Yet another class idea: the Traveler
Zubrowka
Description -
The Traveler has the power to control space and time. He's a combination melee/caster class. Unlike the Warrior, who relies on brute force and heavy armors, the Traveler deals damage with rapid, precise strikes and uses his special abilities to deflect or dodge attacks. He also can cast spells that slow down or speed up time, and to disrupts the motion of enemies.
Attributes -
Concentration: Basic combat skills. With better concentration a traveler can strike for more damage and has a better chance to deflect physical attacks.
Tolerance (primary only): Tolerance for temporal distortion. Everytime a traveler casts a spell, he creates distortion in space and time. Spells involving the speeding up of time causes positive distortion, while those involving the slowing down of time causes negative distortion. As distortion builds up towards either end, the speed at which he casts is reduced. Recharge time of spells is also lengthen. While this effect can be mitigate by cleverly interleaving spells of different type, this might not always be possible. Higher tolerance for distortion allows a traveler to cast more frequently.
Spatial Magic: Competency in manipulating space.
Temporal Magic: Competency in manipulating time.
Spatial Magic -
Displacement: Teleports targeted foe to directly in front of you.
Telekinesis: For X seconds, you can strike a foe with your melee weapon at a distance.
Inversion: For X seconds, the movement of targeted foe is inverted. When he runs forward he will move backward.
Blackhole: Creates a gravitation vortex. Within it, movement of foes is slowed down. If a foe is knocked down, he suffers X phsycial damage.
Event Horizon: Creates an event horizon around you. If a foe tries to exit your aggro circle, he suffers X chaos damage and is knocked down.
Relocation: Teleports targeted ally to your location.
The Big Crunch: Move all foes within visible range X meters towards you.
Weight of the Sun: Makes your weapon three times heavier. You deal triple the normal damage but can only attack at a third of the normal speed.
Weight of the Moon: Makes your weapon three times lighter. Your attack at three times normal speed but deal a third normal damage.
Defraction: X% of elemental damage you suffer is transferred to your allies.
Temporal Magic -
Moment in Time: Freezes targeted foe for X seconds.
Touch the Future: Immediately deals damage that you would have dealt in X seconds with melee attacks to touched foe.
Accelerated Aging: Effects of negative condition is accelerated by X%. Their durations are reduced accordingly.
Prolong Enchantment: Enchantments last an extra X seconds.
Expire Hex: Durations of hexes on you are reduced by X seconds.
Prolong Life: For X seconds, you would not die even if your health hit zero.
Alternate Universe: You split into two copies. Your alternate self will exist for five seconds. X% of damage he suffers is transferred to you.
Yesterday: Resurrect a fallen ally at full health and energy with no death penalty. You incurr 15% death penalty.
The Traveler has the power to control space and time. He's a combination melee/caster class. Unlike the Warrior, who relies on brute force and heavy armors, the Traveler deals damage with rapid, precise strikes and uses his special abilities to deflect or dodge attacks. He also can cast spells that slow down or speed up time, and to disrupts the motion of enemies.
Attributes -
Concentration: Basic combat skills. With better concentration a traveler can strike for more damage and has a better chance to deflect physical attacks.
Tolerance (primary only): Tolerance for temporal distortion. Everytime a traveler casts a spell, he creates distortion in space and time. Spells involving the speeding up of time causes positive distortion, while those involving the slowing down of time causes negative distortion. As distortion builds up towards either end, the speed at which he casts is reduced. Recharge time of spells is also lengthen. While this effect can be mitigate by cleverly interleaving spells of different type, this might not always be possible. Higher tolerance for distortion allows a traveler to cast more frequently.
Spatial Magic: Competency in manipulating space.
Temporal Magic: Competency in manipulating time.
Spatial Magic -
Displacement: Teleports targeted foe to directly in front of you.
Telekinesis: For X seconds, you can strike a foe with your melee weapon at a distance.
Inversion: For X seconds, the movement of targeted foe is inverted. When he runs forward he will move backward.
Blackhole: Creates a gravitation vortex. Within it, movement of foes is slowed down. If a foe is knocked down, he suffers X phsycial damage.
Event Horizon: Creates an event horizon around you. If a foe tries to exit your aggro circle, he suffers X chaos damage and is knocked down.
Relocation: Teleports targeted ally to your location.
The Big Crunch: Move all foes within visible range X meters towards you.
