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Old Mar 09, 2006, 01:18 PM // 13:18   #1
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Default Profession Idea - Hierophant

Hey, it's my first time...

It's sort of a mixed caster.

HIEROPHANT

Armors:
Forestwalker’s Vest/Gloves/Leggings/Shoes – Gives protection from Elemental damage (reduces)
Planeswalker’s Cloak/Gauntlets/Breeches/Boots – Gives protection from Physical damage (reduces)
Episcopal’s Raiment/Wrappings/Leggings/Sandals – Gives protection from Light/Dark/Chaos damage. (reduces)
Arcanist’s Attire/Gloves/Leggings/Boots – Gives more max energy.

Inscriptions: The Hierophant inscribes magical runes on the floor. Cannot be interrupted by non-spell interrupts, such as Savage Shot and Distracting Shot. However, can still be interrupted by Power Spike and the like. In short: All skills that interrupt "Skills" do not work on Inscriptions, but skills that interrupt "Spells" do.

Phase Out: Remove from reality for a limited duration. You cannot do anything when you are phased out, and you do not regain energy and health; however you cannot be targeted, cannot be attacked, et cetera. You drop all objects that you are currently holding, and lose all enchantments and hexes. They are reapplied (with their current duration) after the Phasing out. I ripped off from Magic: the Gathering. :P

Ethereal Form: Transfer to Ethereal plane for a limited duration. You cannot attack nonethereal beings in this form, nonelemental attacks fail, and you are immune to all damage except elemental, holy, dark, and chaos damage. When your Energy reaches 0 in this state, you die. You are considered a Spirit while in Ethereal Form.

Divination: For each Divination attribute, you gain a X% chance to evade attacks and Y% chance that incoming spells fail.

Table:
Evade Attacks/Level
1%/1
2%/2
3%/3
4%/4
5%/5
6%/6
7%/7
8%/8
9%/9
10%/10
11%/11
12%/12
13%/13
14%/14
15%/15
16%/16

Failing Spells/Level
0.5%/1
0.9%/2
1.6%/3
2.3%/4
2.9%/5
3.2%/6
3.6%/7
4.1%/8
4.6%/9
5%/10
5.4%/11
5.8%/12
6.2%/13
6.5%/14
6.8%/15
7.1%/16

Anticipate Maladies {E}
10e, 1c, 5r
Enchantment
For 7…21 seconds, target party member is immune to conditions. Whenever the target is attempted to be inflicted a condition, you gain 1…2 energy. If, in that time, nobody attempted to inflict conditions on the target, Anticipate Maladies inflicts Bleeding, Poison, Crippled, Blindness, and Disease on the target when it ends.

Anticipate Spells {E}
20e, 3c, 45r
Enchantment
For 30 seconds, spells against target ally have a 45…85% chance to fail. If a spell fails this way, you gain 1…2 energy. If, in that time, nobody attempted to spellcast against the target, Anticipate Spells disables all spells that the target has for 10 seconds.

Anticipate Assaults {E}
15e, 2c, 25r
Enchantment
For 10…25 seconds, target ally has a 75% chance of evading incoming melee attacks. Whenever the ally evades an attack this way, you gain 1…2 energy. If the target was not attempted an attack during the period that the Enchantment was on it, Anticipate Assults deals 200…110 damage to the target.

Anticipate Distractions
5e, 1/4c, 10r
Enchantment
For 10-25 seconds, your next skill is cast at 150%...110% of its normal cast time, but cannot be interrupted.


Arcane Sorceries


Manastorm
20e, 5c, 60r
Inscription
For 10…25 seconds a manastorm in the area surrounds the inscription, dealing 5…25 chaos damage to nearby foes once per 2 seconds and knocking casting foes down.

Arcane Caging
5e, 1c, 12r
Hex Spell
For 2…16 seconds target foe moves 75% slower, but has a 25% chance to evade attacks.

Inscription of Spikes
15e, 1.5c, 8r
Inscription
For 5…7 seconds, whenever a foe hits an ally within the vicinity of this inscription in melee, the foe is dealt 5…42 damage.

