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Old Mar 14, 2007, 06:42 AM // 06:42   #1
Desert Nomad
 
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Default The Hallow: Dark, Mid ranged fighter.


THE HALLOW
Version 0.8 ( OMG 0.8 dont flame pl0x ) ( Joking, flame all you want )
update 0.7 - 0.8 . Put in a slightly differant version of "binding" from what actionjack suggested. Added more stuff.

Followed Diety: Dhuum / Grenth.
Allignment: chaotic evil
Boss/skill color: Black.
Best conditions: Mid casting range.
Basic idea: A class that disables defense, and deals armor ignoring damage.
Basic Weapon: Fire whip
Main damage type: Shadow
Biggest Trouble: Necromancers and mesmers.
Desired Foe: Monks, ritualists, and paragons.



The Hallow is a mid ranged fighter who focuses on spells and attacks that cast at half range. Long ago The Hallows Bowed before the God Dhuum before He was defeated by grenth. Now they have mostly turned towards Grenths teachings, but their fighting style remains the same. Kage enjoy Destroying their foes within a few meters with the power of fire and shadows. Hallows prefer to fight with an elemental Flaming whip that can reach as far as half the casting range.

Basic concept: Hallows are more geared towards mid range fighting and preventing others from healing correctly then any other caster. Their shadow damage is slightly stronger the necros and assassins, but not as strong as mesmer chaos damage. Like some ideas before, this class uses a whip, however I thought I would take the idea down a differant approach with this.

Base armor = 70.
All hallow armor also comes with a -10 penalty against holy damage. Their armor gives them 4 energy regen. 35 base max energy.

Main strengths:
-Able to disable healing and stop attempts to counter damage.
-Offensive hexes
-Able to prevent damage to self, and increase max health.
-Powerfull mid range armor ignoring damage
-Enchantment removal
-Stance removal
-Longest attack range that can still be classified as "melee"

Weaknesses
-No hex removal
-No condition removal
-No Direct healing
-No self health regeneration.
( basically, they have skills to prevent and negate damage but nothing to help them recover from any kind of attack thats already been dealt )
-Holy damage
-High energy reliance.
-No matter what, whips deal elemental damage. Elemental defense on rangers and elementalists can hurt DPS. There is no upgrade for whips to change it to physical.


Skill types Unique to the Hallows:

1: Burst spells. Burst spells have half the normal range, and all have set casting time of ¼ seconds ( This cannot be altered by the effects of other skills. Mesmer fast casting does not change burst spells, migraine doesnt affect it either, ect. ) Each burst spell has a downtime in place of a casting time in their description. Downtime causes all other spells to be reset for its duration, not including non spell skills. For example, a burst spell with 3 downtime would cast instantly on your target, and all other skills ( including those from other professions ) that are classified as spells would be disabled for 3 seconds.

2: Whip attacks. Whips have a max damage of 18-29, attack at half the casting range, and about the same speed as a scythe. They only hit your target. All whips deal fire damage, but can be upgraded to use a differant element.

Example of a green whip:

Redbacks Poisonous Whip of fortitude
Fire damage: 18-29
Damage +15% while health is above 50%
Lengthens poison of foes by 33%
health + 30




3. Maintained hexes. Think maintained enchantments, but as a hex that is always on a foe until you stop it or it is removed.

4.Talismans. similar to signets and glyphs. They stay on you and dont end on a timer, but instead when its condition is met. You can only have 1 active at once.

5.World spells. Similar to elementalist Wards or necromancer wells. They are cast at your location. The appearance is the same but colored black.

6.Binding Spells. All of these are in the WHip mastery line. They cannot be removed by any hex removal, and only one can be on an enemy at once. A foe can remove
binding spells from themselves by moving out of your casting range.

6.ELitism ( primary attribute ) see below


====CONCEPT SKILLS=====
Note: I went nuts and added alot of skills. only read further if your curious and want a better idea how the character is played.


Special descriptions italicized
================================================== ==============
ELITISM ( Primary Attribute ): For every Rank in elitism whenever you cast a spell that targets a foe that foe takes 1.7 shadow damage, rounded up.

( at 16, this is roughly 27 shadow damage added on to every spell )

Elitism contains most of the shadow damage skills and energy management for Hallows.
================================================== ==============


Black Daggar:
Cost: 5E
Downtime: 1 second
Recharge: 5 seconds
Burst Spell: Target foe takes 5....27 shadow damage. Must target a hexed Foe.

