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Old Nov 26, 2006, 08:14 AM // 08:14   #1
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Default [Concept Profession] Etherealist (v1.09)

(Warning for the faint of heart; Over 4000 words, including everything. Also, as always, please keep in mind that these numbers and skills are purely speculative, and subject to change. Thank you and enjoy.)

Etherealist

The Etherealist is a spell caster that worships the gods of Dwayna, Grenth, and Lyssa, channeling their abilities to prevent injury, to tap into forces from beyond the Mists, and powers of misdirection, respectively.
Their spells are primarily grounded in dealing with the intangible; Souls, power from beyond the Rift, and the very fibers of magic and force.

Arcane Power represents the strength gathered from a lifetime of studying the secrets of the past, empowering an Etherealist to manage and strengthen their creations.
Soul Manipulation embodies the power to take hold of the very essence of being from individuals and convert it into useful effects.
Astral Magic siphons strength from beyond this plane of existence, and channels the inherent energies of living or animated things.
Redirection is involved in the metaphysical and metamagic arts, taking the reigns on power and forcing it to do one's bidding.


---

Arcane Power: Animated creatures you control deal +1% damage per rank in Arcane Power, and you can control one additional animated creature or undead servant per 4 ranks in Arcane Power.
Soul Manipulation: Spells involving the extraction of Soul Essences through offensive effects increase in effectiveness with each rank of Soul Manipulation.
Astral Magic: Spells channeling power and summoning allies from beyond the rift increase in effectiveness with each rank of Astral Magic. (You can only control two animated creatures inherently)
Redirection: Spells that help allies or hinder foes through reversals increase in effectiveness with each rank of Redirection.

Notes;
Soul Essences are stored on a character until they map or die, up to a maximum of 10, in a collective pool. Skills which require Soul Essences consume the listed amount, diminishing the pool by that margin.

Mirror Spells are functionally identical to Weapon Spells and exist for the sole purpose of preventing stacking.

'Summoned, Animated, and Created' creatures are functionally identical for all intents and purposes, and are only differentiated for flavour reasons. Any instance that references one applies to all 3, except some inconsistency regarding Spirits, which are normally specified separately.

===
New Insignias;

Sage's Insignia- reduces received Holy and Shadow damage by 6 (all pieces; 2 in chest piece, 1 on rest)
Arcanist's Insignia - +5 AL while under 1 enchantment, +5 AL while under 2 enchantments, +5 AL while under 3 enchantments
Sorcerer's Insignia - +20 AL while casting spells

Base Armour Stats

Armour: 60
Energy: +10
Energy Regeneration: +2
===


===
Arcane Power [8 skills; 6 normal skills, 2 elite]

Ether Burst - 25en, 3/4th cast, 20 recharge
Spell
Adjacent foes are struck for 1+(X/10) damage for each point of Energy you have.

Surge of Speed - 10en, 1 cast, 20 recharge
Enchantment Spell
For 5 seconds, your next spell takes 0+(4X)% less time to cast.

Surge of Power - 5en, 1 cast, 2 recharge
Enchantment Spell
Lose all enchantments. For 20 seconds, the next time you cast a spell, up to 5 nearby foes take 1+(X/8) damage for each point of energy that spell cost. Surge of Power is disabled for a duration equal to the energy cost of a spell cast this way.

Ether Battery - 25en, 2 cast, 30 recharge
Enchantment Spell
For 60 seconds, the next time your Energy hits 0, you gain 10+(X) Energy.

Memorize - 10en, 2 cast, 20 recharge
Enchantment Spell
For 10 seconds, the next time you cast a spell, it costs 33% more Energy and is easily interrupted. If a spell is successfully cast this way, that spell recharges 5+(3X)% faster.

Convert Power - 5en, 2 cast, 5 recharge
Spell
Lose 10% of your current Energy. You are healed for 40+(3X) plus an additional 5+(X) health for each point of energy lost.

Energy Return {E} - 5en, 1 cast, 25 recharge
Elite Enchantment Spell
For 6 seconds, you gain 1+(X/5) energy regeneration. Energy Return is renewed every time you cast a spell that targets a foe.

Surge of Energy {E} - 5en, 1 cast, 10 recharge
Elite Enchantment Spell
For 10 seconds, the next time you cast a spell that targets an ally, that ally gains 3+(X/2) Energy.

