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Old Nov 06, 2006, 10:03 PM // 22:03   #1
Jungle Guide
 
Dean Harper's Avatar
 
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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Default Concept Class: The Cyfilist

EDITS MADE WITH UR SUGGESTIONS, PLZ GIVE MORE OPINONS, WORKING ON INCORPORATING THE AUSTRALIAN THEME WITH AN ATTRIBUTE AND SKILLS.


The Cyfilist is a caster prof that deals in support skills and its main function is to buffer, or cover allies hexes, enchantments, and conditions. They also specialize in putting hexes and conditions on enemies. They use a boomerang as a weapon. Theyr armor would be 60.

Attributes:

Counterbalance (Primary): For every two levels of Counterbalance, you gain 5 health and 1 energy every time you stop a hex, condition, or enchantment from being removed.

Boomerang Mastery: Increases damage you do with boomerangs. Many boomerang skills, especially those that inflict damage on foes become more effective with higher Boomerang Mastery.

Bracing Magic: No inherent effect. Many skills, especially those that have to do with stopping the removal of hexes, conditions, and enchantments become more effective with higher Bracing Magic.

Dissuasion Magic: No inherent effect. Many skills, especially those that have to do with hexing and putting condtions on enemies, and helping you in the battlefield become more effective with higher Dissuasion Magic.




Skills:


Boomerang Mastery:


Dirty Strike: Attack Skill. for 6 seconds, your next attack causes blinding for 4...12 seconds, but cripples you for 10...4 seconds.
Cast: 0sec Energy: 10 Recharge: 30sec

Jagged Buffet: Attack Skill. For 5...10 seconds, the next time you hit with an attack, your boomerang strikes twice, but for 25% less damage and causes bleeding for 8 seconds on the second hit.
Cast: 0sec Energy: 10 Recharge: 10sec

Piercing Raid: Elite Boomerang Attack Skill. The next time you attack, for 4...12 seconds, your boomerang strikes the opponent twice with +7...18 damage but you lose 7...3 energy the first time that enemy is struck.
Cast: 0sec Energy: 5 Recharge: 20sec

Chastening Attack: Attack Skill. For 5 seconds, your next attack strikes for +8...27 damgage.
Cast: 0sec Energy: 10 Recharge: 5 sec

Piteous Aptitude: Skill. For 8...17 seconds, all of your attacks cause bleeding for 5...10 seconds.
Cast: 2sec Engery: 5 Recharge: 35sec

Splice Attacks Elite Enchantment Spell. For 20 seconds, your entires party's weapons strike for +5...13 damage for their next 1..3 attacks.
Cast: 2sec Energy: 15 Recharge: 20sec

Dingo's Strike: Attack Skill. For 5...10 seconds, your next attack moves 25% faster and strikes for +8...23 damage. If your attack is blocked or evaded, the nearest foe to your target loses 3 energy.
Cast: 0sec Energy: 0 Adrenaline: 5

Crocodile's Bite: Elite Skill. For 3...8 seconds, your next attack causes target foe to become crippled for 8 seconds and causes bleeding for 5...12 seconds. If either condition is removed prematurely, the remover loses 5...9 energy.
Cast: 2sec Energy: 15 Recharge: 25sec


Bracing Magic:


Imitation Enchantment: Enchantment Spell. For 27...45 seconds, target foe is enchanted with Imitation Enchantment. This spell does nothing for its duration. If an enchantment is attempted to be removed, then Imitation Enchantment is removed instead.
Cast: 1sec Energy: 5 Recharge: 30sec

Fake Hex Hex Spell. For 30...52 seconds, target foe is hexed with Fake Hex. Fake Hex does nothing for its duration. If Fake Hex is removed from target foe, the remover and target foe both take 25...94 damage. Fake Hex takes however long it was on target foe to recharge.
Cast: 3sec Energy: 15 Recharge: 45sec

Fortify Enchantment: Spell. For 5...18 second, the next time target party member casts an enchantment on an ally, Fortify Enchantment is activated and if the cast enchantment is attempted to be removed, Fortify Enchantment is removed instead.
Cast: 2sec Energy: 10 Recharge: 25sec

Double Condition Hex Spell. For 3 seconds, target foe is hexed with Double Condition. After 3 seconds, Double Condition ends and any condition on target foe is reactivated for half of the time of its original duration. If there is no condition on target foe when Double Condition ends, that foe loses 3...8 energy.
Cast: 1 sec Energy: 10 Recharge: 15sec

