Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Sardelac Sanitarium

Notices

Reply
 
Thread Tools Display Modes
Old Dec 25, 2006, 04:34 PM // 16:34   #1
Ascalonian Squire
 
silence.renegade's Avatar
 
Join Date: Oct 2006
Guild: Can't remember
Profession: A/R
Advertisement

Disable Ads
Default The Sorcerer

Sorcerer

The sorcerer is the commandant of all of the mists. He controls djinn, titans and various other terrifying entities. He binds them to his will using runes and pentacles.
His basic energy is 30, with armour that increases energy he can stand up to 45. With a good energy knife (maximum +25 energy) he can storm the land with 70 energy. And with those stupid almost useless runes of attunement he can have max of 80. That almost can level with an ele.

Armour

Chalk Rune – one for each attribute.
Body wrap – choice of extra energy, extra armour again the elements or extra armour against physical damage.
Gloves – same as above.
Robes – same as above.
Runic Sandals – same as above.

Weapons

Knives (for drawing runes, not for stabbing people, however these guys do ranged attacks so they are throwing knives.) And shields (attributes being accuracy and magical knowledge.)

Attributes

Accuracy –Many skills, especially runes become more effective with higher accuracy.
Magical Aptitude – Primary – Every time you cast a rune, you gain 1 energy for every 2 ranks. Many skills, especially those associated with Pentacles, become better with higher aptitude.
Magical Knowledge – Decreases the casting time of spells by 1% for every point in magical knowledge. Many skills, especially djinni spells, become more effective with higher Magical Knowledge.
Knife Mastery – Knife Mastery increases the damage that you do with your knife. Many skills, especially attack skills, become more effective with higher Knife Mastery.

A Short Talk On How To Understand Runes And Pentacles

Runes are the binding symbols of spirits from the Mists. Masters do not summon spirits, however, like Ritualists. Rather they bind their magic to their will. By summoning them into their runes they can use them to cause desirable effects to enemies. However as all spirits that are summoned into runes are malign and irritable they will not cause healing or anything like that to the team. Runes, however, are not very powerful on their own. All that runes can do is summon the spirit and give it a special effect. Runes that are within a Pentacle are twice as powerful (literally all runes within it last 2x as long and their effects are 2x as powerful). Also Pentacles are given certain abilities. Pentacles cannot summon on their own, they need the runes. However Pentacles can produce bonus effects to the spirits summoned within. Pentacles appear as small five pointed stars on the ground. However their AoE is that of the Danger Area. All runes inside have that range as well rather than just nearby.

Sample Skills
Accuracy

Binding Rune – Energy:15 – Activation:2 – Recharge:20 – Rune
Add a binding rune to your location/Pentacle. All enemies nearby are slowed down by 33%...66%. This rune fades after 7…14 seconds.

Unleashed Rune – Energy:25 – Activation:3 – Recharge:35 – Elite Rune
Add an Unleashed Rune to your pentacle (Note: Must be a pentacle for this particular rune.) All enemies nearby are set on fire and take 25…35 damage each second. This rune fades after 3…7 seconds.

Magical Aptitude

Titan Pentacle – Energy:20 – Activation:2 – Recharge:20 – Pentacle
Create a Titan pentacle at your location. All runes summoned within cause 15…25 damage every second to all foes within the area. This pentacle fades along with all of its runes inside after 30…45.

Crippled Pentacle – Energy:20 – Activation:3 – Recharge:40 – Elite Pentacle
Create a Crippled Pentacle at your location. All enemies that enter become crippled for 12…23 seconds. This pentacle fades without its runes after 29…44.

Magical Knowledge

Flurry of Blades – Energy:10 – Activation:1 – Recharge:20 – Djinni Spell
Summon a bladed djinni to your location. The djinni attacks target foe for 5…8 seconds. Each successful hit cause 28…48 damage. This djinni fades when it stops attacking.

Healing Wings – Energy:5 – Activation:2 – Recharge:10 – Spell
For 4…8 seconds you have +8 health regeneration. When this spell ends, if you are within a pentacle you all other party members have +3 health regeneration, for 6..9 seconds.

Unimaginable Pain- Energy:15 – Activation:5 – Recharge: 10 – Elite Djinni Spell
Summon an Unbearable Djinni to your location. Whenever a foe attacks you, or if you are within a pentacle any other party member within that pentacle, that foe gains these conditions: Poison for 5…9 seconds, Disease for 5...7 seconds, Bleeding for 7…14 seconds, Crippled for 5…8 seconds and Deep Wound for 5…8 seconds. However if you attack you also gain the listed conditions.

