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Old Jan 26, 2008, 06:58 PM // 18:58   #1
Desert Nomad
 
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Default The Exorcist

The Exorcist [Ex]
A sacred Slayer of the Doomed

Stats:

HP: 450 / MP 25
Life Reg +1 (while being hexed)
Mana Reg: 2 + 1 (while being enchanted)

Weapon: Tail Whips (Max Damage: 7-29 Slash Damage)
Special about Whips: 5% chance to knock down single foes, hits up to 3 near foes

Focus Item: Cruxifix Energy + 5, Defense + 5

Max Armor: 70

Attributes:

[P] Banishment of the Evil
Whenever a Demon/Undead/Ghost dies in the near of the Exorcist, the Exorcist will banish the Soul of this creature and will get healed by a certain multiplicated amount of the Level of the banished creature.
Every 3 points raises the multiplicator by 1. so max multiplicator is 5.
Dies now a lvl 14 undead in the near of an Exorcist with BotE 16, then the Exorcist receives a heal of 70 HP ... (Seals including)

Banishment of the Evil contains personal and group buffing spells, which either increase the damage or the defense against demon, undeads or ghosts, or skills, which weaken those creatures

Light Magic
Light elemental AoE attack Spells

Whip Mastery
have we still much to say here ? XD

Might of the Cruxifix
Self Heal, and E Management Skills (Enchants) which rely on damaging foes first to receive heals then



Example Skills:

Banishment of the Evil:

Punishing Ring of Light - 10E, CT 2, RT 20
For the next 5-15 seconds, you and all your adjacent allies get enchanted with a Ring of Light, which surrounds you. A Ring Aura which will increase your ciritical attack rate against any evil creature, which stands in the aura by 10-20% and moves 1-3 Hexes on you to adjacent foes.

Seal of Might - 5E, CT 1/4s, RT 10
You will spell an Exorcist Seal on a single target, which becomes unable for the 10 seconds to cast a spell on any target, even on itself. Was the target an evil/summoned creature, then gets the duration doubled and the targeted foe gets slowed down for 5-15 seconds by 66%. Dies the creature, while the Seal was active, then will receive the Exorcist for 5-10 seconds an increase of Attack Power of 10-20%

Holy Rain - 15E, CT 3, RT 30
You create an area of holy water raining down. All non evil/ summoned creatures will receive while standing in it +10-25 Armor vs. Dark Damage, while the Defense of evil/ summoned creatures gets reduced by this amount, while they stand in the holy rain.

Sacred Seal [E] - 15E, CT 1/4s, RT 15
This Exorcist Seal will automatically kill any evil/ summoned creature, which HP is below 10-25%
Non evil/ summoned creatures will have for the next 1-3 Spells an decreased defense vs. holy/light elemental attacks or spells. When an evil/s summoned creature gets killed through this Seal, then will get the Heal Multiplicator of the Primary Attribute increased by 1-3


Light Magic:

Prismatic Laser Inferno [E] - 10E, CT 2, RT 30
The Exorcist wil create a Ball of Light, which will spin very fast around itself and shoots off in all kinds of directs 10- 20 laser rays, which will search their selfs their randomous targets and will deal 5-15 armor ignoring Light Damage per ray.

Boomerangs of Light - 5, CT 1, RT 12
The Exorcist will shoot out 1-2 highspeed rotating Boomerangs of Light, which will deal each 5-25 light damage and cut through all foes in a line and damage them, when they fly back to the Exorcist.

Bright Vortex - 15, CT 3, RT 60
The Exorcist will create a n area of several spheres of light, which will reflect the light of the sun. This will cause the foes in the area to suffer per second 15-45 light damage and while standing in the Bright Vortex of reflected lights, foes will get blinded.

Destructive Ray of Heat - 10, CT 1, RT 10
The Exorcist will shoot at one target a concentrated laser beam, which will burn through the armor and deals 30-75 light damage and causes for 3 seconds burning. At LM of higher then 10 there exists also a 50% chance, that this spell will cause cracked armor too.