---
Soul Manipulation [23 skills; 19 normal skills, 4 elite]

Soul Siphon - 10en, 1 cast, 5 recharge
Hex Spell
For 10 seconds, target foe suffers from 2+(X/4) health degeneration. If that foe is at less than 66% health when Soul Siphon ends, you gain 1 Soul Essence.

Broken Spirit - 15en, 2 cast, 20 recharge
Hex Spell
For 8+(4X/5) seconds, whenever target foe is interrupted while using a skill, you gain 1 Soul Essence and that skill takes an additional 20 seconds to recharge.

Coercion - 5en, 1/4th cast, 5 recharge
Hex Spell
Target foe is hexed with Coercion. For 3 seconds, Coercion has no effect. When Coercion ends, you gain 1+(X/8) Soul Essences. If that foe uses a skill, Coercion ends prematurely with no effect.

Soulshredder - 10en, 3 cast, 10 recharge
Spell
Target foe is struck for 15+(5X) damage. If that foe is under 50% maximum health, you gain 1 Soul Essence.

Spirit Tap - 5en, 1 cast, 4 recharge
Spell
Sacrifice 7% maximum Health. Target foe struck for 5+(3X) damage. If you are below 50% maximum health, gain 1 Soul Essence.

Convert Soul - 5en, 1 cast, 8 recharge
Spell
Exploit target corpse. Gain 1+(X/8) Soul Essences.

Transmute Enchantment - 10en, 1 cast, 15 recharge
Spell
Target foe loses 1 Enchantment. Gain 1 Soul Essence and 5+(2X) Health for each remaining enchantment on that foe.

Absorb Hex - 5en, 2 cast, 8 recharge
Spell
Remove a hex from target touched ally. If a hex was lost this way, gain 2 Soul Essences and 15+(4X) health.

Draw Soul - 5en, 3 cast, 2 recharge
Spell
Target foe loses 5+(3X) health. Gain 5 Energy and 1 Soul Essence. This spell is easily interrupted.

Evoke Souls - 15en, 1 cast, 15 recharge
Spell
For each dead creature in the area, target foe is struck for 5+(2X) damage (Maximum of 135) and you gain 1 Soul Essence.

Flesh to Spirit {E} - 5en, 1/4th cast, 20 recharge
Spell
Sacrifice 17% maximum health. Gain 3+(X/2) energy and 1+(X/8) Soul Essences.

Soul Snare {E} - 5en, 1 cast, 4 recharge
Elite Spell
Target foe is struck for 15+(4X) damage. If that foe was above 50% maximum health, you gain 1 Soul Essence.

Essence Claw - 5en, 2 cast, 10 recharge
Spell
Target foe is struck for 5+(X) lightning damage for each Soul Essence you have. (Maximum of 140)

Consume Essence - 1 Essence, 1 cast, 4 recharge
Spell
You are healed for 40+(4X).

Transmute Spirit - 4 Essences, 2 cast, 6 recharge
Spell
You gain 5+(4X) Health and 3+(X/2) Energy.

Essence Shock - 2 Essences, 1 cast
Spell
Target foe is struck for 25+(5X) lightning damage.

Spirit Flame - 9 Essences, 2 cast
Spell
Target foe is struck for 7+(8X) damage.

Soul Force - 5 Essences, 2 cast, 8 recharge
Spell
Lose all Essences. Target foe is struck for 5+(3X) damage and knocked down for 3 seconds.

Spirit Burden - 6 Essences, 2 cast
Hex Spell
For 5+(2X/5) seconds, target foe moves 50% slower and loses 1 Energy each second while moving.

Deluge of Souls - 7 Essences, 1 cast
Hex Spell
For 3+(X/2), target foe suffers from -12 health degeneration. If Deluge of Souls is removed prematurely, that foe loses 5+(3X) health.

Spirit Armour - 10 Essences, 1 cast, 20 recharge
Enchantment Spell
For 10 seconds, all damage you receive is reduced by 10+(5X)%.

Spirit Bounty {E} - 6 Essences, 1 cast
Elite Spell
Gain 15+(9X) Health and 5+(X) Energy.

Spiritual Encumbrance {E} - 8 Essences, 2 cast
Elite Hex Spell
For 1+(X/2) seconds, target foe moves 90% slower.

