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Old Jan 03, 2007, 05:25 AM // 05:25   #1
Desert Nomad
 
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Exclamation Crusader (Not like a silly king's man)

This is based off several ideas:
  • Snowball arenas allowed you to cast spells that were powered by adrenaline.
  • People posted like 3 Battle Mage topics, so it got me thinking
  • And of course the crusading element of sacrificing your life for your king... ok I lied in the title a bit. But not like the crusaders from our time like round table, killin for the cross, and whatnot.

I will warn you that some of these skills are creative and may be a tad overpowered. Feel free to knock down powerfulness at your discretion, just as long as it's constructive.

The class wears light blue robes with a covering of very thin, white, long robes, that are nearly invisible that drape down from their body on silver rings (male) or golden rings (female). These rings are around the ankles, wrists, neck, waist, elbows, and knees. These robes are often worn and torn, and are often used to conceal leather armor on the chest, shoulders, and legs.

Attributes:

Endurement: Primary attribute, you sacrifice 2% less life for each point in this attribute. (This means the percent of what you're sacrificing. So if you sacrifice 10% life at 5 Endurment, you'd be sacrificing 9% life. Might need a boost, I'll consider it.)
Invasive Magic: Magic that deals with cutting through defense and absorbing damage
Division Magic: Magic that stops things from happening and allows things to come to pass more easily.
Invocation: Magic that beckons strong beings to assisst your struggle.

This is a spell caster with wands linked to Invocation and Invasive, but instead of a focus, wields a shield linked to either Division or Enduremnt.

Endurement Skills:
Scream of Agony: 5E, 1C, 20R, Enchantment Spell. For 2...14 seconds your health sacrificing skills sacrifice half their base amount as long as you are under 50% health.
Relinquish Hope: 15E, 3/4C, 30R, Hex Spell. Target foe shares 1...6 of any hexes you are suffering from at a half of their normal attribute, and so do you.
Demise: 25E, 4C, 60R, Elite Skill. You sacrifice 100% health to drain 2...14 energy from each ally suffering from a hex.

Invasive Magic Skills:
Flesh for Flesh: 2C, 45R, Elite Signet. You sacrifice 40% health to deal 30...180 damage to target foe.
Stumble: 7Adrenaline, 1C, Hex Spell. For 2...8 seconds target foe is knocked down the next time they attempt to cast a spell on a foe.
Discreet Movement: 10Adrenaline, 10E, 1C, Skill. Target touched foe is dazed if they are hit from behind.

Division Magic Skills:
Overuse: 10E, 1C, 25R, Hex Spell. Target foe's skills cannot be used on the same target consecutively for 1...9 seconds.
Path of Glory: 15E, 1/4C, 30R, Enchantment Spell. Target ally cannot be hit by foes who aren't nearby for 3...15 seconds.
Delay: 15E, 1C, 10R, Enchantment Spell. For 1...6 seconds, anytime target other ally is interrupted, the interrupter is knocked down.

Invocation Magic Skills:
Beckon Suman: 25Adrenaline, 15E, 6C, Elite Realm Ritual. Sacrifice 66% health to invoke the wrath of Suman at your location. Suman deals 10...120 cold damage to the 3 closest targets after 10 seconds.
Beckon Corin: 3Adrenaline, 5E, 1C, Spell. Sacrifice 5% health to beckon the dog Corin to bite all foes adjacent to your target for 15...30 earth damage.
Call to Delleis: 15Adrenaline, 2C. Spell, Sacrifice 12% health to raise spikes from the horned goddess Delleis which deal 8...21 damage to all moving targets and heals all still targets for 40...105.

Perhaps some is over powered, but perhaps some is not. This is just a compilation to get the idea, there might not ever be certain things like a Ritual or Signet in this class, but this is all I'm putting for now so that people aren't overloaded. I'll sprinkle in more stuff later once I'm satisfied enough people are interested.

Last edited by Kai Nui; Jan 03, 2007 at 05:28 AM // 05:28..
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Old Jan 04, 2007, 05:30 AM // 05:30   #2
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id like it if it was melee.
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Old Jan 06, 2007, 05:19 AM // 05:19   #3
Desert Nomad
 
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I don't think that'd be good. An adrenaline based caster is something we don't have outside snowball arenas. I think it'd really add something to the game unique.
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Old Jan 06, 2007, 05:34 PM // 17:34   #4
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Well I haven't said it yet, so I'll say it on yours lol. Adrenaline is the rush of force within anyone, so an adrenaline-based caser wouldn't make any sense at all. People experience the rush of adrenaline when they're in danger or doing something dangerous, and it makes them stronger. It would make not a bit of sense to give a spell adrenaline when it's magic, not strength...if you know what I mean.
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Old Jan 06, 2007, 07:01 PM // 19:01   #5
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I like the attributes.

