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Old Aug 22, 2007, 01:37 AM // 01:37   #1
Ascalonian Squire
 
Join Date: Jul 2007
Guild: Herb
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Default Blood Knight - Beta

Blood Knight


General Info.
Blood Knights are semi-suicidal warriors, with the central idea behind them as gaining more benefits from losing more health and becoming closer to death. Their a very fragile class, but can be very powerful and hard to kill if used correctly.

History
The Blood Knights were originally White Mantle Warriors selected by the Mursat for their unusual strength and courage. They were then subjected to horrid experiments by the Mursat's dark sorcery, morphing into various hideous creatures that mainly didn’t survive. However the Mursat eventually found a form which the Humans could morph into with a decent survival rate, they were called Blood Knights. Their blood resonated with dark power, and the more traumatic injuries thier body endured, the more this power in their blood is provoked. The blood knights were largely a secret, as the mursat considered the experiments not fully complete since they wanted all human elements expunged. The mursat were overthrown before this was accomplished, and the blood knights eventually freed themselves from the dark prisons they were forced to stay in. Disillusioned to what the Mursat actually were, and ashamed of themself for the form they have taken on, the blood knights wander the world venting their frustrations on anyone who stands in their way.

Armor
Exactly like Warrior's

Health/Energy
Health will be like Warriors
Energy will be 25 maximum.

Attributes
Blood Power
Injury Strength
Near Death Survival
Mace Mastery

Skills - Beta

Injury Strength

Deadly Frenzy, 5 energy, 15 second cooldown.
Stance. For 30 seconds you attack 50% faster, and you also lose 15 hitpoints for every successful attack.

Reckless Charge 10 energy, 30 second cooldown.
Stance. Movement Speed is increased by 50% for 15 seconds. For each second you are moving with this on you will lose 20...5 hitpoints

Progressive Rage 10 energy, 30 second cooldown.
Stance. For 30 seconds for every 10% of your maximum health missing you will gain an additional 1...12damage.

Sacrifice 5 energy, 10 second cooldown.
Deals +20....60 damage to target foe, and also deals +20....60 damage to yourself.

Infectious strike, 5 energy, 10 second cooldown.
Deals +1...25 damage, and if target foe is suffering from bleeding he will be posioned for 1..10 seconds.

Supressed Power.
Enchantmnet. If you die within the next 10 seconds you'll deal +20...100 damage to all adjacent enemies.

Near Death Survival

Mock Death, 3 second casting time, 60 second cooldown.
Removes 1...5% of death penalty

Will to Live (elite) 10 energy, 90 second cooldown.
For 30 seconds while this enchantment is on you, if you die you’ll automatically resurrect with 25%...75% of your health returned.

Paradoxical Endurance, 5 energy, 30 second cooldown.
Spell. For 10...30 seconds for every 10% of your maximum health missing you will gain an additional 5...13 armor.

Last Stand, 5 energy, 60 second cooldown.
Stance. for 1..12 seconds if your health 25% or below of maximum, you will have a 75% chance to block attacks, and gain +24 armor.

Suicidal Negation, 10 energy, 30 second cooldown.
for the next 1...10 seconds, all damage you receive is negated. When this wears off you will receive the damage you negated and it will ignore armor.

Suppress Healing, 10 energy, 45 second cooldown.
Spell. for 30..60 seconds while this enchantment is maintained, all healing spells will only affect you if your health is below 80%...60% of maximum, and will also be 1...25% more effective.

Mace Mastery

Merciless Strike, 5 energy
Skill. Strike Target Foe for +5....24 damage, if you’re in a stance while using target foe will bleed for 1...8 seconds.

Shattering Blow, 10 energy
Skill. Strike Target foe for +1...24 damage, cracks the armor of the target for 1...15 seconds.

Two-Handed Strike
Skill. Strikes for +1...32 damage, if you're weilding a sheild while using this, the sheild will have no affect for 8...1 seconds afterwards.

Ground Strike, 10 energy, 20 second cooldown
Spell. Strikes the ground with your mace/hammer (realistic for hammers), knocking down all adjacent foes.

Finishing Blow, 5 energy, 20 second cooldown
If target foe has below 25% of his health, this will deal +1...40 damage.

Blood Power

Bleed 5 energy, 30 second cooldown.
Skill. Causes bleeding on yourself for 10 seconds. For 30 seconds you will gain 50% more adrenaline.

My Wounds are yours! 6 adrenaline, 30 second cooldown.
Shout. Any Bleeding affect you’re suffering from is shared by all adjacent enemies for half the remaining duration.

