws them, move faster, and most of all, return to him every time. For anyone using a Glaive the weapon would return, but the explination to the Glaives sure returning action would be kinesis, and it would be a primary for this class, which improves their use with any projectile weapon.
For someone to hurl a Glaive with enough force to retain a good spin, and chop through several targets, then return, it would take an immense amount of strength, and well as some magic. Your talking about guys who are stronger than Warriors, alot stronger, like Juggernauts.
juggernaut
n 1: a massive inexorable force that seems to crush everything in its way
Thinking of huge bare armed "Juggernauts" with Giant projectile weapons which "crush everything in it's way", would be a pretty good analogy.
These guys can Fling huge Glaives, or even Wing Blades, or Boomerangs. They move in a path doing heavy damage to several targets in a space in front of him. The glaive could spin real fast, but move at a relatively fast pace, about half or 3/4th the speed of arrows, allowing enemies the chance to evade the weapon, and with a relatively slow throw and return rate, the damage would be consistant with other weapons, based on the lack of constant damage on one target, and slow attack rate.
But they may not be able to balance an attack like that, it is basicly a free, slow firing barrage, wile it may balance, it would be a bit overly convenient, and could you imagine combining that with apply poison?
Anyways, I think a strong man who tosses medium pace group damaging glaves would be awsome, they could mix this with some hand to hand combat, and make the glaives more like activateable throws, requiring a skill, and allow the Juggernaut to go melee with some pounding wile his glaive is in flight. This skill could be like a pet, bringing the skill grants access to the weapon and it's use, and selecting it would cause your Juggernaut to throw it.
Big Juggernaut has Giant Glaive attached to the back of his shoulder, click the skill and he throws it at some enemies.
I'm thinking a look simular to that guy in God of War, never played it, but that guy has the perfect look going on, and then put the Giant Glaive on his shoulder, and he lumbers around like a Tundra Giant, looking for a happless group of mages hiding in ward of melee to saw blade on.
Come to think of it, having a skill which is required to bring Glaives would be the perfect way to justify the damage they can do, then giving Juggernaut another type of attack as a medium, like hand to hand. With the glaive equipted, he could slug people and axe on them with the Glaive for extra damage, and when he throws it he would continue using hand to hand attacks without the glaive until it returns.
They can even make his Primary some sort of magical Glaive control or Telekenisis, which allows them to improve the speed of their projectile weapons in flight, allowing for faster Glaive and even Bow attacks, along with some other modifier which hits every 3 or 4 points, like.... I can't think of one.
Anyways, that's what I think about this glaive throwing class, he would have to be a buff dude to fling a huge glaive including a side spin, and the force to return after hitting several targets. Oh, Hell, he would be just like the stone skin dude in Ninja Scroll, that is a perfect example of a huge Glaive throwing Juggernaut, sept without the stone skin.
A good name for his primary attribute would be "Kinesis", not actually Telekenisis, but simply magical Kenisis, which allows the Juggernaut to apply a unique force to his projectile weapons, causing them retain a powerful spin when he throws them, move faster, and most of all, return to him every time. For anyone using a Glaive the weapon would return, but the explination to the Glaives sure returning action would be kinesis, and it would be a primary for this class, which improves their use with any projectile weapon.
Rikimaru
Heheh, it sounds like you like the class.
But I think having an automatic "Hit everything in it's path" would be too powerful, but I can add a skill that allows that.
And I dislike the idea of them being really huge, but that's up to the developers if that would be how it ended up, that just won't be how I'll suggest it in the origional post. Also, It does make some sense that I should come up with an explanation as to why they're able to throw around such a big weapon, and that same thing that allows it could be their 4th skill line. But saying that it's their brute strengh that lets them do it is illogical, because professions using this as a secondary would be able to use Glaives too, even tiny little necromancers.
-Edit- hey, the fact that they might have to use magic to control the glaive helps connect their use of magic and this weapon too.
Hm... the magic they use to control the Glaive would have to be similar to the Stigma magic, since that's what they use... but it seems odd to have them supposedly place a stigma on the weapon to control it, since the stigmas are offensive. But, that makes perfect sense that they'd use a stigma, because they don't wear away over time. Maybe I should have that be the reason they can control it, and make the 4th skill line a more defensive use of the stigmas. But I'm not sure how they could be used defensively...
