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Old Aug 01, 2007, 04:26 PM // 16:26   #1
Ascalonian Squire
 
silence.renegade's Avatar
 
Join Date: Oct 2006
Guild: Can't remember
Profession: A/R
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Default The Bishop

The Bishop

Attributes-
Balthazar Magic- This attribute increases the damage that the Bishops does with his/her martial weapon (staffs, quarterstaffs and glove upgrades). Many Bishop skills, especially those to do with warrior ancestors and weapon attacks become more effective with higher Balthazar magic.
Dwayna’s Magic- No inherent effect. Many Bishop skills, especially those relating to healing become more effective with higher Dwayna’s magic.
Grenth’s Magic- No inherent effect. Many Bishop Skills, especially those relating to hexes become more effective with higher Grenth’s magic.
Lyssa’s Magic- No inherent effect. Many Bishop skills, especially those relating to elemental attacks and curses become more effective with higher Lyssa’s Magic.
Melandru’s Magic- For every rank whenever something attacks there is a zero point five percent chance that the damage dealt is halved. No skills come under this category.
Divine Magic- For every rank of Divine Magic all allies that don’t have hexes on them receive 2 health every 10 seconds. No skills come under this category.

Bishops are masters of martial arts and communication with the gods. They are the jack of trades, however they are the master of none.

Bishops are very powerful but are quite easy to kill since their strongest armour is only 70 and their health maximum without runes is 400. But their energy is high which is without armour 35 but with armour a minimum of 50 and 4 energy regeneration. Also bishops receive double the penalty on all major and superior runes and runes of vigour have half of the effect. Bishops are very potent healers with their divine magic but do not have as good healing spells as a monk. Bishops are quite powerful attackers, they can use staffs for ranged attacks before hopping into melee with glove upgrades and quarterstaffs. Melandru’s magic is very useful when in melee because there may be a chance to reduce damage by half. Bishops can be used as very, very powerful healers when combined with a monk secondary profession because of the much more potent monk healing spells and divine magic combined, however the true power of the Bishop lies in his Balthazar Magic and his Grenth Magic. In Balthazar Magic Bishops have various attacks that could easily inflict big damage on foes quickly before retreating. Also Bishops can call upon warrior ancestors to aid them. There are five ancestors that can be up to level 28. Ancestors behave exactly like the necromancer minions except that warrior ancestors don’t need a body to be summoned and they can be assigned to any target party member, they have a non-accelerating -7 health degeneration, you may have up to five ancestors alive per every five ranks of Balthazar, you must have five ranks before you can summon any ancestors. In Grenth’s Magic the Bishops can do anything from cause -8 health degeneration to making foes move 60% slower. Using some very potent elite skill they can also inflict every condition possible on foe for a short time. In healing magic there are not many potent spells however they can create environmental enchantments. In Lyssa’s magic Bishops can use elemental attacks and defenses and minor curses that can deal minor damage, however Bishops rely more on Balthazar’s Magic to inflict damage.

Bishop Skills

Balthazar Magic-


BRAVE JUPITER
Energy Cost: 20
Recharge time: 30
Warrior Ancestor. Create a level 10...20 warrior ancestor. Strikes for 20…30 damage each time.

SERVANT OF HELL
Energy Cost: 25
Recharge time: 45
Elite Warrior Ancestor. Create a level 10…25 warrior ancestor. Strikes for 25…40 damage and sets foe on fire for 3 seconds, loses twenty health whenever it attacks and the party member that it was assigned to takes ten damage each time that party member uses a skill.

SERVANT OF BALTHAZAR
Energy Cost: 20
Recharge time: 30
Warrior Ancestor. Create a level 20…25 warrior ancestor. Strikes for 50…60 damage but loses 40 health each time.

LORD OF AXES
Energy Cost: 20
Recharge time: 30
Warrior Ancestor. Create a level 20 warrior ancestor. Strikes for 25…35 damage and causes bleeding for 5…10 seconds. The party member that this was assigned to takes three damage and starts bleeding whenever that party member moves or attacks or uses a skill.

CHAMPION OF THE GODS
Energy Cost: 30
Recharge time: 45
Elite Warrior Ancestor. Create a level 20…28 warrior ancestor. Strikes for 35..45 damage and for each condition on foe strikes for an additional 5 damage.

