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Old Nov 10, 2006, 06:22 PM // 18:22   #1
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Default Concept class: The Shapeshifter

THE SHAPESHIFTER



While making the Adept profession, it hit me. Hit like a lorry loaded with sand stone blocks on their way to
the local pyramid construction site. What better basis for a Shapeshifting profession, than totally arbitrary and
uncontrallable environment effects. Hang on, I have taken the necessary precautionary steps to correct this.
The Shapeshifter can somewhat control how it changes and into what form and when..
It's a bit out there, I know, but try to bear with me. Get it? Never mind, read through it, unlikely!, and you will.

I could write some inane and rubbishy fantasy clichée random backstory like is custom, but I'll just take the easy road
and not bother. The greater question if you'll bother? Again, if you wanted a real original concept, maybe you should
not have come looking this way, so take that as a pre-warning. Also, like before, when you have skimmed it over,
it is then totally the time to give a scathing analysis about the deep socio-economic imbalancies the class
would introduce into Guild Wars. Also, please be brief and to the point with your critique, because as we both know,
you have a keen eye for detail, young master [Your name here].

So I in the stead of a boring fantasy history and shedding from my sould unto you decided to bore you
anyway with the utter tripe above.
Alright, that's out of the way, and I hope so are you, to the business.


The Attributes:


BECKONING MAGIC
No inherent effect. Skills related to Beckoning magic become more effective with higher Beckoning magic.

PLANT MAGIC
No inherent effect. Skills related to Plant magic become more effective with higher Plant magic.

ANIMAL MAGIC
No inherent effect. Skills related to Animal magic become more effective with higher Animal magic.

SHAPESHIFTING (Primary)
Your Maximum health in Wolf form is increased by 2% per attribute point.
You total Armor in Bear form is increased by 3% per attribute point. Your Movement and Attack speed
in Jaguar form are increased by 1% per attribute point.




Base health and armor in forms = normal equipment and base values


Shapeshifter

Armor: 75 AL
Energy: 20
E. regen: +4


Some insignias or-whats:

Wolf armor 5% chance to gain double adrenaline from attacks Not Stacking
Jaguar armor 5% chance to gain 2 extra energy from criticals Not Stacking
Bear armor 5% chance to take 7 less damage from attacks Not Stacking
Vinerobe armor Immune to conditions while using Plants skills Not Stacking
Ravenfeather armor +5 Health for each party member's animal companion Not Stacking


The Forms:


The Jaguar, Solar cycle

Damage 11-24, 17.5 average, 17.5 DPS
Att. speed 1.33 =~1
Speed +1%..16%


The Wolf, Lunar cycle

Damage 16-28, 22 average, 16.9 DPS
Att. speed 1.33
Health +2%..32% =~634 health (480 health)


The Bear, Stellar cycle

Damage 24-38, 31 average, 16.7 DPS
Att. speed 1.85
Armor +3%..48% =~111 AL (75 AL)


Spirit allies explained:

You can only have one active Spirit ally per Shapeshifter at any time.
Spirit allies attack every 2.2 seconds. They can be blinded, blocked, evaded etc.
They have health equal to their level but only 60 armor.
They move at normal speed and cannot be made to move slower or faster.


Cycles explained:

The world of Tyria is known for its Seasons. But there are other, less obvious, cycles that the Shapeshifters
of the world have learned to tap into. These are known simply as the Cycles.
There are four Cycles, the Solar, the Lunar, the Stellar and then lastly the Planetary cycle of Tyria.

Each cycle lasts 120 seconds, two minutes, during which time a Shapeshifter devoted to one Animal aspect can
gain various additional side effects to his skills. The effects of each skill in a certain cycle are
described in the skill description.

The Solar cycle is the domain of the Jaguars. The Lunar of the Wolves. Stellar cycles belong to the Bears.
Although every Cycle lasts 120 seconds for every creature in the instance, each Shapeshifter can attune themselves to
a personal cycle of their chosen object. This personal cycle can be maintained for 60 seconds with specific skills.
When a personal cycle ends, the Shapeshifter is brought back to the governing domain for the time being.

How to know what Cycle has dominance:

On your effect monitor there is an icon representing the dominating Cycle that changes with each Cycle.
If you enter a personal Cycle, another icon will appear to notify you of the fact.
A Cycle only has any signifigance to a Primary or a Secondary Shapeshifter.


Furthering on Cycles:

A cycle is a global phenomenon that repeats every two minutes in the instance.
The first Cycle is the Solar cycle, it lasts two minutes during which time Shifters
in Jaguar form gain bonuses to their skills as told in the description.
After the Solar cycle ends, a Lunar one begins granting bonuses to those in Wolf form users.
Then the next in line is the Stellar cycle after two minutes again benefiting Bears.
The last cycle is the Planetary cycle, but it gives no bonus to any skills.