Scream of Agony is a good skill. Not quite sure what 'and so do you' means in relinquish hope, but to transfer SIX hexes to a foe is a definately 25e skill, 2 sec cast, at least. And even then, its too broken to see the light of day. What do you mean by 'drain' energy from the ally? Steal energy from your allies??

Flesh for Flesh is BROKEN. Stumble is cool. Discreet Movement would have to be something like 'if they are hit from behind while casting'. And have a duration.

Overuse is a nice idea for a skill, but might be way too powerful. Path of Glory is also interesting. Delay is nice. I like Division Magic.

Beckon Suman screams useless in PVP (6 sec cast, 10 sec delay? just freakin move), broken in PVE. Beckon Corin is interesting... all foes adjacent to your target, so this can also be used on a healing ball without approaching it, hitting all but one foe? Might just remove the energy cost for this one, doesnt seem very powerful. Call to Delleis likely wont come to pass, because it exceeds 255 adrenalin points required to cast (10 strikes). There are technical reasons to limit adrenalin at 10 strikes. Im assuming targets means 'creatures', ie, friend or foe?
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Old Jan 11, 2007, 02:42 AM // 02:42   #6
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Before I get to ubermancer's great input, I'd like to address Ghorta's question. I think adrenaline is fine for several reasons on a caster:
  • Snowball arenas has it, so it's already in the game.
  • Summoning god-like creatures to your aid means you have to be in danger (as in, you're hit from attacks enough to gain the adrenaline required to beckon)
  • Adrenaline is already fictional in the way Guild Wars uses it. If I get adrenaline in real life it doesn't go away by doing one certain kind of punch or kick and then come back after a while, etc... Just not how it is in the real world.

Quote:
Originally Posted by ubermancer
I like the attributes.

Scream of Agony is a good skill. Not quite sure what 'and so do you' means in relinquish hope, but to transfer SIX hexes to a foe is a definately 25e skill, 2 sec cast, at least. And even then, its too broken to see the light of day.

What I mean is if you were hexed with Life Siphon from someone who cast it at 12 blood magic, it would be _refreshed_ new on you at 6 blood magic and also on someone else for 6 blood magic.

What do you mean by 'drain' energy from the ally? Steal energy from your allies??

Lol. I don't know what the hell I was thinking here. Maybe I meant for this to be put on enemies. And since it's in this attribute, you can reduce the health sacrifice to less than 100%, I don't know exactly what I was doing there, I'll look into reworking it.

Flesh for Flesh is BROKEN.

I totally agree, I must have wandered off in the middle of making this skill, because I don't see this as working. Maybe bump it up to 60% sacrifice along with dealing 5...90 damage?

Stumble is cool. Discreet Movement would have to be something like 'if they are hit from behind while casting'. And have a duration.

Yeah, while casting is nice. But while NOT casting would be nicer I think, since they'll have to be standing still for me to get them with it.

Overuse is a nice idea for a skill, but might be way too powerful.

Yeah, I'm not exactly sure what to do with it, maybe have it build up a damage counter every time you use skills or attack the same target consecutively, once you hit or use a skill on a different target the hex ends and you receive all built up damage, unless it's removed by another means.

Path of Glory is also interesting. Delay is nice. I like Division Magic.

Beckon Suman screams useless in PVP (6 sec cast, 10 sec delay? just freakin move), broken in PVE.

Well it's the three closest targets, if everyone sees it and starts running, it's going to catch _somebody_, it's inescapable (unless the three closest are spirits or useless pets or something), and it takes a lot to throw out. Could be devastating in Hall of Heroes, I don't know, just trying to throw around variety to give an idea, not necissarily what would be in the class, if you know what I mean. Simply showing that there might be skills that take adrenaline, energy, and a health sacrifice altogether. I'll work on it though, probably change it completely.

Beckon Corin is interesting... all foes adjacent to your target, so this can also be used on a healing ball without approaching it, hitting all but one foe? Might just remove the energy cost for this one, doesnt seem very powerful.

Can be used on an ally or opponent, so you can use it on your warrior or on ball situations aswell. It can hurt your allies aswell. I might buff it it a bit damagewise, I'm not sure.

Call to Delleis likely wont come to pass, because it exceeds 255 adrenalin points required to cast (10 strikes). There are technical reasons to limit adrenalin at 10 strikes. Im assuming targets means 'creatures', ie, friend or foe?

Your assumption is right on targets meaning everyone.
I'll see what I can do to tweak this around, might add in a few more skills, but I'd like some more input, I hope I answered everything fully, I'd like everyone to feel free asking or saying something, I'm not going to bite you.

Kai Nui: I'm using Beckon Corin on Poster Below Me!
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