Elemental Summons
gameshoes3003
I have been thinking about this for a while but haven't though that hard about it. But anyway...
My idea is that elementalists should have elemental summons. So like a water ele would summon a water elemental likes those crazy things running around in the shoutern shiverpeaks. Then the fire ele summons a fire elemental and so on. And air, uuuuhh just have it have rocks representing a body with wind and lightning swirling around it.
So then let's say the elementals' highest level should be 18 =D. Then you can only summon one every 30 seconds but you cannot have more than one out at a time (and you can't have 1 of each elemental running around either). Then the summons will be doing elemental dmg in which you summoned them with.
I was thinking about if they should use skills with a long recharge timer like earth elementals use eruption, water uses maelstorm, fire uses firestorm, as for air... umm I can't find one with a long timer on it so whatever...
And that's my idea.
My idea is that elementalists should have elemental summons. So like a water ele would summon a water elemental likes those crazy things running around in the shoutern shiverpeaks. Then the fire ele summons a fire elemental and so on. And air, uuuuhh just have it have rocks representing a body with wind and lightning swirling around it.
So then let's say the elementals' highest level should be 18 =D. Then you can only summon one every 30 seconds but you cannot have more than one out at a time (and you can't have 1 of each elemental running around either). Then the summons will be doing elemental dmg in which you summoned them with.
I was thinking about if they should use skills with a long recharge timer like earth elementals use eruption, water uses maelstorm, fire uses firestorm, as for air... umm I can't find one with a long timer on it so whatever...
And that's my idea.
Lampshade
Kinda like a Flesh Golem whereever you like?
WC3 FTW
WC3 FTW
Lowly Peasant
I've been thinking of something like this for a while, and have put together some ideas that I've been mulling over in my mind.
These skills would be elites. The cost would be 25 energy to summon it and would require you to sacrifice some energy regen to power them and keep them alive.
Air magic
Air Golem- Lightning damage
Skills: This would have rather weak armor but would have the ability to use blinding flash on any warriors, rangers, or assassins that get too close to it or it's master. It's primary skills would be lightning strike and arc lightning.
Earth magic
Stone Golem- Earth damage
Skills: It would essentially act as a tank it would have very high armor and would use Crystal wave and ward against foes since it would be a melee creature.
Energy Storage
Ether Golem- Chaos damage
Skills: I'm not sure what skills you would give to this one, maybe all allies in the area have reduced effects from exhaustion
Fire magic
Flame Golem- Fire damage
Skills: Basically, an Ele with Acalon level skills, spamming flare and fireball and flame burst for any that get close enough.
Water magic
Ice Golem- Cold damage
Skills: This would be a caster and would act as a debuffer using a weaker version of blurred vision and Ice Spikes.
These skills would be elites. The cost would be 25 energy to summon it and would require you to sacrifice some energy regen to power them and keep them alive.
Air magic
Air Golem- Lightning damage
Skills: This would have rather weak armor but would have the ability to use blinding flash on any warriors, rangers, or assassins that get too close to it or it's master. It's primary skills would be lightning strike and arc lightning.
Earth magic
Stone Golem- Earth damage
Skills: It would essentially act as a tank it would have very high armor and would use Crystal wave and ward against foes since it would be a melee creature.
Energy Storage
Ether Golem- Chaos damage
Skills: I'm not sure what skills you would give to this one, maybe all allies in the area have reduced effects from exhaustion
Fire magic
Flame Golem- Fire damage
Skills: Basically, an Ele with Acalon level skills, spamming flare and fireball and flame burst for any that get close enough.
Water magic
Ice Golem- Cold damage
Skills: This would be a caster and would act as a debuffer using a weaker version of blurred vision and Ice Spikes.
arcanemacabre
I like the idea... making the Elementalist into a summoner of sorts. Kinda cool. It needs some major balancing if they're going to be anything like what Lowly Peasant posted. I'd suggest an Enchantment spell that 'allows' you to summon an elemental (make it Energy Storage Req.), then you have the actual Elemental summon spell. The enchantment would be a Monk-esque -1 energy regen perma enchant, and 'when it ends', the elemental under your control is automatically de-summoned. Or when it ends, it goes bonkers and attacks anyone, like a masterless minion.
That would mean in order to summon anything, you would need 2 skill slots at least. Also, the elemental would be considered a creature that you create for the purposes of the Ritualist Spawning Power line and related skills.
For further gimpage, give the golem a constant or progressive degen like Necro minions. Or you could even have it use your own energy to cast it's spells, or maybe half spell costs. After all, it is an entity you created yourself, from your own energy.
That would mean in order to summon anything, you would need 2 skill slots at least. Also, the elemental would be considered a creature that you create for the purposes of the Ritualist Spawning Power line and related skills.
