Reserved for more stuff
Reserved for skills etc.
Lore and Introduction
Out of the various experiments done by asuran scientists, the college of synergistic’s biology labs discovered a peculiar ability found in some individuals that, when under great stress, they may alter their body makeup. Initially this is uncontrollable, especially in childhood, but with care and development these individuals, known as ‘Mimics’ or derogatively as “Skinshifters”, become able to use their passive abilities to their advantage. After much experimentation, the college learnt how to unlock this ability in all individuals, hence giving us transform potions.
But these potions are temporary, and the Mimic can warp their bodies permanently to suit their needs. That being said, transformations take a lot of energy, and the Mimic must temper their new abilities against their ability to transform.
Background
Behold! A transform class! I’ve been puzzling out how to make one of these for a while and I think I’ve cracked it. Issues that plagued me were: what exactly could I cause transforms into? We have animal transforms, so that isn’t unique. I can’t transform people into dragons in this game, that’s way against lore. In fact, we have an entire race that is dedicated to transforms. So my job was to work out a mechanic that didn’t tread on any toes lore-wise, kept the norn unique, and come up with a plausible mechanic for transformations. Below is my solution. Let me know what you think!
Profession Mechanic
Mimicry
The mimicry mechanic uses Energy, the Mimic’s resource. Energy begins with a full bar and reduces whilst in combat. Out of combat it recharges, or when the Mimic dodge-rolls. This is used to activate the Mimic’s transform effects’ skills, on buttons f1-f3.
The f1-f3 buttons are skills based on your three equippble transforms, which you may equip in a separate window. None are mutually exclusive, and can all be used at once. They unlock with level progression, at 1, 4 and 7.
F1 represents your Head.
F2 represents your Torso.
F3 represents your Legs.
Transforms
Transforms are, for programming ease, tied to Ranger pet friendlies.
…wait, what?
You heard me correctly. Your toon will mimic the characteristics of ranger pets it meets in the world.
For example, if you happen to meet an Owl, you may study it to be able to mimic its beak, wings and talons. Owl wings, unlike eagle wings, will provide different effects when you mimic them, and the beak and talons will each provide separate effects.
Similarly, drakes will provide you each with a different mimic, fire, ice, reef each providing you with a different effect. Fire Drake’s head might give you burning damage, whilst Drake torso will give you extra toughness and drake legs might grant you some stability.
You can also mix it up. Have a Drake’s head, Spider’s body and Lynx’s feet?
Mix burning damage with poison immunity with swiftness? sounds like fun!
Profession Armor
This is an adventurer class. The Mimics are thus garbed in medium armor.
Weapons
Since these guys have a ton of versatility, their weapon choices aren’t that broad.
Two-hand:
Longbow
Shortbow
Main-Hand:
Axe
Sword
Dagger
Pistol
Off-hand:
Axe
Sword
Dagger
Pistol
Sorry guys to be a spelling nazi, but duels are fought by duelists, and dual means “two”.
keep going, you’re teasing out some good ideas. If you need some guidance on organisation, see some of my own threads,
The Inquisitor: https://forum-en.gw2archive.eu/forum/game/suggestions/Concept-Profession-Inquisitor/first
The Spiritualist: https://forum-en.gw2archive.eu/forum/game/suggestions/Concept-Profession-Spiritualist/first
I am aware of the lore. 250 years have passed. I think we can redefine the word.
Also, if you’re very opposed to the name, can you make some suggestions?
Evolverzilla, more constructive criticism please.
Charr rangers currently use spirits anyway.
Tipsy, lets continue.
So Favor of the Tortured Soul, Favor of the Demonic Soul, and Favor of the Benevolent Soul…
Can I make a suggestion? have:
One bar
Soul skills are in the middle and both ends,
One end is Demonic, the other benevolent
the middle is tortured and represents unalignment.
This way you can manage your resources as a player and is simple enough to understand but allows a learning curve.
