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Old Oct 29, 2006, 03:49 AM // 03:49   #1
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Default Concept class: The Spellblade

The Spellblade

"..A Rogue gone Arcane.."

The Spellblade is a melee fighter who specializes in interrupting and undermining his enemies through his nimble nature
and magical spells fueled not by Energy but by Focus that he gains while staying out of the fray.
At all times he is accompanied by a magical pet-like thing, a Familiar with a small assortment of skills to aid
and protect its master.
The way the Spellblade operates on the battlefield is the way of beguilment and obfuscation
as well as obstructing the means by which especially enemy casters handle themselves. Enchantments and Spells.

All manners of spell effects are free game for the Spellblade. They prey upon the Elementalist as well as the Monk.
The Spellblade can become out of reach for even the most competent Mesmer, though only for short durations.
In a party the Spellblade's task is to control casters and ensure the group's continued survival through the means
of cutting down the enemy's magical offense and/or defense.
Because of his many ways of handling himself, he is quite self reliant and can spend a while unattended
in the backlines of the battle.
And much like the Assassin, the Spellblade utilises a double-wielded weapon.
But unlike his more physical damage oriented cousin, the Spellblade has no direct means to enhance his weapon damage.
Still, thanks to rigorous training, a Spellblade's Blades strike swift and true.


The Attributes:

FOCUS (Primary)
Increases your Focus generation by 1 for every 4 ranks in this attribute when in not in a Focused state.
In addition you have a 1% chance per attribute point to triple attack any Hexed or Enchanted foe.

GUILE
Disappearance and misconception to keep you safe and others bewildered.

FAMILIAR
Skills that your Familiar uses. Investing points in this attribute does not give direct benefits to associated
skills. Instead, for every attribute point, your Familiar has 1% more health and deals 1% more damage.

SPELLSTEALING
Stealing spells, enchantments and hexes. From allies and foes alike. And then using them to
further your own ends. Or the of your allies, for the time being.


Focus explained:

Focus is like adrenaline in that it regenerates in portions. However unlike adrenaline, Focus constantly regenerates.
The speed of Focus regeneration is slow when moving and/or using skills.
Focus regenerates at a much faster rate when standing still and not using skills.
It takes 2 seconds to enter this heightened Focus generation state after using a skill or moving.

All skills start at zero Focus and regenerate from there. Unlike adrenal skills, when you use one skill it does
not drain Focus from other skills. But when you use a skill, the overall Focus regeneration is slowed down nonetheless.
The maximum Focus you can have is 100 for each individual skill. 100 is also the hard cap overall.
You can have as much as -50 negative Focus, but you can never attain it by yourself.
Your Familiar however can be taxing on your Focus pool. This is futher explained in the Familiar section.

At normal speed, Focus regenerates at 4 units per second. It takes 25 seconds this way to achieve 100 Focus.
In a Focused state Focus regenerates at 20 units per second and it takes 5 seconds to reach one hundred.
Remember to add to that the time to transition between these two states, though.
At maximum rank of FOCUS, you will gain an additional 4 Focus per second. A total of 8 when not in a Focused state.

For you, stolen spells do not cost Energy to cast, but Focus instead.
For each point of a spell's energy cost it takes 4 times the Focus to cast.
Other not stolen spells cost their normal amount of Energy or Focus regardless.

Also, upon death you lose all Focus, including negative, i.e. it is set back at zero.
Death resets all spells you may have stolen and they begin their recharge on your victims' skillbars.
The death of your victims however does not affect your stolen spells.
Death penalty does not affect your Focus pool's size or generation.


The Focused state:
After 2 seconds of inactivity, you enter the Focused state where your Focus generation is four times as fast.