For further gimpage, give the golem a constant or progressive degen like Necro minions. Or you could even have it use your own energy to cast it's spells, or maybe half spell costs. After all, it is an entity you created yourself, from your own energy.
NinjaKai
Quote:
Originally Posted by Lowly Peasant
Energy Storage
Ether Golem- Chaos damage Skills: I'm not sure what skills you would give to this one, maybe all allies in the area have reduced effects from exhaustion |
Flixified
/signed
Like it. Would need a bit of balancing, though.
Like it. Would need a bit of balancing, though.
Nevin
Heres my idea how they would work, Golems would primarly be melee with a back up Spell. They would last until they died and basically work like a pet. They cannot be healed.
Gift Of the Elements (Energy Storage) - 15, 2, 60
Enchantment. While maintaing this enchantment you are able to field one elemental golem. If this enchantment is stripped or removed the golem will die.
{Elite}Thunder Golem (Lightning Magic) - 25, 3, 45
Spell. Summon Thunder Golem at your location (Requires Gift Of the Elements). Thunder golems have 60 AL +30 vs Lightning Damage, 100...480 Health, and 30...65 Energy. In melee they deal 6-28 Lightning Damage (25% armor penetration, Attack rate 2.5), and at ranged they cast Lightning Orb (100% longer recharge time) with 10...16 Air Magic Attribute. When Thunder Golem dies, the original summoner takes 145....95 lightning damage (25% Armor Penetration).
{Elite} Flame Golem (Fire Magic) - 25, 3, 45
Spell. Summon Flame Golem at your location (Requires Gift Of the Elements). Flame Golems have 70 AL +30 vs Fire Damage, 100...480 Health, and 30...65 Energy. In melee they deal 15-28 Fire Damage (10% chance to cause burning for 3...5 seconds, Attack rate 2.5), and at ranged they cast Rodgort's Invocation with 8...16 Fire Magic Attribute. When Flame Golem dies, the original summoner suffers from burning for 5...3 seconds.
{Elite} Earth Golem (Earth Magic) - 25, 3, 45
Spell. Summon Earth Golem at your location (Requires Gift Of the Elements). Earth Golems have 90 AL +30 vs Earth Damage, 140...560 Health, and 30...65 Energy. In melee they deal 11-22 Earth Damage (Attack Rate of 2.7 seconds), and at ranged they cast Churning Earth with 10...16 Earth Magic Attribute. When Earth Golem dies, the original summoner suffers from 20...65 Earth Damage.
{Elite} Ice Golem (Water Magic) - 25, 3, 45
Spell. Summon Ice Golem at your location (Requires Gift Of the Elements). Ice Golems have 70 AL +30 vs Cold Damage, 100...480 Health, and 30...65 Energy. In melee they deal 7-17 Cold Damage (25% chance to attack twice, like daggers. Attack rate 1.3), and at ranged they cast Deep Freeze with 10...16 Water Magic Attribute. When Ice Golem dies, the original summoner moves 90% slower for 9....3 seconds.
Gift Of the Elements (Energy Storage) - 15, 2, 60
Enchantment. While maintaing this enchantment you are able to field one elemental golem. If this enchantment is stripped or removed the golem will die.
{Elite}Thunder Golem (Lightning Magic) - 25, 3, 45
Spell. Summon Thunder Golem at your location (Requires Gift Of the Elements). Thunder golems have 60 AL +30 vs Lightning Damage, 100...480 Health, and 30...65 Energy. In melee they deal 6-28 Lightning Damage (25% armor penetration, Attack rate 2.5), and at ranged they cast Lightning Orb (100% longer recharge time) with 10...16 Air Magic Attribute. When Thunder Golem dies, the original summoner takes 145....95 lightning damage (25% Armor Penetration).
{Elite} Flame Golem (Fire Magic) - 25, 3, 45
Spell. Summon Flame Golem at your location (Requires Gift Of the Elements). Flame Golems have 70 AL +30 vs Fire Damage, 100...480 Health, and 30...65 Energy. In melee they deal 15-28 Fire Damage (10% chance to cause burning for 3...5 seconds, Attack rate 2.5), and at ranged they cast Rodgort's Invocation with 8...16 Fire Magic Attribute. When Flame Golem dies, the original summoner suffers from burning for 5...3 seconds.
{Elite} Earth Golem (Earth Magic) - 25, 3, 45
Spell. Summon Earth Golem at your location (Requires Gift Of the Elements). Earth Golems have 90 AL +30 vs Earth Damage, 140...560 Health, and 30...65 Energy. In melee they deal 11-22 Earth Damage (Attack Rate of 2.7 seconds), and at ranged they cast Churning Earth with 10...16 Earth Magic Attribute. When Earth Golem dies, the original summoner suffers from 20...65 Earth Damage.
