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Concept Class - Centurion

concept class new profession commander

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#1 actionjack

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Posted 11 November 2012 - 06:59 PM

Centurion / Legionnaire / Brigadier/ Commander/ Officer

Centurions are a Solider class.  They offer a stronger focus on ally support.  In combat, they play more akin to a caster, with more skills for Area Control (a bit like that of Engineer or old Riturualist).  It’s  heavier armor also allow it to be more of a frontline combatant, and it still have its share of offensive skills too.  

Posted Image


Armor
Solider class


Weapons

Two-Hands
Great Sword
Staff
Spear(?)

One-Hand
(NOTE:  All of its one-hand weapon can be equipped to both main-hand or off-hand.  However, can not equip two of the same at same time.  So you can have a shield in main hand, and a sword in off hand, but not shield-shield)

Sword
Pistol
Warhorn
Focus
Shield



Class Mechanic

Commandership:   Commandership is a bar on top of the skill bars.  It is a point system.  You gain points through your skills (usually if your buff skill applies to an allie).  The points are used up by certain skills, as well as deteriorate over time.  Also certain skills effect/strength will increase with how many points in the commandership.  


Skills-Type

Shouts
Chain

Build-Up: They are very strong skill that have a “active cooldown” (On first use, skill will start to “build up” slowly, and once it is done, it can be use.  Certain conditions will allow it to build up faster)

Troops: They are summoned soldiers that fight for you.  The have a duration, and unlike minions, they don’t follow you around, and usually stay in/close to the location they are summoned.   They can be dismissed, and their number will depend on your commandership level.

Inspire: skills that can be toggle, which turns on passive buffs to allies nearby.  The range of effect can be increased.  

Trails: Effects that is left behind as you move.  Allies step into the trails gain certain buffs for short duration.  

Control Points: A mark area on the ground (can be in different shapes).  Depend on the effect, can effect both allies or enemies within those areas.

Traps
Signets



Skills – Examples

Firing Squad: (Troops) Summon a rifleman troops on to the location (it will remain immobile). This skill have no cool down, but cost X commandership (else it have 60 second cool down).  Dismiss of the troops (a F# button) will regain 25% of commandership point back to you.  

Shield Defender: (Troops) Summon a Shield troops on to the location (it will only move within short distance).  It has high HP and defense, and slows any enemy it attacks.  This skill have no cool down, but cost X commandership (else it have 60 second cool down).  Dismiss of the troops (a F# button) will regain 25% of commandership point back to you.  


Air Drop: (Build-Up) A supply crate is drop onto nearby position.  All allied interact with it will be healed and gain buff.  It has a build up time of 60 seconds (before can be use), and in duration, any X number of commandership point spent will decrease the build up time by 1 second.  

Artillery Suppression: (Build-Up)  Does a blast damage to target AoE.  All enemy in it will be knock back, and stunted for 2 seconds.  It has a build up time of 90 seconds (before can be use), and in duration, any X number of commandership point spent will decrease the build up time by 1 second.  


Inspiration of Courage: (Inspire) You take less damage from attacks.  For each attack you receive, all nearby allies gain +X Defense (max of Y) for T seconds.  The AoE increase the more commandership you have.  


Inspiration of Sacrifice: (Inspire) You take additional damages from attack.  For each attack you receive, all nearby allies are Healed X amount, and you gain commandership.  The AoE increase the more commandership you have.  


Defend the Line:  (Control Point) Mark a rectangle space.  Allies in this space gain Knock-back (if its melee) or Cripple (if its range) on their first attack.  For each effected allies, you gain commanderships.  


Tight Defense Formation:  (Control Point) Mark a Square.  Allies in this space gain additional Armor.  For each effected allies, you gain commanderships.  


Follow Me: (Trails) You gain speed boost, and leave a trail.  Allies following the trail also gain a speed boost, and you gain commandership for each allies effected this way.



Synergies:

Beside gaining the commandership needed to power your skills by supporting your group, they also gain from your summoned troops.  Thus they help maintain, or even increases your little private army.  (also you troops will try to take the action of those command/control points too)



Comment:

I see it will play out to be like a Warrior + Guardian + Engineer.  It would be stronger in controlling points, but less mobile, as the require set-up time are higher.  (although it would have other build options)  Won't say it's too original.

Edited by actionjack, 12 November 2012 - 05:54 AM.


#2 Andemius

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Posted 11 November 2012 - 08:43 PM

Sounds very much like a Paragon from GW1. Great in concept, boring as hell to actually play.

/notsigned from me

#3 SlappedYak

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Posted 11 November 2012 - 08:47 PM

I appreciate you've gone to a lot of effort, I like the way you have thought clearly about the concepts and skills and you have outlined your ideas well :)

In actual terms my hope is that Anet do not make the same mistake of gw1 and release extra professions...i think they have got it spot on with the classes they have - your conceptual profession overlaps hugely with roles already filled by guardian and warrior :) I think the future of the game lies in giving more weapon sets/types to existing professions (on land spear ftw? xD) but still, props to your idea ^.^

#4 VanderBeltLegacy

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Posted 12 November 2012 - 03:27 AM

View PostSlappedYak, on 11 November 2012 - 08:47 PM, said:

I appreciate you've gone to a lot of effort, I like the way you have thought clearly about the concepts and skills and you have outlined your ideas well :)

In actual terms my hope is that Anet do not make the same mistake of gw1 and release extra professions...i think they have got it spot on with the classes they have - your conceptual profession overlaps hugely with roles already filled by guardian and warrior :) I think the future of the game lies in giving more weapon sets/types to existing professions (on land spear ftw? xD) but still, props to your idea ^.^
while i agree with 99% of this,, to be fair, GW1 people flooded post about "how angry they were" when eye of the north released and had no extra profession(s), given the fact most of us argued we got heroes + it was only an expansion, and i would never have called it a mistake since alot of people actually like them, the mistake was OVER Buffing the skills and making every class "PvE worthy"(although they were already), after all some "added" classes migrated to GW2 and some were clashed into "1" class(hybrid).

Examples:
Paragon/Rit/Dervish+War/SMITE Monk=Guardian
Assassin=Thief

on the class itself, i like the idea/concept, but i think it's be much like a gw1 Paragon mixed with a GW2 Mesmer(not saying thats a bad thing), and would be great to have another Crowd Control.

#5 Trei

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Posted 12 November 2012 - 03:37 AM

It's "more solid", not "solider".
You want a new class more solid than... ?

Oh wait...
<_< soldier...

Edited by Trei, 12 November 2012 - 03:40 AM.


#6 actionjack

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Posted 12 November 2012 - 06:02 AM

Thanks for the feedbacks.
Actually, the concept was mainly done as a challenge to filling a 3rd soldier class.  Should there be more classes added, this would not be my first choice (still want a Martial Artist type with a Asian-theme expansion).  It could also be a adventure armor class too.  And if anything, I could see adding Sub-classes more feast able in the future.

None the less, I think the play style is at least slight more different than guardian and warrior.
And I don't see it like a Paragon (maybe 20%-like), and was building it more like Rituralist if anything.




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