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Old Jul 14, 2007, 04:28 AM // 04:28   #1
Desert Nomad
 
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Default Vanguard

Vanguard (Vg):
-"The Attuned Druid"
"Can you hear the Forest its Crying!"


Story/Background:
Coming Soon^^!...


Skill and Boss Color:
-Yellow Green


Emblem:
-Yellow Green Tree


Followed God/ess/s:
-Melandru


Racial Availability:
-Sylvari


Health and Energy:
-Maximum Health 480.
-Maximum Energy 30.
-4 pipes of energy.


Armour:

Headgear
-Tatoo

-Starter Armor: AL 10
-Low: Al 20
-Medium: AL 30
-Maximum: AL 40

Insignia:

Sprite's
-Bonus Damage Reduction 3% (While Affected by 1 or more Ward Spells
Damage Reduction 3% (While Affected by 2 or more Ward Spells)
Damage Reduction 4% (While Affected by 3 or more Ward Spells)

Fairy'
-Bonus Damage Reduction 3% (While Maintaining 1 or more Nature Spirit/s)
Damage Reduction 3% (While Maintaining 2 or more Nature Spirits)
Damage Reduction 4% (While Maintaining 3 or more Nature Spirits)

Elf's
-Bonus Damage Reduction 3% (While Affect by 1 or more Nature Ritual)
Damage Reduction 3% (While Affected by 2 or more Nature Ritual)
Damage Reduction 4% (While Affected by 3 or more Nature Ritual)

Dryad's
-Bonus Armor 15+ (Vs. Elemental Damage)
Armor 15+(Vs. Physical Damage)

Nymph's
-Bonus Armor 10-
Health 25+ (Chest)
Health 15+ (Leggings)
Health 10+ (Head,Gloves,Footgear)


Weapon:

Chakram
Slashing Damage 5-19(req.9 Chakram Mastery)
Reswing 0.99
Flight Time 0.66
Half-Range
Dual-Handed


Premise:
Coming Soon^^!...


Attributes:

Attunement(Primary)
-For each rank of Attunement, You gain 3% Damage Reduction from Elemental and Phsysical Damage.

Guidance
-Specializes in Dealing with Chakrams.

Nature's Prayer
-Specializes in Wards and Nature Rituals.

Fairy's Prayer
-Specializes in Summoning Fairies, Dryads, Elves, Nymphs, Sprites.


Skill Listing:

Attunement(Primary)

Tree of the Whiteplain[Elite]
-Nature Ritual, 25e|60r : For 3-15 seconds, Summon Lvl.(1-20) Tree of the Whiteplain. Foes within the Tree of the Whiteplain, Deals 5-15 Lesser Damage while under an Enchantment.

Steward's Boon
-Enchantment Spell, 10e|1c|45r : For 30-60 seconds, Your Ward Spells last 33% Longer and Cost 33% Lesser.

Collosus' Ward
-Ward Spell, 15e|1c|25r : For 5-25 seconds, Allies within the Ward gain +15-60 Armor against Physical and Earth Damage.

Guidance

Neibelung Valesti[Elite]
-Chakram Attack, 15e|15r : Deal +2-31 Damage to Target Foes if you struck an Attacking Foes, That and Adjacent Foes take 25-75 Holy Damage.

Heaven's Drive
-Chakram Attack, 5e|15r : Deal +3-27 Damage to Target Foes if Target Foe is under an Effects of an Enchantment this Skill is Renewed.

Divine Ring
-Chakram Attack, 10e|8r : Deal +5-27 Damage to Target Foes if that Foe was attacking you deal and Additional 25-65 Holy Damage.

Nature's Prayer

Yggdrasil Tree[Elite]
-Nature Ritual, 15e|3c|25r : Sacrifice Target Allied Nature Ritual. For 15 seconds, Summon a Lvl.(10-24) Yggdrasil Tree, Allies within the Yggdrasil gains 25-50 Health, Every 3 Seconds.

Elven Root
-Nature Ritual, 10e|2c|15r : For 10-25 seconds, Summon a Lvl.(10-18) Elven Root, Allies within the Elven Root can't lose more than 15% of thier Health. Whenever an ally takes Damage the Elven Root loses 50 Health.

Natural Aura
-Ward Spell, 15e|1c|25r : For 10-20 seconds, Allies within the Area gains +25-125 Maximum Health while not under effects of an Enchantment or Hex.

