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Old Sep 08, 2009, 12:20 PM // 12:20   #1
Ascalonian Squire
 
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Default Jalut

---------------
General
Jalut is a master technician. Making Constructs and planting Mines all over the battlefield, while picking fights with the trusty Sling, Jalut is also capable of using many spells which do not benefit allies as much as they hinder the enemy. This makes them very dangerous at both close, and ranged combat.

Explanation
Jalut was at first a joke class. Still is, seeing where GW is [not]going. [Give yourself a tap on the back if you get what's funny about a Jalut wielding a sling.] -But.. it's just something that would be fun to play, imo. The class does resemble the Ranger, the Ritualist, and even a little bit of Mesmer is in there(see Destruction skills), but what can you do. Class Skills, and Attributes, will say more about the concept than I could by simply breaking it down. Truth is, never gave it much thought apart from those aspects. -Aw, blame the Geomaster for this one

Class Role
-Damager.

Armor Level
-Light Armor

Energy Level
-Medium Energy

Range Type
-Ranged
---------------




Gear

Main Hand: Sling.
There would be two general types. One is "Martial"; it resembles the Short/Recurve bow: more speed but less range. The second one is "Ornamental", and it's the opposite of the first one; more range, less speed.

Off-hand: Multi-Tool
Much like a caster focus, but with different main stats. It would grant energy and armor, ten of each - max.



Legend

*Timeframe - Timeframes are over-time skills that grant specific advantages to the user. Similar to Ranger’s Preparation. Only one can be active at a time.

*Mine - Similar to Ranger’s trap, but more.. mechanical. Also, unlike with traps, mine planting skills are not easily interruptible, as a default.

*Gyre - It is a beneficial/detrimental aura. Similar to Elemental’s Ward and Necromancer’s Well. -All mines have them as an end effect(triggers once the main Mine effect wares off). Each mine has a specific Gyre.

*Construct - Mechanical creatures crated to help the user, either by doing damage to foes/creatures(skill specific) or giving boosts to its master/user. Almost a cross of Ranger's Nature Rituals and Rt's Spirits, but, again, mechanical. Their effective range for both allies and foes is as big as an average aggro bubble. Only one can be active at a time.



Attributes & Skills


Construction (Primary)
Destruction
Sling Mastery
Groundwork



***


Construction: For each rank of Construction you have, mechanoids you create have 2% more maximum health. For every 3 ranks of Construction you have, mines and traps you set do 2% more damage. Some Jalut skills, especially those related to Constructs and Mines, become more effective with higher Construction.

Linked Skills:

Double Time
Timeframe. (5.. 30 seconds.) Mechanoid construction and Mine setting skills cost (5.. 2) more energy, but cast time is halved.

At Ease
Timeframe. (5.. 30 seconds.) Mechanoid construction and mine setting skills cost (2.. 5) less energy, but cast time is doubled. Minimum energy required: 1

Way to Perfection
Timeframe. (0.. 9 seconds.) Mines you set last until triggered and do 1% more damage for every 4 ranks in construction you have. All your skills are easily interruptible.

Trigger One
Skill. Activate one of your nearest mines and gain (0.. 7) energy.

Trigger All
Skill. Activate all your mines and gain (0.. 2) energy for each one triggered.

Raze Grounds
Skill. Activate (0.. 5) non-allied mines and traps in the area. You are weakened (6 seconds) for each one disarmed.

Jumble
Skill. Randomly reposition (0.. 5) of your set mines in the area.

Shift Odds
Skill. Turn (0.. 5) nearby hostile mines/traps into allied ones.

Terra Guardian
Skill. (1.. 8 seconds.) You and your party members cannot trip hostile mines/traps. Ends for each ally if that ally successfully hits with an attack.

Cry Havoc
Timeframe. Your next (0.. 4) Jalut skills recharge instantly.

Healing Agent
Skill. Gain (75.. 150) health.


***


Destruction: No inherent effect. Many skills, especially direct damage and detrimental spells become more effective with higher Destruction.

