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Old May 09, 2006, 03:51 AM // 03:51   #41
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Defiler.....heh pretty cool and u must have alot of time on ur hand to detail this
/signed
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Old May 16, 2006, 10:47 AM // 10:47   #42
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Quote:
Originally Posted by Fargin Scotchsman
instead of holding weapons, why not have glove like things with sharp pointy objects attached to them, more like a "surgeon" type feel, looks cool, dithec cheezy "needle" thing so he/she doesnt sound like hes gunna sew sumthin, i can jus see it now.......

you: "I'm weilding Barbed Needles of Fortitude."
ally: "wut, u gunna sew the enemy a jacket?"
Haha, mate, you got a good point there. I will have to come up with a suitable replacement for the "needles".
Quote:
Originally Posted by Frostie Arrows
the skill jinxed 1 is way way 2 overpowered if u was 2 use it then jinxed endurance u would have alot of health and energy regin


i like the idea of a martyr for hexes but that is just way 2 much
Aye, now the 2 skills you mentioned are Elite Skills and cannot be used together. Perhaps the issue of "way way 2 overpowered" is resolved now?
Quote:
Originally Posted by ctrl alt da leet
Nice work. Screams remind me of barbs from D2 heh.
Thanks for the compliment, mate, but the "Screams" concept has been scrapped. Perhaps I should reinstate it?
Quote:
Originally Posted by Dark Suoon
must have alot of time on ur hand to detail this
Aye, Rome is not built in a day.

Thank you for all your replies.
Your feedbacks are invaluable and is much appreciated.

Feedback, in any form, be it positive or negative, is much appreciated.
Thank you for your time.
Cheers.
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Old May 25, 2006, 08:14 AM // 08:14   #43
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No feedback from the public, so I believe its time for a thread revival.

What's updated:
- "Needle" weapon type changed into "Claw" weapon type
- renamed "Miasma" back into "Fumes", since there is a Necromancer spell called "Vile Miasma" in Factions
- changed "Fumes" into "Gas Spells"
- "Eye Stab" renamed into "Face Stab"
- "Apply Infected Blood" renamed into "Spread Infected Blood"
- "Spread Infected Blood" changed from "Preparation" into "Manipulation Spell"
- "Total Acquisition of Conditions" changed from "Skill" into "Spell"
- "Defiled Armor" changed from "Stance" into "Manipulation Spell"
- "Blighted Armor" changed from "Enchantment Spell" into "Manipulation Spell"
- "Sphere of Hexes" renamed into "Blighted Sphere"
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Old May 25, 2006, 05:22 PM // 17:22   #44
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I will help you bump it too
/bump

but you are changing it too much. Should let it go... and move on to someone new.
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Old Jul 01, 2006, 01:28 AM // 01:28   #45
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Updates:
- edited "Associated Colour"


Hmmm... not much changes yet.

I know I need to add in a "Hex Control" spell to deal with hexes that causes your character to miss, for example, hexes like: Blurred Vision, Reckless Haste, Spirit of Failure, Price of Failure

Reviving this thread since Ken Dei started a voting thread about concept classes, so I figured I would show my baby to the GuildWarsGuru.com community and get some feedback.

Comments, feedback is much appreciated.
Cheers.
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Old Jul 07, 2006, 11:51 PM // 23:51   #46
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Um... I like this a lot.

But you only have 30ish energy and you have a spell that costs 25 energy.

Maybe you could have somthing similar to adrenaline? I probobly spelled that wrong.

Also;

D/N FTW!

You could be a Defiler/Necro and use all the skills that put conditions on you to be 'UBERPOWERFUL!'

And, for the weapon, is it close up, or a ranger type of thing?

Just curious.

Anyways, I like this 'sson to be profession'. :P

And I would 100% for sure play it if I could be a D/N.
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Old Jul 08, 2006, 10:50 AM // 10:50   #47
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Quote:
Originally Posted by Puebert
Um... I like this a lot.
Thanks for the support, perhaps you would be able to cast your vote for this concept class in the following thread?
Concept Class Listing Vote Thread.
The Defiler concept class is listed as #18

Quote:
But you only have 30ish energy and you have a spell that costs 25 energy.
Aye, this is for balancing purposes. Till now I have suggested 3 types of armor sets for this Defiler concept class, there could be 3 more types of armor sets since each profession has 6 types of armor sets.