Fairy's Prayer

Scourged Dryad[Elite]
-Nature Spirit, 15e|3c|45r : Summon a Lvl.(12-24) Sourged Dryad, While Dryad is Alive. Nature Rituals and Spirits within your Earshot gains 10-41 against Elemental Damage and additional 10-20 against Fire Damage, Whenever a Nature Ritual or Spirit suffers from Burning the Scourge Dryd suffers from it instead.

Oathkeeping Sprite
-Nature Spirit, 10e|3c|25r : Summon a Lvl.(1-10) Oathkeeper Sprite, While Sprite is Alive. The Sprite absorbs the Next 50-250 Damage dealt to you and then the Sprite Dies.

Fairy's Gift
-Nature Spirit, 10e|3c|25r : Summon a Lvl.(3-17) Giving Fairy. While Fairy is Alive, Whenever you take Damage Adjacent Allies are healed for 15-50 Health.


Functions:
Coming Soon^^!...

Chakram System
-A Chakram can strike 3 Foes at ones. When you Target a Foe you deal damage to that foe and 2 other nearest foes within the areas of that foe.

Vanguard's Armor
-The Vanguard would only have 40 AL cause the Vanguard wears only Cloth, Leaves and Barks Covering Few Parts of the Vanguard and thier While body is Covered with Tatoos. Cause of the Vanguards Low AL, makes Creatures the Vanguard as a Favorite target for Aggro making the Vanguard a suitable Tank or Puller. Cause of Attunement, Increases the power of the Vanguard's Tatoos giving the Vanguard Damage Reduction or Immunity from Elemental, Holy and Physical Damage.

Vanguard's Nature Rituals
-Unlike the Ranger's Nature Rituals, The Vanguard's Nature Rituals are used for Allies only and for Support. And The Vanguard's Nature Ritual looks like Yggdrasil, a Large Tree with Golden Leaves and Fruits and Glowing Ivory/White Trunk and Barks. But they take more Damage from Fire amage like Plant Creatures.

Vanguard's Ward Spells
-The Vanguards Ward Spells are used for Healing and Little Support. And the Vanguard's Ward Spells would look like a Glowing Aura coming from the Ground and Golden Leaves are Falling and Raining within the Ward.

Nature Spirits System
-Nature Spirits like Dryad, Nymphs, Fairies, Sprites, and Elves are Nature Spirits.
They act as Self-Enchantments with Unlimited Time, It ends when the NS die, Making it a Living Enchantment^^!
But they take more Damage from Fire amage like Plant Creatures and you can only have 3 Nature Spirits at a Time.


Strengths:
Coming Soon^^!...


Weaknesses:
Coming Soon^^!...


Pictures:



__________________________________________________ __________________________________________________ ________________________________________

Inspired by Dubby's Theurgist and SC's Wraith's Trancendance^^!..

Last edited by [M]agna_[C]arta; Aug 03, 2007 at 10:00 PM // 22:00..
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Old Jul 15, 2007, 06:43 AM // 06:43   #2
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Quote:
Originally Posted by [M]agna_[C]arta
Vanguard (Vg):


-Starter Armor: AL 20
-Low: Al 30
-Medium: AL 50
-Maximum: AL 40

Inspired by Dubby's Theurgist^^!..

Erm... isnt Medium 40 and Maximum 50?? or is it higher or lower.. cause for that suggestion, i prefer to use medium armour to a 15k set then
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Old Jul 15, 2007, 07:35 AM // 07:35   #3
Desert Nomad
 
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Oops^^!
Sorry
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Old Jul 27, 2007, 01:49 PM // 13:49   #4
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Added more skills^^!
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Old Jul 28, 2007, 06:06 AM // 06:06   #5
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Added more Insignia^^!..
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Old Jul 28, 2007, 01:43 PM // 13:43   #6
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Nerfd Yggdrasil^^!..
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Old Jul 28, 2007, 02:04 PM // 14:04   #7
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First thing I think of at Vanguard is a hunter, although that is probably just me.

