User:Mooseyfate/Concepts

Classes / Chapter Concepts
Ideas I've had for new chapters and classes. Listed in order of writing. Some of these ideas overlap because I have a similar idea for two different settings (the intent being that both are no more than ideas to choose from, not that all would work together). I don't necessarily even think all the ideas fit the GW branding... they're just for fun. Enjoy!

Ideas developed post-Factions
These ideas were all developed after the announcement of Factions, and before the announcement of Nightfall. Most/all developed between the Factions preview and realease dates.

Marauder
Looks like the classic Arabian warrior. The kind that would roam to camps and villages to plunder and whatnot. Of course there'd have to be a noble spin on it. Kind of an assassin style class in that it's primarily melee with same ranged skills. I'm thinking off hand items for this class will be shields, torches, and unarmed (see below). Main hand items will be scimitars.
 * Brawl * (optional main attribute) - This would be the fighting skill. Include some minor attacks with main weapon and off hand abilities. Off hand abilities could be used depending on the one held. Shields would be small bucklers and have some attacks (unless too similar to shield bash). Touch would have some special attacks (like a blinding move). Unarmed would have grapple style abilities that hold or prevent dodge, or tackle. Brawl might be split into two attributes or there may only be one of these three off hand style abilities. On second thought, maybe clubs and unarmed to keep things in scope, but same general idea.
 * Rage * (optional main attribute) - some barbarian style raw blood lust and demoralizing style shouts.
 * Contraptions - tools used for raiding and the like. Include Molotov Cocktails (range of short bow, AOE small damage and burning), snares, nets, bolas, some torch ability if using a torch off hand.
 * Riding - like beast mastery, but applies only to mounts. Mounts would have two main purposes, travel and battle. Travel skills would include things like ride (long lasting speed skill that is easily interpretable), trek (shout skill that makes duration even longer). There would be some combat run skills, but they would be shorter duration and faster than sprint, something like charge. Battle skills would be like stomp, bite. For example, bite was used by war horses to distract an opponents mount (so a dismount type skill). There could also be some attack skills specific to riding for the rider (or these skills could be under Brawl).
 * The animals you can tame as mounts would all be found in this Arabian continent. Horses of course, but others too, like some sort of humped beast, or reptile. Wolf riders would be very cool, but they don't really fit the Arabian theme, so there would have to be an environment on the continent conducive to them. Maybe 3-6 types to choose from all together. Some unique GW style animal with 2-4 of what they would normally have 1-2 of of course (guild wars Minotaurs have 4 horns, scorpions 2 tails, wales, 2 blow holes).

Arcanist
This is the classic wizard that uses arcane magic energy style spells. Storyline wise they would travel in small number with bands of Raiders/Nomads, being the right hand of the chief Raider.
 * Desert Spirit * (primary attribute) - A small list of skills. Maybe the skills are more effective in the desert, or maybe while standing on dry land. Include abilities to draw spirit (energy management, maybe spell effectiveness) from the earth. A minor bit of air style magic, but more importantly, some skills that will mix well with air or earth Elementalist being the secondary class.
 * The following are two ideas I had before Desert Spirit, that I just wanted to keep cause I'd typed them out. They are a little too much like Mo/N or E abilities the way I was envisioning them. 
 * Sand - Manipulating the forces of desert winds to create harmful effects. Like AOE blind, or dodge percentage, or knockdown. 
 * Pacts - Abilities that cause some sort of sacrifice of one member, for the benefit of another (or others). Examples would be draining one mana from all allies for yourself, or experiencing life drain for the duration of a charge style shout effect. There could be life chains that distributed damage taken amongst linked party members.
 * Divination - ways of seeing into the future. This type of spell would be slow casting. Would be things like glimpse of death (target sees how they are destined to die, and will avoid the next killing blow within so many seconds), premonition (party gets occasional glimpses into future and is able to dodge some attacks), soul gaze (lists the last 4 skills used by the opponent), inner vision (see all hexes and/or conditions and/or enchantments on a target (for or ally), ether site (see targets energy bar in addition to health).
 * Arcane Magic - Similar to one of the elemental schools, but deals in magic attacks made of pure magic (like the classic magic missile).
 * Signs - Think signets on steroids. Hand gestures write arcane symbols in the air to change an element on next spell casted.

