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Old Mar 30, 2007, 12:08 PM // 12:08   #1
Frost Gate Guardian
 
Join Date: Jul 2006
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Default Concept Class: The Conduit (REDONE!)

The Conduit

Background
The Conduit, the only remaining worshipper of the Dark god of Water, Abaddon, is His living representative that channels His powers to deliver destruction to His enemies. Specializing in conjurations of horrors and dealing damage to foes around him, this servant of Abaddon is a powerful fighter on the battle.

New Concepts
Seal Spell
A Seal Spell is a spell which, upon casting, you teleport to a foe or ally
and affect all allies or foes around that ally or foe. It's a lot like Shadow
Stepping, except it costs more, has a longer casting time and helps or
hampers allies or foes in that area.
Horror Spell
Like a powerful hex spell, which requires you to sacrifice health to
adversely affect a foe. These spells can slowly gain in intensity over their
short durations.
Rage Points
Rage points are like adrenaline. You use them to boost the effectiveness
of your spells. You gain 1 Rage point for each offensive seal or horror spell
you cast.
Serenity Points
Like adrenaline, the good favour of Abaddon aids you in battle. For each
Rage point you use, you gain 2 Serenity points. Thus if you want to be a
supportive conduit, you must have atleast 1 damage dealing spell.
Water Damage
Is as it sounds. Water damage is elemental.

Equipment
Armor is 60 AL like any caster.
Weapons are wands and off-hands, like any other caster.
Energy is 30. Pips are 4.

Attributes
Abaddon's Favor- for each Rage point you lose or gain, you gain 1 energy at ranks 0 and above, 2 energy at ranks 6 and above, and 3 energy at ranks 9 and above. You gain half that amount for Serenity points.
Each time you cast an offensive Seal or Horror spell, you gain 3 Rage points.

Malevolence- No inherent effect. Many skills, especially Seal or Horror spells which hurt enemies and deal water damage, become more effective with this attribute.

Benevolence- No inherent effect. Many skills, especially Seal or Enchantment spells which aid you and your allies, become more effective with this attribute.

???- Does anyone have any suggestions for a 4th attribute? Please tell me if you can!

Skill examples
Please feel free to tell me if I should "nerf" these skills lol
All skill icons are a pallid bluish, greyish-black, with touches of bright blue here and there.

Abaddon's Favour
Torrential Wave[E]-15e,2.5c,30r
Elite Spell. All nearby foes are struck for 20...100 water damage and are knocked down.

Join Us!-15e,3c,40r
Spell. Target servant of Abaddon is bound to you and is allied to you for 5...10 seconds.

Scream of His Rage-10e,20r
Shout. You gain 1...4 Rage points.

Tranquility Beneath the Waves-10e,20r
Shout. You gain 2...8 Serenity points.

Malevolence
Screams from Within-15e,1.5c,15r
Horror Spell. Lose all Rage points. Target foe hears the Screams from Within. For each Rage point lost, that foe experiences -1 health degeneration (maximum -7 health degeneration). This Horror spell lasts for 2...4 seconds for each Rage point lost (maximum 10 seconds).

Creeping Insanity-10e,1c,10r
Horror Spell. Lose all Rage points. Creeping Insanity causes the affected foe to cast spells 5% slower for each Rage point lost (maximum 65%).

Seal of the Waves[E]-5e,2c,30r
Elite Seal Spell. Teleport to target foe and deal 10...30 water damage for each Rage point you have (maximum 50...120 water damage).

Seal of the Storm-10e,1c,20r
Seal Spell. Lose 3...5 Rage points. All foes in the area are struck for 10...20 water damage for each Rage point lost.

Fleeting Impressions-5e,1c
Horror Spell. Target foe takes 1...10 water damage each second for 5...10 seconds. Each time that foe takes damage, you gain one Rage point.