Quote:
Fairy's Prayer
...
Nature Spirits System
-Nature Spirits like Nymphs, Fairies, Sprites, and Elves are Nature Spirits.
They act as Self-Enchantments with Unlimited Time, It ends when the NS die.
Making it a Living Enchantment^^!
Call both 'Fey' that is the collective name for fairy's, Pixies, wisps, nymphs, dryads and lepricons.
Its much more fitting than naming after just the fairy part of it.
Also get rid of the elves, they just live in the forest and live so long they have come to respect, understand, listen and attune to it, but their connection to it is purely tradition there is no real link between elves and the wood.
Use dryads instead, those are wood spirits that have bodies made out of the wood, partly animal, partly/fully plants, shaped into a humanish shape.

Another problem might be that each thing summoned will take up some space, and spamming too many creatures that aren't spirits will block pathing.
It seems 2 out of 3 skills summon something, it might be a good idea to limit somethings a bit, but in addition differ them form the ranger and ritualist spirits.
Such as each druid can summon only 1 tree(and 1 elf and 1 dryad) at a time but 2 druids can summon the same tree at the same time and the effects will stack.
That would be harder to balance but will be different from rangers where summoning a spirit will kill spirits of the same skill within it's range.
and ritualists where summoning a spirit will kill all spirits of the same skill summoned by your team.

And the ability to summon 4 big trees into a narrow passage to block pathing would be overpowered if 1 druid could do it, if you need 4 it actually becomes a (slightly un)balanced feature that will add impact to the class as well as help them tank.

Trees would ofcource be destroyable and weak to fire damage and burn.
Quote:
Scourged Dryad spell
Summon a scourged dryad for ... seconds, all trees withing (spirit)range gain X...Y(Y-X/3) armor against fire and whenever they would start burning the scourged dryad starts burning instead.
Opening up a whole line of skills to improve the time their trees can block foes.

Quote:
Yggdrasil Tree[Elite]
-Nature Ritual, 15e|3c|25r : Sacrifice Target Allied Nature Ritual. Summon a Lvl.(10-24) Yggdrasil Tree, Allies within the Yggdrasil gains 25-50 Health, Each Second.
Have you been playing shadowrun?
Anyway its overpowered.
1 pip of health regen is 2 health per second, 10 pips is 20 health.
Your skill grants 25 health regen for 24 seconds, not only that it stacks with health regen too use this on my Blood Fountain for an easy 35 health regen, that should ungimp him quite a lot against the margonites.

Instead of bringing the healing down you could change it to heal once ever 3 or 4 seconds, or have it heal a random ally each second with at least 3 seconds before healing the same one again.

Quote:
Vanguard's Ward Spells
-The Vanguards Ward Spells are used for Healing and Little Support. And the Vanguard's Ward Spells would look like a Glowing Aura coming from the Ground and Golden Leaves are Falling and Raining within the Ward.
Indeed it should have been like that from the beginning of GW.

I feel you have too many divine chakram attacks, there should be plenty of elemental ones and a few holy damage ones to accentuate.
Based on weather and nature ofcource, thats more druid like.
Blizzard chakram attack
If this attack hits multiple foes all foes adjacent to the chakrams path are hit for 1...19(25) cold damage.
Lighting Arch elite chakram attack
If this attack is blocked, it strikes 1...1(2) additional foes, if it hits target foe takes +4...13(16) lightning damage.
Quote:
Divine Ring
-Chakram Attack, 10e|8r : Deal +5-27 Damage to Target Foes if that Foe was attacking you deal and Additional 25-65 Holy Damage.
But keep some holy attacks as druids are also undead(&golem) hunters.
And this one is nice for the reference to a halo.

All in all it's got pretty reasonable potential. One last thing
Quote:
Elven Regeneration
-Spell, 10e|3c|20r : Summon a Lvl.(3-15) Mystic Elf. While Elf is Alive, You gain +1-5 Health Regeneration for each Nature Ritual within your Earshot.
Is a bit over, as it doesn't have a duration you could quite easily keep 10 regen going constantly.

Last edited by System_Crush; Jul 28, 2007 at 02:10 PM // 14:10..
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Old Jul 28, 2007, 11:20 PM // 23:20   #8
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Skills Nerfed and Vamp^^!..

@SC
I added the Dryad but I won't be removing the Elf.
And for the Elemental Damae, I'll think of it.
And I think no one would ever attempt to block using Nature Rituals^^.
Which has never happened before, and if they try they ca kill it easily anyways.
And I made I nerfed the Nature Spirits, Limiting it 3 at a time.
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Old Jul 29, 2007, 03:03 PM // 15:03   #9
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Skills are overpowered, other things r underpowered, Nibelung Valesti ist an mystical attack of Valkyries that only they can use, some sort of special attack...
Doesn't fit to this CC , rename it ... Chakrams have nothing to do with norse mythology.
The chakram is an old indian throw and slash weapon and was used by indian soldiers.