HEALER OF GODS
Energy Cost: 10
Recharge time: 5
Spell. Heal all warrior ancestors under your control for 25…100 health.

SPINNING WHIRL
Energy Cost: 5
Recharge time: 5
Martial Attack (needs a quarterstaff or glove upgrade to use). Deals +10…15 damage to all adjacent foes.

HARSH DESTRUCTION
Energy Cost: 15
Recharge time: 25
Elite Martial Attack. Deals +5…25 damage, dazes foe for 5…15 seconds and knocks target foe down.

BARRIER SMASH
Energy Cost: 10
Recharge time: 12
Elite Martial Attack. Removes all enchantments from target foe, for each enchantment removed in this way you take ten damage and you strike for an additional 5…10 damage.

CALM MIND
Energy Cost: 15…5
Recharge time: 20
Enchantment Spell. For 10 seconds you deal +10…20 damage the next time you use an attack skill. Using any other skills or attacking before you use the attack skills causes you to lose 20…10 health and this enchantment ends.

FURY STRIKE
Energy Cost: 10
Recharge time: 1
Attack. Strike three times in the time that it would take to deal one hit. All enchantments on you end.


ELEMENTAL BARRAGE
Energy Cost: 5
Recharge time: 1
Attack. Deals 110%...300% armour-ignoring damage to target foe if the last attack you used was an elemental attack or an elementalist skill that caused over 100…40 damage to target foe. If not this skill misses and all of your other skills are disabled until the target foe of this skill is killed.


FORCED STRIKE
Energy Cost: 10
Recharge time: 25
Elite Attack. Deals +5…10 damage for every condition, enchantment or hex you and target foe are under.

MAIMING HIT
Energy Cost: 10
Recharge time: 10
Attack. Causes crippled for 5…10 seconds on target foe. This attack can not be ‘blocked’ or ‘evaded’.

WILD SWING
Energy Cost: 10
Recharge time: 20
Attack. If this attack is ‘blocked’, target foe takes 10…30 damage and is knocked down for 1…4 seconds. If this attack is ‘evaded’, target foe takes 20…60 damage. If this attack ‘misses’ target foe takes 0…5 damage and is dazed for 10…20 seconds.


Dwayna’s Magic-

HEALING TREE
Energy Cost: 10
Recharge time: 15
Spell. Heal target party member for 30…60 health.

HEALING STARS
Energy Cost: 20
Recharge time: 1
Enchantment Spell. Heal target party member for 30…40 health each second for 3…5 seconds.

SACRIFICIAL HEALTH
Energy Cost: 10
Recharge time: 10
Spell. Sacrifice 50…10% maximum health, target other ally is healed for 100…150 health.


‘TO DIE IS ANOTHER ADVENTURE’
Energy Cost: 20
Recharge time: 15
Elite Shout. Sacrifice all but 5…50 health, all allies give their conditions to you and are healed for 150…200 health. If you die within ten seconds of using this skill all foes around you take 50…100 damage.

MIND HEAL
Energy Cost: 10
Recharge time: 15
Enchantment Spell. All allies have 2…4 health regeneration for 5…10 seconds.

SUN AND MOON SHINE
Energy Cost: 5
Recharge time: 50
Spell. Target ally and self are healed for 40…150 health.


MOUNTAINS OF HEALING
Energy Cost: 10
Recharge time: 60
Environmental Enchantment Spell. Create a mountain of healing at target ally’s location. All allies within range gain +2…6 health regeneration. The mountain crumbles after 100…400 health has been restored.

OASIS OF HEALING
Energy Cost: 10
Recharge time: 60
Environmental Enchantment Spell. Create an Oasis Of Healing at target other ally’s location. All allies within range gain 50…75 health every five seconds. The Oasis drains when 150…450 health has been restored.

FOUNTAIN OF HEALING
Energy Cost: 20
Recharge time: 30
Environmental Enchantment Spell. Create a fountain of healing at target ally’s location. All allies receive 40 health when created and a +3…5 health regeneration. The fountain stops when 250…500 health has been restored.