Whip Mastery:

Lash of Punishment - 7A - CT 1
The Exorcist will strike with his whip for + 15-25 Damage and will cause with this Atack a Bleeding for 10-20 seconds. Was the Foe already Bleeding, then this attack will cause instead a Deep Wound

Whirling Whip - 10E - CT 2, RT 20
The Exorcist will go into a Stance. The next 1-3 Attacks will hit all adjacent foes twice.

Grapple Foots - 6A - CT 1
This Whip attack will interrupt attacking foes by knocking them down. After beign knocked downed, the foe will suffer for 5-10 seconds on cripple

Disarming Lash [E] - 10A - CT 1
This Whip attack will disarm a non attacking foe for 10-15 seconds. Fior the duration of disarm, the foe becomes unable to use physical attack skills.


Might of the Cruxifix:

Cross of forgiven Sins - 10E - CT 1/4s, RT 20
The Exorcist will get enchanted with the Cross of forgiven Sins. In the next 20 seconds will happen nothing. While the enchant is up, you have to deal at least 250-150 Damage . Do you reach the required Damage, then you will lose 1 hex and all conditions on you. For every healed condition you will receive then a life regeneration of +2 for 10 seconds. Do you don't make the required damage in the time, then you'll get healed for up to 40-150 HP and receive 5-10 Energy.

Banish Evil Minds [E] - 15E - CT 1, RT 60
You will get enchanted with Banish Evil Minds. Whenever you deal within the next 30 seconds physical damage, then you will receive 1-3 Energy. Do you hit evil/ summoned creatures, then the Energy Heal will be doubled.

Cruxifix Crest - 25E - CT 3, RT 30
The Exorcist will create a field barrier of Cruxifixes for the duration of 30 seconds.
While standing in this field, you and your allies will get healed every 5 seconds by 30-100 HP through holy lights which will shine through your bodies. While standing in the Cruxifix Area, casting hexes on you will take 100% more Cast Time and will end 20-40% sooner

May the Gods bless Us!! - 6A - CT 1
The Exorcist will shout this out. For the next 8 seconds ,the Exorcist and all allies in near can't be targeted by the next hex spell of any foe. Whenever you or any of one ally would usually get targeted by a hex spell, the foe gets interrupted, the effect of the shout ends and you or one of your allies, which was targeted by the hex spell, will receive a heal of 50-100 HP and a Energy regeneration of +1 for the next 5-10 seconds

Last edited by Phoenix Tears; Jan 28, 2008 at 01:48 AM // 01:48..
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Old Jan 26, 2008, 09:02 PM // 21:02   #2
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Old Jan 27, 2008, 10:45 PM // 22:45   #3
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I loled at the name:

Prismatic Laser Inferno


pwned, hahahah,

ill try and post some content on it later.
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Old Jan 28, 2008, 08:19 AM // 08:19   #4
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Quote:
Originally Posted by Phoenix Tears
Light Magic:

Prismatic Laser Inferno [E] - 10E, CT 2, RT 30
The Exorcist wil create a Ball of Light, which will spin very fast around itself and shoots off in all kinds of directs 10- 20 laser rays, which will search their selfs their randomous targets and will deal 5-15 armor ignoring Light Damage per ray.

Boomerangs of Light - 5, CT 1, RT 12
The Exorcist will shoot out 1-2 highspeed rotating Boomerangs of Light, which will deal each 5-25 light damage and cut through all foes in a line and damage them, when they fly back to the Exorcist.

Bright Vortex - 15, CT 3, RT 60
The Exorcist will create a n area of several spheres of light, which will reflect the light of the sun. This will cause the foes in the area to suffer per second 15-45 light damage and while standing in the Bright Vortex of reflected lights, foes will get blinded.

Destructive Ray of Heat - 10, CT 1, RT 10
The Exorcist will shoot at one target a concentrated laser beam, which will burn through the armor and deals 30-75 light damage and causes for 3 seconds burning. At LM of higher then 10 there exists also a 50% chance, that this spell will cause cracked armor too.
That is indeed silly, lazers pew pew

But the naming and functionality in general.

Seriously use some1 as a light source for 1 spell, sorta like [skill=text]Ancestors' Rage[/skill]
another with "Call a ray of light from the sky, that envelops target foe and adjacent foes ..."
And lastly make good use of the speed of light for projectile based spells, unlike sending out a [skill=text]Flare[/skill] a ray of light will strike instantly, a useful boon to have for moving targets.