Twilight sedative:
Cost:10E
Time: 1 Sec
Upkeep: 1 energy pip
Recharge: 15 Sec
Hex spell: As you maintain this hex, whenever target hexed foe takes shadow damage that foe loses 1..3 energy and you lose
3...1 energy or Twilight sedative ends.

Cursed Signet:
Time: 2 Sec
Recharge: 10 Sec
Signet: For each hex you are maintaining, you gain 3 energy, maximum 3...20.

Banshee shriek:
Cost: 10E
Time: 1/4 Sec
Recharge: 20 Sec
Spell. All foes you are maintaining a hex on within earshot become interupted. Foes interupted this way
are dealt 20...60 shadow damage.

Thorns of Dhuum.
Cost: 10E
Time: 2 Sec
Upkeep: 1 energy pip
Recharge: 5 Sec
Hex Spell. As you maintain this hex, target foe has -2 degen. When you stop maintaining this hex that foe takes
1 shadow damage for each second Thorns of Dhumm was active. ( Max 20...80 damage )

Sadistic Glee:
Cost:5E
Cast time: 2 Sec
Recharge: 60 Sec
Enchantment spell: For 5...20 seconds whenever a nearby foe takes shadow damage, you gain 1...3 energy.


Talisman Of fright:
Time: 2 sec
Recharge: 30 Sec
Talisman: The next time a nearby foe takes shadow damage caused by elitism, you gain 1...13 energy.

Shadow Bomb:
Cost: 5E
Downtime: 5 seconds
Recharge: 20 seconds
Burst spell: target foe takes 10...50 shadow damage. Nearby foes whos health is below 50% are dealt 15...65 shadow damage.


Shadow Attunement: { ELITE }
Cost: 5E
Time: 1 Sec
Recharge: 60 Sec
Elite Enchantment spell: For 25...70 Seconds you are attuned to the shadows. You gain 2 energy whenever a foe in the area takes shadow damage, and your burst spells cast at normal range.


Terror void:
Cost:10E
time:1 Sec
Recharge: 30 Sec
Hex spell: For 4 seconds target hexed foe takes 5....25 shadow damage every second.

Entomb: { ELITE }
Cost:10E
Downtime: 5 Sec
Recharge: 12 Sec
Burst spell. if target foe is below 5....15% max health, that foe dies and cannot be the target of resurrection skills for 5....20 seconds


================================================== ==============
Whip Mastery - increases damage dealt by whip attacks. Max damage is 18-29. Whips have half the casting range.

================================================== ==============



Twinstrike: { ELITE }
Cost: 10E
Recharge: 12 Seconds
Elite Whip Attack: Must strike a foe suffering from a condition. Swing your whip twice at target foe, the first swing strikes for +5...15 Fire damage if it hits and the second swing strikes for shadow damage and cannot be “blocked” or “evaded”.


Krusnik Lash
Cost:10E
Recharge:10 Sec
Whip Attack: If krusnik lash hits a foe suffering bleeding that foe takes 5...15 Shadow damage for each other condition they are suffering from ( Max bonus 50 )

Timed Flash:
Cost: 5E
Recharge: 12 Sec
Whip Attack: If Timed Flash strikes a foe casting a spell, that spell is interrupted and disabled for an additional 5...20 seconds. if that spell was an enchantment the caster takes 20...45 shadow damage.

Cracker:
Cost: 10E
Recharge: 10
Whip attack: You strike for +5...15 damage and cause burning for 1...4 seconds

Unseen Lash:
Cost:5E
Recharge: 4
Whip Attack: Must strike a blinded foe. Unseen lash cannot be blocked or evaded and strikes for +5...20 damage.

Crack of Dawn:
Cost:10E
Recharge: 8
Whip Attack: You strike for +5...13 damage. If you strike a foe that is suffering from a hallow hex, you strike for an additional +5...30 shadow damage.

Cursed Lash:
Cost:5E
Recharge: 8
Whip Attack: Must strike a foe who you are maintaining a hex on. If this attack hits, all foes who you are maintaining a hex on take 8...40 shadow damage.

