Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Sardelac Sanitarium

Notices

Reply
 
Thread Tools Display Modes
Old Oct 12, 2008, 07:49 PM // 19:49   #1
Jungle Guide
 
System_Crush's Avatar
 
Join Date: Oct 2006
Location: Tripping in Holland
Guild: My guild died :`(
Profession: N/
Advertisement

Disable Ads
Arrow Conjurer CC

Even though I'm officially retired; I'm stuck with the flue right now, so neither TR or 2142 are working out.
In my boredom I pulled up my google docs and added skills to a CC I had in the works.
I know it isn't even finished yet, so I'm hoping for some real constructive criticism, to motivate me to make the most of this CC.
================================================

For skimmers, the concept skills are at the bottom.

Conjurer CC

"You have the home advantage? Ha! each root, rock, pebble and grain of sand in miles is a dear friend of mine!"

Conjurers are warders and constructors, they conjure sprites that form wards, with a variety of effects.
Sprite wards grow into Fortifications which are simple battlefield constructions that offer many more bonuses and eventually into shamblers: fragile pets with an aura.
Conjurers can use these along with their own set of regular wards and spells to defend their team and damage it's foes.


New Stuff

Class: Conjurer
A conjurer is able to place defensive and offensive wards, some of which grow into constructions and eventually into pets with an aura.
This makes them useful as a warder in the beginning of a fight, which becomes more dangerous as the fight progresses.

Skill Type: Conjuration Rituals and sprites
A conjuration ritual creates a sprite at your location, a sprite is a visualization of a elemental essence selecting a place where there is enough room for a conjuration. When you use a conjuration ritual that is already active it's effects end and a new one is created at your location.

A conjuration would have enough room to pass along side on all sides between the ward and other constructions or fortifications.

This makes the sprite ward like any other ward except they will never overlap other spite wards, nor will they be placeable in tight passages.

Mechanic: Sprite Wards
Sprite wards function like normal wards except they will never overlap, Sprites are created at the conjurers location and move to the nearest location where the ward will be passable on all sides and where there isn't already a spite ward in place.
When a sprite finds an appropriate location it disappears into the ground and a ward appears at that location.

A sprite ward is clearly distinguishable from a normal ward, instead of a ringlike effect, there is an area on the ground with elementalist aura like animations dotting it.
Sprite wards last 10 seconds by default before a fortification rises at that location.
Anyone inside the ward will be lifted upwards as the fortification rises at it's location.

Mechanic: Fortifications
A fortification is a simple construction of dirt or stone, the size of a ward(area) they are always round, and have a front an a back side depending on the direction the sprite was facing when it went into the ground. The front and sides are shoulder high walls protecting the center, the back is open allowing people to enter. Along the inner sides there are slopes/stairs to stand atop the walls.
(As GW2 is to have a y axis, the walls are high enough to stop people form jumping up, but not high enough to hurt you when you jump/fall off)

The effect of the ward is still active inside the fortification, the center also provides cover from 3 sides, standing on top of the walls offer rangers a damage bonus due to higher ground and the single entry way provides an excellent way to funnel foes close together. However all these usefull effects only last 10 seconds before the fortification crumbles and turns into a shambler.

Creature: Shamblers
A shambler is an elemental sprite fused with dirt and rubble, a flimsily constructed golem it's easily destroyed. Shamblers carry the ward that created them as an aura and can throw large rocks over spirit range, but only when the conjurer directs them too.
Each shambler only lives for 10 seconds before it crumbles.

Shamblers do not attack unless their conjurer uses a spell to command them. When attacked they try to run.
A shambler's level is 1...4(5) depending on the ability of the conjuration ritual, a level 0 shambler has 10 armor and 25 health, each level grants another 10 armor and 25 health.

Shamblers are not fleshy, do not leave corpses and do not show up in the party window.

Even though a spell needs to be used to give a shambeler's attack an effect, the attacks themselves are blockable or can miss, unlike the spells which don't actually count as ever hitting the target(technically, although requiring a foe to be targeted, they are cast on the user; similar to the assassin elite 'Aura of Displacement').
[EDIT]
Noticed there isn't a wiki page for them, shamblers look like this only a lot smaller.


Equipment

Energy:
Base: 30 at 4 pips
Conjurers have the standard focus items or staves granting an additional 12 or 10 energy.

Armor:
Base: 60AL
(+5 for each ward you are in)

I'm not sure on their appearance yet, any ideas would be welcome.

Insignias:
Architect's | +10 AL while on a fortification.


Attribute1(primary)
For every 2 ranks in <Attribute 1> you gain 1 energy whenever a ward you created ends.
Unseen Forces elite enchantment -1 5 ¼ 5
While you maintain this enchantment your conjuration rituals are wards for 4 more seconds, but are fortifications and shamblers for 2 seconds less. For each ward affecting you, you gain 1 energy regeneration.(max. 1...3(4) regeneration)
Architect's Aspiration elite enchantment -1 5 ¼ 5
While you maintain this enchantment your conjuration rituals are fortifications for 4 more seconds, but are wards and shamblers 2 seconds less. Spells you cast cost 1 less energy for each ally standing in a fortification you created.(Min. of 5...2(1) energy)
Conjurer's Call elite enchantment -1 5 ¼ 5
While you maintain this enchantment your conjuration rituals are shamblers for 4 more seconds, but are wards and fortifications 2 seconds less. For each shambler you control you gain 1 energy regeneration.(max. 0...2(3) regeneration)
Perspiration enchantment 5 ½ 12
For 10 seconds you have 1...3(4) health regeneration for each fortification you control.
Maintenance enchantment -1 101 10
While you maintain this enchantment, target friendly shambler will not crumble. But whenever it takes damage you lose 10...4(2) energy or the enchantment ends.