But I think having an automatic "Hit everything in it's path" would be too powerful, but I can add a skill that allows that.
And I dislike the idea of them being really huge, but that's up to the developers if that would be how it ended up, that just won't be how I'll suggest it in the origional post. Also, It does make some sense that I should come up with an explanation as to why they're able to throw around such a big weapon, and that same thing that allows it could be their 4th skill line. But saying that it's their brute strengh that lets them do it is illogical, because professions using this as a secondary would be able to use Glaives too, even tiny little necromancers.
-Edit- hey, the fact that they might have to use magic to control the glaive helps connect their use of magic and this weapon too.
Hm... the magic they use to control the Glaive would have to be similar to the Stigma magic, since that's what they use... but it seems odd to have them supposedly place a stigma on the weapon to control it, since the stigmas are offensive. But, that makes perfect sense that they'd use a stigma, because they don't wear away over time. Maybe I should have that be the reason they can control it, and make the 4th skill line a more defensive use of the stigmas. But I'm not sure how they could be used defensively...
lightblade
Quote:
Originally Posted by Rikimaru
'Cause that'd be the same as making a Martial Artist class with a Karate skill line and deciding to change the attribute name to "Way of the Open Hand", or "Punch Mastery".
Wierd... I just realized that for no reason I occasionally decide to type in the same way that I actually talk, and sometimes I don't... -Edit- Ok, I made Stigmas a unique type of spell with a little bit more unique effect. Now I just have to figure out how to make them more damage oriented rather than condition oriented, and hopefully make them revolve around Chaos or Physicle damage. |
BahamutKaiser
Brute Strength is what allows Warriors to be great Sword and Hammer wielders, yet necromancers and elementist can swing swords the size of their bodies with secondary in Warrior with sword mastery, it is a minor attrosity that they can actually wield them, but we can just call it hidden strength.
With a requirement like a neccessary skill to use a glaive, it is easy to justify the damage it would do and the number of targets. It is realy just a AoE physical attack rather than a AoE Fire nuke. The damage of the Glaive skill itself could be moderate, with a low cost in adrenaline, but other Glaive skills, like "Double Spin", which hits each target along its path twice, would cost a little more adrenaline, but since you require the use of this skill, and the Glaive equiptment skill to use it, it would be partially justified by the number of skill slots it takes to execute this attack.
This is very simular to beast mastery, of which skills require a pet to be equipted to have any effect. Unlike a pet, you do not get another allie on the field, with added health, defense, and continous attack, instead, you get a punishingly effective weapon, which requires a skill slot instead of equipting it in your hand. Weapon equipting skills could include, Mega Glaive, Wing Blade, Boomerang (a giant one), and others, these would apply different damage types, and can be limited to one, like elites, equipting another would unequipt the previous. Then you would have skills in the glaive line which are powerful glaive attacks, but the all require one of the weapon equipting skills to use.
Unlike pet attacks which are cheap because they are activatable and dependant on the use and survival of a pet, Glaive skills would provide a powerful reuseable weapon you would "throw", instead of a pet which automaticly attacks, so the skills which require a Glaive could be stronger than other simular skills, instead of cheaper than equivalents like beast mastery skills. And since the Glaive doesn't do anything on it's own, the Glaive equiptment skill could also function as the basic throw skill for the Glaive.
In this way, the normal "Mega Glaive" Skill, which would be a new kind of skill called "Weapon" or "Weapon Equip", would be selected in battle to throw a glaive in a narrow oval pattern, at perhaps 3/4 of a full ranged attack. Then you could use skills like Double Spin for a throw which has the same path, but hits twice on each target, and a skill like "Spindle Throw" which throws the glaive in a path circling you, hitting all targets nearby you. Then you could even have Throws like "Traveling Glaive" which goes 50% further then normal projectile range.
Because the Glaive throw is physical, they can utilize 0 cast time, like a physical attack, allowing for no room for interruption, at least on many throws. But since the Glaive has a travel time, you cannot spam these skills, you have to wait for the glaive to return to you before you can throw another glaive. This would balance the power of the Glaive throw, ensuring that you cannot stack on several throws quickly, even though the reuse times are rather small. It also prevents you from using several glaive skills, since you can only bring one, you have to wait for your glaive to return before you can use another throw skill.
