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Old Dec 15, 2007, 05:37 PM // 17:37   #1
Jungle Guide
 
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Arrow Haunt CC

I'm not too happy about this class yet, I usually make sure I am before I post them, but I kind of lack inspiration on the subject.(blame that my view of martial arts is breaking a chair over someone's neck)
I'm hoping all you friendly and wise people can help me finish and balance it.
Haunt CC
“There is peace in death, I ensure it stays that way.”
This is my re-redone feral, this time I revamped them to act like a barbarian who is a martial artist combined with a shade.
That should make them both cooler and more a lot more diverse.

Equipment

Energy:
35 base energy at 2 pips
The haunt does not get a focus item to improve this.

Armor:
Base: 70 AL
(While below 50% health +10 armor)
(While below 25% health +15 armor)

Haunt armor looks robe’ish with wide sleeves and pants, but at the same time poor or hermitish. With no abundance of decorations, few bright colors (mostly beige/ geen-brown’ish) no dominant paint able areas.
This signifies them to be spiritually inclined, they spend their time in haunted grounds and away from their mortal shell; they don’t do flashy armor, that diverts their concentration to material things.

Weapon(s):
Haunts do not use ‘weapon’ weapons, they fight unarmed, using fancy karate and kung foo moves.
But your fists aren’t all that, when facing skilled blade masters or powerful mages; because of this their attacks are augmented by ghosts, which accompany the haunt.
The spiritual can’t touch the living; but through the haunt, their power synchronises with the martial skill of the haunt, adding a deadly magic that transcends the body to their attacks.

The haunts weapons are represented by coloured transparent ghost forms, which cling to the haunt and hover around them.
When a haunt attacks the ghost moves with the attack animation, so when you punch the ghost will be around your hand, when you kick the ghost will be with your leg; striking the target and going through it, then flying back to you.

Example weapons:
Sentient Banshee
Right hand
Damage: Blunt 2-15(requires: 9 Mystical Arts)
Clawing: Steal 20 health from the target
Reaping: Target takes 10 cold damage for each hex on you.
Renew: 1.0 sec

Inscription:
None
Another Banshee:
Ghost of Master Li
Right hand
Damage: Blunt 2-15(requires: 9 Mystical Arts)
Clawing: 15-22 fire damage to target
Reaping: If target has cracked armor, you steal 25 health.
Renew: 1.0 sec

Inscription:
“Don’t call it a comeback: +5 energy while below 50% health”

Mystical Arts +1 (20% chance while using skills)
Attack time: 0.55 sec
Range: Melee

Upgrade Components:
Soul | Grip/wrapping type upgrades
Clawing | special effect for unarmed punches
Reaping | special effect for unarmed kicks
Ancient Spectre
Left hand
Damage: Blunt 5-10(requires: 9 Mystical Arts)
Renew: 1.0 sec
Guard: While guarding, you have 60% chance to catch attacks against you; this guard always misses.
Respite: If an attack was guarded, your renew time is halved.

Inscription:
None
Another spectre:
Morgan’s Mother
Left hand
Damage: Lighting 5-10(requires: 9 Mystical Arts)
Renew: 2.0 sec
Guard: When attacked in melee, while guarding; you strike the attacking foe, interrupting if you hit.
Respite: If your guard missed, this respite misses, if it hits a foe not using a skill that foe takes 40 blunt damage.

Inscription:
“Brawn over Brains: damage +15% energy -5”
Attack time: 1 sec
Range: Melee

Upgrade components:
Soul | Blade/Point type upgrades
Guard | special effect for unarmed blocks
Respite | special effect for unarmed counters

As should be obvious Haunts can use 2 weapons, a Banshee in the right hand and a Spectre in the left, you don’t have to use 2 you can use a Banshee and an offhand/shield or a 1handed weapon and a Spectre.

