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Old Aug 23, 2006, 01:59 AM // 01:59   #1
Ascalonian Squire
 
Join Date: Feb 2005
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Default Class Concept - [Witch Doctor]

Witch Doctor

In the swampy lowlands of Alghamma the witchdoctors, a breed of naturistic manipulators, reign terror over the civilized people. The Witchdoctor's strength lies in the use of hexes and curses to do their wishes.

Weapon: This class will wield a wand just like any other typical caster.


Primary Attribute: Witchcraft
For every 3 ranks in Witchcraft, all skills recharge 4% faster.


Skill Type (Charms): Charms are skills that work like the enchantments that you can give to yourself and allies that have a direct effect on foes in an adjacent range from that ally.

Revitalizing Amulet {Elite}: Charm skill. For x..x seconds target ally is affected a revitalizing amulet. Whenever target ally suffers from an attack skill, that ally steals x..x health and x..x energy from that foe. (Attrib: Witchcraft)

Sluggish Keepsake: Charm skill. For x..x seconds target ally is affected with a sluggish keepsake. All foes adjacent to that ally move x..x% slower. (Attrib: Witchcraft)

Frail Memento: Charm skill. For x..x seconds target ally is affected with a frail memento. All foes adjacent to that ally deal x..x% less damage. (Attrib: Witchcraft)

Frightful Talisman: Charm skill. For x..x seconds target ally is affected with a Frightful Talisman. All foes adjacent to that ally build adrenaline x..x% slower than normal. (Attrib: Witchcraft)


Voodoo Magic
No inherent effect. Higher ranks in Voodoo Magic increase the effectiveness of voodoo magic spells and items.


Skill Type (Voodoo Dolls): How these work will be similar to how the ashes for the Ritualist work. When you first cast one of these item spells, the animation of these skills will pull out some malformed voodoo doll. While an item is active, you will not receive benefit from your main or secondary weapon sets but rather there will be a button on the bottom/middle of the screen that says something along the lines of “Puncture Item”. When you click this button, the foe that you have active as your target will be the target of the effects of the skill. The animation will look somewhat like the voodoo doll being stabbed and then thrown to the side, in which you will be back to your main or secondary weapon set.

Spinal Tap {Elite}: Elite Item Spell. Target foe takes x..x damage as well as moves and attacks x..x% slower for x..x seconds. (Attrib: Voodoo Magic)

Implicit Darkness: Item Spell. Target foe takes x..x damage and becomes blind for x..x seconds. (Attrib: Voodoo Magic)

Stumbling Fool: Item Spell. Target foe takes x..x damage and becomes crippled for x..x seconds. (Attrib: Voodoo Magic)

Mutilate Limb: Item Spell. Target foe takes x..x damage and suffers from deep wound for x..x seconds. (Attrib: Voodoo Magic)


Manipulation Magic
No inherent effect. Manipulation magic spells and potions become more effective with higher ranks.


Skill Type (Potions): Potions are skills that will be thrown out to enemies or allies and will affect them in some way, whether beneficial or harmful. Potion skills could have the same range as a wand, and for the animation would look as if a vial is being thrown out at the targets feet in which the vial would break and a smoke cloud with the effect would raise with a radius equal to the size of the range it affects (in the area, nearby, adjacent, etc.).

Dwindling Haze {Elite}: Elite Potion Skill. For x..x seconds Adjacent foes deal x..x less damage with attack skills. (Attrib: Manipulation Magic)

Hindering Aroma: Potion Skill. For x..x seconds, the next spell casted by adjacent foes is interrupted. Foe cannot be interrupted more than once. (Attrib: Manipulation Magic)

Corrupted Essence: Potion Skill. For x..x seconds, whenever a foe in the area casts a spell, that foe take x..x damage. (Attrib: Manipulation Magic)


Remedial Magic
No inherent effect. Remedial magic spells and potions become more effective with higher ranks.


Skill Type (Potions): Remedial magic potions are generally the same idea as the manipulation potion skills, however these have varying effects contingent upon different ranges. For example, the benefit you receive from these skills have a greater effect at an adjacent range, and have a similar yet weaker effect at a nearby range.

Energizing Waft {Elite}: Elite Potion Skill. All nearby allies receive x..x energy regeneration for x..x seconds. All allies in the area receive y..y energy regeneration for y..y seconds. (Attrib: Remedial Magic)

Invigorating Whiff: Potion Skill. All adjacent allies receive x..x health regeneration for x..x seconds. All allies in the area receive y..y health regeneration for y..y seconds. (Attrib: Remedial Magic)
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Old Aug 23, 2006, 02:19 AM // 02:19   #2
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your primary attribtue is over powered...
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Old Aug 23, 2006, 10:00 AM // 10:00   #3
Furnace Stoker
 
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I will say this towards every single Witch Doctor thread I have seen posted on these forums, I think this is the third one i've seen...

1) You'll need to read up on this http://en.wikipedia.org/wiki/Voodoo and scroll halfway down to "Myths and Misconceptions". It will give you a slight insight on what you are thinking when you think Voodoo.

2) The Witch Doctor does NOT practice in the arts of Voodoo. Not even a zip.

3) A witch doctor does not practice in the direct areas of Witchcraft. In fact it's completely the opposite. The witch doctor is a healer that cures maladies due to witchcraft. A person who practices Witchcraft is called a Witch. Simple, and you can use this term for the use of Voodoo as well.

Last edited by Terra Xin; Aug 23, 2006 at 10:42 AM // 10:42..
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Old Aug 24, 2006, 01:26 AM // 01:26   #4
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I Would Like To See More Of Your Class Concepts >>>>>> This Witchdoctor Reminds Me Of My Favorite Indiana Jones Movie............
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