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Old Aug 18, 2007, 06:02 AM // 06:02   #1
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Vossler Efson's Avatar
 
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Guild: The Frosty Posse [BrOs]
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Default [[Lorekeeper]]

..[The Lorekeeper]..

The Lorekeepers of the ancient scriptures prefer to stay indoors and keep watch over their precious books; however, they have been called out to help defend their homelands. The Lorekeeper offers a class strongly based on hexes, conditions, and magical damage.

Primary Disabler, Secondary Damage Dealer.

AL:
Beginning: 15 AL
Low: 30 AL
Mid: 50 AL
Final: 65 AL

Energy:
30>>>>

Weapons:
[Offhand]: Books. Instead of providing energy, books provide 100% boosted attribute levels, and, sometimes, conditional energy. Sample weapons later.

[Main Hand]: Symbols. Symbols are not primary damaging weapons, per-se, but have special effects to them. The damage range of a symbol is 4-8.

((I will post pictures of a male and female lorekeeper later, when I have a chance to draw them.))

ATTRIBUTES

Reading
Reading allows the Lorekeeper to use books more effectively than any other class who decides to play a secondary Lorekeeper. For every two points in Reading, books provide +1 energy to the Lorekeeper.

Reading Skils:

- Read: Dwayna's Lore (Elite) -- Elite Enchantment Spell. As long as you maintain Read: Balthazar's Lore, your Sociology attribute is boosted by +1...4. Enchantment Removal spells have a 33...67% chance to fail when trying to remove lore.
25 Energy, 5 Casting Time, -1 Energy Regen, Disabled until you reach another outpost/town. Enchantment Removal spells have a 33...67% chance to fail when trying to remove lore.

- Read: Lyssa's Lore (Elite) -- Elite Enchantment Spell. As long as you maintain Read: Lyssa's Lore, your Psychology attribute is boosted by +1...4. Enchantment Removal spells have a 33...67% chance to fail when trying to remove lore.
25 Energy, 5 Casting Time, -1 Energy Regen, Disabled until you reach another outpost/town.

- Read: Grenth's Lore (Elite) -- Elite Enchantment Spell. As long as you maintain Read: Grenth's Lore, your Physiology attribute is boosted by +1...4. Enchantment Removal spells have a 33...67% chance to fail when trying to remove lore.
25 Energy, 5 Casting Time, -1 Energy Regen, Disabled until you reach another outpost/town.

- Read: Lore -- Enchantment Spell. As long as you maintain Read: Lore, all of your attributes are boosted by 1. Enchantment Removal spells have a 33...67% chance to fail when trying to remove lore.
30 Energy, 10 Casting Time, -1 Energy Regen, Disabled until you reach another outpost/town.

Psychology
The Psychology attribute deals with AoE hexes, which allow the Lorekeeper to do various things such as more melee damage, take less damage, etc.

Psychology Skills:
- Weaken Soul -- AoE Hex Spell. As long as you maintain this AoE hex on the target, all enemies in the area of the target do 25...60% less damage to you through elemental damage. 50% chance failure with Psychology 4 or less. 15 Energy, 3 Casting Time, -1 Energy Regen, 25 second recharge.

- Weaken Body -- AoE Hex Spell. As long as you maintain this AoE hex on the target, the target and all enemies adjacent to the target 30...67% less damage to you though melee attacking. 50% chance failure with Psychology 4 or less. 15 Energy, 3 Casting Time, -1 Energy Regen, 25 second recharge.

- Murder Soul (Elite) -- Elite Hex Spell. For 9...17 seconds, target has 3...5 energy degeneration and cannot use signets. 20 Energy, 1/4 casting time, 60 second recharge.

- Infuse Chaos -- Hex Spell. For 30...94 seconds, target takes 3...8 dark damage whenever he/she takes chaos damage.

- Infuse Scriptures: Lyssa -- Hex Spell. For 4...12 seconds, the spells of the target take twice the energy to cast. 5 Energy, 1/4 casting time, 6 Recharge time.

- Infuse Scriptures: Grenth -- Hex Spell. For 9...18 seconds, target has -3...8 health degeneration. This spell causes exhaustion. 10 Energy, 1/4 Casting Time, 40 recharge time.

- Infuse Scriptures: Balthazar -- Hex Spell. For 4...12 seconds, target has a 50% chance to miss and a 50% chance to be blocked while attacking. 5 Energy, 1/4 Casting Time, 6 Recharge Time.

- Infuse Scriptures: Melandru -- Enchantment Spell. For 3...17 seconds, target's spells take 1...5 less energy to cast. 5 Energy, 1/4 Casting Time, 6 Recharge Time.

- Infuse Scriptures: Dwayna -- Hex Spell. For 9...16 seconds, target has 8...3 health regeneration. Once Infuse Scriptures: Dwayna is over, target takes 5...11 damage for every second it was active. This spell causes exhaustion. 10 Energy, 1/4 Casting Time, 40 recharge time.

- Frontier Psychiatrist (Elite) -- Elite Spell. For 6...9 seconds, you copy the target's class combination, attribute levels, and skill bar. This skill is renewed for 1...2 seconds every time you take damage. 30 energy, 1/4 casting time, 60 recharge time.

