New class-Summoner
Kyten
I thought of a new class for guild wars, the summoner, here are the attributes
Astral attunement-summoner primary only for each point of astral attune ment you have the castingtiem of your Summons,and conjurations go down by 1/4 (or 1/8 not sure if this is a rip off of fast casting tho only summons and conjurations)
Creature summon- no inherent effect (?) points put toward creature summon increase the efficiency with which you can summon creatures
elemental summon- no inherent effect Points toward elemental summon increase the effieciency with which you cans summon elementals and creatures that are 'attuned' to fire,water,air,earth,shadow(?),or holy *cough*imps and stuff*cough*
Conjuration- no inherent effect points toward conjuration increase the efficiency with which you can conjure weapons , armor and other fortifications for you and your teammates
and those are all i can think of also summons only last a certain time or last until they die also if astral attunement doesnt work then chain summoning, which makes you summon more creatures with each spell and for conjuration makes the fortification spread to another nearby ally for example
here are some spell ideas
Summon Elemental (fire,water,earth,shadow,air,holy)
cost:15
cast time:3
Recast time:45
Summon 1..3 level 2-16 elementals at your location for 30-45 seconds (they will still move and attack enemies like pets)
(attrib:elemental summons)
Summon Drake
Cost 20
Cast time: 5
Recast time:60
Summon 1...2 level 6-18 drakes at your location until they die
attrib:creature summon
(i cant think of exactly how the conjuration spells would work a little help on those please)
Summon imps (fire or ice)
Cost 5
Cast time:2
recast time:60
Summon 2...5 level 2...10 imps at your location for 30...45 seconds
(attrib:elemental summon)
here are a couple elites
Summon Pheonix
Cost:25
cast tme;5
Recast time:60
Summon a level 10...24 Pheonix at your location for 30 seconds foes hit by the pheonix are set on fire for 3-5 seconds(elemental sumoning)
Summon Dragon
Cost 20
Cast time;5
Recast time45
summon a level 20-30 dragon at your location for 30 seconds
(attribute:creature summon)
thats all i can really think of for but maybe instead astral attunement shortens recast time but i do need help on the conjurations ( they increase weapon power, AL etc.) sorry if some of these spells seem a bit broken and in need of nerfing im not all that good with making up my own spells but does anyone like it, questions, comments, critiques, all welcome
Astral attunement-summoner primary only for each point of astral attune ment you have the castingtiem of your Summons,and conjurations go down by 1/4 (or 1/8 not sure if this is a rip off of fast casting tho only summons and conjurations)
Creature summon- no inherent effect (?) points put toward creature summon increase the efficiency with which you can summon creatures
elemental summon- no inherent effect Points toward elemental summon increase the effieciency with which you cans summon elementals and creatures that are 'attuned' to fire,water,air,earth,shadow(?),or holy *cough*imps and stuff*cough*
Conjuration- no inherent effect points toward conjuration increase the efficiency with which you can conjure weapons , armor and other fortifications for you and your teammates
and those are all i can think of also summons only last a certain time or last until they die also if astral attunement doesnt work then chain summoning, which makes you summon more creatures with each spell and for conjuration makes the fortification spread to another nearby ally for example
here are some spell ideas
Summon Elemental (fire,water,earth,shadow,air,holy)
cost:15
cast time:3
Recast time:45
Summon 1..3 level 2-16 elementals at your location for 30-45 seconds (they will still move and attack enemies like pets)
(attrib:elemental summons)
Summon Drake
Cost 20
Cast time: 5
Recast time:60
Summon 1...2 level 6-18 drakes at your location until they die
attrib:creature summon
(i cant think of exactly how the conjuration spells would work a little help on those please)
Summon imps (fire or ice)
Cost 5
Cast time:2
recast time:60
Summon 2...5 level 2...10 imps at your location for 30...45 seconds
(attrib:elemental summon)
here are a couple elites
Summon Pheonix
Cost:25
cast tme;5
Recast time:60
Summon a level 10...24 Pheonix at your location for 30 seconds foes hit by the pheonix are set on fire for 3-5 seconds(elemental sumoning)
Summon Dragon
Cost 20
Cast time;5
Recast time45
summon a level 20-30 dragon at your location for 30 seconds
(attribute:creature summon)
thats all i can really think of for but maybe instead astral attunement shortens recast time but i do need help on the conjurations ( they increase weapon power, AL etc.) sorry if some of these spells seem a bit broken and in need of nerfing im not all that good with making up my own spells but does anyone like it, questions, comments, critiques, all welcome
Elena
summon dragon might be a lil overpowered :P
emil knight
It's always intresting to see another post on a new class, but in this case I have only one response:
NO MORE SPELLCASTERS.
