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Old Jan 02, 2008, 01:37 AM // 01:37   #1
Wilds Pathfinder
 
Darkhell153's Avatar
 
Join Date: Feb 2007
Location: right behind you
Guild: Highlander Honor Guard [HHnr]
Profession: R/
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Default The Wraithdancer

Background
Some people cast spells to use offensive abilities, some people strike in melee with swords and axes, the Wraithdancr strikes swiftly and smoothly. A natural born killer, with their fluid movements and lethal dances, Wraithdancers are some of the most powerful killers in the world.

Nickname: "Quickblade"

Strengths
  • High Speed Attacks
  • High Damage Attacks
  • Good Dodge Abilities
  • High Max energy

Weaknesses
  • Very few healing skills
  • High energy skills
  • Very weak against hexes
  • Low armor values
  • low weapon damage
  • low maximum health

Basic Statistics
Max Health- 450
Max Energy- 40
Max Armor- 55
Max Weapon- Dual Dragon Swords (5-20 slashing damage)
Energy Pips- 4

New Stuff
Dual Swords-
resembling the assasin's daggers, these are two swords which are used for forward and off hand attacks.

Doublecut-
this is not a skill type but a hidden ability of the dual swords. Characters using the dual swords have a 10% chance to perform what's known as a Doublecut. A Doublecut allows the character to perform two strikes with their weapon at once but inflict 5 less damage. (so using a dual sword a warrior could strike for 15 damage, but dual strikes so instead inflicts 20 damage)

Dance-
A dance is a type of skill which allows the character to either perform high speed consecutive attacks or some other special effect. Dances are the strongest form of attack that the Wraithdancer has. This skill cannot be used with dual swords. *thinking about allowing the use of daggers as well with 50% effectiveness, but decided that'd be a little weird*

Quickstrike-
A type of attack skill that can only be used effectively in concert with dances. The Wraithdancer's secondary means of attack, this allows the dancer to use his movements to their fullest and commence very high speed but rather weak attacks on a single target. This skill requires dual swords to use.

Attributes
Flexibility- (primary attribute)
for every point in this attribute, dances and quickstrikes move 1% faster. For every two points in this attribute, Wraithdancers have an additional 2% to make a Doublestrike.
Fluid Swords-
improves the damage, critical hit ratio, and overall power of dual swords and quickstrikes.
Fluid Movements-
improves the damage of Wraithdancer's dance skills.
Pure Body-
improves the effectiveness of skills and stances that allow the Wraithdancer to dodge or block attacks and heal themselves.

Sample Skills
Fluid Swords
Tricut- 5 energy 4 recharge
(Quickstrike) strike a foe 2...4 times with one attack. These strikes hit for 25% less damage.

Five Dragon Slash- 10 energy 2 recharge
[Elite Quickstrike] strike a foe 5 times with one attack. These strikes hit for +3....6 damage.

Crosscut- 5 energy 8 recharge
(Quickstrike) strike a foe 2 times with one attack. These strikes hit for 50% less damage and cause bleeding for 5...9 seconds.

Twin Fangs- 15 energy 15 recharge
(Quickstrike) strike a foe 2 times with one attack. These strikes hit for 10% less damage. The first strike causes bleeding for 5...15 seconds, the second strike causes weakness for 5...15 seconds.

Riverstrike- 5 energy 12 recharge
(Quickstrike) strike a foe 1...6 times with one attack. These strikes hit for 35% less damage.

Illusion Fangs- 5 energy 20 recharge
[Elite Quickstrike] strike a foe 1...4 times with one attack. These strikes hit for 75% less damage. Each strike applies a condition in this order bleeding, weakness, deep wound, crippling for 10 seconds.

Fluid Movements
Chameleon Dance- 10 energy 12 recharge
(Dance) shadowstep to each foe in the area and strike for 5...85 slashing damage.

Rose Dance- 15 energy 12 recharge
(Dance) strike all nearby foes. While striking foes you move 500% faster and inflict 5...75 piercing damage with each strike. You can only strike each foe once per use of this dance.

Dance of the Thorn- 10 energy 12 recharge
(Dance) shadowstep to one foe in the area and strike all nearby foes for 5...75 slashing damage.

Serpent Dance- 5 energy 8 recharge
[Elite Dance] shadowstep to each nearby foe and strike them. These strikes inflict no damage but cause poison and bleeding for 5...15 seconds.

Dance of the Sage- 25 energy 20 recharge
(Dance) strike nearby foes 5...20 times each. These strikes inflict 3...5 damage.

Dance of the Light- 25 energy 12 recharge
[Elite Dance] shadowstep to each foe in the area and strike them. Each strike inflicts 5...90 armor piercing damage.

Tulip Dance- 15 energy 20 recharge
(Dance) strike 1...4 nearby foes. Each struck foe is knocked down for 3 seconds and crippled for 5...20 seconds.

Dance of the Vampire- 5 energy 60 recharge
(Dance) strike all foes adjacent to you. Steal up to 5...10 health from each foe you struck.

Pure Body
Flexible Dash- 5 energy 20 recharge
(Stance) for 5...10 seconds, you move 15...33% faster and have a 50...75% chance to dodge melee attacks.

Point Blank Perception- 10 energy 60 recharge
(Skill) for 5...30 seconds, you have a 50% chance to dodge melee attack skills and a 50...80% chance to dodge projectile attacks and spells.

Pain Sense- 5 energy 60 recharge
(Stance) for 5...20 seconds. Whenever you are struck by an attack skill, you take 15...25% less damage and cannot suffer from deep wound or weakness from slashing or piercing attacks.

Dragoneyes- 10 energy 1 cast 20 recharge
(Skill) for 5 seconds you have +5 health regeneration and a 50...75% chance to dodge attacks. This skill ends if you use a skill or attack.

Speed of light- 10 energy 6 recharge
(Skill) shadowstep 5...20 ft. directly ahead of you (you can't go through walls).

Disappear- 10 energy 40 recharge
(Stance) for 5...20 seconds, you have a 50% chance to block attacks and projectile spells. If you're hexed or enchanted you have a 75% chance to dodge attacks and projectile spells.

Recuperate- 5 energy 20 recharge
(Skill) gain 5...10 health for each foe in the area (maximum 65...80 health).

Percieved Weaknesses: (thought I'd give you my two cents on the CC's less obvious weaknesses)
* Very weak against individual opponents
* Weak against high defense high damage foes (like turtles in aspenwood and tanks)
* Weak against high levels of physical damage
* Weak against monk characters which can both block and self heal quickly
* Weak against necromancer type hexes and skills.
* Weak against AoE effects

Percieved Strenghts:
* Strong against ranged opponents, high dodge capabilities using dances and stances
* Strong against mobs
* Strong against low damage short ranged casters and fighters (paragons and assasins)
* strong against high energy spirit spammers

Notice that these assumptions are made considering the existing skill set. It's possible to change it either way on this build.

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