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Old Mar 31, 2007, 05:28 PM // 17:28   #1
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Guild: The Lords Of Chaos [LoC]
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Lightbulb The Jhizun (Redone.)

Jhizun

P.1 Main Points Of This Class:
I. To serve as a damager/healer
II. To weaken foes

P.2 Description/Background

I. The Jhizun are people who believe that events in life all are connected, from a baby’s birth to the death of a stranger. They embrace their surroundings and use natural flowing energy to keep themselves and others at peace.

P.3 Skills

Bonds
Bonds are connections between target foe or ally that effect both the Jhizun and their target. Bonds will be represented by small cloudy lines between the Jhizun and their target, all bonds end if the target is not in range. Only one bond can be active on one target at once.

Symbol Attacks
Symbol attacks are special skills that a player can use to inflict damage upon the foe. Each Symbol Attack has one flaw though, they all have a requirement to meet in order for the skill to follow through. All symbol attacks cost no Energy but possess long casting times.

P.4 Status/Armor

Status
Max Energy: 42
Max Armor: 60
Energy Gain: +4

Armor
The Jhizun armor would consist of long flowing, designed robes with light fitting pants beneath. Head: Symbol Upon Forehead, Chest: Long Robe, Arms: Tattoo Designs, Legs: Light Pants (Usually hidden under Robe), Feet: Tattoo Designs.
--I’ll work on a drawing of them eventually, unless someone else would like to work on one for them. If so post below (: .

P.5 Weapon Description

I. The Jhizun use the various powers that are locked within the human body and mind. To damage their foes they reach deep within them, creating ranged symbols that harm their foe’s body from within. The symbols I speak of appear below the enemy and drift upward, absorbing into their flesh and causing physical damage.

II. The Weapon Status is as follows:
Max Dmg: 2-21
Speed: Staff Speed.
Attack Range : ¾

P.6 Attributes

Core Channeling (Primary Attribute) – For every 2 ranks in this attribute you can have +1 bond active at once.
Dissipation –Affects Dissipation skills effects.
Cleansing – Affects Cleansing spells effects.
Symbolism – Affects damage dealt by Symbol attacks.

P.7 Skill Examples

Core Channeling

Cleanse The Core – 5e, 20r.
Spell. Remove all conditions from yourself. If you are under the effects of a bond, your target receives your remaining conditions.

Bonded Spirits [Elite] – 15e, 3c, 60r.
Elite Bond. You and target ally are connected. For 25 seconds target ally has +5 energy gain and you have -5 Energy Degain. This bond ends if your target is not within half of your range.

Quickening Zen [Elite] – 10e, 2c, 30c.
Elite Skill. For 3…45 seconds, your bonds recharge 5…46% faster.

Dissipation

Tortoise Bond – 5e, 2c, 15r.
Bond. You and your target foe are connected. While maintaining this bond, target foe’s movement and attack speed is reduced by 50% and your movement is reduced by 90%.

Loathsome Whispers – 10e, 1c, 20r.
Bond. You and your target foe are connected. For every 7 seconds this bond is active, target foe and yourself suffer 4…22 damage. This bond ends if target is out of range.

Connected By Strings – 15e, 2c, 35r.
Bond. You and your target foe are connected. For 12 seconds any elemental damage you suffer is cut in half and sent to your target. This bond ends if target is out of range.

Djinn’s Might – 5e, 1c, 15r.
Spell. Target foe loses 10% of their health. This spell fails if you are not bonded with your target.

Fear – 10e, 2c, 12r.
Spell. Target foe is teleported to a random nearby place and suffers 4…58 damage. This spell fails if you are not bonded with your target.

Unmask – 10e, 1c, 20r.
Hex. Target foe is hexed with ‘Unmask’ for 15 seconds. For every 5 seconds, target foe suffers -2 health degain for 6 seconds. This hex will end prematurely if you are not bonded with targeted foe or the targeted foe’s allies.

Frostbite [Elite] – 10e, 1c, 20r.
Elite Hex. Target foe suffers 2…10 damage over the next 10 seconds. For every Point of damage suffered, target foe suffers +2…11 damage (Max: 100). This hex fails if you are not bonded with an ally.

[b]Cleansing

Healthy Bond – 10e, 3c, 45r.
Bond. You and target other ally are connected. All damage received by target ally is cut in half and directed towards you. This bond lasts for 15 seconds. This bond ends if target is out of range.

Fearful Alliance – 15e, 3c, 45r.
Bond. You and target other ally are connected. For 20 seconds, target ally attacks 33% faster and you attack 33% slower. When this bond ends you take 5…2 damage for every successful attack your target preformed. This bond ends if target is out of range.

Cleanse – 5e, 1c, 15r.
Spell. If you are bonded with target other ally, you remove all conditions from them and yourself. Otherwise, remove 1 condition from target other ally.

