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Old May 29, 2007, 06:45 PM // 18:45   #1
Wilds Pathfinder
 
Darkhell153's Avatar
 
Join Date: Feb 2007
Location: right behind you
Guild: Highlander Honor Guard [HHnr]
Profession: R/
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Default The Corpseshedder

The Corpseshedder

Basics:
Starting health: 100
Health gain per level: 20
Weapon: rod (spirit energy orb if shed, 3-5 shadow starting)
Bonus +5 armor vs. shadow and holy damage

Background:
Corpsesheders are basically wizards and spellcasters who have shed their mortal body behind in favor of a more refined approach. By shedding their body they can gain increased power in their spells and special abilities as well as immunity against certain types of damage.

Pics:
http://www.wizards.com/dnd/images/xph_gallery/80457.jpg
http://www.planetbaldursgate.com/allclasses/SorcL.jpg
http://www.planetbaldursgate.com/bgd.../sorceress.jpg
http://ddo.tentonhammer.com/files/ga...s/sorcerer.jpg
http://www.just-rpg.com/upload/pics/...rdagepower.jpg
http://www.mreclipse.com/LEphoto/TLE...0Jul-5152w.JPG
http://arania.kamiki.net/Gift%20art%...possession.jpg
http://www.mindhacks.com/blog/files/...ghost_hand.jpg
http://www.livestreetcam.com/ghost/ghost.jpg

New Additions:
Shed-
The caster shed’s his/her body becoming a refined spirit. The shed caster gains +30 armor against shadow damage and takes only half damage from physical attacks. However, while shed, the caster cannot benefit from any healing and cannot benefit or take harm from any shouts, chants, or echoes. When becoming shed, the body suffers a -1 health degeneration and can take damage from attacks.

Words-
Words are a form of spell where the caster must utter a single word or group of words to deal a particular type of damage. Word spells can be disabled or affected by any spells, enchantments, or hexes that affect shouts, chants, and echoes.

Possesion-
A corpseshedder can posses certain allies or pets/minons to avoid harm or heal. While possessing an ally the corpseshedder benefits from 30% of the healing the ally receieves. The ally gains +1 energy regeneration. The corpseshedder can only possess an ally for a max of 30 seconds if its body is still alive.

Illusions-
Spells that cause an enemy to believe in something that does not exist. Can force the target to be unable to attack or a variety of other things. Illusions can be broken by hex removal spells or unravel, 20% chance, every 5 seconds.

Special Conflicts:
Dying While shed-
If a caster dies while corpseshedder, in other words, his spirit loses all of its health, the body immediately shadowsteps to the nearest ally or, if there are no allies, nearest enemy, but the caster does not regain control of its body until either the body has had a hex/condition removing spell cast on it, the enemy who killed the shed caster dies, or 20 seconds pass.

The body dying while shed-
If the caster’s body dies while shed you have a percent chance to remain shed until your body revives or your shed self dies based on your Shedding attribute level. If you cannot remain shed, however, you shadowstep to the nearest pet/minion/spirit/ally and posses it.

Attributes-
Shedding Control-
Symbolizes the player’s ability to control the shed form. For every point you have in this attribute, you increase your chances of remaining shed after your body’s death by 6%. Also your shedding control increases the power of your spirit orb while shed. Adds +1 to minimum damage and +3 to maximum damage for every point.
Words-
Increases the power of word spells and hexes.
Illusions-
Increases the power of illusion spells.
Spirit Magic-
Spells in this category can only be used while the caster is shed or wants to become shed.

Sample Skills-
Shedding Control-
Become Shed- 5 energy ½ cast 46 recharge
(Spell) allows the caster to shed for 30….60 seconds.

Spirit Form- 10 energy ¼ cast 12 recharge
(Enchantment spell) the caster takes the shape of a hydra while shed gaining +30 armor vs. cold for 5…10 seconds.

Possession- 15 energy 1 cast 65 recharge
(Spell) the shed caster takes possession of the nearest ally for 10 seconds.

Words-
Word of Poison- ½ cast 12 recharge
Target foe and 1…4 nearby foes suffer poison for 4…16 seconds. Caster suffers -1 energy degeneration for 4 seconds.

Word of Power- 1/8 cast 24 recharge
All nearby allies gain +20….120 maximum health and +10…60 armor.

Word of Blinding- ½ cast 18 recharge
Target foe and 1…3 nearby foes suffer blinding for 1….13 seconds. Caster loses 3…1 energy for each foe blinded by the effects of this word.