It is rather ingenious, it has it's own built in delimiter. In this way, you can throw glaives for powerful physical AoE attacks, matching and exceeding some elementist attacks, but because the glaive has a travel time, it is possible for people to move out of its path as it travels, and because you have to wait for it to return. Assuming the normal Glaive travel time for the throw activated by the weapon equipt itself takes 3 seconds to return, 1.5 to reach target location and 1.5 to return, you could only throw a glaive once every 3 seconds, and it would only hit any group of targets once every 3 seconds. Longer Throws could take even longer to return, like a double distance throw, it would take 6 seconds to return.
This would make the Primary "Kinesis" attribute very important, with 3 or 4% faster traveling speed per point, you can make the glaive move up to or over 50% faster, doubling the amount of Glaive throws you can put out. These would still cost adrenaline to throw so it isn't like you can just toss away as soon as it returns, but with the Weapon Equip requirement, additional skills could not work without taking at least 2 skill slots, so the adrenaline cost doesn't have to be very high, or more accurately, the damage dealt vs the adrenaline cost would be rather favorable, like 3 adrenaline for a normal Glaive Throw, and 6 adrenaline for a double spin.
The Spindle throw could go around you hitting targets nearby you, taking 3 seconds, then you could have a double spindle throw which revolves around you twice, taking twice as long to return. And wile your glaive is flying, you could move around, in which case the glaive will shift return path to return to you, or in the case of a spindle throw, it will revolve around you as you move.
Because it is a typically physical class, the use of "magic" wouldn't be very good, but Kinesis can be a magical like force that they put on their projectile weapons, simular to Chi force used in martial arts.
Tiny little necromancers and mesmers would be throwing glaives for sure, just like the use swords, but just like a elementist can't use a sword as well as a warrior, a necromancer woln't be flinging a glaive as well as a Juggernaut. Sure it's technically because they don't have "Kinesis" primary, and Glaive Mastery runes, but in all sense of it, they just arnt as strong as a juggernaut or warrior, which is why their throws suck in comparison, just cause they second it doesn't mean they wield the true strength of a juggernaut in their throws.
P.S. with the slow AoE traveling effect, it wouldn't parrallel to any other attack in the game. Ranger/What? Lyra Song
With a requirement like a neccessary skill to use a glaive, it is easy to justify the damage it would do and the number of targets. It is realy just a AoE physical attack rather than a AoE Fire nuke. The damage of the Glaive skill itself could be moderate, with a low cost in adrenaline, but other Glaive skills, like "Double Spin", which hits each target along its path twice, would cost a little more adrenaline, but since you require the use of this skill, and the Glaive equiptment skill to use it, it would be partially justified by the number of skill slots it takes to execute this attack.
This is very simular to beast mastery, of which skills require a pet to be equipted to have any effect. Unlike a pet, you do not get another allie on the field, with added health, defense, and continous attack, instead, you get a punishingly effective weapon, which requires a skill slot instead of equipting it in your hand. Weapon equipting skills could include, Mega Glaive, Wing Blade, Boomerang (a giant one), and others, these would apply different damage types, and can be limited to one, like elites, equipting another would unequipt the previous. Then you would have skills in the glaive line which are powerful glaive attacks, but the all require one of the weapon equipting skills to use.
Unlike pet attacks which are cheap because they are activatable and dependant on the use and survival of a pet, Glaive skills would provide a powerful reuseable weapon you would "throw", instead of a pet which automaticly attacks, so the skills which require a Glaive could be stronger than other simular skills, instead of cheaper than equivalents like beast mastery skills. And since the Glaive doesn't do anything on it's own, the Glaive equiptment skill could also function as the basic throw skill for the Glaive.
In this way, the normal "Mega Glaive" Skill, which would be a new kind of skill called "Weapon" or "Weapon Equip", would be selected in battle to throw a glaive in a narrow oval pattern, at perhaps 3/4 of a full ranged attack. Then you could use skills like Double Spin for a throw which has the same path, but hits twice on each target, and a skill like "Spindle Throw" which throws the glaive in a path circling you, hitting all targets nearby you. Then you could even have Throws like "Traveling Glaive" which goes 50% further then normal projectile range.