Linked Skills:

Pain Converter
Spell. Target foe takes (5.. 20) damage for each condition on you. Maximum 100 damage.

Flame in a Bottle
Spell. Target foe is set on fire. (1.. 4 seconds.)

Blackprints
Spell. Target foe loses a Timeframe and is Weakened (2.. 15 seconds.)

Envy
Spell. Target for loses one enchantment and becomes Dazed (1.. 11 seconds.) You are knocked down.

Power Play
Skill. (1.. 6 seconds.) You get + 4 attribute points to Destruction. Your non-Destruction skills are disabled (8 seconds.)

Black Herd
Touch Skill. You and target touched foe cannot use Timeframes (2.. 10 seconds.)

Dealer's Hand
Spell. Target foe takes (11.. 50) cold damage and suffers one random condition (2.. 10 seconds) for each hex on you.

Everzap
Spell. Target foe takes (9.. 40) lightning damage. If target foe's health is above 50%, this skill recharges 50% faster.

Last Resort
Skill. You gain (1.. 12) energy, and +3 energy regeneration (1.. 8 seconds.) One of your skills is randomly disabled for 20 seconds.

Drone Rush
Spell. Target foe takes (11.. 50) blunt damage. If target foe is near an ally and is not moving, this skill recharges instantly.

Present Perfect
Skill. For (10.. 2 seconds) nothing happens. End effect: For (2.. 10 seconds) you cannot be knocked down and your skills recharge 30% faster. Skills cost (4.. 1) more energy to use.


***


Sling Mastery: Sling Mastery increases the damage you do with Slings and your chance to inflict a critical hit when using a sling. Many skills, especially sling attack skills and certain stances become more effective with higher Sling Mastery.

Linked Skills:

Citrus Shot
Sling Attack. Inflict Blind Condition (2.. 10 seconds) on target and foes adjacent to that target. Hits for no damage.

Rapid Bolts
Sling Attack. Lose a stance. Shoot (2.. 4) bolts simultaneously at target foe.

Power Spin
Sling Attack. Deals (10.. 34) damage. Unblockable.

Low Blow
Sling Attack. Deals (4.. 17) blunt damage and inflicts Crippled condition (2.. 10 seconds.)

Eye of the Cipher
Sling Attack. If this attack scores a critical hit target foe is knocked down. 25% armor penetration.

Speed Load
Stance. (5.. 15 seconds.) You attack 25% faster while wielding a Sling. This stance is refreshed whenever you land a critical hit.

Stalemate
Stance. (3.. 11 seconds.) You have an 80% chance to block attacks. Whenever you block an attack in this way, you and the attacking foe are knocked down.

Shatter Bolt
Sling Attack. Deals (5.. 20) piercing damage to target and up to (1.. 3) foes adjacent to target. 25% armor penetration.

Sling Slap
Touch Skill. Target touched foe is dazed (2.. 9 seconds.)

Corroding Agent
Skill. Your next (1.. 4) sling attacks cause Cracked Armor (5.. 15 seconds.)

Immoral Spin
Sling Attack. Deals (10.. 30) damage. If you hit a knocked down foe, that foe suffers from Deep Wound (3.. 13 seconds.)

Show Stopper
Sling Attack. If target foe is using a skill, that foe and all foes in the area are knocked down (0.. 2 seconds.)

Last Stand
Stance. (3.. 11 seconds.) You have an 80% chance to block attacks. Whenever you block an attack in this way, you are crippled (10 seconds.)

Lightstep
Stance. (2.. 18 seconds.) You cannot trip hostile mines/traps, but move 20% slower.

Seeking Bolt
Sling Attack. Deal (4.. 15) damage. If target foe is a construct, all nearby foes take (8.. 40) damage.


***


Groundwork: No inherent effect. Many Jalut skills, especially Constructs and Mines, become more effective with higher Groundwork.

