Dec 18, 2006, 06:05 AM // 06:05
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#1
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Ascalonian Squire
Join Date: Mar 2006
Location: British Columbia, Canada
Guild: Dawn of the Luxons [Dawn]
Profession: W/
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The Tormentor
I was thinking of new cool weapon ideas when i thought up this.
The Tormentor
The Tormentor is a profession with a necro/assassin style armour(skin tight), he/she would wield a Whip which would be 1 handed and in the other hand would wield a focus. He would have 30 inherent energy and 4 energy regen. The Tormentor would excel in fighting "squishies"(mages) and would have a range of just outside adjacent range. He would be very unique to other professions, many of his skills will revolve around hitting the foe alot and benefiting from each hit. He would utilise the following attributes to his advantage.
Attributes
Whip Mastery: Each point into whip mastery will increase the amount of damage you do with whips and increase the chances of getting a critical hit with a whip.
Unholy Conduit: No inherent effect. Many skills especially those which increase the potency of your attack skills become better with each point into this stat.
Shadow Magic: No inherent effect. Many skills especially those which benefit yourself from healing and armour gain become better with each point into this stat.
Execution Expertise(cant think of a better name)[Primary stat]: For each point into this attribute, you gain 1% faster attack speed and gain 1 health every time you hit an opponent.
Tormentor's Weapons and Armour
Headgear: A dark halo circling the head at forehead level. Different styles would be thicker, different colours etc.
Beginning Armour Set: Very Plain with small spikes protruding from the wrists in the direction of the fingers.
Collectors Set: Similar to beginning armour set but with 5 or so small spikes protruding from the shoulders going across the clavicle with 2 spikes in each wrist in the same fashion as beginning armour but in the shape of devil horns(curved inwards).
End Game Armour Set: 2 Thick black spikes protruding from the shoulders going outwards, 1 thick blade like spike on each wrist in the same fashion as beginning armour and boots similar to necro's bloodstained boots but shinier.
Obsidian Set: Thick black spikes(4 or so) protruding from the shoulders and across the clavicle(similar to warrior FoW armour), many steel spikes hanging from the leggings and gloves(like one of those pendulum type things), and 2 blades twisting and surrounding the leg going up from the ankle.
Weapons(whips)
The whip will be long and thin and will have a range of a slight bit more than
adjacent but less than nearby range, the attack speed at normal speed will be equal to a shortbow and the weapon upgrades will be, prefix being whip tips and suffix being whip handles.
Examples of green whips:
The Snapshot
(Req. 9 Whip mastery)
10-25 Lightning Damage
Energy +5
+1 Whip mastery (20% chance while using skills)
Whip of eternal Suffering
(Req. 9 Whip mastery)
10-25 Damage
+15% Damage
-10 Armour(While attacking)
Health degeneration -1
Health stealing: 3
+1 Unholy Conduit (20% chance while using skills)
Example of a green focus for the tormentor:
Dark Battery
(Req. 9 Shadow magic)
Energy+12
Energy+15
Energy regeneration -1
Halves skill recharge of Shadow magic skills (20% chance)
Examples of skills for the Tormentor
Double Snap(Whip Skill)
Energy: 5, Recharge Time: 8, Casting Time: 0
Attack target foe twice but only deal half damage each hit.
Power Whip(Whip Skill)
Energy: 5, Recharge Time: 4, Casting Time: 0
Deal +10...30 Damage.
Anguishing Slash(Whip Skill)
Energy: 15, Adrenaline: 8, Recharge Time: 2, Casting Time: 0
Deal +20...60 Damage and cause bleeding on target foe for 1...10 seconds.
Shadow Feeding(Shadow Magic Spell)
Energy: 5, Recharge Time: 4, Casting Time: 1
Heal yourself for 40...130 Health.
Signet of Poisonous Shadow(Shadow Magic Signet)
Energy: 0, Recharge Time: 60, Casting Time: 2
Create a poisonous shadow at your location. All allies and foes alike(not including undead) become poisoned for 5...10 seconds. This shadow lasts for 20 seconds.
Shadow Ward(Shadow Magic Ward)
Energy: 15, Recharge Time: 30, Casting Time: 1
Create a ward against shadows at your location. For 10...30 seconds, no allies or foes in the area can shadow step.
Dark Illusion[Elite](Unholy Conduit Spell)
Energy: 15, Recharge Time: 20, Casting Time: 2
For 10...30 Seconds, your attacks deal +10...30 damage. When this enchantment ends, you lose energy equal to half the amount of times you hit target foe(s).
