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Old Aug 21, 2008, 09:57 PM // 21:57   #1
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Default The Maleficus

I've had this idea in my head for a while...thought I'd spill it out. If any of you are familiar with Dark Age of Camelot, this class is much like the Midgard Warlock. It's also slightly similar to how Assassins work in Diablo 2.

The Maleficus:

Dark rumors eek from the shadows of the world's magick academia. They speak of dark mages who have the power to charge high-potency magickal orbs to dispatch their foes. Other rumors persist that these dark mages, these Malefici, can bend chaos and shadow to their wills, punishing those who attempt to disrupt their precision. Some claim that they can also summon lesser beings in the form of modern weaponry, effectively cutting and gashing foes from beyond the front lines. These rumors have recently been proven true; the Maleficus has slithered his way into the world of Tyria.

Unlike other professions, the Maleficus owes respect to no gods. They believe these so-called deities have been silent for too long, and as such, think that humanity must fix its own problems. However, they do admire chaos in its purest form and strive to exhibit it to their more pious peers. While the Elementalist conjures powerful elemental magicks to destroy his foes and the Mesmer utilizes subterfuge to disable his enemy, the Maleficus uses a combination of destruction and subversion to slay all those who cross his path.

The Maleficus brings two new types of abilities to GW: Spell Charges and Maintained Hexes. Both types of spells work similar to the Monk's maintained enchantments, though their best effects come from releasing, not maintaining.

Spell Charges:

These are powerful, direct damage spells that typically target a single foe. Most of them deal a high amount of shadow damage, along with an additional effect. Charged Spells are slow to cast and are unaffected by glyphs, but offer devastating effects once released. All Charged Spells invoke energy degeneration and, like enchantments, multiple charges of the same spell cannot be stacked. Also similar to how Death Magic works with the minion cap, spell charges are limited to 1 at a time, unless the player specs into the profession's primary attribute.

How it works:
Once the Maleficus has finished casting his spell charge, an icon appears in the maintained enchantment window. This spell charge will remain active until the caster either discharges it, or his energy reaches zero. To release a charge, the player must target a foe and double-click the icon. If no enemies are around at the time, he may target himself and discharge the skill to no effect. In order to help opposing players ascertain the amount of charges the Maleficus currently has, a small, pulsating black orb floats around the character for each charge he currently holds.

Maintained Hexes:

Most maintained hexes deliver an effect on cast, and then an additional, more powerful effect, when released. Unlike normal hexes, however, they require energy pips to maintain. Also, unlike normal hexes that have an end effect, maintained hexes 'fizzle out' two seconds after their duration ends. In order for the Maleficus to reap full benefit from maintained hexes, they must be removed by the caster or a foe; they cannot be removed by allies or party members. Like spell charges, maintained hexes appear in the maintained enchantments window. These hexes appear on a character's life bar as a swirling black and white vortex.

(By this point, you're probably as sick of reading the word 'maintained' as I am of writing it.)

Equipment:

Weapons: Staves, Rods, Foci of a gnarled, witch-like visual style.
Armor: Maleficus armor looks akin to traditional fantasy 'dark mages', ranging from tattered, ghostly rags to ornate robes adorned with eldritch symbols. Male Malefici wear hoods while females prefer mourning veils. Maleficus armor provides 60 AR, 30 Energy and 4 Energy Regeneration.

Insignias:

(Note: I realize that most profession-specific insignias are less favored than general types. I merely wish to add these for completion's sake)

Charger's Insignia:
+5 armor (while maintaining 1 or more Charge Spells)
+5 armor (while maintaining 2 or more Charge Spells)
+5 armor (while maintaining 3 or more Charge Spells)

Magus Insignia:
+1 energy regeneration (non-stacking)

Chaotic Element Insignia:
+10 armor vs elemental damage
+10 armor vs cold damage (25% chance)
+10 armor vs fire damage (25% chance)
+10 armor vs earth damage (25% chance)
+10 armor vs air damage (25% chance)

Chaotic Sheath Insignia:
+10 armor vs physical damage
+10 armor vs piercing damage (33% chance)
+10 armor vs blunt damage (33% chance)
+10 armor vs slashing damage (33% chance)

Attributes:

(Primary)Spell Charging:

For every 3 points in Spell Charging, you receive an additional Spell Charge slot. For every 5 points in Spell Charging, you receive an additional 1 pip of energy regeneration. Skills which augment Charged Spells and Maintained Hexes are found in this line.

-OR- (in line with a suggestion from zelgadissen)

For every 3 points in Spell Charging, you receive an additional Spell Charge slot. For every 5 points in Spell Charging, you receive an additional 1 pip of energy regeneration while maintaining a charge, hex or self-enchantment. Skills which augment Charged Spells and Maintained Hexes are found in this line.


