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Old Apr 14, 2007, 04:13 PM // 16:13   #1
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Join Date: Dec 2006
Guild: Majestic Dragons [MaD]
Profession: N/W
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Default Temple Guardian (new version of Templar)

With Help from [M]agna_[C]arta i've put together this chaining-tank.

and before you say yes i do realise this is very much like ninety nine nights lol, but that IS where i got my inspiration.
I'm open to supportive criticism and communal brainstorming. For skimming ease, I've divided the post into three sections:

I. The Temple Guardian - For the skimmer: a quick explanation of the basic concept, attributes, insignias, strengths, weaknesses and originality.
II. Tactics - For those with some time on their hands, a brief illustration of a few battle strategies.
III. Skills - For the ambitious reader, a tentative list of skills.


I. THE TEMPLE GUARDIAN (T):
-Blade of Hope, Guardian of the Temple’s of Balthazar and Dwayna
"Enemies of Dwayna, know my name...and my lance!".


Skill and Boss Colour:
-White

Emblem -
White Rose

Followed God/ess/s:
-Balthazar/Dwayna


Racial Availability:
-Human and Norn


Health and Energy:
-Maximum Health 480.
-Maximum Energy 25.
-2 pips of energy.


Armour:

Headgear
-Crystal

-Starter Armour: AL 10
-Low: Al 20-30
-Medium: AL 40-60
-Maximum: AL 70

Pole arm.
Slashing/Piercing Damage 9-37(req.9 Pole arm)
Two-Handed
one attack every 3.22 seconds.

Background:

A Temple Guardian is a knight of the Gods, although he/she is mainly affiliated with Dwayna and Balthazar.
They are also referred to as the 'Guardians' of the temples of both Balthazar and Dwayna.
The Temple Guardian's weapon of choice is a long bladed shaft of steel, a Lance/Pole arm, which he or she uses to great effect in combat. A Temple Guardian will not use shields or off hands due to their finesse with the two handed Lance/Pole arm, and will rarely be seen using any other weapon.

Function:

The Temple Guardian acts as a blend between a Warrior and a dervish. He/she will use his/her Lance/Pole arm using chained skills which actually improve the next attack. This improves combos and also spreads conditions to the enemies. All chain attacks use adrenaline alone and so obviously need a huge supply of it, which is where the Temple Guardian's 'temporal management comes in. Using this a Temple Guardian can release untapped adrenaline without having to make it up in battle. However unleashing this energy usually costs energy and makes the Temple Guardian temporarily weak. A Temple Guardian would most probably be best suited playing a tank or supportive tank role due to the high amounts of damage it gives off.

Attributes:

1) Temporal Management (Primary Attribute) - Affects how much adrenaline is made.
2) Lance Mastery - affects the damage output of Lance/Pole arm Mastery linked attacks.
3) Chained attacks - Affects how powerful skill buffs/conditions from chained attacks are.
4) Finesse - affects Dodging/Counter abilities

Strengths:

1) The Temple Guardian gives off strong damage from chained attacks.
2) The Temple Guardian can redirect damage from attacks onto the enemy.
3) Once the Temple Guardian has started many adrenaline linked skills, he gains more and more, fuelign new attacks, counters, and condition offloaders.

Weaknesses:

1) The Temple Guardian is prone to damage while casting temporal Management skills.
2) The Temple Guardian is prone to excessive damage from being interrupted.
3) A Chained combination can be ceased immediately by being interrupted.

Insignias:

Comrade's Insignia
-Bonus +5 (While there are 1 or more Temple Guardian Adjacent to you)
+5 (While there are 2 or more Temple Guardian Adjacent to you)
+5 (While there are 3 or more Temple Guardian Adjacent to you)

Vulnus Insignia
-5 energy (while effected by a hex)
-20 health (while effected by a hex)
+20 armor (while effected by a hex.
+5 strokes of adrenaline (when effected by a hex)


Originality:

Temporal Management.