Because the Glaive throw is physical, they can utilize 0 cast time, like a physical attack, allowing for no room for interruption, at least on many throws. But since the Glaive has a travel time, you cannot spam these skills, you have to wait for the glaive to return to you before you can throw another glaive. This would balance the power of the Glaive throw, ensuring that you cannot stack on several throws quickly, even though the reuse times are rather small. It also prevents you from using several glaive skills, since you can only bring one, you have to wait for your glaive to return before you can use another throw skill.
It is rather ingenious, it has it's own built in delimiter. In this way, you can throw glaives for powerful physical AoE attacks, matching and exceeding some elementist attacks, but because the glaive has a travel time, it is possible for people to move out of its path as it travels, and because you have to wait for it to return. Assuming the normal Glaive travel time for the throw activated by the weapon equipt itself takes 3 seconds to return, 1.5 to reach target location and 1.5 to return, you could only throw a glaive once every 3 seconds, and it would only hit any group of targets once every 3 seconds. Longer Throws could take even longer to return, like a double distance throw, it would take 6 seconds to return.
This would make the Primary "Kinesis" attribute very important, with 3 or 4% faster traveling speed per point, you can make the glaive move up to or over 50% faster, doubling the amount of Glaive throws you can put out. These would still cost adrenaline to throw so it isn't like you can just toss away as soon as it returns, but with the Weapon Equip requirement, additional skills could not work without taking at least 2 skill slots, so the adrenaline cost doesn't have to be very high, or more accurately, the damage dealt vs the adrenaline cost would be rather favorable, like 3 adrenaline for a normal Glaive Throw, and 6 adrenaline for a double spin.
The Spindle throw could go around you hitting targets nearby you, taking 3 seconds, then you could have a double spindle throw which revolves around you twice, taking twice as long to return. And wile your glaive is flying, you could move around, in which case the glaive will shift return path to return to you, or in the case of a spindle throw, it will revolve around you as you move.
Because it is a typically physical class, the use of "magic" wouldn't be very good, but Kinesis can be a magical like force that they put on their projectile weapons, simular to Chi force used in martial arts.
Tiny little necromancers and mesmers would be throwing glaives for sure, just like the use swords, but just like a elementist can't use a sword as well as a warrior, a necromancer woln't be flinging a glaive as well as a Juggernaut. Sure it's technically because they don't have "Kinesis" primary, and Glaive Mastery runes, but in all sense of it, they just arnt as strong as a juggernaut or warrior, which is why their throws suck in comparison, just cause they second it doesn't mean they wield the true strength of a juggernaut in their throws.
P.S. with the slow AoE traveling effect, it wouldn't parrallel to any other attack in the game. Ranger/What? Lyra Song
Rikimaru
They use skill to wield axes and swords and stuff. Warriors use their physicle strengh to add a little extra damage, hence the Strength attribute.
Having a skill and an attribute to throw a weapon seems a little redundant to me too. You could just have it as an actual weapon and swap it out for the other weapon you want to use with it. It seems more like what you want is to be able to see it on your back because of the skill, but it would be better to suggest having that possible for any single hotbar weapon that isn't equipped. It seems even more redundant with different skills giving different skins for the weapon and altered effects.
The ideas you gave sound fun, but when you really think about it, it isn't really any different from an ordinary weapon, exept that your using a skill slot for it, and in exchange for that it has an effect to it, which could just be applied to an actual weapon version through a different skill.
Having a skill and an attribute to throw a weapon seems a little redundant to me too. You could just have it as an actual weapon and swap it out for the other weapon you want to use with it. It seems more like what you want is to be able to see it on your back because of the skill, but it would be better to suggest having that possible for any single hotbar weapon that isn't equipped. It seems even more redundant with different skills giving different skins for the weapon and altered effects.
The ideas you gave sound fun, but when you really think about it, it isn't really any different from an ordinary weapon, exept that your using a skill slot for it, and in exchange for that it has an effect to it, which could just be applied to an actual weapon version through a different skill.