Benevolence
Shores of Salvation[E]-10e,2c,30r
Seal Spell. Teleport to target other ally and lose all Serenity points. You and all nearby allies are healed for 10...30 health for each Serenity point lost (maximum 50...120 health)

Waves of Tranquility-15e,1.5c,20r
Seal Spell. Teleport to target ally and lose 3...5 Serenity points. That ally experiences +2 health regeneration for 1...3 seconds for each Serenity point lost.

Treasure of the Seas-5e,1c
Enchantment Spell. You lose all Serenity points. Target ally gains 1...5 health each second. This enchantment lasts for 1 second for each Serenity point lost. You gain 1 serenity point each time that ally gains health.

Gift of Pearls-5e,1c,3r
Seal Spell. All your Benevolence spells are disabled for 10...5 seconds. Teleport to target other ally. You and that ally are both healed for 10...20 for each Serenity point you have.
(note: this spell is also disabled for the specified time)

PLEASE no flaming (though no one really does). Please suggest a fourth attribute and give some constructive critcism! thanx!

Last edited by runeseeker1; Mar 31, 2007 at 04:39 AM // 04:39..
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Old Mar 30, 2007, 01:22 PM // 13:22   #2
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Alright, I was thinking "Holy Hell! This is Awsome!" but then I saw the Teleportation Spells, which seem very much like teh small amount of 'teleporting' skills that Assassins own. I'd suggest changing that idea and have it do something other teleport, maybe you could pull the enemy towards you instead? I don't know, just brainstorming.

Now then... what more can I add? Ah yes,
Quote:
Originally Posted by runeseeker1
Join Us!-15e,3c,40r
Spell. Target servant of Abaddon is bound to you and is allied to you for 5...10 seconds.
Here's a bit of a problem. That is rather confusing, and frankly I don't get it. Are you saying that beasts such as the Margonites would join your group for a small amount of time, or is it just like a "Confusion" Hex in which the enemy begins to attack their own kind. Elaborate on that a little more.
Quote:
Originally Posted by runeseeker1
Waves of Tranquility-10e,1c,20r
Seal Spell. Teleport to target ally and lose 3...5 Serenity points. That ally experiences +2 health regeneration for each Serenity point lost.
The problem here is, is that you never set a time for this spell to end.

The only other thing I can suggest here is just giving a little description of what their Armor would look like. other than that I can't find anything wrong at the moment.

Quote:
Originally Posted by runeseeker1
???- Does anyone have any suggestions for a 4th attribute? Please tell me if you can!
Ooo I love coming up with attributes! But I suck at it as well... I think.. Erm anyways, here's my Suggestion:

Estrangement- No Inherent Effect. Many skills, especially Estrangement spells, which condition foes, become more effective with this attribute.

And Here are a Few Skills Suggestionts for such an Attribute:

Entangle-10e,3c,30r
Horror Spell. Target foe is crippled for 2...6 seconds for 10...5% of your current health. When this hex ends, you lose 2...6 rage points.

Poison Cloud-15e,2c,45r
Horror Spell. Sacrifice 15% of your current health and 3 rage points. For 10 seconds, target foe is poisoned.

Mindless Aura[E]-15e,1c,60r
Elite Horror Spell. Sacrifice 90% of your health and lose all Rage Points. Target foe suffers from dazed, blindness and bleeding for 17 seconds. For every nearby ally: you gain 20...40 Health, for every nearby foe: this skill is disabled an extra 5 seconds.

And... That's all for now . I hope someone from ANet sees this, it'd be a great class for the Asuras or Humans to own! Well at least that's what I think, great work. ^ ^
~Innoccence (Excuse me for any Type-O's)

Last edited by Innoccence; Mar 30, 2007 at 01:24 PM // 13:24..
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Old Mar 31, 2007, 04:27 AM // 04:27   #3
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Quote:
Originally Posted by Innoccence
Alright, I was thinking "Holy Hell! This is Awsome!" but then I saw the Teleportation Spells, which seem very much like teh small amount of 'teleporting' skills that Assassins own. I'd suggest changing that idea and have it do something other teleport, maybe you could pull the enemy towards you instead? I don't know, just brainstorming.