Illusions-
Grasping Trees- 25 energy 1 cast 36 recharge
(illusion) target foe is unable to move due to believing that he has been grasped by a nearby tree. This illusion lasts for 30 seconds or until broken.

Red Moon- 10 energy 1/8 cast 96 recharge
(instant illusion) target foe suffers from a powerful illusion for 1…2 seconds. He cannot attack, loses 10…25 energy each second, and takes 50…100 damage each second. When this illusion ends or is broken, the foe suffers from daze, exhaustion, and weakness for 1…16 seconds. The caster becomes exhausted for 90 seconds after casting this illusion and suffers -3 health degeneration for 30 seconds.

Raging Storm- 5 energy ½ cast 24 recharge
(illusion) target foe’s fire spells deal 5…30% less damage, foe suffers -5…20 armor vs. fire damage, foe suffers 5…50% more from lightning damage, and whenever the foe sets a non-spirit creature on fire, the target recovers 20% faster. If this illusion is broken, target foe’s fire spells are disabled for 3 seconds and his attacks deal 5…20% more damage for 5 seconds.

Hand of Grenth- 25 energy 1/8 cast 54 recharge
(instant illusion) target touched foe suffers from this powerful illusion for 10…50 seconds. He loses 2% of his health every second and 1 energy every 3 seconds. If this illusion is broken the caster takes 220 damage. If this illusion is not broken or removed, the caster and the target lose 95% of their remaining health and shadowstep to eachother.

Death- 25 energy 1/8 cast 204 recharge
(instant illusion) target foe and all nearby foes suffer from this illusion for 1…2 seconds. They each lose 50% of their maximum health and lose an additional 1…2% of their health if they are still above 30% of their maximum health. If this illusion if broken, they gain 35….25% of their maximum health. If this illusion is allowed to end, it is disabled for 50…10 seconds plus its recharge.

Spirit Magic-
Touch of Unlife- 5 energy ½ cast 0 recharge
(spell) target touched foe suffers 26….60 shadow damage. This spell deals 2 damage to the corpseshedder’s body.

Signet of Incarnation- 1 cast 94 recharge
Target shed ally stays shed for an additional 5….30 seconds.

Soul Rip- 5 energy 1/8 cast 0 recharge
(spell) lose 60…30 health. All foes in the area suffer 1…5 points of damage for ever 5% of your maximum health you have remaining.

Dark Possession- 15 energy 1/8 cast 34 recharge
(hex) One sheded enemy is forced to possess one of his allies for 10 seconds. You possess his ally as well. Both of them suffer -2 health degeneration while possessed or in possession.
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Old May 31, 2007, 05:28 AM // 05:28   #2
Pre-Searing Cadet
 
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can any1 say overpowered?
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Old May 31, 2007, 08:14 AM // 08:14   #3
Desert Nomad
 
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Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
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I gotta agree Overpowered.

Last edited by [M]agna_[C]arta; May 31, 2007 at 11:21 AM // 11:21..
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Old May 31, 2007, 02:16 PM // 14:16   #4
Jungle Guide
 
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Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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Its overpowered, but i like the second pic XD.
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Old May 31, 2007, 07:07 PM // 19:07   #5
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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Well I never expect this class to get into gw really I just wanted to see how it looked in the internet xD. You do know that the people who make guild wars don't actually pay much attention to this forum right?
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Old May 31, 2007, 07:17 PM // 19:17   #6
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Join Date: Nov 2006
Location: Thailand
Profession: Mo/E
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Overpowered, definitely. I'd say most of these skills are way beyond elite status. Also, some of them are just out of the question. Posession would be an endless source of annoyance, for instance. Normally, I don't really think the overpoweredness is too big a problem with any CC though, since the obvious solution is to just cut down the numbers to a reasonable size (and you really need to cut them dramatically).

The bigger dilemma here is a lack of continuity and purpose. Continuity? This CC goes spirit form, possesses people, deals damage and conditions, heals, buffs, debuffs, deals intense damage, and has a whole array of new spell types. Purpose? I really couldn't summarize what the class is supposed to do on the battlefield.

Also (and sort of related to the above problems), everything about this CC is overly complex, specific, and consequently feels contrived. For instance, there's a skill that deals damage, sucks energy, and forces shadowstep. Another one paralyzes, sucks energy, deals insane damage, causes three conditions, and has negative effects on the caster. Being shed affects damage received, certain kinds of armor, health degen, and restricts what spells affect the player.

The Corpseshedder is just a sensory overload. Simplify it, nerf the hell out of it, give it a defined role and a cool backstory.



Yeah, we know they don't look at these forums...

Last edited by nebojats; May 31, 2007 at 07:20 PM // 19:20..
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