---
Astral Magic [22 skills; 17 normal skills, 5 elite]

Call Spirit Familiar* - 15en, 3 cast, 10 recharge
Spell
Summon a level 2+(X) Spirit Familiar. While you control a Spirit Familiar, you have 40+(11X/3) additional maximum health, +5 maximum energy, and 5+(X) additional armour. You can only have one Familiar at a time. When a Familiar you control is destroyed, your skills are disabled for 10 seconds.

Call Elementals* - 25en, 3 cast, 10 recharge
Spell
Summon 1+(X/8) level 1+(2X/3) Elementals. This skill is disabled for 30 seconds.

Call Earth Golem* - 25en, 3 cast, 20 recharge
Spell
Summon a level 1+(6X/5) Earth Golem. You can only control one Earth Golem.

Animate Salving Spirit* - 7 Essences, 2 cast, 20 recharge
Spell
Create a level 1+(6X/5) Salving Spirit that heals allies.

Animate Tormented Soul* - 8 Essences, 2 cast, 30 recharge
Spell
Create a level 1+(X) Tormented Soul that hexes foes.

Animate Spirit Beast {E}* - 10 Essences, 2 cast, 15 recharge
Spell
Create a level 5+(X) Spirit Beast. Whenever a Spirit Beast you control deals damage, it loses an equal amount of health.

*(Notes at the bottom)

Form of the Reaper {E} - 10 Essences, 2 cast, 30 recharge
Elite Form
For 10+(X) seconds, hexes and conditions on you expire 50% faster, and your attacks deal 5+(2X) less damage and steal 5+(2X) life.

Spirit Form {E} - 10 Essences, 2 cast, 45 seconds
Elite Form
For 5+(2X) seconds, all attacks made against you miss and you are immune to conditions.

Invigorate - 10en, 1 cast, 20 recharge
Spell
For 15 seconds, target allied spirit or animated creature attacks and moves 33% faster and has 1+(X/2) health regeneration. When Invigorate ends, that creature is destroyed.

Creator's Shield - 5en, 1 cast, 12 recharge
Spell
For 5+(X) seconds, target allied spirit or animated creatures has +24 AL.

Animated Haste - 10en, 2 cast, 10 recharge
Spell
For 1+(X/2) seconds, you and all animated creatures you control move 25% faster.

Summoner's Call - 10en, 2 cast, 12 recharge
Spell
All spirits and animated creatures you control are teleported to your current location.

Amassed Strike - 5en, 1 cast, 10 recharge
Spell
For each nearby spirit or animated creature, target foe is struck for 5+(2X) lightning damage. (Maximum of 130)

Creationist's Wrath - 10en, 1 cast, 15 recharge
Spell
For each nearby spirit or animated creature, one nearby foe is struck for 30+(6X) lightning damage. (The same foe cannot be struck more than once.)

Fling Power - 5en, 1 cast, 2 recharge
Spell
Destroy the closest spirit or animated creature you control. Target foe is struck for 1+(X/3) damage for each level that creature possessed. (Maximum of 140)

Channel Lifeforce - 5en, 2 cast, 8 recharge
Spell
For each spirit or animated creature you control, you are healed for 10+(X). (Maximum of 150)

Life Anchor - 10en, 1 cast, 45 recharge
Enchantment Spell
For 30 seconds, whenever you would receive fatal damage, that damage is negated, you gain 15+(4X) health, and the closest spirit or animated creature you control is destroyed or Life Anchor ends.

Convocation {E} - 10en, 2 cast, 15 recharge
Elite Spell
For each ally in the area, gain 10+(X) health and 5 energy. (Maximum of 10+(X) energy).

Return to the Mists - 15en, 3/4th cast, 10 recharge
Spell
Destroy target touched spirit or animated creature and up to 1+(X/8) adjacent spirits or animated creatures.

Rift Bolt - 5en, 1 cast, 3 recharge
Spell
Target foe is struck for 5+(3X) lightning damage. If that foe was a spirit or animated creature, up to 3 additional nearby foes are struck for 5+(3X) lightning damage.

Rift Burst {E} - 5en, 1 cast, 6 recharge
Elite Enchantment Spell
For 6 seconds, Rift Burst has no effect. When Rift Burst ends, up to 5 nearby foes are struck for 15+(4X) damage.

Drain Essence - 5en, 1 cast, 8 recharge
Spell
Destroy target spirit or animated creature you control. Gain 15+(3X) health and 1+(X/15) Soul Essences.