Fiery Communion
Firewalking ward spell 5 2 10
Create a Ward of Firewalking at your location, for 12 seconds; in this ward foes that aren't moving take 4...19(24) fire damage each second, but allies in it gain no benefit from movement speed increases while foes in the ward move 15% faster.
Unleash Hell spell 15 2 30
All of your shamblers attack target foe, each hit has 25% chance to knock that foe down and deals 10...40(50) earth damage.
Molten Rock spell 10 1½ 15
One of your shamblers attacks target foe, if it hits it deals 15...75(95) fire damage and causes burning for 5 seconds.
Igneous conjuration ritual 10 3 30
Conjure a sprite at your location, When allies within it's ward take damage the source of that damage starts burning for 1..3(4) seconds.
Basalt elite conjuration ritual 5 3 60
Conjure a sprite at your location, when foes within it's ward would take earth damage they take fire damage instead which is increased by 5...20(25)%.


Will of Stone
Riven Earth spell 25 1 25
Destroy target shambler, all foes adjacent to it take 20...80(100) earth damage and all foes near it take 10...40(50) earth damage.(works on both friendly and hostile shamblers)
Sheltering Stones conjuration ritual 5 3 60
Conjure a sprite at your location, physical damage to all allies within it's ward is reduced by 2...5(6) and those allies receive no extra damage from critical hits.
Resilience ward spell 10 1 25
Create a ward of resilience at your location for 14 seconds, whenever allies in the ward take damage, they take 10...25(30)% less for each enchantment on them.(max 3 enchantments)
Gravel Storm elite spell 10 1 20
One of your shamblers attacks target foe; if there are foes adjacent to that foe, each shambler you control attacks one of those foes. These attacks cannot be blocked and each attack deals 10...25(30) earth damage to it's target and all adjacent foes.
Difficult Terrain hex spell 5 2 20
For 6...15(18) seconds, target foe suffers -1 energy regeneration, if this hex ends prematurely that foe loses 1 enchantment.


Nature's Wrath
Jagged Ground ward spell 15 1 20
Create a Ward of Jagged Ground at your location, for 17 seconds; foes in this ward are crippled for 1 second and take 4...10(12) piercing damage each second they are moving.
Architects of Destruction spell 5 2 10
All of your shamblers attack target foe, each hit deals only 1...10(13) damage but if that foe was standing on a fortification that fortification is destroyed and that foe is knocked down.
Splinters hex spell 10 ½ 15
For 10 seconds, the next time target foe or adjacent foes attack a shambler in melee they take 35...65(75) damage.
Rotting Wood conjuration ritual 25 3 50
Conjure a sprite at your location, foes knocked down within it's ward lose 1...1(2) enchantments.
Contested Ground elite conjuration ritual 10 3 30
Conjure a sprite at your location; for each corpse within it's ward, allies in it gain 1 health regeneration and attack or activate skills 5...14(17)% faster (max. 25% faster).
=================================================
Hopefully I’ve gotten my point over clearly, I also hope you like it, or at least some small part of it.
I know it’s nowhere near perfect yet so any suggestions and comments will be greatly appreciated.

Last edited by System_Crush; Dec 04, 2008 at 11:46 AM // 11:46..
System_Crush is offline   Reply With Quote
Old Oct 20, 2008, 11:10 AM // 11:10   #2
Desert Nomad
 
[M]agna_[C]arta's Avatar
 
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
Default

I might go back to the CCing XD.
My Sem Break is on Fri, and I am hoping to have much fun as b4 :3.
I also got a Scanner already so I can show off my Drawing skills n_n.
Yay ^o^!

Intresting, I still do luv Wards and Summons ^_^!
But it sounds a little Ele and Ranger, reffering to the name of the skills.
[M]agna_[C]arta is offline   Reply With Quote
Old Oct 22, 2008, 05:03 PM // 17:03   #3
Jungle Guide
 
System_Crush's Avatar
 
Join Date: Oct 2006
Location: Tripping in Holland
Guild: My guild died :`(
Profession: N/
Default

Magna the only 1 replaying to my CC; hows that for deja-vu, all over again?

Thanks for the reply, always good to hear something.

And yea the ele/ranger'ness is true; I kinda rushed the naming, or maybe I've just lost my touch.
There's supposed to be a slight similarity, the ideal C/... would be ele but also ranger or rit; they offer synergy with their skills, so I thought a bit of synergy on the lore wouldn't be bad either.

Hot Feet, Sturdy Roots and Wooden Fortress desperately need a rename, Fortress needs to be revised all together.
I'm trying to think of ways for filling in those blanks, let me hear if you have any ideas you tossed out.

Last edited by System_Crush; Oct 22, 2008 at 05:16 PM // 17:16..
System_Crush is offline   Reply With Quote
Old Oct 23, 2008, 10:11 AM // 10:11   #4
Desert Nomad
 
[M]agna_[C]arta's Avatar
 
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
Default

Sturdy Roots - Snare Stonesap

Hot Feet - Salamander Foot

Wooden Fortress - Arid Forest

Attribute 4 - Farplain Calling, Dreamland Calling

Goodluck XD!
[M]agna_[C]arta is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Drake Eleric Sardelac Sanitarium 9 Apr 03, 2007 12:43 AM // 00:43
The Conjurer Darkhell153 Sardelac Sanitarium 4 Feb 17, 2007 10:36 PM // 22:36
DMeza Sardelac Sanitarium 9 Feb 11, 2007 10:10 PM // 22:10


All times are GMT. The time now is 01:31 PM // 13:31.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("