Armor 40 oO normally much too low, when u think of that mage classes get 60 and that 60 is atm the lowest a class can have, this CC is no danger for a ranger *g*, with such low armor ... but for the low armor u give this class a much to uber damage reduction.
with attribute of 16, u get a damage reduction of 49,5% OMG, with such a reduction its regardless, if ur armor is like 0 or 40 ... % reduction is much stronger, than every point of armor u can have ...
and then with insignias u can raise it even more to a maximum of a reduction of 69,5%, when u have on all parts of ur armor an reduction insignia and maxed the conditions to get the full 4% bonus per part ..., this together with Monks protect skills and U'll nearly never see a damage point vs u. or with paragons sunspear skill, that lowers ur damage by another 33% and u've together a damage reduction of slightly over 100% = 0 damage forever YAY as long u stay under 3 wards which will help u again even more to get lesser damage...
What wanted u create ? the uber ownage tank of tommorrow tarned as weakling with 40 armor ?


To the skills:

tree of the whiteplain: massivly overpowered, 15 Secons a lvl 20 summon, that lowers all damage in near of it by 50 oO sure !!, such a damage reduction together with the own damage reduction and there could come a elementalist doung like an massive meteor shower echo nuke, doing like 100 damage per hit and u would still see a damage of 0 as long the tree is there, cast a protect ghost on the tree and it will survive long enough, to make ur party unbeatable as long u stay at the tree.
This Skill is especially for PVP massivly overpowered.
Dryads ward is overpowerd together with stewards boon ... but even without it its overpowered because with this skill u can receive like a permanent +armor of 60 vs elements, this together with the pwnage tree and u'l rule over any elementalist ...

alone those skills r somewhat of overpowered, that i stopped directly reading further, because ur examples got from skill to skill only more overpowered.
But now i read further and look on elven root -.-

again 25% reduction, with this skill as long it is alive, ... how much reducttion of damage want u more with tis class concept .. 200% ...300% oO
more such skills together and there could come the almightly god himself doing with 1 strike 10000 damage and this class would receive 0 damage becaus of its uber abilitys to lower for an whole area massivly the damage by % reductions or direct damage lowerings.

oathkeeping sprite ...rofl mao, a normal skil that is able to absorb 250 damage ... please, before i read further, r u crazy ? do u even think 1 minute first about the balance, before u post example skills ? or do u post ur ideas simply direct and u say to u : balance is the work of Anet, why should i bother about that.
This class would be somewhat of the pwnage class in GW, it would not be even funny anymore and playing it would be boring, because there would exist no single enemy in the game, that could damage u, or ur whole party, while all those imba skills r active and ur party stays in near of it, keeping those trees, spirits ect alive to gain the uber damage reduction as long as possible, to see ever vs any enemy only damages of 0.

lol, fairys gift, life seed as spirit spell rofl ...with no duration oO imba, lol, as long ghost is alive means basicallly, this ghost could stay forever and heal ur whole party forever when u get damaged, but why do u need even still such uber pwnange imba healing, when ur whole team can get still such imba damage reduction, that it receives ever only 0 damage ??? oO

Chakram is no elemental holy weapon, that should be able to make attacks, that look like spells of a elementalist, those skill examples like Blizzard or Lightning Arch should be skills for the elementalists, especially Blizzard, or rename those stuff simple, so that it sounds not like elementalist spells.

I'm sory, butin my opinion this CC needs a huge NERF, how it is now it is in all points an overpowered godly tank, that can lower too much damage for everyone in its near and heal together, what makes damage reduction again muhc to strong.

even as Monk, u must choose, if u want be a good protector, or if u want be a good team healer, but both is impossible, this CC is an uber hybrid imo that lets even look the best ritualist old with their ghosts, that are much weaker then ur wards and spirits there, and have only like a maximum lvl of like 7 !!!!

ur spirits know no borders and u make them lvl 24 !!! OMFG, i must repeat ... r u crazy ?
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Old Jul 30, 2007, 09:52 AM // 09:52   #10
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These are values from the GW Guru Calculators

40 AL = 141.42% damage taken = almost an Additional 50%
60 AL = 100% damage taken = the actual amount dealt
70 AL = 84.09% damage taken = '16'% damage reduction
40AL + 16 attunement = 66.75% damage taken = '33.25'% damage reduction
83.33333333 AL = 66.74% damage taken = '33.26'% damage reduction

Now any good tank warrior has
80 AL +20V.S Physical (+20V.S Elemental) +16shield = 37.89% damage taken = '62.11'% damage reduction

Hence the primary is not over powered, its just buying armor for attribute points; so a caster can have caster energy and still 80 armor, without being too exploitable.