Now then... what more can I add? Ah yes,
Here's a bit of a problem. That is rather confusing, and frankly I don't get it. Are you saying that beasts such as the Margonites would join your group for a small amount of time, or is it just like a "Confusion" Hex in which the enemy begins to attack their own kind. Elaborate on that a little more.

The problem here is, is that you never set a time for this spell to end.

The only other thing I can suggest here is just giving a little description of what their Armor would look like. other than that I can't find anything wrong at the moment.


Ooo I love coming up with attributes! But I suck at it as well... I think.. Erm anyways, here's my Suggestion:

Estrangement- No Inherent Effect. Many skills, especially Estrangement spells, which condition foes, become more effective with this attribute.

And Here are a Few Skills Suggestionts for such an Attribute:

Entangle-10e,3c,30r
Horror Spell. Target foe is crippled for 2...6 seconds for 10...5% of your current health. When this hex ends, you lose 2...6 rage points.

Poison Cloud-15e,2c,45r
Horror Spell. Sacrifice 15% of your current health and 3 rage points. For 10 seconds, target foe is poisoned.

Mindless Aura[E]-15e,1c,60r
Elite Horror Spell. Sacrifice 90% of your health and lose all Rage Points. Target foe suffers from dazed, blindness and bleeding for 17 seconds. For every nearby ally: you gain 20...40 Health, for every nearby foe: this skill is disabled an extra 5 seconds.

And... That's all for now . I hope someone from ANet sees this, it'd be a great class for the Asuras or Humans to own! Well at least that's what I think, great work. ^ ^
~Innoccence (Excuse me for any Type-O's)
Oh well, the teleportation is what the Conduit is supposed to do. Its what makes them unique. While assassins can Shadow Step, the most they can do is cripple foes around them (return) or gain life (deaths charge and retreat). The Conduit, however, deals damage to foes around them or heals allies when they teleport to them. Theyre kinda like PBAoE spikers.

The "Join Us!" skill means that the Margonite attacks who you attack for a certain amount of time, like minions. They have "minion mentality" which means they attack anyone who poses a threat. You can heal them (like minions) ... but that would be counter productive once the spell ends.

Oh and that seal spell... lemme edit that, okay? thanks for telling me!

Armor.... hmmm... thatll take some thinking.... ill edit that in too, okay?

Nice attributes! I really like Mindless Aura! Lemme see if I can get a few more attributes or something, and then we can vote or something!

Thanx for the constructive criticism!
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Old Mar 31, 2007, 04:55 AM // 04:55   #4
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i have a question, will there be any more new professions? i read on a few sources here on guru that there will be not, and i believe that this whole forum was a waste. so many ideas and all were turned down. i like the idea of this conduit profession, but how would you monitor rage points? and the skills "join us" seems too specific in only targetting abaddon's minions. it may limit the conduit's usability in other regions.
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Old Mar 31, 2007, 05:48 AM // 05:48   #5
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There maybe no more upcomming Proffs. but how bout thr poffs. for GW2.
And also some of us still post CCs cost we like doing it.
So it's not a waste.
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Old Mar 31, 2007, 05:11 PM // 17:11   #6
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Quote:
Originally Posted by runeseeker1
Oh well, the teleportation is what the Conduit is supposed to do. Its what makes them unique. While assassins can Shadow Step, the most they can do is cripple foes around them (return) or gain life (deaths charge and retreat). The Conduit, however, deals damage to foes around them or heals allies when they teleport to them. Theyre kinda like PBAoE spikers.
Ah ok, that makes a bit more sense. I would try to fix up a few of your skills so they could revolve around that (If that is what the class is mainly about.).

Quote:
Originally Posted by runeseeker1
Nice attributes! I really like Mindless Aura! Lemme see if I can get a few more attributes or something, and then we can vote or something!

Thanx for the constructive criticism!
Thank you and You're Welcome. I love to give out critizism, if you have any other things needing critizing, let me know ^ ^.