---
Redirection [22 skills; 18 normal skills, 4 elite]

Reflect Attack - 5en, 1/4th cast, 3 recharge
Mirror Spell
For 3 seconds, the next time target ally would be struck by an attack, their attacker takes 5+(3X) damage instead.

Misdirection - 5en, 1/4th cast, 5 recharge
Mirror Spell
For 3 seconds, the next time target ally would be struck by damage, one nearby foe takes 5+(3X) damage instead.

Return Flames- 5en, 1/4th cast, 4 recharge
Mirror Spell
For 2 seconds, the next time target ally would take fire damage, the source of that damage takes 15+(4X) fire damage and is set on fire for 1+(X/8) seconds instead.

Precision Reflection - 10en, 1/4th cast, 4 recharge
Mirror Spell
For 1 second, the next time target ally would be struck by damage, the source of that damage takes 10+(6X) damage instead.

Reflect Magic - 5en, 1/4th cast, 3 recharge
Mirror Spell
For 2 seconds, the next time target ally would be the target of a hostile spell, that spell fails and its controller takes 5+(3X) damage.

Glass Shards - 5en, 1 cast, 1 recharge
Spell
Send out 3 Glass Shards at target foe. Each one deals 5+(X) damage if it hits.

Reflection Shield {E} - 15en, 1/4th cast, 30 recharge
Elite Mirror Spell
For 10 seconds, whenever target ally would take damage, the source of that damage takes that much damage instead. (Maximum of 10+(2X))

Shard Aura {E} - 5en, 1 cast, 15 recharge
Elite Enchantment Spell
For 10 seconds, whenever you are the target of an attack or spell, one nearby foe is struck for 5+(2X) damage.

Radiant Shield - 5en, 1/4th cast, 1 recharge
Mirror Spell
For 1 second, target ally has a 15+(4X)% chance to evade attacks.

Mirror Coat - 5en, 1 cast, 8 recharge
Mirror Spell
For 8 seconds, target ally has a 25+(4X)% chance to evade attacks. Mirror Coat ends when that ally takes damage.

Mirror Image - 5en, 1/4th cast, 5 recharge
Mirror Spell
For 2 seconds, target ally has a 50% chance to evade the next 1+(X/6) attacks against them.

Brilliant Coat - 5en, 1/4th cast, 8 recharge
Mirror Spell
For 1+(X/8) seconds, the next time target ally is struck by an attack, their attacker is blinded for 4 seconds.

Convert Damage - 5en, 1/4th cast, 1 recharge
Mirror Spell
For 1 second, the next time target ally would take damage, that ally is healed for that amount instead.

Reverse Polarity {E} - 5en, 1/4th cast, 2 recharge
Elite Mirror Spell
For 2 seconds, the next time target ally would take damage, that ally is healed for 15+(4X) instead.

Hex Absorption Shield - 5en, 1/4th cast, 10 recharge
Mirror Spell
For 3 seconds, the next time target ally would be the target of a hex, that hex fails, and that ally gains 1+(X/2) energy.

Invert Hex - 5en, 1/4th cast, 3 recharge
Mirror Spell
For 1 seconds, the next time target ally would be the target of a hex, that hex fails, and that ally is healed for 15+(4X) instead.

Convert Malady - 5en, 1/4th cast, 3 recharge
Mirror Spell
For 3 seconds, the next time target ally would suffer from a condition, that condition is negated, and that ally loses 1+(X/8) conditions.

Reverse Ailments {E}- 10en, 1 cast, 10 recharge
Elite Mirror Spell
For 1+(X/2) seconds, whenever target ally would suffer from a new condition, that condition is negated, and that ally gains +2 health regeneration.

Spirit Link - 5 Essences, 2 cast, 8 recharge
Hex Spell
For 8+(4X/5) seconds, whenever you are struck for damage, 33% is redirected to target foe, and whenever that foe receives healing, 33% is redirected to you.

Spirit Mirror - 3 Essences, 1/4th cast, 1 recharge
Mirror Spell
For 3 seconds, the next time target ally would take damage, that ally gains 15+(4X) Health and 1+(2X/5) Energy instead.

Essence Mirror - 5en, 1/4th cast, 5 recharge
Mirror Spell
For 2 seconds, the next time target ally would take damage, that ally gains 1+(X/8) energy and you gain 1 Soul Essence instead.