MIGHT OF HEALING
Energy Cost: 10
Recharge time: 50
Environmental Enchantment Spell. Create a storm of healing at target ally’s location. All allies within range receive +2…5 health regeneration and all foes within range suffer -1 health degeneration. The storm ends when it has dealt 40…80 damage or has healed 80…160 health.

SUN OF HEALING
Energy Cost: 30
Recharge time: 30
Elite Environmental Enchantment Spell. Create a Sun of Healing at target ally’s location. All allies within range receive 10...50% of your health when you cast the spell and every 3 seconds thereafter, note that you do not lose health. The Sun of Healing ends after 3…30 seconds. When The Sun of Healing ends every creature within range receives all of their energy back and the caster loses all of his energy.

LORD OF HEALING
Energy Cost: 15
Recharge time: 10
Elite Enchantment Spell. All allies receive 5…10% of your health every 3 seconds for 3…18 seconds. You lose 90…10% of your health whenever you cast this spell.

SONG OF HEALING
Energy Cost: 25
Recharge time: 30
Elite Chant. All allies within range receive 40 health every second until a foe attacks you, this spell costs you 10…3 energy every 2 seconds. If you lose all energy this chant ends.


DWAYNA’S WRATH
Energy Cost: 10
Recharge time: 20
Elite Spell. All adjacent allies gain +1…5 health regeneration, all adjacent foes have -1…6 health degeneration. This spell can only be used when your health is below 50…75%, when your health rises above 75% this spell ends.

Grenth’s Magic-

HEX OF DEGENERATION
Energy Cost: 10
Recharge time: 12
Hex Spell. Target foe receives 1…5 health degeneration for 1...10 seconds.

LIFE DESTROYER
Energy Cost: 20
Recharge time: 35
Elite Hex Spell. For every condition, hex and enchantment you and target foe are under, target foe receives blindness, weakness, poisoned, crippled, bleeding, diseased and deep wound for 1…3 seconds.

STUCK FAST
Energy Cost: 25
Recharge time: 30
Elite Hex Spell. Target foe cannot attack or use a skill for 1…20 seconds.

SHATTER WEAPON
Energy Cost: 10
Recharge time: 45
Elite Hex Spell. Target foe’s weapon is rendered useless for 10…15 seconds. When shatter weapon ends all target foe’s skill are disabled for 10…20 seconds

MAXIMUM HEX
Energy Cost: 5
Recharge time: 15
Hex Spell. Target foe and all adjacent foes suffer a -1…5 health degeneration for 2…10 seconds.

HEX REGENERATION SIGNET
Energy Cost: 0
Recharge time: 15
Elite Signet. For 10…20 seconds all hex spells recharge instantly and you gain 10…20 health every time this happens.

HEX POWER SIGNET
Energy Cost: 0
Recharge time: 15
Elite Signet. For 10…20 seconds the effects of all hexes cast by target ally are doubled.

IRONCAST
Energy Cost: 10
Recharge time: 10
Hex Spell. Target foe moves 25..65% slower

VOICE OF GRENTH’S SCYTHE
Energy Cost: 25
Recharge time: 15
Elite Elemental Attack. Target foe takes 50…90 cold damage and suffers -5 health degeneration for 1…10 seconds.

BEACON OF HEAVEN
Energy Cost: 30
Recharge time: 30
Elite Elemental Attack. Target foe and all adjacent foes take 30…40 cold damage, 40…50 holy damage and 50…60 fire damage.

WRATH OF GRENTH
Energy Cost: 15
Recharge time: 20
Elite Elemental Attack. All adjacent foes take 50…90 cold damage and are knocked down.

BLACK WINGS
Energy Cost: 20
Recharge time: 20
Energy Degeneration: -1
Elite Enchantment. For as long as you maintain this enchantment target ally moves, attacks and uses skills 10…35% faster and deals 5% of any damage taken back to the dealer.

FORCED BLEEDING
Energy Cost: 10
Recharge time: 45
Hex Spell. Can only be used on a bleeding foe. When it hits forced bleeding deals 10...20 cold damage and increases duration of bleeding by 5%...50%.

Lyssa’s Magic-

EXPLOSIVE SHIELD
Energy Cost: 5
Recharge time: 30
Elite Enchantment Spell. For 10…25 seconds all damage take is reduced by 10…20 damage and all adjacent foes take ten 10…20 damage.