Secondly
Quote:
Originally Posted by Phoenix Tears
[P] Banishment of the Evil
Whenever a Demon/Undead/Ghost dies in the near of the Exorcist, the Exorcist will banish the Soul of this creature and will get healed by a certain multiplicated amount of the Level of the banished creature.
Every 3 points raises the multiplicator by 1. so max multiplicator is 5.
Dies now a lvl 14 undead in the near of an Exorcist with BotE 16, then the Exorcist receives a heal of 70 HP ... (Seals including)
(its called a multiplier)
I don't like this, they should banish foes while alive.
Perhaps the health gain could stay as a secondary effect, but the banishment of evil should include banishing evil from one's self, maintaining purity.

I'd rather see it as a permanent [skill=text]Retribution[/skill]/damage reduction when hit by undead.
But most useful would be a % time reduction of hexes and damage to the caster, favorably the ability to extend that ability to team mates trough a skill too, so that hexway killing his team first will not be the obvious answer.


The effectiveness against minions/spirits is a less valuable function than Darkhells slowing function.
Seriously, haw hard a time do you have killing minions or spirits?
Shards of Orr undead might be a bit tough but the class is still to situational, Minionway isn't used at all anymore and a class just to deal with spiritway is pretty sub optimal.

Might of the crusefix is the only thing that really contains useful stuff.
Quote:
Originally Posted by Phoenix Tears
Mana
*Gasp* O.o Blasphemy!!
You quit GW, didn't you? Shame on you! May the Wrath of Go... eh, Baltazar smite thee down!

And the rest of the post needs to be translated into English and GWish too.
for example:
Quote:
Originally Posted by Phoenix Tears
May the Gods bless Us!! - 6A - CT 1
The Exorcist will shout this out. For the next 8 seconds ,the Exorcist and all allies in near can't be targeted by the next hex spell of any foe. Whenever you or any of one ally would usually get targeted by a hex spell, the foe gets interrupted, the effect of the shout ends and you or one of your allies, which was targeted by the hex spell, will receive a heal of 50-100 HP and a Energy regeneration of +1 for the next 5-10 seconds
Shouts don't have activation times, it should be:

"May the Gods bless Us!" Adr8 A- R1
Shout - For 8 seconds, for each ally in earshot the next hex spell used on them will fail and this shout will end prematurely. When this shout lasts it's full duration, that ally will be healed for 50...100 health.

I removed energy regen because it would have to be an elite otherwise.
And why does this require adrenaline? It looks out of place because of that.

Last edited by System_Crush; Jan 28, 2008 at 01:39 PM // 13:39..
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Old Jan 28, 2008, 01:00 PM // 13:00   #5
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$20 bucks says arenanet would get sued for plaguerism on the movies even though it has nothing to do with them :P
(Every thread needs one of my pathetic jokes xD)
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Old Jan 28, 2008, 10:46 PM // 22:46   #6
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Uhm ... first off:

A Laser is nothing else, then a high concentrated ray of light
http://en.wikipedia.org/wiki/Laser

also it's better then to start all light elemental skills mostly ever with "Light"...because this element has not very much different words for it, which let you imagine that the skill is a light elemental skill, unlike for example Fire, which has very much different synonyms for itself, like Fire, Flames, Lava, Magma, Inferno, Burning, and and and..very much different words, which let you know, ..when you read it, that the skil will be a fire elemental one...try this wide variety with the word "light" first !!!
----------

Banishing undeads, while alive would be overpowered.. so simple is that... unless anet would really made it so, this would also means than, that undeads need to become stronger, loosing their life degenerations...but then would become MM's overpowered and it would mean, ritualist ghosts need to become also mobile and receive higher max levels, but then would be the ranger too weak and should receive the ability to have more than 1 pet at once fighting at his side...you see.. if anet would implement Exorcists, which can banish undeads/demosn ect. while alive, this would end up only in a chain react of unbalancings.

Because when they could instantly banish anything evil..where would be then the sense in playing a MM, when then 1 Exorcist is enough to totally shut down the MM just by banishing one undead after another instantly, which the MM creates ???...