Knife Mastery

Embedding Throw – Energy:5 – Activation:1/4 – Recharge:20 – Knife Attack
Throw an embedding knife at target foe. Target foe is interrupted. If you were standing in a pentacle when you used this skill, then target foe is knocked down.

Earthshattering Throw – Energy:10 – Activation:3 – Recharge:25 – Elite Knife Attack
Throw an Earthshattering throw at target foe. This strikes for +22…44 damage, and all nearby foes are knocked down. If you are near a rune then this strikes for an additional 12…24 damage, and if you are within a pentacle all nearby foes to your target take 12…30 damage.

(note every reference to master actually means sorcerer, master was the pre-name)
(read below for primary changes)

Last edited by silence.renegade; Dec 27, 2006 at 10:49 AM // 10:49..
silence.renegade is offline   Reply With Quote
Old Dec 25, 2006, 05:09 PM // 17:09   #2
Pre-Searing Cadet
 
kingofrandom's Avatar
 
Join Date: Dec 2006
Guild: Deaths Fist
Profession: D/Mo
Default

i would change the energy stuff goin on with it, i mean up to 80, thats redunkulous, and yes elementalists can get that high, thats because they have an attribute for that. no item in the game allows for up to +25 energy either. might switch around the weapon for it, assassins have knife mastery. and maybe change the attribute power of magical knowledge to have it more like 2 or 4 percent, because otherwise it doesn't make a difference. or change it all together its too much like mesmers fast casting. not enough info on the accuracy attribute. otherwise, interesting. just could use more originality.
kingofrandom is offline   Reply With Quote
Old Dec 25, 2006, 05:52 PM // 17:52   #3
Lion's Arch Merchant
 
kKagari's Avatar
 
Join Date: Aug 2005
Default

a 2ndary attribute to almost even up to fast casting? goodbye mesmers?
kKagari is offline   Reply With Quote
Old Dec 25, 2006, 06:38 PM // 18:38   #4
Krytan Explorer
 
Etrik's Avatar
 
Join Date: Jun 2006
Location: Romania
Guild: None atm
Profession: Mo/
Default

Oh god, it's a satanist mesmer/sin/monk summoner with Estorage. God help us all.
Etrik is offline   Reply With Quote
Old Dec 26, 2006, 05:38 AM // 05:38   #5
Frost Gate Guardian
 
platnium_playa's Avatar
 
Join Date: May 2006
Guild: the luxon scourge
Profession: W/
Default

Quote:
a 2ndary attribute to almost even up to fast casting? goodbye mesmers?
lol me/sorcerer...fast cast+2ndry fast-cast..overpowered? nah.
platnium_playa is offline   Reply With Quote
Old Dec 27, 2006, 10:46 AM // 10:46   #6
Ascalonian Squire
 
silence.renegade's Avatar
 
Join Date: Oct 2006
Guild: Can't remember
Profession: A/R
Default

Quote:
Originally Posted by kingofrandom
i would change the energy stuff goin on with it, i mean up to 80, thats redunkulous, and yes elementalists can get that high, thats because they have an attribute for that. no item in the game allows for up to +25 energy either. might switch around the weapon for it, assassins have knife mastery.
ill take that into account, sorry about that +25 energy, i meant +15 energy like on those green staves. so max of 70 energy and going down
magical knowledge - now decreases recharge time by 2% of runes and pentacles (therefore less use for mesmer primaries)
oh yeah and eles can now go over 100 or more energy.
changed name of knife mastery to technique, same stats.
sorcerers are ranged, assassins are melee

Last edited by silence.renegade; Dec 27, 2006 at 10:57 AM // 10:57..
silence.renegade is offline   Reply With Quote
Old Dec 28, 2006, 06:17 AM // 06:17   #7
Desert Nomad
 
BahamutKaiser's Avatar
 
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
Default

I think you were pretty creative here, but it has alot of flaws. Another example of how trying to develop actual skills only backfires with debate about whether the skills are balanced, instead of focusing on different types of abilities which the class would offer.

I don't have time to examine it, it is late and I am strapped for time lately, but there is some stuff here which might be fun if implemented, I will try to recognize it later.
BahamutKaiser is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 09:49 AM // 09:49.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("