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Old Jul 10, 2007, 02:23 AM // 02:23   #1
Wilds Pathfinder
 
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Join Date: Feb 2007
Location: right behind you
Guild: Highlander Honor Guard [HHnr]
Profession: R/
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Default The Disciple CC

Background information:
Monks and ritualists are praised as protectors and channels between the physical and spiritual world on the side of light. Dervishes are seen as the bond between humanity and the gods. Disciples are those who take a darker route, they use their vast quantities of dark magic and nether powers to commune with demons and devils as well as bring minor creations to the world.

Basic Statistics:
Health- 100
Energy- 25
Weapon of Choice- rod or Xivik Guantlet (explained more in detail later)
Form of Magic- dark, sacrificial partly, diabolic

New Stuff:
Xivik Guantlet- a strange weapon that only a Disciple can efficiently use. Causes mild to heavy shadow damage (dependant on the pact attribute) and also can change form in the prescence of a Demon.

Demonic Ritual- summons a demon to the field, usually requires a sacrifice of another player, your weapon, or even your life. If you die after a demonic ritual, that demon you cannot regain control over it, it will become whole (100% powerful) and will kill indescriminantly. Here are the full powers of the true demons (sindor reik and malai are demons that are affected by this, minions of malai and other such creatures will not benefit from you dying):
Malai the Betrayer:
895 health
55 energy
65 armor
Vampiric Gaze (95 damage), Blood Renewal (+5 regeneration, +60 health), Vile touch (100 damage)

Sindor the Reaper:
675 health
95 energy
120 armor
Vital Boon (+400 maximum health, 240 healing), Pious Assault (+30 damage), Sindor's Slice (+60 damage, 45 recharge)

Reik of the Sword:
922 health
45 energy
140 armor
Galrath Slash (+50 damage), Healing Signet (140 health), Reik's Blast (120 damage, 65 recharge)

(all demonic rituals will disappear after the original ritual's duration ends, but it is deemed unhealthy for both sides should the disciple die after casting a ritual) Note: in PvP the demons will die along with the disciple but Sindor and Malai have a 5% chance of becoming whole.

Prepared- the prerequisite to using most demonic rituals, sacrificing a prepared creature to create the demon. When a creature or ally you prepared dies, you gain access to one prepared soul for 30 seconds. Some rituals require more then one soul and some will require a sacrifice of all souls.

Pictures:






Attributes:

Pact- Symbolizes the pact that the disciple made with darkness. For every point in this attribute both the damage that your Xivik Guantlet and the power of your spells increase. (5% bonus for spells, +1% bonus to critical hit for guantlet)
Malai- Invokes the power of malai to cast a wide array of cruel and powerful spells.
Sindor- invokes the power of sindor to cast a variety of dark magic, mostly dealing with life force.
Reik- Invokes the power of Reik to cast spells that steal the abilities of enemies and even convert souls themselves into power.

Sample Skills:
Pact:
Ideals of Darkness- 25 energy 3 cast 46 recharge
[elite enchantment] you gain +10...20 armor and all your demonic rituals gain +5...65% health and energy.

Lifeshead- 5 energy 1 cast 24 recharge
(hex) target foe becomes prepared for 3...25 seconds.

Malai:
Poisonous Haze- 5 energy 1/8 cast 24 recharge
(spell) all foes in the area and you are struck with poison for 3...15 seconds.

Sap- 15 energy 1 cast 24 recharge
(spell) target foe loses 33...50% of his/her current energy.

Malai the Betrayer- 25 energy 3 cast 76 recharge
(demonic ritual) summons Malai the Betrayer to the field under your control. If there is another Malai summoned by an ally this spell fails. 5% of all damage dealt to Malai is dealt to all nearbye foes. This ritual's duration and Malai's health and damage is determined by your Malai attribute.

Minion of Malai- 5 energy 1 cast 24 recharge
(demonic ritual) sacrifice 10% maximum health to summon one of Malai's minions to the field under your command. This summoning deals damage based on your Malai attribute and gains +10 damage and +10...100 health if Malai the Betrayer is under your command.

Malai's Fury- 25 energy 2 cast 76 recharge
[elite spell] if Malai is on the field this spell is able to be used. Deal 5...120 damage to all nearbye foes. All foes that are damaged become prepared for 3...25 seconds.

Sindor:
Life Burn- 5 energy 1/2 cast 24 recharge
(spell) target foe loses 33...50% of his current health. All nearbye foes also lose 10% of their current health. For each foe who takes damage you lose 5...2% of your maximum health.