Any Shapeshifter can also enter a Personal cycle with the use of the appropriate Shifting skill.
This Personal cycle lasts at the most a full minute during which time the Shifter ignores the global Cycle,
and gains the benefits of his chosen line.

So if the global Cycle was a Stellar cycle but the Shapeshifter activated the skill to turn his Personal cycle
to a Solar cycle, he wouldn't gain any benefit to his Bear skills but to his Jaguar skills instead. Naturally.
Also, when a Personal cycle ends, the Shapeshifter adopts again the dominating global Cycle again.


Cycles and Shapeshifting:

When the Solar cycle starts, all Shapeshifters are turned into Jaguars for the two minute duration.
Same with the other cycles. Any Shapeshifter can however choose to forego this change and assume a humanoid form again.
This can be done with the Shapeshifting skills by just reactivating them. When a Shapeshifter reuses a Shifting skill,
that skill is then disabled for 120 seconds, so it's a trade-off.
Accept the governing Domain and become an animal of it's rule or remain human.

----------------------------------------------------------------------------------------------

BECKONING MAGIC


Scavenging Crows
10 EN 2 SEC 10 SEC BECKON
Beckon 1..2..3 Crows to attack your target. These Crows deal additional
damage to Diseased and Poisoned targets. These Crows disappear after 8..18..25 seconds.
Only one type of Spirit ally can be active at any one time.


Spirit wolf
10 EN 2 SEC 15 SEC BECKON
Beckon a level 3..19..25 Spirit wolf to aid you. This Spirit wolf grants 1 energy to all
party members whenever it hits with an attack. Spirit wolf disappears after 8..18..25 seconds.
Only one type of Spirit ally can be active at any one time.


Tree spirit
10 EN 2 SEC 15 SEC BECKON
Beckon a level 5..24..30 Tree spirit to aid you. This Tree spirit grants 4..15..21 health to all
party members whenever it hits with an attack. Tree spirit disappears after 8..18..25 seconds.
Only one type of Spirit ally can be active at any one time.


Tornado
15 EN 3 SEC 20 SEC BECKON
Beckon a Tornado at target foe's location. All foes in the area are knocked down
and take 53..134..156 lightning damage.


Nature's wrath
15 EN 3 SEC 25 SEC BECKON
Beckon Nature's wrath to strike at target foe's location. All foes in the location
take 12..45..56 lightning damage and lose 1 Enchantment and Hex every second for 6 seconds.


Hurricane
10 EN 2 SEC 25 SEC BECKON
Beckon a Hurricane to appear at your location. All foes adjacent to this location
take 12..45..56 lightning damage every time they attack for 10 seconds.


Grizzly
15 EN 2 SEC 15 SEC BECKON
Beckon a level 6..24..28 Grizzly bear to aid you. Whenever Grizzly hits a foe, that foe
is interrupted and Dazed for 1..2..4 seconds. This effect does not stack.
Grizzly disappears after 8..18..25 seconds. Only one type of Spirit ally can be active at any one time.


Bloodoak spirit
10 EN 2 SEC 15 SEC BECKON
Beckon a level 5..26..30 Bloodoak spirit to aid you. Whenever Bloodoak spirit hits with an attack all nearby
foes lose health equal to 3% of their maximum health. Bloodoak spirit disappears after 8..18..25 seconds.
Only one type of Spirit ally can be active at any one time.


Dire wolf
10 EN 2 SEC 15 SEC BECKON
Beckon a level 2..16..20 Dire wolf to aid you. This Dire wolf grants a 25% increased attack speed
to all party members for 3 seconds whenever it hits with an attack. This effect does not stack.
Dire wolf disappears after 8..18..25 seconds. Only one type of Spirit ally can be active at any one time.


Carrion spirit
10 EN 2 SEC 15 SEC BECKON
Beckon a level 4..20..24 Carrion spirit to aid you. This Carrion spirit grants +2..5..8 health regeneration
to all party member for 3 seconds whenever it hits with an attack. This effect does not stack.
This Carrion spirit disappears after 8..18..25 seconds. Only one type of Spirit ally can be active at any one time.


Innervating spring
10 EN 3 SEC 30 SEC ELITE BECKON
Create an Innervating spring to appear at your location. Every 3 seconds allies adjacent to the spring
gain energy equal to 50%..198%..258% of their energy regeneration. Innervating spring disappears after 18 seconds.


