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Old Aug 30, 2007, 09:01 PM // 21:01   #1
Frost Gate Guardian
 
adam of phyrexia's Avatar
 
Join Date: Jan 2006
Guild: Lords of CAT
Profession: D/W
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Venadra

Author's jabber:
Pfew , finally finished,
This baby actually started out as jesari version 3, but what was supposed to be some tuning turned into
mauling it with a sledgehammer, then picking up the pieces and turning them to cement for what would be this,
If you still recognize anything jesari, kudos , means you actually read the thing,
Anyway it cost me quiet a bit of time to make so I really hope you'll like it and even if ya don't, lemme know what ya think,

Availability:
Sylvari only

Skill color:
Gold and blue

Style:
I originally was going after native south American when I noticed the model in my head also had many characteristics of Hindu gods,
Anyway, it's armor that makes a character and the two styles aren't incompatible,
The model in my head was a woman painted blue from top to bottom with a very long, golden crown on top of her head, filled with abstract details and animal depictions, similar armor is set on her shoulders, elbows, forearms, knees and shins, Her eyes are golden orbs (more on this later) and from her leggings fall two white, transparent, silkish drapes that barely touch the floor with her hovering above it, Hope that gives you an impression XD

Primary Deity:
Kormir, Goddess of Truth

History:
Kormir, the sixth god, born from the power of abbadon and the will of the warhero Kormir,
Her coming into existence send great waves rushing through the religious landscape,
After millenia of unchanged worship, the teachings of the five now appeared to have some gaps,
In her homeland of Elona the goddess's popularity as a mortal crushed any opposition or doubt, the leader who marched into the plane of torment and defeated a god, it was a good tale that spread fast
and in a matter of a few decades the majority of the elonian continent had accepted the sixth god into their life,
As fate would have it, this was around the same time that the mysterious sylvari began to emerge and integrate in human culture, Being far more sensitive to the forces that move the world, sylvari became very neophytic not long after they appeared and pushed worship of all the gods on the continent,
Sylvari were the first to come up with teachings and rituals to honor the sixth god which is also why unlike with any other god, the higher clergy is completely made up of sylvari,
Riding the wave of Kormir's popularity it is the first and for now only example of sylvari influence in human society, and it's a lot, Driven by the sylvari and the soldiers and people that she moved, kormir quickly became the most worshiped god on Elona ,,, after Dwayna,

The march of the sixth god on to other continents is a different story,
At first, news and introduction of her teachings were the work of amateurs that left Elona to work or live on another continent, but their words didn't leave much of an impression,
Things started going bad after the sylvari started advising followers of Kormir to actively spread her fame to nearby regions,
It all went fine for few years, then the reports of attacks on their pilgrims started, Threated at first as a passing evil, the attacks were ignored, In the years that followed their passive attitude had aggravated the situation, Their followers overseas were in actual jeopardy, reports of entire settlements disappearing overnight and threats from various conservative extremist groups, some of them containing heads had begun to pile up,
In gravest danger were those sylvari that had begun worship of kormir independently on other continents,
So the council agreed on a different approach, People were urged not to leave Elona instead they gathered their finest high priests/esses and send them as emissaries, The most creative, sly, charismatic and courageous were selected for this mission, Their purpose: To introduce Kormir to the people in the best way possible, to increase their influence in the region and to defend, or save any old or new followers of the goddess of truth,
These high priest were called Venadra,

Extra: Priest's of the goddess, in the likeness of their god, wear blindfolds so they can learn to see the world the way she does, After training for years and learning to see through the flows of energy a priest may ascend to a high priest, during this ritual the eyes are either removed, or the retinals irreparably damaged, depending on the wishes of the ascending priest, Many high priests that chose the first option choose to decorate their eye sockets with jewelry, to emphasize on their stature and devotion(high priests can always be recognized as the ones not wearing blindfolds, thus with their eyes exposed),

Gameplay

Summarized Role:
Pressure and Distortion
The Longer Explanation:
A Venadra's role on the battlefield is similar to that of a necro or mesmer, heavy hex reliant, bent on weakening the enemy, ruining their builds and forcing them into defense,
With the difference of course being HOW they do it,
I'll let the list of new abilities speak for itself but I'll say ahead that the venadra are enormously teambased characters, requiring a lot of organizing to play with and against, some may see this as a + (I'm thinking HAers and GVGers) and some may consider that a huge downside, and I'm looking at AB fans