How to monitor your Focus:

On your skillbar you will see a wavy blue line rise and fall as you gain and expend Focus.
Each skill when it has enough Focus will light up to be used.
If your Focus is below zero, your Focus median line will rise upwards and leave under it a Red glow.
This glow recedes when you gain back your Focus.
Also, whenever your Familiar uses a portion of your overall Focus,
it is not deducted directly from already charged skills, but from your overall Focus pool.
Like mentioned, you can see its status at the backdrop of your skillbar.
This median line is also part of the Customisable UI,
and can be accessed by pressing F11 in game and selecting the Interface Tab.
When selected, you can resize and reposition your Focus monitor to suit your own personal interface.


Triple attacks explained:

With each rank of Focus you have a 1% chance to triple attack any Hexed or Enchanted foe.
Triple attack simply is your weapon damage times three. The median of which when tripling an attack is 55.5.
Attack skills cannot gain a triple attack effect against any foe.
However, for each attack tripled, all weapon benefits and such get tripled as well.
Such as Vampiric, Zealous or Necromancer/Ritualist and now Paragon skills activating on an attack.
So in theory one could devise a build around triple attacking and buffing it over the top,
BUT: It only has a 16% chance at best. It ONLY can be attained against Enchanted or Hexed foes.
AND you cannot use attack skills to cause a triple attack.


Sequences explained:

A Sequence is a skill that has a secondary or/and a tertiary effect when re-used within a certain space of time.
If you re-use the spell within the frame of 8 seconds on the same target as the first use,
a Sequence skill gains additional effects that are further explained in the description.
A skill re-use costs no Energy or Focus to cast and recharges instantly if used on the same target.
When the Sequence is completed, i.e. when the skill has been re-used to its description,
it then recharges accordingly.

A Sequence is:

Any skill that is classed as a Sequence.
A Sequence can be cast more than once and it recharges instantly and costs nothing to use after the first usage.
When a Sequence's "charges" are spent, it is then disabled for a specified time.
If you are interrupted while performing a Sequence, only the one cast is interrupted but it does not count
towards the quota of charges available to a Sequence.
A spell that is "in sequence" cannot be disabled while it is instantly recharging as long as it has "charges".

You can choose to not take advantage of a Sequence by not casting the spell for 8 seconds after which
time it recharges normally, that is, its normal recharge duration minus the 8 second "wait period".
If you try to use a skill that is "in sequence" on another target nothing happens.
You either have to wait 8 seconds to get the skill recharging or use it again on the same target to gain its effects.

Skill sequences that were disabled remain disabled at the event of death. But if enough time has passed before
your resurrection, you may find them recharged according to the description.



Armor 70 +20 AL vs Physical
Energy 20
E. regen +4


Armor

Head 70 AL
Chest 70 AL 5 EN
Hands 70 AL
Legs 70 AL 5 EN
Feet 70 AL

Weapon: Dual Blades
Damage: 15-22 Each
Att.speed: 1 Each
Range: melee

Because of hitting with both of his Blades each second the Spellblade can achieve 37 DPS, or 2220 damage per minute.
With the 16% probability of triple attacks, about every 6th attack will result in an average damage of 55.5
when tripling an attack.
I haven't calculated the effects a 16% triple attack has on the DPS, so I just used values of hitting
with both blades per minute.
Also, with the Familiar attacking a random foe adjacent to IT, alone at max. rank = 910/ 15.6 DPS over a minute.


Familiar:

Armor: 60 +100 vs Elemental damage
Health: 380 +16% at max. Familiar = ~441
Weapon: Claws
Damage: 9-18 +16% at max. Familiar = ~10-21
Att. speed: 1
Health reg: +3
Energy: 35


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

The Skills


The Familiar

"..Trusted friend and ally, and sometimes, unpredictable too.."


Every Spellblade has a Familiar that travels with them. A Familiar is a small magical creature
that assists the Spellblade. You gain a Familiar at the start of the game or at PvP character creation.
The Familiar's level is same as yours.