{Elite} Ice Golem (Water Magic) - 25, 3, 45
Spell. Summon Ice Golem at your location (Requires Gift Of the Elements). Ice Golems have 70 AL +30 vs Cold Damage, 100...480 Health, and 30...65 Energy. In melee they deal 7-17 Cold Damage (25% chance to attack twice, like daggers. Attack rate 1.3), and at ranged they cast Deep Freeze with 10...16 Water Magic Attribute. When Ice Golem dies, the original summoner moves 90% slower for 9....3 seconds.
Tingi
oke all of those elites are way overpowered....if u wanted a "summon", make a MM. All those elites would make the Flesh Golem completely useless..
/not signed
/not signed
dreamhunk
I love the idea they should add them in chapter 3
ZenRgy
The lightning summon needs a nerf on the lightning orb... but eh, will sort've rend MMs useless or near it.
xBakox
It definatly wont make MMs useless because minions are meant to hold agro, and 1 golem wont hold agro as well as 10 minions.
I definatly like Nevins idea, but I think its being elite, 25 energy, requiring another skill before use, causing exhaustion, AND taking dmg yourself at the end makes it a little too costly. IMO you should take away exhaustion, as I think the rest is hurtful enough.
You could also change some of the damage/skills they use. Aka flame golem should NOT use firestorm. Cynn and Orion cause enough agro breaking as it is..
/signed x10..it would give a new reason to play elementalist and it would also be a cool new style to the ele.
I definatly like Nevins idea, but I think its being elite, 25 energy, requiring another skill before use, causing exhaustion, AND taking dmg yourself at the end makes it a little too costly. IMO you should take away exhaustion, as I think the rest is hurtful enough.
You could also change some of the damage/skills they use. Aka flame golem should NOT use firestorm. Cynn and Orion cause enough agro breaking as it is..
/signed x10..it would give a new reason to play elementalist and it would also be a cool new style to the ele.
master_of_puppets
/not signed
Some people just get too creative with their ideas... GW does not need things like new playable races and things like clones, and summoned elementals etc.
Some people just get too creative with their ideas... GW does not need things like new playable races and things like clones, and summoned elementals etc.
Dawnspire
Quote:
Originally Posted by master_of_puppets
/not signed
Some people just get too creative with their ideas... GW does not need things like new playable races and things like clones, and summoned elementals etc. |
/signed
Loralai
I give it an A for creativity, however you have to take a few things into account. Pets and minions do not have skills. They do damage based on the skill level of the character to which they are bound. Implementing skills like fireball, etc. into summoned elements would be vastly unbalanced. I see where you are going with it, and I like the general concept, however it needs alot of development.
unknown1
you should make casting a golem -1 energy regen too =) so if u want to cast a golem u have to maintain 2 enchantments
the "gift" and the "golem"
the "gift" and the "golem"
Myth
/signed
anything that makes playing the ele(which is my fav char btw) funner than it already is, im for.
anything that makes playing the ele(which is my fav char btw) funner than it already is, im for.
Nevin
How would MM's be useless Flesh Golems have no negative side effects. Flesh Golems CAN BE HEALED, Elemental Golems CAN NOT BE HEALED
Cjlr
I like it, but killing the summon shouldn't be as easy as stripping an enchant from the caster. That would just be painful to watch and rather pointless. Yay! I got a golem! Oh wait... Enchant Removal ftl. You just wasted half your skillbar! And now you've got exhaustion, and the side-effect from your summon dying.
And as for what spells to give them, it would probably be enough to give them the "conjure" spells. Decent damage from that. Well, the Earth Golem would need something else, there being no conjure earth... Although if the skills were added it would have to be in a new chapter anyway and they might as well add conjure earth too.
And making both require maintenance? A little too much, I think. Half your energy, for what is basically a free henchman? And you won't be getting any good energy managements, what with the Golems being elite anyway.
And as for what spells to give them, it would probably be enough to give them the "conjure" spells. Decent damage from that. Well, the Earth Golem would need something else, there being no conjure earth... Although if the skills were added it would have to be in a new chapter anyway and they might as well add conjure earth too.
And making both require maintenance? A little too much, I think. Half your energy, for what is basically a free henchman? And you won't be getting any good energy managements, what with the Golems being elite anyway.
Don Zardeone
I've been thinking about this too.
Why not this:
Level 22 max (at 16 attribute points)
They behave like flesh golems except they just do their elemental damage.
Non-elite
- not an elite
- Same degen like flesh golems
- Maybe 600-700hp
- 25 energy 4 second cast, does not require a body, causes exhaustion
- can't be healed by monks or just can't be healed at all
- does it's own elemental damage, equivalent of a max damage 15^50 non-customised elemental hammer (speed, damage, etc..)
