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Old Jan 11, 2007, 10:21 PM // 22:21   #1
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Default Warlock

This is an adrenaline-using caster. That was also the beginning of the inspiration for this, the Fury ( http://www.guildwarsguru.com/forum/s...hp?t=10096655). Don't worry, the Warlock is envisioned quite a bit differently.

The Warlock (old English - oathbreaker) is like a cast-out elementalist. Cast out for being 'corrupted' by study of magic of the flesh and the emotions. Some are enthusiastic and warlike, some are quiet and studious, but all share a passion for raw power that drove them beyond the teachings of the elements.

The Warlock can look like a variety of things... potential "imaginings" include a rag-tag elemental robe, a dignified black and red robe, or loose-fitting maroon clothing sewn with black runes. As you may have guessed, the color theme for the Warlock is an ominous sort of dark red.

The attributes of the Warlock are as follows:
Passion (primary): The big effect of passion is that for every 2 ranks in Passion you gain 3 points (25 points to a strike is the ratio, I think) of adrenaline whenever a spell of yours does direct damage to an enemy (the progression is staggered 2-3-5-6-etc). This is the most diverse skill line. Under it are spells and skills that deal with the use, accumulation and manipulation of adrenaline, and of course a few defenses and self heals.

Elemental Arts: The elemental magic that the Warlock studied most is represented here... and surprise, it's mostly direct damage, the magic of destruction. Many of these spells will be similar to Elementalist counterparts, but there will be some blending of boundaries, with no damage over time or hexes applied. There will be plenty of AoE and a few conditions, and some adrenal spells, but mostly just damage. Some health sacrifice and adrenaline effects can creep in here as well.

Black Arts: This is the good stuff. Kind of like if Domination magic was learned by a Necromancer who always wanted to become a Warrior. Damage and subversion, health sacrifice, adrenaline and utility, all here. No team-helping spells, just awesomeness.

Power: Couldn't think of a better name for this, but generally just spells that deal with.. er... power. Give power to teammates in various aspects of play, perhaps by stealing it from enemies.

Last edited by Manfred; Jan 11, 2007 at 10:50 PM // 22:50..
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Old Jan 11, 2007, 10:46 PM // 22:46   #2
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Ooh, since I forgot to mention it, This would be a caster with 60 armor but only 3 recharge, with pagan-themed wands and staves.

And now, for sample skills.

Passion -
Taste for Blood[e] - Stance. For 15...25 seconds you sacrifice 2% health whenever you attack but gain double adrenaline from all sources. 5e, 30r

Drain Exitement - Spell. Target enemy loses 1...4 strikes of adrenaline. For each strike of adrenaline lost you gain 2 energy. 5e, 15r, 1s

Dark Renewal - Skill. You are healed for 20...100 hp. 2adr, 2s

Hunger for Battle - Enchantment Spell. For 6...10s, the next time target ally attacks, they gain 2..4 strikes of adrenaline. 2adr, 5r, 1s


Elemental Arts -
Red Lightning - Spell. Sacrifice 5% hp. Target foe and all adjacent foes are struck for 10...60 lightning damage. This spell has 25% armor penetration. 3adr, 1s

Fist of Earth - Spell. Target foe is knocked down and takes 10...50 earth damage. 6adr, 2s

Consuming Fire[e] - Spell. Sacrifice 15% hp. Target foe and all foes in the area take 30...90 fire damage. 10e, 10r, 2s

Blazing Light - Spell. Target foe and all adjacent foes are struck for 10...50 fire damage and are set on fire for 1...4 seconds. 5e, 10r, 1s


Black Arts -
Debilitating Hatred - Hex Spell. For 5...13 seconds, spells cast by target foe targeting enemies have a 25% chance to fail. 6adr, 2s

Shared Pain - Spell. Sacrifice 10% hp. Target foe takes 20...70 damage, loses 2..5 energy and 1..4 strikes of adrenaline. 10e, 10r, 1s

Regret - Hex Spell. For 6...10s, the next time target foe attacks, that attack is interrupted and that foe loses 2...5 strikes of adrenaline. 4adr, 5r, 1s

Painful Meddling[e] - Hex Spell. For 5...9s, the next time target foe cast a spell targeting an enemy, that spell is disabled for an additional 10..25s and that spell's target becomes the hexed foe. 5e, 15r, 3s

Power-
Power Grab[e] - Spell. Target foe loses 3..8 energy, and you gain 2 energy for each point lost. You steal 10...50 hp from target foe. 7adr, 15r, 1s

blur ble blur, give health to allies from you, give adrenaline, make the next attack by target foe transfer energy and hp to the atackee, etc.

Last edited by Manfred; Jan 11, 2007 at 11:15 PM // 23:15..
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