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Old Jan 12, 2008, 12:39 AM // 00:39   #1
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Default Shadebinder Concept Class for Gw2

Background
people who live their lives harnessing their hate, their pain, and their unwavering sense of justice. Shadebinder's only motto is "bind evil, and kill it's source" and they truly fight fire with fire. By absorbing the most powerful energies of evil into their bodies they can become what they hate, and use such power to kill their enemies.

Nickname: "Soulless Judge" "Heartbinder"

Basic Statistics
Max Health- 480
Max Energy- 40
Max Weapon- Sadist Whip (5 - 37 damage, +10% damage)
Max Focus- Black Thread (+12 energy, Engantlements last 33% longer)

New Additions
Whip-
This weapon is built in with a neat effect, in the hands of a Shadebinder, it has a 1% chance to weaken foes, but only for up to 5 seconds.

Seal spells-
A spell that can be used more efficiently by shadebinders, a hex spell type that can also be used on the caster. Seals cannot stack.

Tear-
a type of spell that allows the Shadebinder to inflict damage on a sealed foe.

Whip Attack-
an attack skill specifically for the whip weapon type.

Attributes
Hatred- (Primary Attribute)
for each point in this attribute, entanglements last 1% longer and tear's recharge 2% faster.
Capturing Strikes-
Increases the power of seal type hexes.
Twisted Justice-
Increases the power of Tears.
Whip Mastery-
Increases the power of Whip Attacks.

Sample Skills
Capturing Strikes
Crippling Shadows- 5 energy 1/2 cast 20 recharge
(Seal) For 5...10 seconds, target foe moves 75% slower and cannot strike a critical hit.

Double Agent Armor- 5 energy 1 cast 30 recharge
(Seal) for 5...10 seconds, target foe is surrounded by a Double Agent Armor. That foe cannot attack and moves 25% slower, but takes no damage from any source except holy.

Exposing Manipulation- 10 energy 3 cast 15 recharge
(Seal) for 5 seconds, target foe cannot block or dodge and all allies attacking that foe inflict +5...10% damage.

Mirrored Application- 5 energy 1/2 cast 45 recharge
(Seal) you move 90% slower for 5...10 seconds. While under this Seal, the next time you would take damage, you take 25...50% less and that amount is reflected at the attacker.

Snake's Seal- 10 energy 1 cast 15 recharge
(Seal) for 5 seconds, target foe has an energy regeneration of 0 and cannot gain energy in any way. Whenever that target would gain energy, they are poisoned for 5...10 seconds instead.

Energetic Barrier- 5 energy 1/2 cast 30 recharge
[Elite Seal] for 20 seconds, you move 90% slower. While this seal is active, all allies within your area recieve 25...80% less damage from all non-physical damage. Whenever damage is reduced you gain 5...10 health.

Cursed Markings- 10 energy 1 cast 20 recharge
[Elite Seal] for 5...10 seconds, target foe moves 95% slower and suffers -1...5 health degeneration. If that foe does not die while under the effects of this seal, that foe gains 20 energy. Otherwise, you gain 5...20 energy.

Marked Summoning- 5 energy 1/2 cast 60 recharge
[Elite Seal] target touched foe is under the effects of Marked Summoning for 5...15 seconds. If that foe summons a creature or spirit while under the effects of this seal, that foe also sacrifices 5...20% maximum health.

Reflected Curse- 5 energy 1/2 cast 60 recharge
(Seal) for 5...20 seconds, you cannot be the target of hexes or seals. If you are the target of a hex or seal, it is reflected at the caster. For each hex and seal reflected, this seal takes an additional 10 seconds to recharge.

Twisted Justice
Righteous Suffering- 5 energy 1/4 cast 8 recharge
(Tear) if target foe is under the effects of a seal, that seal is removed and that foe is struck for 5...60 shadow damage. If that seal was cast by an ally, it recharges 75% faster.

Punishment- 10 energy 1 cast 12 recharge
[Elite Tear] if target foe has less then 5...50% maximum health and is under the effects of a seal, all foes within the area suffer the same hexes and conditions of that foe with 80% reduced durations.

Shadow Fangs- 5 energy 1 cast 20 recharge
(Tear) send out two shadow fangs at target foe. Each successful hit removes up to 1...2 enchantments and strikes for 5...40 piercing damage.

Draw Life- 10 energy 1/2 cast 60 recharge
(Tear) if target foe is under the effects of an elite seal, that foe shadowsteps to you and for 5...10 seconds suffers -1...7 health and energy degeneration. If that foe's energy or health reach zero, you gain 5...50 health, 5...20 energy, and that foe shadowsteps back to his original location. Otherwise, you both shadowstep back to that foe's original location and are struck for 50 damage.

Draw Evil- 5 energy 1 cast 30 recharge
(Tear) if you are under the effects of a hex, the caster shadowsteps to your location and is knocked down. Otherwise, one nearby foe shadowsteps to your location and is struck for 5...60 shadow damage. If that foe is hexed, they shadowstep back to their original location.