For the time being, this set:
Wretched set
+6,+4,+2,+2 energy

Provides +14 energy, thus allowing the Defiler to have a total of 34 energy at his or hers disposal, with an AL of 70.

Quote:
Maybe you could have somthing similar to adrenaline? I probobly spelled that wrong.
Well, the primary profession Defiler has already a primary attribute that grants energy and health when the Defiler suffers or recovers from any hex or condition. I think we'll best leave leave the adreline thingie to the Warriors and let the Defiler juggle with the hexes and conditions. Remember, too much hexes and conditions and without the right remedy, the Defiler still can die.

Quote:
Also;

D/N FTW!

You could be a Defiler/Necro and use all the skills that put conditions on you to be 'UBERPOWERFUL!'
Agreed. Though remember that we only got 8 slots to put into our skill bar.

Quote:
And, for the weapon, is it close up, or a ranger type of thing?

Just curious.
The claws are meant to be a close up weapon, like the Assasin's dual wielding daggers.


Quote:
Anyways, I like this 'sson to be profession'. :P

And I would 100% for sure play it if I could be a D/N.
Thanks again for the support, hopefully you can cast your vote in the thread mentioned above.

Cheers.

Last edited by Tuoba Hturt Eht; Jul 08, 2006 at 10:53 AM // 10:53..
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Old Jul 08, 2006, 11:25 AM // 11:25   #48
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This is a neat idea something to make hexers and condition givers afraid of.
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Old Jul 08, 2006, 07:24 PM // 19:24   #49
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I'm sorry, but I don't want to vote. Regardless o how well you've made this build and how much thought you've put into it, I can't bring myself to voting for some of those other rediculous (sp) builds.

If I could vote for one, I'd vote for you.

On another note, I think this build relies on conditions/hexes far too much (I know this had been said before) so how about making traps or something that poison or disease like Vipers Nest? It'd give something the Defiler to do instead of waiting for hexes/conditions.

I didn't look at all the skills (far too lazy) but I don't think you have much healing. Other than Plague Mastery.
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Old Jul 08, 2006, 08:46 PM // 20:46   #50
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Quote:
Originally Posted by Puebert
I'm sorry, but I don't want to vote. Regardless o how well you've made this build and how much thought you've put into it, I can't bring myself to voting for some of those other rediculous (sp) builds.

If I could vote for one, I'd vote for you.
Mate, you can vote for only one, don't mind Ken Dei and his mininum 3 votes thingie.
I would appreciate the support.


Quote:
On another note, I think this build relies on conditions/hexes far too much (I know this had been said before) so how about making traps or something that poison or disease like Vipers Nest? It'd give something the Defiler to do instead of waiting for hexes/conditions.
Well, I would say, instead of "waiting for hexes and conditions", you can use skills to acquire them.

Anyway, that's why I've come up with the melee weapon idea for this profession, the claw like weapons with big needles attached onto them.

This concept class - Defiler is meant to be an unique Melee profession, I am not sure how sucessful I am at that though.

Quote:
I didn't look at all the skills (far too lazy) but I don't think you have much healing. Other than Plague Mastery.
Well, you are right about that, not much direct healing, but a few very powerful healing skills, though a bit conditional.

To quote those skills:
(If you can come up with better names for the skills, please do so. )

---------------------------
Plague Mastery
---------------------------
Jinxed Fix Skill | 5e | 1/2s C | 15s R
Receive 5+5X health healing and 1+X/10 energy for each hex and condition on you.

Jinxed Endurance Elite Skill | 5e | 0s C | 15s R
For 10+X seconds, gain extra 5+5X health and 1+X health regeneration, for each hex and condition on you.

----------------------------
Plague Control
----------------------------
Defiled Regeneration Skill | 5e | 0s C | 15s R
For 5+X seconds, you ignore the effects of Bleeding, Poisoned, Dieseased, Burning
Whenever you are
Bleeding, lose 5 energy and gain +3 health regeneration
Poisoned or Diseased, lose 5 energy and gain +4 health regeneration
Burning, lose 5 energy and gain +7 health renegeration

(I think this one ^^^ is a bit too powerful, needs some tweaks)

------------------------
Blight Control
------------------------
Blight Damages Denied Skill | 5e | 0s C | 15s R
For 10+2X seconds, if you are to take damage or have your health stolen from a hex, up to 10X of that damage or stolen health is prevented and you are healed for that amount instead.

