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Old Aug 06, 2006, 07:34 PM // 19:34   #1
Frost Gate Guardian
 
Join Date: Jul 2006
Guild: Dark Guild of War [dgw]
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Lightbulb Concept Class: Conduit

Lol i saw all the other people doing concept classes and I wanted to do one!
here goes... don't kill me if it sucks!

Conduit
The Conduit is exactly what its name implies, a conduit for evil and good. The last two attributes are meant to complement the first two.

New Concepts
Pain and Aggression-Basically like adrenaline. Instead of using these points to use skills, though, there are skills that use these points to deal damage. If you don't understand this, take a look at the attributes section.

Peace and Serenity-Once you release your pain and aggression points, you get peace and serenity points, which can be used on skills to buff yourself up(Kinda like adrenaline). If you don't understand this, go to the attributes section.

Equipment

Use Swords+Shields.
Armor=to warrior. AL also equal. Damage is slightly lower, considering that the skills deal a lot more damage.

Attributes

Spellblade(primary)-Many skills, especially those tied to adding elemental damage to your attacks, become more effective with spellblade.

Pain and Aggression-For each point into pain and aggression, each point of pain and aggression you release upon a foe deals an additional 1.5 damage.(Basically, at level 10 pain and aggression, you deal 15 damage for each point released upon a foe.)Many skills, especially those related to channeling your anguish, become more effective with more pain and aggression.

[U]Peace and Serenity[U]-When you release your pain and aggression, you get one point of peace and serenity for each point of pain and aggression. These points are used like adrenaline to give yourself buffs and enchantments. Note that each point of pain and aggression realeased is gained as 1 point for peace and serenity.

Malevolence-Many skills, especially those tied to creating horrors to frighten your opponents, become more effective with malevolence.

Benevolence-Many skills, especially those tied to benefiting and healing your allies, become more effective with benevolence.

Skills

Note-e=energy,c=casting time,r=recharge,m=energy degen for enchant
maintenance

Pain and Aggression
Anger-10e,3/4c,10r
Attack. Unleash all of your pain and aggression on target foe. You cannot spend more than 1...4 pain and aggression points in this way.

Anguish-15e,1c,15r
Attack. All your pain and aggression is released, dealing damage divided evenly among all foes adjacent to you.

Scream-13e,3c,20r
Skill. You gain 1...5 pain and aggression points. You lose peace and serenity points equal to the amount of pain and aggression points gained in this way.

Berserker Signet (Elite)-1c,40r,1m
Signet Enchantment. As long as you mantain this enchantment, you gain x1.1...1.5 the amount of pain and aggression points each hit. You cannot gain any peace and serenity points for 20...5 seconds after this enchantment is removed, and when you use an attack skill, this enchantment ends. You take 2x...1.1x the amount of damage recieved as this enchantment is in effect.

Peace and Serenity

Rehabilitation-13e,1.5c,30r,1m
Enchantment. Use upto 2...4 peace and serenity points. For each point used in this way, you get +1 health regeneration.

Righteous Journey-15e,10r
Stance. Use upto 2...5 peace and serenity points. For each point used, you move 11% faster.

Carom (Elite)-20e,1c,10r
Spell. Use upto 3..6 peace and serenity points. For each point used, you prevent the next 15 damage that would be dealt to you and gain that amount of health instead.

Holy Symbol-15e,3/4c,30r
Spell. Use upto 3...6 peace and serenity points. For each point used, you lose 1 hex or condition on you. (1 or the other; you cannot lose one hex and one condition.)

Spellblade

Firey Unguent-5e,1c,30r
Preparation. Your attacks deal fire damage. They also set targets on fire for 1 second.

Icy Unguent-5e,1c,30r
Preparation. Your attacks deal ice damage. They also slow down targets by 50% for 1 second.

Earthen Unguent-5e,1c,30r
Preparation. Your attacks deal earth damage. They also knock down targets for 1 second (Chance: 20%).

Gaseous Unguent-5e,1c,30r
Preparation. Your attacks deal air damage. They also have 25% armor penetration.

Malevolence

Note- I love these skill names!

Fiend of Horrors-15e,1.5c,20r
Spell. Conjure a fiend of horrors that dies after 10 seconds. For each second that this fiend was alive, you steal 3...10 health from the foe closest to you.

Horrors from Within (Elite)-15e,2c,20r
Hex. You show target foe the horrors within him/her. For 10...30 seconds, he/she gains half the benefit from healing, and enchantment effects are halved.

Traumatic Cataclysm-20e,1.5c,30r
Spell. For 10...20 seconds, target foe and all nearby foes experience a traumatic cataclysm, taking 10...20 damage each second.

Soulless Revival-10e,1.5c,20r,1m
Enchantment. Resurrect target ally with +20...50 health and +10...20 energy as long as this enchantment is maintained. They experience -5...2 health degeneration as long as this enchantment is maintained. If target ally reaches zero health, he/she dies. If this enchantment is removed or stops being maintained, the enchanted ally dies. Deaths tied to Soulless Revival do not incur a death penalty, unless the ally lived for more than 3...5 seconds.

Benevolence

Note- these skills made me sick lol

Creation of Beauty-15e,1.5c,20r
Spell. Conjure a creation of beauty that dies after 10 seconds. For each second this creation was alive, the nearest ally is healed for 3...10 health.

Beauty from Within (Elite)-15e,2c,20r
Enchantment. Show target ally his/her beauty from within. For 5...15 seconds, they gain twice the benefit from healing, and enchantments last 1.5 times longer.

Touching Event-20e,1.5c,30r
Spell. for 10...20 seconds, target ally and all nearby allies experience a touching event, gaining 10...20 health each second.

Soulful Revival-Resurrect target ally with -20...50 health and -10...20 energy as long as this enchantment is maintained. As long as this enchantment is maintained, they experience +2...5 health regeneration and +1...3 energy regeneration. If this enchantment is removed or stops being maintained, target ally dies. Deaths tied to Soulful Revival do not incur a death penalty, unless the ally lived for more than 3...5 seconds.


Constructive criticism welcome!

Last edited by runeseeker1; Aug 07, 2006 at 01:07 AM // 01:07..
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Old Aug 06, 2006, 08:53 PM // 20:53   #2
Academy Page
 
Join Date: Jul 2006
Guild: Elite Misfits United
Profession: N/Mo
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I stopped reading after attributes. I'm sorry but there should NEVER be a class with TWO primary attributes. And the fact that your character has two means of attacking. Close range AND long range???? Hello, classes aren't ment to have their weapons switched every 2 seconds.

Try thinking out this class a bit more.
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Old Aug 06, 2006, 11:55 PM // 23:55   #3
Frost Gate Guardian
 
Join Date: Jul 2006
Guild: Dark Guild of War [dgw]
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Woops! Didn't notice 2 primary attributes. Edited that.

And about the long range and short range thing, edited that out, but I still don't see the problem. Mesmers can be long range and short range if you give them illusionary weaponrey, for instance. It's not like you HAVE to be long range and short range at the same time, switching between wands and swords, and having to change builds. I still edited it out though, because I changed the role of the two attributes to supporting attributes. Also added spellblade to attributes and made that primary.

Last edited by runeseeker1; Aug 07, 2006 at 01:08 AM // 01:08..
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Old Aug 07, 2006, 02:59 AM // 02:59   #4
Furnace Stoker
 
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Join Date: Oct 2005
Location: Kali
Profession: W/E
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Seem nice. Not too sure about the Pain and Peace points, but seem novel enough. Don't need need 5 attributes. Maybe give them new skill-type to spice it up from another Mo/Mes. I especially like the smilies.
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