Egyptian
These classes are more based on theme than something missing from the game. Important to note that these were created before Nightfall was ever announced. In fact, they were created before Factions was available, but after the Factions preview.

Egyptian Priest
Needs a better name than this, but the name helps it be more self explanatory. Real world historical entities referenced here, but the intent is for different ones from actual history. In game, the "Egyptian people" being from a different culture, could have different gods than Tyrian GW lore as well.
 * Worship * (primary attribute) - Like the Ritualist had specific ashes (Cruel was Dayoshen), the Egyptian Priest would have spells tailored to the worship of a specific god. Examples: Form of Set (take shape of serpent man like the serpent race in GW, though for story line purposes, these are different), curse of the Sun God (become a burning person with big health degen and high aoe damage aura), or homage of Tawaret (Look like a hippo lady, resurrection spells more effective, or divine healing type aura with high energy costs), bane of Anubis (small radius frozen soil and EoE type aura for opponents), curse of the underworld (rot yourself, cause nearby enemies to rot). These god forms should all be elites so that the Egyptian Priest can only have the build of really following only one god. There can also be minor non-elite abilities under worship. A minor skill could be a hypnotising or paralyzing eyes of set skill. Only primary Egyptian Priests would be effective at calling these god forms because of worship being the primary attribute (this is intentional).
 * Swarms - Summon forth swarms of scarabs (minions or life draining), locust (like the necro swarm), frogs (life drain to all nature spirits as they "eat" them, or muddy terrain style effect that just lasts a shorter duration and can't be killed like a spirit), all with varying effects.
 * Decay - Disease, life draining, and generally crippling curses. Would mix well with Necro secondary (probably curses, but anything).
 * Desert Spirit - Spells controlled by a mix of desert winds and sand. Different from the Arcanist* (see below). Would mix well with earth or air ele secondary.
 * This attribute is listed here and under Arcanist because it fits both themes. Since these are just speculatory characters, that's fine. I'd be surprised if either my Egyptian or Arabian theme ever really happened, let alone both. Desert Spirit for the Arcanist was more meant to pull power from the desert, and have a couple ele style spells. Desert Spirit for the Egyptian Priest is more meant to be ele style spells, with a little compliment of pulling power from the desert. If both these classes have to co-exist together, I'd remove it from Arcanist and separate his Arcane Magic into offensive (magic missile) and defensive spells (energy shield).

Slaver
They have a bad rap and ad a bad name, but and important role. To keep order amongst a group and get the job done. Maybe a more positive spin on the character... such as controls a battalion or controls paid workers, or is more of a jailer for some of their functions, but the idea stems from slave drivers that would get the slaves to build pyramids and such.
 * Overpower * (primary attribute) - something about if your health is above your targets: skills cost less (like an expertise, but more dramatic because of the requirement); or you do/soak more damage (I think I like the second one more). A couple skills like endure pain to let this happen on a temporary basis.
 * Command - Morale boosting shouts for your party (like temporary bonus to energy, or health, or damage).
 * Whips - Their weapon. Has attack skills and special effect skills like stun, interrupt, life drain pain, entangle.
 * Pain/Fear/Torture/Terror - Skills that inflict pain on the enemy. Like deep wound, weakness, a skill that's the opposite of illusion of weakness (minus health for so many seconds), life degen. Could also be a series of demoralizing skills (like slow attack speed).

Independent Class Ideas
These classes were though up independently of a chapter/location/setting for them. They were mostly just my spin on a different suggestion from a forum. They are also not intended to be paired together. Just independent class ideas.

Druid

 * Nature Attunement * (primary attribute) - Few if any skills. The attribute would grant some bonus to elemental skills or nature rituals making secondary E or R an obvious choice.
 * Plant life - There could be a plant entangle, that's a little different from the earth/water spells out there. More like the Warcraft 3 entangle that does damage and holds the foe in place. Other plant skills could be summoning root behemoths or moss scarabs. But mostly I like the idea of using plant life in a similar way as one of the 4 elementalist elements.
 * Animal life - If this were an ability, I'm make it summon an animal, pack or swarm, that will come after a time delay, do their task for a short duration, then leave. Like ravens come in 10 seconds, do A damage/second for B seconds. There could be some skills that mix well with the Ranger class.
 * Additional Attribute - just one of the following:
 * Herbalism - Yeah, this one has been covered in at least two other new class ideas. But it still makes sense here. Could be something else just as easily, but nothing is coming to mind.
 * Stoneworking - Ok, we could use this attribute in place of Herbalism. Would summon stone slabs like the Stone Slab skill, and others with less HP but magical inscriptions written on them. The inscriptions would have different effects. Could be effects friend or foes (like wells or wards), or effects everyone (like nature rituals)... don't care which. We'd have to be careful that this didn't lead to the same problems we saw way back when with spirit spammers (shouldn't cause you can't shoot through them).
 * Stone Slab skill - Summon a stone slab as casters location the basic size of a man, but twice as tall. High HP and immune to magic. Just sits there taking up space. Could be used for blocking (people or attacks).