Blighted Regeneration Skill | 5e | 0s C | 15s R
For 10+2X seconds, if you are to suffer health degeneration from a hex, up to 2X of that health deneration is prevented and you gain that amount of health renegeration instead. Bonus Health regeneration ends if you are no longer suffering from health denegeration hexes.


===============

Just wondering have you read about these skills yet?
I realise that some of these skills that I made up could be unbalanced, but since not much people have commented on them skills, I have yet to "balance" them all yet.

Cheers.
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Old Jul 08, 2006, 11:49 PM // 23:49   #51
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i love this class so far, keep up the good work. I would make a suggestion but im no good at making classes and skills and stuff

Apart from that i will say that having a defiler on the team will mean a realy rethink for monks, as any selfrespecting monk has hex and condition removal down to a twitch and that twich is hard to shake off even when im playing as another class i cant stand seeing those little arrows in the party window lol.

As i said, dont get discouraged, this is a very good concept and i would like to see i in action

good luck
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Old Jul 08, 2006, 11:56 PM // 23:56   #52
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just like to add that i just voted for this thread and i realy do hope anet takes a look
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Old Jul 11, 2006, 10:45 PM // 22:45   #53
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Thanks for the support.

Quote:
Originally Posted by Istari
I would make a suggestion but im no good at making classes and skills and stuff
Well, if you are interested and have the time, you can go through the many skills that have been proposed for this concept class, and see if any of them are overpowered, or could use some tweaks.


Added some new skills:

Plague Magnet Skill | 10e | 2s C | 30s R
For 10+3X seconds, you will transfer a condition from nearest random ally in the area onto yourself every 3 seconds. You lose 2 energy each time you acquire a condition this way.

Blight Magnet Skill | 25e | 2s C | 30s R
For 10+3X seconds, you will transfer a hex from nearest random ally in the area onto yourself every 5 seconds. You lose 3 energy each time you acquire a hex this way.
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Old Jul 11, 2006, 10:46 PM // 22:46   #54
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Thanks for the support.

Quote:
Originally Posted by Istari
I would make a suggestion but im no good at making classes and skills and stuff
Well, if you are interested and have the time, you can go through the many skills that have been proposed for this concept class, and see if any of them are overpowered, or could use some tweaks.


Added some new skills:

Plague Magnet Manipulation Spell | 10e | 2s C | 30s R
For 10+3X seconds, you will transfer a condition from nearest random ally in the area onto yourself every 3 seconds. You lose 2 energy each time you acquire a condition this way.

Blight Magnet Manipulation Spell | 25e | 2s C | 30s R
For 10+3X seconds, you will transfer a hex from nearest random ally in the area onto yourself every 5 seconds. You lose 3 energy each time you acquire a hex this way.
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Old Jul 12, 2006, 10:49 PM // 22:49   #55
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Amendment to skills:
----------------------------
Plague Control
----------------------------
Defiled Regeneration Skill | 5e | 0s C | 15s R
For 5+X seconds, you ignore the effects of Bleeding, Poisoned, Dieseased, Burning
Whenever you are
Bleeding, lose 5 energy and gain +3 health regeneration
Poisoned or Diseased, lose 5 energy and gain +4 health regeneration
Burning, lose 5 energy and gain +7 health renegeration

Revised to:
Defiled Regeneration Skill | 5e | 0s C | 15s R
For 5+X seconds, you ignore the effects of all health degeneration conditions. Each time you would experience health denegeration from any health degeneration condition, you experience that much health regeneration instead and loses 2 energy for each point of health regeneration gained. Bonus Health regeneration ends if you are no longer suffering from health denegeration conditions.

------------------------
Blight Control
------------------------
Blighted Regeneration Skill | 5e | 0s C | 15s R
For 10+2X seconds, if you are to suffer health degeneration from a hex, up to 2X of that health deneration is prevented and you gain that amount of health renegeration instead. Bonus Health regeneration ends if you are no longer suffering from health denegeration hexes.

Revised to:
Blighted Regeneration Skill | 5e | 0s C | 15s R
For 5+X seconds, each time you are to suffer health degeneration from any hex, lose 3 energy and you gain that amount of health renegeration instead. Bonus Health regeneration ends if you are no longer suffering from health denegeration hexes.
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Old Jul 12, 2006, 11:39 PM // 23:39   #56
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Maybe a hex that prevents conditions from being removed.

Impede cleansing 10e l 1s C l 20c R

For 3-13 seconds, conditions on target foe cannot be removed.