Because Charged Spells and Maintained Hexes lower the Maleficus' energy regeneration, this would grant the primary more active charges/hexes at the same time.

Skill Examples:

(Elite)Charger's Fervor:

Enchantment(Self)
10e, 3c, 20r
For 5...8...12 seconds, your next 1...2...2 Charged Spells cannot be interrupted.

(Elite) Warlock's Precision:

Skill
3c, 45r
[i]For 9...15...22 seconds, your next 1...2...2 Maintained Hexes cannot be removed by a foe, but require an additional 2...1...1 pips of energy regeneration to maintain.

Destruction Magic:
No inherent effect. Spells which cause direct damage to foes are found in this line.

This line contains most of the Maleficus' Charged Spells.

Skill Examples:

(Elite)Bolt of Entropy:
Charged Spell
-3e, 10e, 3c, 25r
[i]When this charge is released, target foe takes 15...35...50 shadow damage and is knocked down. When target foe gets back up, it suffers from Weakness for 8...12...15 seconds.

Orb of Chaotic Infusion:
Charged Spell
-2e, 15e, 4c, 20r
When this charge is released, target foe takes 30...50...75 shadow damage and suffers poison and bleeding for 10...12...15 seconds.

Bolt of Chaotic Elements:
Charged Spell
-2e, 10e, 4c, 15r
When this charge is released, target foe takes 35...70...100 shadow damage and 12...24...36 damage from a random element.

Subversion Magic:

No inherent effect. Spells which cause degenerating effects on foes are found in this line.

Most of the Maleficus' Maintained Hexes are found in this line.

Skill Examples:

Mark of Laceration:

Maintained Hex Spell
-2e, 15e, 2c, 18r
For 10 seconds, target foe takes 5...9...11 slashing damage per second. When this hex ends, target foe bleeds for 10...12...15 seconds.

Mark of Dark Ichor:

Maintained Hex Spell
-2e 10e, 2c, 10r
For 10 seconds, target foe takes 3...7...10 shadow damage per second. If target foe is bleeding when this hex ends, that foe takes an additional 15...25...30 shadow damage

Augmentation Magic:

No inherent effect. Spells which heal and grant energy to the Maleficus are found in this line.

This would work similar to the Mesmer's Inspiration line.

Skill Examples:

(Elite)Witch's Acuity:

Maintained Enchantment (Self)
-3e, 10e, 3c, 15r
While you maintain this enchantment, you gain 2...4...6 energy after successfully casting a spell that targets a foe

(Elite)Cloak of Guile:

Enchantment (Self)
15e, 2c, 20r
[i]For 10...12...14 seconds, you have a 75% chance to block incoming projectiles and foes adjacent to you take 8...12...14 shadow damage each time you successfully block. You lose 3...2...1 energy each time you are hit.

Heretic's Escape:

Maintained Enchantment (Self)
-4e, 15e, 2c, 25r
While you maintain this enchantment, your movement speed is increased by 20...30...50%, but you lose 5...3...2 energy while moving.

Heathen's Healing:

Maintained Enchantment (Self)
-2e, 10e, 2c, 15r
While you maintain this enchantment, you gain +1...4...6 health regeneration. When you remove this enchantment, gain 20...50...70 health.

PvE Skills:

Kurzick/Luxon:

Cauldron of Solace:
Ward Spell
10e, 2c, 20r
Create a Cauldron of Solace at your location. For 10...12...15 seconds, non-spirit allies within the ward gain +1 energy regeneration. When this ward ends, allies within range gain 5...10...12 energy.

Sunspear:

Summon Familiar:
Spell
10e, 3c, 60r
Summon a level 10...15...20 Cave Spider (25% chance), Incubus (25% chance), Black Wolf (25% chance) or Spectral Imp (25% chance) at your location. Only one familiar may be active at a time.

The Cave Spider attacks at range and has Apply Poison.
The Incubus uses Shock.
The Black Wolf attacks with Jagged Strike and has a decent chance to double-strike.
The Spectral Imp casts Energy Burn.


Summation:

Pros:

High-Risk, High-Damage profession: Malefici have incredibly powerful abilities at the cost of long cast/recharge times and energy degeneration.
Reward for Patience and Awareness: The player will reap the most benefits from this profession by being patient and remaining aware of his surroundings, when to discharge hexes, spell charges, etc.
Offensive usefulness between battles: Unlike other spellcasters, the Maleficus can charge his spells well before a fight, thus allowing him to discharge them once a fight begins, and with careful positioning, recast them during combat for even more damage.
New flavor to the game: Currently, GW does not have a 'dark mage' type profession. While it could be argued that Necromancers fulfill this purpose, their roles are very different from what I have proposed.