Linked Skills:

Stone Summit Special
Mine. (90 seconds.) Affects nearby foes. Deals (7... 25) cold damage every second (1.. 3 seconds.) End effect: Forms a Gyre (1.. 8 seconds.) Affected foes move 90% slower.

Spider Fang Spring
Mine. (90 seconds.) Affects nearby foes. Deals (3.. 15) piercing damage every second (1.. 5 seconds.) End effect: Forms a Gyre (2.. 10 seconds.) Inflict poison condition (2.. 14 seconds) every 2 seconds on affected foes.

Palod's Powder Spring
Mine. (90 seconds.) Affects nearby foes. End effect: Forms a Gyre (3.. 15 seconds.) Affected creatures are blinded (2.. 7 seconds) and dazed (2.. 7 seconds) every 3 seconds.

Riddicule's Chronic
Mine. (90 seconds.) Affects nearby foes. Deals (3.. 15) slashing damage. End effect: Forms a Gyre (5.. 20 seconds.) Extends adjacent Gyres to last as long as it does.

Memento
Mine. (90 seconds.) Affects nearby foes. Inflicts weakness (3.. 9 seconds.) End effect: Forms a Gyre (5.. 16 seconds.) Affected foes suffer (-1.. -4) health regeneration and are transported to the center of this Gyre every (5.. 2 seconds.)

Slopwork's Instant
Mine. (90 seconds.) Affects nearby foes. Set two mines. One deals (7... 25) fire damage, and one deals (7.. 25) cold damage. End effect: Forms a Gyre (5.. 10 seconds.) Affected creatures attack 25% slower, and are set on fire (1.. 3 seconds) every 5 seconds.

Homing Beacon
Skill. All mines/traps in the area are moved to your position. You gain (9.. 20) health and (0.. 3) energy for each one moved.

Buzz Box
Construct. Creates a level (3.. 15) mechanoid (30.. 100 second lifespan). It patrols the area always returning to the spot where it was created. This mechanoid has an aggro bubble twice the size of normal, and moves 10% faster.

Nail Spitter
Construct. Creates a level (1.. 12) stationary mechanoid (30.. 100 second lifespan). It deals bleeding (2.. 8 seconds) with every attack. This mechanoid attacks 10% faster.

Beta Scan
Construct. Creates a level (1.. 9) mechanoid (10.. 40 second lifespan). Whenever creatures in its range take damage this construct steals (6.. 17) health from those creatures. This mechanoid explodes upon destruction, setting adjacent creatures on fire (1.. 4 seconds).

Patch Abrams
Construct. Creates a level (2.. 15) mechanoid (4.. 20 second lifespan). Whenever creatures in its range take or deal damage this construct heals you (4.. 10) health. If you use this skill while an allied construct is already active, it is destroyed and you gain the same amount of health it had upon destruction. This mechanoid has a natural +1 to health regeneration.



---------------

PS Can you spell Asura...
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Old Sep 08, 2009, 01:19 PM // 13:19   #2
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Well you get points for originality, though consider what kind of gameplay this would encourage. Imagine a team of Jaluts all making Slopwork's Instant. The moment in which any enemies approach one, all they have to do is call Homing Beacon and they get 25*8 = 200 fire damage and 200 cold damage per second. With 1 Palod's Powder Spring in someone's build, you could even blind him so you wouldn't even take damage.

Though to your credit, the skills are far more balanced than most skill ideas created in Concept Classes.
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Old Sep 08, 2009, 06:12 PM // 18:12   #3
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Quote:
Originally Posted by Bellus View Post
---------------
Patch Abrams
Construct. Creates a level (2.. 15) mechanoid (4.. 20 second lifespan). Whenever creatures in its range take or deal damage this construct heals you (4.. 10) health. If you use this skill while an allied construct is already active, it is destroyed and you gain the same amount of health it had upon destruction. This mechanoid has a natural +1 to health regeneration.