BahamutKaiser
The skill is neccessary to use the glaive, it isn't a weapon which you equipt in your hand and then put points to power up the damage an skills in that attribute. The skill itself is a weapon, and wile it is in your hand you slug ppl with it, then throw it for the same damage over an AoE type path.
In cooperation with hand to hand brawling combat, you would regularly slug and attack ppl hand to hand, with the glaive you would gain some added damage with reduced attack speed, but be able to use the same skills. This could add for a dual effectiveness, equipting hand to hand glove or knuckle weapons, and putting points in Brawling, then putting points in Glaive Mastery for added damage to the glaive. With the glaive in your hand you can hit slower, but your attacks and even fist attacks would increase in damage by the base damage of the glaive attack. Say you do an uppercut with the glaive in your hand, you just added the damage of the glaive to your attack.
Because of the kind of damage you can put out on several targets at a range, with adrenaline, glaives should have the equipment neccessity, otherwise it would be too weak to deal damage, or overpowered if it did damage. In this way you can use a required skill slot to offset the power and effectiveness a glaive has, rather simular to the added damage Glyph of elemental power offers, or the reduced energy cost beast mastery attacks have because they require the skill slot and use of a pet, because Glaive mastery requires a skill slot to use any of its glaive skill, it justifies the efficiency and output the glaive can do, without it, Glaive Throwing with an path of damage effect is simply overpowered, it is a neccessary balance.
The Weapon Equip skill allows you to use the glaive and glaive attack skills, the attribute increases the damage of the glaive attack and its attack skills. Because of the requirements on this weapon, you can afford to give it considerable damage, which would make the weapon useful, otherwise your throwing paper fans which woln't put out enough damage to matter. Instead of a continous Ranged attack like Arrows or Wands, you get a semi-repeatative "Path of Damage" projectile which does heavy damage in in a path at a medium fast pace.
Saying that it doesn't have any difference to other weapons, EXCEPT you use a skill slot instead of equipting it in your hand (1), and that it does a totaly different kind of attack path (2), is a counter statement, it is almost completely different because of those 2 factors. Unlike every projectile weapon and spell which casts in a line and hits one target or a target and others in an AoE around it, this projectile flies toward a targets in a oval path to and from your target, and unlike every weapon in the game, it is equipable with a skill slot rather than just putting it in your hand, which is a serious cost toward using the weapon, just like using a pet. It is in several respects, completely different, down to the foundation of weapon equipment itself.
Yes, this kind of effect could be applied to spells and arrow attacks, like an arrow which shoots in a straight line through up to 3 targets, or a fire attack that cuts a path of damage in front of him or in several directions, but for all intents and purposes, this is a totaly new form of attack for the game, and would require a little invention to be applied. And for any other class to use skills of this kind of magnitude with normal weapons or just spell skills, it would require an enormous amount of energy or cost because they are executing it with one skill, as compared to a Juggernaut who uses several skills together, and cannot use them back to back, his glaive throws can unleash masterful amounts of damage without being unbalanced, the cost in skill spaces and weapon return time balance the damage, it is a rather perfect equation, which is why I am so proud of it, but do piddle about the "Isn't really any differen't" aspect of it further.
This is why I make ideas and ignore onpours of misguided imput, wile on the other hand cut and burn weak ideas which don't work no matter how many people like it, you prove over and over again that you can't grasp the depth and balance I develope every time you comment.
As I have said to pervious posters in the past, save yourself shame by asking me how I have designed it to work rather than misguidedly undermining the invention which you have yet to grasp.
If you think you can come up with a more original and balanced concept excluding my contribution, take a crack at it. Otherwise stop insulting me with your belittlement and oversight, in perspective, you insult yourself.
In cooperation with hand to hand brawling combat, you would regularly slug and attack ppl hand to hand, with the glaive you would gain some added damage with reduced attack speed, but be able to use the same skills. This could add for a dual effectiveness, equipting hand to hand glove or knuckle weapons, and putting points in Brawling, then putting points in Glaive Mastery for added damage to the glaive. With the glaive in your hand you can hit slower, but your attacks and even fist attacks would increase in damage by the base damage of the glaive attack. Say you do an uppercut with the glaive in your hand, you just added the damage of the glaive to your attack.