Force Wall
15e, 3c, 30r
Inscription
After 3 seconds, this spell creates a Force Wall at where the inscription was cast. The Force Wall lasts for 5…18 seconds. The Force Wall is considered an obstructing device. Any creature in the wall is trapped in the wall until the wall disintegrates, and are treated as Ethereal.

Force Affinity {E}
20e, 2c, 30r
Spell
Create 4 level 1...13 Wraiths from your current position. They have difference according to the place they were created; if created on sand or rock they have 80 AL instead of 60; if created on ice they deal ice damage; if created in lava they are immune to conditions; if created on grass they have +30 armor against elemental damage.

Inscriptions of Dawn
15e, 2c, 25r
Inscription
For 10 seconds, party members gain 1...3 health regeneration and physical damage dealt by party members deal Holy damage instead.

Arcanum Shield
20e, 2c, 10r
Spell
For 5…25 seconds, target ally cannot be damaged by attacks. If the ally is attempted an attack, you lose 6…1 energy per attack.

Arcane Mists {E}
25e, 8…1c, 60…10r
Inscription
For the next 5…15 seconds, foes in the effect of this inscription was cast have a 50% chance of spell failure.

Arcane Inscription {E}
10e, 3c, 7r
Inscription
For the next 10 seconds, spells cast by allies within the vicinity of this inscription recharge 25% faster.

Positive Surge
10e, ¾c, 10r
Inscription
Target foe takes 1...52 damage. Double this damage if the foe was an Undead or a Spirit.

Mana Shield {E}
10e, 4...1c, 60...5r
Enchantment Spell
For 1...13 seconds, target ally cannot move but all spells cast against the target fails.

Rune of Mana
25...10e, 2c, 15r
Inscription
For 2...8 seconds, if a foe in the area of this inscription casts a spell, steal 2...26 energy from that foe and Mana Rune ends.

Auratheft
15e, 1c, 15r
Spell
All skills you have are disabled for 5 seconds. Target foe loses an enchantment; you gain that enchantment and the remaining duration.

Attune to Arcanum
15e, 1c, 30r
Enchantment Spell
For 30 seconds, Spells you cast recharge 33% faster. (50% failure with Arcane Sorceries 12 or less.)

Arcanist's Magemark
10e, 1c, 30r
Inscription
For 15 seconds, whenever you are within the vicinity of this inscription, your Arcane Sorceries skills recharge at 33% normal speed.

Arcane Enhancement
10e, 1c, 10r
Inscription
For 10...20 seconds, allies move 33% faster within this inscription. This inscription ends when you are successfully damaged by an attack.

Energy Source
5e, 1c, 12r
Spell
Gain 1...3 energy for each ally within danger zone.

Back To Basics {E}
10e, 2c, 10r
Spell
Target ally loses all Enchantments and Hexes. Gain 0...3 energy for each Enchantment and Hex lost.

Skyscribing
10e, ¾c, 15r
Spell
For 60 seconds, Inscriptions you make have double effect range.

Taska's Trickery
15...0e, 1c, 20r
Skill
For 2...14 seconds, spells you cast are considered skills instead.

Mana Theft
10...0e, ¼c, 10r
Spell
Steal 2...12 energy from target foe. If that foe is casting a spell, that spell is interrupted.


Planar Manipulation


Planar Mastery
10e, 2c, 10r
Inscription
For 0...12 seconds, all Planar Manipulation spells cast during this inscription's vicinity recharges 33% faster.

Unreality
10e, 1c, 10r
Spell
Target non-spirit becomes Ethereal for 10 seconds.

Planeswalker's Magemark
10e, 1c, 30r
Inscription
For 15 seconds, whenever you are within the vicinity of this inscription, your Planar Manipulation skills cost 5 less energy.

Signet of Planes
2c, 30r
Signet
For 10 seconds, your next 1...5 Planar Manipulation skills do not cost energy but recharge twice as slowly.

Alter Reality {E}
10e, ¾c, 60r
Skill
For 7...20 seconds, you lose energy instead of health when you are damaged. You lose 1 energy for each 10 health lost.

Phasing
10e, 1c, 10r
Skill
You Phase Out for 5 seconds.

Dual Reality {E}
10e, 2.5c, 15r
Skill
You Phase Out for 1...13 seconds; however, you can move during this time.