How does that sound?
Hi Sam,
Actually your summoner idea is very similar to the phantasm mesmer in terms of mechanic. The feel and look is certainly different, but in order to create a viable profession you will need to make a unique playstyle and mechanic.
Also, summoning bears and wolves etc isn’t very “plane of soul”-like. more like a ranger, is it not?
Currently all of the professions have some form of summons. Some are permanent, others timed, but if you want to make a summons-specific profession you will need to develop your mechanic sufficiently.
Keep going, your creativity is greatly appreciated
Updated mechanic, working on weapon skills tonight
Ok, let me get this straight, because your explanation is a little disorganised:
There are 3 skills which build up favor.
There are 3 favor bars, and they are mutually exclusive.
If you build up favor in one bar it reduces the favor in the others.
Once a favor bar is full, one can access the ultimate skill.
Is that correct? I like the creativity but you need a solid unique mechanic to fit behind your concept.
Do weapons interact with favor?
Do slot skills interact with favor?
What are the ultimate favor skills? Are they summons, transforms?
keep going, you’re teasong out some good ideas. If you need some guidance on organisation, see some of my own threads,
The Inquisitor: https://forum-en.gw2archive.eu/forum/game/suggestions/Concept-Profession-Inquisitor/first
The Spiritualist: https://forum-en.gw2archive.eu/forum/game/suggestions/Concept-Profession-Spiritualist/first
Hi Tipsy,
I have a few questions, and I’ll list them below. I can see you’ve put some great effort in here and I’d like to help you further the concept.
1) What resource does the Medium use? Eg: initiative, adrenaline, etc. How does your unification differ from elementalist attunements in terms of mechanic?
2) How are the above skills tied to the skill bar? and how do you switch between unifications?
3) How to you manage cooldowns on skills and also the “full unifications” for elite skills? what happens if the cooldown is finished but you’re not fully unified?
Hi guys
I’ll answer in point form if that’s ok?
1) “domination over others” I was being dramatic. It’s not a huge indication of the mechanics
2)“Determination” in this instance is a derivative of ‘to determine’, not as in ’i’m determinated’. I need to change the word that’s a little more ‘inquisitorial’.
That being said your determination is your viewpoint. Are you seeking mercy, or revenge? innocence or guilt? If you’re seeking revenge, like it says above, you will work yourself into a frenzy of damage, until you can become the figure of Revenge.
If you’re seeking mercy, you work yourself for your followers, healing and regenerating until you can become the figure of Mercy.
3) Yes they turn into allies. But this applies to only to normal NPC’s minions, turrets, summons etc, not to players. Every time they attack you will gain mercy or revenge, and if you are in the determination of revenge you gain extra points when they die. if you are in the determination of mercy you get extra points every second they stay alive. Any ‘turned’ mob will have a level-specific amount of health but maintain their skills.
4)I’m sure some summons can be worked in. Like some Practicals/Initiates.
5)Trials or punishments would have to be on a massive cooldown if thats the idea.
More later, gotta shleep
Hi Vael,
Thanks, look forward to it
Greetings back
Rex
Have a look at my idea for a third soldier class, and tell me what you think:
The Inquisitor: https://forum-en.gw2archive.eu/forum/game/suggestions/Concept-Profession-Inquisitor/first
Hi Demon,
Your idea is good, but don’t let your fear of non-implementation stifle your creativity here. I want to see this concept profession further developed, and all that’s gonna take is some hard thinking on your part.
1) what resource/mechanic would the Bard use?
2) without adding too many new weps, how can you implement a harp/lyre/drum/keyboard?
3) Remember all professions can fill the minor trinity of support, damage and control. How can the Bard fill these niches?
4) What’s the lore behind them? here you can get super creative and tie them to an area or new race if you wanted.
5) What are his strengths/weaknesses. How does the bard play in PvE, sPvP and WvW?
6) you mentioned playing tunes correctly to attack? how would you use that in the mechanic?