Quote:
Originally Posted by Xiaxhou of Trinity
i have a question, will there be any more new professions? i read on a few sources here on guru that there will be not, and i believe that this whole forum was a waste. so many ideas and all were turned down.
Quote:
Originally Posted by [M
anga_[C]arta]There maybe no more upcomming Proffs. but how bout thr poffs. for GW2.
And also some of us still post CCs cost we like doing it.
So it's not a waste.
Yes, CC posting is very fun ^ ^. But allow me to rant on about what I know about the position of classes:
It seems that with the release of GW2 there WILL be new playable races (GW:EN will give us a better view of this.) and that we have yet to find out wether or not they will share classes or each have their own special classes. So once GW:EN is released, we may have a preview of 'New Classes' or just new races with the same 10 current classes. So who knows until then, I'm quite excited to find out myself.

~Innoccence
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Old Mar 31, 2007, 10:55 PM // 22:55   #7
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They should have new classes for each races, if all races share 1 core class.
Then what the hell for races, if there are no access to more fighting dynamics.
It might just make a cool storyline but it doesn't make it fun to play.
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Old Apr 02, 2007, 05:35 AM // 05:35   #8
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Um... maybe to measure the Rage and Serenity points you could have another bar? or it could be used like adrenaline, where the icon flares up as you build up more points.

and the "Join Us!" skill is just ONE skill. Using it might even turn the tides of a battle because you took control of a healer or an ele torment creature. The healing or extra spiking can mean life or death for you. Its not like that one attribute is JUST that one skill. There are some skills that no one will use. Period. Maybe this will be one of those skills, or can make a Conduit an almost essential party member if things go sour in DoA.

Besides, Conduits can be used in other ways too. They can be healers (though more proficient at it than paragons, not as proficient as rits or monks) and powerful damage dealers. They are also jack-of-all trades classes, just like a Rit, because they can heal, deal damage, and use "hexes" (horror spells) like a necromancer.

oh guys, btw, please stay on topic. This thread is about the conduit, not about whether other profs are gonna be in future chappies.

Last edited by runeseeker1; Apr 02, 2007 at 05:37 AM // 05:37..
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Old Apr 02, 2007, 07:35 AM // 07:35   #9
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Ok, going to the topic.
Is this damage or healing?
And also I think there's no need for water magic and I don't like a worshipper of Abaddon that's why I hate Varesh^^.
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Old Apr 03, 2007, 07:12 AM // 07:12   #10
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erm... well the conduit has healing and damage dealing. kinda like a rit, becuz its like a jack-of-all trades (the rit can be defensive or offensive). the conduit is like the rit in this aspect.

and also, if you dont like the idea of an abaddon worshipper, youre just gonna have to deal with it. i dont like paragons, for instance (dont flame me on that, i just dont like em. no one can change my opinion).

water magic? what's wrong with that? finally, instead of dealing cold damage, youre actually dealing water damage. water magic should really be ice magic for the ele.
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Old Apr 03, 2007, 08:12 AM // 08:12   #11
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No, I do like the idea.
I just hate Abaddon worshipers^^.

Last edited by [M]agna_[C]arta; Apr 03, 2007 at 08:18 AM // 08:18..
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Old Apr 03, 2007, 09:11 AM // 09:11   #12
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Well Abbadon is the god of water and knowledge, and he's fallen giving him demon folowers instead of humans.(humans are not suposed to be able to worship a fallen god, its kind of like his phone to this world is cut off, that is why Varesh needed those rifts, no normal praying for divine favor was possible)

But he is the god of knowledge too, so that could be the your fourth attribute. That allows you to learn about your foes increasing your effectively, or could be used to teach allies, increasing their effectivety.

How does water deal damage? Only way I can think of is drowning.
Smashing someone with a tidal wave(or another large amount of water) would just deal blunt damage.
And how would I see how much rage and serenity point I have?