This game is already magic heavy. If they are going to add another class, I'd like to see more melee.
NO MORE SPELLCASTERS.
This game is already magic heavy. If they are going to add another class, I'd like to see more melee.
Kyten
eek sorry bout that its a spellcaster but it would be good as a w/s i guess just conjure stuff on your self but warrior does sort of cover like pretty much all melee of what i know (please dont flame that last tidbit with the all melee) except a fist fighter which would be fun (but to enforce the no weapon=no attack maybe like they have to wear gauntlets or something)or maybe a thief and on the summon dragon i guess maybe increase cast time or energy cost but which should the primary attrib be? lower recast time summon multiples? or summon quicker and can someone post spell ideas of their own here? i think this class will spawn some fun builds for example an s/mo could summon their creatures then heal them, simple as that
emil knight
Quote:
Originally Posted by Kyten
eek sorry bout that its a spellcaster but it would be good as a w/s i guess just conjure stuff on your self but warrior does sort of cover like pretty much all melee of what i know (please dont flame that last tidbit with the all melee) except a fist fighter which would be fun (but to enforce the no weapon=no attack maybe like they have to wear gauntlets or something)or maybe a thief and on the summon dragon i guess maybe increase cast time or energy cost but which should the primary attrib be? lower recast time summon multiples? or summon quicker and can someone post spell ideas of their own here? i think this class will spawn some fun builds for example an s/mo could summon their creatures then heal them, simple as that
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You did a pretty good job of laying this idea out, so don't think that I was flaming you about that. I just want to see ANet go in a different direction with a new class.
Phades
Necromancers and rangers fill the summon/pet role. The current design lacks something to be desired for the pet controlls. Moving in a direction like this, would just seem like an attempt to copy the Final Fantasy series or other online games.
The ability to summon, sounds more like a class addition possibility within the existing spell lines of the elementalist, if elements are the focus. Otherwise you risk balance issues between the pet weilders mimicing and exceeding what the actual elementalist profession attempts to achieve.
The ability to summon, sounds more like a class addition possibility within the existing spell lines of the elementalist, if elements are the focus. Otherwise you risk balance issues between the pet weilders mimicing and exceeding what the actual elementalist profession attempts to achieve.
Ultimate_Gaara
i like this idea.. but i don't really think we need a new class for it... just give the necro a new skill that lets him/her rez dead enemies for like a certan amount of time, like on d2
Seron Dalar
Quote:
Originally Posted by emil knight
It's always intresting to see another post on a new class, but in this case I have only one response:
NO MORE SPELLCASTERS. This game is already magic heavy. If they are going to add another class, I'd like to see more melee. |
http://www.guildwarsguru.com/forum/s...ad.php?t=42659
Heh, anyway... it's an interesting idea, but it seems kind of narrow. I don't know if you could come up with 75 effective, interesting, balanced skills for a summoner class. It does seem like sort of an elementalist extension thing, what with ele's being sort of the classic mages. However, I can already see a problem... what if eight summoners start spamming summons? They're not like spirits, which just sit there and have their effect, summons go out and fight. It'd be like that suicide/summon build, but even more dangerous since there's no dying involved and getting rushed/Frozen Soiled doesn't instantly mess it up. I dunno, I just don't see this as being balanced.
johnnylange
Necro alreadys fits the summoning class. Good idea for new necro skills though, considering he has only two types of minions.
Seron Dalar
^Three... minions, horrors, fiends.
johnnylange
Quote:
Originally Posted by Seron Dalar
^Three... minions, horrors, fiends.
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Arcanis Imperium
if you want summoning, then the currently existing classes should all just get a summon spell. Give Warriors the dragon because they have the least ammount of energy to work with.
Give the Mesmer's a ghost like conjure, the elemental ones go to who else?
But no need for things to become more caster heavy. I would love to see a Bo Staff melee user.
Give the Mesmer's a ghost like conjure, the elemental ones go to who else?
But no need for things to become more caster heavy. I would love to see a Bo Staff melee user.