Condensed Energy- 5 energy 4 cast 6 recharge
(Tear) Send out a Condensed ball of shadow energy at target foe. If that foe or you is under the effects of a seal, this ball explodes striking that foe and all adjacent foes for 5...120 shadow damage. Otherwise, it strikes for 5...90 shadow damage. This spell's cast time is unaffected by fast casting or skills that increase casting speed.

Released Shadows- 5 energy 1 cast 20 recharge
(Tear) remove 1 seal from yourself. All nearby foes are struck for 5...80 shadow damage.

Whip Mastery
Cracking Whips- 5 energy 1 cast 12 recharge
(Seal) for 10 seconds, you move 25% slower and strike for 25% less damage but your whip attacks strike 20...50% faster.

Holding Strike- 5 energy 8 recharge
(Whip Attack) if this attack hits, target struck foe moves 33% slower for 5...10 seconds.

Chilling Crack- 5 energy 14 recharge
(Whip Attack) if this attack hits, it strikes for +5...40 cold damage. If this attack misses, all nearby foes are crippled for 5...10 seconds.

Judgement's Strike- 5 energy 20 recharge
[Elite Whip Attack] if this attack hits a foe under the effects of a seal, it strikes for +5...60 damage and causes bleeding and crippling for 5...15 seconds.

Cruel Strangling- 5 energy 30 recharge
[Elite Whip Attack] if this attack hits, both you and target foe cannot move or attack for 5 seconds. While this attack is in effect, the struck foe suffers -2...4 health degeneration.

Twin Lash- 5 energy 8 recharge
(Whip Attack) if you are under the effects of a seal, you strike twice. This attack strikes for +5...20 damage.


a shadebinder concentrating shadow energies to unleash a Condensed Energy spell.

a female shadebinder using her powers to kill an apparition.

a powerful shadebinder using mirrored application.

Class Strengths:
* Able to do very well against solitary opponents
* Able to build up large amounts of damage by combining seals and tears
* Able to do close range damage using whips
* Able to inflict serious short term damage using certain tear spells.

Class Weaknesses:
* Unable to do well against multiple opponents, or opponents spread out in a large area
* Unable to inflict high long term damage such as high degeneration
* Unable to inflict many conditions
* Unable to survive very long against warriors or other melee characters if they are able to reach the shadebinder.

Please give me your opinion, whether it be good or bad...or completely off topic like this next statement
Forks!!!!!!!!!!!!!!!!!!!

Last edited by Darkhell153; Jan 14, 2008 at 11:21 PM // 23:21..
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Old Jan 12, 2008, 01:11 AM // 01:11   #2
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imagine all the S&M related names aaahhh the horror
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Old Jan 12, 2008, 04:20 AM // 04:20   #3
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I like it. You've put a great deal into it, and kudos to you.
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Old Jan 12, 2008, 09:18 AM // 09:18   #4
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Quote:
Originally Posted by Darkhell153
Class Weaknesses:
* Unable to do well against multiple opponents, or opponents spread out in a large area
Lies!
Quote:
Originally Posted by Darkhell153
Condensed Energy- 5 energy 4 cast 3 recharge
(Tear) Send out a Condensed ball of shadow energy at target foe. If that foe or you is under the effects of a seal, this ball explodes striking that foe and all nearby foes for 5...120 shadow damage. Otherwise, it strikes for 5...90 shadow damage.
This owns any AoE I tend to use by several hundred miles, fastcasted it would be incredibly lethal.

==================================================

While the unbelievable overpoweredness kinda messes with a good assessment, it's more unique than the assassin like ones.
I'll try to ignore the overpoweredness cuz I'll be typing 'till tomorro morning otherwise.

Function wise I could do with another slower, water magic is kinda limited in PvE.
That also happens to hit foes in range X with a whip, adding a martial side too the caster's.

Quote:
Originally Posted by Darkhell153
Seals-
types of hexes that slow movement or reduce the enemy's abilities in some way or form can also block certain energies.
Quote:
Originally Posted by Darkhell153
Energetic Barrier- 5 energy 1/2 cast 30 recharge
[Elite Seal] for 20 seconds, you move 90% slower. While this seal is active, all allies within your area recieve 25...80% less damage from all non-physical damage. Whenever damage is reduced you gain 5...10 health.
So a seal is like a hex, but some seals are self targeted? I guess they'd be affected by hex removal, that would make it harder for foes to remove them from you, which is a neat idea.

However unlike a "Hex Spell" a "Seal" is not a subtype of spell, otherwise you might want to consider renaming them Seal Spells. This offers a new set, as a subtype it can be affecter by X or cause X, based on primaries or enchantments.
When you renamed your entanglings/entanglements to seals you haven;t changed it everywhere yet. I'd say most of the entanglements are supposed to slow foes, I guess.
What instead of as affect of the skill that was based on the primary?
Like:
for each point in hatred, creatures affected by your seals move 5% slower and spells you cast on those foes recharge 2% faster.
For up to 80% speed reduction, and 32% faster recharge.
Though 80 might be a little much considering the seal durations, perhaps it should be 4% or seals should last shorter and use the shortening of recharge to be maintainable...