The class has got some nice stuff, not much too inventive though, but nice overall. What it really needs is a unique function(one of the hardest things these day I know)

Last edited by System_Crush; Apr 03, 2007 at 09:21 AM // 09:21..
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Old Apr 04, 2007, 06:03 AM // 06:03   #13
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Quote:
Originally Posted by System_Crush
Well Abbadon is the god of water and knowledge, and he's fallen giving him demon folowers instead of humans.(humans are not suposed to be able to worship a fallen god, its kind of like his phone to this world is cut off, that is why Varesh needed those rifts, no normal praying for divine favor was possible)

Meh... I'll work out the lore later (too lazy)

But he is the god of knowledge too, so that could be the your fourth attribute. That allows you to learn about your foes increasing your effectively, or could be used to teach allies, increasing their effectivety.
Thanx for the input. Now I have 2 attribute suggestions!


How does water deal damage? Only way I can think of is drowning.
Smashing someone with a tidal wave(or another large amount of water) would just deal blunt damage.Good point, but... ahh who cares. Don't split hairs.
And how would I see how much rage and serenity point I have?
Everyone is wondering about that! well, maybe when some skills need Rage or Serenity points, they'll flame up (like adrenaline). Other than that, we could have an extra bar placed above the health and energy bar. Juts a thought.

The class has got some nice stuff, not much too inventive though, but nice overall. What it really needs is a unique function(one of the hardest things these day I know)
Um... do you think that teleporting to an ally and giving him health regeneration or healing him is not too unique? do you think using a margonite for your own ends is not unique? do you think that rage and serenity points are not unique?
Maybe you should think about what is unique and what is not unique, because I dont think teleporting to an enemy and dealing damage (no elite, im talking to you ride the lightning) is not unique.

Last edited by runeseeker1; Apr 04, 2007 at 06:06 AM // 06:06..
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Old Apr 04, 2007, 08:15 AM // 08:15   #14
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A unique function, not a new and unique way(I'll give you that much) to do an old thing.
Quote:
Originally Posted by runeseeker1
Um... do you think that teleporting to an ally and giving him health regeneration or healing him is not too unique?
No healing is definatly unique there is no class any where in GW that heals what a novel and great concept; Geee healing who would have thought of that
/sarcasm
Quote:
Originally Posted by runeseeker1
teleporting to an ally
Naturaly this is unique too
Quote:
Originally Posted by runeseeker1
do you think that rage and serenity points are not unique
Quote:
Originally Posted by runeseeker1
Rage Points
Rage points are like adrenaline.
Quote:
Originally Posted by runeseeker1
do you think using a margonite for your own ends is not unique
Now there you've got something, make charming a viable function and you have got a unique class, a class that can do something no other class can do.

For the others thats just new ways to do something someone else can already do.
Quote:
Originally Posted by runeseeker1
Maybe you should think about what is unique and what is not unique
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Old Apr 08, 2007, 05:03 PM // 17:03   #15
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Quote:
Originally Posted by System_Crush
A unique function, not a new and unique way(I'll give you that much) to do an old thing.

No healing is definatly unique there is no class any where in GW that heals what a novel and great concept; Geee healing who would have thought of that
/sarcasm

Naturaly this is unique too




Now there you've got something, make charming a viable function and you have got a unique class, a class that can do something no other class can do.

For the others thats just new ways to do something someone else can already do.
Doing something old in a novel, new way is what a concept class is. At the end of the day, it comes down to either killing or healing people. All classes in one way or another fulfill this role, in a novel, unique way. Take a look at the Rit, for example. It heals(or prots) or deals damage using spirits, item spells, and weapon spells. A Dervish prots itself using enchants and deals damage with scythe attacks and enchantments. The Paragon heals and buffs allies using shouts and deals damage using spears. Its all the same, just blanketed under gimmicks and strategies.

Oh and btw, Rage points are LIKE adrenaline. Theyre not just an adrenaline copy, okay? While you need adrenaline to use a skill, you don't need Rage points to use the skill. They only enhance the skill (the more Rage points you lose). Take a look at what like means. It means similar.

And charming is not the aim of this CC.
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