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Old Aug 20, 2006, 02:00 AM // 02:00   #1
Wilds Pathfinder
 
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Default Concept Class: Warlock (Alternate)

This is my own version of the Warlock concept class created by Nevin.

Overview: Warlocks are casters. They use demonic energy for spell attacks and hexes, they use Demon pets, and various spells to enhance their abilities.

Demons- The Warlocks gain and use pets much in the same way as Rangers, except theirs are Demons rather than animals, and the things Warlocks can do with them are quite a bit different from ranger pets. Demons are a little stronger than Animal Companions, and Warlocks tend to rely on them more than a Ranger does on it's pet.
A Very important fact is that, when you use a Demon attack skill, it consumes the Demons energy, not your own. Also, the reset time of those skills is handled by the Demon itself. Meaning that, if a skill blocking skill is used on you, it will have no effect. But if it's used on the Demon, it will. The same for skill reseting skills.
Subjugation: Warlocks "Subjugate" demon pets, rather than "taming" them. Using the Subjugate Demon skill is very similar to using the Charm Animal skill, but it's more difficult, since most Demons are ordinary monsters (IE: Much stronger than animals). This brings the Demon completely under your control, and binds them to you.
Your Demon loses all of it's origional skills once you Subjugate it, but should retain all of it's variances of speed, damage and defense.
Fusion: There are some Warlock skills that cause you to fuse bodies with your Demon; losing your pet, but gaining unique and passive bonuses, as well as certain detriments to balance them.
The bonuses applied by Fusing with your pet fill in the weaknesses that cause the Warlock to typically rely on their pet.
Just as the Ranger must have out Charm Animal to have their animal with them, the Warlock must have Subjugate Demon to have their Demon with them. But, if the Warlock has out the Dark Fusion skill, they don't need to have Subjugate Demon out.
Fusing with your Demon causes your hair to turn silver/platinum, regardless of what color it was before, and gives you a dark wispy aura.
And if you have Subjugate Demon with you and fuse, then unfuse with your Demon, you will each have 50% of what your remaining health was.

Enhancement Spells: Typically enchantments, these enhance a Warlocks abilities. The benefits are usually related to physicle combat, and also often have detriments as well. Because they tend to boost things related to physicle combat, Warlocks work well with a melee fighter-type class as a secondary.

Weapon: Warlocks use weapons called "Infernal Essences". They function much like a staff, but with a little more focus on damage than of bonuses.
They appear as energy surrounding the Warlock's hands, ranging in appearance from black flames to a silver wispy energy, depending on the weapon skin. They do elemental damage, usually shadow, but sometimes chaos or fire. When used to attack, you throw a ball of energy very similar to the kind surrounding your hands.
They are one-handed, and have only one upgrade slot. When placed in the off-hand, you gain +10 energy. When placed in the main-hand, you perform it's attacks for 15-25 damage. While each one can only have one upgrade, both upgrades work together. The benefits given by it's upgrades are pretty much the same as with a staff.
The intention of seperating it as two weapons is so that you can either be pure Warlock and use an Infernal Essence as the auto-attack source of damage, or so you can take something like a Warrior as a secondary and use it's energy and upgrade bonuses along with your sword or axe. When in the off-hand, it's basically a Focus, and when in the main-hand, it's basically a more damaging and less beneficial wand.
Different types of Infernal Essences are tied to different Warlock attributes.

Armor: The Warlock's basic armor grants a total of 30 energy, +4 energy regeneration, and 60 base AL. Typical caster armor.
The Warlock's AL can easily be enhanced by spells though.

Attributes:
Demonolgy: This enhances the effects of skills relating to your Demon companion. This grants your Demon 1.5 energy per rank to use on Demon attack skills, as well as 1 energy regeneration every 3 points (Demons start with 1).
Dark Evocation: This enhances the effects of skills relating to the use of Demonic magic externally to harm your foes.
Dark Enervation: This enhances the effects of skills relating to the use of Demonic magic to weaken and drain opponents.
Demonic Augmentation (P): Each point in Demonic Augmentation increases all damage inflicted by you and your pet by 2%. This also enhances the effects of skills that make you more like your Demon companion.