Luck Mage
I initially pictured some sort of entertainer for high society types... then though an adviser for nobility or something. Kind or Mesmer looking fancy-smancy armor. But I'm definitely not set on that.

General skills idea: A lot of skills with a low (something like 2-15% or 5-25%) change of success. They'd have hexes, enchantments, and regular spells, but they'd all have a relatively low percentage of working. A lot of the instant cast skills would have a low cost, cast time, and recharge, but countered by the fact that they have a small chance of working. By regular spells I mean like fireball or energy burn... spells that just do something once, but in this case it would be like "target has a 5% chance of tripping."


 * Luck * (primary attribute) - Increases % chance for skills to work in your favor by X% (1-2) per level.
 * Karma - These skills are a lot of enchantments and hexes that make monks healing others heal or protect themselves after X seconds, or hexers having bad things happen to them X seconds after hexing (some would be the exact same effect, some would be a specialized effect or hex). Could also apply to attacking or tanking. Basically skills that follow the idea of Karma.
 * Chance - Adjust the odds of specific events. Like the tripping spell mentioned above, or a chance of not being interrupted for your next skill or attack. It's got some of the skills from Fate and Demise (below).
 * Happenings - Chance events that are not target specific. Either standard AOE, or nature ritual like. Examples would be rain... an instant cast muddy terrain that doesn't last as long, or a freak chance of hitting any adjacent person (friend or foe) for the next 3 seconds with any ones melee attack.

or


 * Luck * (primary attribute) - same as above
 * Karma - same as above
 * Fate - Skills that bless their target with positive effects. Some skills effect both friend and foe. Example would be a chance of a condition not working on the target, or blindness causing only 80% chance to miss, or striking through an evading stance, or evading.
 * Demise - Skills that hinder their target with negative effects. Some skills effect both friend and foe. Like the tripping spell above, or becoming sick (headache, stomachache), or a 3 second blurred vision (short dizzy spell).

There would be a few no attribute or luck attribute skills like a glyph that adjusts the odds of your next skill. I can see luck effecting skills like Price/Spirit of Failure, and/or dodging stances. Might have to be the luck attribute is only 1% per 4 levels for non-Luck Mage skills for balance.

Ideas developed post-Nightfall
These next two ideas were developed after Nightfall had been out and I'd personally gotten as far as very early Vabbi. They are based on a quote implying the possibility of future mounts:
 * "It should also be noted that when the question was raised as to whether the appearance of rideable wurms in Nightfall signified some kind of mounts in a future campaign, the members of the development team we were talking to chuckled, smiled, and said they couldn't talk about it.".

They assume that with Nightfall, we now have a roughly equivalent class for everything but Ranger and Elementalist. Granted the Nightfall classes were more hybrid than the Factions ones (evident by the Blessings). My notions assume that (roughly):
 * = (Lyssa)
 * = (Grenth)
 * = (Dwayna = Wind Prayers + use of enchantments; but Scythe Mastery = Balthazar, Mysticism = Lyssa, Earth Prayers = Melandru)
 * = (Balthazar = Command + Spear Mastery + use of adrenaline; but Dwayna = Leadership + Motivation)
 * = ? (Melandru)
 * = ? (4 elements + energy storage = all 5 Gods of Tyria)

Dervish This class ended up being theoretically much like a combination of the previously described Egyptian Priest (devotion / embodiment of the gods) and Arcanist (power over desert winds / sands), but wrapped up into a sandstorm-whirling-melee-fighter. I love the idea form abilities of the class, but haven't warmed up to their actual practical usage. I don't claim to have came up with the character or even having contributed. But my thought (along with many others) may have contributed. Regardless, I'm proud that some of my ideas were so dead on.