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Old Aug 23, 2006, 02:04 AM // 02:04   #1
Ascalonian Squire
 
Join Date: Feb 2005
Profession: Me/N
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Default Concept Class - [Shade Swami]

Shade Swami

Class Description: Once thought to be Tyrian mythology, the shade swamis have ventured beyond their normal borders in pursuing the evils that destroyed their pristine habitats in the depths of the Estian Sea bedrock. Summoned hellish beasts from the shadows aid them in battle while disorienting and consuming foes with dark magic.


Primary Attribute – Summoning: For each attribute point your summons will gain an extra x..x health and increased base armor. Summoning related skills recharge 2% faster for rank in summoning.


When a summoned creature is out it will appear underneath the person that summoned it in the party interface. Summoned creatures can be enchanted, weapon enchanted, healed (treated like a normal player). Elite summons will have a base of x..x health. Summons will have a base of x..x health. Only one summon can be active at a time. Summons will work like maintained enchants, meaning that while one is active you will receive -1 energy regeneration, summons can as well be dispelled the same way you would dispel a maintained enchant.


Skill Type Melee summon: Melee summons attack in melee range. Some summoning commands can only be used by melee summons.


Shadow Werewolf {Elite}: Elite melee summon. Call forth a shadow werewolf. All enchanted allies within earshot range have an additional x..x health. (Attrib: Summoning)

Shadow Sentinel: Melee summon. Call forth a Shadow Sentinel. All enchanted allies within earshot range deal +x..x with attack skills. (Attrib: Summoning)

Shadow Titan: Melee summon. Call forth a Shadow Titan that has an additional x..x health. (Attrib: Summoning)


Skill Type Ranged summon: Ranged summons attack from a distance. Some summoning commands can only be used by ranged type summons.


Shadow Gargoyle {Elite}: Elite ranged summon. Call forth a shadow gargoyle. All enchanted allies within earshot that use ranged weaponry skills move twice as fast as normal and have an extended attack range of x..x%.(Attrib: Summoning)


Summon Spells


Body Transfer: Enchantment spell. You become the Summoned creature controlling its movement, while you maintain this enchantment all damage received by your summon is transferred to you. This enchantment ends if you are the target of damage. (Attrib: Summoning)

Exigent Construct: Skill. The next summon you perform is cast x..x% faster. (Attrib: Summoning)


Shadow Commands: No Inherent effect. Shadow Commands become more effective with more attribute points. Shadow commands consist of skills for your summoned creatures.


Skill Type Stationary commands: These are commands for your summons in the form of an enchantment that controls the summon in a specific way. These enchantments can be broken if the creature suffers a set amount of damage or if the enchantment is removed. Summons can only perform one command at a time. If a second command is given, the summon stops it’s current action and performs the new command given.

Obstructing Shade {Elite}: Stationary command. Active summon moves to your location and performs obstructing shade. While target summon is performing obstructing shade it expands to the size of 3 body lengths for x..x seconds. (Attrib: Shadow Commands)

Enemies cannot pass through obstructing shade, however allies can. This could be used for body blocking/kiting.

Sinister Quicksand: Stationary command. Active melee summon moves to your location and performs sinister quicksand. For x..x seconds, foes moving through sinister quicksand move 33% slower and allies moving through sinister quicksand move 33% faster. (Attrib: Shadow Commands)


Skill Type Controlling Commands: These are commands for your summons in the form of a hex that controls the summon in a specific way. These hexes can be broken if the creature suffers a set amount of damage or if the hex is removed. Summons can only perform one command at a time. If a second command is given, the summon stops it’s current action and performs the new command given.


Dark Grasp: Control command. Send forth a melee summon to target foes location to perform dark grasp. Target foe moves x% slower for x..x seconds. (Attrib: Shadow Commands)


Skill Type Attack Commands: These are commands that tell your summons to attack in a specific way. Summons can only perform one at a time. If a second attack command is given, it will be performed after the first attack is finished.


Aphotic Strike: Attack command. Active ranged summon strikes target foe for x..x damage and causes blind for x..x seconds. (Attrib: Shadow Commands)


Dark Spells: No Inherent effect. These spells become more effective with higher ranks in dark spells.


Black Hole {Elite}: Spell. All nearby foes are struck for x..x damage and teleported to a random nearby location. (Attrib: Dark Spells)

This will not force an item to be dropped if one is being held.

Dark Abyss: Spell. Create a dark abyss at target foes location. For x..x seconds, foes passing through dark abyss move x% slower and take x..x damage every second. (Attrib: Dark Spells)


Skill Type Pulse spells: Target foe is hexed with a pulse spell that triggers every x..x seconds.


Unraveling Chasm {Elite}: Hex spell. Target foe loses one enchantment every 2 seconds for x..x seconds. (Attrib: Dark Spells)

Pulsing Disturbance: Hex spell. Target foe target foe is interrupted every x..x second(s) for x..x seconds. (Attrib: Dark Spells)

Internal Incineration: Hex spell. Target foe hexed with internal incineration for x..x seconds. Target foe is set on fire every 3 seconds for y..y seconds. (Attrib: Dark Spells)


Shadow Protection: No Inherent effect. These skills become more effective with higher ranks in shadow protection.