Skills:
Demonology:
Subjugate Demon: 5e cost, 10s cast.
Spell. Use to capture a Demon companion. You must take this skill with you to use your Demon companion. This can be used, with the same cast time, to sacrifice 50% of your remaining health to ressurect your Demon with an amount of health equal to the amount you lost if it dies.
Infuse Blood: 5e cost, 1s cast, 8s reset.
Spell. Sacrifice 10% of your maximum health, and heal your Demon companion for 100...400% of the amount you lost. If your Demon is dead, this will ressurect them with 10...50% health and full energy.
Invoke Dark Essence: 5e cost, 1s cast, 12s reset.
Spell. Your Demon recovers 15...60% of it's maximum energy.
Bond of Pain: 10e cost, 2s cast, 30s reset. (No energy degen)
Maintained Enchantment. While you maintain this enchantment, 25% of any damage you or your Demon take is redirected to the other, and reduced by 10...50%.
Hellborn Martyr: 10e cost, 1s cast. (No degen or reset)
Maintained Enchantment. If you would have died while this is in effect, your Demon dies instead, and you recover whatever health your Demon had left before dying.
Taste Dark Essence: 5e cost, 1s cast, 12s reset.
Spell. Drain 50% of your Demon's energy, and recover 50...100% of the amount taken. Any hexes applied to your Demon are moved to you.
Burning Aura: 10e cost, 1s cast, 20s reset.
Demon Enchantment. Your Demon casts Burning Aura on itself, causing it to deal 5...20 fire damage to all foes adjacent to it every second for 5 seconds.
Dark Matter: 5e cost, 1s cast. (No reset)
Demon Spell. Your Demon throws a ball of dark energy, dealing 5...28 shadow damage, and increasing the next source of shadow damage inflicted on the target by +1...16.
Rend Flesh: 10e cost, 6s reset.
Demon Attack. Your Demon attacks target foe, inlficting +5...15 damage and Deep Wound for 4...12 seconds.
Unhallow Burst: 15e cost, 1/4s cast, 8s reset.
Demon Spell. Your Demon casts Unhallow Burst, inflicting 20...80 shadow damage to all nearby foes. Your Demon loses 5% of it's maximum health.
Demon Gate: 5e cost, 1s cast, 20s reset.
Demon Spell. Your Demon teleports directly to your target, regardless of where it previously was. If no one is selected, it teleports to you.
Planar Rift: 20e cost, 10s cast. (No reset)
Spell. Both you and your Demon cast the spell, each losing the energy cost. Summon your target to you, regardless of where they were. If used on an enemy, they must be within spell reach. If either you or your Demon are interrupted, the spell ends for both of you. This is capable of summoning ally corpses to you, so they can be ressurected.
(This cannot be used if you are fused with your Demon, or if your Demon is dead.)
Unholy Rebirth: 10e cost, 2s cast, 20s reset.
Spell. For 30 seconds, the next time your Demon dies, it exploits the nearest corpse and ressurects with 50% of it's maximum health and energy.

Demonic Evocation:
Dark Rift: 5e cost, 2s cast, 8s reset.
Spell. Channel Demonic magic through your equipped weapon, sending out a wave of dark energy that deals your weapon's damage +4...20 shadow damage to target foe.
Hellfire: 15e cost, 4s cast, 12s reset.
Spell. Deal 15...40 fire damage and 15...40 shadow damage to all nearby foes. Foes struck by this are set on fire for 1 second.
Unhallow Scar: 10e cost, 1s cast, 10s reset.
Spell. Send a wave of dark energy across the ground to target foe, dealing 10...40 shadow damage. For 10 seconds, any foes who step on the spell's former path recieve 10...40 shadow damage.
Soul Pyre: 10e cost, 1s cast, 15s reset.
Spell. Touched target foe is set on fire for 2...6 seconds. If target foe dies while burning from this spell, their corpse is exploited and you recover 20% of that foes former remaining energy.
Unholy Carrion: 10e cost, 1/4s cast, 16s reset.
Spell. Exploit every corpse in the area, and prevent their ressurection for 10 seconds.
Unhallow Weapon: 5e cost, 1s cast, 30s reset.
Weapon Enchantment. Consecrate your weapon with demonic essence, causing it to inflict +4...10 shadow damage on attacks for 30 seconds.
Wrath: 10e cost, 4s cast, 5s reset.
Spell. Throw a giant ball of dark energy at target foe, dealing 10...85 shadow damage to them and all adjacent foes.
Blood Whip: 5e cost, 1s cast, 8s reset.
Spell. Lose 25% of your maximum health, and deal damage equal to the amount lost to target foe and all foes adjacent to the target. This spell has half the normal range.