Phasing Aura {E}
15e, ¾c, 20r Maintain:3...0
Enchantment Spell
Phasing Aura does nothing. When you stop maintaining Phasing Aura, you phase out for 5 seconds and you phase in at the location where Phasing Aura was cast.

Return to Reality
10e, ¾c, 20r
Spell
All Phased Out creatures stop becoming Phased Out.

Phase Foe
15e, ¼c, 5r
Spell
Target foe becomes Phased Out for 2...6 seconds.

Signet of Scripting
2c, 45r
Signet
For 10 seconds, Inscriptions you create cost 1...13 less.

Reality Signet
¼c, 20r
Signet
For 5 seconds, target foe cannot be Phased Out or become Ethereal. (50% failure chance with Planar Manipulation 4 or less.)

Push Out
10e, ¾c, 20r
Spell
All other spells you have are disabled for 7...1 seconds. Target hostile creature becomes Ethereal for 1...7 seconds. If it is not an organic creature, it is destroyed instead.

Planar Predictions
10e, 10r
Stance
For 5...10 seconds you have a 25...67% chance for all projectiles to be evaded, and 1...13% to evade any attack (does not stack with above). (50% skill failure if Divination is 9 or less) (Yes, I know this is the Arcane line.)

Planar Absence
10e, 3c, 15r
Spell
Gain 2...8 energy for each Phased Out creature or Ethereal creature (within radar).

Ethereal Grasp
5e, 1c, 3r
Skill
Deal 6...78 Chaos damage to target Spirit. Ethereal Grasp costs no energy if you are Ethereal.

Ethereal Ally
10e, ¼c, 3r
Skill
Target ally becomes Ethereal for 5...10 seconds.

Extraplanar Sources
10e, ¼c, 3r
Spell
Phased Out and Ethereal allies in your danger zone gain 1...13 energy. You lose 6...2 energy for each ally gaining energy.

Taska's Guile
10e, 1c, 5r
Skill
For 10 seconds, target ally appears Ethereal to foes.

Taska's Illusion
10e, 1c, 5r
Skill
For 10 seconds, target foe appears Ethereal to that foe's allies.

Taska's Shield
10e, 1c, 10r
Skill
For 10 seconds, you cannot be the target of foe-caused Phasing and Ethereal effects.


Vital Magics


Spiritual Restoration {E}
15e, 2c, 25r
Inscription
Allies in the area of this inscription are healed for 5…45 health each second. The inscription lasts 5…12 seconds.

Runic Restoration
10e, 3c, 30r
Skill
You gain 20…80 health. Nearby allies are healed for 5…25. Gain 3...10 energy if you are within the area of an allied inscription.

Life from the Loam
10e, 5c, 10r
Spell
Resurrect target ally with 15% health and 5…50% energy. Foes near resurrected ally are knocked down for 1…2 seconds, and for each foe knocked down, the resurrected ally gains 5…40 health.

Vitality
10e, 2c, 7r
Inscription
After 3 seconds, allies near this area gain 5...60 health and Vitality ends.

Restore to Health
15e, 6c, 10r
Inscription
For 7 seconds, whenever an ally dies in the vicinity of the inscription, instead that ally is healed to a quarter of his maximum health instead. (50% failure chance with Vital Magics 4 or lower.)

Curing Touch
5e, ¼c, 5r
Skill
Touch target ally to remove a condition from that ally.

Restoring Touch
10e, ¼c, 20r
Skill
Touch target ally to remove 10 exhaustion from that ally.

Unreal Healing
10e, ¾c, 7r
Spell
Target ally becomes Ethereal for 5 seconds. He gains 10 health regeneration during that period of Ethereal time.

Supposed Death
15e, ¼c, 20r
Spell
Target ally dies. This death gives no Death Penalty. After 10 seconds, the ally is resurrected with the same amount of health that the ally had before and the same amount of energy that the ally had before. (Failure with Vital Magics 4 or less.)

Restorer's Magemark
10e, 1c, 30r
Inscription
For 15 seconds, whenever you are within the vicinity of this inscription, your Vitality Magics skills cannot be interrupted.

Signet of Vitality
1c, 30r
Signet
Target ally loses all enchantments. For each enchantment that ally lost, that ally gains 2...14 health.

