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Old Nov 12, 2006, 06:15 AM // 06:15   #1
Krytan Explorer
 
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Default New Class: Magician

Concept Class name: Magician/Trickery Master/Conjuror

Energy: Ranger class, base energy 30, 3 pipe E regen with standard armor, energy pool can be expanded by carrying energy offhand or staffs.

Armor: Caster class, 60AL with optional +20 armor against melee and/or elemental damages.

Character Concept:
Magician does not cast direct damage spells nor dealing direct physical damage, most of what it does is tricks and misdirection of spells and skills used by enemy or ally.

Attributes:

Trickery Mastery (primary)
Preparations for secondary attributes and reduce energy cost, preparation types are the same with ranger preparations, and it can not be stacked together.

Redirection/Misdirection- Magician's primary manipulation skills, used to redirect enemy spells, skills or attacks as well as ally's.

Suggestion - Magician's primary Offensive skills that manipulates enemy activities.

Insight – Primary Defensive skills for magician, able to nullify enemy's attack.

Skill Examples:

Trickery Mastery (Primary)

Redirection Preparation(preparation)
10e | 2c | 30r
For 30-60 seconds, you are prepared for redirection skills, all your redirection skills receive +2 attribute boost, and all your other skills receive -2 attr deduction. Redirection skills cost 2 less energy to use.

Suggestion Preparation(preparation)
10e | 2c | 30r
For 30-60 seconds, you are prepared for Suggestion skills, all your Suggestion skills receive +2 attribute boost, and all your other skills receive -2 attr deduction. Suggestion skills cost 2 less energy to use.

Mass Manipulation (skill)
15e | 3c | 25r
For 2-15 seconds, your next 2 skills used against target foe are affecting adjacent foes as well.

Vanish(Elite Skill)
10e | 1c | 45r
For 5-17 seconds, you can not be a target of spells or attacks either from foes or your allies. When Vanish ends, your skills are disabled for 5 seconds and you gain 50 health and 10 energy.

Magician's Distraction(Preparation)
15e | 2c |60r
For 14-35 seconds, every time you use a skill on a targeted foe, that foe is dazed for 1-3 seconds.

Redirection -

Chain Event (enchantment)
10e | 1c | 15r
For 2-10 seconds, Target ally's next spell casted on target other ally is also redirected to yourself and Chain Event ends.

Sight of Mistrust(Hex)
10e | 1c | 10
For 3-12 seconds, Target foe's next 1-3 melee attack are redirected to a random other adjacent foe, Sight of Mistrust end prematurely if there is no other adjacent foe.

Redirecting hex (Spell)
5e | 1c | 10r
If you are under the effect of a hex, the hex and its remaining duration is redirected to target ally, the ally gains 2 energy.

Energy Channel (Enchantment Spell)
8e | 1c | 15r
For 10 seconds Each time target ally uses a skill, you gain 1-3 energy and that ally loses 2-1 energy.

Siphon Skills (hex)
10e | 3c | 25r
After 3 seconds, target foe's one random attribute reduced by 2 for 15 seconds, and your random attribute is increased by 2 for 15 seconds. Siphon Skills ends prematurely if enemy uses a skill.

Scattering Amplifier(Enchantment)
10e | 1c | 15r
Next time target ally cast a spell against a foe, the spell is redirected to random two other foes in the area, and you lose 2 energy.

Swift hands (Skill)
5e | 3/4c | 45r
If target touched foe is using a signet, that foe's action is interrupted and the signet is disabled for additional 45 seconds.

Hex Mirror (Skill)
10e | 1c | 15r
For 8-12 seconds, next time target foe casts a hex against a targeted ally, that foe is hexed with the same hex as well.

Spell Reflection(Skill)
12e | 1/2c | 20r
If target foe is casting a spell against targeted ally, that foe is interrupted and the spell is casted on himself instead.

Matador's agility (stance)
5e |0c | 7r
For 2-7 seconds, you have 75% chance to evade melee attacks, but every time you evade an attack, that foe gains one adrenaline.


Suggestion

Disrupting thoughts (Spell)
10e | 1/2c | 15r
Target foe's spell is interrupted but instantly recharged, that foe's one other random spell is disabled for 1-5 seconds.

Misread (hex)
8e | 1c | 10r
For 10 seconds, Target foe's spell will use one other random attribute.

Confusion(hex)
12e | 1c | 15r
For 10 seconds, Target foe's physical attack will deal damage to himself.

Fairy flare (skill)
5e | 3/4c | 10r
Target touched foe is set on fire for 3-6 seconds, when fairy flare ends, that foe is healed for half the damage taking from burning.

Bull's Stubborn (hex)
5e | 1c | 10r
If target foe is moving, for 2-8 seconds, that foe is unable to stop or change moving directions, when Bull's Stubborn ends, that foe is returned to the original location.

Assist ally (enchantment)
5e | 1c | 5r
Target ally's next skill has 2 attribute level boost, and you lose 2 energy.

Silence (Elite Hex)
8e | 1c | 15r
For 3-15 seconds, target foe can not use shouts.

Unintended betrayal(hex)
8e | 2c | 15r
For 4-13 seconds, whenever target uses a spell on that foe's ally, the spell will be redirected to your binded ally and you lose 3 energy or Unintended betrayal ends.

