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Old Sep 07, 2007, 10:41 AM // 10:41   #1
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Default Slaver CC

Lots of peeps are making puppeteer classes, while I like the consept, I just don’t want to play a char that plays with puppets, hence my slaver profession.
Aside from the stone summit, there are hellhound-trainers, Task Masters and other NPC’s hinting of slavery; hence it can’t be that far from the GW lore, I just thought of a way to make it available to players.

Slaver CC
“I’d rather have a dangerous killer fighting for my country, than have my son do it!”
In a (futile) attempt to not offend people too much I used only criminals for slaves, thugs would make better gladiators anyway.

New Stuff

Class: Slaver
A commander that controls 1 or more body guards, trains them in combat to be more effective and can forcefully bend them to his/her will or gains their favor with leadership and kindness.
Using their whips and slaves their main purpose is damage dealing.

Creature type: Slave
A slave is a creature suffering from the hope dead condition.
They are targeted as a slave, but are still affected by everything as they normally would have been.
The slaves gained through skills are with a few exceptions (Life Depth) always of the owners race, for player races this means they will be affected by all effects normally, for enemy only races this could be different.

Slaves are allies, when dead they are not valid targets for resurrection.

Slaves their armor and damage is completely dependent on their level.
At level 20 this would be: 70 armor and 10-20 damage, both reduced by 5% for each level lower.
Though it is unlikely to have a slave of level 20 as you can only raise their level twice and even elite trainings only raise their level by a maximum of 5.
(but you technically could with Entrallment 15 and Illusion Magic 16; Death Sentence, benevolent educator, [skill= text ]Arcane Mimicry[/skill] 2 allies that carry elite trainings and [skill= text ]Signet of Illusions[/skill](to use the elites at 15-16 in the attribute to get all 5 levels from them))
  • Basic slaves attack in melee with their fists;
    dealing blunt damage, re-swinging 2X 1.33
  • Melee slaves attack in melee dual wielding random skin swords;
    dealing slashing damage, re-swinging 2X 1.5
  • Melee 25% reduced damage slaves, use daggers with a random skin;
    dealing slashing damage re-swinging 2X 1.33 (No chance to dual strike)
  • Ranged slaves use cloth slings, throwing rocks at foes in short bow range;
    dealing blunt damage, re-swinging 1.8

Pet type: Slave
A slave pet is a pet that you caused the hope dead condition on.
The appropriate number of slaves from your unique skill will spawn next to you automatically every time you enter a non town/outpost area.
They will attack foes attacking themselves or their master, unless suffering from the revolt condition.
When you use a co-operative skill all your non-revolting slaves will receive a support version of that skill in their bar; they will attempt to use it on your target, instead of recharging these support skills are removed from the bar again.
You can't resurrect your slaves if they die, you will need to keep your eye on their health.
If your slaves do die, you will need to revolt and capture those of your foe, or inflict the hopedead condition on normal foes.
Your unique skill decides how many permanent slaves you can have( 1 to 3) you can up to 3 temporary slaves on top of that.
  • Dead permanent slaves count as dead pets.
  • Slaves are shown as allies in the team window.
  • Revolting permanent slaves will still be sown in the team window, even though they are hostile.
  • Dead slaves are removed form the team window.
  • Because of the pet corpse nerf, dead slaves will not leave exploitable corpses.
  • Because of the weird pet corpse nerf, if temporary slaves stop being slaves while dead, their corpses become exploitable.

Condition: Hope Dead
Hope dead is a condition that is always present on slaves, it causes the loss of weapons insigna’s and inscriptions. It also removes all non slave skills from the skill bar.
While hope dead AI takes over the character, and armor and damage are reset according to slave level.

When slaves from a unique skill spawn they automatically receive the hope dead condition.
You can only inflict hope dead on creatures that are almost dead, having les than the X% health defined by the skill, but must always have less than 100 health.
You cannot inflict hope dead on bosses.
Hope dead can not be removed by condition removal, but is instead removed when the creature is resurrected.
Deaths while suffering from hope dead, do not cause a death penalty(hope dead already causes you to suffer from more than 60% penalty)
  • While Hope Dead there are shackles around a creature’s limbs and neck.
  • While Hope Dead you are shown as dead in your team window.
  • While Hope Dead, the ‘time until resurrection’ timer will start running, clearing you of hope dead when resurrecting you at the shrine.
  • While Hope Dead creatures can be the target of resurrection skills(but only from the team they where in before they started suffering from hope dead).