Skill Type Filter Spells: Target ally is enchanted with the summon filter spell the summoned creature then takes the enchanted ally’s effect in some way. If no summoned creatures are out these skills have no effect.


Vital Pact {Elite}: Elite spell. For x..x seconds x..x% damage target ally receives is filtered to your summoned creature. (Attrib: Shadow Protection)

Abrasive Vacuum: Enchantment spell. The next x..x conditions suffered by target foe are filtered to your summon creature. (Attrib: Shadow Protection)

Skill Type Summon protection spells: A spirit aura is conjured around target ally with x..x health and affects that ally in specific ways. These affects will take place until the summoned spirit is killed.


Lingering Spirit: Summon spell. Create a lingering spirit for x..x seconds with y..y health. x..x% of damage received by target ally is transferred to the lingering spirit. (Attrib: Shadow Protection)

Attentive Spirit: Summon spell. Create an attentive spirit for x..x seconds with y..y health. Whenever you would have been interrupted attentive spirit takes z..z damage instead. (Attrib: Shadow Protection)


Skill Type Shadow Aura spells: Target ally is enchanted with an aura that effects or slows down damage output in some way.


Dappled Aura {Elite}: Enchantment spell. The next x..x physical attacks suffered from target ally are reduced by y..y% and that foe is teleported to a random nearby location. (Attrib: Shadow Protection)

Obscure Aura: Enchantment spell. Target ally has an x..x% chance to evade incoming melee attacks. (Attrib: Shadow Protection)

Shadow Clone: Skill. Create an exact replication of yourself for x..x seconds with y..y health. (Attrib: Shadow Protection)

The idea for this skill is that it follows you around and is a potential decoy for enemies to waste attacks on.
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Old Aug 24, 2006, 01:29 AM // 01:29   #2
Pre-Searing Cadet
 
Join Date: Apr 2006
Guild: Rift
Profession: Mo/Me
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In My Opinion >>>>>>> This Game Needs A Darksided Class Just Like This One..... It Impresses Me.
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Old Aug 24, 2006, 03:31 PM // 15:31   #3
Wilds Pathfinder
 
Join Date: Apr 2006
Location: UK
Guild: Warlords of Ruin
Profession: A/Mo
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Quote:
Originally Posted by SaosiN
Shade Swami



Primary Attribute – Summoning: For each attribute point your summons will gain an extra x..x health and increased base armor. Summoning related skills recharge 2% faster for rank in summoning.
Spawning Power with a buff?

I'm sorry but I can't agree with a concept class whose first and primary attribute is just a buffed version of an exsisting one.
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Old Aug 24, 2006, 04:39 PM // 16:39   #4
Ascalonian Squire
 
Join Date: Mar 2006
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Quote:
Originally Posted by mega_jamie
Spawning Power with a buff?

I'm sorry but I can't agree with a concept class whose first and primary attribute is just a buffed version of an exsisting one.
Spawning power works on stationary spirits that affect everything in a radius. This class would be making different types of creatures with summoning. Is this distinction too hard for you to grasp?
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Old Aug 24, 2006, 06:52 PM // 18:52   #5
Wilds Pathfinder
 
Join Date: Apr 2006
Location: UK
Guild: Warlords of Ruin
Profession: A/Mo
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But spawning power would work on these summons, and this attribute would probably affect rit spirits, its just too similar for my liking thats all.
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Old Aug 24, 2006, 07:10 PM // 19:10   #6
Furnace Stoker
 
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Join Date: Oct 2005
Location: Kali
Profession: W/E
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A minor step off from the topic... but I am intrigue to hear your comment on those two ...

http://www.guildwarsguru.com/forum/s...d.php?t=134604

http://www.guildwarsguru.com/forum/s...ig ht=warlock
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Old Aug 25, 2006, 02:04 AM // 02:04   #7
Forge Runner
 
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Guild: Radicals Against Tyrants
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decently I like it.

Catchy title too.
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Old Aug 25, 2006, 02:44 AM // 02:44   #8
Wilds Pathfinder
 
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Join Date: Oct 2005
Location: pit of brimstone
Guild: Squad Six Six Six [ssss]
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i aint jumpin on any rides or anything, but i would say the same that actionjack just thinks his ideas pose true use. i mean you cant just come up wiht a class and name the look and a bunch of skill and call it a concept..... thats like saying it can dev it yourself. You cant.

make an idea, figure how it would look like and use let ANET do it, thats what they do best.

i would say this class is kinda interesting but still i would decline for this idea. if anything is "evil" it wouldnt be a human in gw, no one is evil, necros have evil aura around their skills and all but they are still humans with great knowledges in dark magic, thats it.

something i think will be coming in Chapter 4 (maybe) is a druid idea class, i would be very interested in these "druids" that left the tyria jungle long ago and disappeared.. i mean maybe its farfetched but its still an idea. See? i didnt make a bunch of skills and called myself god on a good class concept... zzzzz
something that just comes to mind cuz of their revelance to the jungle is vine attacks or snaring or something, whatever its open to other addies............
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