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Old Nov 07, 2006, 05:33 PM // 17:33   #1
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Default Concept class: The Enchanter

The Enchanter


The Enchanter specializes in creating battlefield wide effects centered on himself that affect
everything in their radius. Furthermore the Enchanter can choose to focus on developing the effects
of a certain Aura. He is able to either increase the power of his allies or weaken his foes through manipulating his Auras.
Should an Enchanter choose not to utilise their many Auras, he is able to directly alter the
combat capabilities of his or her enemies and allies through the use of various Enchantments.
The Enchanter might prove to be a high value target due to the profession's nature, however
the numerous skills in the Fluency attribute line offer ways for self protection and avoidance.


AURA MASTERY (Primary)
Increases the radius of your Auras by 1 ft per attribute point.
In addition for every creature affected by your Auras you gain +1 maximum energy per attribute point.

MANIPULATION
No inherent effect. Skills adding effects to your Auras become more powerful with higher Manipulation.

FLUENCY
No inherent effect. Skills related to self defense and protection become more effective with higher Fluency.

ENCHANTING MAGIC
No inherent effect. Skills related to Enchanting allies' Weapons and Armor as well Disenchanting enemies become more effective with higher Enchanting magic.


Basic stats

Armor 60
Energy 20
E. regen +4


Head 60 AL
Chest 60 AL 5 EN
Hands 60 AL
Legs 60 AL 5 EN
Feet 60 AL


Some armor modifiers:

Radiating +1 maximum health for each creature affected by your Auras
Glimmering +15 AL when casting spells
Understudy's +7 maximum energy
Incanter's +10 AL whenever in the radius of an Aura
Bolter's +15 Armor when attacking


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

The Skills

ENCHANTING MAGIC

You can only have one Enchanting magic Spell active on any one target.
You can only have one Enchanting magic spell active per target.

All Encantment: Weapon and Armor spells are Enchantments.
All Disenchantment: Weapon and Armor spells are Hexes.

All values are at ranks 1..12..16.


Enchant Weapon: Damage
10 EN 3 SEC 5 SEC
For 60 seconds target ally deals +3..9..11 damage with all weapons.


Enchant Weapon: Health
10 EN 3 SEC 5 SEC
For 60 seconds target ally has +20..65..80 health while wielding a weapon.


Enchant Armor: Absorption
10 EN 3 SEC 5 SEC
For 60 seconds target ally takes -1..4..6 damage from all attacks.


Enchant Armor: Energy
10 EN 3 SEC 5 SEC
For 60 seconds target ally has +5..10..12 maximum energy.


Enchant Armor: Stamina
10 EN 3 SEC 5 SEC
For 60 seconds target ally moves 1%..3%..5% faster than normal.


Enchant Weapon: Dexterity
10 EN 3 SEC 5 SEC
For 60 seconds target ally has a 3%..10%..15% increased chance to score a critical hit with all weapons.


Enchant Armor: Agility
10 EN 3 SEC 5 SEC
For 60 seconds target ally has a 3%..10%..15% increased chance to dodge attacks.


Enchant Weapon: Death ELITE
10 EN 2 SEC 20 SEC
For 60 seconds whenever target ally deals damage fatal to a foe that ally steals
up to 12..63..73 health from all nearby foes.


Enchant Armor: Eye for an Eye ELITE
10 EN 2 SEC 20 SEC
For 60 seconds the next 70..190..240 damage done to target ally is negated.
Every 3 points of physical damage negated this way deal 3..11..15 damage back to adjacent foes.


Enchant Weapon: Slay Unnaturals
10 EN 3 SEC 5 SEC
For 60 seconds target ally deals +12..24..30 damage to Undead and Spirit targets.


Disenchant Weapon: Weakness
10 EN 2 SEC 15 SEC
For 30 seconds target foe deals 2..8..12 less damage with all weapons.


Disenchant Weapon: Vampirism
10 EN 2 SEC 15 SEC
For 30 seconds every time target foe attacks, that foe loses 3..15..18 health.


Disenchant Armor: Exhaustion
10 EN 2 SEC 15 SEC
For 30 seconds target foe has 4..7..10 less maximum energy.


Disenchant Armor: Clumsiness
10 EN 2 SEC 15 SEC
For 10..21..30 seconds target foe cannot dodge attacks and every time that foe blocks an attack that foe is knocked down.