The only other way I personally could see for balancing without this chain react, when Exorcist should instant banish is following:

- Make it for MM's possible to theoretically spawn unendless minions out of corpses (until the max is reached of 10)

Then can Exorcists insta kill them with banishing seal skills.
----------

Ever heard something of Strength and Weaknesses ?

The strength of the Exorcist is its superiority against evil creatures of any sort (demons, undeads, ghosts, any other summons)

his weakness is, that he is not so superior against non evil beings.
This may look to you too situational, but it doesn#t mean, that this class will be useless against anything else then evil creatures.
When you read my example skills, then you should have seen, that they also have effects against non evil creatures and that the skills are stronger, when used against evil creatures ...

its like the ebon vanguard skills...against anythign else, what is no charr, they are weakest, when used against charr..they are strongest.


Unless fighting against evil creatures..the Exorcist should be more like a mid ranged Supporter, like the Paragon, when fightign against evil creatures, then the Exocirst will show its true face..being the ass wiping party rocking saviour *g*.



Every profession in GW has its more or less superior and inferior roles of gameplay...i personally would find Warriors also too situational, because everythign they are good for is either tanking..or single target spiking with condition pressure....and against all kinds of enemies, they are just average.

Your change would also change nothing on them being "too" situational...
because a damage reduction against evil creatures as primary effect will help them also only against these kinds of foes, anything else will then hit them for full damage still.

the other idea is better.. but damaging foes, when they hex the Exorcist ?
Wouldn't this be kinda overpowered ?

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

Mana is nothing else, then the wll known fantasy word for Magic.... Energy sounds stupid..because Energy can be everything...

call it blasphemy lol..but mann will be ever the best word in rpg's imo for Magic Power (MP) or Magic Points...
when not calling it Mana..you could call it also "Ether" .. sounds also much better, then "Energy"
-----------

About that Shout ...

theres no "rule2 or something..which tells anyone, if shouts have to cost "only" adrenaline, or energy ... because there exist ingame simple both...

we have shout skills, which need adrenaline, and we have those, which need energy for usage..so why bother with the fact, that i want to have my example skill used with adrenaline ? XD

god, then should thids skill be an Elite for the e reg ..but i find it imo not so overpowered for a normal skill, that costs 8 Adrenaline then... for just +1 e reg ...

would be overpowered.. or be somethign for an elite, when it should give +2 or even more ..then this skill would be overpowered for a normal skill imo..but +1 for 10 secs is nothing ... that are 10 Energy only


however... post your vision of your Exorcist..then we'll see, what you would change all
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Old Jan 29, 2008, 09:49 AM // 09:49   #7
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Quote:
Originally Posted by Phoenix Tears
A Laser is nothing else, then a high concentrated ray of light
http://en.wikipedia.org/wiki/Laser

also it's better then to start all light elemental skills mostly ever with "Light"...because this element has not very much different words for it, which let you imagine that the skill is a light elemental skill,
I know a laser is concentrated light and... wait, did you just state your laser skill is the only one actually concentrating the light?
Meaning the other ones have a light intensity equal to a lamp or something?
Light in magical combat should always be concentrated, all your light spells will use lasers, they'd be useless otherwise, the variety will be in the way the light is released, as magic will not need to focus the light, like a laser does; they can bend physics to increase its intensity by will, meaning the light can emit in anyway and still be intense enough to deal damage.

Quote:
Originally Posted by Phoenix Tears
Banishing undeads, while alive would be overpowered.. so simple is that...
[snip]
Because when they could instantly banish anything evil..where would be then the sense in playing a MM, when then 1 Exorcist is enough to totally shut down the MM just by banishing one undead after another instantly, which the MM creates ???...
Wow top marks for reading m8.
Quote:
Originally Posted by Phoenix Tears
Your change would also change nothing on them being "too" situational...
because a damage reduction against evil creatures as primary effect will help them also only against these kinds of foes, anything else will then hit them for full damage still.

the other idea is better.. but damaging foes, when they hex the Exorcist ?
Wouldn't this be kinda overpowered ?
Ah so you did read it?
Yes requiring to be attacked by them could be worse then needing them them to die, hence why I also suggested keeping the healing as a secondary effect, only improving every 3 levels of the primary is somewhat irritating, but is fine as an effect along with something useful that improves every level.