Sociology
Sociology deals with not allowing targets to interact with each other through healing, enchantment, etc.

- Heal Block Signet (Elite) -- Elite Signet. For 4...8 seconds, target foe does not take any health from healing skills. 2 Casting Time, 60 recharge time.

- Sociopath (Elite) -- Elite Enchantment Spell. For 30 seconds, you cannot be targeted by enchantment spells or spells from allies. You gain 4...6 health regeneration and do +11...33 damage with every spell you cast. Furthermore, all of your attributes are boosted by 1. 30 energy, 1/4 casting time, 60 recharge time.

- Heal Block -- Hex Spell. For 3...5 seconds, target foe cannot be targeted by any Monk or Ritualist spells. 15 Energy, 4 Casting Time, 20 Recharge Time.

- Farewell -- Spell. Remove all enchantments and hexes on target. For all hexes removed, heal target for 10...26 health. For all enchantments removed, deal 10...26 chaos damage. 10 Energy, 1/2 CT, 10 Recharge Time. NOTE: This spell can be used on both allies and foes.

- Glare of Knowledge -- Spell. Deal 44...60 chaos damage to target. If target is suffering from two or more conditions, deal an additional 11...44 damage. 10 Energy, 1 CT, 5 Recharge Time.

- Block Enchantments -- Hex Spell. For 4...11 seconds, target foe cannot be targeted by any enchantment spells. 15 Energy, 4 Casting Time, 20 Recharge Time.

- Block Support -- Hex Spell. For 4...11 seconds, target foe cannot be targeted by any shouts, echoes, or chants. 15 Energy, 4 Casting Time, 20 Recharge Time.

Physiology
Physiology deals with inflicting conditions on enemies.

- Mad Doctor (Elite) -- Spell. Inflict 3 random conditions on target. 50% chance of failure with Physiology 4 or less. 10 Energy, 1/4 CT, 60 Recharge.

- Envenom -- Hex Spell. Target is poisoned for 60 seconds or until it is the target of another Physiology spell. 50% chance of failure with Physiology 4 or less. 5 Energy, 1/4 CT, 10 Recharge.

- Rasp -- Spell. Deplete 5...15 of the target's energy. This spell causes exhaustion. 5 Energy, 2 CT, 5 Recharge.

- Astra -- Enchantment Spell. The next time a foe tries to inflict a condition on the target and all targets adjacent to the target for 8...12 seconds, if fails. 10 Energy, 2 CT, 10 Recharge.

- Rend -- Hex Spell. Target bleeds for 60 seconds or until it is the target of another Physiology spell. 50% chance of failure with Physiology 4 or less. 5 E, 1/4 CT, 10 R

- Blood-Tainted Miasma (Elite) -- Hex Spell. Inflict disease, poison, and bleed on target for 5...10 seconds. 5 E, 1/4 CT, 10R

- Armor of Flame -- Enchantment Spell. You are set on fire for 3...6 seconds, and all spells against you fail. 5 E, 1/4 CT, 10R

- Check-Up (Elite) -- Elite Signet. All conditions and hexes are removed from target ally. Ally is hexed with Check-Up. After 5 seconds, any ally hexed with Check-Up is knocked down. 5CT, 120 recharge.

ABOUT SYMBOLS

Mind Symbol
Req. 9 Psychology
+5 Energy
4-8 Chaos Damage
Effect: Every time you attack with this symbol, you steal one energy from target foe.

Social Symbol
Req. 9 Sociology
+5 Energy
4-8 Dark Damage
Effect: Every time you attack with this symbol, you have a 25% chance to remove one enchantment.

Physic's Symbol
Req. 9 Physiology
+5 Energy
4-8 Light Damage
Effect: Every time you attack with this symbol, you have a 10% chance to inflict a random condition on the target.

Last edited by Vossler Efson; Aug 21, 2007 at 06:13 PM // 18:13..
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Old Aug 18, 2007, 10:30 AM // 10:30   #2
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Well first of all, bookworms + semi-melee attacking, doesn't feel right to me.
Lol, all your AoE hexes have the exact same effect of an enchantment
reading skills are far too vulnerable for enchantment removal.
all your scriptures are insanely overpowered and so is intellect's chant.
infuse chaos could use some tuning, but your main issues are listed above.
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Old Aug 21, 2007, 02:45 AM // 02:45   #3
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Updated with more skills and scrapped the Melee system.
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Old Aug 21, 2007, 10:36 AM // 10:36   #4
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better /3
sociopath's too powerful, that+10 regen alone beats most things you can gain from your team.
heal block is too powerful, gets you very easy kills.
murder soul needs to be tuned down
rasp is way too powerful
envenom: why bother with a condition?
glare of knowledge, too powerful

maybe I missed some idk, keep trying :-)
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Old Aug 21, 2007, 05:13 PM // 17:13   #5
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Although it is very overpowered, (envenom on boss+kite) if it were tuned down it could be a good class. Also, lulz frontier psychiatrist.
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Old Aug 21, 2007, 06:16 PM // 18:16   #6
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All right, I tried to tone down some of the powerful skills.

Also, yeah, I put in Frontier Psychiatrist as a reference to the Avalanches.
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