Disenchant Weapon: Heavy hand
10 EN 2 SEC 15 SEC
For 30 seconds target foe has a 10%..27%..35% decreased chance to score critical hits.


Disenchant Amor: Affliction
10 EN 2 SEC 15 SEC
For 30 seconds target foe has 8..30..38 less maximum health and Poison and Disease effects last 33% longer on that foe.


Disenchant Weapon: Tooth for a Tooth
10 EN 2 SEC 25 SEC
For 40 seconds whenever target foe knocks down a foe, target foe is knocked down and takes 15..37..45 damage.


Disenchant Armor: Hexes and Curses
10 EN 2 SEC 25 SEC
For 15..31..40 seconds target foe gains 3%..21%..28% less benefit from Healing and all Hexes last 20% longer on that foe.


Enchant Weapon: Range
10 EN 3 SEC 5 SEC
For 60 seconds target ally's ranged weapon has a 2%..7%..10% increased range.


Enchant Weapon: Fury
10 EN 3 SEC 5 SEC
For 60 seconds every time target ally scores a critical hit, for 3..6..9 seconds that ally attacks 10% faster.


Disenchant Armor: Elements
10 EN 1 SEC 10 SEC
For 30 seconds target foe takes 5%..11%..15% more damage from elemental attacks.


Disenchant Armor: Wear and Tear
10 EN 2 SEC 15 SEC
For 30 seconds target foe has -7..10..12 armor.


Total Disenchantment Signet ELITE
0 EN 3 SEC 15 SEC
Remove all Enchanter Enchantments and 1..3..5 other type of Enchantments from target foe.


Enchant Weapon: Fire
10 EN 3 SEC 5 SEC
For 60 seconds target ally deals +2..6..8 Fire damage with all weapons.


Disenchant Weapon: Imbalance
10 EN 2 SEC 15 SEC
For 30 seconds target foe has a 5%..19%..25% increased chance to miss with attacks.


Enchant Weapon: Rage
10 EN 3 SEC 5 SEC
For 60 seconds whenever target ally scores a critical hit, that ally gains 1..2..2 extra strikes of adrenaline.


Disenchant Weapon: Dwindling
10 EN 2 SEC 15 SEC
For 10..21..30 seconds whenever target foe scores a critical hit, that foe loses 1..2..3 strikes adrenaline.


Enchant Armor: Inner focus
10 EN 3 SEC 5 SEC
For 20..45..60 seconds whenever target ally casts a spell that costs 10 or more energy,
that ally gains 50%..180%..250% of the spell's energy cost as health.


Disenchant Armor: Fizzle
10 EN 2 SEC 15 SEC
For 30 seconds whenever target foe casts a spell, that foe has a 15% chance to lose 1..2..3 energy.

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


FLUENCY


Strafe
10 en 1 sec 20 sec Enchantment
For 2..7..10 seconds the next time you would take damage, the damage is negated
and you are teleported to a random adjacent location.


Decoy
10 en 1 sec 15 sec Enchantment
For 10 seconds, if you take more than 100..65..40 damage from a single source
a nearby foe takes that damage instead and you are healed for half of the amount.


Fend
10 en 1 sec 30 sec Enchantment
The next 1..4..7 attacks made against you deal damage equal to 2%..7%..10% of your maximum health
to any adjacent foes. Lasts 20 seconds.


Increased speed
10 en 0 sec 20 sec Stance
For 8 seconds you move 3%..5%..7% faster for each Enchantment on you.
If you have any Hexes on you, you move at double the speed. (Maximum 50%).


Grimward
10 en 1 sec 20 sec Enchantment
For 2..4..7 seconds the next time you are the target of a foe's spell, that foe is knocked down and the spell fails.


Energic terrors
10 en 2 sec 15 sec Enchantment
For 20 seconds the next time you lose more than 40%..25%..20% of your health, all adjacent foes
are teleported to a random nearby location and your party gains 1..3..5 energy.


Zeal
10 en 2 sec 20 sec Hex
Target foe loses 1..2..3 energy every time that foe attacks and you gain the same amount.
Lasts 7..11..15 seconds.


Blaze eyes
15 en 1 sec 10 sec Hex
Target foe takes 7 damage each second for 7..10..14 seconds and has a 50% chance to miss with attacks.


Cascading field
15 en 3/4 sec 10 sec Spell
Create a Cascading field around you. For 5 seconds all foes in the area lose 1..4..7 energy each second.
When the Cascading field collapses, you are teleported to a random nearby location.