Because of the kind of damage you can put out on several targets at a range, with adrenaline, glaives should have the equipment neccessity, otherwise it would be too weak to deal damage, or overpowered if it did damage. In this way you can use a required skill slot to offset the power and effectiveness a glaive has, rather simular to the added damage Glyph of elemental power offers, or the reduced energy cost beast mastery attacks have because they require the skill slot and use of a pet, because Glaive mastery requires a skill slot to use any of its glaive skill, it justifies the efficiency and output the glaive can do, without it, Glaive Throwing with an path of damage effect is simply overpowered, it is a neccessary balance.
The Weapon Equip skill allows you to use the glaive and glaive attack skills, the attribute increases the damage of the glaive attack and its attack skills. Because of the requirements on this weapon, you can afford to give it considerable damage, which would make the weapon useful, otherwise your throwing paper fans which woln't put out enough damage to matter. Instead of a continous Ranged attack like Arrows or Wands, you get a semi-repeatative "Path of Damage" projectile which does heavy damage in in a path at a medium fast pace.
Saying that it doesn't have any difference to other weapons, EXCEPT you use a skill slot instead of equipting it in your hand (1), and that it does a totaly different kind of attack path (2), is a counter statement, it is almost completely different because of those 2 factors. Unlike every projectile weapon and spell which casts in a line and hits one target or a target and others in an AoE around it, this projectile flies toward a targets in a oval path to and from your target, and unlike every weapon in the game, it is equipable with a skill slot rather than just putting it in your hand, which is a serious cost toward using the weapon, just like using a pet. It is in several respects, completely different, down to the foundation of weapon equipment itself.
Yes, this kind of effect could be applied to spells and arrow attacks, like an arrow which shoots in a straight line through up to 3 targets, or a fire attack that cuts a path of damage in front of him or in several directions, but for all intents and purposes, this is a totaly new form of attack for the game, and would require a little invention to be applied. And for any other class to use skills of this kind of magnitude with normal weapons or just spell skills, it would require an enormous amount of energy or cost because they are executing it with one skill, as compared to a Juggernaut who uses several skills together, and cannot use them back to back, his glaive throws can unleash masterful amounts of damage without being unbalanced, the cost in skill spaces and weapon return time balance the damage, it is a rather perfect equation, which is why I am so proud of it, but do piddle about the "Isn't really any differen't" aspect of it further.
This is why I make ideas and ignore onpours of misguided imput, wile on the other hand cut and burn weak ideas which don't work no matter how many people like it, you prove over and over again that you can't grasp the depth and balance I develope every time you comment.
As I have said to pervious posters in the past, save yourself shame by asking me how I have designed it to work rather than misguidedly undermining the invention which you have yet to grasp.
If you think you can come up with a more original and balanced concept excluding my contribution, take a crack at it. Otherwise stop insulting me with your belittlement and oversight, in perspective, you insult yourself.
Rikimaru
Your ego's growing pretty fast, for a minute I thought you were heading towards saying the whole thing was your idea
And what I'm trying to say isn't that it's the same as any other weapon, I made so it would be unique. What I'm trying to say is that it would work almost exactly the same if it were an actual weapon, rather than the skill you're suggesting, so it might as well be an actual weapon in my oppinion. Atleast then you'd be able to upgrade it.
I don't see the point in getting so worked up over this and insulting us. I'm not saying your idea is crap or that I hate it. I'm just pointing out why I don't think it should be changed to work that way.
And what I'm trying to say isn't that it's the same as any other weapon, I made so it would be unique. What I'm trying to say is that it would work almost exactly the same if it were an actual weapon, rather than the skill you're suggesting, so it might as well be an actual weapon in my oppinion. Atleast then you'd be able to upgrade it.
I don't see the point in getting so worked up over this and insulting us. I'm not saying your idea is crap or that I hate it. I'm just pointing out why I don't think it should be changed to work that way.
lyra_song
911 Operator: Hello 911 emergency
Lyra: Hiya, Im witnessing a thread-jacking in progress at Sardelac.
911: Im sorry thats not a life or death emergency, please contact the regular police
Lyra: >.<
Lyra: Hiya, Im witnessing a thread-jacking in progress at Sardelac.
