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Old Feb 12, 2007, 05:28 PM // 17:28   #1
Frost Gate Guardian
 
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Post Demonologist - Profession idea

The Demonologist

Demonologist is known as a superhuman beings that are not gods. They may be humans, or non-humans,seperable souls,
or discarnate spirits which have never inhabited a body. A sharp distinction is often drawn between these two classes

these people are known to use ''witchcraft'' and powers beyond hell.
My inspiration puts them to a higher level. As i image them, they would have mystical robes ( not like Dervishes )
aswell as they use silly large pointy hats. Demonologists have allot of resistance against fire type of spells and shadow damage. But they lack some defenses against other elements, and melee can sometimes be a burden if the player is regardless.

Demonologist has 4 energy regen.

Attributes

(Demonology ) ( Primary )
the demonologist has mastered and learned from his inner demon, to release the chaos and destruction.
for each second rank on Demonology, you will gain 1 energy for each hex that ends, or spells familiar to the profession.
Many other skills, such as ''Demonology'' will increase for each rank

(Art of Darkness)
the demon inside you fills your body with chaotic powers to fulfill your final goal on
many other skills, such as ''Art of Darkness'' will increase for each rank

(Witchcraft)

Demonologists can manipulate fear and anger for his pleasure.
many other skills, such as ''witchcraft'' will increase for each rank

(Summoning)

Demonologists can spawn evil creatures to serve and destroy earth.
Many other skills, such as ''Art of Darkness'' will increase for each rank


Armor type ( Tainted Armor is great to avoid shadow damage )
Tainted robe - 60 Armor, 10+ armor (vs shadow damage) 5 energy (Regen )
Tainted gauntlets - 60 Armor, 10+ armor (vs shadow damage) 5 energy
Tainted boots - 60 Armor, 10+ armor (vs shadow damage ) energy ( Regen )
Tainted Tatoo - 60 Armor, 10+ armor (vs shadow damage )
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Strength: the Unique hexes and spells can make him a formidable foe. he can allso counter hexes and spells.

Weakness: Some spells and curses will make it impossible for monks to fully heal a Demonologist

-------------------------------
Necromancers healing spells do not affect ''Demons'' nor does any healing.
Demonologists only gain 33% of the health whenever healed by Monk or Ritualist.
Boss color is black.
-----------------------------
in party the Demonologist is refered as Dem/
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Skills list
Art of Darkness skills

Touch of evil
En 5, Re 10, Ca 2

Target foe will be struck for 15...55 shadow damage and blinded for 2 seconds


Unholy Blast
En 10, Re 25, Ca 4

Adjucent enemies around you will be struck for 10....60 fire damage and if you were suffering from ''burning condition'' then the target is knocked for 2 seconds.

Awaken Disaster
En 10, Re 30, Ca instant

for 4....10 seconds you will
Turn into a burning sphere wich will track the nearest foe and struck him for 10....60 Damage. You are completely imune to Fire at this rate.


Consume Fire
En 25, Re 10, Ca Instant

for 5.....12 seconds. You will be set on fire, but instead of Degeneration. It will act as Regeneration. At this rate, you cannot lose health whille burning.
This Enchantment can not be Replied when you burn twice.


Wall of fire
En 15, Re 25, Ca 2

For 4...6 seconds. Create a wall of fire infront of you. Whenever foes cross the wall, they will be struck for 10....25 fire damage per 3 seconds. Wall of fire has 50% chance to block enemy targets


Pestilence
En 5, Re 10, Ca 1

Target foe is struck for 17....37 shadow damage. If target foe was suffering from a condition, then you strike for 50 more shadow damage.