Uncalm mind (Spell)
15e | 1c | 25r
Activate target foe's random spell on random targets, that foe loses 3 more energy.

Shatter Esteem(Elite Hex)
10e | 2c | 20r
For 15 seconds, all of target foe's spell has half the normal range.

Coma Stun(Elite Skill)
15e | 3c | 45r
Target foe is killed, but after 2-8 seconds, that foe will be resurrected with full health and energy. Coma Stun will not impose a death penalty.

De ja vu (hex)
12|2|10
For the next 4-8 seconds, the next time target foe uses a skill, that skill is instantly recharged but all other skills are disabled for 1-4 seconds.

Reckless thoughts(hex)
8|2|30
For the next 3-8 seconds, target foe cast spells 25% faster, but uses twice the amount of energy.

Insight

Memorize(enchantment)
10e | 2c | 45r
For 25-55 seconds, any time you use a redirection or suggestion spell, you gain 2 energy.

Eyes of Magician(Elite Spell)
10e | 1/2c | 25r
Target foe's skill is interrupted, and for 4-15 seconds, skills of the same attribute can not harm you, and you gain 1 energy for every such spells used against you.

Gambling nature(Elite spell)
10e | 1c | 30r
You are target foe both lose 6-15 energy, if target's energy reaches 0, you gain 9-20 energy.

Blindfold guidance(Skill)
10e | 1c | 15r
For 10-35 seconds, blinded ally will bypass the Blind influence, Blindfold guidance ends when the ally is not in the area with you. You gain 1 energy for every successful hit that ally makes.

*Berserk (skill)
8e | 2c | 15r
For 5-11 seconds, target ally attack 25% faster, but can not use adrenaline skills nor gain adrenaline.

Mind fence(enchantment)
8e | 2c | 20r
For 2-8 seconds, the next time target ally uses a spell, that ally can not be interrupted and ignore daze for that spell.


No Attribute

Bind Ally(Focus Binding)
5e | 2c | 30r
For 30 seconds, you are binded to one ally to channel positive spells and enchantments.

Bind Foe(Focus Binding)
5e | 2c | 30r
For 30 seconds, you are binded to one foe to channel negative spells and hexes.

Wooden Dummy
10e | 3c | 45r
Create a stationary wooden dummy, 75% of the physical damage you are taking will be redirected to the dummy and you lose 1 energy. Wooden Dummy falls apart after 60 seconds or if you are not in the area with the dummy.

Last edited by Saphrium; Nov 16, 2006 at 02:33 AM // 02:33..
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Old Nov 12, 2006, 08:03 AM // 08:03   #2
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Very interesting...

it feels like a souped up mesmer....

Hmnn...

I think you need to make your redirections a need to be a unique kind of spell

and i think your preparations are too "strong". as in they do too much.
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Old Nov 12, 2006, 08:26 AM // 08:26   #3
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Love the skills. Wonderfully made.
Dislike the CC name, and the primary still fee a bit flat.
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Old Nov 12, 2006, 11:21 AM // 11:21   #4
Krytan Explorer
 
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Thanks for the inputs, I will make some modifications later.

Last edited by Saphrium; Nov 12, 2006 at 12:25 PM // 12:25..
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Old Nov 12, 2006, 09:30 PM // 21:30   #5
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I like this idea, but to make a real judgement, I'd have to see more of your skills.
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Old Nov 14, 2006, 08:55 AM // 08:55   #6
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Updated some skills.
Magician should not cast anything, but I feel weird saying Duration Skills, and "hex" doesn't really accurately what I am trying to explain, so Ryuken you are right, I probably need a whole new class of skill attributes. However I feel weird with adding new skill attributes to already complex GW skill system.

Magician's skill cost is relatively high, along with lower energy pool and 3 pipe of regen, I would say energy is magician's primary problem, somehow I have to bring some energy management skills into magician line, and hopefully into primary attribute, so that magician secondaries will not be too overpowered.(for example, elementalist/magician).

Last edited by Saphrium; Nov 14, 2006 at 08:58 AM // 08:58..
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Old Nov 15, 2006, 02:37 AM // 02:37   #7
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i don't get it ranger type merge with a mage?
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Old Nov 15, 2006, 05:39 AM // 05:39   #8
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very skilled illusionist, but no magical powers.

Just like the David Copperfield, he can't cast mending, he can make you believe so though.
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Old Nov 18, 2006, 01:08 AM // 01:08   #9
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New Skill(need balance suggestions):

Trickery Mastery attribute:

Poison Tar (Skill)
10e | 2c | 10r
Shoot a glob of poison tar from your weapon, target foe who is attacking is poisoned for 10 seconds and moves 10% slower.

Suggestion Attribute:

Spiritual limit(hex)
10e | 2c | 20r
For 8-23 seconds, if target foe can not have more than two enchantments.

Insight Attribute:

Prediction(elite spell)
12e | 1/4c | 20r
Targeted foe's spell is interrupted, and for 2-11 seconds, if that foe uses that spell again, the spell fails and disabled for additional 11-32 seconds.

Foresight(Elite Enchantment)
10e | 2c | 15r
For 6-21 seconds, if you take damage from a spell, you will not take damage by the same spell for 5 seconds.
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