Bramblevines
15 EN 3 SEC 30 SEC BECKON
Beckon out of the earth 1..4..5 Bramblevines to attack target foe and nearby foes.
These vines cause Bleeding and Daze foes suffering from Weakness for 2..4..6 seconds.
These vines disappear after 8 seconds.


Tree of Life
10 EN 2 SEC 20 SEC ELITE BECKON
Plant a Tree of Life at your location. A random adjacent ally with the lowest current health
is healed for 34..89..108 health every 3 seconds and loses 1 condition. Tree of Life withers after 18 seconds.

----------------------------------------------------------------------------------------------

PLANT MAGIC


Poison leaf
5 EN 2 SEC 12 SEC SPELL
Target foe becomes Poisoned for 6..18..26 seconds.


Herbal remedies
10 EN 1 SEC 10 SEC ENCHANTMENT
Target ally is immune to Poison and Disease and gains +1..2..4 health regeneration for 10 seconds.


Blinding sap
10 EN 2 SEC 15 SEC SPELL
Target foe becomes Blinded for 2..6..9 seconds.
If that foe was suffering from Poison that foe also becomes Dazed for 2..4..6 seconds.


Wild Berries
5 EN 1 SEC 5 SEC SPELL
Target ally is healed for 28..74..89 health.
If that ally is suffering from any conditions you gain 5 energy.


Grasping roots
15 EN 2 SEC 20 SEC HEX
Target foe and 3 adjacent foes cannot move for 1..3..4 seconds.
When Grasping roots ends affected foes are knocked down.


Mead for the Meak
15 EN 1 SEC 20 SEC ELITE ENCHANTMENT
All Weakened party members cannot be affected by conditions for 20 seconds
and they gain 12..16..22 health and 1 energy every second for 6 seconds.


Burning ashroot
10 EN 1 SEC 15 SEC SPELL
Throw Burning ashroot at target foe. Target foe and all adjacent foes are set on fire for 1..4..6 seconds.


Alleviate spirit
10 EN 2 SEC 6 SEC ENCHANTMENT
Target ally loses 1 Hex. After 3 seconds when Alleviate spirit ends that ally is healed for 1..2..3 health for
each point of energy they have. (Maximum 88 health).


Yellowroot
5 EN 2 SEC 15 SEC HEX
Target foe suffers from Yellowroot for 12 seconds and takes 30%..125%..150% longer to cast Hexes and Enchantments.


Fertilise
15 EN 2 SEC 20 SEC SPELL
The land beneath target foe becomes Fertilised. All foes in that area take 12..37..44 Earth damage every second.
When this effect ends after 8 seconds all foes in the area become Crippled for 3..8..11 seconds.


Leaf of Life
10 EN 1/4 SEC 30 SEC ENCHANTMENT
For 1..3..4 seconds target ally cannot die.


Withering branch
10 EN 2 SEC 15 SEC HEX
Target foe is struck with Withering branch and begins to suffer -2 energy degeneration for 2..7..9 seconds.
If suffering from Exhaustion, that foe is knocked down.


Barkskin
5 EN 1 SEC 15 SEC ENCHANTMENT
For 2..9..12 seconds you gain +80 armor but you move 50% slower.


Forestsong
15 EN 1 SEC 30 SEC SPELL
All party members gain 6..16..22 health for each animal companion and Shifted ally in the area.


Toxic vines
10 EN 2 SEC 25 SEC SPELL
Target foe and all adjacent foes become Poisoned for 3..12..15 seconds.
If suffering from Weakness affected foes Begin bleeding for 10 seconds.


Liferoot
10 EN 1 SEC 8 SEC SPELL
Target other ally is healed for 33..92..109 health and all nearby party members lose 1 condition.


Early worm
10 EN 1/4 SEC 12 SEC SPELL
If target foe was casting a Spell that foe becomes Diseased for 8..12..18 seconds.


Cureroot
10 EN 1 SEC 6 SEC SPELL
Target other ally and 2 nearby allies lose one condition and gain 12..48..64 health.


Dark Canopy
15 EN 2 SEC 20 SEC HEX
For 3..10..15 seconds target foe and all adjacent foes have a 20%..50%..75% increased chance
to miss with attacks.


Glowleaf juice
10 EN 2 SEC 15 SEC HEX
Target foe has a 50% chance to be interrupted while using skills when hit for 2..6..8 seconds.


Sageblood
5 EN 1 SEC 5 SEC ENCHANTMENT
Target ally gains +1..3..5 energy regeneration for 6 seconds but begins Bleeding for 26..18..13 seconds.