Reflection Coat - 5en, 1/4th cast, 12 recharge
Mirror Spell
For 1+(X/2) seconds, enemy spells targeted against target ally fail. Reflection Coat ends when that ally takes damage.

===
Non-Attribute Skills [0 skills]

===

Short designer's blurb;

The Etherealist is an amalgamation of multiple profession ideas from myself and others finally somewhat refined into a single concept. The name is not precisely right for the Guild Wars universe, since Ether is primarily associated with 'Energy', but I needed a term to convey dealing with the untouchable.

The basis for the profession is inspired by the concept of adrenaline; Having an alternate resource with which to use skills. This serves a threefold purpose.
1.) Inherent energy management.
2.) Controlling tempo (the rate at which skills can be used)
3.) Enabling more powerful spells to be created which can not easily be made into spells. That is, spells that are too strong front-ended wise, or are difficult to balance through cast time, energy cost, and recharge time. (Ultimately, one can overcome any of the three, through energy management, fast casting/glyphs, and recharge reducers)

From there, 2 of the attributes were shaped to work with this.

(Edit: Sadly, for the most part, I don't think #2 or #3 were really successfully explored yet )

Redirection was a toss-on, but can also be loosely considered to be working with an alternate resource; How much is timing worth? If you could predict where and when things were going to happen, if you HAD to, how much would such skills be worth? The strange mirror theme comes from the profession of origin, and perhaps the weapon, or at least focii, could reflect this.

As usual, it trods on the toes of existing professions in many respects, but ultimately, after failing to really create builds at all with any of my prior concept professions (which is why they never get posted), this one's actually turned out slightly more interesting, and I'm fairly satisfied with where it's at, barring a few more tweaks.

Some obvious oddities/lack of synergies are due to everything initially being bottom-up design. About half of it, to be precise, all built from the ground up with no greater vision. Afterwards, I switched to top-down design, redefined how I wanted everything, and redid, replaced, and filled in the rest. This kind of creation process is a bit chaotic, and probably not a good thing, but it's too late for that now.

Below are some further notes about the summons, and sample builds using different professions, to showcase things. And that's about it, I guess.
I hope you enjoyed, for all that this is largely a waste of time.

Questions, Comments, or Suggestions?

===

Summon Statistic Notes
;


Call Spirit Familiar - 15en, 3 cast, 10 recharge
Spell
Summon a level 2+(X) Spirit Familiar. While you control a Spirit Familiar, you have 40+(11X/3) additional maximum health, +5 maximum energy, and 5+(X) additional armour. You can only have one Familiar at a time. When a Familiar you control is destroyed, your skills are disabled for 10 seconds.

Health = [80+(20xlevel)]x(1+Spawning)
Armour = 20+(2xlevel)
Attack = 3-5 x (level/5) piercing/slashing/blunt melee damage every 2 seconds
AI: Stays within 'nearby' range of summoner, only attacks in response to being attacked, or summoner being attacked.
Other: Leaves no corpse on death, can be healed, has natural health regeneration (regenerates lost health while not attacking/taking damage), and is destroyed when summoner is killed. Should have 3 different skins, can be recycled existing skins made translucent. Animals are particularly fitting. (Squirrel/Bunny for the win!)


Animate Salving Spirit - 7 Essences, 20 recharge
Spell
Create a level 1+(6X/5) Salving Spirit that heals allies.

Health = [40+(15xlevel)]x(1+Spawning)
Armour = 20+(1.5xlevel)
Attack = Does not attack. Instead, uses a touch range spell, "Salve. Skill. Target touched ally is healed for 5+(3X) and loses 1 condition." every 4 seconds.
AI: Stays within 'In the Area' range of summoner, wanders somewhat mindlessly and heals injured allies.
Other: Leaves no corpse on death, can not be healed, has no health regeneration, and is destroyed when summoner is killed. Should appear as a sparkling, floating "Will-o-the-Wisp" style creature.


Call Elementals - 25en, 3 cast, 10 recharge
Spell
Summon 1+(X/8) level 1+(2X/3) Elementals. This skill is disabled for 30 seconds.