Cons:

Energy Denial:: While maintaining too many charges or hexes, this profession's energy pool can be difficult to refill.
Long Casting Times: Most of the profession's spells, especially Charged Spells, are slow to cast. Because of this, they are highly prone to interrupts and must create charges well before a skirmish.
Hex/Enchantment Removal: Although spell charges cannot be externally removed, maintained hexes/enchantments are a different story. However, the healer must be careful, as most maintained hexes deliver powerful effects when removed.
Learning Curve: Choosing this profession requires the player to be both patient and alert at all times. Knowing what charges to keep at certain times and when to discharge maintained hexes will require a degree of practice.

Caveats with this idea:

PvP: Heavy spiking with teams of Malefici on a single target could lead to problems, as well as having BiP Necros in tow. Unfortunately, I can't see a way around this, as I do not frequently participate in PvP.
Goes against the 'tank & spank' PvE mentality: This profession probably wouldn't be welcomed in PuGs, though it could be fun to H/H it or play with friends.

Last edited by -Makai-; Aug 29, 2008 at 07:49 AM // 07:49..
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Old Aug 21, 2008, 10:43 PM // 22:43   #2
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sounds like a necro, and an ele and a mesmer mixed into one.
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Old Aug 22, 2008, 12:07 AM // 00:07   #3
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i like it. i like the spell charge concept. all things being equal it actually seems pretty viable. im sure there would be lots of tweaking to do non the less it seems well thought out.



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Old Aug 22, 2008, 01:00 AM // 01:00   #4
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I'm already seeing abuse of Ma/Mo (how would you abbreviate this BTW?) where instead of Divine Favor, they get +6 energy regen. 10 Spell Charging, 10 Prots, 11 Heals could be greatly overpowered. Or if rits still exist, Ma/Rt might be even more abused.

I like the idea though, and I've always thought that maintained hexes should exist much like maintained enchantments. A very interesting concept.
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Old Aug 22, 2008, 01:38 AM // 01:38   #5
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Quote:
Originally Posted by zelgadissan
I'm already seeing abuse of Ma/Mo (how would you abbreviate this BTW?) where instead of Divine Favor, they get +6 energy regen. 10 Spell Charging, 10 Prots, 11 Heals could be greatly overpowered. Or if rits still exist, Ma/Rt might be even more abused.

I like the idea though, and I've always thought that maintained hexes should exist much like maintained enchantments. A very interesting concept.
Ma works fine. I hadn't thought of how it could be abused with a secondary; I put so much time thinking of ways to balance X/Ma, I forgot about Ma/X. Perhaps if Spell Charging gave an extra pip at fixed levels? For instance, one extra pip at 9 and another at 12? Or make it so you only receive the extra pips while maintaining a charge, hex or enchantment? I was originally going to suggest giving the armor +25 energy instead of +30 because the charged spells are so damned powerful.

Also, I was thinking of modifying the charge's effect to a duration. For instance, once you charge a spell, it takes x seconds to deliver full effect before being released. Perhaps speccing in Spell Charging could lower this duration.

Last edited by -Makai-; Aug 22, 2008 at 02:28 AM // 02:28..
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Old Aug 22, 2008, 01:47 AM // 01:47   #6
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I like this one a lot. Having spells pre-casted and 'releasing' them all in a row would make a really nasty spike. Could be fun. And I agree that necros don't really feel the same way as this.
Quote:
Originally Posted by zelgadissan
I'm already seeing abuse of Ma/Mo (how would you abbreviate this BTW?) where instead of Divine Favor, they get +6 energy regen. 10 Spell Charging, 10 Prots, 11 Heals could be greatly overpowered.
That could be done but not necessarily would be done. An E/Mo can run Energy storage 12 (10 +1 +1), Healing 11, Prots 10, and use the elite [[Ether Prodigy] to be under 10 energy regen and spam heals like mad. Seems like no one ever does that though, it's always nixed in favor of a compitent monk primary.
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Old Aug 22, 2008, 02:57 AM // 02:57   #7
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I really like the idea of a Maleficus! It sounds like it would be a blast to play as.
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Old Aug 22, 2008, 03:38 AM // 03:38   #8
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Nice concept... but I don't like it for gw1. From what I'm seeing,what you have here is a spiker that can get all his crap going before the battle. I see this profession as a huge balance problem in pvp.