Something so monks can have a harder time removing conditions since they are very easily removed now.
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Old Jul 13, 2006, 10:22 PM // 22:22   #57
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Changes:
- Afflicter's Set renamed to Jinxed Set
- Defile Area renamed to Plague Ward

Old Skills revised:
---------------------------
Plague Mastery
---------------------------
Plague Ward Elite Ward Spell | 25e | 3s C | 30s R
For 10+2X seconds, remaining durations on all conditions and hexes are frozen. All hexes and conditions cannot be removed.
(area of effect is same as wards' area of effect)
(cannot be removed, but can be passed around)



New skills added:
----------------------------
Plague Control
----------------------------
Impede cleansing Hex | 10e l 1s C l 20c R
For 1+X seconds, conditions on target foe cannot be removed.

Ward of Defilement Ward Spell | 10e | 3s C | 30s R
For 10+2X seconds, remaining durations on all conditions are frozen. All conditions cannot be removed.
(area of effect is same as wards' area of effect)
(cannot be removed, but can be passed around)

------------------------
Blight Control
------------------------
Blight Ward Ward Spell | 15e | 3s C | 30s R
For 10+2X seconds, remaining durations on all hexes are frozen. All hexes cannot be removed.
(area of effect is same as wards' area of effect)
(cannot be removed, but can be passed around)
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Old Jul 13, 2006, 11:43 PM // 23:43   #58
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Quote:
Originally Posted by Nevin
Needles actually give it a creepy feeling. I have a huge fear of needles, I haven't gotten a blood test since I was 8. But anyways, I'm gunna try and look up some pics of what would be a valid plaguemaster.

Edit: Cannot find pictures, so I'll type up what my vision of a plague master would look like. Shame my scanner is broken otherwise I'd draw an example.

Skull like masks, gas masks, or anything resembling death to cover their naturally deranged faces. Armor resembling assassin + necromancer, with viles strapped to their calves or forearms. An extended needle strapped onto their right forearm with some sort of "Mixer", something that rotates around the beginning (Not tip) of the needle to inflict different conditions. Over all that, most of their armors would include a sleeveless cloak with or with out a hood.

Heres a few links that SORTA resembles what I'm thinking of
http://www.miniaturespace.net/images...20assassin.jpg
http://www.miniaturespace.net/images...ss%20Front.jpg
Heh, that second link looks like my idea of what the Gunslinger concept class should look like, just with a taller hat than I'd like.
Also, this has turned into a pretty great class, congrats.
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Old Jul 14, 2006, 11:06 AM // 11:06   #59
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Thanks, Rikimaru.

Due to "fierce competition" of Concept Classes in Sardelac Sanitarium, I now bring you "half-daily" updates:

I decided to revise the primary attribute again, let me know what you all think about the changes.

==========================
==========================

Changes:
- revised recharge time for some spells

==========================
==========================
Revised the primary attribute:

* Plague Mastery: Self survival, health and energy gain, plague attacks, Condition and Hex manipulation
Whenever you acquire or lose any hex or condition, you will gain:
+2 Health
+0.5 Energy
per point you have in Plague Mastery.
(For example, if you have 10 points in Plague Mastery, each time you acquire or lose a hex or condition, you will receive +20 health healing, and +5 energy)

==========================
==========================

Revised text description of some skills:
----------------------------
Plague Control
----------------------------
Defiled Combat Skill | 5e | 0s C | 15s R
For 5+X seconds, you ignore the effects of Blindness, Weakness, Crippled.
If you are Blinded, your attacks cannot be blocked or evaded.
If you are Weakened, you gain +20 to your attack damage.
If you are Crippled, you move 25% faster.
Bonuses ends if you are no longer suffering from the condition.
You lose 5 energy each time the bonuses activates or ends.

==========================
==========================

New skills added:
------------------------
Blight Control
------------------------
Blighted Sight Skill | 10e | 3/4s C | 15s R
For 10+X seconds, if your attacks would miss due to any hexes, you would not miss, instead that attack cannot be blocked or evaded.
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Old Jul 16, 2006, 01:07 AM // 01:07   #60
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Feedback is requested from the community.
Updates and changes will not do much good if there is no feedback given from the readers.

I am sure that among the many skills suggested in this concept class, there are some which are overpowered, or just not very useful.

Or is it that I have written up too much detail for anyone to digest?
Feedback, criticism in any form, is much appreciated.
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