7)Go nuts, but not too nuts. Avoid god modes if you can. Look to create a concept with both understandability and a learning curve.
If you wanted to view two of my own concepts, have a look here:
The Inquisitor: https://forum-en.gw2archive.eu/forum/game/suggestions/Concept-Profession-Inquisitor/first
The Spiritualist: https://forum-en.gw2archive.eu/forum/game/suggestions/Concept-Profession-Spiritualist/first
Edited mechanic for greater immersion and consistency. Let me know what you think!
Hey guys have a look at my other concept!!!
https://forum-en.gw2archive.eu/forum/game/suggestions/Concept-Profession-Inquisitor/first
edited name to Warlord, but will take further suggestions
Reserved for ‘just in case’ and FAQ
Dont forget to check out my other concept!
https://forum-en.gw2archive.eu/forum/game/suggestions/Concept-Profession-Spiritualist/first
(edited by redrex.9634)
Reserved for Utility Skills
High Ground
Order your servants to build for you.
Walls
Mounds/Hills
Bunkers (Safe from overhead projectiles)
(edited by redrex.9634)
Reserved for Weapon Skills
Determination Mechanics
The Inquisitor has 2 resources: Mercy and Revenge.
Mercy or Revenge stacks are applied with skills 2-5
Weapon skills 2-5 will also have different passive effects depending on your determination
Each stack is mutually exclusive; the Inquisitor’s resource stacks will fill up with one or the other only. Mercy will reduce Revenge and so on.
F1 toggles your determination.
Judicial Determination of Mercy
The longer your servants stay alive, the more mercy you shall receive. Keeping them alive with regeneration or heals rewards you. Note these heals do not work on all allies, just your own dominion.
Judicial Determination of Revenge
The more servants you have over a given period of time (i.e. they die faster, and often), the more Revenge you shall receive. Using them as fodder, soaking up your damage rewards you.
The stacks are the same as sigil stacks, and with a stack of 5 each, you will:
Mercy: apply regeneration to yourself and allies and weakness to enemies
Revenge: apply vulnerability to enemies and might to yourself and allies.
After you have a full 25 stacks, F3 will allow you to release your determination of mercy or revenge; manifesting as a transform.
Figure of Mercy:
A heavy support form
Figure of Revenge
A heavy damage form.
(edited by redrex.9634)
The Inquisitor
Lore and Introduction
Dominate; The mantra of the Inquisitor. In their search for Truth, no stone is left unturned, no cave unexplored, and no wills left unbroken. Masters of the torturous arts, and quick of mind, an Inquisitor does not charge straight into battle like the ferocious warrior, nor does he defend the weak like the pious guardian, his focus is domination and the power over others that he has.
Mechanics
The Inquisitor’s main mechanics reside in his Determination Skills, skills that break the will of the host and force them to do your bidding.
Mechanics details
Skills F1-F3 will be Determination Skills
F1: Determination of Mercy/Revenge
F2: Force Submit – The targeted foes submit to your will after 3 Seconds.
Note: This works only against normal mobs, pets, summons and turrets. Does not work against players, Champions, Elite or Veteran NPC’s. Force Submit will have a 10 Second cooldown. (There will be a trait that allows forced submission to ‘spread’, like a plague.
This is also a ground targeted AoE.
F3: Release Mercy/Revenge
Armor
Heavy
Weapons
Hammer
Shield
Mace/Mace
Sword/Sword
Longbow
Spear
Harpoon Gun
Weapon Skills
See Below
Additional Skills
On top of Domination Skills, the Inquisitor has a range of Utility skills at his disposal.
(For details and examples see below)
High Grounds
Geographic CC (Walls and hills) That the Inquisitor can order be formed. These are much larger than the guardian versions and can be destroyed.
Tortures
Close-range attacks that have debilitating effects
Trials
Skills which give random boons, or random conditions.