Demonic Enervation:
Soul Siphon: 5e cost, 2s cast, 5s reset.
Hex Spell. For 6...20 seconds, touched target foe recieves -1 energy degeneration, which you gain as regeneration. When Soul Siphon ends, that foe takes 4...20 fire damage. (This can be placed on multiple foes)
Absorb Flesh: 10e cost, 2s cast, 12s reset.
Spell. Exploit the nearest corpse, and recover +20...100 health for both you and your Demon.
Unholy Soil: 10e cost, 2s cast, 20s reset.
Spell. For 20 seconds, no one can be healed inside of the area, and all holy damage inflicted on anyone within is reduced by 5...30.
Drink Blood: 5e cost, 3s cast, 10s reset.
Skill. Steal 10...50 health and 1...8 energy from touched target foe. If this kills your target, you die as well. This can also be used on your Demon companion.
Dark Mist: 15e cost, 4s cast, 20s reset.
Spell. For 4...14 seconds, you create a dark mist in the area. Any foes who step inside it recieve -2 energy degeneration, and both you and your Demon gain +1 energy regeneration while inside. Anyone inside with less than 25% of their maximum energy are blinded.
Wraith Aura: 10e cost, 1s cast, 25s reset.
Enchantment Spell. For 10...20 seconds, all foes adjacent to you recieve -1 energy degeneration.
Bloodbound (E): 10e cost, 1s cast, 20s reset.
Enchantment Spell. For 20 seconds, Any time someone adjacent to you suffers from slashing or piercing damage, you recover +5...16% of the damage inflicted. For each person adjacent to you that is bleeding, you gain +1 health regeneration.

Demonic Augmentiation:
Dark Fusion: 5e cost, 2s cast, 10s reset.
Skill. If you have Subjugate Demon, using this skill will cause you to fuse with your Demon companion, and casting it again will unfuse you. If not, then this skill will cause you to be permanently fused with your Demon, untill you remove the skill from your bar.
While Fused with your Demon, you gain +0.5 damage on attacks and spells, +1 armor, and +0.5% run speed all per-level of your Demon you've fused with, and a constant +1 health regeneration. Also, you can perform any "Demon" skills yourself while fused. You also recieve double damage from holy attacks while fused, and only 2/3 effect from monk healing.
(This is only usable by a Warlock primary)
Toughen Flesh: 5e cost, 1s cast, 30s reset.
Enchantment Spell. You gain 1...5 damage reduction for 25 seconds. If you are fused with your Demon, this does not wear off and cannot be stripped.
Demonic Strength: 5e cost, 1s cast, 30s reset.
Enchantment Spell. You gain +1...10 damage with all weapon attacks for 25 seconds. If you are fused with your Demon, this does not wear off and cannot be stripped.
Dark Metabolism: 5e cost, 1s cast, 20s reset.
Enchantment Spell. For 30 seconds, you gain 1...4 health regeneration. If you are struck by holy damage, all regeneration is disrupted for 5 seconds. If you are fused with your Demon, this does not wear off and cannot be stripped.
Discorporealize: 10e cost, 4s cast, 20s reset.
Form. For 5...15 seconds, you turn into a cloud of mist. While in this form, you cannot be effected by spells or attacks, and your cannot perform any spells or attacks.

I'll add more skills as I think of them. I Don't have a real wide variety at the moment.

Last edited by Rikimaru; Sep 01, 2006 at 12:23 AM // 00:23..
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Old Aug 20, 2006, 08:30 AM // 08:30   #2
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I like this profession, and especially the skill Drink Blood. Sounds cool that you can use a skill where you can die!
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Old Aug 20, 2006, 09:26 AM // 09:26   #3
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Alot of effort, nice work, good suggestion.

