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Old Aug 23, 2006, 08:09 AM // 08:09   #1
Wilds Pathfinder
 
Join Date: Jan 2006
Profession: W/Mo
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Default Concept Class: Painbinder

Yes, I have finally gotten over my mental creation block, thanks to a nudge from A.Net's Dervish class. Hence I submit for your review.

The Painbinder

Forever burdened by the failures of mankind, and mourning the lost potential of their kinsmen, Painbinder seek to consume all the agony of the world in an attempt to contain all evil within themselves. Over years of practice, they have learned to temper and even feed of the suffering of themselves and others so as to become powerful in battle.

Concept:

Based around the commodity based use of enchantments by the Dervish, the Painbinder does relatively the same, but using hexes to generate power. However, they must not overdo their suffering, lest they be crushed by the weight of their misery.

Unique Skill Set: Self Hexes, Hex Counters

Energy: 30, 4 pips
Health: Standard, 2 pips (balanced by the amount of degen that must be endured.)

Max Weapon Damage: (20...30)

Armor:

-AL: Base 75
-Versions:
1.) -5% Mesmer Hex Effect Duration
2.) -5% Necromancer Hex Effect Duration
3.) -3% Overall Hex Effect Duration
4.) +7% Armor vs. Physical Damage
5.) +15, 20, 25 Health (While Hexed)
6.) +2,4,6 Armor (While Hexed)

Attributes:

{Primary} Binding: For every 3 levels of Binding, player gain receives 7% of health lost due to hexes, also increases the effectiveness of skills under this attribute.

-Temperament:

(Skill)
Cost: 15e
Cast: 1s
Recharge: 20s

Nearby allies suffering from Hexes are healed for (10...25) points for each Hex on them, you take (20...5) damage for each nearby hexed foe. You are easily interrupted while using this skill.

-Soul Collection:

(Enchantment Spell)
Cost: 10e
Cast: 1s
Recharge: 25s

For the next (5...15) seconds, you deal +(5...7) damage for each hex on you.

-Tears of Anguish:

(Skill)
Cost: 15e
Cast: 2s
Recharge: 30s

Remove (1...3) hexes from target ally. For each hex removed in this way, you suffer (25...10) damage. You are easily interrupted while using this skill.

-Stone Heart:

(Spell)
Cost: 10e
Cast: 1/2s
Recharge: 8s

Target Foe takes (10...30) damage for each hex on you. (max 120dmg) For (15...8) seconds, all new hexes cast on you last 7% longer.

-Spiteful Vengeance: {Elite}

(Enchantment Spell)
Cost: 10e
Cast: 1/2s
Recharge: 20s

For the next (7...15) seconds, for every hex on you, you gain +(20...30) Health and reduce recharge time of other skills by 2%. (Max 10% reduction.) When Spiteful Vengeance ends all other skills are disabled for 10 seconds.

Masochism: No inherent effect, increases the effective of skills of self hexing and hex management.

Tolerance:

(Skill)
Cost: 5e
Cast: 1s
Recharge: 8s

For each Hex on you, you gain (5...8) health and (1...3) energy.

Forlorn Hope:

(Self Hex)
Cost: 15e
Cast: 3/4s
Recharge: 20s

For (10...6) seconds, you suffer -2 Health regeneration, while under the effects of this hex, you gain +10 armor. Forlorn Hope is reapplied if you remove a hex from an ally other then Forlorn Hope.

Broken Promises:

(Self Hex)
Cost: 5e
Cast: 1s
Recharge: 12s

For (10...8) seconds you are easily interrupted, but spend 5 less energy to use skills.

Painful Memories:

(Self Hex)
Cost: 10e
Cast: 1/2s
Recharge: 20s

All other hexes on you last (5...8)% longer, but you can not be interrupted for the next amount of skills used, equivalent to the number of hexes on you when cast. (Max 4 Skills)

Translation: If you have 3 hexes on your when you cast this, those hexes last longer, but the next 3 skills you use can’t be interrupted.

Prolonged Nightmare:

(Self hex)
Cost: 15e
Cast: 2s
Recharge: 30s

Remove all other hexes from yourself, for each removed in this way, you suffer a health degeneration of
-(4...1) for 10 seconds.

Humility: {Elite}

(Self Hex)

Cost: 5e
Cast: 1/2s
Recharge: 5s

For (7...13) seconds you suffer -(1...0) health degeneration for each Self Hex in your skill bar.

-The Elite nature of the skill comes about in the fact it is a self hex that can be reduced to having no detrimental effects, while still being counted as a hex for the usage of other management skills. In addition to spamability.

Sadism: No inherent effect, increases the effective of skills to hex foes and feeding from hexed foes

Sinful Satisfaction:

(Hex Spell)
Cost: 10e
Cast: 1s
Recharge: 15s

For the next (6...12) seconds target foe has -(10...20)% less max health and you gain +(5...10)% Max health. When Sinful Satisfaction ends, you are dealt (90...50)% the difference in health as damage.

Simple Example: Both Caster and Target have 100 Max Health, upon casting Target now has 80 max Health and Caster has 120 max health. When the hex ends the Caster takes at least 10 damage. Again, simple example.

Distasteful Choice:

(Spell)
Cost: 15e
Cast: 1s
Recharge: 30s

Remove (1..3) Hexes from target foe, for each hex removed in this way, you remove 1 hex from yourself and takes (15...20) damage for each hex removed from them.

Turnabout:

(Hex Spell)
Cost: 10e
Cast: 3/4s
Recharge: 7s

For 5s target foe gains +2 regeneration for each hex on them, when Turnabout ends they take (1...3) damage for each point of health gained via Turnabout.