This skill gives the Temple Guardian a new way to fuel his/her attack skills/Chained attacks by unleashing stored adrenaline not accounted for on the character's status. With this, a player could use ANY adrenaline linked attack skill with the Temple Guardian potentially fueling very spammable and strong attacks.

Chained Attacks.

Using this Attribute, Temple Guardian's can string together many attacks in one 'phase' which can be ended with a phase ending skill. If a 'phase' is interupted before it is finished, The Temple Guardian is dealt with 2 damage for every attack skill in the phase.

The Lance/Polearm.
http://www.goblinworkshop.com/pics/renders/302-1214.jpg for an image of a Lance/Polearm

The Lance is a large, steel weapon that a Temple Guardian uses to swing about his person inflicting damage with a wide variety of skills. The Lance also has a 10% chance of ignoring the effects of the next STANDARD attack used by an enemy onto the Temple Guardian. This excludes skills.


II. TACTICS:

In general:

The Temple Guardian should cast a temporal management skill straight away to make a pool of adrenaline, which he would use to cast a 'chain starter' skill. These usualy last a considerable time, giving the Temple Guardian a chance to choose a target an begin chaining skills. By chaining skills, the Temple Guardian will receive small amounts of Adrenaline to fuel the next attack.

Using Finesse a Temple Guardian can actualy COUNTER an enemies atack and possibly even redirect that damage.

Conditioned tanking:

The Temple Guardian immediatly casts a temporal management spell, eg 'call to fury', in order to start a pool of adrenaline. Possibly then charging into the first target and beginning chained attacks. If he/she is interupted, the Temple Guardian will either use basic Lance Mastery skills to build up Adrenaline, or fall back and recast a TM spell, eg 'Mark of Anger.' If attacked largely, the Temple Guardian will use Finesse linked skills, eg 'Parried swing', to take the damage but pass any conditions, hexes along with the same damage, onto the enemy.




III. SKILLS:

Temporal Management

Call to Fury - 10e, 30r, 10 cast time. Enchantment. For 14...28 seconds, You have 5...12 strokes of adrenaline. You have -2 health and mana degeneration while this enchantment is active.


Mark of Anger - 15e, 35r 10 cast time. Elite Enchantment. You are knocked down, you suffer from bleeding for 10 seconds. As long as you maintain this enchantment you gain 1...5 Adrenaline every time you hit a target foe with an attack.

Flame of Fury - 5e. Stance. You move 90% slower but gain 1...4 strokes of adrenaline for each attack dealt. if this stance is removed by an enemy, you are knocked down and suffer from burning for 5 seconds.


Lance Mastery - ***These skills are mainly used if a Temple Guardian has run out of energy
and is being attacked too severely to recast a temporal management skill.

Impressive Swing - lance attack, 5e. You deal +4...+12 damage

Brutal lunge - lance attack, 5e. You deal +2...6 damage and cause a deep wound on target foe for 10 seconds.

Flurried attack - stance, 5e. For 20 seconds you attack and move 33%...66% faster.

Chained attacks.

Signet of Balthazar. Enchantment, 10e. A new phase begins, your next chained attack will deal +3...5 damage and deal Holy Damage.

Dwayna's Strike. Chained attack, 5a. This attack strikes for 4...8 damage
Your next chained attack will deal holy damage and will strike for +3 damage.

Finishing Blow. Elite Phase ending skill , 15a. This attack has NO additional damage from previous attacks. For every chained attack in the previous phase, you deal +3 damage.

Finnesse.

Dwayna's Barrier - Stance,15e. You cannot move. For 30 seconds, if you suffer damage, you pass 2 conditions and the same damage onto enemy foe.

Artful dodge - Skill, 10e. You suffer bleeding for 10 seconds. For 10 seconds you cannot be the target of attack skills.

Countered strike - skill, 5e. You deal the equivelant damage of the last attack skill used on you on target foe.

Last edited by .Unanimous.; Apr 14, 2007 at 04:29 PM // 16:29..
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