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Old Dec 23, 2006, 04:19 AM // 04:19   #1
Frost Gate Guardian
 
Join Date: Dec 2006
Guild: LaZy
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Default Haze

Concept: The Haze is a type of spellcaster with abnormal ethereal powers. Their spells are based around manipulation of the unseen world to affect the world that they live in. Unlike Ritualists, who call forth spirits to protect and deal damage from this world, a haze will manipulate something with ties to that other realm to create a material effect in this one.

Special abilities: A haze has the ability to hex foes for an indefinite amount of time with the penalty of -1 energy regeneration. This class introduces maintained hexes, similar to maintained enchantments. A maintained hex will be removed if the Haze dies, it is removed by spell, the Haze removes, the Haze runs out of energy, or the Haze goes out of range.

Charge Spells: A haze also has another new type of spell called a charge spell. The charge spell is a spell that gains power with each use within a certain time frame. If the spell is interrupted, or if the time limit runs out then the charge is negated and it returns to it's base.

Example: Bluebell Flames. spell. Target foe takes 15 fire damage. Every time this spell is used within 15 seconds, it deals an additional 10...15 fire damage (max 90 damage). Energy: 5 Cast time: 2 Recharge 10

Attributes:
Ether: (primary attribute) Spells related to the manipulation of the ethereal world can be found here. For every point in ether, charge spells recharge 1/4 second faster.

Phase Shifting: no inherent effect. A haze's defensive enchantments are often found in here, but there are a few notable offensive skills as well.

Vision: for every point in vision you gain a 1% chance to dodge projectiles. vision has a peculiar mixture of healing spells and maintainable hexes.

Horrors: no inherent effect. Most offensive magic is found here. The most powerful charge spells, and a couple energy management skills, are located here.

Torments: no inherent effect. hexes and spells located in here. This heavily maintainable hex focused.


Sorry guys I might short change you on this. I'll try to get this done later if I give up halfway through, I'm just tired as it is nearly midnight here and I awoke at 6 this morning.


Skills:
Ether:
Energy Flux: spell. For every hex on target foe, gain 1...3 energy (max 4...17). Energy: 5 cast: 1 recharge: 20

Ghostly Mask: enchantment. Charge spells you cast cost 15...50% less for 15...60 seconds. Energy: 10 cast: 1 recharge: 60

Phase Shifting:
Rapid Phasing: stance. For 5...15 seconds, you evade attacks by shifting in and out of the ethereal realm. Each spell you cast costs 1 extra energy, and all maintained hexes are ended when you enter this stance. You cannot maintain a hex while Rapid Phasing. Energy: 5 Cast: 0 Recharge: 30

Vorpal Sending: spell. Target touched foe takes 20...60 damage is teleported to a nearby location. Energy: 10 Cast: 1/4 second Recharge: 30 seconds

Ether Shield: enchantment. Target ally is shielded by ethers and all spells against that ally deal 5...12less damage for 10...22 seconds. Energy: 10 Cast: 2 Recharge: 20

Vision:
Link Fate: maintained hex. Target foe is hexed with Link Fate. Everytime that foe places a condition upon an enemy, that foe also recieves that condition. Whenever a condition on that foe ends he takes 5...25 damage. You have -1 energy regeneration while you maintain this spell. Energy: 10 Cast: 2 Recharge: 15

Repair Ethers: spell. target ally is healed for 30...50 health for each hex you are maintaining. (maximum 140). Energy: 5 Cast: 1 Recharge: 5

Absorb Energy: enchantment. For 10 seconds the next time target ally takes damage from a spell, that damage is negated and enchanted ally plus all adjacent allies recieve 25...75 health. Energy: 10Cast: 1 Recharge: 8

Horrors:
Bluebell Flames (up near the top) falls under horrors.

Drain Charge: spell. For every spell that has been charged, you gain 5...7 energy. All charges are negated. Energy: 5 Cast: 2 Recharge: 30

Burning Whisps: charge spell. Target foe and all adjacent foes take 10...30 fire damage and are set on fire for 1 second. Everytime this spell is used within 30 seconds it deals an extra 10 fire damage (max 80) and sets foes on fire for an additional 1 second (max 4). Energy: 15 Cast: 3 Recharge: 10

Torments:
Distracting Images: maintainable hex. while target foe is hexed with taunting images, target foe takes 1 extra second to cast enchantments and hexes. While you maintain this hex, enchantments target foe casts drains 3...1 energy from all adjacent foes. You have -1 energy regeneration while you maintain this hex. Energy: 15 Cast: 2 Recharge: 30

Forbidden Secrets: maintainable hex. while target foe is hexed with forbidden secrets, everytime target foe uses his elite skill, you drain 20...50 health. You have -1 energy regeneration while you maintain this hex. Energy: 10 Cast: 1 Recharge: 25

Ether Fog: spell. Create an ether fog at target foe's location. For 10 seconds all foes in the ether fog cannot attack and move 10...25% slower. Energy: 25 Cast: 3 Recharge: 45

Last edited by shifting shadows; Dec 23, 2006 at 04:56 AM // 04:56..
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