Taint Soul- 5 energy 1 cast 46 recharge
(hex) target foe's nearest 1...12 minions or allied pets become hostile to him/her for 3...15 seconds.

Bond of Demons- 25 energy 1 cast
(hex) target foe is hexed with bond of demons. Whenever you take damage target foe takes 5...33% of that damage.

Steal Soul- 5 energy 2 cast 12 recharge
(spell) target foe loses 50% of their current health. You are healed for 10...110% of that amount.

Sindor the Reaper- 25 energy 4 cast 120 recharge
[elite demonic ritual] Sacrifice 40% maximum health and two prepared creatures to activate this ritual. Summons Sindor the Reaper to the field (leveled damage, maximum life, and armor based on your rank in this attribute) for 15...60 seconds. All successful attacks made by Sindor steal an additional 15...30 life.

Reik:
Drain Skill- 15 energy 2 cast 4 recharge
(hex) the last skill used by target foe is disabled for 3...15 seconds.

Skill Steal- 5 energy 1/2 cast
(spell) one random skill from a target foe is disabled for 20 seconds. This spell is replaced by that skill for 20 seconds.

Conversion- 15 energy 1 cast 24 recharge
(spell) target foe is forced to sacrifice 15% maximum health. All nearbye foes are also forced to sacrifice 5% maximum health. For each foe that sacrificed health you gain +5...10 energy.

Tainted Power- 25 energy 1/8 cast 120 recharge
[elite enchantment] all foes within earshot lose 90...100% of their energy. For 5...35 seconds, you gain that energy as maximum energy.

Reik of the Sword- 25 energy 1 cast 120 recharge
[elite demonic ritual] lose all energy, sacrifice all prepared souls, and 95% of your current health to summon Reik to the field. Reik stays on the field for 40...60 seconds +5...10 seconds for each prepared soul sacrificed. All of Reiks attacks steal health, energy, and disable skills for 2 seconds. (Reik's damage, health, and armor are also based on your rank in this attribute) If Reik dies prematurely, you die and all nearbye allies take 10% of your maximum health in damage.


I know it's overpowered in a lot of places but that's what we pay arenanet for right?

Last edited by Darkhell153; Jul 10, 2007 at 11:23 PM // 23:23..
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Old Jul 10, 2007, 04:18 PM // 16:18   #2
Lion's Arch Merchant
 
Join Date: Dec 2005
Guild: Imperial Guards (TIGI)
Profession: Mo/
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I like that it is so evil. I think Guild Wars could use a few more of those.

You'd have to go into more depth about the prepared souls, because I don't think I quite understand. Doesn't seem they're like corpses, or else you would say so.

I don't know if this is what you intended, but I think it'd be a rather neat idea if all offense spells of this class were only able to hurt a 'prepared soul.' Other spells might do both offense (though admitedly not as much) and mark as prepared. This way, it's sort of like before the class can hurt you, they have to know your 'name.' Supposedly, according to demonology, everybody has a name which identifies their soul. To know someone else's name and say it is to control them (though in this case, we must obviously limit it to being able to inflict damage).

I like the idea that they would deal percentage-based damage. That is to say, they 'sap' life out of people (percentage of current life, not max life). Though, percentages should be kept under control. At best, a spell ought to subtract 25% percentage (would be like dealing 125 damage in optimal conditions). Of course, that damage diminishes with the less life they have.

This implies you couldn't go solo with him, of course, but in the right combinations, you could do quite a bit of damage.

I don't get what you meant by '100 health'. That seems incredibly low, don't you think? It'd have to stay relatively similar to the other classes in this respect I would say.

As for pets, I like the idea, but it's important that we don't get carried away. I think sacrificing health to summon a creature is an excellent idea, but not all of it, and not a creature so powerful that it more than makes up for the fact that you'd likely be dead. If it were kept reasonable like beast mastery for ranger, a 'Familiar' attribute would be a nice addition.
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Old Jul 10, 2007, 08:38 PM // 20:38   #3
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Guild: Highlander Honor Guard [HHnr]
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Alright all that's fixed up (I liked what you said about the familiar attribute but it sorta diminishes the fact that your summoning extremely powerful demons to the field. And don't forget that these demons once you die can and will attack anyone, including you if your ressurected (unlike undead there is no way to regain control over a demon) If you try to summon Sindor the Reaper to the field when you are damaged you will die and all your allies and enemies will die (recheck demonic rituals to find out why.)

P.s: Sindor is obviously the most powerful summoning, I would recommend that the disciple try not to die during this because if Sindor goes on a rampage after death everyone in the area could very well die.

Last edited by Darkhell153; Jul 10, 2007 at 11:26 PM // 23:26..
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