Also, I think item spells are a reasonably similar concept with respect to pre-battle prep, though they've done a good job of not making them overpowering.

What you describe is something I would consider for a totally new game, and I would have this profession in place of either the mez or the rit.
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Old Aug 22, 2008, 03:45 AM // 03:45   #9
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Quote:
Originally Posted by TheodenKing
Nice concept... but I don't like it for gw1. From what I'm seeing,what you have here is a spiker that can get all his crap going before the battle. I see this profession as a huge balance problem in pvp.

Also, I think item spells are a reasonably similar concept with respect to pre-battle prep, though they've done a good job of not making them overpowering.

What you describe is something I would consider for a totally new game, and I would have this profession in place of either the mez or the rit.
Oh, I know...I made it clear that it would cause balance issues in PvP. Funny you should mention item spells, though...they were the primary inspiration behind the concept.
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Old Aug 22, 2008, 06:16 PM // 18:16   #10
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Quote:
Originally Posted by Hybrid Meteroa
I really like the idea of a Maleficus! It sounds like it would be a blast to play as.
I agree with Hybrid, it's sounds great and would be fun playing a profession like this.
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Old Aug 24, 2008, 02:34 AM // 02:34   #11
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Quote:
Originally Posted by jiggles
sounds like a necro, and an ele and a mesmer mixed into one.
so what? A paragon can be seen as a warrior mixed with a ranger and monk?

A ritualist: a mix of necro, monk and elementalist?



I love the class, sounds awesome and is orginal

Last edited by doudou_steve; Aug 24, 2008 at 06:12 PM // 18:12..
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Old Aug 24, 2008, 08:32 AM // 08:32   #12
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You can give the + energy regen pips when you have 5 in charge, and have .. charge skills on your bar to make it balanced

I generally like the idea, but releasing 2-3 charge spells at once can give 1 giant spike.
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Old Aug 24, 2008, 08:42 AM // 08:42   #13
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It's a nice concept, the maintained effects costing a variable amount of pips is a good call on balancing.
However the damage from Orb of Chaotic Infusion and Bolt of Chaotic Elements, seem a little high for non elites compared to Bolt of Entropy.
Especially when counting the poison and bleeding.

To cover some of the exploit ability by secondary professions, you can change the energy regen effect on the primary too something like:

"Mystic Charge"
For every 5 enchantments/hexes you are maintaining you gain 1 additional pip of energy regen.
For every 5 points in Mystic Charge the amount of maintained hexes/enchantments required to gain a pip is reduced by 1.
And you can have 1 additional spell charged for every 3 points in Mystic Charge.

Which pans out to(these numbers assume -1pip per enchantment as in a Ma/Mo):
  • at 1 can maintain as if you had 5 pips without negative pips.
  • at 5 you have 1 energy regen while maintaining 4 entch's/hexes.
  • at 10 you can maintain as if you had 6 pips without negative pips.
  • at 15 you have
    • 3 pips while maintaining 2 entch's/hexes.
    • or 2 while maintaining 4 entch's/hexes.
    • or you can maintain as if you had 7 pips without negative pips.
This allows you to reduce the amount of pips lost to maintaining and thus allows for more energy regain while maintaining, which may or may not be used to maintain more effects.

However, with some skills coasting -4pips perhaps it should be based on amount of pips lost to maintaining instead of amount of effects that are maintained; other wise it'd be losing a lot of the benefits.

Now I'd propose a few less direct effects on the skills, because its all a little straight forward.

Laylines elite enchantment E15 A2 R30
For 6 seconds, when you release a charged spell this enchantment ends; instead of it's intended target the released spell strikes all foes you are maintaining a hex on.

Brimstone Blast Charged Spell E5 -1pip A3 R15
When this charge is released, all your other charged spells are lost and target foe takes 20...50(60) shadow damage, for each charged spell that was lost that foe also starts burning for 1...4(5) seconds.

Weight of the Guilty elite enchantment E10 -4pips A1 R10
While you maintain this enchantment, foes you are maintaining a hex on are unaffected by movement speed increases and move 5...20(25)% slower.

Those skills are simply to encourage the mixing and matching of different attributes and skills to do more than just deal damage.
In other words making the skills synergise to some extent.

All in all its a nice concept, showing a good effort on your part in it's balancing. It's just a little too focused on damage and the skills are a little flat.
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Old Aug 24, 2008, 09:31 PM // 21:31   #14
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Quote:
Originally Posted by System_Crush
It's a nice concept, the maintained effects costing a variable amount of pips is a good call on balancing.
However the damage from Orb of Chaotic Infusion and Bolt of Chaotic Elements, seem a little high for non elites compared to Bolt of Entropy.
Especially when counting the poison and bleeding.