Advocate
10 en 1 sec 10 sec Hex
For 8 seconds the next time target foe attacks, that foe takes 21..64..56 damage and this Hex is renewed
for 3 seconds. If that foe attacks again during that time, that foe takes double the damage and this Hex ends.


Energetic charge
5 en 1 sec 20 sec Spell
You teleport to target foe. If that foe was attacking, you are knocked down.
If that foe was casting a spell, you gain 1..6..12 energy.


Slow projectiles
10 en 1/4 sec 20 sec Enchantment
For 2..10..14 seconds all projectiles in the location around you move 30% slower.
If a projectile hits its target, that target is knocked down.


Teleport
5 en 1/4 sec 8 sec Spell
You teleport 7..15..18 ft forward in the direction you are facing.
For 5 seconds, if you take damage, you are knocked down.


Energetic attraction
10 en 2 sec 10 sec Enchantment
For 8 seconds, the next 1..3..5 spells cast in your location gain you 17..23..34 health.
If you were the target of any of these spells, they take an additional 2..4..7 seconds to recharge.


Energy armor
10 en 2 sec 15 sec Enchantment
You are protected in an armor of energy for 8..13..16 seconds and take 1..11..15 less damage.
Whenever a foe hits you with an attack or spell, that foe gains 1 energy.
Whenever an ally casts a spell on you, that ally loses 1 energy.


Cross
10 en 3 sec 30 sec Elite skill
You become very cross indeed and wreak havok all around with your Hex vision.
Lasts 10 seconds or until you hit something.

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

MANIPULATION


Manipulation skills related to BURNING AURA

Warmth
10 en 2 sec 25 sec Aura effect
Requires Burning aura.
For 6..12..18 seconds the burning duration on foes suffering any other condition is increased by 1..2..3 seconds.


Engulfing flames
15 en 2 sec 20 sec Spell
Requires Burning aura.
All foes in your Aura's radius take 32..78..119 fire damage.


Cauterizing wave
15 en 2 sec 20 sec Spell
Requires Burning aura.
A wave of heat emanates from you outwards striking all foes in your Aura's radius for 12..42..56 fire damage and setting
them on fire for 1..2..3 seconds.


Protective flames
10 en 2 sec 30 sec Aura effect
Requires Burning aura.
For 6..16..24 seconds all allies in your Aura's radius deal 5..10..18 fire damage to any foes attacking those allies.


Inner fire
15 en 1/4 sec 30 sec Spell
Requires Burning aura.
All burning allies in your Aura's radius are healed for 34..89..112 health.


Manipulation skills related to FREEZING AURA

Sleet
15 en 1 sec 30 sec Spell
Requires Freezing aura.
All foes in your Aura's radius are knocked down.


Frostbites
10 en 2 sec 30 sec Aura effect
Requires Freezing aura.
All foes in your Aura's radius attack 50% slower and take 8..14..20 cold damage every time they attack for 8..14..18 seconds.


Shivers
15 en 1/4 sec 30 sec Spell
Requires Freezing aura.
All foes in your Aura's radius are interrupted and take 34..58..78 cold damage if using a skill.


Frost nova
10 en 2 sec 15 sec Aura effect
Requires Freezing aura.
A wave of cold emanates from you outwards freezing all foes suffering from any Hexes in place for 2..4..5 seconds
during which time they cannot move but damage taken by those foes is decreased by 50%.


Frozen
5 en 2 sec 30 sec Aura effect
Requires Freezing aura.
For 10 seconds every time a foe in your Aura's radius attacks, that foe is frozen in place for 6 seconds and cannot move.


Manipulation skills related to VENGEANCE AURA

Punition
15 en 2 sec 30 sec Aura effect
Requires Vengeance aura.
For 8..15..28 seconds all attacking foes take 6..9..13 additional damage.


Judgement
15 en 2 sec 25 sec Spell
Requires Vengeance aura.
All attacking foes in your Aura's radius are knocked down and lose all Enchantments.


Vengeful strikes
10 en 2 sec 30 sec Aura effect
Requires Vengeance aura.
All allies in your Aura's radius deal +4..12..18 damage to attacking foes for 30 seconds.