And damaging hexers is already done [skill=text]Hex breaker[/skill] it's nt so bad, sides what if the damage is limited to 1 or 2 holy damage per rank?
The main benefit would be having the hexes last shorter.
Or perhaps some kind of chance to end prematurely when you use a self target skill, because [skill=text]Shatterstone[/skill] and the like become more powerfull when hexes are shorter.

Quote:
Originally Posted by Phoenix Tears
The strength of the Exorcist is its superiority against evil creatures of any sort (demons, undeads, ghosts, any other summons)

his weakness is, that he is not so superior against non evil beings.
This may look to you too situational, but it doesn#t mean, that this class will be useless against anything else then evil creatures.
When you read my example skills, then you should have seen, that they also have effects against non evil creatures and that the skills are stronger, when used against evil creatures ...

its like the ebon vanguard skills...against anythign else, what is no charr, they are weakest, when used against charr..they are strongest.
the primary doesn't work and the energy management suffers.
But it is true the skills do offer some freedom when dealing with non undead; I didn't translate them well enough sorry.

Still, your primary not working sounds pretty unfavorable to me, how about some skills that make target enemy count as evil(for the primary, not for sacred seal) for a few seconds.
It would give them a bit of a larger window in PvP.

Quote:
Originally Posted by Phoenix Tears
Mana is nothing else, then the wll known fantasy word for Magic.... Energy sounds stupid..because Energy can be everything...

call it blasphemy lol..but mann will be ever the best word in rpg's imo for Magic Power (MP) or Magic Points...
when not calling it Mana..you could call it also "Ether" .. sounds also much better, then "Energy"
There's a point, [skill=text]Power Attack[/skill] by calling energy mana you are saying this skill requires mana.
The GW energy can be anything, which is the point as it can als be fatigue or endurance.

Quote:
Originally Posted by Phoenix Tears
theres no "rule2 or something..which tells anyone, if shouts have to cost "only" adrenaline, or energy ... because there exist ingame simple both...
Not out of palce as a shout, it was in an atribute of crusefix=faith which can be purity or cerenity which != adrenaline, all the other examples in that atribute used energy, that is why it looked out place in the attribute it was in.

Quote:
Originally Posted by Phoenix Tears
god, then should thids skill be an Elite for the e reg ..but i find it imo not so overpowered for a normal skill, that costs 8 Adrenaline then... for just +1 e reg ...
Party wide, hex prevention, healing and energy regeneration, when striking multiple foes with a whip with anything faster than the second slowest attack speed in the game (2.35 ranger pet) you can get 8 adrenaline agian before the 10 seconds run out(you will still have to wait 8 seconds after that for the shout to finish)
Yea I'd say that is pretty elite.

Last edited by System_Crush; Jan 29, 2008 at 03:20 PM // 15:20..
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Old Jan 29, 2008, 03:15 PM // 15:15   #8
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Default Cleric CCC entry

Quote:
Originally Posted by Phoenix Tears
however... post your vision of your Exorcist..then we'll see, what you would change all
I'm just trying to give you pointers, it's an oppinion.
I'm not that white russion hacker maffia guy, Systemcrush(I met a friend of his 1ce); it's not a "Change this, or else!"
It's a "This ain't bad, it might be better if ...", if I think a class is worthless I won't post any constructive critisim.
But as I'll probably be bored again later today, I'll see what I can do on that challenge.

Cleric CC
The warpriest.

New stuff

Class: Cleric
Clerics are battle priests, they use miracles they buff and defend their team.
They do not fight in the front line but use their spells they are able to deal damage at range.
While they use a crappy ornamental shield, but by believing in it it becomes a powerful defense supported by pretty good defensive skills, including blocking damage reflection and hex removal.

Skill type: Miracles
A miracle is a new type of skill, they can emulate enchantments and spells, but are a separate type.
You can be affected any number of miracles at a time, and they are unremovable.
Miracles recharge instantly but lock each other for 30 seconds when they are successfully activated, making it hard to activate more than 1 at a time.

Equipment

Energy:
Base 25 energy at 4 pips
The crest shield improves this by a little.

