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Old Feb 12, 2007, 01:38 AM // 01:38   #1
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Default Class Idea - Jhizun

Jhizun

P.1 Description

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.

II. Their kind has been known across the land of (*Insert New Continent Here*) as healers of sorts and mystical spellcasters. Feared by followers of Grenth, they vanquish their foes with Ancient Symbols which both condition and damage the foe.

P.2 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 Jhizun’s attacks are that of a staff’s speed, slow.

P.3 Attributes

Levitation (Primary Attribute) – Affects length of Ally Targeted Enchantments, Also you gain 3 health per 2 levels after a hex cast on you ends.
Dissipation – Affects Dissipation skills effects.
Cleansing – Affects amount of status restored by Cleansing spells.
Symbolism – Affects damage dealt by Symbol attacks.

P.4 Skill Examples

Levitation

Aura Of Mind – 10 Energy, 3sec Casting, 15sec Recharge. Enchantment. For 3…7 seconds target other ally has +1…2 energy regain. When this enchantment ends you lose 18…10 health for every second this enchantment lasted.

Raise Spirits – 15 Energy, 5sec Casting, 8sec Recharge. Spell. Target ally loses all conditions. This spell is disabled 2…1 second(s) for each condition removed.

Hearty Illusion – 10 Energy, ¼sec Casting, 15sec Recharge. Enchantment. For 6...12 seconds an aura is cast around you causing foes to target you if inside. While maintaining this enchantment attacks have a 60% chance to miss you. The aura will last 4…1 second(s) after the Enchantment ends.

Dissipation

Elude Attacks – 25 Energy, 1sec Casting, 30sec Recharge. Enchantment. For 5…20 seconds you cannot be targeted by projectile attacks and yours have a 50% chance to miss.

Forge Soul – 5 Energy, ½sec Casting, 5sec Recharge. Spell. A wave of energy shoots out at targeted foe causing 21…64 damage. This spell has half the range of other spells.

Unmentionable – 10 Energy, 3sec Casting, 10sec Recharge. Hex. Targeted Foe suffers from weakness for 3…7 seconds. Your foe is knocked down when this hex ends.

Cleansing

Forget And Forgive – 10 Energy, 5sec Casting, 20sec Recharge. Enchantment. When target ally dies, you die in their stead. You will automatically revive in 60…30seconds if not targeted by a resurrection spell.

Mend The Bones – 5 Energy, 1sec Casting, 5 Recharge. Spell. Target ally is healed for 42…187 health if they are suffering from a condition.

Balancing Flow – 10 Energy, 3sec Casting. Spell. Target ally is healed for 70…270 health. This skill has a 75% chance of failing and is easily interrupted.

Symbolism

Surrounding Lights – 5 Energy, ½sec Casting, 15sec Recharge. Symbol Attack. Target foe is blinded for 2…8 seconds if suffering from a hex. Otherwise this skills inflicts +5 damage.

Reaping Symbol – 10 Energy, 1sec Casting, 10sec Recharge. Symbol Attack. Target foe loses all conditions. For each condition lost, target foe suffers 10…30 damage.

Piercing Symbol – 3sec Casting, 8sec Recharge. Symbol Attack. Sacrifice 20% of your health. For each point of health lost, target foe suffers 2…5 damage.

P.5 Special Skills

Alright. Hopefully this will earn the 'Cool' Factor that has been talked about below. As with every class tehre is some form of skill that makes them uniquely different from others. For this class comes the usage of 'Bonds', which also plays along with their 'everything is linked' outlook. Bonds would be shown by thin lines connecting the Jhizun and another character, such as an Enchantment makes the pretty white cloud float around you. Note: All bonds will end if not in the range of the selected ally. Here are some examples:

(Bonds will fall under the 'Levitation' attrbiute.)
Healthy Bond - 10 Energy, 5sec Casting, 30sec Recharge. Bond. While maintaining this bond, all damage dealt to targeted ally is cut in half and sent to you. This bond will end if ally is not in range. This bond lasts for 15 seconds.

Fufilling Bond - 15 Energy, 5sec Casting, 45sec Recharge. Bond. Once damage drops target ally's health below 75%, they are healed for 75% of your health. This bond will end if ally is not in range.

Ta da! And there's the 'unique' thing that will hopefully earn them more respect by people.

Alright. That's my class idea. Any Comments/Flames/Changes/Suggestions would be great.

Good Day All.
~Innoccence

Last edited by Innoccence; Feb 12, 2007 at 10:45 PM // 22:45..
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Old Feb 12, 2007, 01:58 AM // 01:58   #2
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Its not too bad.. and the layout is pretty good, can see you put some time in making this post.

But its major weakness is that is sound like a Monk/Necro/Mesmer clone. Feel like most of the suggest skill could go into those classes. Also its missing that "cool" factor.

However, I must say.. I did spot something very unique. Something that I have not seen in all my years of reading concept class! "½"! How did you do that? I didn't even know you could do a half-symbol. WOW!
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Old Feb 12, 2007, 02:36 AM // 02:36   #3
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Haha thanks. I'll work on this over time. For now its more of a rough draft. Dunno I'll wait until I get more feedback on it. Thank you though ^ ^

(Oh and I typed this in 'Word' first, tis the way I made the 1/2 sign. XD Even though you probably knew that.)

~Innoccence
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Old Feb 12, 2007, 03:58 AM // 03:58   #4
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Good job laying out a nicely organized CC. Unfortunately, like actionjack says, I don't see how it offers much that isn't available with other classes. I'd say focus on creating truly unique aspects for the Jhizun. It's ok to have some crossover with other classes, but the very core of a new profession should offer something unique to gameplay. The identity could be tinkered with to have a "cool" factor that doesn't have right now.

Also, those Cleansing skills are incredibly powerful. o_O
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Old Feb 12, 2007, 09:42 PM // 21:42   #5
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Default Yes They Are Powerful But...

Quote:
Originally Posted by nebojats
Also, those Cleansing skills are incredibly powerful. o_O
Indeed they are but they all come with a catch. Here's another example of one:

Cleanse Thoughts - 15 Energy, 1sec Casting, 15sec Recharge. Spell. target ally is healed for 36...121 health. You lose the same amount that you restore to your ally times 4...2.

See? Haha I wanted them to be a healing class partly but I didn't expect to make it as easy as being a Monk

~Innoccence
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