Weight of the Sun: Makes your weapon three times heavier. You deal triple the normal damage but can only attack at a third of the normal speed.
Weight of the Moon: Makes your weapon three times lighter. Your attack at three times normal speed but deal a third normal damage.
Defraction: X% of elemental damage you suffer is transferred to your allies.
Temporal Magic -
Moment in Time: Freezes targeted foe for X seconds.
Touch the Future: Immediately deals damage that you would have dealt in X seconds with melee attacks to touched foe.
Accelerated Aging: Effects of negative condition is accelerated by X%. Their durations are reduced accordingly.
Prolong Enchantment: Enchantments last an extra X seconds.
Expire Hex: Durations of hexes on you are reduced by X seconds.
Prolong Life: For X seconds, you would not die even if your health hit zero.
Alternate Universe: You split into two copies. Your alternate self will exist for five seconds. X% of damage he suffers is transferred to you.
Yesterday: Resurrect a fallen ally at full health and energy with no death penalty. You incurr 15% death penalty.
telarin
uh, too much science to make it fit in a world of fantasy.
Ultimate_Gaara
Well its a pretty good idea, not too powerful, yet it has some nice spells
could use a little tweeking, but its one of the better suggestions ive seen (unlike ninjas...)
could use a little tweeking, but its one of the better suggestions ive seen (unlike ninjas...)
Mike Legend
I think it's an interesting idea...I can imagine if you've got a warrior attacking a creature and you teleported them right in front of you it would annoy the warrior somewhat, and there might be some issues with the whole "space and time" concept because it would surely require the whole dynamics of the game to be altered to accommodate it.
Surely both of these spells are pointless because you'll cause the same amount of damage as you would anyway, just in different proportions?
However:
I think all of these spells are good, I don't know if some of them might already exist but if ANet were to introduce another caster, they should probably take these spells into consideration I'd say.
Quote:
Originally Posted by Zubrowka
Weight of the Sun: Makes your weapon three times heavier. You deal triple the normal damage but can only attack at a third of the normal speed.
Weight of the Moon: Makes your weapon three times lighter. Your attack at three times normal speed but deal a third normal damage. |
However:
Quote:
Originally Posted by Zubrowka
Touch the Future: Immediately deals damage that you would have dealt in X seconds with melee attacks to touched foe.
Accelerated Aging: Effects of negative condition is accelerated by X%. Their durations are reduced accordingly. Prolong Enchantment: Enchantments last an extra X seconds. Expire Hex: Durations of hexes on you are reduced by X seconds. Prolong Life: For X seconds, you would not die even if your health hit zero. Yesterday: Resurrect a fallen ally at full health and energy with no death penalty. You incurr 15% death penalty. |
Kaylee Ann
Displacement + Moment in time = ghostly heros that will never cap.
Displacement + trap stacking = insta death
Displacement + Moment in time = flag runners that can never cap in GvG
Blackhole = over powered version of ward against foes
Multiple copies of prolong life = Ghosts that never die
The big crunch = I am not even going to bother
Good idea, but it would never work. Way too over-powered, and I can already see several ways to exploit the hell out of this.
Displacement + trap stacking = insta death
Displacement + Moment in time = flag runners that can never cap in GvG
Blackhole = over powered version of ward against foes
Multiple copies of prolong life = Ghosts that never die
The big crunch = I am not even going to bother
Good idea, but it would never work. Way too over-powered, and I can already see several ways to exploit the hell out of this.
Weezer_Blue
Quote:
Originally Posted by Mike Legend
Surely both of these spells are pointless because you'll cause the same amount of damage as you would anyway, just in different proportions? |
'Weight of the Moon' would be useful for gaining adrenaline. The other one is useless though, except for spike damage, I guess.
Anyway, at least it's original. It could use some work.
Zubrowka
Quote:
Originally Posted by Mike Legend
Surely both of these spells are pointless because you'll cause the same amount of damage as you would anyway, just in different proportions?
|
ethornber
Weight of the Moon + IW = eeeegah.
The milk shake
i think the touch of future thing is kinda stupid, if u were a warrior u could just use the touch and deal like 500 dmg instant death
Flame
Quote:
Originally Posted by Ultimate_Gaara
Well its a pretty good idea, not too powerful, yet it has some nice spells
could use a little tweeking, but its one of the better suggestions ive seen (unlike ninjas...) |
The problem I see with this: The primary attribute. All of that crap for Fast Casting? Maybe increase Recharge Time, instead, or something.