Familiars have their own 4 slot skillbar like Heroes but you cannot control their skill use
more than equipping their skillbars while in an outpost.
Familiars can only use Familiar skills or skills they have stolen from foes.
There are different types of Familiars available, they only vary in appearance though,
and once you have chosen your companion, that choise cannot be remade.
You can give a name to your Familiar after level 10.

The Familiar always follows the Spellblade remaining adjacent to him. When the Familiar dies, it will be resummoned
in 20 seconds. Whenever the Familiar uses a skill, you lose the cost in Focus.
If the Spellblade dies before the Familiar, it too vanishes and respawns at its master's resurrection.
Your Familiar suffers a Death penalty to a maximum of -15%. It gains -2% with each consecutive death.
Even if by despawning when its master dies. It also only gains 1% boost from Morale to a maximum of 5%.

If you do not have enough Focus when the Familiar performs an action it is substracted from your available
Focus pool. It works like negative Exhaustion for Energy. However, whenever your Focus pool is less than -20
you will suffer an Out of Focus effect halving your attack speed and damage for as long as you remain in the negatives.
You will gain your Focus back when it reaches zero or over.
You can never have less than -50 Focus and no more than 100 at a time.


How to monitor the Familiar's status:

When playing either as a Primary or a Secondary Spellblade you will notice an extra window
on your screen. By default this small screen is positioned right next to your Skillbar on the left.
This window can be resized and repositioned to suit your needs.
In this window you will see the three-dimensional picture of your Familiar and the skills it uses.
This window by default also shows whenever your Familiar expends Focus, and how many points.
This function can be detached from the Familiar control window and moved elsewhere.


Modifying the Familiar:

The Familiar can be accessed by pressing (Default: K) in game to open the Skills and Attributes window.
In here you can set its skillbar from the skills available to your Familiar by dragging them onto the bar below.
Later on, or when accessing PvP Character customisation by pressing (Default: J), you can add
modifiers to your Familiar. These modifications are known as Permutations and they add a number of
effects to your Familiar's overall status.
These Permutations also carry over to the controlling Spellblade by a ratio of 1 to 3.
A Familiar can only have up to three Permutations on it at any one time.
Only one Minor, only one Major and only one Superior.


List of available Permutations:
of the Flesh: +12, +21, +30 health
of the Spirit: +3, +9, +12 energy
of the Mists: +3%, +6%, +9% chance to evade attacks
of the Suffering: +3, +6, +9 damage with all weapons
of the Chain: +12, +15, +18 to all armor
of the Wind: +3%, +6%, +9% faster movement
of the Mind: +12%, +18%, +21% chance to not be interrupted
of the Nethers: +3, +6, +9 health stolen by all attacks


An example of a Permuted Familiar:
{PET_NAME}, [Player Name]'s Familiar of the Flesh, Chain and Suffering.
Minor of the Flesh: +(12) health +(3) to master
Major of the Chain: +(15) to armor +(5) to master
Superior of the Suffering: +(9) weapon damage +(3) to master
Level [GET_LVL].
Age: [GET_AGE] months.


The Skills of the Familiar


Store spell
10 FC 0 SEC 10 SEC SPELL
Your Familiar stores a random spell from your equipped spells and casts it independently.
Lasts 10 seconds after which a new spell is stored.


Consume Enchantment
20 FC 0 SEC 25 SEC SPELL
Your Familiar removes one Enchantment from a foe and gains 25% health.


Consume Hex
20 FC 0 SEC 25 SEC SPELL
Your Familiar removes a Hex from an ally and gains 25% health.


Give health
20 FC 0 SEC 15 SEC SPELL
Your Familiar loses 25% of its health and you gain the same amount.


Warp
10 FC 0 SEC 15 SEC SPELL
Your Familiar becomes untargettable if at 50% health or less. Lasts 6 seconds.


Bite
10 FC 1 SEC 5 SEC SPELL
Your Familiar bites at foes dealing +10 damage.


Haste
30 FC 0 SEC 25 SEC SPELL
For 10 seconds your Familiar moves and attacks 33% faster.