The attack speed of banshees and spectres is very quick, but the damage is low.
However banshees have a katra, this means:
  • The first time you hit aside from dealing damage you inflict the effect of your weapon’s clawing
  • The second hit will have the added effect of the reaping.
  • After inflicting a reaping, for the renew time you can’t attack with ANY banshee.
Spectres also have a katra although it’s different:
  • A spectre first renews, waiting for the right time to strike.
  • After renewing a spectre will perform a guard.
    • A guard misses unless a certain condition is met.
    • A guard can strike any foe in melee range, not only your fighting target.
    • Or not any foe at all providing only a defensive effect, for its duration.
  • A guard is followed by a respite; some respites attack the same target as your guard, or they may grant some other effects.
Note:
  • A banshee only moves to the next stage when it’s attacks hit, misses or blocked attacks only delay the katra.
  • A spectre uses up it’s defensive attacks while you are attacking, weather they have effect or not.
  • A spectre will only renew while attacking, making it useless to runners.
  • A banshee will renew no matter what you are doing (long as it’s not performing reapings, but that should be impossible)
  • The time guards and respites cause their effects on you, increases when your attack speed is lowered.
  • Attack speed does not effect the times it takes to renew
Insignias:
Ghostly | Damage taken reduced by 2.5%, damage dealt reduced by 2.5%
Contemplative | +10 AL for each weapon that is renewing
Ghast’s | +5 health for each empowering equipped
Ghost Buster’s | +1 energy for each empowering equipped


Spirituality (primary)
For each rank in spirituality the maximum of exhaustion you can acquire before suffering from the effects is increased by 1½.
Rush of the Ghost empowering E10 A½ R50
All damage you take and deal is reduced by 10…40(50)% but you move and attack 10…40(50)% faster.
This empowering generates 6 points of exhaustion per second.

Fury of Lightning empowering E10 A½ R50
You attack 33% faster and all elemental damage you deal has 5…14(17)% armor penetration.
This empowering generates 4 points of exhaustion per second.

Signet of the Ghost signet E- A1 R25
Lose 50% of your current health, for 2…11(14) seconds, you take and deal 30…45(50)% less damage.

Anger of the Ferryman empowering E25 A½ R60
This empowering generates 2 points of exhaustion per second.
For every 4…3(2) points of exhaustion you have, foes struck by your clawings and reapings take 1 extra damage.

Signet of Reprisal signet E- A½ R10
Gain 20 points of exhaustion, your next 1…4(5) reapings or respites will soul tap the foes they hit.

Avenger’s Resolve elite empowering E15 A½ R50
For every melee attack that hits while under the effects of this empowering, you gain 5 seconds of +2 health regeneration.
This empowering generates 4 points of exhaustion per second. (Max 4…7(8) health regeneration)

Mystical Arts
Each rank in Mystical Arts increases the damage you deal with the normal attack of banshees and spectres, as well as your chance to achieve a critical hit with the normal attacks of banshees and spectres.
Also the chance(+1.25% every rank) and duration(1 second every 4 ranks) of soul tapping a foe(stealing 1 energy regeneration), when you hit with reapings or respites increases.
Slap of the Zombie respite E10 A- R4
If this respite hits, target foe is knocked down. If it hits you also gain 6…3(2) points of exhaustion.

Hand of the Lich elite clawing E5 A- R3
If this clawing hits it deals 10…22(26) cold damage, if it hits a foe below 50% health it steals up to that much health instead.

Cerebral Block guard E10 A- R12
During this guard you have 40% chance to catch attacks against you, whenever you catch an attack from a foe that is soul tapped, 1 random skill in that foe’s bar is locked for 3…9(11) seconds.

Pain Bringerelite reaping E10 A- R6
If this reaping hits and you are under the effects of an empowering, it steals 20…35(40) health.

Ghostly Grasp respite E15 A- R10
If this respite hits a foe you have soul tapped, that foe suffers from cracked armor for 4…13(16) seconds, if that foe is already suffering from cracked armor that foe suffers a deep wound instead.

Iron Reaper, Soul Stealer clawing E15 A- R15
If this clawing hits you take the form of Inuyasha for 10 seconds; whenever a creature in earshot says “Down Boy!” in the chat, you are knocked down.

Contemplance
“Light only blossoms, on the branches of darkness…” meditation E- A1½ R10
You and all adjacent creatures are healed for 20…110(140) health, for each adjacent summoned creature the healing is reduced by 20%.