It seems very interesting, and I like Yesterday, but it just doesn't seem like something that would fit this game...
And of course, there is the obvious problem, it will be treated like the Mesmer; amazingly powerful, but nobody knows what they do.
emil knight
Quote:
Originally Posted by Flame
And of course, there is the obvious problem, it will be treated like the Mesmer; amazingly powerful, but nobody knows what they do.
|
It would require tweaking, and it would probably make more sense to have Concentration be the primary attribute instead of Tolerance, since Tolerance, as you posted it, is linked to the Temporal skills (that is unless I misread the intent of that skill).
It would be an interesting combination class (some melee and some casting).
I'd still like to see something else that's pure melee though.
Man Of A Thousand Faces
Yeah, I like the idea of the character and what he can do. But it wouldn't do as much good to use this character in PvE. It would be a good character to use in PvP though. But some of the skills just seem to be unfair and overpowering.
HawkofStorms
The "yesterday" power could easily be abused. If your traveller has a 60 DP and u use yesterday on a warrior who has no dp, he comes back full of vigor and you take no hits to your DP. Eventually, a smart team in GvG would always have 7 players with no DP and one traveller with max DP.
Twiggy
1 Word:
Overpowered.
Overpowered.
aeronox
i like it; mainly because, like the other classes, it has its own feel. it reminds me of mesmer, in that rather than direct damage, it toys with the enemy. but, unlike mesmer, this one plays with the fundamentals of the game system (rather than skills), such as position.
yes, i think it's overpowered, but kudos for coming up with something original, though it doesn't quite fit the GW scene. i love mesmers for their originality, and if this came about i'd value it as much as mesmers.
yes, i think it's overpowered, but kudos for coming up with something original, though it doesn't quite fit the GW scene. i love mesmers for their originality, and if this came about i'd value it as much as mesmers.
skull
Hi,
Very inventive IMHO. Making up a complete list of skills and spells might be challenging but doable.
BTW. I agree with other who say there needs to be another melee profession as well. The Warrior class pretty much takes care of the brute stength side of melee. I think an Assassin (Ninja or martial arts type but not using the name Ninja) would be needed. Also use of 2-handed pole arms are missing from this game...weapons such as spears, pikes, clubs should be included in the game.
skull
Very inventive IMHO. Making up a complete list of skills and spells might be challenging but doable.
BTW. I agree with other who say there needs to be another melee profession as well. The Warrior class pretty much takes care of the brute stength side of melee. I think an Assassin (Ninja or martial arts type but not using the name Ninja) would be needed. Also use of 2-handed pole arms are missing from this game...weapons such as spears, pikes, clubs should be included in the game.
skull
funbun
Quote:
uh, too much science to make it fit in a world of fantasy. |
Look at Star Wars. The Jedi are nothing but Mesmer/Warriors. The only difference is one is in a science fiction world and the other is in a medieval fantasy world.
Zubrowka
Quote:
Originally Posted by skull
BTW. I agree with other who say there needs to be another melee profession as well. The Warrior class pretty much takes care of the brute stength side of melee. I think an Assassin (Ninja or martial arts type but not using the name Ninja) would be needed. Also use of 2-handed pole arms are missing from this game...weapons such as spears, pikes, clubs should be included in the game.
|
It shouldn't be hard to fill up the ability line. You can have a few variants of one basic spell. Here are a couple more ideas:
Antigravity: For X seconds targeted foe will repel allies. (A way to keep multiple warriors from attacking one target.)
Nostalgia: For X seconds targeted foe will not be aware of health and energy loss (i.e. not reflected in health/energy bars).
Antitime: While you maintain this hex on a foe, any health and energy regeneration s/he experiences will become degeneration. Uses X energy and creates Y distortion per second. ("Don't breeze me monks! Remove hex! Remove hex! Ahhhh! No!!!")
As the resurrection spell, I thought it went without saying that you can't use it when you have too much DP. The idea behind it was to give the traveler a attractive ability so he'd be invited. The DP transfer means he can rez at most four or maybe five times, so a monk's unlimited rez is still unique.
Tadcken
I think a traveler wielding a quarterstaff would be cool. One of the biggest things I don't like about guild wars is there's no staff's for melee. The potential for skills with a staff is huge.