- When it dies it doesn't give soul-reaping energy since it doesn't have a soul
This would really only be an extra source of damage. Maybe make the degen on it not as severe as on flesh golems (cap degen at 5 or something, maybe give it 1k hp)
Earth golem: http://gw.gamewikis.org/wiki/Image:BoulderElemental.jpg
Earth/blunt damage, equivalent of ebon hammer 15^50 uncustomised
extra: 10% knockdown or something
Water/ice golem: http://gw.gamewikis.org/wiki/Image:IceElemental.jpg
Water/cold damage, equivalent of icy hammer 15^50 uncustomised
extra: dunno, maybe this: 10% chance to freeze target so target attacks 50% slower
Fire golem: http://www.4gamer.net/specials/muworldwar/img/020.jpg
fire damage: equivalent of fiery hammer 15^50 uncustomised
extra: 5% chance to cause burning for 3 seconds to all adjacent targets
Air/lightning golem: eh, lets not give them one =D
Why not this:
Level 22 max (at 16 attribute points)
They behave like flesh golems except they just do their elemental damage.
Non-elite
- not an elite
- Same degen like flesh golems
- Maybe 600-700hp
- 25 energy 4 second cast, does not require a body, causes exhaustion
- can't be healed by monks or just can't be healed at all
- does it's own elemental damage, equivalent of a max damage 15^50 non-customised elemental hammer (speed, damage, etc..)
- When it dies it doesn't give soul-reaping energy since it doesn't have a soul
This would really only be an extra source of damage. Maybe make the degen on it not as severe as on flesh golems (cap degen at 5 or something, maybe give it 1k hp)
Earth golem: http://gw.gamewikis.org/wiki/Image:BoulderElemental.jpg
Earth/blunt damage, equivalent of ebon hammer 15^50 uncustomised
extra: 10% knockdown or something
Water/ice golem: http://gw.gamewikis.org/wiki/Image:IceElemental.jpg
Water/cold damage, equivalent of icy hammer 15^50 uncustomised
extra: dunno, maybe this: 10% chance to freeze target so target attacks 50% slower
Fire golem: http://www.4gamer.net/specials/muworldwar/img/020.jpg
fire damage: equivalent of fiery hammer 15^50 uncustomised
extra: 5% chance to cause burning for 3 seconds to all adjacent targets
Air/lightning golem: eh, lets not give them one =D
Storm Crow
/signed
I love it! Mind if I make my own version?
Nephele {Elite} 25, 5, 60
Summon a Nephele Golem. This golem lasts for (45...150) seconds and has the ability to use Lightning Strike and Lightning Orb at the same attributes as the summoner. You may only command one Elemental Golem at a time. You are easily interrupted while using this skill (Attrib.: Air Magic)
Poseidon {Elite} 25, 5, 60
Summon a Poseidon Golem. This golem lasts for (45...150) seconds and has the ability to use Ward Against Melee and Earthquake at the same attributes as the summoner. You may only command one Elemental Golem at a time. You are easily interrupted while using this skill. (Attrib.: Earth Magic)
Pegasus {Elite} 25, 5, 60
Summon a Pegasus Golem. This golem lasts for (45...150) seconds and has the ability to use Ice Spikes and Ice Spear at the same attributes as the summoner. You may only command one Elemental Golem at a time. You are easily interrupted while using this skill. (Attrib.: Water Magic)
Pyrrhus {Elite} 25, 5, 60
Summon a Pyrrhus Golem. This golem lasts for (45...150) seconds and has the ability to use Fireball and Immolate at the same attributes as the summoner. You may only command one Elemental Golem at a time. You are easily interrupted while using this skill. (Attrib.: Fire Magic)
Other Elemental Golem-Related Skills:
Power of the Elements 10, 1/4, 15
Boost your Elemental Golem's attributes by (1...3) for (10...25) seconds. (Attrib.: Energy Storage)
Golem's Blessing 10, 2, 20
Heal your Elemental Golem for (25%...75%) of your current health and give them additional armor equal to (25%...75%) of your current energy. (Attrib.: Energy Storage)
In case you're wondering, the names of all the golems are from Greek Mythology. Nephele means cloudy, Poseidon was the god of the sea and earthquakes, Pegasus means from a water spring, also the winged horse that emerged from Medusa's blood when she was killed, and Pyrrhus, literally translated, means fire.
I love it! Mind if I make my own version?