Entombing strike:
Cost: 5E
Recharge: 15
Whip attack: If this attack strikes a foe who's health is above 90%, you strike for +8...35 damage. If your foe was below 10% health, that foe instantly dies.

Leg Bind:
Cost: 5E
Time: 1 Sec
Recharge: 20 Sec
Binding spell. For 5....13 Seconds, target foe moves 40% slower.

Binding Flame: { ELITE }
Cost:10E
Time: 2 Sec
Recharge: 30 Sec
Binding spell: For 15 seconds, target hexed foe takes 5...25 fire damage each second while moving.
If this hex is removed prematurely, that foe is set on fir for 1...5 seconds.


================================================== ==============
Black Magic:

Magic focused on degenerative hexes, conditions, and ways to prevent healing. Little direct damage. Also includes spells that offensively buff whip attacks.

================================================== ==============


Reversal Of paradise: { ELITE }
Cost: 5E
Time: ¼ Seconds
Recharge: 6 Seconds
Elite Hex Spell: The next time target foe is healed, they only recieve 25....0% of the health Benefit and take 25...60 shadow damage.

LoL RoF

Pull down:
Cost:5E
Time: 1 sec
Upkeep: 1 energy degen
Recharge: 15 Sec
Hex spell. As you maintain this hex, whenever target hex foe blocks an attack that foe takes 20....50 shadow damage and you lose 1 energy or Pull down ends.

Torture:
Cost: 10E
Time: 1 sec
Upkeep: 1 Energy degen
Recharge: 10 sec
Hex spell. As you maintain this hex, target foe suffers from 1...3 health degeneration.
Yes, your reading this right. Its the polar opposite of mending LOL

Pull Under:
Cost: 20E
Downtime: 5 Sec
Recharge: 20 Sec
Burst Spell: Target Foe Becomes Crippled for 5....15 Seconds, Blinded for 3...15 seconds, and dazed for 1...7 seconds.

Genocide { ELITE }
Cost:5E
Downtime: 4 Sec
Recharge: 12 Sec
Elite Burst Spell. Target foe and all foe's in their party who share the same primary profession as your target take 5...27 shadow damage and become poisoned for 1...9 seconds.


Reverse defenses:
Cost: 15E
Time: 3 Sec
Recharge: 20 Sec
Hex spell. For 10 Seconds target hexed foe takes 3....10% more damage for each enchantment on them. ( maximum 50% )

Seal Coffin:
Cost:10 E
Time: 2 Sec
Recharge: 20 Sec
Hex spell. For 10 seconds if target foe dies, they cannot be the target of resurrection skills for 5......35 seconds.

Death Note:
Cost:10E
time: 2 Sec
Recharge: 25 Sec
Hex Spell:For 10 seconds, As long as target hexed foe's health is above 80%, that foe takes 22...50 shadow damage every second.

Shatter defenses:
Cost:10E
time: 2 Sec
Recharge: 30 Sec
Enchantment spell. For 3....12 seconds, foes who you are maintaining a hex on cannot block attacks.
conditional anti aegis

Venom { ELITE }
Cost: 10E
Time: 1 Sec
Recharge: 15 Sec
Elite Hex Spell. For 30 seconds target foe becomes afflicted with a random condition every 5 seconds that lasts
for 1....5 seconds.


Deafness:
Cost: 5E
Time: 1 Sec
Recharge: 15 Sec
Hex spell. for 1...10 seconds target foe is unaffected by their allies shouts or chants, and takes 5....27 shadow damage whenever they would be affected by one. This spell has half the normal range.

Blast Enchantment:
Cost:15E
Downtime: 5 Sec
Recharge: 15 Sec
Burst spell. Remove an enchantment from target foe. Each other foe in your targets party that is under the effects of the enchantment you removed this loses the same enchantment.

Reversal of motivation:
Cost:5E
Time: 1/4 Sec
Recharge: 8 Sec
Hex spell. for 10 seconds the next time target foe would be affected by an allied shout or chant, they are not and take 22...60 shadow damage.

Stalkers Promise:
Cost:10E
Time: 1 Sec
Recharge: 8 Sec
Hex spell. Must target a foe whos health is below 50%. for 15 seconds the next time target foe's health rises above 75%, that foe
takes 50...120 shadow damage and stalkers promise ends.