Invisibility
En 15, Re 30, Ca 3

for 6...10 seconds. You will apear invisible for enemies. But this ends whenever you attack or move


Viper Flame
10 En, Re 15, Ca 1

Target foe is struck for 18....69 Fire damage. Viper Flame will remove any condition, but the condition is replaced by burning for 2 seconds
---------------------------------

Witchcraft skills

Terror
10 En, Re 15, Ca 2

For 4...12 seconds. Target foe is hexed with Terror. This will lower the characters energy by 5% and health by 10%


False Vision
10 En, Re 10, Ca 1

for 3....15 Target foe is hexed with False vision. This will make the Foe unable to be blinded, But whenever he was supposed to be blinded, he/she is struck for 50 shadow damage


Seal Power
10 En, Re 40, Ca 3

Hex. For 2....5 seconds. Target hexed foe will not lose any energy. But when the duration ends, the target will take 1...4 damage times the energy he used (max 150).

intimidate
10 En, Re 30, Ca 2

for 4....10 seconds. This Hex will decrease adrenaline, whenever the enemy foe misses an attack.


Hidden Truth
15 En, Re 20, Ca 3

for 4....8 hexed foe will lose his hex. After the duration ends, the hex will return with its remaining duration
-------------------------------

Summoning skills

Summon Infernal Guardian [E]
20 En, Re 35, Ca 2

Spawns a level 5....22 Infernal guardian. The owner will take 50 fire damage when Infernal guardian is spawned. You will lose 5 energy whenever The demon uses an attack. When infernal Guardian dies, Adjucent foes and you start burning for 5 seconds


Summon Imp
10 En, Re 25, Ca 5

Spawns a level 1....7 imp, that will Teleport to random friendly targets and give 2....6 energy. The imp dies when it has given 40 energy
---------------------------------

Demonology skills
En 15, Re 70, Ca 10

Release Demon [E]

( This is actually a *Form* un-removable, but is interruptable )

for 10...50 seconds you will release your demon. your skill bar will be replaced by a new one, with two skills. One is called; i shall burn, wich causes target foe to burn for 8 seconds, the other skill is called i will eat flames.
Wich will drain the fire to gain 20...44 health. Cold elements will deal 33% more damage whille in this form
------------------------------------

Dem/ has 480 health and 40 energy.
Sketch that i made ( dont laugh ^^ ) http://www.deviantart.com/deviation/48621833/

feel free to say whatever you want, i dont care, atleast i tried
------------------------------------------------------------
Many thanks to the supports

Jelloblimp
visitor
Wetsparks

Last edited by fleshvirus; Feb 15, 2007 at 03:25 PM // 15:25..
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Old Feb 12, 2007, 07:30 PM // 19:30   #2
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Quote:
Originally Posted by fleshvirus
The Demonologist
(...)
Attributes

(Demonology ) ( Primary )
the demonologist has mastered and learned from his inner demon, to release the chaos and destruction.
for each second rank on Demonology, you will gain 1 energy for each hex that ends, or spells familiar to the profession.
Many other skills, such as ''Demonology'' will increase for each rank
(...)
If you have a whole team of Demonologist spamming hexes around you would never run out of energy, maybe make it so energy is only given on own spells that run their duration (meaning if hex is removed in some way no energy is returned). On the same note, 7 "walls of fire" blocking an entire area is bad.

Couple of the other skills need adjusting but thats just details, overall a nice combination of attributes and a exiting class, thumbs up.
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Old Feb 14, 2007, 06:46 PM // 18:46   #3
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good idea however i noticed a pretty absurd part:
"sometimes fire wall can block characters

prehaps a bit clearer
otherwise good
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Old Feb 14, 2007, 09:22 PM // 21:22   #4
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I like this idea, mix it with a mesmer or necro that has a bunch of hexes. A good mix of both those previous classes which is the trend of mixing classes with these latest games.

BUT, the ability to just summon a creature out of nothing, that would be a big boost to MM builds and would have to be kept in check. For someone so intune with demons and dark magics, I think that healing magic would be less efective because of the fact that they deal with "evil" magic.
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Old Mar 21, 2007, 06:27 AM // 06:27   #5
Frost Gate Guardian
 
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so, i updated all the recent suggestions to this profession, awaiting any more demands or supprots ^^
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