Mournful Veil: {Elite}

(Hex Spell)
Cost: 10e
Cast: 1/4s
Recharge: 15s

For the next (8...15) seconds, target foes hex spells are disabled and they take (15...25) damage for each hex disabled this way.

Unsung Blessings: No inherent effect, increases the effective of skills to create Hex Counters and Counter Management.

-Note: Hex Counters count as hexes on the caster, but have no negative effects, however, they do not last long and the spells required to make them are expensive and slow to recharge. There may also be a small hex style penalty attached to the spell itself.

-Note: Hex Counters may not be applied if the caster is already suffering 3 or more hexes, but may be applied before other hexes are cast on them.

-Note: There may not be more then 4 Hex Counters on the caster at any time.

-Note: While Hex Counters are their own entity, the spells used to make them fall under Self Hexes, for the sake of organization.

-Note: Hex Counters last 10 seconds each.

Chastise:

(Self Hex)
Cost: 15e
Cast: 2s
Recharge: 25s

Generate 1 Hex Counter, caster is easily interruptible while using this skill.

Retrospect:

(Self Hex)
Cost: 25e
Cast: 2
Recharge: 20s

For 3 seconds you suffer from -2 health degeneration, you generate 3 Hex Counters.

Intangible Gains:

(Self Hex)
Cost: 15e
Cast: 1s
Recharge: 45s

Remove 1 hex from all nearby other allies, for each hex removed in this way, you gain 1 Hex Counter and take (7...5) damage.

Sacred Suffering:

(Self Hex)
Cost: 25e
Cast: 1s
Recharge: 30s

Generate (1...4) Hex Counters, for each counter you take (15...5) damage.

Woeful Wailing: {Elite}

(Self Hex)
Cost: 10e
Cast: 2s
Recharge: 30s

For each hexed foe in the area you gain 1 Hex Counter, hexes currently effecting you last (5...3)% longer.

{Disclaimers}

-I have a second version of how I might like this class to work with a heavier focus on "Counters", and maybe working with conditions also.

-The skill listings should be clear, but if not, tell me and I'll try and rewords it.

-Constructive criticism please, you should know what that is.

-I may have actually underpowered this class, but I don't think so, and I certainly don't think it's overpowered, though it's late.

-Not sure what to do about the abuse of Wastrel's Worry in relation to the Mesmer Hex Reduction Armor. That skill has always been a thorn in the side of any natural hex resistance class. If you can find a good way around it suggest it, other wise that may just have to be a risk taken by the armor wearer.

Last edited by Ken Dei; Aug 23, 2006 at 08:11 AM // 08:11..
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Old Aug 23, 2006, 08:13 PM // 20:13   #2
Frost Gate Guardian
 
Join Date: Dec 2005
Guild: ALOA 2
Profession: Me/
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very nicely done, Ken Dei. its worthy of going in your concept class list(but you made it, so of course its gonna go there)the only problem is monks that cast remove hex and spell breaker...that would destroy this class. Pb/Me=major hex man
Hex Lax(Hex Spell)
Cost:5
Cast:5
Recharge:5
For 2...10 seconds, you gain one random hex spell on you every 2 seconds, but you also lose 10 health for every hex put on you this way.
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Old Aug 24, 2006, 01:10 AM // 01:10   #3
Pre-Searing Cadet
 
Join Date: Apr 2006
Guild: Rift
Profession: Mo/Me
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by The Way, Your Imagination Is Lame And It Shows In This Sucky 'new Class' Concept>>>>>>
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Old Aug 24, 2006, 04:13 AM // 04:13   #4
Wilds Pathfinder
 
Join Date: Jan 2006
Profession: W/Mo
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Quote:
Originally Posted by DietDew
by The Way, Your Imagination Is Lame And It Shows In This Sucky 'new Class' Concept>>>>>>
*Yawns* First drafts are always mediocre at best. That's why they're first drafts.

So what have you come up with recently? Nothing, oh well then, come back when you have legitimate and constructive criticisms.

Now then, on to Super_Nerds comments:

-Indeed, the Pb/Me would be a heavy hexer, as would be the Pb/N, no arguement there.

-At the same time using the Pb as a secondary would grant players a little more diversity in hex management. Instead of relying on the highly conditional and situational anti-hex skills for the current clases, the /Pb breeds would actually take advantage of hexes. The counter balence to this is that obviously the Pb class excels in Hexes and only Hexes, so you lose some of the other diversity of using other classes as secondaries. A trade of defense vs diversity.

-I can see where an over attentive monk might cause problems for a Pb, but that can easily be negoiated with a little communication.
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Old Aug 24, 2006, 04:30 AM // 04:30   #5
Furnace Stoker
 
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Join Date: Oct 2005
Location: Kali
Profession: W/E
Default

seem to hex heavy, as that part of ground is already well cover by Necro and Mesmer. Hex counter seem a bit strange. The Primary is a bit iffy too...

I would try to develop the "Binding" part more. Also I believe Turbo's Plague Master has a attribute of hex control skills too, worth to take a look at.
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Old Aug 24, 2006, 05:53 PM // 17:53   #6
Wilds Pathfinder
 
Join Date: Jan 2006
Profession: W/Mo
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Quote:
Originally Posted by actionjack
seem to hex heavy, as that part of ground is already well cover by Necro and Mesmer. Hex counter seem a bit strange. The Primary is a bit iffy too...

I would try to develop the "Binding" part more. Also I believe Turbo's Plague Master has a attribute of hex control skills too, worth to take a look at.
Yeah the more I look at the class the more I want to put it back on the drawing board for a full makeover. Change it from a mainly hex controling class to a mix of hex/condition with less intensity on both aspects.

The question I have is. In the light of a redo, focus on self hexing/conditioning, or expand on the "Counters"? Or Both?

I'll take a look at the reference you provided. Thanks for the input.
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