About the skills you are probably right.
Especially that, starting a spirit off at lvl 10 would give a lot of extra health compared to Rit spirits, and for some reason
Quote:
Natural Aura
-Ward Spell, 10e|1c|25r : For 10-20 seconds, Unenchanted Allies within the Area gain +50-100 Maximum Health, Adjacent Allies gain +25-75 Maximum Health.
Doesn't say it only affects non-spirit allies, neither does Yggblagasksdfjlk Tree, that is definitely a bad thing.

Also are all Norse peeps so chauvinistic about their mythology?
I have no Idea what a vanguard is, to me this is a druid concept class, that ignores all the world of warcrack influence about druids being a one trick pony with shape shifting(<- Pun ).
But if chakrams are to indian well just give them tomahawks

Last edited by System_Crush; Jul 30, 2007 at 10:02 AM // 10:02..
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Old Aug 03, 2007, 08:40 AM // 08:40   #11
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@Pheonix_Tears

I'll be nerfing some of t skils^!.

Quote:
again 25% reduction, with this skill as long it is alive, ... how much reducttion of damage want u more with tis class concept .. 200% ...300% oO
more such skills together and there could come the almightly god himself doing with 1 strike 10000 damage and this class would receive 0 damage becaus of its uber abilitys to lower for an whole area massivly the damage by % reductions or direct damage lowerings.
Sorry but I dunnowhy yu thik it has 200-300% damage reduction?
sorry my keyboard seems t have poblems^^!

Quote:
oathkeeping sprite ...rofl mao, a normal skil that is able to absorb 250 damage ... please, before i read further, r u crazy ? do u even think 1 minute first about the balance, before u post example skills ? or do u post ur ideas simply direct and u say to u : balance is the work of Anet, why should i bother about that.
This class would be somewhat of the pwnage class in GW, it would not be even funny anymore and playing it would be boring, because there would exist no single enemy in the game, that could damage u, or ur whole party, while all those imba skills r active and ur party stays in near of it, keeping those trees, spirits ect alive to gain the uber damage reduction as long as possible, to see ever vs any enemy only damages of 0.
sory, I an't explainit proerly just check th monk's life sheath^^!.

Quote:
lol, fairys gift, life seed as spirit spell rofl ...with no duration oO imba, lol, as long ghost is alive means basicallly, this ghost could stay forever and heal ur whole party forever when u get damaged, but why do u need even still such uber pwnange imba healing, when ur whole team can get still such imba damage reduction, that it receives ever only 0 damage ??? oO
Th lifes sed only targets oter alies, whle this isonly sef^^!..

Hep wih th lvevling of spirits I am ot tht goo wth lveling umond creaures also hel me in m cleric thanks^!..

@SC

I'll be adding non spirit allies^^.

Quote:
Hence the primary is not over powered, its just buying armor for attribute points; so a caster can have caster energy and still 80 armor, without being too exploitable.
Hw wer you able to balance you'r Wriath?

check the vanguard in the dictionary, it has nothing related to druid but the playstyle s related to this.


@both

I've been thinking of removing chakrams and changing it to my shman but I dunno what to replace the guidance for = (!
and what to remove an attb. from my druid for chakram mastery help me please^^!
And I want to stop maing Divne CCs I can' stop making Dvivne CCs and I hate it!
I want a dark fighter, which would be my Shaman^^!
And CCs I think th Druid you are finding for is my Shaman^^!
Also I am thinking to look over you'r Feral for something^^!

Last edited by [M]agna_[C]arta; Aug 03, 2007 at 11:32 AM // 11:32..
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Old Aug 03, 2007, 01:10 PM // 13:10   #12
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So lets combine a ritualist, a ranger, an assassin/dervish melee, and an earth elementalist.




NO!
Plus, assassins have a VANGUARD"S INSIGNIA! and they have a weapon called SPLIT CHAKRAMS! Mesmers have chakrams as a FOCUS!