Nephele {Elite} 25, 5, 60
Summon a Nephele Golem. This golem lasts for (45...150) seconds and has the ability to use Lightning Strike and Lightning Orb at the same attributes as the summoner. You may only command one Elemental Golem at a time. You are easily interrupted while using this skill (Attrib.: Air Magic)
Poseidon {Elite} 25, 5, 60
Summon a Poseidon Golem. This golem lasts for (45...150) seconds and has the ability to use Ward Against Melee and Earthquake at the same attributes as the summoner. You may only command one Elemental Golem at a time. You are easily interrupted while using this skill. (Attrib.: Earth Magic)
Pegasus {Elite} 25, 5, 60
Summon a Pegasus Golem. This golem lasts for (45...150) seconds and has the ability to use Ice Spikes and Ice Spear at the same attributes as the summoner. You may only command one Elemental Golem at a time. You are easily interrupted while using this skill. (Attrib.: Water Magic)
Pyrrhus {Elite} 25, 5, 60
Summon a Pyrrhus Golem. This golem lasts for (45...150) seconds and has the ability to use Fireball and Immolate at the same attributes as the summoner. You may only command one Elemental Golem at a time. You are easily interrupted while using this skill. (Attrib.: Fire Magic)
Other Elemental Golem-Related Skills:
Power of the Elements 10, 1/4, 15
Boost your Elemental Golem's attributes by (1...3) for (10...25) seconds. (Attrib.: Energy Storage)
Golem's Blessing 10, 2, 20
Heal your Elemental Golem for (25%...75%) of your current health and give them additional armor equal to (25%...75%) of your current energy. (Attrib.: Energy Storage)
In case you're wondering, the names of all the golems are from Greek Mythology. Nephele means cloudy, Poseidon was the god of the sea and earthquakes, Pegasus means from a water spring, also the winged horse that emerged from Medusa's blood when she was killed, and Pyrrhus, literally translated, means fire.
gameshoes3003
I like your ideas guys, but Elites I think personally is a no-no
And Nevin, I said you can only have ONE out at a time. Please read carefully.
And Nevin, I said you can only have ONE out at a time. Please read carefully.
TadaceAce
This would really help with "the ele problem." I think its a great idea, make them max lvl 18, use same scale as per horrors/fiends/vamps. No degen, if you can only have one, whats the point of degen? Disappears only if killed. Have the fire one spam a weak flare (say 9 fire), water spam whatever its called, ice spear?, and earth spam stone daggers. Air would be tricky unless you just gave it a 0 recharge lightning skill, otherwise give it shock arrow and like 12 air magic to balance for recharge.
I like it. C'mon Anet, you know eles need something.
Give it like 300 life, 60 armor, oh and here is the kicker, give it like +200 armor against its own element.
Elite: no, nobody would use um (unless they want to further hinder themselves). Golems Blessing no, overpowered. Golem heal + 75%+ armor!?! Are you kidding give yourself 16 energy storage and two 15/-1s thats like 125 energy. At 16 storage that would be like 90%. So then your golem has 60+115 armor. Your warrior just got replaced with a super tank.
As far as making you maintain an enchant, no. Where eles need the buff is in pve, and this would absolutely kill its usefulness in PvE. The only mission I can think of (in factions anyway) where things don't strip is nahpui quarter and thats before you get to the turtle.
They can't have the attribute of the caster that would be REDICULOUS. A 1 man spike team, time your lightning orb with your golem and you just did a 300 damage spike. Make it weak, and use a low damage spam spell like flare/spear/daggers.
I like it. C'mon Anet, you know eles need something.
Give it like 300 life, 60 armor, oh and here is the kicker, give it like +200 armor against its own element.
Elite: no, nobody would use um (unless they want to further hinder themselves). Golems Blessing no, overpowered. Golem heal + 75%+ armor!?! Are you kidding give yourself 16 energy storage and two 15/-1s thats like 125 energy. At 16 storage that would be like 90%. So then your golem has 60+115 armor. Your warrior just got replaced with a super tank.
As far as making you maintain an enchant, no. Where eles need the buff is in pve, and this would absolutely kill its usefulness in PvE. The only mission I can think of (in factions anyway) where things don't strip is nahpui quarter and thats before you get to the turtle.
They can't have the attribute of the caster that would be REDICULOUS. A 1 man spike team, time your lightning orb with your golem and you just did a 300 damage spike. Make it weak, and use a low damage spam spell like flare/spear/daggers.