Carrionflower
10 EN 2 SEC 10 SEC SPELL
Target foe becomes diseased for 4..11..15 seconds and slowly loses health.
After using this skill, if there are any dead creatures in the area, all foes adjacent
to the corpses of those creatures become Dazed for 5..8..11 seconds.


Sageroot
10 EN 2 SEC 10 SEC ENCHANTMENT
Target other ally gains +2 energy regeneration for 4..7..13 seconds.

----------------------------------------------------------------------------------------------

ANIMAL MAGIC


Kuguar's embrace
15 EN 1/4 SEC 20 SEC ELITE CALL
Target other ally is immune to damage for 1..4..6 seconds.
All foes attacking that ally take 8..11..14 damage each second.


Mark of the Paw
10 EN 1/4 SEC 25 SEC HEX
All Shifted and animal companion allies gain 33% increased attack speed against target foe for 5..9..11 seconds.


Reflecting fur
15 EN 1/4 SEC 30 SEC SKILL
Target Shifted ally gains a 30% chance to reflect damage done to that ally back at attacking foes for 5..10..13 seconds.


Sight of the Huntress
5 EN 0 SEC 30 SEC SKILL
For 4..9..11 seconds while Shifted your attacks cannot be evaded or dodged.


Cub's tail
5 EN X SEC 20 SEC ATTACK
Target foe is knocked down. If that foe is suffering from Weakness you deal +8..13..17 damage to that foe.


Ant's rage
10 EN X SEC 20 SEC ATTACK
If target foe is attacking, that foe loses 3..6..9 energy and
all adjacent attacking foes to target foe become Exhausted.


Widow's web
15 EN 2 SEC 25 SEC HEX
Target foe and 3 adjacent foes move 50% slower for 6 seconds and become poisoned for 3..9..12 seconds.


Riversnake's bite
5 EN 1 SEC 20 SEC SPELL
If target foe is suffering a Water magic Hex, that foe becomes Poisoned and Weakened for 7..14..18 seconds.


Veiled fangs
10 EN 0 SEC 30 SEC SKILL
For 20 seconds your next 1..4..7 critical hits cause target foe to begin Bleeding for 4..10..14 seconds.


Monkey's grace
10 EN 0 SEC 25 SEC STANCE
For 10 seconds you have a 10%..42%..50% chance to evade attacks if not attacking.
If attacking, that chance is reduced to 2%..17%..25%.


Scent of Weakness
10 EN 1 SEC 25 SEC HEX
For 2..5..8 seconds target foe has -24 armor against Physical damage.


As the Crow flies
10 EN 1 SEC 30 SEC SPELL
You are teleported to target creature's location.


Sly fox
5 EN 1/4 SEC 5 SEC ENCHANTMENT
Target ally gains a 30% increased chance to evade attacks for 2..4..6 seconds.


Spider's bite
10 EN X SEC 25 SEC ATTACK
Target foe is knocked down and and that foe and all adjacent foes
become Poisoned for 4..8..14 seconds if this attack hits.


Growl of the Jaguar
10 EN 0 SEC 2 SEC TRANSFORMATION
Transform into a Jaguar. You begin your personal Solar cycle and gain the Domain of the Sun.
This skill lasts 15..45..60 seconds. If you reuse this skill, it ends.
When this skill ends, it is disabled for 120 seconds.


Scent of the Prey
10 EN X SEC 7 SEC ATTACK
This attack hits target foe and all adjacent foes for +12..26..32 damage.
If you are in a Solar cycle, this attack cannot be evaded or blocked by Bleeding and Poisoned foes.


Jungle frenzy
10 EN 0 SEC 15 SEC SKILL
For 6 seconds you attack 10%..25%..33% faster.
If you are in a Solar cycle, your attacks also deal +2..6..8 damage.


Predator's clasp
10 EN X SEC 20 SEC ATTACK
Target foe is knocked down and takes +12..26..32 damage.
If you are in a Solar cycle, your next attack skill recharges 50% faster for 6 seconds.


Feline charge
5 EN 1 SEC 30 SEC SPELL
Travel swiftly through the foliage to target foe's location.
If you are in a Solar cycle and if target foe is not attacking that foe is knocked down.


Sharpened claws
5 EN 0 SEC 30 SEC SKILL
For 30 seconds you have a 1%..21%..30% increased chance to score a critical hit.
If you are in a Solar cycle, your critical hits deal +6..8..11 damage.


Mangle
10 EN X SEC 12 SEC ATTACK
Target foe takes +12..26..32 damage and begins Bleeding for 4..9..11 seconds.
If you are in a Solar cycle, that foe begins Bleeding for 10..15..21 seconds instead.