Novelties


Advanced Teleporting: Shadowstepping is cool but it's time for sins to give up their monopoly,
Venadra don't just move themselves, they move their enemies, their allies and even spells,
Use Teleportation to rip groups apart or hudle them together for a well deserved meteor shower, Some foe trying to make a run for it, trap him were he belongs,
in the center of your bloodthirsty mob
*note: teleportating a foe does not interrupt him, unless he get too far away from his target
you want to use teleporting as an interrupt, careful monitoring of your position to him and his target can double the results


'Max' Degen for Hexes: Dismemberment? How terribly blunt, use ingenious hexes to rob your enemy of his endurance, or just spam his ass that works too


Focus: There is power in numbers, lend strength from your own allies to shred apart the opposition


Using corpses? For more than food?: Getting tired of zombies yet? Read on and find out if that noob biting the dust can lend you more than his hand in combat


Scans: Knowledge is power
*note: all complex info on a target will be stored after initial revealing in a lil clickable name just above your healthbar, after clicking it you can even spam it to your whole team


New hex types:
-Gemini: A hex used to turn a team against itself, Gemenies trigger effects when a foe with the same gemini triggers a required action, These can be devastating if a venadra is allowed to spam these on a large group
*note, geminies do not recognize the same gemini when cast by another caster due to minor differences (I don't really believe that, it's just to justify the nerf)
-Virgo: Like the gemini the virgo is a hex used to confuse and to drive up the pressure, the difference is, virgos require it's caster to trigger an action
before the effects are activated
Spam them on as many as possible to maximize the pain per hit,


*note: the amount of active geminies and virgos is indicated by a small number in the left down corner of the skill, thought that was a necessary convenience
*note: for nerfing sake I've placed targetlimits on some, but for the real spamming I want one would need need skills to counter the swarms of gemini, imagine one yourself, Mob Rage is a prototype( see Deviation)
*note: I've resorted to calling anyone 'suffering from a virgo or gemini' a virgo or a gemini, just sounds than placing target after it every time,


Linear AoE: Let's take AoE down one dimension, use these spills to cut groups in half create wall for your team to hid behind


Union: No doubt the hardest to explain in words, Unions allow the Venadra to fuse with an ally to create a type of superversion of that ally
Before you ask, I figured if sylvari are spirits, like mentioned, they should be able to enter other bodies with proper training, without further info on what sylvari are one can't disprove that
That ally or 'host' will undergo a pretty cool transformation, much like a dervish avatar
When in this state it is the host that keeps control over all movement and his skills, the venadra will view things much like a during observation,
Boring you say, of course, therefore every union (there will be 1 for each profession) will have access to a minigame, play it well and you'll help your host significantly,

This game is always triggered by a 9th golden skill appearing at the right end of the host's skillbar called soul charge, the minigame and stats of soul charge differ from union to union

Mind you that when the host takes damage, so does the venadra so if you hurt a union you're basically doing double dmg every hit (this does not effect energydmg, adrenalinegain or the amount of energy/health one can drain), the venadra can end a union at any time, the host can not,


your health and energy are displayed above that of the host, if you die before the union ends and the host doesn't, the union ends, if the host dies first you'll simply pop up above his body with your current health

Going into a union requires a proces called harmonizing, this means that all enchantments hexes, conditions and stances must be removed from you and the ally, you and the host loose energy every time you need to remove something, this cost decreases when you raise your secret arts attribute
-note: if it takes more energy then you have you will simple start at the union at zero, it won't fail

All unions are elites and part of the primary (secret arts) but because the description is so lengthy I'll post the two examples here,


Forge Shadow: cost 35 casting time 2 recharge 90
union: For 30 seconds target assassin ally gains the following bonusses
- 20-50 percent chance to evade melee and projectile attacks
- Your attacks deal shadow dmg as long as you're wielding daggers.
- shadow arts cost no energy to cast.
- attacks recharge 10-30percent faster.
- constant 13 percent faster movement.

Soul Charge: energy cost 15
spell: initiate charging sequence.

Minigame: basically it's a GW version of slots, 3 wheels appear on the screens, get 3 the same in the right place for a price!
Here's a sketch, talented ain't I ?

There will be random symbols generated on the blanks of these wheels, and their direction will be decided randomly too.