Nevin
Quote:
Originally Posted by Storm Crow
/signed
I love it! Mind if I make my own version? Nephele {Elite} 25, 5, 60 Summon a Nephele Golem. This golem lasts for (45...150) seconds and has the ability to use Lightning Strike and Lightning Orb at the same attributes as the summoner. You may only command one Elemental Golem at a time. You are easily interrupted while using this skill (Attrib.: Air Magic) Poseidon {Elite} 25, 5, 60 Summon a Poseidon Golem. This golem lasts for (45...150) seconds and has the ability to use Ward Against Melee and Earthquake at the same attributes as the summoner. You may only command one Elemental Golem at a time. You are easily interrupted while using this skill. (Attrib.: Earth Magic) Pegasus {Elite} 25, 5, 60 Summon a Pegasus Golem. This golem lasts for (45...150) seconds and has the ability to use Ice Spikes and Ice Spear at the same attributes as the summoner. You may only command one Elemental Golem at a time. You are easily interrupted while using this skill. (Attrib.: Water Magic) Pyrrhus {Elite} 25, 5, 60 Summon a Pyrrhus Golem. This golem lasts for (45...150) seconds and has the ability to use Fireball and Immolate at the same attributes as the summoner. You may only command one Elemental Golem at a time. You are easily interrupted while using this skill. (Attrib.: Fire Magic) Other Elemental Golem-Related Skills: Power of the Elements 10, 1/4, 15 Boost your Elemental Golem's attributes by (1...3) for (10...25) seconds. (Attrib.: Energy Storage) Golem's Blessing 10, 2, 20 Heal your Elemental Golem for (25%...75%) of your current health and give them additional armor equal to (25%...75%) of your current energy. (Attrib.: Energy Storage) In case you're wondering, the names of all the golems are from Greek Mythology. Nephele means cloudy, Poseidon was the god of the sea and earthquakes, Pegasus means from a water spring, also the winged horse that emerged from Medusa's blood when she was killed, and Pyrrhus, literally translated, means fire. |
unholy guardian
i like the idea... but a lot of it seems overpowered unfortunally
Storm Crow
Quote:
Originally Posted by TadaceAce
This would really help with "the ele problem." I think its a great idea, make them max lvl 18, use same scale as per horrors/fiends/vamps. No degen, if you can only have one, whats the point of degen? Disappears only if killed. Have the fire one spam a weak flare (say 9 fire), water spam whatever its called, ice spear?, and earth spam stone daggers. Air would be tricky unless you just gave it a 0 recharge lightning skill, otherwise give it shock arrow and like 12 air magic to balance for recharge.
I like it. C'mon Anet, you know eles need something. Give it like 300 life, 60 armor, oh and here is the kicker, give it like +200 armor against its own element. Elite: no, nobody would use um (unless they want to further hinder themselves). Golems Blessing no, overpowered. Golem heal + 75%+ armor!?! Are you kidding give yourself 16 energy storage and two 15/-1s thats like 125 energy. At 16 storage that would be like 90%. So then your golem has 60+115 armor. Your warrior just got replaced with a super tank. As far as making you maintain an enchant, no. Where eles need the buff is in pve, and this would absolutely kill its usefulness in PvE. The only mission I can think of (in factions anyway) where things don't strip is nahpui quarter and thats before you get to the turtle. They can't have the attribute of the caster that would be REDICULOUS. A 1 man spike team, time your lightning orb with your golem and you just did a 300 damage spike. Make it weak, and use a low damage spam spell like flare/spear/daggers. |
Quote:
Originally Posted by Storm Crow
Golem's Blessing 10, 2, 20
Heal your Elemental Golem for (25%...75%) of your current health and give them additional armor equal to (25%...75%) of your current energy. (Attrib.: Energy Storage) |
Also, what's so wrong about having the same attribute as the caster? It's basically just adding another Ele to the team, such as Flesh Golem adds another Warrior and a Ranger's pet adds another Ranger/Warrior, depending on the level and skills.
Making it weak is a stupid idea. If you made Flesh Golems do 20-50 damage for an Elite minion, no one would want to use it, and it's essentially the same thing.
As for the low-damage spam, what's the point? I used Flare until I was level 18 and I finally realized that it was basically doing another 5 damage compared to my wand, and that I should replace it with something that does decent damage.
@Nevin: I looked them up on a site that I use frequently for names and such. They have categories for names such as airy, earthy, watery and fiery, so I just picked one I thought sounded good, and every name corresponds correctly to it's element.
Kattox1
I can see it now... 8 man E/R HoH builds with Golems and Pets...
Nevertheless i think it would work if some serious thought was put into this.
A whole summoner class could be made, not just adding some ele skills.
/signed, (but only if theres some actual thought put into it.)
Nevertheless i think it would work if some serious thought was put into this.
A whole summoner class could be made, not just adding some ele skills.
/signed, (but only if theres some actual thought put into it.)
draxynnic
My 2c?
If a special Summoner class is made, they should NOT summon Elementals. If elementals (or elemental golems or whatever) are introduced as something that can be gained through skill, they're clearly Elementalist territory - especially since there is an implication in Prophecies that the ice golems at least are actually constructed by Stone Summit elementalists (in fact, the elementalist skill quest involves interrogating such an elementalist to find out how it's done), although that could very well be a process that takes too long to perform in combat.
Incidentally, if the other Golems get Conjure X, the Earth Golem could get Armour of Earth. Provides a certain theme - the others are effective at dealing damage, but the Earth Golem is more of a tank. Of course, it might be easier simply to incorporate these differences directly into their statistics.