Spirit Feed(Unholy Conduit Skill)
Energy: 0, Recharge Time: 0, Casting Time: 3
Destroy the spirit/nature ritual nearest to you, you gain 5...10 health and lose energy equal to the level of the spirit/ritual destroyed.
Spirit Blast(Unholy Conduit Spell)
Energy: 10, Recharge Time: 8, Casting Time: 1
Target foe is struck for 10...40 holy damage. If that foe was an animated or summoned creature, all foes adjacent to that foe are set on fire for 0...2 seconds.
Damage Conduit[Elite](Execution Expertise Spell)
Energy: 10, Recharge Time: 5, Casting Time: 1
For 0...50 Seconds, the health gain from Execution Expertise has no effect but the attack speed boost is twice as potent. This skill is disabled for 100 seconds.
Signet of Pain(Execution Expertise Signet)
Energy: 0, Recharge Time: 20, Casting Time: 0
For 10...20 Seconds, your attacks deal X1.5 damage but you suffer -1 health degeneration and move 10% slower.
Weapon of Blood(Execution Expertise Weapon Spell)
Energy: 15, Recharge Time: 15, Casting Time: 2
Give target ally a Weapon of Blood for 5...15 Seconds. Target ally's weapon causes bleeding for 1...3 seconds.
Performance VS. Other Professions
Warrior: Not much of an advantage here, if there's an allied melee fighter in the way of you and him then you have an advantage range wise but not much here otherwise. You will get killed by him 1vs1.
Ranger: Again, not a big advantage, his range and armour will out perform you and his damage is exceptional. But your arsenal of armour ignoring spells and high attack speed(assuming you use Execution Expertise) could be advantagous. Fairly equal 1vs1.
Monk: You have the upper hand here, the monk has low to no damage even with a few smites and AoE smites are no prob as you have just outside adjacent range to whack him down. Slight upper hand 1vs1.
Mesmer: You will outperform the mesmer in every way, her interupts wont be quick enough for your skills and even against an e-denial, your DPS is high with enough Execution Expertise although domination magic could get the best of you if you're not careful. Definate upper hand 1vs1.
Necromancer: As stated in the beginning, you will squash casters with ease unless they have tricks up their sleeve. Spiteful Spirit for instance will take advantage of your high attack rate(assuming you use Execution Expertise). Against a minion master, you will victor with the arsenal of holy damage attacks you have(how ironic). Fairly balanced, but you have the upper hand in 1vs1.
Elementalist: Although the elementalist has low armour, he does have a high damage output and the ability to blind using earth magic skills and blinding flash will easily kill the Tormentor. In 1vs1, the tormentor will lose, depending on the elementalists build.
Ritualist: The Ritualist stands no chance against the Tormentor's Spirit Blast skill and the high damage output of the tormentor's whip. In 1vs1, the ritualist will get owned.
Assassin: The assassin and the Tormentor are evenly matched in terms of energy and armour but the assassin's ability to deal large amounts of damage in a short amount of time will take down the tormentor with ease. No chance in 1vs1 vs a sin.
Dervish: Depending on the dervish's build, the dervish may or may not win. But with a build using dervish-only skills(we'll assume she has an avatar and conviction), the tormentor won't get a big enough damage output so the dervish will most likely win. Dervish has the upper hand in 1vs1.
Paragon: Both the paragon and the tormentor have similar ranges and similar damage output but the tormentor has that little bit more to overcome the paragon in a 1vs1 battle.
Conclusion
The Tormentor seems to be a killing machine built for less casting and more hitting. However, like the Crit Barrager Sin, this build has potential(both build and nerfing potential) to be combined with weapons of other professions to produce devastating results. And even though this profession isn't party-friendly in every respect, it is still a good damage dealer in your party.
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Dec 22, 2006, 07:18 PM // 19:18
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#2
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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Well I don't really see much appeal to this, the identity is basicly parrallel to Necromancer, it just uses a weapon more than spells.
And the Primary attribute is totaly broken, 16% faster attack speed by itself is alot faster, 16 health on every attack is totally broken. Just imagine using Tormentor with 16 points in the primary attribute and 12 points in Dagger mastery (assassin secondary), the extreme attack speed + 16 health per hit would be outragious, that amount of healing even with a hammer speed attack is broken. It would be an acceptable skill ability if done right, but it definetly isn't an acceptable attribute.
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