Absorb
10 FC 0 SEC 20 SEC SPELL
If you are below 25% health, for 8 seconds all damage done to you is transferred to your Familiar instead.


Knock
30 FC 0 SEC 25 SEC SPELL
Your Familiar knocks down a foe.


Blur
30 FC 0 SEC 30 SEC SPELL
For 10 seconds you and your Familiar have a 50% chance to evade attacks.


Web
40 FC 0 SEC 10 SEC HEX
Your Familiar webs a foe in place for 3 seconds.


Slow
60 FC 0 SEC 12 SEC HEX
Your Familiar slows a foe down to 10% movement speed for 5 seconds.


Invisibility
30 FC 0 SEC 20 SEC SPELL
Your Familiar turns invisible for 20 seconds. This effect ends if are below 50% health.


Find traps
20 FC 0 SEC 30 SEC SPELL
For 10 seconds your Familiar attempts to spot nearby traps.


Ward
30 FC 0 SEC 12 SEC SPELL
If you take more than 50 damage per second, the rest of that damage is negated.
When 150 damage has been negated this effect ends.


Clear area
50 FC 0 SEC 20 SEC SPELL
Your Familiar dispels all Area effects in the vicinity. Includes Wells, Wards, Traps.

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

GUILE


Appear
10 FC 1 SEC 20 SEC SEQUENCE
You teleport to target foe. For each spell you have, one spell is disabled for that foe for 1..3..3 seconds.
If you recast this spell within 8 seconds on the same foe, another spell is disabled for that foe for the same duration.
If you cast this spell on another foe, it does nothing.
When this sequence is completed, this skill is disabled for 30 seconds.


Pickpocket
20 FC 1/4 SEC 20 SEC SEQUENCE
Target foe is interrupted and you take 75..43..36 damage.
If you re-use this skill within 8 seconds on the same foe, that foe takes that damage also.
If you use this skill a third time, you are healed for 36..43..75 health. If you use this skill on another foe,
it does nothing. When this sequence is completed, this skill is disabled for 30 seconds.


Distract
60 FC 1 SEC 25 SEC SPELL
If target foe was attacking, that foe's skills are disabled for 1..3..5 seconds.
If that foe was attacking you, they are knocked down.


Bluff
10 FC 1 SEC 15 SEC SEQUENCE
For 3..6..8 seconds the next attack or spell against you fails. If you recast this spell within 8 seconds,
you also gain 10..30..50 Focus if a spell or attack fails this way.
When this sequence is completed, this skill is disabled for 30 seconds.


Hold
50 FC 1 SEC 25 SEC SEQUENCE
Target foe cannot attack for 1..3..6 seconds. When this hex ends you are teleported to your nearest ally.
If you recast this spell within 8 seconds on the same foe, that foe's target's take -15 damage from that foe
for 6..11..15 seconds. If you use this skill on another foe, it does nothing.
When this sequence is completed, this skill is disabled for 30 seconds.


Obfuscate
70 FC 1 SEC 30 SEC ENCHANTMENTS
For 10 seconds the next Hexes or Enchantments cast on you expire. If more than 1..2..3 Hexes or Enchantments
expire this way your skills take 50% longer to recharge for 10 seconds.


Simple trick
10 FC 1/4 SEC 30 SEC SEQUENCE
If target foe was using a skill, your next 1..3..3 spells cast 25% faster. Lasts 12 seconds.
If you recast this spell on the same foe within 8 seconds, for 10 seconds, all your allies' spells
targetting that foe cast 12%..23%..34% faster. If you use this skill on another foe, it does nothing.
When this sequence is completed, this skill is disabled for 30 seconds.


Mind trick
60 FC 1 SEC 20 SEC HEX
The next spell target foe casts within 8 seconds fails and that foe loses energy equal to
the cost of the failed spell. If that spell cost 10 or more energy, it is disabled for 5..11..14 seconds.