Ignitable Blood, 10 energy, 20 second cooldown.
Any adjacent enemies bleeding will also be set on fire for the remaining duration of the bleeding affects, and will also take 30...100 fire damage.

Blood Form (elite), 10 energy, 30 second cooldown.
for 1...20 seconds you become immune to attacks (not spells). This causes bleeding for however long it lasts.

Draw Power, 5 energy, 60 second cooldown.
Spell. For 30....60 seconds if you are bleeding with this on you will gain +1...8 health regeneration. When this spell ends it causes exhaustion for 15...3 seconds.

Notes

This is still very much in the making, and any new ideas, or refinement of existing ideas would be appreciated.

The tooltips aren't exactly as you would expect from GuildWars.

Last edited by Perfect_Clarity; Aug 27, 2007 at 12:04 PM // 12:04..
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Old Aug 22, 2007, 05:48 AM // 05:48   #2
Frost Gate Guardian
 
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This just seems like some weird W/N to be honist..
Progressive Rage seems kinda a cool skill but the rest of them =/ pritty much skills we already have, nothing unique. oh and +20...80 damage!? Are you insane!! Elementalists can't even hit for that and your giving it a class that ADDS it to the damage of his weapon? Youd be doing like 150!
Infectious strike seems very cool but i'd say it should be Deseased instead, makes more sence and Bleeding+Posion would be alittle over the top XD
No.. No no no... a spell that removes death penalty? No.
Next, WHAT!!! Ressurect with 75% health!? My god do you realise how much that could be!? Id say keep it at like 5%-20% MAX, or work it like the monk spell where the next fatal attack instead heals you.
Suppress Healing however, thats a cool spell, i like.
..okay i was getting my hopes up there until i moved onto the next spell. Alright lets work this out, Spell cost, 5Energy.. damage, 120!?!?!? Elementalist spells that cost 25energy don't even do that! Again TOO overpowered!
Oh and 20seconds being immune to damage? That'd suck in PvP.. id say more like 3...10 max. Bleeding power.. right so that negates the weakness of this class and turns it into a bonus? wtf -.-"
I really think you need to look this over again since alot of the things in here are waaaay too overpowered..
Also well.. this is just a Warrior/Necro basicly.. nothing that new, you have 1 or 2 coolskills but they kinda exist in one form or another =/
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Old Aug 22, 2007, 07:11 AM // 07:11   #3
Ascalonian Squire
 
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Quote:
Progressive Rage seems kinda a cool skill but the rest of them =/ pritty much skills we already have, nothing unique.
The Necromancer doesnt have abilities that increases his effectiveness the lower his health is, which is basically the main idea behind this class. The necromancer basically has blood skills that only relate to healing and stealing life, this goes far beyond that and you seem to be overlooking it. The only other class that does have abilities like that is assassin, but its only a couple abilities and their not even related to the “blood’ theme as this, and only help for survival not damage.

Quote:
o +20...80 damage!? Are you insane!!
Elementalists can't even hit for that and your giving it a class that ADDS it to the damage of his weapon? Youd be doing like 150!
First of all weapons usually suck for damage without skills helping, a max damage sword or axe will probably deal around 20 damage without a skill adding, and its also the SAME amount of damage that your dealing to yourself, so it can be a risky attack, and you cant spam it like other abilities else you’ll find yourself dead..You ever play assassin either, familiar with unsuspecting strike? ( and don’t tell unsuspecting strike is that much different, you cant spam this ability, unless your willing to take 80 damage every 5 seconds).

Quote:
Infectious strike seems very cool but i'd say it should be Deseased instead, makes more sence and Bleeding+Posion would be alittle over the top XD
Both conditions, they can both be dispelled with a single ability.

Quote:
Next, WHAT!!! Ressurect with 75% health!? My god do you realise how much that could be!? Id say keep it at like 5%-20% MAX, or work it like the monk spell where the next fatal attack instead heals you.
0 mana though, and with 20% health it kinda ruins the point, you would just res in the same spot you die and get demolished by the monsters all over again. The advantage of the res spell is that it reses the target AT the caster. An alternative could be reviving with some mana and a lower maximum health, so you could use some survival skills. .

Quote:
Alright lets work this out, Spell cost, 5Energy.. damage, 120!?!?!? Elementalist spells that cost 25energy don't even do that! Again TOO overpowered!
You’ve probably not understood me correctly by what I meant by those figures. Those are suppose to be the figures for level 16. I have a natural preference to make the maximum number for something, what its maximum potential is. 120 damage for level 16 is not at all too overpowered, almost all of the mage’s spells deal around that much for level 16 fire magic. The energy shouild probably be increased though, 10 would be good. Also Realize it has a long cooldown for just a damage spell, and this character isnt able to handle high energy costs as much as a mage obviously, so to compare the energy costs is just stupid.