Talisman of toxins:
Time: 2 Sec
Recharge: 60 Seconds
Talisman: The next 1...5 times a nearby foe suffers from a condition, that condition lasts 33% longer.

Talismen of Chains
Time: 2 sec
Recharge: 20 Sec
Talismen: Your next 5 whip attacks deal +2...20 shadow damage.

World Of Gravity:
Cost: 25E
Time: 2 Sec
Recharge: 30 Sec
World Spell: Create a World of Gravity at your current location. For 7..20 Seconds Whenever a Foe in its range is healed that foe is knocked down.

World Of Insanity: { ELITE }
Cost:15E
Time: 2 Sec
Recharge: 40 Sec
Elite World Spell: Create a World Of Insanity at your current location. For 8...25 seconds Foes in the area cannot be cured from negative conditions and suffer from bleeding for 1...8 seconds whenever they are healed.


Acid Rain:
Cost: 15E
Downtime: 4 Sec
Recharge: 20 Sec
Burst Spell: For 10 seconds Acid rain falls down on target foes location. Nearby foes gain 8...33% less benefit from healing and suffer -1...3 health degeneration.

Disembowel:
Cost:10E
DownTime: 8 Sec
Recharge: 20 Sec
Burst spell: Target foe takes 1..13 shadow damage for each foe adjacent to your target ( maximum 100 damage ) If there are no foes adjacent to your target then target foe suffers from bleeding for 5...17 seconds.

Conjure Lava: { ELITE }
Cost: 5E
Downtime: 2 Sec
Recharge: 12 seconds
Elite Burst spell: For 3...7 seconds target foe is both crippled and set on fire
This is basically the same as if they had walked through lava ( enviornment effect

================================================== ==============
Forbidden Magic:

Magic focused on countering enemies and protecting yourself. All self protection spells and skills are here. Also includes spells that defensively buff whip attacks.

================================================== ==============


Outsourced pain: { ELITE }
Cost:5E
Recharge: 45 Sec
Elite Stance: For 8....30 seconds You gain +100 Maximum health and are immune to the effects of health degeneration.


Blacklight:
Cost:5E
time:1/4
Recharge:20 Sec
Enchantment spell. For 20 seconds The next attack skill used on you fails, and the attacker takes 35...75 shadow damage.
This skill ends prematurely if you take holy damage.

Binding Grasp:
Cost: 10E
time: 1 Sec
upkeep: 1 energy pip
Recharge: 12 Sec
Hex spell. As you maintain this hex, target hexed foe moves 25% slower and takes 1...27 shadow damage
whenever they use a stance.

Gripping Defense:
Cost: 10E
Recharge: 10 Sec
Stance: for 1...6 seconds you have a 75% chance to block attacks. Gripping defense ends if you attack or are not wielding a Whip.

Moonlight dash.
Cost: 5E
Time: 1/4 sec
Recharge: 12 Seconds
Enchantment spell. For 4 seconds, you move 25...50% faster then normal, and foes that target you with a spell have a 25...50% chance to become dazed for 4 seconds.


Shield of midnight:
Cost: 15E
Downtime: 4 Sec
Recharge: 20 Sec
Burst spell: All Enemy spells that are targeting target ally become interrupted. For each spell interrupted this way you take 25...15 shadow damage and all enemies interrupted this way become blinded and dazed for 1....8 seconds.

Mystic Parry:
Cost:5E
Recharge:10 Sec
Stance. For 2...4 seconds the next enemy spell that targets you fails, and one random nearby foe takes 20...50 shadow damage.

Ghosts whip:
Cost:10E
Time:2 Sec
Recharge:25 Sec
Enchantment spell. For 7...18 seconds you take 5 less damage from attacks and foes struck by your whip take +5 shadow damage.

Talisman of Reflection:
Time: 2 Sec
Recharge: 25 Sec
Talisman. The next 1...4 times you suffer from a condition, one nearby foe begins suffering from the same condition as you for the same duration.