Hide
20 FC 1 SEC 20 SEC ENCHANTMENT
The next time a foe attacks or casts a spell against you within 8 seconds you become untargettable
by that foe for 4..9..14 seconds. This effect ends if you deal damage to that foe.


Re-emerge
10 FC 1 SEC 20 SEC SEQUENCE
If target foe is not attacking you or casting spells against you, you are teleported to that foe.
If you recast this spell on the same foe within 8 seconds, that foe is knocked down.
If you cast this spell a third time on the same foe, you cannot be knocked down for 20 seconds.
If you cast this spell on another foe, it does nothing.
When this sequence is completed, this skill is disabled for 30 seconds.


Play it safe
50 FC 1 SEC 30 SEC ENCHANTMENT
You cannot lose health from attacks or spells for 2..7..10 seconds. If you use a skill that targets a foe,
this effect ends.


Sleight
80 FC 1 SEC 12 SEC SEQUENCE
Target foe's skills are disabled for 4 seconds. If you do not attack for 5 seconds, you gain 14..38..52 health.
If you recast this spell within 8 seconds on the same foe, you gain 21..54..68 health.
If you cast this spell on another foe, it does nothing. When this sequence ends, this skill is disabled for 20 seconds.


Vanish
100 FC 1 SEC 30 SEC ELITE ENCHANTMENT
You vanish and become untargettable for 1..7..10 seconds. This effect ends if you use a skill.


Beguile
5 EN 1 SEC 20 SEC HEX
Lose all Focus. Target foe loses 1..4..5 energy whenever that foe casts a spell against your allies.
Lasts 15 seconds.

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

SPELLSTEALING

Confiscate spell
70 FC 1 SEC 20 SEC SPELL
Target foe has one spell disabled for 10 seconds and Confiscate is replaced
by that spell at an attribute level of 1..9..12.


Commandeer spell
80 FC 1 SEC 25 SEC SEQUENCE
Target foe has one spell disabled for 5 seconds. All other spells of the same
attribute take 5 additional seconds to recharge for 3..12..15 seconds.
If you recast this spell within 8 seconds on the same foe, that foe loses 1 energy for each spell of the same attribute.
If you cast this spell on another foe, it does nothing.
When this sequence is completed, this skill is disabled for 25 seconds.


Twist spell
20 FC 1/4 SEC 20 SEC SPELL
If target foe was casting a spell, that foe is interrupted and the spell disabled for 2..7..11 seconds.
Twist spell is instantly recharged if an Elite spell was interrupted.


Stolen cast
50 FC 1/4 SEC 20 SEC SPELL
If target foe was casting a spell, that spell is interrupted and disabled for 8 seconds.
For the duration, Stolen cast is replaced by that spell at an attribute level of 1..9..12.


Steal Enchantments
100 FC 1 SEC 20 SEC SEQUENCE
Target foe loses 1..2..2 Enchantments. These Enchantments last 5%..15%..20% longer when they
are transferred to you. If you recast this spell within 8 seconds on the same foe, that foe cannot be the target of
Enchantments for 4 seconds. If you cast this spell on another foe, it does nothing.
When this sequence is completed, this skill is disabled for 20 seconds.


Drain Hexes
40 FC 1 SEC 30 SEC SEQUENCE
Target foe loses 1..2..2 Hexes. For each Hex lost, one of your skills is recharged.
If you recast this spell within 8 seconds on the same foe, Hexes cast on that foe last 20% longer for 4..8..11 seconds.
If you cast this spell on another foe, it does nothing.
When this sequence is completed, this skill is disabled for 30 seconds.


Redeem spell
50 FC 1/4 SEC 30 SEC SEQUENCE
If target other ally was casting a spell, that spell instantly recharges but costs 250%..150%..75% more energy to recast.
If you recast this spell within 8 seconds on the same ally, for 10 seconds, the next time that ally casts a spell,
that ally gains 1..4..4 energy. If you recast this spell a third time on the same ally,
all that ally's disabled spells are recharged. If you cast this spell on another ally, it does nothing.
When this sequence is completed, this skill is disabled for 30 seconds.