Armor:
Base: 70 AL
(the extra pip of energy is the bonus)

Weapon:
Wands: Damage light 11-22(requires 9 Vindication/Clarity/Faith)
Upgradeable with normal wand items.

Offhand:
Crest: a copper, silver or gold, decorated shield.
By design mostly for decoration instead of defense.
Copper Suncrest
Energy 8 (requires 9 Conviction)
Armor 2
The armor it provides will increase by 1 with each rank in Conviction.
It can be upgraded like other shields.

Skills from conviction will work with any shield, that shield will just not gain the armor bonus.

Faith (Primary)
For each rank in faith each recharging(not locked!) skill gains 2% chance to recharge instantly when you use a miracle.

Glyph of Celibacy E5 A1 R4
Glyph - For 10 seconds the next time you cast a spell, you are cured of 1 condition, if that condition was disease, you gain 10...31(38)% of that spells energy cost.

Repel Malign Intent E15 A2 R-
Miracle - For 6 seconds whenever a party member takes damage, the source of that damage suffers 6...24(30) light damage, each second the same foe cannot be hit twice.
All your miracles are locked for 25 seconds.

Shining Steel E10 A1 R-
Miracle - For 15 seconds, target other ally gains 1...18(24) armor against physical damage and has 50% chance to block attacks, when that ally blocks an attack all adjacent foes take 1...18(24) light damage.
All your miracles are locked for 30 seconds.

Glyph of Purity E5 A1 R12
Elite Glyph - For the next 1...3(4) spells you cast you lose 1 hex, for each hex removed this way you are healed for 10...40(50) when glyph of purity ends.

Vindication
Banish Hex E15 A- R15
Spell - Remove a hex from target ally, for 4...10(12) seconds that hex-spell will fail if cast on that ally again.

Divine Punishment E5 A0.25 R-
Elite Miracle - For 6...18(22) seconds your spells cost 1 more energy and all light damage you deal is holy damage instead, ignoring armor and dealing double damage to undead and summoned creatures.
All your miracles are locked for 30 seconds.

Banish Aggression E25 A3 R10
Hex spell - For 4 seconds target foe can't attack. When that foe deals damage to a creature, that foe takes 25...85(105) light damage.

Contemplation E5 A2 R12
Hex Spell - For 2...8(10) seconds, target foe and all adjacent foes attack 50% slower and spells that target a foe take twice as long to cast, this effect ends if a miracle ends on you or any of your allies.

Glyph of Banishment E5 A1 R8
Glyph - For 5 seconds, if you next spell targets a summoned creature all nearby foes burn for 1...4(5) seconds.

Clarity
Sunburst E5 A0.5 R10
Spell - Target foe takes 5...26(33) light damage, if that foe was attacking, that foe becomes blinded for 1...9(12) seconds.

Glyph of Clarity E10 A1 R25
Glyph - For 5 seconds the next time you cast a spell, it recharges 2 seconds faster for each recharging skill you have. (max 4...13(16) seconds)

Godray E10 A1 R5
Spell - Invoke the Crisis lighting engine at target foes location, all foes adjacent to this location take 10...40(50) light damage and suffer from 4...1(0.1) FPS for a random amount of seconds.

Second Sun E15 A2 R-
Elite Miracle - All foes in earshot are struck for 15...75(95) light damage, if any those foes is enchanted this spell deals only half damage to all targets.
All your miracles are locked for 30 seconds.

Conviction
For each rank in Conviction the armor provided by your crest shield improves by 1, and every 4 ranks your armor from any type of shield improves by 1.

Wall of Purity E5 A2 R4
Enchantment Spell - For 5...8(9) seconds, if you are wielding a shield damage to you is reduced by 3...24(31)%, if that damage was death by a undead or summoned creature, they take it instead.

Golden Legion E10 A2 R-
Miracle - For 6...18(22) seconds, hex spells targeting party members take twice as long to cast, for each hex and condition on them, party members have 1 health regeneration.
All your miracles are locked for 30 seconds.

Pure Block E10 A0 R15
Skill - For 8...17(20) seconds, while wielding a shield the next attack skill used against you is blocked, if an attack is blocked this way, all allies in your area lose 1 hex.