911: Im sorry thats not a life or death emergency, please contact the regular police
Lyra: >.<
Rikimaru
It sucks that this fell behind, Bahamut ran this pretty far off-course. I still need help with everything listed in the origional post, so... please help?
I think it's most important that I get a name right now.
-Edit- I finally added a 4th skill line.
I'm proud of how well all of the skill lines fit together now, even the weapon fits with the use of magic. The class revolves around the use of magical marks and ranged physicle damage with their Glaive. They even have a skill line that revolves around buffing allies, which doesn't currently exist (if you ignore the damage reduction enchantment line from monks).
I think it's most important that I get a name right now.
-Edit- I finally added a 4th skill line.
I'm proud of how well all of the skill lines fit together now, even the weapon fits with the use of magic. The class revolves around the use of magical marks and ranged physicle damage with their Glaive. They even have a skill line that revolves around buffing allies, which doesn't currently exist (if you ignore the damage reduction enchantment line from monks).
BahamutKaiser
I'm sorry for taking some of your interest and making a good idea out of it, next time I will make a seperate post and develope it myself, sorry for trying to work together.
The weapon can be made to deal alternate damage types and effects with alternate weapon skills, but you obviously don't get it, the weapon would work more like an AoE spell then a weapon, every weapon in the game hits one target, a flying glaive would hit several targets in an oval pattern dealing simular damage to AoE, although at its root, it is totaly alternate to any kind of attack in the game, and would require a new program to operate since no exsisting skill in the game functions like this.
You can put the Glaive in your hand like a weapon, but then it becomes your regular attack, just like a bow attack, you probably can't justify much AoE damage, and it would probably be no better then Barrage, and overall, you would have exactly what Lyra Song said, an alternate to ranger.
Sorry for coming up with something original, you can do this without me.
The weapon can be made to deal alternate damage types and effects with alternate weapon skills, but you obviously don't get it, the weapon would work more like an AoE spell then a weapon, every weapon in the game hits one target, a flying glaive would hit several targets in an oval pattern dealing simular damage to AoE, although at its root, it is totaly alternate to any kind of attack in the game, and would require a new program to operate since no exsisting skill in the game functions like this.
You can put the Glaive in your hand like a weapon, but then it becomes your regular attack, just like a bow attack, you probably can't justify much AoE damage, and it would probably be no better then Barrage, and overall, you would have exactly what Lyra Song said, an alternate to ranger.
Sorry for coming up with something original, you can do this without me.
Rikimaru
Whatever-
So I finished the concept for the appearance of the class, it turned out looking a little more cartoonish than I wanted, but it still gives an idea of the armor fine, and shows what I think could be the headpiece. I'll post it later.
-Edit- I've posted the picture, but it transfered really bad.
So I finished the concept for the appearance of the class, it turned out looking a little more cartoonish than I wanted, but it still gives an idea of the armor fine, and shows what I think could be the headpiece. I'll post it later.
-Edit- I've posted the picture, but it transfered really bad.
actionjack
Quote:
Originally Posted by BahamutKaiser
This is why I make ideas and ignore onpours of misguided imput, wile on the other hand cut and burn weak ideas which don't work no matter how many people like it, you prove over and over again that you can't grasp the depth and balance I develope every time you comment.
As I have said to pervious posters in the past, save yourself shame by asking me how I have designed it to work rather than misguidedly undermining the invention which you have yet to grasp. If you think you can come up with a more original and balanced concept excluding my contribution, take a crack at it. Otherwise stop insulting me with your belittlement and oversight, in perspective, you insult yourself. |
Actually, BK, when was your last Concept class that gets major signed? Dragon?
Be kind. Your idea is after all, yours. You don't need to force it down on anyone. If they don't like it, make it a more develop one and post it in a new thread. There is no need to pull ranks here.... High-Council.
Rikimaru
The class had turned into something pretty dorky in my oppinion, and kind of started out that way too. So, I've made some pretty big alterations to the class concept, including removing that horrible concept picture.
Dj Tano
Rangers could use this so good for the proliferation thing...
Rikimaru
Is that a good thing, or a bad thing?
I Think it's pretty on-par with their 4% energy cost reduction.
I Think it's pretty on-par with their 4% energy cost reduction.