Iron maiden
15 en 2 sec 30 sec Aura effect
Requires Vengeance aura.
All foes in your Aura's radius lose health equal to 2%..5%..8% of their maximum health whenever they hit with an attack.
Lasts 20 seconds.


Stunning strikes
15 en 1 sec 25 sec Aura effect
Requires Vengeance aura.
All foes in your Aura's radius are Dazed for 1..3..8 seconds and move 30% slower for 3 seconds
the next time they are hit with an attack. Lasts 10 seconds.


Manipulation skills related to SANCTIFYING AURA

Purification
15 en 2 sec 30 sec Aura effect
Requires Sanctifying aura.
For 20..36..42 seconds whenever an ally in your Aura's radius loses a condition that ally is healed for 7..18..24 health
for each condition lost.


Mendful words
10 en 1 sec 30 sec Spell
Requires Sanctifying aura.
All allies suffering from a condition or Hex are healed for 18..44..56 health
and you gain 1 energy for every Hex on those allies.


Hex hater's Vow
15 en 2 sec 30 sec Spell
Requires Sanctifying aura.
All allies suffering a Hex in your Aura's radius lose 1..2..3 hexes and foes adjacent to affected allies
take 34..78..98 damage.


Relieve agony
15 en 3 sec 30 sec Aura effect
Requires Sanctifying aura.
Health degeneration experienced by allies in your Aura's radius is negated and affected allies gain that amount
of health regeneration instead. Lasts 6..10..14 seconds.


Strike wounds
10 en 2 sec 25 sec Aura effect
Requires Sanctifying aura.
All foes in your Aura's radius suffering from conditions take 3..13..16 additional damage for 8..14..18 seconds.


Inner healing
10 en 2 sec 30 sec Aura effect
Requires sanctifying aura.
For 6..10..15 seconds whenever an ally in your Aura's radius suffers from a Deep wound that ally gains
+35..68..98 maximum health for 6 seconds.


Manipulation skills related to VIGOR AURA

Restorance
15 en 2 sec 30 sec Aura effect
Requires Vigor aura.
For 10 seconds whenever an ally in your Aura's radius is healed, you and that ally gain +12..24..38 health.


Blessing words
10 en 2 sec 40 sec Aura effect
Requires Vigor aura.
All Enchanted allies in your Aura's radius have the duration of their Enchantments increased by 12%..34%..56% for 30 seconds.


Life tap
15 en 1 sec 30 sec Aura effect
Requires Vigor aura.
Whenever a foe in your Aura's radius sacrifices health, you steal up to 6..11..18 health from that foe.
Lasts 12..18..26 seconds.


Compassion
10 en 2 sec 30 sec Aura effect
Requires Vigor aura.
Whenever an ally in your Aura's radius casts a spell that targets an ally, the target of that spell is healed for
20..40..60 health. If the target of the spell is suffering from any Hexes, that ally loses 1..2..2 conditions.
Lasts 10 seconds.


Manipulation skills related to PRAYER AURA

Recuperate
15 en 1/4 sec 25 sec Aura effect
Requires Prayer aura.
For 10 seconds the next time an ally in your Aura's radius takes damage, that ally gains health
equal to 12%..76%..86% of the damage taken.


Wear down
10 en 1 sec 20 sec Aura effect
Requires Prayer aura.
Whenever a foe in your Aura's radius is healed that foe loses 1 energy. Lasts 6..16..18 seconds.


Imbue with Life Spell
10 en 1 sec 8 sec
Requires Prayer aura.
All allies in your Aura's radius are healed for 24..45..78 health. All Enchanted allies are healed for
8..14..28 additional health.


Manipulation skills related to MEDITATIVE AURA

Energetics
15 en 2 sec 30 sec Aura effect
Requires Meditative aura.
Whenever an ally in your Aura's radius gains energy, that ally takes 2..6..12 less damage from all sources
for 5..8..12 seconds. Lasts 10..15..20 seconds.


Energy shields
10 en 1/4 sec 15 sec Aura effect
Requires Meditative aura.
For 10 seconds all damage done to allies in your Aura's radius is negated, but those allies
lose energy equal to 100%..65%..33% of the damage negated or this effect ends for that ally.


Transport
5 en 1 sec 30 sec Aura effect
Requires Meditative aura.
For 40 seconds, the next time an ally in your Aura's radius takes fatal damage, that damage is negated
and that ally is teleported to a random nearby location instead.