---------------

PS Can you spell Asura...
Awesome..... i love the name lol
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Old Sep 09, 2009, 09:00 AM // 09:00   #4
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Quote:
Imagine a team of Jaluts all making Slopwork's Instant. The moment in which any enemies approach one, all they have to do is call Homing Beacon and they get 25*8 = 200 fire damage and 200 cold damage per second. With 1 Palod's Powder Spring in someone's build, you could even blind him so you wouldn't even take damage.
There's that. -But that's what nerfing and PvE-PvP skill split are all about.


Whenever I thing about what this class would look like all I can see are Asura, running around with wrenches and grease-stained hello-kitty backpacks. Wish I never met those annoying little things. -GW2 is really taking over.

Edit: Oop, scratch that. Now I see Charr.

Last edited by Bellus; Sep 09, 2009 at 12:23 PM // 12:23..
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Old Sep 16, 2009, 12:18 AM // 00:18   #5
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Interesting concept on this one...some aspects of it remind me of Geo Panels from Disgaea.
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Old Sep 28, 2009, 05:30 PM // 17:30   #6
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To be honest, GW needs 1 more expansion before GW2 and these need to be the PvE only skills...and before any1 says anything about over spiking....YMLaD cripple spike=every1 bring it, sin support summon=every1 bring it, Pain Inverter=Bring it for the AoE/really heavy damager's, theres more but meh why go into detail, you get my point, wich is no matter the skill, if its a PvE only "non class" specific skill, then groups are gonna abuse it,

so yeah new expansion=these skill's are the PvE only skill's=

Construction:

Linked Skills:

Double Time
Timeframe. (5.. 30 seconds.) Mechanoid construction and Mine setting skills cost (5.. 2) more energy, but cast time is halved.

At Ease
Timeframe. (5.. 30 seconds.) Mechanoid construction and mine setting skills cost (2.. 5) less energy, but cast time is doubled. Minimum energy required: 1

Way to Perfection
Timeframe. (0.. 9 seconds.) Mines you set last until triggered and do 1% more damage for every 4 ranks in construction you have. All your skills are easily interruptible.

Trigger One
Skill. Activate one of your nearest mines and gain (0.. 7) energy.

Trigger All
Skill. Activate all your mines and gain (0.. 2) energy for each one triggered.

Raze Grounds
Skill. Activate (0.. 5) non-allied mines and traps in the area. You are weakened (6 seconds) for each one disarmed.

Jumble
Skill. Randomly reposition (0.. 5) of your set mines in the area.

Shift Odds
Skill. Turn (0.. 5) nearby hostile mines/traps into allied ones.

Terra Guardian
Skill. (1.. 8 seconds.) You and your party members cannot trip hostile mines/traps. Ends for each ally if that ally successfully hits with an attack.

Cry Havoc
Timeframe. Your next (0.. 4) Jalut skills recharge instantly.

Healing Agent
Skill. Gain (75.. 150) health.


***


Destruction:

Linked Skills:

Pain Converter
Spell. Target foe takes (5.. 20) damage for each condition on you. Maximum 100 damage.

Flame in a Bottle
Spell. Target foe is set on fire. (1.. 4 seconds.)

Blackprints
Spell. Target foe loses a Timeframe and is Weakened (2.. 15 seconds.)

Envy
Spell. Target for loses one enchantment and becomes Dazed (1.. 11 seconds.) You are knocked down.

Power Play
Skill. (1.. 6 seconds.) You get + 4 attribute points to Destruction. Your non-Destruction skills are disabled (8 seconds.)

Black Herd
Touch Skill. You and target touched foe cannot use Timeframes (2.. 10 seconds.)

Dealer's Hand
Spell. Target foe takes (11.. 50) cold damage and suffers one random condition (2.. 10 seconds) for each hex on you.

Everzap
Spell. Target foe takes (9.. 40) lightning damage. If target foe's health is above 50%, this skill recharges 50% faster.

Last Resort
Skill. You gain (1.. 12) energy, and +3 energy regeneration (1.. 8 seconds.) One of your skills is randomly disabled for 20 seconds.