Quote:
Oh and 20seconds being immune to damage? That'd suck in PvP.. id say more like 3...10 max.
It says ATTACKS, not all damage. Its like mist form which actually lasts even longer then that, and mistform has a side effect mages don’t need to worry about.

Quote:
Bleeding power.. right so that negates the weakness of this class and turns it into a bonus? wtf -.-"
I really think you need to look this over again since alot of the things in here are waaaay too overpowered..
Also well.. this is just a Warrior/Necro basicly.. nothing that new, you have 1 or 2 coolskills but they kinda exist in one form or another =/
Who said that’s suppose to be the weakness of this class? I never had that as an intention, the reason for the self inflicted injuries is so that you can gain an advantage, else these abilities would hardly compare to other abilities of other classes. Bleeding power also isnt the only ability that turns bleeding into a power, perhaps you’ve over looked that just like many other things.
This strategy is completely new, as I’ve said, no other class really takes advantage of having low health as much as this class. You’re just being inept and overlooking that. Also, originality shouldn’t just be focused on individual abilities, it should also focus on the idea as a whole and how the abilities perform when combined, its called synergy and you dont seem to be familiar with it.

Last edited by Perfect_Clarity; Aug 22, 2007 at 07:14 AM // 07:14..
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Old Aug 22, 2007, 09:28 AM // 09:28   #4
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This should really be called (and I believe you did) a subclass of warrior and not a new class. The ideas aren't groundbreaking but it does look fun to play, idk what else to say =/ uhm... worth a nod, not worth further effort.

Btw, how long do these guys live? Considering the mursaat were overthrown 200 years before the dawn of gw2 (if you had gw2 in mind).
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Old Aug 23, 2007, 01:54 AM // 01:54   #5
Ascalonian Squire
 
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Yeah its true this profession is a lot like the already existing warrior, but the strategy stilll seems pretty new to me, as i've stated, but perhaps it needs more than one unique thing about it... Anyways this idea is still not fully developed..
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Old Aug 25, 2007, 07:08 PM // 19:08   #6
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I must say, i absolutely love this concept class. The lore is very well thought off, although a tiny bit unoriginal, i like the whole 'masochistic maniacal warrior' thing and also the mace is the excelent weapon of choice here, it perfectly suits the class. A few flaws are:

1. the armor should be as high as dervishes/sins, because warriors are warriors for a reason.
2. The skills are (i must admit) ridiculously overpowered: deadly frenzy (this even exceeds the limit and whats 10 hitpoints lost?), taunt (this should never ever be implemented in Guild Wars gameplay). and a few more...

here's some advice:
give the mace-line multiple skills which cause cracked armor so it wil be a special line. Underpower the skills a lot. And the biggest piece of advice is that you have to make sure it won't look too much like a W/N, so give it some special stuff. I would recommend a new enchantment-like thing called 'trance'.

Good job!, hope to see more!
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Old Aug 25, 2007, 10:18 PM // 22:18   #7
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I am happy more people are posting in the CC Forum^^!
I'll be posting my new 6 CC soon^^!
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Old Aug 27, 2007, 12:06 PM // 12:06   #8
Ascalonian Squire
 
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Just added in some new abilities, and toned down a lot of the old ones. To be continued...
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Old Aug 27, 2007, 12:16 PM // 12:16   #9
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Default -.-'

Quote:
Originally Posted by Perfect_Clarity


Health will be like Warriors
you do know that all classes have the same health,right?
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Old Aug 27, 2007, 04:06 PM // 16:06   #10
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I like it a lot. I don't know why people get so upset when you introduce to them skills which have minus effects as well as positive effects. This is what allows them to be powerful. They can't be so powerful by themselves, so you add negative effects to allow you to make postive effects even more. That's sort of the point of the build that he was trying to make, I think.

It is a suicidal warrior. Though, you're right in that it is like a modified warrior. It should contain some elements unlike a warrior and unlike any other melee class that exists.

If you think the sacrifice skill does too much damage, I remind you that necros with sacrifice skills deal about that much damage to all surrounding foes completely ignoring armor. It isn't *that* overpowered.

I like the idea.

Creativity: 7
Practicality: 8
Suitability: 7

Total: (22/30)
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