Shield of Faith E15 A1 R15
Enchantment Spell - Lose all enchantments, for 1 second for each cleric enchantment lost this way all damage to you is reduced by 50...80(90)%.
When this enchantment ends you can't cast spells for 6 seconds.(even if it ends prematurely)

Last edited by System_Crush; Jan 29, 2008 at 03:21 PM // 15:21..
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Old Jan 30, 2008, 03:41 PM // 15:41   #9
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uhm... system..that is not..what i thought about...what you posted here is not an "improvement" of the Exorcist, like you think it's concept should look like...this - what you posted here is a turn by 180° and has nothing anymore to do with an Exorcist... its a 100% different concept class...

Clerics are no Exorcists...also when we would want to have just another magelike class with Wands...I'd given my Exorcist still one....but the Exorcist was based on the inspiration of the Castlevania Games and darkhells shadow binder.

This cleric could be posted now in its own thread, because as said, it has nothing to do about the Exorcist in any form anymore.

When I say.. "post your vision of xxxxx..." - then i mean with that, that you post then your way, of how the mentioned profession would look and work like, when you would have made the CC about the mentioned profession we talk about and not - "make something totally different out of it XD"


greets
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Old Jan 30, 2008, 06:47 PM // 18:47   #10
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Quote:
Originally Posted by Phoenix Tears
When I say.. "post your vision of xxxxx..." - then i mean with that, that you post then your way, of how the mentioned profession would look and work like, when you would have made the CC about the mentioned profession we talk about and not - "make something totally different out of it XD"
I kept function and uniqueness, wich is what I think counts.
Its still using team buffs, good at killing undead and has an ele like light magic.

I however migrated the team buffing to be more defensive and as unspammable as possible, so they don't get nefed like para shouts did.
I also didn't like them using whips(never liked Castlevania, and Blood Trinity clergy isn't very holy IM(I)O) so I went more to a holy protector image.

I did get rid of the adrenaline, it would be pretty useless with a wand.

Last edited by System_Crush; Jan 30, 2008 at 06:50 PM // 18:50..
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Old Jan 30, 2008, 06:53 PM // 18:53   #11
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Seems like a 10 year olds idea, especially the names of certain skills... Also how stupidly overpowered it is...
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Old Jan 30, 2008, 07:36 PM // 19:36   #12
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Quote:
Originally Posted by Josh
Seems like a 10 year olds idea, especially the names of certain skills... Also how stupidly overpowered it is...
If that's your way of criticism, yes, then indeed are you the stupid 10 year old child.
Would you be a smart child, then you would have learned how to give someone constructive criticism, but I think you're only another victim of Guru, which got diseased by the illness of the "The first thing I do when I post is flaming, "-Disease.

Anet also isn't the BEST at naming skills, nor either YOU, or somebody else, so shup up and bother first reposting, when you've learned to give constructive criticism
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Old Jan 30, 2008, 11:38 PM // 23:38   #13
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Quote:
Originally Posted by Phoenix Tears
If that's your way of criticism, yes, then indeed are you the stupid 10 year old child.
The way you go "yes, then ineed are you the stupid 10 year old child".. As if I called myself a 10 year old? Quite the opposite... Crap way to turn something around..

Quote:
Originally Posted by Phoenix Tears
Would you be a smart child, then you would have learned how to give someone constructive criticism, but I think you're only another victim of Guru, which got diseased by the illness of the "The first thing I do when I post is flaming, "-Disease.
Now then, "child" - Another 'victim' of 'Guru'? As for your last comment, check my post history.

If you can't handle taking any opinions/thoughts that aren't positive, then don't post and cry about it elsewhere. I didn't personally say your 10 years old, I just said it seemed like a 10 year olds idea with the way over-powered skills and the childish skill names in a fair few skills... I mean, c'mon: Prismatic Laser Inferno, Punishing Ring of Light, Cross of Forgiven Sins, Boomerangs of Light..? Sheesh.