Drone Rush
Spell. Target foe takes (11.. 50) blunt damage. If target foe is near an ally and is not moving, this skill recharges instantly.

Present Perfect
Skill. For (10.. 2 seconds) nothing happens. End effect: For (2.. 10 seconds) you cannot be knocked down and your skills recharge 30% faster. Skills cost (4.. 1) more energy to use.



***


Groundwork:
Linked Skills:

Stone Summit Special
Mine. (90 seconds.) Affects nearby foes. Deals (7... 25) cold damage every second (1.. 3 seconds.) End effect: Forms a Gyre (1.. 8 seconds.) Affected foes move 90% slower.

Spider Fang Spring
Mine. (90 seconds.) Affects nearby foes. Deals (3.. 15) piercing damage every second (1.. 5 seconds.) End effect: Forms a Gyre (2.. 10 seconds.) Inflict poison condition (2.. 14 seconds) every 2 seconds on affected foes.

Palod's Powder Spring
Mine. (90 seconds.) Affects nearby foes. End effect: Forms a Gyre (3.. 15 seconds.) Affected creatures are blinded (2.. 7 seconds) and dazed (2.. 7 seconds) every 3 seconds.

Riddicule's Chronic
Mine. (90 seconds.) Affects nearby foes. Deals (3.. 15) slashing damage. End effect: Forms a Gyre (5.. 20 seconds.) Extends adjacent Gyres to last as long as it does.

Memento
Mine. (90 seconds.) Affects nearby foes. Inflicts weakness (3.. 9 seconds.) End effect: Forms a Gyre (5.. 16 seconds.) Affected foes suffer (-1.. -4) health regeneration and are transported to the center of this Gyre every (5.. 2 seconds.)

Slopwork's Instant
Mine. (90 seconds.) Affects nearby foes. Set two mines. One deals (7... 25) fire damage, and one deals (7.. 25) cold damage. End effect: Forms a Gyre (5.. 10 seconds.) Affected creatures attack 25% slower, and are set on fire (1.. 3 seconds) every 5 seconds.

Homing Beacon
Skill. All mines/traps in the area are moved to your position. You gain (9.. 20) health and (0.. 3) energy for each one moved.

Buzz Box
Construct. Creates a level (3.. 15) mechanoid (30.. 100 second lifespan). It patrols the area always returning to the spot where it was created. This mechanoid has an aggro bubble twice the size of normal, and moves 10% faster.

Nail Spitter
Construct. Creates a level (1.. 12) stationary mechanoid (30.. 100 second lifespan). It deals bleeding (2.. 8 seconds) with every attack. This mechanoid attacks 10% faster.

Beta Scan
Construct. Creates a level (1.. 9) mechanoid (10.. 40 second lifespan). Whenever creatures in its range take damage this construct steals (6.. 17) health from those creatures. This mechanoid explodes upon destruction, setting adjacent creatures on fire (1.. 4 seconds).

Patch Abrams
Construct. Creates a level (2.. 15) mechanoid (4.. 20 second lifespan). Whenever creatures in its range take or deal damage this construct heals you (4.. 10) health. If you use this skill while an allied construct is already active, it is destroyed and you gain the same amount of health it had upon destruction. This mechanoid has a natural +1 to health regeneration.





Expansion=10 Dungeons in Prophecies area of Tyria
10 Dungeons in Cantha
10 Dungeons in Elona (30 Dungeons+18 EotN dungeons=Legendary Dungeon Runner(bite from the dungeon runners game)=2 titles
with some grind titles to base upon the skill attributes named above=3 titles

+ a new title for conquering all elites=Legend of the Myst

wich if my maths hasnt shit on me, should make a total of 60 titles(including the 1's we have)

with a tester like me, i could make shore 600 monks fail on the new dungeons, with skill's like Order of Apostacy(Spell check/might not even be right skill) + melee/projectile physical weapon fighters, sins with enchant removals threw dagger's, etc, etc

Last edited by My War; Sep 28, 2009 at 05:40 PM // 17:40..
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