Seron Dalar
^^Oh. Shows what I know... never played a death mage, so go figure.
a_scrawny_gnoll01
How about we throw in an assassin like class that relies on "shadow" skills or something like that. Too many casters, and a summoner would just suck. Making countless pets to do your bidding would be annoying.
silent333x2
If any of you are old school retiered diablo II lod vets. I realy wish they would add a Druid class with fenominal powers of the weather and other forces of nature. A class that would be the most damage dealing but also the most dificult to use. Such as the slowness of their spells like casting tornadows, or sommoning thunderstorms and a huricane like barrior. And other things like exploding fisures with lava and high heated steam. A druid is also the master of nature with its abilities to sommon the aid of creatures and sages. He is also able to take the form of other creatures and gain their atributes.
So with this you could choose to be a very dificult emensly powerfull spellcaster. Or a summoner of the spirits and creatures. Or even become a creature yourself such as a wearwolf/wearbear which could make him a melee master. Or you can choose to be a mixture of these things.
A profession such as this would be very powerfull, but to balance out this destructive power; I think it wouldn't need a 2nd proffession. Based on the druids abilities, it would have many armors to suit it; armors that enfluince its separate abilities of the elements, sommoning, shapeshifting.
Just a thought people might consider.
So with this you could choose to be a very dificult emensly powerfull spellcaster. Or a summoner of the spirits and creatures. Or even become a creature yourself such as a wearwolf/wearbear which could make him a melee master. Or you can choose to be a mixture of these things.
A profession such as this would be very powerfull, but to balance out this destructive power; I think it wouldn't need a 2nd proffession. Based on the druids abilities, it would have many armors to suit it; armors that enfluince its separate abilities of the elements, sommoning, shapeshifting.
Just a thought people might consider.
Arcanis Imperium
Um, wouldnt what you describe as a Druid just be a Ranger/Elementalist?
silent333x2
No, rangers can't summon up giant packs of wolfs or Gigantic bears. And druids don't need to capture their minions. And a druids elemental powers are much greater than a elementalist's.
Arcanis Imperium
So you're asking for a character that by itself is better than both a Ranger and an Elementalist...at their own powers no less...
and you think that's gonna happen when?
and you think that's gonna happen when?
johnnylange
Quote:
Originally Posted by Seron Dalar
^^Oh. Shows what I know... never played a death mage, so go figure.
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johnnylange
Quote:
Originally Posted by silent333x2
If any of you are old school retiered diablo II lod vets. I realy wish they would add a Druid class with fenominal powers of the weather and other forces of nature. A class that would be the most damage dealing but also the most dificult to use. Such as the slowness of their spells like casting tornadows, or sommoning thunderstorms and a huricane like barrior. And other things like exploding fisures with lava and high heated steam. A druid is also the master of nature with its abilities to sommon the aid of creatures and sages. He is also able to take the form of other creatures and gain their atributes.
So with this you could choose to be a very dificult emensly powerfull spellcaster. Or a summoner of the spirits and creatures. Or even become a creature yourself such as a wearwolf/wearbear which could make him a melee master. Or you can choose to be a mixture of these things. A profession such as this would be very powerfull, but to balance out this destructive power; I think it wouldn't need a 2nd proffession. Based on the druids abilities, it would have many armors to suit it; armors that enfluince its separate abilities of the elements, sommoning, shapeshifting. Just a thought people might consider. |
Magus
Balance aside, I don't really like this particular idea because as said, it's too similar to what a pet ranger or minion necro can already do. Any new professions will have to be radically different from any of the current 30 combinations.
Someone posted a while back about a summoner who maintains each pet-like minion for a cost of -1 energy regeneration while the rest of his skills in that attribute would be devoted to either buffing the minion (just like the ranger's "call of protection") or used as skills that the minion uses (just like the ranger's "disrupting lunge".) However, this only covers 1 attribute, so I don't know how it would really be implemented, but I think whoever posted that was on the right track, as the "maintaining the minion" thing seemed pretty original. The transformation idea that johnnylange mentioned could work too.
Someone posted a while back about a summoner who maintains each pet-like minion for a cost of -1 energy regeneration while the rest of his skills in that attribute would be devoted to either buffing the minion (just like the ranger's "call of protection") or used as skills that the minion uses (just like the ranger's "disrupting lunge".) However, this only covers 1 attribute, so I don't know how it would really be implemented, but I think whoever posted that was on the right track, as the "maintaining the minion" thing seemed pretty original. The transformation idea that johnnylange mentioned could work too.