Copy Enchantments
100 FC 1 SEC 30 SEC SPELL
Copy 1..2..2 Enchantments from target other ally onto yourself. For you and that ally,
these Copied Enchantments last only 30%..50%..75% of their duration.


Safeguard Enchantments
60 FC 1 SEC 15 SEC ENCHANTMENT
Target ally cannot have their Enchantments removed for 1..4..7 seconds.
Each time if an Enchantment would have been removed, that ally gains 1..3..5 energy.


Mimic cast
10 FC 1/4 SEC 7 SEC SPELL
If target foe was casting a spell, you cast the same spell at that foe at an attribute level of 1..9..12.


Reinforce Spellcast
30 FC 1/4 SEC 15 SEC SPELL
If target ally was casting a spell, that spell recharges 25% faster and you gain 10..25..40 Focus.


Copy Spellcast
10 FC 1/4 SEC 12 SEC SPELL
If target ally was casting a spell, Copy Spellcast is replaced by that spell at an attribute level of 1..9..12.
Lasts 10 seconds.


Tickle Enchantments
50 FC 1 SEC 25 SEC HEX
Target foe loses one Enchantment. If that foe had any hexes on them, they take 18..56..75 damage
the next time a spell is cast on them for 10 seconds.


Assimilate Enchantment
20 FC 1 SEC 20 SEC SPELL
You lose one Enchantment. If an Enchantment was lost, your next spell recharges 10%..17%..22%
faster and casts 25% faster. Lasts 8 seconds.


Mend Enchantments
40 FC 1 SEC 30 SEC SPELL
Target ally loses one Enchantment. That ally's other Enchantments last 10%..15%..20% longer.


Deny spells
50 FC 1/4 SEC 20 SEC SEQUENCE
If target foe was casting a spell, that foe cannot cast additional spells for 1..4..6 seconds.
If you recast this spell within 8 seconds on the same foe, that foe cannot use signets for 5..12..15 seconds.
If you cast this spell a third time on the same foe, for 3..8..10 seconds, you cannot be the target of spells.
If you cast this spell on another foe, it does nothing.
When this sequence is completed, this skill is disabled for 30 seconds.


Dweomer
20 FC 1/4 SEC 30 SEC ELITE SPELL
If target foe was casting a spell, all spells of the same attribute are disabled for that foe and all nearby foes
for 3..10..13 seconds.


Dweomer shield
50 FC 1 SEC 12 SEC ENCHANTMENT
For 10 seconds, the next time you are the target of a foe's spell,
that spell is disabled for that foe for 3..7..10 seconds. If that spell was a Hex, your non-Hex spells are recharged.


Cripple spells
60 FC 1 SEC 25 SEC HEX
Target foe casts spells 50% slower for 5..9..12 seconds. If that foe is hexed again, they cast spells 100% slower.


Mundane magics
70 FC 1 SEC 25 SEC HEX
Target foe's next 1..4..4 spells are cast with an attribute level penalty of -2..4..5.
Lasts 12 seconds:


Capture spell
100 FC 1 SEC 20 SEC HEX
The next 1..3..3 spells cast by target foe take 50% longer to recharge and when this hex ends after 8 seconds,
spells cast during this time are disabled for 3..7..10 seconds.


Decompass spells
70 FC 1 SEC 15 SEC HEX
For 3 seconds target foe cannot cast spells that target their allies. When this hex ends, all that foe's spells
that target their allies take 1 second longer to cast and your spells cost 1..4..5 less energy for 6 seconds.