Trained paws
10 EN 0 SEC 25 SEC SKILL
For 1..7..12 seconds you cannot be knocked down and move 25% faster.
If you are in a Solar cycle, whenever you would have been knocked down, a random nearby foe is knocked down instead.


Cat's eye
10 EN 0 SEC 30 SEC SKILL
For 3..22..33 seconds your attacks have a 20% increased chance to result in a critical hit.
If you are in a Solar cycle, every time you score a critical hit you gain 1..3..5 energy.


Claw
15 EN X SEC 4 SEC ATTACK
Strike target foe for +12..26..32 damage. If that foe was above 80% health
that foe begins Bleeding for 7..16 seconds. If you are in a Solar cycle that foe takes double damage
instead if the condition is met.


Pounce
15 EN X SEC 15 SEC ATTACK
Strike target foe and 2 adjacent foes for +12..26..32 damage.
If suffering from Weakness, affected foes take +4..8..12 additional damage.
If you are in a Solar cycle, Weakened foes are also knocked down.


Lick Paws
5 EN 1/4 SEC 7 SEC SKILL
You gain 18..63..74 health. For 15..11..8 seconds you deal 33% less damage.
If you are in a Solar cycle, you deal less damage for 5 seconds.


Catnip
5 EN 0 SEC 20 SEC SKILL
You gain 1..3..3 energy for each recharging skill.
If you are in a Solar cycle, 1..1..2 random skills are recharged for you.


Jungle's favor
5 EN 0 SEC 30 SEC SKILL
For 4..14..18 seconds you have a 33% increased chance to evade attacks.
Whenever you evade an attack this way you lose 7..4..2 energy or this effect ends.
If you are in a Solar cycle, every time you are hit by a foe, that foe becomes Poisoned for 5..11..14 seconds.


Sunpath
5 EN 1/4 SEC 7 SEC ELITE SPELL
You and target other ally teleport to each other's location.
If you are in a Solar cycle, you both take 3..10..19 less damage for 5 seconds.


Nurturing solace
10 EN 1/4 SEC 30 SEC SPELL
Teleport to target other ally. If you or that ally are suffering a Condition you are
both healed for 12..63..74 health. If you are in a Solar cycle you both gain 12..28..36 additional health
and lose one condition.


Howl of the Wolf
10 EN 0 SEC 2 SEC TRANSFORMATION
Transfrom into a Wolf. You begin your personal Lunar cycle and gain the Domain of the Moon.
This skill lasts 15..45..60 seconds. If you reuse this skill, it ends.
When this skill ends, it is disabled for 120 seconds.


Piercing Howl
6 AD CALL
All adjacent foes have -10 armor for 1..6..8 seconds. If you are in a Lunar cycle, you deal 15% additional
Physical damage to affected foes.


Call of the Wilds
10 AD CALL
All nearby allies attack 25% faster for 2..6..8 seconds and you gain 1..4..6 health whenever
an affected ally hits with an attack. If you are in a Lunar cycle, you gain double the amount.


Wild heart
15 EN 0 SEC 40 SEC SKILL
You gain +25..88..114 maximum health for 15..32..48 seconds.
If you are in a Lunar cycle, you also gain +8..14..18 armor.


Pack leader
6 AD CALL
All adjacent allies move 25% faster for 2..6..8 seconds.
If you are in a Lunar cycle, affected allies move 33% faster.


Awareness of the Pack
5 AD CALL
For 5..12..16 seconds the next time you are hit with an attack you
and all nearby allies move 50% faster for 3 seconds. If you are in a Lunar cycle, affected allies
also take 25% less damage for the duration.


Companionship
10 EN 1/4 SEC 15 SEC ELITE CALL
You and target other ally move 33% faster and take 10%..40%..50% less damage
for 1..5..7 seconds. If you are in a Lunar cycle, all foes attacking you or that ally have their
attack skills disabled for 5 seconds.


Moonhowl
8 AD CALL
Target foe becomes Dazed for 2..5..8 seconds.
If you are in a Lunar cycle, that foe cannot use shouts for 2..4..5 seconds.


Protector of the Wilds
6 AD CALL
You and all nearby allied animal companions take 5..11..13 points less damage for 3..10..13 seconds.
If you are in a Lunar cycle, affected animal companion allies also gain +20 armor for the duration.


Bloodfury
10 AD ATTACK
Strike target foe for +12..26..32 damage. If that foe was Bleeding you attack 33% faster for 2..5..8 seconds.
If you are in a Lunar cycle, that foe begins Bleeding for 5..9..13 seconds.