Seron Dalar
Quote:
Originally Posted by a_scrawny_gnoll01
How about we throw in an assassin like class that relies on "shadow" skills or something like that. Too many casters, and a summoner would just suck. Making countless pets to do your bidding would be annoying.
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http://www.guildwarsguru.com/forum/s...ad.php?t=42659
Heh, anyway... the maintained-enchantment-style thing is actually a pretty good thought. I just have trouble thinking of varied attributes, and also ways to make them different from, well... Rangers and Elementalists. I mean, summoners do one thing, they summon. It's hard to base an entire class around that one thing, if you're going to have so many skills and keep it very different from anything currently in the game.
Kyten
ok i finally found this anyway thx for the replies but elements are not the focus,summoning is but i didnt see anything on what the primary attribute should be also there IS conjuration which fortifies armor and weapons heres one
Reforge
Cost:10
Cast time: 3
Recharge 30
Enchantment spell. for 10-20 seconds target ally Does +3-10 damage whenever they
attack in melee(attrib:conjuration) im ina rush so thats all i can do for now thanks for the posts tho
Reforge
Cost:10
Cast time: 3
Recharge 30
Enchantment spell. for 10-20 seconds target ally Does +3-10 damage whenever they
attack in melee(attrib:conjuration) im ina rush so thats all i can do for now thanks for the posts tho
Jigs
I want to see a summoner. But to summon elementals, i think that skill should be given to elementalist, for they are the ones who uses elements to fight.
A User Name
I would like to see this Class, but yeah it looks like it is overpowered. As said earlier 8 of these summoners could basically kill anything without taking any damage. To balance it maybe the spells could not be cast untill summoned creature dead or if say shatter enchantment is used. You could also give other classes ways to counter them like break bond or something. But i would also like to c another melee class lol. In other words i just want to c another class.
Jigs
yup they are very powerful. to make it fair, the summoned creature could only stay for a certain amount of time like the bone minions and bone fiends. their attacks and defense are low, they have to rely on energy use to fight (just like the elementalist) it's like they are spell caster but they cast for melee and not AoE(area of effect; fire storm or whatever) like the Elementalist.
Kyten
yah i was thinking of each summoner having a max amount of creatures though but why are you guys so strict on the ele thing? it would be something to use AGAINST elementalists sort of i guess for example an air elemental would take far less damage from air than an earth elemental would plus elemental summon is not restricted to elementals, granted if i came up with the entire skill table it would focus on elementals but it would include mythical beings such as a roc (really really big hawk-eagle birdy thing) and other stuff that i cant think of at the moment (golems GOLEMS TOO!) but thanks for the suggestion but on that brak bond thing A user name said maybe if the enchantment (perhaps these monsters will be counted as enchantments or upkeep im not sure yet) maybe it would work like the necro if they die all their minion turn hostile also for the max creature controlley thingey for example if u do the imp spell and summon five (going off the assumption that the max summoned creatures is five) but you already have 2 elementals out you would only summon 3 imps also i thought for elite summons you can only have one out at a time but i cat really think of too many skills so this might not work well see
Ps. scratch the whole holy/shadow elemental thingie
Ps. scratch the whole holy/shadow elemental thingie
bowwow
i miss one skill though
Summon Glint
Cost 20
Cast time;5
Recast time45
summon 1-5 level 25-35 Glints at your location untill they die (which they wont)
(attribute:creature summon)
j/k ofcourse
Summon Glint
Cost 20
Cast time;5
Recast time45
summon 1-5 level 25-35 Glints at your location untill they die (which they wont)
(attribute:creature summon)
j/k ofcourse
Rahl
To make this work you'd have to heavily change the other classes so people don't all take summon Dragon -_-
Ripper_Roo
yea- no more spellcasters, only one proffession has attributes for sword/axe/hammer mastery.-plus- 2 many other proffessions would be useful and more inavative. pretty nice idea though.
Kyten
yah thx u see i didnt really think the skills through fully but i might not want to use elemental summon now that i think of it cause i was thinking of making a couple skills that boosted certain elementals that youd summon but i quickly realized that it WOULD be a good addition to eles i guess