Condition: Revolt
Revolt is a condition that causes a creature to become hostile to all other creatures, on players it also allows them to take control of their character again.

Revolt can only be on a creature suffering from hope dead.
Revolt causes the creatures health bar to turn orange(or show the adrenaline animation, but that might be a bit laggy)

Whenever a creature suffering from hope dead takes damage, it has a chance to revolt equal to the % of max health that was lost.
(e.g. When a deep wound is inflicted a creature has 20% chance to revolt)
Some effects on creatures reduce the chance of revolt by damage, this doesn’t mean that a creature with -75% chance will have -55% chance to revolt after a deep wound, but instead have 20% - (75% of 20%) = 5%.

Skill type: Unique Skill
Unique skills don’t do anything but just sit there in your skill bar.
A unique skill is a skill you can only have 1 of in your skill bar, if you do gain a second one by signet of capture for example, it won’t have any effect and will be removed soon as you enter a town or outpost.

Skill type: Training
A training is a skill that can only be used on a slave you control, it raises level and changes the armor and weapons that slave is using.
The last name of the slave also changes to that of the most recent training, so a psychotic killer, becomes a psychotic Hell-kite and a Sworn Savage, a Sworn Attendant.

Each slave can only be the target of a training twice, and cannot be affected by the same training twice.
A training’s effects are permanent, no matter what happens to you or the target slave after successfully using the training that slave will retain the effects of the training.
Trainings have the range of touch skills
The most recently added training affects what weapon a slave uses and how its armor looks.
When the level of a creature is reduced by “target foe acts as you level … slave” this does not reduce the levels gained trough trainings, only that foes real levels.

While you use a training target slave is immobilized and their skills are disabled, during the activation(so they won’t run away, out of touch range) if target slave starts to revolt while activating the training, the training is interrupted.

Skill type: Incentive
This is a special type of attack skill that requires a whip; it can only be used on slaves, it is the only attack skill that can also be used on friendly creatures.
While incentives buff friendly slaves they also damage them, any damage to a slave causes a chance to revolt.
The effect of an incentive is only applied after the attack struck, so if the slave revolts it does so before the effect is applied.

Skill type: Whip attack
Just attack skills for the dual whips, they are rather mediocre; not dealing a lot of bonus damage or easily causing conditions.

Skill type: Co-operative …
A skill that is preformed by both the slaver and his slaves at the same time; for each slave that is successful the effect of the skill will increase; but only if the slaver is successful the skill will have an effect.

When activating a co-operative skill all your non revolting slaves gain a support version of it in their skill bar, they will stop whatever they are doing and attempt to use it on the same target as you.
When you finish activating the skill these skills are removed from the slave’s skill bars again.

Equipment

Energy:
Base 25 energy at 3 pips regeneration.
Whips are a both hands weapon, and thusly cannot be used with a focus item.

Weapon:
Whips, slavers dual wield whips to battle their foes. These are war whips made of sturdier material than normal ones and almost always rimmed with sharp spikes or blades.
It is possible to use these on your slaves as well, but the benefits of being cruel can also be achieved just as well by being kind.

Thorny Lash
Slashing: 1-15(requires 9 Torment)
Re-swing: 2X 1.33
Range: nearby(2Xmelee)

Upgrades: Cord & Shards

Whips are non solid weapons, this means they have a very low minimum damage and will not be that useful for inflicting most conditions.

Whips are not a melee weapon, they have increase range and aren’t exactly 100% controllable; you cannot use a whip for melee attacks (ranged attacks work fine though, but the range is reduced to that of the whip)

Armor:
70AL (+10 vs. physical)

Slavers wear similar armor to their slaves; looks are available in gladiator like leather armor, a noble servant’s attire and loincloths accompanied by tribal tattoos.

Insignias:
Tyrant’s | +5 energy if you have a dead slave(non stacking)
Tormentor’s | +10(vs. physical) while attacking, additional +5(vs. physical) while using an attack skill
Educator’s | +<the average level of your slaves> AL
Boss’ | +5AL for each co-operative skill you have equipped


Enthrallment(Primary)
Your slaves can’t lose more than 50 (-2 for each point in Enthrallment/Subjugation)% of their max health from a single attack or spell.
(this attribute is about choosing the best, strongest and hardiest slaves, for yourself, at 16 you slaves will never take more than 22% of their max health as damage)
Restrain Will co-operative skill E15 A1 R80
If target touched fleshy foe was below 5% of max health, +0,5…0.75(0.95)% for each level of the combined level of the slaves that successfully touched the foe, that foe loses all skills and acts as your level 0…2(3) slave for 80 seconds, or until that foe is resurrected.