FLARE BALL
Energy Cost: 5
Recharge time: 1
Elite Elemental Attack. Fire flares at up to six adjacent foes to target ally, these deal 1…2 damage for every point of damage that those foes dealt to the target ally.

ZEPHYR SHIELD
Energy Cost: 5
Recharge time: 30
Elite Enchantment Spell. For 10…25 seconds all damage taken by self is reduced by 10…20 damage and the foe who dealt the damage takes 10…30 damage.

FEROCIOUS WINDS
Energy Cost: 5
Recharge time: 5
Elemental Attack. Target foe is knocked down and takes 20…25 damage, if that foe was suffering from a hex, that foe is dazed.

SPIRE SHIELD
Energy Cost: 5
Recharge time: 30
Elite Enchantment Spell. For 10…15 seconds all damage taken by target ally is reduced to zero but target ally can’t move.

MOUNTAINOUS PROJECTILES
Energy Cost: 5
Recharge time: 10
Elemental Attack. Shoot 2…4 mountainous projectiles at target foe. Each strikes for +10…25 damage.

MISTY SHIELD
Energy Cost: 35
Recharge time: 120
Elite Environmental Enchantment. Create a misty shield at target ally’s location. All allies within range receive +20…+50 armour and all dead allies within range are resurrected to your location with 25…50% health. Any foes that enter the area of effect are blinded. The mist fades after 20..25 seconds.

FROZEN SPIRES
Energy Cost: 5
Recharge time: 30
Elemental Attack. All adjacent foes are crippled for 5…10 seconds and take 15…17 damage every second for 4…11 seconds.

BAD LUCK SIGNET
Energy Cost: 0
Recharge time: 15
Signet. Sacrifice 50% maximum health, and steal all target foe’s energy. If that foe was below 50%...75% health that foe loses all but 100…80 health.



INDEFINITE PAIN SIGNET
Energy Cost: 0
Recharge time: 35
Signet. Steal a random amount of health between 10and 20…90 and 100 health from target foe and knock foe down.

BLINDING LIGHTS
Energy Cost: 5
Recharge time: 40
Hex Spell. Foe is blinded for 10…20 seconds.

TOXIC
Energy Cost: 10
Recharge time: 16
Elite Hex Spell. Target foe becomes diseased and poisoned for 10…13 seconds and he becomes hexed with Toxic. When this hex ends everyone who became diseased because of that foe, (excluding that foe) regains all health.

RAINING ANVILS
Energy Cost: 10
Recharge time: 40
Elite Attack Skill. Target foe and all adjacent foes are knocked down and start bleeding for 10…20 seconds.

No Attribute-

POISONED PROJECTILES
Energy Cost: 15
Recharge time: 30
Nature Ritual. Create a level 8 spirit, all ranged attacks for 15 seconds are poisonous. After 15 seconds all projectiles become diseased. This spirit dies after 30 seconds.

FAVOUR OF THE GODS
Energy Cost: 10
Recharge time: 25
Spell. All party members are teleported to your location. All dead allies are also teleported to your location.

A FAVOUR OF DWAYNA
Energy Cost: 35
Recharge time: 180
Elite Spell. All dead allies are teleported to your location and revived with 100 health and 1 energy, all skills are disabled for 30 seconds, adds another two percent penalty to all revived in this way and takes all of your energy and it deals 400 damage to you.

FERVOR
Energy Cost: 10
Recharge time: 20
Attack. Deals 20 damage to target foe for every enchantment you are under.


Bishops are masters of the martial arts, they use staffs, quarterstaffs and glove upgrades as weapons. Glove upgrades are for both hands and they can still have focuses in the focus slot.

I think that I’ve told as much as I can. So thank you for reading this.
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Old Aug 09, 2007, 12:28 PM // 12:28   #2
Frost Gate Guardian
 
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Join Date: Jan 2006
Guild: Lords of CAT
Profession: D/W
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Well i didn't read that whole swarm of skills but from what I can tell this is just a collection of concept skills that should be given to the actual class, not mashed together in this colorless thing.

Last edited by adam of phyrexia; Aug 09, 2007 at 12:32 PM // 12:32..
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