No
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Old Aug 03, 2007, 01:33 PM // 13:33   #13
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It really irratates me when people give lame fmaes^^!
I can see I have some parts of rit, ranger and warder.
but never sin and derv.
and these chakrams are ranged^^!
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Old Aug 03, 2007, 01:53 PM // 13:53   #14
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Quote:
Originally Posted by [M]agna_[C]arta
@SC
Hw wer you able to balance you'r Wriath?
check the vanguard in the dictionary, it has nothing related to druid but the play style s related to this.
My wraith didn't reduce damage by percentage, though I did think about it, and also about negative armor penetration, I used direct damage reduction in the end.

So I reduce all damage taken by 1(at trancendance:1) to 20(at trancendance:16) including the damage that the wraith deals to them selves(as they do that a lot, more than necro's even)
This set amount works very well against staff attacks firestorms and the like but isn't all that against sin spike combos or elemental atunement fire elementalists.
Percentage damage reduction is almost the same thing as armor, as armor offer a exponential increase in damage reduction by percentage.

Quote:
Originally Posted by [M]agna_[C]arta
@both
I've been thinking of removing chakrams and changing it to my shman but I dunno what to replace the guidance for = (!
and what to remove an attb. from my druid for chakram mastery help me please^^!
And I want to stop maing Divne CCs I can' stop making Dvivne CCs and I hate it!
I want a dark fighter, which would be my Shaman^^!
And CCs I think th Druid you are finding for is my Shaman^^!
Also I am thinking to look over you'r Feral for something^^!
Well the thing I said about druids shape shifting into 1 trick pony's was meant, as I IM(I)O druids shouldn't shape shift as their main ability;
They change into animals only! What is a badger gonna do against my lvl 24(20%26) fleshgolem?

But even though it's not their main function, it is a nice ability. How about using weapons related to forms?

Quote:
Originally Posted by System_Crush
Jade Quintet Claw
Slashing damage 2-22 (Req: 9 attendance)
Both Hands
Re-swing 1.45(X2)
Melee

[COLOR=#339966]Tholian’s Tallons[/COLOR]
Slashing damage 2-22 (Req: 10 attendance)
Both Hands
Re-swing (R)1.25 (L)1.65
Melee
[COLOR=#339966]Inscription: The Animal Inside
+10% damage(while in a form)
Deep wounds you inflict last 33% longer
Health +30[/COLOR]
Claws would be the logical choice, but not the Wolverine(X-men) ones but more tiger/bear like a bit larger than the real thing attached to a fur glove thing.
You wield 2 of them so like daggers they attack as 2 weapons, they are slower* but have a higher max damage(claw has up to 5 blades) but a much lower low damage(the blades are shorter and not as handy)
*:Just a suggestion, to differ them from daggers could change that the main and offhand attack speeds are not always the same.

I can't think of something completely original but to make them special I'd give them the ability to deal additional damage whenever a touch skill is used(on a foe) this damage increases with a higher attribute.

Boar's Rage claw form E10 A1 R25
For 20 seconds you have 15...9(7) less armor and 100 additional max health, and attack 22% faster with claws.

Bear Hug skill/touch attack E10 A¾ R12
Interrupt target touched foe and deal 16...40(48) blunt damage.
(a skill is unblockable, a touch attack can be blocked; don't know which would be best)

Tiger's Leap claw form E5 A
½ R40
Until you have made 1...4(5) attacks you have 10 less armor and while wielding claws whenever your attacks are blocked the target is knocked down and takes 5...20(25) slashing damage.

Animals don´t wear armor so animal forms have reduced armor, I only reduced it a little because they already have soo little armor.
These are just some random ideas on what to replace a chakram with.

Quote:
I'll be adding non spirit allies^^.
Ohh you mean in the skills, took me a while to figure that out
I actually thought your treas where nonspirits before, you said they where big white and with white bark(not transparent)
Spirits are transparent and I think you can walk trough them(or you should be able too)
So you can't use them to block pathing.
A bunch of elves and dryads(who are not spirits) can however, so that might be why I didn't pick the tree as the odd one out.
(which is big and useful for blocking)

Still the coolest thing about this class is that I'd be running around with like 4 elvish or dryad chicks chasing me 100% of the time

Last edited by System_Crush; Aug 03, 2007 at 02:12 PM // 14:12..
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