Deemed Unredeemable unique skill E- A- R-
While you have this skill in your bar you will have 2 psychotic killers as your level 1…4(5) slaves that attack 10…19(22)% faster but have 15% more chance to revolt.

Death Sentence unique skill E- A- R-
While you have this skill in your bar you will have 1 Rampaging Thug as your level 0…6(8) slave that deals 3 more damage on melee attacks.

The Black Dot unique skill E- A- R-
While you have this skill in your bar you will have 3 Abandoned Pirates as your level 0…3(4) slaves, these have 20 additional armor against elemental damage.

A Fate Worse than Death hex spell E25 A2 R40
If you have a dead slave, target foe is hexed wit a fate worse than death for 10 seconds. Attacks and spells from you and your slaves deal 50% less damage to target foe, if that foe dies while under the effects of this hex that foe acts as your level 0…3(4) slave and you have 1 less dead slave; until target foe is resurrected.

Whip Crack incentive E5 A(next attack) R10
This attack has twice the range, but always misses; when whip crack misses, target slave moves 25% faster for 1…7(9) seconds.
Torment
For each rank in torment your damage with whips improves as well as your chance to inflict a critical hit increases.
Also your chance to cause enemy slaves to revolt and your chance to remove revolt from slaves you have lost control of increases by 1% for each rank in torment.
Steel Cutter’s Scarring incentive E5 A(next attack) R8
If this attack hits a slave you control that slave has 3…57(75)% less change to revolt for 20 seconds, if this attack hits a slave that is revolting there is 3…57(75)% chance that you gain control of that slave.

Train Brawler training E15 A2 R25
Target slave you control gains 0…2(3) levels, will attack in melee and can use a melee attack to deal 4…16(20) extra damage every 8 seconds.

Train Hell-kite elite training E25 A3 R120
Target slave you control gains 1…4(5) levels, will attack with melee with and all slaves struck by that foes physical attacks start bleeding for 4 seconds. This skill will be locked while the affected slave is alive.

Relish Pain skill E10 A1 R25
For 10…31(38) seconds whenever your whip’s critical you gain 1 energy.

Long Arm whip attack E15 A(next attack) R20
If this attack hits it deals no damage, but target foe is disarmed for 2…5(6) seconds.
(50% to miss with torment 6 or less)

Simple Demands incentive E10 A(next attack) R20
If this attack hits target slave attacks 25% faster for 3…12(15) seconds, if this attack hits a revolting slave it has 25% additional chance to stop revolting.

Punish elite whip attack E10 A(next attack) R8
You attack target foe 2...3(4) times, each hit deals 10% damage less, then the last.
If an attack hits a slave you have lost control it has 2...8(10)% more chance to make the slave stop revolting, then the last.
Authority
Steel Cutter’s Education elite co-operative training E25 A2 R30
All participating slaves gain 1…4(5) levels and 100 additional max health, but suffer from deep wound for 10 seconds.

Proprietors Promise skill E10 A1 R12
If target hostile slave is not revolting, that slave has 12…60(76)% chance to start revolting, If target slave is revolting there is 12…60(76)% change you gain control over that slave for 60…150(180) seconds.

Train Attendant training E5 A4 R15
Target slave you control gains 0…1(2) levels, will attack at range at reduced speed and can remove a condition from a touched ally every 12 seconds.

Train Servant training E15 A4 R10
Target slave you control gains 0…2(3) levels, will attack at range at reduced speed and can heal a touched ally for 14…41(50) health every 6 seconds.

Life Depth unique skill E- A- R-
While you have this skill in your bar you will have 1 Sworn Savage as your level 1…4(5) slave, that has 23…50(59)% less change to revolt.

“We stand together!” co-operative shout E5 A- R30
For 5 seconds +1…3(4) for each slave that participated, you and participating slaves cannot be knocked down, and have +1 health regeneration.
Pedagogy
Train Gladiator training E10 A3 R-
Target slave you control gains 0…3(4) levels, 15 armor and can use a shout to reduce damage on slaves in earshot by 10 for 2…6(8) seconds every 15 seconds. This skill will be locked while the affected slave is alive.

Train Dancer training E15 A3½ R-
Target slave you control gains 1…2(3) levels, will attack with melee with 25% reduced damage and can use a stance to block 50% of melee attacks on adjacent allies and 50% of all attacks against self for 8 seconds every 15 seconds. This skill will be locked while the affected slave is alive.