Hover your mouse over the golden area and left click to stop the rotating
get 3 identical symbols in the golden areas to unlock their effect.
(common/uncommon/rare= this idicates how the odds you have of this symbol spawning on a spot on a wheel
common: will almost always be present and abundant
uncommon: may not always appear on all the wheels every time, indicated by silver edge.
rare: will only every so often be present on the 3 wheels, indicated by golden edge.)

blades: common: enchantment spell Blademaster: host will critical strike for 4-8 seconds, this enchantment ends after the host uses a dual attack
Crack: common: select on of these and soul charge ends and is disabled for 5 seconds.
Bomb: uncommon: select one of these and soul charge ends, host is knocked down and set on fire for 4 seconds, soul charge is disabled for 10 seconds.
Shades: uncommon: enchantment spell Wraith's Armor: host gains an additional 10-20 percent chance to evade attacks and get a +5-10 armor bonus against elemental dmg.
Skulls: uncommon: enchantmentspell Grimming Demise: for 4-12 seconds host shadowsteps to target foe whenever he uses a lead attack.
Running men: rare: Stance Perfect Escape: For 6-14 seconds host moves 50 percent faster, has +7 health regen and has +20 armor against elements, all of host's attack skills are disabled for 20 seconds

Take in mind that once clicked, every wheel still needs to make a slower 360 degree spin before it stops, this wastes some time + it dares the player to move on to the other wheels before he knows for sure where the previous one stopped



Forge Harbinger: Cost 40 casting time 2 recharge 100
Union: for 40 seconds target ally elementalist gains the following bonusses
- +(20-40) armor against elemental damage.
- +1 energy regen
- +(2-4) on his highest elemental attribute
- all skills of that attribute recharge 33-50 percent faster.
- Depending on that attribute you gain one of the these bonuses.
+air: 33-66 percent chance to evade projectiles
+fire: fire spells cast 10-30 percent faster and you can't be set on fire
+earth: you get +10-20 armor against physical damage but move 20 percent slower.
+water: adjacent foes attack 13-33 percent slower.


Your skillbar is reduced to Soul Charge and your energy is frozen.
soul charge: zero energy

see posted sketch.
whenever the host successfully casts a spell, energy equivalent to the spell cost will be scattered across the board(screen)
left click to use your mouse as a magnet to drag globs of energy into the designated cores.
beware, energy both on the screen and on your mouse deteriorates quickly.

drop enough energy into a core and it will lock, and you'll be able to select it to replace soul charge for one cast.
(note: the power of these spells is both influenced by your secret arts and the host's attributes, we're assuming 16 in secret arts and 16 in all elemental attributes)
(note: the execution of these spells is unaffected by the host's movements)

Air: Tornado: cost 35 casting time 3
Generate a tornado at you position for 15 seconds, this tornado will home in on target foe.
tornado deals 28 air dmg every second to all foes in the area and slows movement by 25 percent.

Water: Frost Golem: cost 25 casting time 3
Summon a level 30 frost golem, it dies automaticaly after 30 seconds.

Earth: Sorm's Might cost 40 casting time 4
elite enchantment spell: for 10 seconds the next 4 foes you hit with earth dmg are knocked down for 2 seconds

Fire: Obliterate: cost 50 casting time 5
Summon an explosion at your location for 3 seconds, foes in that area suffer 73 fire dmg and are knocked down each second.





Secret Arts: Inherent effect: immunity to blind, harmonizing 5-2
Many Venadra skills especially those related to support become stronger

Truth Revealed: cost 15 casting time ¾ recharge 20
Touch hex skill: for 2-4 seconds, that foe is blinded and for 5-10 seconds if that foe is blind he's set on fire,

Way of the Guide: cost 10 casting time 1 recharge 20
Enchantment spell: For 12-24 seconds you gain 3 energy every time you teleport someone

Hell's Detour: cost 14 casting time 1 recharge 10
Enchantment spell: For 20 seconds you loose 7 energy every time you teleport a foe but they suffer 10-29 chaos damage and bleeding for 5 seconds

Mind's Eye: cost 15 energy casting time 2 recharge 60
enchantment spell: your next spell has unlimited casting range and costs 75-20 percent more energy to cast.