Furious Moon
10 EN 0 SEC 30 SEC CALL
You gain 1 adrenaline for each nearby non-spirit creature. If you are in a Lunar cycle, you gain double the amount.
(Maximum 10).


Play dead
10 EN 0 SEC 8 SEC SKILL
For 5 seconds you cannot attack or take damage and are healed for 2..6..9 health each second.
If you are in a Lunar cycle you gain twice the amount.


Steelfur
10 EN 0 SEC 15 SEC STANCE
For 8 seconds you have a 16%..45%..56% chance to Block attacks.
Whenever you block an attack this way, you take 18..13..8 damage.
If you are in a Lunar cycle, you only take half the damage.


Moonglow
10 EN 0 SEC 20 SEC CALL
For 10 seconds the next time target foe casts a spell you gain 1..4..7 adrenaline.
If you are in a Lunar cycle, this skill recharges 25% faster.


Shattering paws
10 AD ELITE SKILL
For 2..4..6 seconds your attack skills deal double damage to Enchanted foes.
If you are in a Lunar cycle, your critical hits also remove one Enchantment from target foes.


Rumble of the Bear
10 EN 0 SEC 2 SEC TRANSFORMATION
Transform into a Bear. You enter your personal Stellar cycle and gain the Domain of the Stars.
This skill lasts 15..45..60 seconds. If you reuse this skill, it ends.
When this skill ends, it is disabled for 120 seconds.


Bear's temper
10 EN 0 SEC 25 SEC STANCE
For 3..8..13 seconds every time you are hit you gain 1 additional adrenaline.
If you are in a Stellar cycle, you take -2..7..10 less damage from those hits.


Thick hide
10 EN 0 SEC 40 SEC SKILL
For 10..31..45 seconds you have +8..18..24 armor. If you are in a Stellar cycle,
you also have +12 armor against Piercing damage.


Bash
7 AD ATTACK
Target foe is knocked down and takes +12..26..32 damage.
If you are in a Stellar cycle, that foe loses 1 strike of adrenaline for each equipped attack skill.


Hibernate
5 EN 0 SEC 30 SEC SKILL
For 8 seconds you gain +12..30..40 armor and +2..5..8 health regeneration
but move 80% slower. If you are in a Stellar cycle, you only move 30% slower.


Stomp
10 AD SKILL
Adjacent foes are knocked down. If you are in a Stellar cycle you lose 1 condition for each foe.


Bear spirit
10 EN 0 SEC 25 SEC SKILL
For 10..25..36 seconds you have +1..2..3 health regeneration but deal 33% less damage with attacks.
If you are in a Stellar cycle, you only deal 15% less damage.


Wild regeneration
8 AD SKILL
For 10 seconds you gain 2..5..9 health each second. If you are in a Stellar cycle, you gain twice the amount.


Bear fortitude
10 EN 0 SEC 45 SEC STANCE
For 60 seconds you have +22..85..110 maximum health.
If you are in a Stellar cycle, you cannot be knocked down.



A COLLECTION OF PREVIOUS CONCEPT CLASSES BY THE SAME POSTER:


THE DEMONOLOGIST
http://www.guildwarsguru.com/forum/s...php?t=10064654


THE ADEPT
http://www.guildwarsguru.com/forum/s...php?t=10073413


THE ENCHANTER
http://www.guildwarsguru.com/forum/s...php?t=10073408


THE CLERIC
http://www.guildwarsguru.com/forum/s...php?t=10075800


THE SHAPESHIFTER
http://www.guildwarsguru.com/forum/s...php?t=10074834


THE SPELLBLADE
http://www.guildwarsguru.com/forum/s...php?t=10068584


THE MARTIALIST
http://www.guildwarsguru.com/forum/s...php?t=10074347


THE DEATHKNIGHT
http://www.guildwarsguru.com/forum/s...php?t=10066848


THE DARK PRIEST
http://www.guildwarsguru.com/forum/s...php?t=10066849


THE ALCHEMIST

http://www.guildwarsguru.com/forum/s...php?t=10080741

Last edited by Elruid; Nov 29, 2006 at 06:36 PM // 18:36..
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Old Nov 15, 2006, 08:31 PM // 20:31   #2
Desert Nomad
 
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wow..thats a lot of....typing

I was actually thinking along these same lines... until dervish forms cam out... i just think ppl will think its unoriginal now... but i likes it.
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Old Nov 16, 2006, 01:52 AM // 01:52   #3
Jungle Guide
 
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looks pretty nice, way overpowered, but still none the less nince
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Old Nov 16, 2006, 05:12 AM // 05:12   #4
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I love the cycle ideas. It simplfies shapeshifter, however, the only concern I have about it is shifters waiting for their preferred form before entering battle. Ideas?
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Old Nov 18, 2006, 03:51 AM // 03:51   #5
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Quote:
Originally Posted by nrvllrgrs
I love the cycle ideas. It simplfies shapeshifter, however, the only concern I have about it is shifters waiting for their preferred form before entering battle. Ideas?
why not hvae runes that hold the cycle more permanently or something to that effect?
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Old Nov 22, 2006, 05:58 AM // 05:58   #6
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Dose no one else see that he riped off Diablo 2 LOD?

