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Old Apr 09, 2006, 11:33 PM // 23:33   #1
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Default Concept Class: Infernal Knight

Class Name: Infernal Knight

Background:

A corrupted Knight tied to a dark being of one form or another. Their once Holy abilities have been tainted and twisted to serve a dark end. Their once shining armor, blood stained and black. Their once glorious sword traded for a tattered ball and chain. A shield, once a reflector of light, traded for a dark focus. Once glory and awe radiated from them, now darkness and corruption.

Armor:

Full heavy armor similar to a Warrior but no bonuses against physical with weaknesses to Holy damage.

Energy:

When using armors normally the Infernal Knight would have a default 25 Energy with 3 Energy regeneration.

Weapons:

The Infernal Knight uses a flail as a weapon and an off hand focus of some glowing material, that we shall call Infernal Focus. Think of a fireball basically that provides energy bonuses etc.

Flail Damage (12-25) Bludgeoning

Infernal Focus Energy Bonus (1-12)


Abilities:


Dark Blessing (Primary)

Points invested into Dark Blessing decreases damage dealt to you by 1% for every 2 points invested. As well as increases the power of abilities tied to Dark Blessing.

Flail Mastery
Points invested into Flail Mastery increases the potency and damage of skills tied to the use of a Flail.

Infernal Magic
Points invested into Infernal Magic increases the potency of spells linked to Infernal Magic.

Auras
Points invested into Auras increases the potency of skills that will weaken or damage a foe and defensive abilities. Only one Aura may be active at a time. All Auras are always centered on the Infernal Knight.



Dark Blessing


Summon Demon {Elite}
Energy: 25
Cast Time: 5
Recharge: 60
Elite Spell. Summons a level (10…20) Demon to fight at your side for (60…120) seconds. When the Demon dies or the spell ends, all foes in the area and you take (35…75) Dark damage.

Summon Fiend
Energy: 25
Cast Time: 5
Recharge: 60
Spell. Summon a level (1…14) Fiend to fight at your side for (60…120) seconds. When the Fiend dies or the spell ends, all foes adjacent to it and you take (20…43) Fire damage.

Dark Healing
Energy: 5
Recharge: 30
Spell. Lose all energy. Gain (75…150) Health.

Dark Magic
Energy: 5
Recharge: 30
Spell. Sacrifice 15% of Maximum Health. Gain (5…15) Energy.


Flail Mastery


Flail of Destruction {Elite}
Energy: 15
Recharge: 20
Skill. Target foe and all foes adjacent to your target take (15…55) Dark damage. All foes struck by this attack are Crippled for (5…15) seconds and begin Bleeding for (1…15) seconds.

Thundering Flail {Elite}
Energy: 10
Recharge: 20
Skill. Target foe and all foes adjacent to your target take (1…36) Electrical damage and target foe is knocked down for 3 seconds. Causes Exhaustion.

Head Bash
Energy: 5
Recharge: 2
Skill. Target foe takes +(5…20) damage.

Leg Sweeper
Energy: 5
Recharge: 10
Skill. Target foe takes +(5…15) damage and is Crippled for (1…8) seconds.

Sundering Flail
Energy: 10
Recharge: 10
Skill. Target foe takes +(10…25) damage. This attack has +(1…20)% Armor Penetration.

Channeling Flail
Energy: 5
Recharge: 15
Skill. Target foe takes (1…10) damage. Your next Infernal Magic spell that targets target foe negates its Cast Time.

Draining Flail
Energy: 5
Recharge: 10
Skill. Target Foe takes no damage from this attack. Target foe loses (1…10) energy and you gain that much energy.

Blood Strike
Energy: 0
Recharge: 3
Skill. Sacrifice 20% maximum Health. Attack with flail for +(20…45) damage.


Infernal Magic

Drain Souls {Elite}
Energy: 20
Cast Time: 5
Recharge: 20
Elite Hex Spell. Deal (26…85) Dark damage to all foes in the area and they each gain –1 Health and Energy Degeneration. Gain +1 Health and Energy Regeneration for every foe that was dealt damage by this spell for (5…10) seconds. Maximum (1…3). Causes Exhastion.

Dark Wave {Elite}
Energy: 25
Cast Time: 10
Recharge: 60
Elite Spell. This spell cannot be interrupted. While casting this spell, you gain +(10…35) Armor. If struck by a melee attack while casting this spell, that foe takes (10…30) Dark damage. When cast, all foes in the area take (80…220) Dark damage and are knocked down for 4 seconds. Causes Exhaustion.