Quote:
Originally Posted by Phoenix Tears
Anet also isn't the BEST at naming skills, nor either YOU, or somebody else, so shup up and bother first reposting, when you've learned to give constructive riticism
Wha..? Name 1 skill that sounds stupid and/or childish that Anet have implemented into the gaming, I can't actually think of 1..
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Old Jan 31, 2008, 12:15 AM // 00:15   #14
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You gotta admit phoenix, Josh has a bit of a point.
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Old Jan 31, 2008, 03:15 AM // 03:15   #15
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God yeah, the PLI was not the best name..and, god then name it only Laser Inferno.

When you say, that something should be in your opinion, that say which example skill you exactly mean and after that make then maybe a suggest, what to change on them to make them more balanced.

Saying that this and that is in someone elses opinion unbalanced can say every noob, but giving constructive criticism is, when you say then also, which exact skills you mean and what is it on them, what should be unbalanced...

you know, skills have much things, that can be changed, from skill cost, to cast time over recharge time, to duration and effect range to healing or damaging power.... so much different points of a skill, which can be in itself unbalanced.

When you say now, that somethign is unbelanced, but don't tell me, what you mean exactly, how should I be then able to overlook those skills to "balance" them more ?

I can't read others minds you know ? XD
-----------

What is please about "Cross of Forgiven Sins" childish >.> What gives you or anyone else the right here to decide, what names are childish and which not ???...

All the skills names, other then Prismatic Laser Inferno sound totally normal, like skill names anet could have used for Smite Magic Skills or Healing Prayer Skills. Ok, PLI sounds a bit dull, i admit that.. and ? as if others wouldn't have ever made dull skill names before ... people act here, as if would be doomsday cause of this ... it still are only EXAMPLE SKILLS with EXAMPLE NAMES in a CC


You want to see something really childish ? go look at that trolling dinosaur junk >.>

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

That answer just lets me know, that you must have absolutely no clue about the german skill translations ...

Best example is "Magebane-Shot" in german its called "Verderben des Magiers-Schuss" >.< and it would sound alot better, when it would be called "Zauberbann-Schuss" what would be in english then "Magic Expell-Shot"

not a big change in letter size on english eh ? but a very big difference for german ,which lets also the whole skill sound much better.

But more examples:

Defile Defenses, the skill name fits absolutely not to the skills effect, at least in german ... when you would read the german translation, then you would think of the skill, that the foe would have after this skill a defense malus against dark damage, or that this skill would erase armor buffs, but not that the foe receives damage, when he blocks a next time an attack, in german the skill sounds totally silly.

I''d call that skill "Broken Bones" instead, then its effect would fit to its name in both languages

or Lifebane Strike..really a name for a skill, only a small child could think of.

or all those skills, which have names of some stupid enemies in them , like Galrath-Slash or the 3 verata skills >.>
----------

when you find those skills so childish.. then name them BETTER and so, that the name will also fit to the effect of the skill
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Old Jan 31, 2008, 08:49 AM // 08:49   #16
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Well Phoenix I did notice the quality of your English has decreased over time, you weren't great before, but not so much that I really cared.
But some of your post I've seen in the latter half of 07, make me go:

(...GW blocks it's own imagesWTF)

And play the game in English, as you demonstrated for [skill=text]Magebane shot[/skill], dubbing ruins the linguistic quality.

For badly named skills I'd say [skill=text]Penetrating Attack[/skill] is pretty lame; I'm not a fan of the name [wiki]Aura Slicer[/wiki] and [wiki]Chest Thumper[/wiki] either.

And don't name it laser inferno, all light skills should use focused light already, name it prismatic inferno, but it's still a silly effect to go with anyname.

Last edited by System_Crush; Jan 31, 2008 at 08:53 AM // 08:53..
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Old Feb 05, 2008, 12:36 AM // 00:36   #17
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umm sorry where did u learn english or did u use google translator?
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Old Feb 05, 2008, 12:37 AM // 00:37   #18
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our spanish teacher HATES that
its quite good though
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Old Feb 05, 2008, 12:42 AM // 00:42   #19
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Quote:
Originally Posted by FIG TREE MAN
our spanish teacher HATES that
its quite good though
oO What ?

There's an edit button, you know ?
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Old Feb 07, 2008, 01:34 AM // 01:34   #20
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you'd have to change the name exorcist, as well as crucifixes. might offend some people.
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