Spiritual Regeneration
1c, 7r
Skill
Target touched ally gains 3...39 health and 1...5 energy. That ally's skills are disabled for 3 seconds.

Lessened Death
15e, ¼c, 10r
Spell
For 1...6 seconds, if target ally dies, that death gives only 33% Death Penalty.

Rend Living
10e, 1c, 10r
Spell
Target foe takes 10...55 damage. Undead, Spirits, and Avatars are immune to this spell.

Arcane Medicines
5e, 3c, 15r
Skill
For 15 seconds, target touched ally gains 105...170% benefit to healing. This skill causes Exhaustion.

Signet of Life
1c, 30r
For 13...26 seconds, allies resurrected in the area are resurrected with 10...40% more health and 5...25% more energy.

Restore to Potential
5e, ¼c, 15r
Spell
Target ally and all adjacent allies are healed for 50...200. You lose all energy and you get -4 energy degeneration for 5 seconds.

Lifeshield
5e, 1c, 10r
Enchantment Spell
For the next 8 seconds, whenever target ally takes damage, that damage is redirected to its initiator instead, and Fury Shield ends.

Purity
5e, 1c, 5r
Enchantment spell
For 5 seconds target ally is immune to attacks from Enchanted foes.

Hallow
5e, ¼c, 12r
Spell
If target foe was casting a spell, that spell is interrupted, and you gain 10...70 health.


No Attribute


Signet of Scripting
2c, 45r
Signet
For 10 seconds, Inscriptions you create cost 10 less.

Signet of Inscriptions
2c, 45r
Signet
Gain 3 energy for each Inscription within range.

Signet of Mana {E}
3c, 15r
Signet
Gain 15 energy.

Energetic Frenzy
5e, 20r
Stance
For 12 seconds, you gain +4 Energy regeneration but you take 100% more damage than usual.

Rise and Fall {E}
Spell
10e, 2r
If this targets a dead ally, resurrect that ally at 60% health and 30% energy, and this has 4 cast time.
If this targets a living ally, that ally is healed for 50 health, and nearby foes are knocked down, and this has 1 cast time.
If this targets a foe, that foes and all foes in the area are knocked down, and this has ¼ cast time.
This is an elite spell. (50% failure chance if total Hierophant levels are 12 or less)

Fire and Ice
Spell
10e, 1c, 5r
If this targets an ally, that ally gets +40 armor against fire and cold damage.
If this targets a corpse, exploit it and create an Elemental that deals Fire damage, and foes attacking it are slowed 50% for 5 seconds.
If this targets a foe, that foe is struck for 5...51 Fire damage and moves 50% slower for 2...5 seconds.
(50% failure chance if total Hierophant levels are 12 or less)

Illusion and Reality
Spell
10e, ¼c, 2r
If this targets an ally, that ally cannot be target of Phasing by foes.
If this targets a foe, that foe becomes Ethereal for 10 seconds.
(50% failure chance if total Hierophant levels are 12 or less)

Hide and Seek
Spell
10e, ¼c, 10r
If this targets an ally, that ally becomes Ethereal for 10 seconds, and foes near that ally move 25% faster for 5 seconds.
If this targets a foe, that foe is Phased Out for 3 seconds.
(50% failure chance if total Hierophant levels are 12 or less)

Supply and Demand
Spell
10...5e, 1c, 2r
If this targets an ally, that ally gains 6 Energy regeneration for 1...7 seconds.
If this targets a foe, that foe gains 6 Energy degeneration for 1..7 seconds.

The changes are from total Hierophant attribute ranks.


Sample Skills from other Professions that interact with Inscriptions and Phasing:

Elementalist skills linked with Inscriptions and Phased Out condition:

Meltstone (Fire)
15e 1c 15r
Spell
Target foe is struck for 6...78 fire damage. If the target is under an Earth Magic enchantment or hex, that foe is struck for 3...39 more damage. All Inscriptions near the target are destroyed.

Cold's Grasp (Water)
10e 2c 20r
Spell
Target foe and all adjacent foes move 66% slower for 1...26 seconds. All Inscriptions near the target lose their effect for 1....7 seconds.