“Winter is a fire…” elite meditation E- A3 R2
For 6 seconds, the next foe you strike with a respite, for 6 second that foe will have 5…26(33) less armor against your attacks.

Raid of Minds empowering E15 A½ R40
You use meditations instantly and they recharge 5…20(25)% faster.
This empowering generates 3 fatigue per second.

“Anger is my destroyer…” meditation E- A2¾ R8
Remove an empowering from yourself, if an empowering is removed you lose 10…22(26) points of exhaustion.

Ponderous Signet elite signet E- A¼ R20
If target foe is using a skill, that skill takes 2…3(4) times longer to activate.

Martial Arts
Choking Grip pin E10 A(next attack) R0
If this attack hits a pinned foe, that foe’s shouts, chants and spells are locked for 1…3(4) seconds.
If this attack hits, you and target for suffer from pinned for 1…3(4) seconds, or until you stop attacking.

Sanctimony elite guard E5 A- R8
During this guard, you have 50…80(90)% chance to catch attacks on yourself adjacent allies. Whenever an attack is guarded, Shadow’s Sanctimony recharges instantly on a random-adjacent-other-ally. This guard always misses.

Low Kick melee attack ADR4 A(next attack) R0
If this attack hits it deals 5…35(45) blunt damage, if this attack is blocked any stance being used by your target ends.

Deadly Clutch elite pin E5 A(next attack) R0
If this attack hits a pinned foe, it deals 5…17(22) additional damage.
If this attack hits, you and target for suffer from pinned for 2…4(5) seconds, or until you stop attacking.

Sucker Punch melee attack ADR6 A(next attack) R0
If this attack hits it deals 15…30(35) blunt damage, it hits a foe that is not attacking, it deals double damage.

Hangman melee attack E10 A(next attack) E18
If this attack hits, target foe is knocked down for 1…2(3) seconds.

Kiss /ss elite skill ADR6 A(next attack) R8
You are knocked down, if target touched foe is knocked down, that foe takes 25…55(65) blunt damage, and suffers from daze for 3…9(11) seconds.

Close Ram melee attack E10 A1 R16
Lose any stance you are in. If a stance was removed this attack strikes twice, the first hit interrupts target foe, the second ends any stance target foe is in.

New Stuff

State: Fatigue
Fatigue is a state caused by straining your body more than is humanly(or Charrly or Nornly…) possible.

You suffer from Fatigue for 10 seconds, whenever your exhaustion exceeds your maximum energy.
(Only Haunt skills can exhaust you for energy you do not have, otherwise you always need to have 5 energy to gain 5 exhaustion)

While suffering from Fatigue:
You move 15% slower, suffer -3 energy regeneration and will not activate stages of any banshees or spectres katra’s while attacking.

When you stop suffering from Fatigue you lose exhaustion equal too the amount of exhaustion your primary prevents.

Condition: pinned
While pinned you move 90% slower, attack and activate skills 50% slower.

Foes immune to knockdown(giants and some others) area also immune to the pinned condition.

Pinned is a duo condition, meaning that it is suffered in pairs, if it ends on 1 person it ends on both.
If it is removed form 1 person, but not on the other, it is reapplied.
While pinned you play a struggle/brawling animation.

Most pins are actively maintained by repeatedly using a pinning attack skill, keeping the foe subdued.

Mechanic: Catch attack
Catching an attack causes the damage to be dealt to you and be reduced between 20% to 80% randomly.
Because You deny the foe from hitting what they where aiming at, a caught attack will never achieve a critical hit.
When an attack is caught, any conditions, additional damage or assassin chain status changes, are applied to the person who caught the attack.
Catching works with any melee or ranged attacks and may in some skills apply to projectiles spells, and is often used to riposte attacks.
Catching will still cause attacks to hit, even if they would normally have been blocked or miss; so it's not like blocking, however as you are able to catch attacks not directed at you, you can deny a foe hitting the ally you where protecting.