Shimmering Hands – 10e, 1c, 12r.
Spell. Target touched ally gains 10…67 health. If you are under the effects of a bond, you are healed for the same amount.

Life Giver – 10e, 2c, 8r.
Spell. Target other ally gains half the amount of your current health (Max: 100). (Note: You do not lose any health this way.)

Restore Stamina – 5e, 1c, 4r.
Spell. Target ally gains +2 health regain for 2…12 seconds. If you are bonded with target ally, you are healed for 10…60 health.

’To Life’ – 10e, 5c, 35r.
Spell. Resurrect target ally with 10…100 health, and no energy. Target ally is dazed for 12 seconds.

Overwhelming Joy [Elite] – 10e, 1c, 20r.
Elite Spell. Target ally gains 30…221 health. This spell fails if ally is suffering from a hex, condition, or if they are under the effects of an enchantment.

Symbolism

Burning Symbol – 2c, 12r.
Symbol Attack. If target foe is suffering from burning, this attack deals +3…27 damage. Otherwise this attack deals no damage.

Bonded Symbol – 5c 15r.
Symbol Attack. If you are bonded with target foe, this attack deals +1…16 damage. Otherwise this attack deals no damage.

Poison Symbol – 3c, 12r.
Symbol Attack. If target foe is suffering from poison, this attacks deals +2…20. Otherwise this attack deals no damage.

Blinding Symbol - 2c, 15r.
Symbol Attack. If target foe is suffering from a Condition, this attack inflicts blindness for 5 seoncds and strikes for +1…8 damage. Otherwise this attack deals no damage.

Negative Symbol – 1c, 4r.
Symbol Attack. If target foe has less health than you, this attack deals +1…14 damage. Otherwise this attack deals no damage.

Symbol of Pain [Elite] – 5c, 8r.
Elite Symbol Attack. If target foe is suffering from a Condition and a Hex, this attack deals +6…49 damage. Otherwise this attack deals no damage and you are knocked down.

--That’s all for now. Enjoy? Oh, and any Comments/Flames/Criticism/Suggestions would be highly appreciated.

~Innoccence (Excuse me for any Type-O's.)

Last edited by Innoccence; Apr 02, 2007 at 08:29 PM // 20:29..
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Old Mar 31, 2007, 06:02 PM // 18:02   #2
Furnace Stoker
 
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Hmm... just feel like I seen this befoe... o'where o where...hmm.. must be ony my imagination.......

Anyhow.. on to critique.

Its not bad of CC, which introduce few thing interesting and new. One thing I spot though, is that I think you forgot something... you forgot the possibility of taking a CC as 2ndary.

As the way you have it now (granted more skill can be add and modified), this class will really benefit only if you take it as primary. Why? First of all, the amount of Bond are lock by your primary attribute... and for some reason, all the Bond skill are in the primary as well... and adding to that, you are making it most important mechanic of this CC, as 2 other attribute are there to support the Bonds (and not really have any Bond skill themself), this make it hard to play the fun of bonding if don't take them as primary.

I like the Sybols. But might need to make it where they could still be remove, so seem best if they remain as a hex. (unless you can point out why they need to be a new skill type) While I see you are trying to make them like Sigs, I kinda think they might get more use if add a small energy cost, and either reduce the recharge time, or add a "Pulse damage" (damage foe each 1...3 seconds as long as the condition still remain).
Also I think thats one thing missing from Tuoba Hturt Eht's Plague Master (an older CC that control hex and condition)

Well, just some points to think about. And more importantly, enjoy the concepting fun~
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Old Mar 31, 2007, 06:43 PM // 18:43   #3
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I see what you mean. I'll tweak that around some once/if I get some more Criticism.

~Innoccence
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Old Apr 02, 2007, 07:31 AM // 07:31   #4
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Intresting....
What's it's main purpose?
And I like the before avatar^^.
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Old Apr 02, 2007, 02:26 PM // 14:26   #5
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Quote:
Originally Posted by [M]anga[C]arta
And I like the before avatar^^.
Haha thanks, I'm thinking of changing it back .

Anyways its main purpose:
The Jhizun is pretty much like a damager/protector in ways, seeing as though the bonds either damage foes or aid allies. Also they can serve as an alternate healing/damager spell wise, but they have to have a requirement. Its confusing I suppose. But now that I have time to get on here, I'll actually edit this .

~Innoccence

*Edit: Alright, here's a few things I've changed.
-Allowed class to have the option of being a 2ndary Prof
-Moved around 'Bond' attribute placings
-Shortened Symbol Attacks recharge time
-Added 'Main Points'

Thank you ^ ^
~Innoccence

Last edited by Innoccence; Apr 02, 2007 at 08:31 PM // 20:31..
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