Aurascan: Reveal all enchantments on all foes in range, these can now be targeted (imaging them floating as lil symbols above the enemies head)

Mindread: cost 7 casting time ¾ recharge 20
Hex spell: for 10 seconds reveal up 4-8 skills of target's skillbar (including recharge etc) these stats are updated for the duration of the hex

Spellbane Trance: cost 8 recharge 40
Elite Stance: for 15 seconds hexes on you expire 33-50 percent faster and you gain +15-40 armor against elements but you suffer -3 energy degen

Mystic Respiration: cost 5 casting time 1 recharge 5
enchantment spell: for 20 seconds you have +2-5 health regen as long you maintain less than 10 hexes,


Deviation: Many Venadra skills especially those related life and death become stronger
Aethereal Constrictor: cost 12 casting time 2 recharge 20
Hex spell: For the next 7-15 seconds whenever target foe looses (includes spending) energy that foe looses 1-3 max energy for the remaining duration (max 8)

Breathloss: 15 casting time 1 recharge 26
Hex spell: for 8-16 seconds target foe looses 4-8 max health for every recharging skill

Brilliant Subjection: cost 20 casting time 1 recharge 8
Virgo: For 15-35 seconds target foe looses 3-9 max health and crippling lasts 10 percent longer for every enchantment on you

Death's Carass: cost 8 casting time 1 recharge 3
Gemini: For every gemini(by which I mean THIS gemini) on a dead body, living targets suffer -4 degen for 9-21 seconds (max 3 targets)
*note: Don't think I fully explained that yet, venadra can enchant or hex corpses, these enchantments/hexes end when the corpse is exploited or revived

Phoenix Rising: cost 30 casting time 2 recharge 75
Elite enchantment spell: for 10-25 seconds target dead ally is revived with 100 percent health and 100 percent energy and is under the effect of enchantment Phoenix Rising, target foe suffers from burning for the duration of the enchantment, target ally dies when phoenix rising ends and can not be revived for 60-20 seconds

Burial Rites: cost 10 casting time 2 recharge 40
Hex spell: target dead body can not be exploited or revived for 15-30 seconds

Strain: energy 13 casting time 1 recharge 15
Elite hex spell: for 20 seconds every time target foe casts a spell he loose 30-100 max health, whenever that foe successfully casts a spell he gains 21-70 health

Death Storm: cost 25 casting time 4 recharge 50
focus: Summon a death storm at your location for 30 seconds, death storm inflicts 2-6 shadow dmg for every unexploited corpse present at your location

Mob Rage: cost 5 casting time ½ recharge 3
Gemini: duration: 15-35 seconds, For every attacking gemini attacking other geminies have a 5-10 percent chance of missing,



Invocation: Many Venadra skills especially those related to creating pathways and barriers become stronger
Kormir's Judgement: cost 15 casting time 1 recharge 25
Spell: Generate a vertical wall of light between you and target foe for 3 seconds, foes in this are suffer 6-48 holy dmg each second and suffer +3-24 dmg if they are hexed

Gate of Sloth: cost 25 casting time 3 recharge 30
Spell: create a horizontal wall of light for 10 seconds (range limited to casting bubble), any foe passing through is crippled for 10-17 seconds

Gate of Exile: cost 20 casting time 3 recharge 60
Spell: Create a vortex at your location for 15-30 seconds, any foe or ally passing through is teleported to a random position on the map

Black Hole: cost 35 casting time 3 recharge 45
Elite spell: For 10 seconds Create a Vacuum at your location with a diameter of X, all magic effects in this area are negated



Nexus Arts: Many Venadra skills especially those related to creating links become stronger
Wildfire: cost 5 casting time 1 recharge 2
Gemini: for 20-40 seconds if a gemini is set on fire, all geminies are set on fire, wildfire ends if one target stops burning

Rivalry: cost 20 casting time 1 recharge 5
Elite gemini: For 11-22 seconds every time gemini uses energy, all others geminies loose 25-50 percent of that energy (max 2)

Claustrophobia: cost 10 casting time 2 recharge 25
hex spell: for 6 seconds the next time that foe shadowsteps or is teleported he is dazed for 3-7 seconds and claustrophobia ends,

Catalica: cost 10 casting time ¾ recharge 15
Hex spell: After 5 seconds one random virgo or gemini on target is copied to up to 1-3 adjacent foes

Enchanter's Price: cost 5 casting time ¼ recharge 45
Spell: Gain 1 energy for every hex in effect max 8-24

Weaver's Pride: cost 5 recharge 50
Elite stance: For 30 seconds you get +1-4 armor for every gemini and virgo you have in effect

Eternal Dance: cost 20 casting time 3 recharge 55
Hex spell: Target foe or ally is teleported every 5 seconds to a random location on the map for 11-21 seconds

Final Verdict: energy 25 casting time 5 recharge 100
Elite Focus: Target foe looses 3 armor for every enchantment on you and up to two adjacent allies for 9-21 seconds, those allies loose 10 energy each.