Mechanic: Soul Tap
Soul tap steals 1 pip of energy regen, it's not a condition or hex, but lasts for a very short duration.
You can only soul tap 1 creature at a time, but can be soul tapped by multiple creatures.
Soul Tap always ends if the creature you soul tapped is no longer in earshot.
When a creature's energy reaches 0 soul tap ends.

Skill type: Clawing
A skill only usable while your banshee is renewing.
It will overwrite the effect caused on the target foe next time you use a clawing.

When you are not renewing a banshee all clawings are is locked.
If you use another Clawing before this cycle of renewing ends, it will nullify the previous one.
If you start to suffer form Soul Fatigue, any clawings on you end.

A clawing is not an attack skill, it is a decision of which attacks you will put in your unarmed chain.

Skill type: Reaping
A skill only usable while your banshee is renewing.
It will overwrite the effect caused on the target foe next time you use a reaping

When you are not renewing a banshee all reapings are locked.
If you use another reaping before this cycle of renewing ends, it will nullify the previous one.
If you start to suffer form Soul Fatigue, any reapings on you end.

A reaping is not an attack skill, it is a decision of which attacks you will put in your unarmed chain.

Skill type: Guard
A skill only usable while your spectre is renewing.
It will overwrite the effect during the next guard you perform.

When you are not renewing a spectre all guards are locked.
If you use another guard before this cycle of renewing ends, it will nullify the previous one.
If you start to suffer form Soul Fatigue, any guards on you end.

A guard is not an attack skill, it is a decision of which attacks you will put in your unarmed chain.

Skill type: Respite
A skill only usable while your spectre is renewing.
It will overwrite the effect of the next respite you perform.

When you are not renewing a spectre all respites are locked.
If you use another respite before this cycle of renewing ends, it will nullify the previous one.
If you start to suffer form Soul Fatigue, any respite on you end.

A respite is not an attack skill, it is a decision of which attacks you will put in your unarmed chain.

Skill type: Empowering
An empowering is a union of your body and spirit with that of a disembodied soul.
You temporarily gain all the knowledge and power this person had in life, and has gained since death.
The spirit rather likes having a body, and will not release it unless exorcised by a skill or Soul Fatigue.

Spirits sustain themselves with a limited source of existence; in order too keep the spirit ‘alive’ you need to share your own power with it.
This is very straining and will drain you quite quickly, if you are no longer able to sustain the spirit the empowering will end.

Empowerings are ‘rages’ but instead of anger, desire or fear, they focus spirits into useful effects.
These effects are powerful and a very important part of the class, they are them main source of defence and offence.
Depending on your Empowerings you can take more or deal more damage, but when they exhaust you, you will suffer the opposite effects.
This leads to the dilemma that makes raging classes interesting: To be powerful you must also be weak
It takes a lot of skill to make the right decision on when to go all out and when to hold back.

Empowerings stack, you can use as many as you want at the same time, but they also stack Soul Fatigue faster that way, meaning that each empowering you stack will shorten how long you benefit form any Empowerings on you and how long before you suffer from Soul Fatigue.

Skill type: Pin
A pin is a type of melee attack that requires a free hand to hit, you could use it with any weapon but it has 100% chance to miss.
If you are wearing a banshee you gain 50% to hit if you are wearing a spectre you gain another 50% chance to hit. It will work with either, but only both grant you 100% chance to hit.
A pin is a good hampering skill, but the user suffers from it’s or even worse negatives, as aside form the pin condition, it requires you to continue attacking the same target, as well as continue using the pin repeatedly, costing energy.

Skill type: Meditation
A meditation is a skill which like a signet costs nothing to activate, but even more so than signet's meditations often have sizable activation times.
Like a shout the quoted text will appear above your head when using a meditation.


All rights from and for this picture belong to Scott Gearhart I only modified his excellent work a little, for once I was able to get the color scheme somewhere near right.

Well I hope you like it, or at least some small part of it. I know it's far from perfect so any comments and suggestion are very appreciated.