Pledges
Skills which clear effects, such as conditions or boons, immobilizes etc.
(edited by redrex.9634)
Weapons skills list edited
I have a concept profession for a new form of Ritualists:
Check it out!
https://forum-en.gw2archive.eu/forum/game/suggestions/Concept-Profession-Spiritualist/first
Maybe we can get this thing implemented!
I hope i’ve maintained the feel of the ritualist while giving it’s mechanics something of a facelift.
Tengu seem most likely to be added as a future race.
Ok so I have a long list of things that I need to get covered
First off, I think that too much tweaking led us down a bit of a bad road. That being said I have some ideas to reinvigorate the concept so it’s not so confusing.
Rituals
Rituals are tied to weapons skill number 3 and 5.
I suggest that Soul orbs are NOT used to power rituals, but rather the more you have, the stronger they are. If you last a fight with all your orbs you will maintain your firepower/dps. If you lose one, you will be a bit weaker when you use a ritual.
Soul orb summoning
Soul orbs will be summoned with the F1 skill. F2 activates their innate buffs and F3 destroys them. The only way to lose a soul orb is to take damage or deliberately destroy them with the F3 button. No skills will require the sacrifice of Soul Orbs
Soul orb mechanics details
There will be 4 Soul orbs maximum, each reducing your health by 5% but containing 10% health. A trait will offset this even further to 15%.
Death Masks
One utility skill is enough.
Grave Markers
Imagine they are reverse banners.
Curse Markers
Wide AoE control effects.
Dolls
Much confusion over this:
Weapon summons (timed)
Greater Dolls are specific to target. Lesser dolls are not specific (AoE). Greater Dolls will not work on any target they were not specifically summoned for. That being said, Greater dolls are much stronger.
Altars
Weapons summons that root you in place
Altars act similar to siege weapons
Will develop more ideas on this later
Keeping them. I’ve got them on a list already and am adding my own, the elites. I’ll find a way to get them all up sometime tomorrow.
6 orbs with 5% health is fine. With 20,000 health 5% equates to 1000 health.
The orbs kick in to protect you against becoming downed. If you’re running on all orbs you have to be hit for a minimum 6 times to become downed. No one-shotting possible!
Yes, your Max Health reduces, not total health, I should have specified that.
“Spirit Mask” instead of Spirit Morph? and you can actually place the opponent’s skill on cooldown? Pure pvp skill though.
I think the f1 skill should be a channel, but you’ve got stability.
Grave Markers are spirit aids definitely. Kind of like banners but they affect the enemy. Curse Markers are AoE effects that last a very short time. Like wells I guess. I imagine the visual as plunging the grave marker into the ground and a spirit rises up to assist. The Markers are then moveable.
I have to address the Dolls. Overall, I like the choice. But I need to add one more. Originally, I posted that Dolls should reward playyers for certain actions and punish enemies. I’m proposing 2 elite dolls, One which rewards players and allies for actions (heal on dodge-roll, gain might when you hit a foe, remove conditions when you hit a foe for example) Another which punishes foes (vulnerability on dodge roll, cripple on gaining swiftness, bleeding when hit an ally for example). Both worth 10 skill points.
Final elite is worth 30, and you sacrifice all 6 orbs to revive all downed allies and damage all foes in radius. During the Ritual you are unable to move but gain stability. Effect without orbs is an application of regeneration and a knockback (revival occurs only if all 6 orbs are sacrificed, otherwise regeneration is stacked).
Finally, a Utility Ritual that requires 4 orbs: The teleport field! When the field is activated, foes are teleported to the ritualist and immobilized while the field is active.
Orb numbers
At full orb capacity of 6, you can use 1 Short Ritual and one Long Ritual. I think that’s fairly balanced. That way you can go through your skill bar once before needing to sacrifice again.
You do receive that health back
How about 6 Soul orbs with 6% Health?
That way you can pop off a Mainhand and Offhand ritual on a full charge?