It says seals so placing 2 seals on a foe doesn't stack the slow, making the inflicting of cripple and other slowing effects still useful to place in your skill bar.
Naturellamant it slows you too if you use a self targeted seal.

You Also use skills that shadow step foes, a dangerous effect to toy with because of it's potential for abuse(the Lich king warping people into the lava any1, what if that happened in PvP?)
I'd say those skills should have a condition under which the target shadow steps back, like: when target foe becomes affected by a condition that condition lasts 10...70(90)% longer and that foe returns to it's original location.
Or: If target foe drops below 60...30(20)% of their max health they shadow step back and take 20...50(60) shadow damage.

Lastly becasue they shadow step foes, and slow single foes that will definitely mess up the grouping of mobs in PvE, they will very likely not huddle together. a few will be laggin behind and 1 is warped to the center of a circle of warriors.
The use of area of effect spells in nice in concept, but is problematic to the class(that is part of why water eles aren't as good as fire in PvE, they ungoup foes, making AoE nuking harder)
So instead of the 3 AoE effects you have(of which 1 is a whip attack so it doesn't really count) How about having similar effects automatically affect all creatures you have placed a seal on?(careful may include self) That way it doesn't matter where they are, giving this class pre-set target spiking, a new function; good for a spot on a T/N/H team, and unique form single or multi target spikes.
I think it would be quite interesting and useful.

Quote:
Originally Posted by Darkhell153
completely off topic like this next statement Forks!!!!!!!!!!!!!!!!!!!
Richard: It was self defense!! You all saw it! That orphanage attacked me!

Last edited by System_Crush; Jan 12, 2008 at 09:32 AM // 09:32..
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Old Jan 12, 2008, 03:47 PM // 15:47   #5
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Ok I'll fix up the class a bit more.

*fixed*

Last edited by Darkhell153; Jan 12, 2008 at 03:56 PM // 15:56..
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Old Jan 12, 2008, 10:16 PM // 22:16   #6
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Darkhell please improve your CC Naming^^.

And also what's the Purpose of the Shade Binder in a Battle? or with a Team?

Last edited by [M]agna_[C]arta; Jan 12, 2008 at 10:19 PM // 22:19..
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Old Jan 13, 2008, 05:01 PM // 17:01   #7
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for the naming part, I'm decent at the concept but I suck with class naming *Just look at my game designing skills, it actually took help for me to come up with the name crescent nights!* So blame my genes and lack of imagination

It's purpose in battle is a support/mild offensive build. It's not going to survive very long against more then 3 opponents due to the casting times of AoE spells *hopefully if it's put in, arenanet'll follow the condensed energy skill template* And as you can see, a few of the seals are protective toward team members, though not many.

Put simply so I don't feel like I'm raving like a lunatic...again:
1. Support style, binds the enemy so that allies can inflict more damage and they can't run away
2. Offensive to a degree, not able to inflict huge amounts of damage but can inflict enough in ranged and melee to keep opponents at bay
3. Defensive on Team basis, able to protect the team to a certain extent and to weaken enemies who are causing problems to the team's healers/warriors.

And if that was more confusing then the first
Build = Support/Defensive Crippling *I can't be any less confusing then that...well actually I can but I'm too lazy*

and another thing

*fork!!!!!!!!!!!!!!!!!!!!!*
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Old Jan 13, 2008, 05:08 PM // 17:08   #8
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yea im gunna agree with system some of your skills are overpowered but still i like the class idea great job
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Old Jan 23, 2008, 03:22 PM // 15:22   #9
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I think the Shadeblinder is an AWESOME class. The seals and tears and stuff seem awesome. I read the entire topic yesterday, can't exactly remember something, but are Seals stackable and are they removable? I'm just curious o_o Other than that, it seems like one of the best suggested classes I have seen so far.
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Old Jan 23, 2008, 11:20 PM // 23:20   #10
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Seals are not stackable on you or enemies, but you can say have one seal on you, one on a target, and one on another target. They can only be removed by tears. and thanks.
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Old Jan 26, 2008, 06:57 PM // 18:57   #11
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maybe name it instead:

Exorcist

and instead of the "dark" image" give this CC a holy image

Seal Spells will be then good versus undeads, ritual ghosts and nature spirits and or any summoned creatures including maybe later for GW2 demons...

Those Seal Spells will then have bonus effects, when one of the listened creatures dies, while a Exorcist Seal lied on them.

And the Tear attribute gets then changed to a holy/light aoe spell attribute, which hit more enemies, so more are underlieing the effect of an Exorcist Seal.

The Exorcist would be then very strongly inspried by the Castlevania Games, there the typical well known Hero.. Belmont fights also with Whips, uses Cruxifixes and Holy Waters.

Here's my improved personal version of this CC:

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


Discuss about it Here

Last edited by Phoenix Tears; Jan 26, 2008 at 06:59 PM // 18:59..
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