Shared Torture:
Cost:10E
Time: 1 Sec
Upkeep: 1 energy pip
Recharge: 20 Sec
Hex spell. As you maintain this hex, target foe takes 1....5 shadow damage every second for each condition or hex you are suffering from. ( Max 20 damage )

Shared Curse:
Cost:5E
Time: 1 Sec
Recharge: 25 sec
Enchantment spell. The next time you become hexed, Foes adjacent to your location take 5...20 shadow damage each second for
the remainder of that hex's duration. ( Maximum 10 seconds. )

Lavaspike aura:
Cost:10E
Time:1/4 Sec
Recharge: 10
Enchantment spell. For 10 Seconds, Whenever you take elemental damage the foe nearest to your location
is struck for 15....40 fire damage and suffers from bleeding for 1.....8 seconds. This skill ends prematurely if you take holy damage.

Corrupt hex:
Cost:5E
Time: 1/4 Sec
Recharge: 30 Sec
Spell: Copy a hex and its remaining duration from target foe or ally to yourself. When the hex ends on you, all foes in the area take 30...75 shadow damage.

Stalkers haste:
Cost:5E
Recharge:30 Sec
Stance. for 7....20 seconds you move 25% faster. If Stalkers haste lasts its full duration the foe nearest to you takes 25....60 shadow damage when it ends.

Backlash wave:
Cost:10E
Downtime: 3 Sec
Recharge: 12 Sec
Burst spell. Target foes action is interrupted. if that foe was attacking or using non spell skill, that foe takes 5...20 shadow damage for each condition you are suffering from.
( maximum 80 damage )

Masochism :
Cost: 5E
Time: 1/4 Sec
Recharge: 25 Sec
Enchantment spell. For 20 Seconds you gain +20 Maximum health for each Condition or hex you are suffering from ( Maximum 20....200 health )
This skill ends prematurely if you take holy damage.

Talisman of protection:
Time: 2 Sec
Recharge: 45 Sec
Talisman. The next 1...4 times you take damage, that damage is halved.

================================================== ==============
NO ATTRIBUTE:
================================================== ==============

Reversal of Fate:
Cost: 5E
Time: 2 Sec
Recharge: 15 Sec
Hex spell. For 8 seconds all sources on target hexed foe that would cause health regeneration cause health degeneration instead, and all sources that would cause health degeneration other then Reversal of Fate cause health regeneration.

Cursed Veil
Cost:5E
Time:1 Sec
Upkeep: 1 energy pip
Recharge: 12 Sec
Hex spell. As you maintain this hex on target foe, hexes on that foe last 20% longer.

Flashout:
Cost:5E
Downtime:4 seconds
Recharge: 20 seconds
Burst spell: Remove one enchantment from target foe, if that foe was moving they lose any stance they are in.

Last edited by Master Ketsu; Mar 25, 2007 at 10:32 PM // 22:32..
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Old Mar 14, 2007, 06:59 AM // 06:59   #2
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Its good, fill with lots niffty new concepts and mechanics, a pretty good overall theme, and a few good skill examples. Also the provision of the weakness/strength shows that you are thinking well in term of balance and its playing role, as well as a good understanding to what the game and new class is about.

In Unique concepts department, all other seem alright, as just re-labling some of the stuff that already existed. What is really shinning and catch my eye is the Burst Spells. Nice job on that (thought remember seeing that somewhere befoe...mmm)

The split of attribute seem balance. But not really sure if need the defensiveness of the Forbiden magic line, as I would like to see them more forcuse as a damage spiker. I myself would go with some Demon summoning there.

But one last issue that I have problem with.... why are all whip fire damage?
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Old Mar 14, 2007, 03:40 PM // 15:40   #3
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Quote:
Originally Posted by actionjack

The split of attribute seem balance. But not really sure if need the defensiveness of the Forbiden magic line, as I would like to see them more forcuse as a damage spiker. I myself would go with some Demon summoning there.

But one last issue that I have problem with.... why are all whip fire damage?
The idea with forbidden magic is to balance it with others classes. Most classes have a line for defense and speed buffs, that was basically the idea of forbidden. Plus it gives the PvE'rs something to run. Most of the damage spiking would come from the primary "elitism" and black magic, and the whip. Forbidden was basically a protection spin off Blood magic: Instead of stealing peoples health, your reversing damage you would have taken to others.