Scavenging Crows, Tornado, Dire wolf, Hurricane, and Grizzly. . . . Make sure to get Nigma, Sojs, Shako, Hoto, CtA 6 bo, and a maras to max out damage and defence . . .
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Old Nov 22, 2006, 06:26 AM // 06:26   #7
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Location: Resplendent Makuun
Guild: Song of the Forsaken
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Quote:
Originally Posted by Westofeden
Dose no one else see that he riped off Diablo 2 LOD?

Scavenging Crows, Tornado, Dire wolf, Hurricane, and Grizzly. . . . Make sure to get Nigma, Sojs, Shako, Hoto, CtA 6 bo, and a maras to max out damage and defence . . .
Nothing in this game is original, I don't see why you bring this up now. Granted, it's similar, but what about Warriors and Barbarians? Or Elementalists and Sorceresses? WTF ANet is full of plagiarists.

Very...thought out, at the least.
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Old Nov 22, 2006, 08:22 AM // 08:22   #8
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Originally Posted by Trakata
Nothing in this game is original, I don't see why you bring this up now. Granted, it's similar, but what about Warriors and Barbarians? Or Elementalists and Sorceresses? WTF ANet is full of plagiarists.

Very...thought out, at the least.
There's a difference between copying what are the accepted generic classes and copying actual skills. Hurricane looks way too similar to DII, except it adds "while you're attacking". Tornado as well, except it changes "knocked back" to "knocked down". And where the hell did crows come from in Guild Wars?

He seriously might as well change the class name to Druid. Not because of its relation to DII...just because it IS a druid.

Last edited by Made In Ascalon; Nov 22, 2006 at 08:30 AM // 08:30..
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Old Nov 22, 2006, 03:41 PM // 15:41   #9
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My thoughts on a shapeshifter follow a different path. You know how for many of the races... charr, mergols, etc... there are different kinds that seem to sink up with the character classes. Why not have skills that transform you into a certain race, like charr or minotaur, for a given period of time with the look being determined by your secondary class.

There would be some specific benefit or another for transforming into that species... which would not necessarily be tied to the actual stats for that creature. Maybe changing into one creature, you can only use melee attacks but get a boost in speed, strength, and whatever. Another gives you a magic boost, etc.

I'd love to be able to play as a Charr or Minotaur even if it is as a momentary skill.
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Old Nov 22, 2006, 04:35 PM // 16:35   #10
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Quote:
Originally Posted by flipside3
My thoughts on a shapeshifter follow a different path. You know how for many of the races... charr, mergols, etc... there are different kinds that seem to sink up with the character classes. Why not have skills that transform you into a certain race, like charr or minotaur, for a given period of time with the look being determined by your secondary class.

There would be some specific benefit or another for transforming into that species... which would not necessarily be tied to the actual stats for that creature. Maybe changing into one creature, you can only use melee attacks but get a boost in speed, strength, and whatever. Another gives you a magic boost, etc.

I'd love to be able to play as a Charr or Minotaur even if it is as a momentary skill.
That would be fun but I think that the character would get nerfed down alot just because there is an allowance for the character to be strong in all areas where none of the other classes are. Just a thought though.

and i agree, playing as a charr or any other thing would be hella fun. Pity you couldnt change in outposts. Again with the rune(ish) idea such as:

Rune of Charr Shaman: Character appears as a Charr Shaman. +(X)% boost to elemental attacks.

just another thought though
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Old Nov 27, 2006, 07:34 AM // 07:34   #11
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/notsigned

You have definitely got something here. My main turn-offs with this one are the Cycles and the different forms. I know that's mainly what the class is about, but instead of changing form it could just be an incredibly powerful buff, or something along those lines. The cycles bother me because of the uncertainty of whether or not a Shapeshifter will be able to contribute to a battle to its highest potential.
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Old Nov 29, 2006, 02:34 AM // 02:34   #12
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/signed, if the cycles are taken out.

I think that certain skills pertaining to a certain form should only work while you are in the form.