Myself, I'd probably give the Air the chance to inflict Blinding on an attack, the Fire the chance to inflict Burning, the Water the chance to inflict a slowing hex, and the Earth the chance to inflict knockdown, with the chances and durations as appropriate for balancing (possibly make them touch monster skills with a cooldown or adrenaline requirement).
If a special Summoner class is made, they should NOT summon Elementals. If elementals (or elemental golems or whatever) are introduced as something that can be gained through skill, they're clearly Elementalist territory - especially since there is an implication in Prophecies that the ice golems at least are actually constructed by Stone Summit elementalists (in fact, the elementalist skill quest involves interrogating such an elementalist to find out how it's done), although that could very well be a process that takes too long to perform in combat.
Incidentally, if the other Golems get Conjure X, the Earth Golem could get Armour of Earth. Provides a certain theme - the others are effective at dealing damage, but the Earth Golem is more of a tank. Of course, it might be easier simply to incorporate these differences directly into their statistics.
Myself, I'd probably give the Air the chance to inflict Blinding on an attack, the Fire the chance to inflict Burning, the Water the chance to inflict a slowing hex, and the Earth the chance to inflict knockdown, with the chances and durations as appropriate for balancing (possibly make them touch monster skills with a cooldown or adrenaline requirement).
tuperwho
I think this would be a very cool idea, as long as it was thought about and balanced when implemented. Good stuff
d3fcon
I like the idea, but there's going to be a lot of balancing needed for this to succeed. Ele's aren't tanks, these summons (granted if Anet makes them melee, and if its an elite spell then they cant be TOO weak) could improve the ele's soloing abilities (since they already have spells [earth mainly] for solo farming). Knowing that Anet doesn't really approve of farming, I'm unsure if they will consider this.
TadaceAce
Quote:
Originally Posted by Storm Crow
The maximum level for healing your Golem is 75% of your CURRENT Health and armor maximum is 75% of your CURRENT energy.
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Quote:
Originally Posted by Storm Crow
Also, what's so wrong about having the same attribute as the caster? It's basically just adding another Ele to the team, such as Flesh Golem adds another Warrior and a Ranger's pet adds another Ranger/Warrior, depending on the level and skills.
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A flesh golem can't even compare to a warrior. It attacks slower than hell. It gets stuck on everything. It attacks whatever it feels like. Not to mention the necro is 100% focused on the minion and not incredibly easy to maintain. Golem you just summon outta the blue.
Ranger pet... another person.. laugh... at 16 beastmastery without additional pet attacks it does less damage than a wammo.
Don't try to make this overpowered....
curtman
I like the idea. This would eliminate the summoner class need. They should not be able to be healed, and looks like the elementals. They should also have no health degen to make up for the lack of healing. There is no need to heal them, because they do not require a corpse to be summoned, just energy.
I disagree with them being an enchant. They should be summoned and treated like a Flesh Golem, with an Icon signifiying you have control of an Elemental. When the Ele dies, the Elemental dies. Elementals should have the basic attacks of that type, no elite skills for them though.
This is a good idea.
/signed
I disagree with them being an enchant. They should be summoned and treated like a Flesh Golem, with an Icon signifiying you have control of an Elemental. When the Ele dies, the Elemental dies. Elementals should have the basic attacks of that type, no elite skills for them though.
This is a good idea.
/signed
Sniper22
Quote:
Originally Posted by curtman
This would eliminate the summoner class need.
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Necros w/ minions
Rits w/ spirits
Rangers w/ spirits and pets
Hey, why dont we just give every other class some summon skills!?
/not signed for this and all other summoner ideas
curtman
Quote:
Originally Posted by Sniper22
What need.....? What's next, summon monk henchie? We already have three classes with npc allies.
Necros w/ minions Rits w/ spirits Rangers w/ spirits and pets Hey, why dont we just give every other class some summon skills!? /not signed for this and all other summoner ideas |
Rangers are for bows, traps, and touch (for the noobs), their pets and spirits are poorly done and not worth using. If there was a pet tool bar, like in WOW, the pets would be useful, but as they are now they are a joke. In PVP, dump the points into Marksmanship, daggers, survival, and expertise, no serious Ranger counts on a pet for PVP, and argueably PVE.
Necro is done right. The wave of minions do their job correctly. All you have to do is cripple and kill the MM.
So basically there is only 1 effective NPC user, the necro, and 2 wanna bes.
Adding 1 Elemental Summon for each element, and only allowing 1 to be active, would give the game 1 great NPC user(necro) and 1 useful one. The foe Ice and stone elementals which are in the game now are not to difficult to deal with 1on1.