Static field
25 en 2 sec 30 sec Spell
Requires Meditative aura.
All foes in your Aura's radius suffer from Exhaustion for 30 seconds. Any foe already suffering from
Exhaustion takes damage equal to 3%..15%..20% of their maximum health instead.


Manipulation skills related to REDEMPTION AURA

Redeem
10 en 2 sec 60 sec Aura effect
Requires Redemption aura.
For 60 seconds the next time an ally is resurrected in the radius of your Aura, that ally gains
+56..89..124 maximum health for 20 seconds. This effect ends if that ally loses more than 50% health.


Induce life
25 en 3 sec 40 sec Spell
Requires Redemption aura.
All dead allies in the area are resurrected with 50% health and zero energy.
If you were suffering from any conditions, resurrected allies begin to suffer from the same
conditions as well.


Fist of Heavens
10 en 2 sec 60 sec Aura effect
Requires Redemption aura.
For 60 seconds whenever an ally dies in your Aura's radius a Fist of Heavens strikes at the location
dealing damage equal to 6%..18%..28% of your current health.


Avoid death
10 en 2 sec 60 sec Aura effect
Requires Redemption aura.
For 10..20..30 seconds the next time an ally in your Aura's radius takes fatal damage, that damage is negated
and that ally begins to move 50% faster for 10 seconds if not under any Hex.


Seal of life
15 en 2 sec 30 sec Aura effect
Requires Redemption aura.
For 10 seconds all allies in your Aura's radius gain 6..12..18 health every second.
If an ally dies from damage while under the effects of Seal of life,
the dealer of the killing blow loses 16%..22%..32% current health.


Comeback
15 en 4 sec 20 sec Spell
Requires Redemption aura.
Target ally is resurrected with full health and zero energy.
For each ally adjacent to you, your party is healed for 34..66..84 health.


Conservation
10 en 2 sec 30 sec Aura effect
Requires Redemption aura.
For 20 seconds, whenever a foe dies in your Aura's radius, your party is healed for 12..18..24 health.


Vow of sacrity
10 en 2 sec 30 sec Aura effect
Requires Redemption aura.
For 30 seconds, the next time a foe in your Aura's radius loses 50% or more health, all nearby foes
take 24..44..56 damage.

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

AURAS

Only one Aura per Enchanter can be active at any one time. Similar Auras do not stack.
Auras are classified as an Aura.


Freezing aura
10 en 0 sec 60 sec
All creatures in your Aura's radius move 10%..22%..30% slower and all Hexed foes are knocked down every 30 seconds.


Burning aura
10 en 0 sec 60 sec
All creatures in your Aura's radius are set on fire for 2 seconds every 40..26..18 seconds.


Conviction aura
10 en 0 sec 60 sec
All creatures in your Aura's radius gain 1..2..2 energy every 30..24..18 seconds.


Vengeance aura
10 en 0 sec 60 sec
All creatures in your Aura's radius take 3..7..12 damage every time they attack and all foes attacking
or casting a spell take 18..32..56 damage every 30 seconds.


Sanctifying aura
10 en 0 sec 60 sec
All creatures in your Aura's radius lose 1 condition every 30..22..15 seconds.


Reinforcing aura
10 en 0 sec 60 sec
All creatures in your Aura's radius gain +4..18..36 armor and become immune to damage for 2 seconds every 30 seconds.


Prayer aura
10 en 0 sec 60 sec
All creatures in your Aura's radius gain 12..30..45 health every 20 seconds.


Meditative aura
10 en 0 sec 60 sec
All creatures in your Aura's radius lose or gain only half the energy from spells and attacks. In addition,
all creatures in your Aura's radius lose 4 energy if attacking or casting a spell every 30 seconds.


Hasteful aura
10 en 0 sec 60 sec
All creatures in your Aura's radius move 3%..8%..15% faster.


Resistance aura
10 en 0 sec 60 sec
All creatures in your Aura's radius take -10%..18%..25% damage from Elemental sources and lose one Hex every 30 seconds.


Redemption aura
10 en 0 sec 60 sec
All creatures in your Aura's radius are resurrected at 12%..38%..50% health and zero energy every 30 seconds.


Vigor aura
10 en 0 sec 60 sec
All creatures in your Aura's radius have +64..100..156 maximum health and recover from Deep wound every 30 seconds.