Blizzard (Water)
15e 3c 20r
Spell
Target foe and all foes in the area are struck for 1...25 damage each second for 10 seconds, and attacking foes are knocked down. Foes that Phase In in this area during the duration of Blizzard are slowed for 66%. This spell causes Exhaustion.

Mesmer skills linked with Inscriptions and Phased Out condition:

Manipulation (Domination) {E}
10e, 2c, 20r
Spell
For 1...10 seconds, you gain control of all nearby Inscriptions. They return to their original owner after this duration.

Planar Control (Domination)
15e, 1c, 15r
Spell
For 1...13 seconds, creatures in the area cannot Phase In or Phase Out, cannot become Ethereal, and cannot revert from Ethereal form back to physical form.

Meddle With Future (Illusion)
10...5e, ¼c, 20r
Stance
For 1...13 seconds, Divination has no effect on your attacks and spells.

Necromancer skills linked with Inscriptions and Phased Out condition:

Bloodvision (Blood Magic) {E}
10e, 1c, 30r
Skill
Sacrifice 50...33% health. For 8 seconds, you can target foes who are Phased Out.

Ranger skills linked with Inscriptions and Phased Out condition:

Planar Arrow {E}
15e, 3c, 20r
Preparation
For 12 seconds, your arrows deal Chaos damage instead and deal double damage to Spirits. This attack can be attempted against Ethereal creatures.

Warrior skills linked with Inscriptions and Phased Out condition:

Destructive Blow
5e, 20r
Attack
If this attack hits, you strike for +1...25 damage. If this attack misses, destroy all nearby inscriptions.

Planar Weapon
10e, 20r
Attack
This attack can be attempted against Ethereal creatures.

Last edited by LightningHell; Sep 26, 2006 at 11:55 PM // 23:55.. Reason: Revamp
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Old Mar 09, 2006, 03:39 PM // 15:39   #2
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Quote:
Thorns
15e, 1.5c, 8r
Spell
For 5…15 seconds, whenever a foe hits target ally in melee, the foe is dealt 5…42 damage.

Seems a little bit cheap dont you think? Also seems very similar to diablo 2's thorns.
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Old Mar 09, 2006, 03:49 PM // 15:49   #3
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Yeah it is very DII. Tornado is way too strong, unless the knockdown only happens once or over a spread out amount of time (i.e. not with the damage).

Actually, I like this idea a lot. Where the Ritualist is like a monk and a necro, this is like a monk and a mesmer... very cool concept.
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Old Mar 09, 2006, 03:54 PM // 15:54   #4
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I'd love to see a Hierophant simply because - what other games can you play one as? Oh, and I refuse to play a Melee fellow :P

And I do see a bit of Diabloo II things here lol, Tornado screams it. So I dont know if I'd want to see something like that, but maybe "Gusting Winds" would be less Diablo'ish :P

Edit: And I'd rather see Sorcerers/'ess's then Wizards if they ever did something like that.
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Old Mar 09, 2006, 04:28 PM // 16:28   #5
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Does not matter if its ripped from Diablo or other games as long as its role is not redundant in GW :P

And I'm not implying the OP did it.
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Old Mar 09, 2006, 05:41 PM // 17:41   #6
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Very classy indeed, some of the skills do need a little tweaking, but overall a good class concept.
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Old Mar 09, 2006, 06:31 PM // 18:31   #7
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Hope it didn't hurt too much.. being first time and all.......

But anyhow.. pretty much an another druid? Seems lot like a Ranger/Monk. However, I must say I really like the Divination line and its skills. Skills that would protect yourself or ally, or harm your enemy by anticipating what they will do next, great stuff indeed. One of the more creative line of skill I seen. Good shot on that.
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Old Mar 09, 2006, 06:33 PM // 18:33   #8
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Quote:
Originally Posted by actionjack
Hope it didn't hurt too much.. being first time and all.......

But anyhow.. pretty much an another druid? Seems lot like a Ranger/Monk. However, I must say I really like the Divination line and its skills. Skills that would protect yourself or ally, or harm your enemy by anticipating what they will do next, great stuff indeed. One of the more creative line of skill I seen. Good shot on that.
Ranger monk eh? I suppose I can see that. I saw more of a Mesmer/Monk combo but ranger makes sense.
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Old Mar 09, 2006, 06:33 PM // 18:33   #9
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Quote:
Originally Posted by actionjack
Hope it didn't hurt too much.. being first time and all.......