Instigation Elite Enchantment. For 15...8 seconds, all party members are enchanted with Instigation. After Instigation ends, if any of your party members have any hexes on them, 1...3 of those hexes are removed and each party member is healed for 20...45 health for each hex removed from them.
Cast: 2sec Energy: 15 Recharge: 30sec

"What Enchantment?" Elite Shout. For 5...12 seconds, all enchantments on allies within earshot are not visible to foes.
Cast: 0sec Energy: 25 Recharge: 25sec

Divert Removal Enchantment. For 8...15 seconds, target ally is enchanted with Divert Removal. For this duration, if an enchantment is attempted to be removed, Divert Removal is removed instead.
Cast: 1sec Energy: 10 Recharge: 5sec

"Krickey!": Elite Shout. For 10 seconds, you and all adjacent allies cannot be the target of hexes.
Cast: 0sec Energy: 15 Recharge: 45sec

Failure to Comply: Hex Spell. For 12...28 seconds, target foe is hexed with Failure to Comply. If it is removed prematurely, target foe and the remover both lose 5 energy.
Cast: 1/2sec Energy: 5 Recharge: 20sec


Dissuasion Magic:


Disclose Enchantments: Hex Spell. For 8...18 seconds, target foe cannot be the target of skills that stop enchantments from being removed.
Cast: 1sec Energy:10 Recarge: 25sec

Backslide: Elite Hex Spell. For 7...15 seconds, if an enchantment is removed from target foe, you are enchanted with the removed enchantment but with only half of its original duration.
Cast: 2sec Energy: 15 Recharge: 35sec

Caluminate: Hex Spell. Target foe is hexed with Caluminate for 9...15 seconds. When Caluminate ends, target foe is struck for 10...30 damgage for every 3 seconds they were under the effect of an enchantment while under the effects of Caluminate.
Cast: 3 sec Energy: 15 Recharge: 30sec

Manifestation: Spell. You are healed for 12...25 health for every hex or condtion on you.
Cast: 2sec Energy: 5 Recharge: 10sec

Intensity Spell. Target foe is struck for 20...56 damage for each condtion on them, and you gain 3...12 energy if that foe had any enchantments on them.
Cast: 2sec Energy:10 Recharge: 25sec

Kangeroo's Speed: Stance. For 5...12 seconds, you move 25% faster, but after Kangeroo's Speed ends, you lose 10% of your maximum health.
Cast: 0 Energy: 10 Recharge: 45sec

Derivation of Energy: Hex Spell. For 8...16 seconds, target foe is hexed with Derivation of Energy. After Derivation of Energy ends, you steal 3...10 energy from target foe. If Derivation of Energy is removed prematurely, target foe takes 42...94 damage.
Cast: 2 Energy: 10 Recharge: 20sec







Other Notes:

Weapon Range: Caster Range
Weapon Max Damge: 12...25
Can use Focuses, but they would focus on adding energy or adding % of damage.
Base Energy: 30 with 4 pips
Prof type: Support Caster/Melee long range



Please give me ur thoughts on this prof. Thanks all!!!


-Dean



p.s. i know i posted this before but i need more of ur thoughts, take a look at it plz!!!
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Old Nov 06, 2006, 11:18 PM // 23:18   #2
Desert Nomad
 
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so what was wrong with your other post?
or the english language....

over-all it seems to gimicky to me...dony know, kind off like a watered down monk/mesmer
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Old Nov 13, 2006, 09:32 PM // 21:32   #3
Krytan Explorer
 
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I think it's very clever. It'd be fun to play.
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Old Nov 14, 2006, 12:51 AM // 00:51   #4
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lots of stuff out of zelda i see
i like it
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Old Nov 27, 2006, 03:00 AM // 03:00   #5
Jungle Guide
 
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Guild: The Killer Clan Musketeers [TKCM]
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Quote:
Originally Posted by anubis_master
lots of stuff out of zelda i see
i like it

lol, i dont even play zelda, i have no idea wat ur tlking about, nothing in here is out of zelda.
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Old Nov 27, 2006, 06:37 AM // 06:37   #6
Frost Gate Guardian
 
Join Date: Aug 2006
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/notsigned
Sorry, just imo it wouldn't fit with GW... I don't think I've personally agreed with a concept class yet though I'm pretty tough on them
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