Last edited by Elruid; Nov 09, 2006 at 04:07 PM // 16:07..
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Old Nov 07, 2006, 11:53 PM // 23:53   #2
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seems a little too manipulative, i dunno, could work, but i would make it a little less powerful, i mean auras that effect whole areas? i like the symbolist idea better, where you have symbols on the ground that u draw.
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Old Nov 08, 2006, 02:21 AM // 02:21   #3
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Very Nice. Great detail, and very nicely balance, as well as well name. The good stuff as was expected from Elruid.

I will admit that I rater glance at it, just picking exampless here and there, to get a feel of how it would be play. (will take some more time later to read in more detail)

It seem very much a combination of Paragon(aura-like) + Dervish(AoE auras) + Elm (war and Aoe) + Monk (enchantment) + Rituralist (weapon enchantment). While nothing wrong with that, but just don't seem to excit me too much (maybe because did read other similar aura-base or enchantment base class befoe). It seem too straight forward, and not really much new mechanic to challenge for a differnt playing style..

But still, it is one of the better made CC out here, and the overall layout of it is great. I do like all the skills, espcially the weapon-enchantments (which I will take) I will add this to my "CC-that-I-like" list.

I made an Aura-type of class befoe too (Templar), and could never finish my other elemental enchanter type of class (Conjur). Also there are few ideas for another Weapon/armor enchanter class in the head (RuneSmith). But now I am discourage to write about them....
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Old Nov 08, 2006, 11:34 PM // 23:34   #4
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seems like a pretty intresting concept, seems like very nice support.
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Old Nov 09, 2006, 12:13 AM // 00:13   #5
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The idea is pretty cool, but the class seems to rely much too heavily on Enchament buffs. The bane of the Enchanter would be a good Anti-Enchantment Mesmer.

If you cast, a Mesmer will interrupt it. If you've got Backfire on you, you will blow up on a successful cast. If you or your party has enchantments active, you'll all be blown up by various spells.

If a class of this type was introduced, I'd see it not being very popular in PvP (for the above reasons) or they are very popular and we see a rise in the number of Anti-Enchantment Mesmers in PvP. Either way, I can't see them being too useful in the presence of an enemy Mesmer as the current version stands. They'd be awesome in PvE, but some major tweaking would be needed for the PvP setting to prevent one class from completely and utterly shutting down their entire combat system.
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Old Nov 09, 2006, 01:57 AM // 01:57   #6
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The crossbow feels tacked on.

It really doesnt help with this class considering its a caster class....

wouldnt you be better off with a staff?
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Old Nov 09, 2006, 02:29 AM // 02:29   #7
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First comment, crossbow damage and speed, no no.
Also this is like including almost every class in GW.
Also I found a few skill maybe a bit cheesy in the fact that they own like an elite when they're not.
Yeah, yeah, yeah sure it's an impressive list of suff but I just cannot agree with this class.
/notsigned
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Old Nov 09, 2006, 04:11 PM // 16:11   #8
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Since I again wrongly estimated my own capabilities at relaying any concept to other people, I must apologise.
I removed the Crossbow contraption. Whatever ill-fated inanity possessed my crippled and decaying mind to tack it on, as someone so succintly put it, I will never know. Of course, that is but an excuse. I simply suck. But, you already knew that.

BTW, this is not a petition, keep your signings to something that actually matters. Incidentally, as luck would have it, nothing really matters.
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Old Nov 09, 2006, 10:04 PM // 22:04   #9
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Quote:
Originally Posted by Elruid
Since I again wrongly estimated my own capabilities at relaying any concept to other people, I must apologise.
I removed the Crossbow contraption. Whatever ill-fated inanity possessed my crippled and decaying mind to tack it on, as someone so succintly put it, I will never know. Of course, that is but an excuse. I simply suck. But, you already knew that.

BTW, this is not a petition, keep your signings to something that actually matters. Incidentally, as luck would have it, nothing really matters.
Oh, cmon... It's a pretty solid idea. Don't be so down on yourself because a few people didn't like it. It's a pretty solid idea, but it would need some major tweaking to be a viable option in PvE and (especially) PvP.
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Old Nov 09, 2006, 11:59 PM // 23:59   #10
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your class is fine and you don't suck. I thought my symbolist class was perfect but I found out that it had its flaws as well. So trust me your class is fine and take the responses you may seem nonfitting as something usefull. As most of them tell you what not to do. SO this is a good thing. And that's what I started doing, keep editing. It'll work.
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