But anyhow.. pretty much an another druid? Seems lot like a Ranger/Monk. However, I must say I really like the Divination line and its skills. Skills that would protect yourself or ally, or harm your enemy by anticipating what they will do next, great stuff indeed. One of the more creative line of skill I seen. Good shot on that.
Hiero's aren't really nature based, there more like Mystics and understand things, able to bend things to their will. Sure Druids do that too, but Druids specialize in Nature only, while Heiro's are sort of a more 50/50 of Material World and The Mists
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Old Mar 09, 2006, 06:48 PM // 18:48   #10
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Quote:
In the first and second editions of the Dungeons & Dragons role-playing game, hierophant was the highest ranking a druid could achieve. In the third edition, it is a prestige class available to any divine spellcaster (typically druids and clerics); its abilities revolve around improving the spellcaster's abilities, such as manipulation of energy to heal or harm others and affect undead, aiding others by transfering powers to them, and improving spellcasting ability.

Now it is included in the 3.5 version of Dungeons & Dragons. It can be found in the Dungeon Master's Guide of the current edition of the game or on the system reference document as a part of the open gaming licence.

In the science fiction/fantasy world of Warhammer 40,000, the Hierophant is amongst the largest and most formidable of the Tyranid Bio creatures faced by ground forces. Not much is known about these massive creatures.

The Cenobites in Clive Barker's novella "The Hellbound Heart" (filmed as 'Hellraiser') are often referred to as 'Hierophants'.

A popular fan site dedicated to Marilyn Manson is titled "The Heirophant." [1]
From Wikipedia
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Old Mar 09, 2006, 06:55 PM // 18:55   #11
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sounds quite the farmer to me
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Old Mar 09, 2006, 07:00 PM // 19:00   #12
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Quote:
Originally Posted by Fred Kiwi
sounds quite the farmer to me
I know Jack :P LOL. Thats why I said 50/50.

And actually they're a tincy bit wrong, you can be a Chosen Heirophant of the three Nature Deities (three in all) :P
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Old Mar 09, 2006, 07:20 PM // 19:20   #13
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Ya this is just a copy of a D&D Prestige Class in the DM guide.
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Old Mar 10, 2006, 02:52 AM // 02:52   #14
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Actually, I don't play D&D, and probably never will.

hi·er·o·phant Pronunciation Key (hr--fnt, hr-, h-r-fnt)

n.

1. An ancient Greek priest who interpreted sacred mysteries, especially the priest of the Eleusinian mysteries.
2. An interpreter of sacred mysteries or arcane knowledge.

3. One who explains or makes a commentary.

There are many DII skills in there...I nearly put Armageddon on there...

-Off Topic- My friend put 20 attribute points on thorns in DII...now isn't that just insane...
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Old Mar 10, 2006, 05:45 AM // 05:45   #15
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Two of the armor sets are quite pointless. Most chaos damage and dark/shadow damage comes from skills that ignore armor. So all you'd really be achieving is protecting yourself from mesmer/necro wand spam.

An interesting class idea, though I'm not sure what theme you're going for. What role on the battlefield do you mean this character to play?
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Old Mar 10, 2006, 10:54 AM // 10:54   #16
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well, those dark/light etc ones should be special...
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Old Mar 10, 2006, 01:43 PM // 13:43   #17
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Okay, edited. I put in a Physical Resistance and made the Light/Dark one a Light/Dark/Chaos reducing one. Which is still pointless.

Also edited Tornado (Windgust).
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Old Mar 10, 2006, 01:50 PM // 13:50   #18
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i'm surprised no one has commented on the Primary:

At 18 Divination, you have a constant 54% evade ability? That doesn't seem right.
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Old Mar 10, 2006, 02:05 PM // 14:05   #19
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Oops...Yes, that doesn't seem right. Back to some calculations. o_O
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Old Mar 10, 2006, 02:19 PM // 14:19   #20
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You do realize you can kill allies with those abilities?
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