AND F1 Skill summons 3 orbs at a time.
The mace is still there. There will need to be at least 3 Heals anyway. The dolls will all undergo changes which I haven’t implemented yet, I’ve just added Sirendor’s suggestions, but they need a little tweaking.
More edits. There are more dolls to be added. There’s one heal and one benevolent doll.
I’ll add it all after work.
I think sage would be better. I am aware of the original meaning. But we’re not talking original meanings, or warriors, guardians, thieves, elementalists and mesmers would not be as they are in this game. Mesmer wasn’t even a noun until the scientist Franz Mesmer did his experiments.
And alchemists of the traditional kind would have been very interested in elementalists and the four elements. Certainly not nature magic. Alchemists were crude scientists, an so people draw the parallel with engineers easily. Sage would be better, and the name alchemist does not work for the class as intended or it would not have garnered so many complaints.
Your mechanics concept is solid, and well written. I really liked reading through your concept.
OK added some inspiration
Adding links next
My problem is that I want to add pictures but don’t want to link them…
We have Death Masks as well…
It will take me a while to compile it all.
I think restricting wep combinations isn’t a good idea. That’s definitely against Anet’s mantra.
I think most people have an issue with the name. Change it to something that better suits the mechanics of your Profession.
Looks really good mate. I know mounts are generally a kind of faux pas in GW2, but I think that your class concept wouldn’t work without them. The mechanic makes it necessary for the Dragoon to ride something.
WHAT IF… the ‘mount’ was actually a ‘transform’? That way you don’t introduce mounts to the people who are uncomfortable with the idea but skill keep the feel of the class? Obviously the visual would still maintain the mounted look, but then you can argue against the ‘no mounts! no mounts! no mounts!’ rhetoric.
This is a class I would play to ABSOLUTE death. Fantastic!
That being said, are you married to the idea of mounts? could you adapt your idea to say, wings, and rename the profession Valkyrie or something? Then you could have Flying Stamina and Sky Jumps in synergy with each other. I know that’s a massive suggestion that changes the feel of the class, but it’s up to you.
(edited by redrex.9634)
I fleshed out the skills.
I didn’t reserve earlier posts to put more skills in. I might start a blog to continue? or should I start a new post?
That looks awesome! do you have any more pics??? I want to add it to the original post
Delunvai: Not a heal, but apply regeneration maybe. Or Delunvai occupies a heal slot.
There would be about 8 or so rituals, and each had a distinct effect. They’re tied to weps, slot 2 and 5, with mini and maxi versions depending of number of soul orbs. Lots of variety there. I’ll start compiling a list later
(edited by redrex.9634)
Hi marioguy and frostfang,
It’s great you’ve decided to be creative! However, If you’re gonna have a good idea, why not go ahead and make it a GREAT idea!!! Develop your ideas into a really rich and detailed profession, just let your imagination take you anywhere, and then we can have a chat about its playability.
Things to remember:
1) always second guess yourself, make sure your ideas aren’t just copies of something else.
2) your ideas can be really fantastic, don’t try and limit yourself too much
3) don’t go too wild either, avoid ‘god modes’ and look for weaknesses in your profession AS WELL AS its strengths.
good luck
And when you say ‘antiproportional signets’ you mean like passives that apply to enemies, right?
OK, edited: Soul jars are now orbs, Dolls are untied from weapons and rituals are tied to them. Have a look, rate, comment
Hi Orpheal, I like your idea, I was just wondering how you would adapt this to underwater combat?
And also, battle mounted mode and sky jumper mode are a little similar to elementalist attunements, is there a way to make them less like ‘modes’?
Also, just for clarity, mount stamina and riding duration are also implemented in the thief’s initiative system isn’t it? Or a similar system which forces you to time your attacks?
And when you’re not mounted, are you automatically sky jumping?
I also have an idea of using Ashes as transform skills. You’re embodying the dead. We need a more transform-y profession. I’ll develop some ideas (or if you have any ideas of your own?)