Minor spelldrain
20 FC 1/4 SEC 15 SEC SEQUENCE
If target foe was casting a spell, that foe loses 1..3..3 energy for each spell of the same attribute. (Maximum 15)
If you recast this spell on the same foe within 8 seconds, you lose one Hex and condition
for every 3 points of energy lost by that foe. If you cast this spell a third time on the same foe,
for 6 seconds, your next skill instantly recharges. If you cast this spell on another foe, it does nothing.
When this sequence is completed, this skill is disabled for 30 seconds.


Major spelldrain
30 FC 1/4 SEC 10 SEC ELITE SEQUENCE
If target foe was casting a spell, that foe takes 3..7..12 damage for each spell of the same attribute
and experiences -2 energy degeneration for 20 seconds. If you recast this spell within 8 seconds on the same foe,
that foe also experiences -2..4..5 health degeneration for the duration.
If you cast this spell on another foe, it does nothing.
When this sequence is completed, this skill is disabled for 20 seconds.

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

FOCUS

Combat meditation
10 EN 1 SEC 30 SEC SKILL
For 10 seconds, your Focus generation is increased by 25%..75%..100%.


Concentrate
10 EN 1 SEC 12 SEC ENCHANTMENT
You gain 6..12..18 health each second for 5 seconds. If you have any Hexes on you, the duration is halved.


Resume focus
10 EN 1 SEC 30 SEC SKILL
You are teleported to a nearby location and begin focussing. You gain 2..5..10 Focus
each second for 8 seconds. This effect ends if you are attacked.


Relinquish focus
5 EN 1/4 SEC 30 SEC SKILL
You lose all Focus. For 1..3..4 seconds you are immune to damage.


Focused strides
5 EN 1/4 SEC 15 SEC ENCHANTMENT
For 6..14..21 seconds you move 33% faster but lose 8 Focus each second.


Stasis
5 EN 1 SEC 5 SEC ELITE HEX
Health or Energy regeneration on target foe is negated for 2..7..10 seconds.

Last edited by Elruid; Oct 29, 2006 at 03:55 AM // 03:55..
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Old Oct 29, 2006, 04:30 AM // 04:30   #2
Furnace Stoker
 
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Join Date: Oct 2005
Location: Kali
Profession: W/E
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Wow.. lots numbers and math.
Very nicely written out, and highly detail, can see you put lots effort into it, and it shows off well.

I must say I only briefly scann most of it, will try to give it a more closer read later.

However, 3 thing of conern.

1) Why the need of Familar? If it is a caster, it would be understanable, but if they have melee weapon, why need them? Also they seem too good, as a pet-like helper that have its own skills. I don't think I see any maintaining cost, or how it might effect your skill bar (familar skills are equipted on its own?), or any penality. In compareson to Pets and Minions, they feel too good of use.

2) Why need for Focus? It for the purose of adding new game playing mechanic, I know, but do they really needed? Once concern is that it allow you to have too much energy, and close off other energy-shut-down related skills. In functions, they could be reduce by a Multiplier and convert to energy, and still function very much the same (As energy regen are almost always constant). I think need to add another condition to Focus to make it work better (something like "gain when attacking", or "gain when casting"... that of sort)

3) There are no attribute linking to double-weilding blade. Also why do they need double wielding blade? Few parts are already too much like the Assassins.

Thats 3 questions/conerns for you to play around with.

On a side note: I was thinking of a Mimic CC too, and lots of the skills in mind are very close to the one in the spellstealing attribute.... damn you

-----------------------------
oh, and what happen to your sad-tone?
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Old Oct 29, 2006, 07:59 AM // 07:59   #3
Jungle Guide
 
Join Date: Apr 2006
Guild: Creating guild
Profession: Mo/
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Just skimmed through it, it seems very very similar to a warrior/mesmer. Guile--->illusion and domination spellstealing---- inspiration
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Old Oct 30, 2006, 01:29 AM // 01:29   #4
Jungle Guide
 
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Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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it almost seems to be a collation of a lot of the classes into one in some way or another.
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