Health = [80+(20xlevel)]x(1+Spawning)
Armour = 20+(2xlevel)
Attack = 3-7 x (level/5) fire/cold/lightning ranged (wand projectile distance + speed) damage every 1.75 seconds
AI: Bone Fiend AI
Other: Leaves no corpse on death, can not be healed, has natural health regeneration, and becomes masterless when summoner is killed. Should appear as amorphous spirits with shades of colour and ambient effects appropriate for their element. (Red + embers for fire, blue + 'cold breath' for cold, white/yellow + lightning playing off the surface for lightning)


Call Earth Golem - 25en, 3 cast, 20 recharge
Spell
Summon a level 1+(6X/5) Earth Golem. You can only control one Earth Golem.

Health = [100+(20xlevel)]x(1+Spawning)
Armour = 30+(3xlevel)
Attack = 3-13 x (level/5) earth melee damage every 2.4 seconds
AI: Bone Horror AI
Other: Leaves no corpse on death, can be healed, has natural health regeneration, and becomes masterless when summoner is killed. Should appear as a golem constructed from stone. Moves 25% slower than normal.



Animate Tormented Soul - 8 Essences, 30 recharge
Spell
Summon a level 1+(X) Tormented Soul that hexes foes.

Health = [80+(20xlevel)]x(1+Spawning)
Armour = 20+(2xlevel)
Attack = Does not attack. Instead, uses a projectile spell, Torment Dart, that causes foes to become hexed with "Torment Dart. Hex Spell. For 3+(X/2) seconds, you suffer from 2 health degeneration." when struck every 3 seconds.
AI: Bone Fiend AI, with greater priority on unhexed foes.
Other: Leaves no corpse on death, can not be healed, has no health regeneration, and is destroyed when summoner is killed. Undecided appearance concept.



Animate Spirit Beast {E} - 10 Essences, 2 cast, 15 recharge
Spell
Create a level 5+(X) Spirit Beast. Whenever a Spirit Beast you control deals damage, it loses an equal amount of health.

Health = [80+(20xlevel)]x(1+Spawning)
Armour = 20+(2xlevel)
Attack = 1-2 x level armour-ignoring damage every 1.5 seconds
AI: Bone Horror AI
Other: Leaves no corpse on death, can not be healed, has no health regeneration, and is destroyed when summoner is killed. Should be translucent lions, bears, or some other large beast.

===

Sample Premades (Not so much emphasis on effectiveness as showcasing interactions between professions/skills)

Soul Sniper
Ranger/Etherealist

Expertise: 10+1+2
Marksmanship: 8+1
Soul Manipulation: 12

Magebane Shot {E}
Savage Shot
Read the Wind
Broken Spirit
Consume Essence
Transmute Spirit
Soul Force
Resurrection Signet


The Soul Sniper combines bow-based Interrupts with Broken Spirit to shut down foes and gather Soul Essences, which can be used to restore one's Health and Energy, or knockdown foes.


===

Collector of Souls
Mesmer/Etherealist

Fast Casting: 12+1+2
Soul Manipulation: 12

Mantra of Recovery {E}
Spirit Tap
Draw Soul
Consume Essence
Spirit Flame
Deluge of Souls
Spirit Burden
Resurrection Signet

The Collector of Souls uses Fast Casting to quickly gather Soul Essences in order to recover health, cause massive degeneration and damage, or snare foes, as the situation calls.


===

Summon-mancer
Etherealist/Elementalist

Arcane Power: 12+1
Soul Manipulation: 3
Astral Magic: 12+1+3

Animate Spirit Beast {E}
Call Spirit Familiar
Call Elementals
Invigorate
Glyph of Concentration
Draw Soul
Drain Essence
Resurrection Signet

The Summon-mancer combines an Elementalist Glyph to prevent interruption for gathering Soul Essences and raising an army of Spirit Beasts + friends.

Aspenwood Variant;
Drop Resurrection Signet, raise Soul Manipulation to 4, and grab Convert Soul. Corpses are abundant, and the signet is useless.

===

Traffic Controller
Etherealist/Mesmer

Redirection: 12+1+3
Inspiration: 12

Reverse Polarity {E}
Precision Reflection
Reflect Magic
Reflect Attack
Mirror Image
Power Drain
Channeling
Resurrection Signet

Aid allies and harm enemies by turning their own attacks and spells against them as the Traffic Controller, mixing Redirection Spells with Inspiration for energy management.