To cover some of the exploit ability by secondary professions, you can change the energy regen effect on the primary too something like:

"Mystic Charge"
For every 5 enchantments/hexes you are maintaining you gain 1 additional pip of energy regen.
For every 5 points in Mystic Charge the amount of maintained hexes/enchantments required to gain a pip is reduced by 1.
And you can have 1 additional spell charged for every 3 points in Mystic Charge.

Which pans out to(these numbers assume -1pip per enchantment as in a Ma/Mo):
  • at 1 can maintain as if you had 5 pips without negative pips.
  • at 5 you have 1 energy regen while maintaining 4 entch's/hexes.
  • at 10 you can maintain as if you had 6 pips without negative pips.
  • at 15 you have
    • 3 pips while maintaining 2 entch's/hexes.
    • or 2 while maintaining 4 entch's/hexes.
    • or you can maintain as if you had 7 pips without negative pips.
This allows you to reduce the amount of pips lost to maintaining and thus allows for more energy regain while maintaining, which may or may not be used to maintain more effects.

However, with some skills coasting -4pips perhaps it should be based on amount of pips lost to maintaining instead of amount of effects that are maintained; other wise it'd be losing a lot of the benefits.

Now I'd propose a few less direct effects on the skills, because its all a little straight forward.

Laylines elite enchantment E15 A2 R30
For 6 seconds, when you release a charged spell this enchantment ends; instead of it's intended target the released spell strikes all foes you are maintaining a hex on.

Brimstone Blast Charged Spell E5 -1pip A3 R15
When this charge is released, all your other charged spells are lost and target foe takes 20...50(60) shadow damage, for each charged spell that was lost that foe also starts burning for 1...4(5) seconds.

Weight of the Guilty elite enchantment E10 -4pips A1 R10
While you maintain this enchantment, foes you are maintaining a hex on are unaffected by movement speed increases and move 5...20(25)% slower.

Those skills are simply to encourage the mixing and matching of different attributes and skills to do more than just deal damage.
In other words making the skills synergise to some extent.

All in all its a nice concept, showing a good effort on your part in it's balancing. It's just a little too focused on damage and the skills are a little flat.
My bandage-wrap off to you. I made those skills as mere examples of how the system worked...nothing set in stone. I figured someone would contribute more skill ideas and I was correct. I'm especially digging the Laylines skill, not only because of its reference, but its effects could be pretty devastating.

Also, I'm not a number-cruncher by any means, so thanks for putting extensive work into Spell Charging beyond my original idea.

I might add a couple more skills later tonight as time permits and do a couple tweaks based upon recommendations. Thanks to all who have given me positive feedback on this profession.

Last edited by -Makai-; Aug 24, 2008 at 09:33 PM // 21:33..
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Old Aug 24, 2008, 09:51 PM // 21:51   #15
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Quote:
Originally Posted by Sante_Kelm
Thanks to all who have given me positive feedback on this profession.
Wait until Phoenix Tears wakes up from his long slumber to cinder up your class with the BFG

Yeah Big Flaming Gun
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Old Aug 25, 2008, 12:06 AM // 00:06   #16
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sorry if this considered troll but do u play Rappelz. Some idea I seen when you have to charge these ball of energy that circle around you and only certain skill able to discharge them.
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Old Aug 25, 2008, 09:16 AM // 09:16   #17
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Quote:
Originally Posted by doudou_steve
Wait until Phoenix Tears wakes up from his long slumber to cinder up your class with the BFG

Yeah Big Flaming Gun
Don't worry, Phoenix may have hung round with the old CC'ers like me I don't exactly have him on the hotdail, so me reappearing because I donated my GW account to my brother isn't an omen of him returning

And you're just jealous because you never farmed yourself a Belthior's Flame Ward
It has 297 armor against flames, reflects 23% of all flame damage and grants 160 additional defence rating(to dodge stuff, such as flames)

Last edited by System_Crush; Aug 25, 2008 at 08:42 PM // 20:42..
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Old Sep 16, 2008, 05:28 PM // 17:28   #18
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Wow seems like a great well thought out (balanced to an extent) profession i hope anet will notice this thread
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Old Sep 16, 2008, 07:21 PM // 19:21   #19
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Quote:
Originally Posted by Sante_Kelm
This profession probably wouldn't be welcomed in PuGs, though it could be fun to H/H it or play with friends.
mainly for this reason, along with the fact that you really thought out about this makes me say this is indeed a very nice profession to implement. There are many professions that are fun to H/H but aren't accepted in most PUGs. This would be a great addition to add to that pool.
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