When I made the class I was mainly thinking of 3 things:

1. I wanted a character who was actually dark and evil but not neccesarily associated with death. Also, a more direct "Armor ignorer" Necros and mesmers have damage ignoring skills, but the majority of them are indirect. Also, to reflect the dark nature, something that bases alot of damage off of punishing foes for using defensive skills and healing ( Yes, I still feel spitefull towards the lame nightfall HoH 6v6 builds that did nothing more then OMG DEFEND HOLD DEFEND UNTIL THEY RAGEQUIT AND HOLD ALTERS AND DEFEND UNTIL THEY RAGEQUIT ) Gw needs something more anti healing.

2. I wanted to make a class that focused on the middle range. Why ? Because no other class does.

Currently:

Rangers: Long to Very Long
Ritualists: Long to Very Long
Paragon: Earshot ( Area effect Long )
All the basic casters ( Monk, ele, necro, mesmer ) - Long
Dervish: "Nearby" range
Assassin: Adjacent with few midrange hexes.
Warrior:Adjacent

Hallow would be the first primarily midrange class. It would be fun to see what it would do to the metagame and how people play. It would be nice to see a midrange based class in the next chapter at least, or the chapter after that.

3.( This answers your question on the fire damage ) A true "50% fighter, 50% caster" class. So I came up with having innate elemental damage weapons to reflect that ( elemental like staffs, a weapon like others ) . Currently Gw has no true half caster half fighter. The closest is dervish, which is 2/3'rd fighter and 1/3 caster, then assassin which is 4/5 fighter.

Last edited by Master Ketsu; Mar 14, 2007 at 04:06 PM // 16:06..
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Old Mar 15, 2007, 03:45 AM // 03:45   #4
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I was going to reply earlier, but was busy with work.. and now lost my train of thoughts.....

Anyhow....

First I take my word back on the Forbidden Magic, as I just scanned the first skill ("Blacklight"), but in reading deeper, I see how its made different. But I would go one step deeper, and following more with the theme of heavy spiker, making it less of defensive, but more of a "double KO" type. By that I mean more skills and spells that hurts your enemy as you get hurt, that it would not protect you from taking damage, but make those who hurt you feel the pain as well (since there are many 2ndary you could take for protection already)


I see it with primary purpose of a Heavy Spiker. While a plausible, there are certain degree of fear about their balance in a PvP (especially when you get a group).

Could introduce a new element to the Chain/Whip call "Bind". It would be attacks that hook up or bind your oppoent with your chain, that would constrain their action, or allow you to follow up with additional attacks. Can only do one type of Bind at once, and in duration, you can not attack or move, but can still cast. example could be...

"Leg Bind"
For T second duration, you Bind your target with Leg Bind. Their movement is decrease by 25%, and can not move out of the range of your whip/chain.

"Tie of Hand"
For T second duration, you Bind your target with Tie of Hand. Their attack's speed is decrease by 33%. They can break the bind if move outside of your whip/chain's attack range.

"Dark Lighting"
For T second duration, you Bind your target with Dark Lighting. In duration, target foe will suffer X damage every second they are Binded. They can break the bind if move outside of your whip/chain's attack range.

"Trip Wire"
For T second duration, you Bind your target with Trip Wire. In duration, anytime target foe take damage while moving, he is knock down. They can break the bind if move outside of your whip/chain's attack range.

and so on.


And still don't think Chain/Whip should be fire damage, unless you make them like magical laso. And there are alot of half caster half fighter, just take Wa/Elm, or Elm/Wa, visa versa.
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Old Mar 15, 2007, 05:23 PM // 17:23   #5
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I like this.

/signed
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Old Mar 15, 2007, 05:55 PM // 17:55   #6
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first thing i thought was "Bleach" on the name, but then after reading it i kinda like the class.

mid ranged would be a good addition but there will be some complaints by monks if this gets implemented. so really it is viable and it seems it would be fun though i can see some balance issues that can be resolved later

/signed
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Old Mar 18, 2007, 07:13 PM // 19:13   #7
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Alright, Ive been mainly thinking about the whip at this point.

I might use the bind idea, but regardless I added more whip skills.

Ive also removed all ability to inflict deep wound, as its a bit overpowered for this class.
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Old Mar 25, 2007, 10:34 PM // 22:34   #8
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Version 0.8. Almost done. Im thinking about changing it up a bit now since if a version of this idea ever was implemented, it would be for guild wars 2.
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Old Mar 25, 2007, 11:09 PM // 23:09   #9
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How are you going to adjust it for GW2? I am intersted in hearing that.
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