Benevolent Educator skill E15 A1 R45
For 10…22(26) seconds trainings you use gain your slaves 1 more level and recharge 25% faster if the target slave was at full health.

Train Performer training E10 A2½ R20
Target slave you control gains 0…1(2) levels, will attack with melee with 25% reduced damage and can use a chant that grants 1…3(4) health regeneration to allies in earshot for 6 seconds every 12 seconds.

Train Bedazzler elite training E25 A4 R80
Target slave you control gains 1…3(4) levels, will attack with melee with 25% reduced damage and all foes struck by that slaves physical attacks are blinded for 2 seconds. This skill will be locked while the affected slave is alive.

Comforting Whispers co-operative spell E10 A½ R1
Target ally is healed for 8…29(36) health, and an additional 5…26(33) health for each slave participating, for each slave participating this skill recharges 3 seconds slower.
This spell has half the normal range.
================================================== =============

Hopefully I’ve gotten my point over clearly, I also hope you like it, or at least some small part of it.
I know it’s not perfect yet and any suggestions and comments will be appreciated.

Last edited by System_Crush; Feb 05, 2008 at 10:50 AM // 10:50..
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Old Sep 07, 2007, 01:08 PM // 13:08   #2
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You're CCs seem to like Pets do they^^?
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Old Sep 08, 2007, 07:57 PM // 19:57   #3
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Overly thought before observed?

Sounds okay but have ye ever rode a Seige Devourer in EotN? Or a Junundu Wurm in NF?
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Old Sep 09, 2007, 07:16 AM // 07:16   #4
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Quote:
Originally Posted by xaleo21
Or a Junundu Wurm in NF?
Good point, I hadn't thought of that.
What happens to ranger pets while in a worm?
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Old Sep 09, 2007, 08:21 AM // 08:21   #5
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I think they transform too^^.
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Old Sep 14, 2007, 11:28 AM // 11:28   #6
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Quote:
Originally Posted by [M]agna_[C]arta
You're CCs seem to like Pets do they^^?
Thats cuz after a good acrobat/thief a pet class is my second most favorite to play, in any game what so ever.

I like MM's I've tried furiously to make a Beast Master that actually works and came close too;
But failed countless times(because when the pet is finally effective, you can't seem to keep yourself alive anymore)
Just up until GWEN was released with Feral Aggression, suddenly a level 20 pet could kill level 20 mobs without needing 3 attack skills + the 2 pet skills and repeated healing.

But more importantly WTB attention tot this CC

Last edited by System_Crush; Sep 14, 2007 at 11:35 AM // 11:35..
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Old Nov 19, 2007, 10:04 AM // 10:04   #7
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/me casts [skill=text]Animate Thread Horror[/skill]
In other words Bump.

I still haven't had any comments on the CC it's self.
Is it any good being a nerfed beast master with less damage form bow more kill able pets, and pets that revolt.
Instead getting more out of their more intelligent pets than beast masters do.
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Old Nov 28, 2007, 01:03 AM // 01:03   #8
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I think too many people would take offense to this for A-Net to risk it. I like the idea but many others may not.

For example: Torment implies too much as does Subjugation

Last edited by Unholy Tank V; Nov 28, 2007 at 01:07 AM // 01:07..
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Old Nov 28, 2007, 02:10 AM // 02:10   #9
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Yup, The background o this class seems not for GW or any game when ou'r playing a hero.
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Old Nov 28, 2007, 08:29 AM // 08:29   #10
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So this doesn't work, in improving their image?
Quote:
Originally Posted by System_Crush
In a (futile) attempt to not offend people too much I used only criminals for slaves, thugs would make better gladiators anyway.
And they capture and pit foes against each other too.

Quote:
Originally Posted by System_Crush
“I’d rather have a dangerous killer fighting for my country, than have my son do it!”
I actually think that is a nobler propose, than the
'Deception in order to enforce the gods control on the world'
purpose my Wraith has.

If I redo it as a mind controller, getting rid of the whips and incentives, and turning hope dead into dominated and revolt into freedom.
Would that make it ok?


I have a feeling it might; because it's more about the charge of the association, than the actual act preformed.
Which is kinda hypocritical, cuz:
That basically makes it worse; now you can just not learn torment and go Authority + Pedagogy instead, meaning you would befriend and educate your slaves, instead of hurting them.
When controlling someones mind, you can't be their friend becasue they can't think, let alone understand you are being nice to them, making the class 100% mean.

Last edited by System_Crush; Nov 28, 2007 at 08:38 AM // 08:38..
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