Last edited by System_Crush; Dec 19, 2007 at 11:08 AM // 11:08..
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Old Dec 20, 2007, 12:31 AM // 00:31   #2
Frost Gate Guardian
 
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Hmm... 1st post ftw?


anyways, thats pretty good and seems well thought out. I can see you have put some time into this. I don't really like the name "Haunt", that can be fixed. Instead of just having the spirits/spectres or whatever you named the haunt's weapons, perhaps you could have some that varied as projectiles as well. This could just be a skill or two like dancing daggers, or it could be a complete new weapon time. For example, a skill where your banshee leaves you and flies at your target, dealing X damage, and then when it flied back to you, you gain X life. This could be unique because after you send it out you could go do other things, like even start whacking another target. the attack skills seem confusing at first, but im sure it wouldnt take me long to get used to it.
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Old Dec 20, 2007, 08:45 AM // 08:45   #3
Jungle Guide
 
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Quote:
Originally Posted by Crippie its Tom
Hmm... 1st post ftw?
Yay a reply!

Quote:
Originally Posted by Crippie its Tom
anyways, thats pretty good and seems well thought out. I can see you have put some time into this.
Thank you glad you like it.

Quote:
Originally Posted by Crippie its Tom
Instead of just having the spirits/spectres or whatever you named the haunt's weapons, perhaps you could have some that varied as projectiles as well. This could just be a skill or two like dancing daggers, or it could be a complete new weapon time. For example, a skill where your banshee leaves you and flies at your target, dealing X damage, and then when it flied back to you, you gain X life. This could be unique because after you send it out you could go do other things, like even start whacking another target.
I did think about some sending spell, that could 'disarm' you in order to preform a ranged attack, so you;d be limited to 2 shots; I didn't add any in the end though.
Though you did give me an idea, that it would be cool if you had some skill or hex that causes your normal attacks to strike the attacking target, but your clawings and reapings strike the hexed foe.
The same with guards and respites for a certain enchanted ally.
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Old Dec 20, 2007, 10:15 AM // 10:15   #4
Desert Nomad
 
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Well, that's what you get from CCs with no flaw at all.
CCs with no flaw, no comment, cause what to comment about.
There is nothing to flame bout^^.

But I ain't saying Good CCs would never get any comment.
But this one I don't think not much people would like to play the Haunt so theres no, "Fantastic!", "Sure would love to play this!" or etc.

The Background isn't that Exciting or Fun, to my Opinion, Sorry^^.
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Old Dec 20, 2007, 04:04 PM // 16:04   #5
Jungle Guide
 
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Quote:
Originally Posted by [M]agna_[C]arta
The Background isn't that Exciting or Fun, to my Opinion, Sorry^^.
We get Martial Artists trough here all the time, I did notice you never made a pure one though, so I see why you might not find the style itself "that Exciting or Fun".

This is a martial artist, just with some... System Crushing, add a secondary with some defensive stances and you have yourself a pretty stereo type D&D monk.
I'm hoping that some of the MA posters, DH among them, will like it because of that.
I think it would show up in a search for martial artist, but the 1 sentence CC posters wouldn't be too enticed to click and read it because of the name I PH34R.

Last edited by System_Crush; Dec 20, 2007 at 04:09 PM // 16:09..
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Old Dec 20, 2007, 10:48 PM // 22:48   #6
Desert Nomad
 
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I meant by the pic you brought seem to wreck yout CC.
All is good but Pictures can tell a thousand words on your CC already.

To what I think only^^.
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Old Dec 21, 2007, 02:33 AM // 02:33   #7
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^^^^ lies.

It looks how the assasin should look. Besides, if you sicked the Anet peoples on this they'd go nuts, and have a long background, more skills, ect.



And to continue to disagree with you...
Fantastic!
Amazing!
I would love to play this!

I should edit my original post to make you look blatantly wrong :P
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Old Dec 21, 2007, 08:09 AM // 08:09   #8
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Quote:
Originally Posted by Crippie its Tom
It looks how the assassin should look.
Hmmm, in that case I might have done something wrong...
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Old Dec 21, 2007, 08:26 AM // 08:26   #9
Desert Nomad
 
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@SC
He meant by Arabian Assassin.
Not some Ninja/Japanese Assassin.
But I prefer Ninja Assassin more^^.

@Tom
And everything I said is my opinion so you can't say I am wrong that "I can't find it atractive" = p.
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