Thus..

60 seconds you are shifted. 90 second recharge. You should have, as attribs,
Bear Mastery
Wolf Mastery
Jaguar Mastery
Master of Nature{P}

w/ better names.

Each attrib would be centered on skills that would take affect in (and sometimes out) of shifted form. Such as your 'lick wounds(claws, w/e)' skill. I think that should be under Mastery of Nature (Or just a set amount under no attrib).
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Old Nov 29, 2006, 03:00 AM // 03:00   #13
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Quote:
Originally Posted by Made In Ascalon
He seriously might as well change the class name to Druid. Not because of its relation to DII...just because it IS a druid.
Just what I was thinking. I'd probably recommend dropping elemental effects entirely and leaving them to the Elementalist, and look to concentrate on manipulation of the living environment for spellcasting.

Ironically, I'd say the Dervish forms actually pave the way for a dedicated shapeshifter - consider how the Ritualist and Paragon drew from Ranger spirits and Warrior shouts respectively. The forms are powerful abilities, but when you think about it, the forms aren't really a major part of the Dervish - the limit of a Dervish's shapeshifting is simply the question of whether they're in avatar or squishy human form. However, each form is built towards a particular purpose - Grenth for enchantment-heavy opponents, Melandru for condition-heavy, Dwayna for hex-heavy, Lyssa for targets with heavy reliance on skill use (or when you want the Energy to use a lot of skills yourself) and Balthazar for Any Not In The Above or when you simply want to tank. As mentioned before, however, in the field you only have two choices - using the form in question, or not using it.

Now, consider a dedicated shapeshifter - instead of just having a single Elite form skill, they can have a whole skillbar full of them (well, it would probably only be practical to have 2-4, but that's beside the point). While each Form would necassarily have lesser power than the Elite forms*, I could see a profession concept based around choosing the form most suited to your next target on the field - say, transforming into a cheetah to chase down an enemy Monk and then into a bear to tank an enemy Warrior - rather than the Dervish's method of figuring out what form would be most useful against the most opponents in a given expedition.

That said, I'd be leery about incorporating too many skills that require you to be in a particular form for full effectiveness - my idea of a shapeshifter involves freely shifting between forms, rather than what usually happens in D2 where shifting druids are generally either bears or wolves which rarely shift to another form. If you're going to be looking to spend all your time in one form, you might as well be a Warrior. (And this is where I agree with the person earlier who was concerned that the cycles idea may end up with parties spending a lot of time waiting for their shifters to be in the right cycle - or even with parties without shifters, waiting for the enemy shifters to be in the wrong cycle. Good idea in theory, but I don't think it would work in practise. However, it does make good fluff, and as fluff it could be exploited as an environmental effect - have certain quests and missions that specifically occur in a given cycle, granting bonuses to shifters in the form associated with that cycle.)

*I'd probably be looking to balance non-elite forms by giving them a drawback. In the case of the Dervish, they have no drawback because, mechanically, the forms are both Elite and unbreakable (a Dervish taking a particular form is, as far as I know, stuck in that form until it wears off - so it's a good thing they don't have any drawbacks ). For a dedicated shapeshifter, however, the shapes assumed are not all going to be of such powerful beings, and they have the ability to switch out of Form A by assuming Form B if the drawback to Form A becomes too much of a handicap.

ADDENDUM: I've put some thought into using the cycles as fluff rather than as a continuing mechanic, and here are the results:

Werewolves are traditionally considered to be active on the three days of the full moon, so this is the 'lunar' cycle. Shapeshifters in forms associated with the lunar cycle gain benefits during these three days. The stars are generally comparitively clearest when the moon isn't out, so the stellar cycle is active during the three days of the new moon.

The solar cycle is a little more difficult to pin down, since it has no direct connection with the moon. The simplest option is tie it to the solstices and equinoxes - this means the solar cycle will only activate during four months of the year, but this may not be an issue if the story is set during one of these months. Or the cycle could set itself off at around the same time each month as the solstices and equinoxes fall (in the Earth's case, around the 22nd-ish).

This actually presents some options for setting the stage of the story. The chapter could start in either the lunar or stellar cycle, with the trainers granting skills to use that cycle to take advantage of its power. Sometime in the second half of the story, the opposite cycle kicks in, while the Big Bad is looking to perform some sort of ritual on the solstice or equinox. (Of course, for missions set during one of the cycles, the opposition will be aware of the cycle too and may employ counters against shifters tied to the cycle, meaning that going against the cycle may still be an option.)

Last edited by draxynnic; Nov 29, 2006 at 03:30 AM // 03:30..
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