Reflection: cost 15 casting time 2 recharge 8
Elite Virgo: For 30 seconds Virgo absorbs 5-15 percent of all damage dealt to caster, (max 4)



No Attribute:
The Gathering: cost 30 casting time 2 recharge 30
Teleportation Spell: move all foes around the target to target foe's or ally's position

Coward's Curse: cost 20 casting time 1 recharge 45
If target foe is moving he is teleported to your position

Exodus: cost 25 casting time 2 recharge 45
Spell: Transport yourself and all adjacent allies to a random location on the map (grouped)


Wauw, why can't I ever keep things short and simple o_O?
Anyway, I rly hope you enjoyed reading all that
*sidenote: If you're wondering, for some reason the program I used to type this initially turned most of my dots into commas for some reason, and man, deleting the codes was such a pain!
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Old Aug 31, 2007, 10:01 AM // 10:01   #2
Lion's Arch Merchant
 
Join Date: Dec 2005
Guild: Imperial Guards (TIGI)
Profession: Mo/
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You've got an interesting idea, I'll give you that.

Though the prospect of controlling another player is most definitely not something you'd want implemented for practical reasons (having your controls taken over with your reputation on the line is frustrating at best). Not to mention ArenaNet probably wouldn't implement a feature like that.

An alternative solution might be to 'possess' someone and give THEM certain abilities. A good solution would have to be worked out for damage, though, since it can't be too powerful, but at the same time, I don't think they should receive twice the damage. I think it's enough to make damage divided between them. It's a disadvantage to be in the same place as another player in game anyway, and this would be no different. Meteor showers would do twice the damage. Not to mention that you are missing an entire player when you 'posess' another player.

So the benefits should be interesting. Should sort of be an elite version of that profession. For elementalist, perhaps every fire spell would put enemy on fire, every cold spell would reduce movement by 50%, every lightning spell would pierce armor 25%. Maximum energy would be increased 25%.

For Warrior, every hammer attack would interrupt, every sword attack would cause bleeding, every axe attack would cause deep wound. They'd gain 25% to max life and damage would be reduced 20%.

For Necromancer, +2 would be given to soul reaping, curses would last 10% longer, minions would gain 25% extra life when ressurected, and blood spells would steal 25% extra life.

For Ranger, pets would gain 25% extra damage to attacks, preparations take 50% less time to cast and recharge 50% faster. Arrows shot by ranger would go twice as fast and hit with +6 damage.

I think a lot of balancing would have to happen to make it work right. It's hard to say how much of an advantage/disadvantage there would be losing a player and giving benefit to another. Obviously there should ultimately be an advantage (still being as effective as if there were 2 players), but not overly so.

Needs some work, but it's a good start.
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Old Aug 31, 2007, 10:44 AM // 10:44   #3
Frost Gate Guardian
 
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Guild: Lords of CAT
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Quote:
Originally Posted by Hawkeye

Though the prospect of controlling another player is most definitely not something you'd want implemented for practical reasons (having your controls taken over with your reputation on the line is frustrating at best). Not to mention ArenaNet probably wouldn't implement a feature like that.

An alternative solution might be to 'possess' someone and give THEM certain abilities. A good solution would have to be worked out for damage, though, since it can't be too powerful, but at the same time, I don't think they should receive twice the damage. I think it's enough to make damage divided between them. It's a disadvantage to be in the same place as another player in game anyway, and this would be no different. Meteor showers would do twice the damage. Not to mention that you are missing an entire player when you 'posess' another player.
But... that IS the system! I wrote it down dude, i specifically said: the host keeps all power over movement and skills.

Needs some work? in what area?
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Old Aug 31, 2007, 10:49 AM // 10:49   #4
Lion's Arch Merchant
 
Join Date: Dec 2005
Guild: Imperial Guards (TIGI)
Profession: Mo/
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Ah, my fault. I misread it I guess.

The minigame idea, it's interesting, but so far, we haven't seen anything of the sort (of the 2d nature). I would almost suggest having the player 'transported' to another realm (perhaps it could be representative of his 'world') and would have to do a skill-based game. That seems more in touch with the game. A 2d minigame seems a bit like puzzle pirates in nature, and doesn't fit.
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Old Aug 31, 2007, 11:42 AM // 11:42   #5
Frost Gate Guardian
 
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Guild: Lords of CAT
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Quote:
Originally Posted by Hawkeye
I would almost suggest having the player 'transported' to another realm (perhaps it could be representative of his 'world') and would have to do a skill-based game. That seems more in touch with the game. A 2d minigame seems a bit like puzzle pirates in nature, and doesn't fit.
That IS a better idea, I'll think about it
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