---
Version History:
1.02 : Runthrough complete, many errors fixed.
1.03 : Added generic caster armour information
1.04 : Few skill adjustments and fixed a description error.
1.05 : Few more skill adjustments.
1.06 : More skill tweaks, Spirit Link was moved to Redirection, Reset and Crystal Shower have been erased, with Spirit Mirror and Essence Mirror taking their place as part of an effort to spread the attribute synergy.
1.07 : More tweaks, fixed some spells that lacked cast times, dropped Channel Strength for Animate Spectre of Defeat.
1.08 : More skill tweaks, removed Animate Spectre of Defeat to lower the emphasis on summoning, and added Reflection Coat.
1.09 : Still more skill tweaks, and another spell-check.
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Last edited by Mercury Angel; Nov 28, 2006 at 04:47 AM // 04:47..
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Old Nov 27, 2006, 06:46 AM // 06:46   #2
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/notsigned

BUT!!

This is without a doubt the most professionally laid out and though-filled concept class I've seen on this forum. I must admit, I was a little dissuaded at the thought of another class with summoning abilities, imo, we don't need another.
What does one person's opinion matter anyways? I try to be as hard as I can on these professions in this forum, but it all comes down to opinion. You have a good idea here. Good job
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Old Nov 27, 2006, 02:23 PM // 14:23   #3
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Holy schnigitz, sample builds and everything. Even if you hated the class (which I don't) this is a excellent template for doing complete builds. As far as the class goes, it seems at first you are makeing a ritualist type character; then maybe a necro. In the end however you come up with a class with a individual identity and enough flexability to exsist in Guild Wars.
Truth, I did not look at the numbers on the skills, it is good that you added them for completeness, but I hate them and feel they should be a matter of balancing at implementation not during design.

Good Jorb
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Old Nov 27, 2006, 08:40 PM // 20:40   #4
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Quote:
Originally Posted by Rurik Jangeer
I must admit, I was a little dissuaded at the thought of another class with summoning abilities, imo, we don't need another.
Opinion duly noted, and was a direct factor in the decision to drop the summon added in 1.07;
I wanted the 'summoning' aspect to be a small, but fun aspect of the attribute and profession, and adding more is contrary to the vision.

It's true that it doesn't really explore more design space, as it's a blend of both existing summoners; 3 Front-loaded and 3 back-ended skills. That is, 3 that can be used straight off, much like ritualist spirits, and 3 that require a 'build-up', akin to Necromancer summons.
The idea was to have some for relevance throughout the entire battle.

Not sure if the goal was met, but there's always room to revise/improve.


Quote:
Originally Posted by Giddeanx
Holy schnigitz, sample builds and everything. Even if you hated the class (which I don't) this is a excellent template for doing complete builds.
2 comments on that thus far; Thanks to both. I'm glad the effort for making a clean, easy-to-read concept profession was appreciated.

Quote:
Originally Posted by Giddeanx
As far as the class goes, it seems at first you are makeing a ritualist type character; then maybe a necro. In the end however you come up with a class with a individual identity and enough flexability to exsist in Guild Wars.
It's... a messy pot-luck. It's hard to tell how much a new resource is worth, and what it can be redeemed for. It makes me think of the Ritualist and Assassin though; Both professions initially felt lacking in various respects that limited what kinds of builds were used, though they had interesting skills.
Then, Nightfall came along, and now you can see every attribute actually used, and not just in gimmick 'I can use something nobody else does' builds, in some form of gameplay or another. The extra 25 skills each really feel like they've rounded out the professions.
I mean, when before Nightfall did anyone seriously consider Deadly Arts a viable attribute line, for instance?

Quote:
Originally Posted by Giddeanx
Truth, I did not look at the numbers on the skills, it is good that you added them for completeness, but I hate them and feel they should be a matter of balancing at implementation not during design.
Oh definitely, I agree on the latter point. The numbers are mainly there to get a feel for what the skills should be doing in theory. Descriptive terms might be adequate replacements.

Example;
Essence Shock - 2 Essences, 1 cast
Spell
Target foe is struck for (High) lightning damage.

Then, you can still get the idea for what purposes this skill might be used for;
Cheap (no energy cost), tactical spiking, or building up power and unleashing it in a burst of high DPS, and few numbers are involved.

Ultimately, I prefer numbers, but I can definitely see the merit in intentional vagueness to prevent hangups on the unimportant (the specifics), instead of the concept itself.


Thank you both for the valued feedback.
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Last edited by Mercury Angel; Nov 27, 2006 at 08:44 PM // 20:44..
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