Most Es go Nuke or shock, so every E would not be using an Elemental. Putting them as an elite skills, with a 25ish energy requirement and a decent cast time, would not harm game play. Think of it this way, they cannot use Elemental Attunement if they have an elite summon. As a "master of elements" it is not unreasonable to assume they should be able to summon an elemental. Only 1
Also Tales, Final Fantasy, WOW (warlock), and every other quality fantasy games have a "Summoner" class. It would be naive and silly to say GW should not have one at some point. Giving Elemental Summoning to the E would eliminate the potential Summoner or Warlock classes (both of which overlap into the elementalist), allowing for the devs to focus to be on a Druid, true Rogue, Fighter, or any other classes they want to add for the next few chapters.
It seems easy to do this. They could take the Stone, Ice Elemental classes which handles the AI and combat and make the friendly to the player's allies and NPCs and hostile to the foes. Create Air and Fire classes from those, they would only need to create models and textures, plus a few attacks. The ice and stone textures and models are already in the game. Have the Elemental lvl relate to the element attributes like the Flesh Golem does with Death. Unlike the Golem, Elementals are weak and strong to elements. Have fire weak against water, water weak against air(lightning), air weak against earth, and earth weak against fire. Flesh golems are not too bad to tank.
It is perfectly balanced and reasonable.
Also it would show WOW's Warlock up and bring some people over to GW from WOW (Yes i do know ppl that would play GW and stop playing WOW if it had something like WOW's Warlock.)
Dark Dragon
I think it is possible to implement because it is not overpowered if the Golems were an eleite as since the most ele's(me for one) rely on e-managment elities to cast spells haveing the golem take that space would add a melee npc but remove the ele casting spells as often and even then in pvp ele spells arn't that effective(don't flame i love my ele but it is true) so maybe ele's could have a come back into the pvp world
Dougal Kronik
It would be interesting and moren in line with the entire aspect of an Elementalist.
Thay have no Diety as it is, they hindered a good portion of the area spells, so give them something to boost them up.
Thay have no Diety as it is, they hindered a good portion of the area spells, so give them something to boost them up.
Valyrian_Steel
/signed Elemental summons would be awesome.
curtman
Well, if they were nonElite skills, they should be acquired via quest only IMO. Say you must bring a certain number of Golem stones for and x (scales for fire, chitin for Ice, granite for earth, or linen or what ever the aeromance uses) mat to a NPC. Say a Fire, earth, ice, and air golem quests available from a some one in the Desert..
Cybah
Quote:
/not signed Some people just get too creative with their ideas... GW does not need things like new playable races and things like clones, and summoned elementals etc. Quote:
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100% agree !!!!!!
/signed
magnawiz
/signed
More power to the Elementalists!
Btw, gameshoes, I had that toy parrot
More power to the Elementalists!
Btw, gameshoes, I had that toy parrot
BahamutKaiser
I like the idea of advanced summons, but I think it goes well out of Elementist jurisdiction. The truth is I would rather be able to play a mythical creature instead of summon one, but a class which can summon and maintain powerful creatures would be very interesting and fun.
Something like this reminds me of Chaos Legion, a very interesting game, and it makes we want to crash things all over again with thanatos, but elementist isn't about summoning things, he is about spell damage and AoE effects of a variety, I would like to see some more effective and elaborate AoE effects, but summoning isn't proper for Elementist. It would be better if Necromancer had flaming Undead minions instead of elementist with Fire Golems, summoning things isn't Elementists specialty, or even his alternative.
Even Necromancer is limited to a hand full of undead animations which are only available in one line, all requiring corpses. I think a more developed summoning class which summoned elaborate creatures with a different form of cost, and use special skills simular to beast mastery to allow their summoned creatures to use special moves would be fun. It may be a cliche class, but it would be fun and popular, and it isn't like Warrior, Ranger and Elementist are completely original.
Here is a firm dissapproval to giving Elementist summons, and a voiced interest in a class that could.
Something like this reminds me of Chaos Legion, a very interesting game, and it makes we want to crash things all over again with thanatos, but elementist isn't about summoning things, he is about spell damage and AoE effects of a variety, I would like to see some more effective and elaborate AoE effects, but summoning isn't proper for Elementist. It would be better if Necromancer had flaming Undead minions instead of elementist with Fire Golems, summoning things isn't Elementists specialty, or even his alternative.
Even Necromancer is limited to a hand full of undead animations which are only available in one line, all requiring corpses. I think a more developed summoning class which summoned elaborate creatures with a different form of cost, and use special skills simular to beast mastery to allow their summoned creatures to use special moves would be fun. It may be a cliche class, but it would be fun and popular, and it isn't like Warrior, Ranger and Elementist are completely original.
Here is a firm dissapproval to giving Elementist summons, and a voiced interest in a class that could.