Just read your post Direksone, sorry for missing it. Just did a major revamp of the original, with all your fantastic input. Have a looksie
(edited by redrex.9634)
What if I tie rituals to weps? as the #5 Skill for any combination? And have a half-ritual (requiring max 2 Soul Obs) as the #2 or 3 Skill?
Alright so dolls need to be untied from weapons. I’ll change that. You’re both in favor of having them as weapon kits, and you’ve put a really good argument. That being said, would you be happy if they were kits— and They were punishment/reward skills only? 5 skills, each with a ‘state of being’ or curse/blessing. Malanvai Doll is curses only, and Delunvai Doll is self-Blessings only. Haranvai Doll for others-blessings?
The jars as environmental summons also seems unpopular; would it be better to have them nearby the character, and have them used up by damage FIRST? and instead of jars, they could be Soul Orbs, and float around the character, granting their boons or conditions? After a soul orb is destroyed, you teleport away? What do we think?
I’m also thinking about the death masks, and how they need some balancing. If we have kits in the form of dolls, do we really need kits as a Mask?
What I can propose is that Death masks act similarly to sigils (remain passive), but they get ‘used up’ when they activate (like a shield block). For example, the Death Mask of the Thief would go on cooldown when poison or bleeding is applied, providing swiftness and cursing the one who hit you with a condition. You remain poisoned/bleeding, but you force your opponent to decide whether to add conditions to you or go at you full-on. Death Mask of the Guardian would do the same for Crippled and Burning, etc etc.
Maybe forcing out of stealth is a bit unfair, but if 1 out of every 3 seconds they were revealed?
Dolls should be environmental weapons. So you can give them to other players, like the elementalists summons weps.
Ok what do we think?
Benevolent dolls reward you for doing damage (adding a stack of might) for dodging (adds swiftness) for adding conditions (grant boons) etc?
The jars can’t be utility skills, or the Spiritualist will lose its ‘mechanic’ of damage portioning. The type of jar you can use at any time is tied to your weapon…will you fill the role of offensive/defensive, offence/support, speed/support… etc. I think that gives greater customizability than the 4 attunements. The f1 skills creates a jar, overwriting the first one if the Spiritualist does more than 4. That can be of whichever combination they choose.
I deliberately chose to tie the jars to health so that there is incentive to use them. By creating these 4 health pools the player is protected against 1-shots.
The dolls could become a class of utility skills. Certain ones do certain things and the like. But they would have to be toggleable to be viable, and that’s starting to resemble device/weapon kits? I guess if they remain a summons the Spiritualist becomes too summons-heavy.
Also, how do these sound:
Grave Markers: Place a grave marker upon the ground, and have a AoE effect. The spirit of the dead aids you.
Eg: Baoyi the wise- reduce cooldowns by 10%
Minghei the blind- forces opponents out of stealth
Curse Markers: Create a cursed object, and dangle it from a tree, watch as your enemies whiten and flee
Gaomei’s last breath: immobilise all foes within range
Kakai the white snake: Create a line in the sand. enemies who cross are plagued by the demon Kakai, and will suffer poisonous ague
Death Masks: Twist your soul, rend it to shreds, put the pieces back, not end to end.
Drop weapons that grants you the skills of the enemy. Eight masks reflect eight professions. The skills would be watered-down versions of the originals.
Dolls: Ok, I’m thinking we have to change this mechanic. I won’t put dolls as a f-something skill because then they’re just attunements with another name, However, if they were character-bound, not a summons but there was a visual effect, and were simply a ‘state’ in which you place yourself/enemy, would that work? like cursed or blessed? They would be removed after time or with condition removal, and each doll punished you for a specific thing (adds confusion, cripples you if you dodge-roll, reflects conditions back to you, rips your boons off) would that me more viable?
Ok I’ve changed the core mechanic slightly, have a look and tell me what you think?