The only negative I have to say is, sounds like a cross of Necro and ranger, but since Rit nd Assassin bring styles from different cores, thats cool.

Also your demon having it's own energy pool makes it a bit overpowered. It seems you took every suggestion for improviing, or overpowering the beast master and applied it here.

Maybe put more ideas into the demons rather than taming them in a similar way to rangers and also maybe balance them more, since lets face it, you could just send your demon into combat and stand back and deal comparable damage to a player attacking, plus have your own energy pool for attacks to hit with.

Unfortunatly saying "summon" the demons would just be like raising minions, so I dont know how this can be "un-rangered" without becmoing necrod.

But with a little altercation, this could go from being a good idea, to a great one. I also think its probably my favourite concept class i've read.

(sorry for all the negative there, polease think of it as constructive critiscm)

Jamie


p.s. Planar Rift says "ally" but you can use it on an enemy, just change it to "target" would mak more sense
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Old Aug 20, 2006, 04:09 PM // 16:09   #4
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Quote:
Soul Pyre: 10e cost, 1s cast, 15s reset.
Spell. Touched target foe is set on fire for 2...6 seconds. If target foe dies while burning from this spell, their corpse is exploited and you recover 20% of that foes former remaining energy.

Unholy Carrion: 10e cost, 1/4s cast, 16s reset.
Spell. Exploit every corpse in the area, and prevent their ressurection for 10 seconds.
Unhallow Weapon: 5e cost, 1s cast, 30s reset.
I like those two skill alot.

Lots clever idea here. Organize, easy to read, and creative. One of your best work so far.

Few skill still feel too much like Necros. Personally I dislike Demon as yet another pet-like. You do make it up by having the Fuse, which is wonderful (althought I would rather see it with duration, and not toggle) But personally I still like the Demon as summon creature.

Rest other stuff are good, and if not on a Warlock, do hope to see it on Necro in the future.
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Old Aug 20, 2006, 04:34 PM // 16:34   #5
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Interesting idea. Letting the demon share energy with the Warlock would be better though.
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Old Aug 24, 2006, 10:10 PM // 22:10   #6
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I think you stating the energy and recharge really hurt the class concept, for example a 5 energy 6 second recharge +damage attack + deepwound is insane. Alot of the skills are to help keep your demon alive such as the one where if your demon is hexed it is transfered to you, to me that should be the other way around I doubt any high-end pvp players are going to waste hexes on demons over actual players. Fusion is a neat concept. Hellborn martyr + unholy rebirth pretty much makes you invincible should probably add a recast time to hellborn.
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Old Aug 25, 2006, 05:25 PM // 17:25   #7
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Wow this looks really good to me. Good job.
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Old Aug 30, 2006, 04:47 PM // 16:47   #8
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I've made some fixes to the class, including dropping the Demon's energy pool by half.
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Old Aug 30, 2006, 05:06 PM // 17:06   #9
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you put more thought into this than I did with my warlock proffesion
/signed
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Old Aug 30, 2006, 05:12 PM // 17:12   #10
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I really like it, although some of those Demonic Evocation spells seem rediculously overpowered, that always happens when people come up with new classes i guess.
To me it seems a tad to similar to a necro Golem-Master, somewhere between that and a beast master ranger, but like others have mentioned, there is room for vaguely similar classes, so all in all im enthusiastic about this idea.
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Old Sep 01, 2006, 12:27 AM // 00:27   #11
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I've added several new skills.
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Old Sep 01, 2006, 04:25 AM // 04:25   #12
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Can I add skills sometime? I really like to think of skills >.>

/signed

i doubt this will become an actual class of its own, but i can see MANY of these skills being implemented into necromancers.

(ps, still hope it will be its own class)
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Old Sep 28, 2006, 05:38 PM // 17:38   #13
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i really like the idea of summoning, like a pet, but with enhanced abilites, and like an enchantment. But they would have to have some protection such as not being removed with ordnary enchantment removing skills.

The idea of merging with the summon is just what this game needs. Its sort of like a necro animation and a rangers pet. I like it!
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Old Sep 29, 2006, 08:13 PM // 20:13   #14
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Nice idea but slight problem

DONE TO DEATH

The warlock is in almost every MMORPG.

Name it something different and you have a nice idea for a class on your hands.
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