Black Weapon
Energy: 15
Cast Time: 1
Recharge: 45
Enchantment Spell. For (8…13) seconds, whenever one of your melee attacks hits, it removes one Enchantment from the target. Lose (25…15) Health every time a Enchantment is removed.

Infernal Bleeding
Energy: 5
Cast Time: 2
Recharge: 15
Spell. Target foe takes (15…34) Dark damage and begins bleeding for (5…10) seconds. This bleeding cannot be removed by spells.

Dark Orb
Energy: 10
Cast Time: 2
Recharge: 10
Spell. Target foe and all foes adjacent to the target take (26…65) Dark Damage.

Shadow Form
Energy: 10
Recharge: 30
Spell. For (5…15) seconds, you have a (50…70)% chance to evade melee attacks. When you do, your attacker takes (1…15) Dark damage.

Dark Avenger
Energy: 10
Cast Time: 2
Recharge: 30
Spell. Exploit a nearby corpse of a party member. For (8…14) seconds, temporarily gain (10…50)% of that party members maximum Health and Energy and you attack 25% faster.

Death Mark
Energy: 5
Cast Time: 1
Recharge: 10
Hex Spell. For (1…15) seconds, whenever target foe takes damage, they take an additional (1…10) Dark damage.

Scourge
Energy: 5
Cast Time: 1
Recharge: 1
Spell. Target foe takes (10…35) Dark damage.

Channel Mana
Energy: 5
Cast Time: ¼
Recharge: 25
Spell. Target foe or party member loses (1…10) Energy and gains –1 Energy Regeneration for (1…10) seconds. You gain that amount of Energy and +1 Energy Regeneration for (1…10) seconds.


Auras

Aura of Darkness {Elite}
Energy: 15
Cast Time: 1
Recharge: 45
Elite Aura Spell. For 30 seconds, all foes in the area take (10…25) Dark damage every 3 seconds.

Aura of Undeath {Elite}
Energy: 20
Cast Time: 5
Recharge: 60
Elite Aura Spell. For (1…30) seconds, all dead party members in the area are brought back to life with full Health and full Energy and do +(1…15) Dark damage with attacks. These party members take 50% more damage against Blunt damage and if struck by Holy damage, immediately die. When Aura of Undeath ends these party members die. Deaths during Aura of Undeath do not incur a Death Penalty.

Aura of Resistance
Energy: 15
Cast Time: 1
Recharge: 60
Aura Spell. For 30 seconds all party members in the area have +(1…20) Armor.

Aura of Corruption
Energy: 15
Cast Time: 1
Recharge: 45
Aura Spell. For 20 seconds, all foes in the area have –(1…20) armor.

Aura of Pestilence
Energy: 15
Cast Time: 1
Recharge: 45
Aura Spell. For (1…30) seconds, all foes in the area take (1…8) Dark damage every 3 seconds and you gain that much Health.

Aura of Regeneration
Energy: 20
Cast Time: 1
Recharge: 30
Aura Spell. For (1…20) seconds, all party members in the area gain +(1…3) Health Regeneration and +(1…3) Energy Regeneration.

Aura of Destruction
Energy: 15
Cast Time: 1
Recharge: 45
Aura Spell. For (1…15) seconds, all party members attack 25% faster and deal +(1…10) Dark damage but take 25% more damage when hit.

Aura of Shadow
Energy: 15
Cast Time: 1
Recharge: 30
Aura Spell. For (1…10) seconds, all party members in the area have 75% chance to evade attacks.

Aura of Draining
Energy: 15
Cast Time: 1
Recharge: 30
Aura Spell. For (1…15) seconds, all foes in the area gain –(1…3) Health and Energy Degeneration.

Last edited by Beta1113; Apr 10, 2006 at 09:27 PM // 21:27..
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Old Apr 09, 2006, 11:46 PM // 23:46   #2
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i like most of it, i have a few problems with overpowered skills, ill talk about those later though. this one caught my attention

Quote:
Dark Wave {Elite}
Energy: 25
Cast Time: 10
Recharge: 60
Elite Spell. This spell cannot be interrupted. While casting this spell, you gain +(10…35) Armor. If struck by a melee attack while casting this spell, that foe takes (10…30) Dark damage. When cast, all foes in the area take (80…220) Dark damage and are knocked down for 4 seconds. Causes Exhaustion.
i can see it now Mo/Infernal solo UW with this skill as it cannot be interupted... ahh the fun this would bring, it like an amazing gladiators defence skill but ya maybe a bit abusable but a bit horrid as if i saw u casting that id be outta ur way in 2 secs... leaving u 8 secs of sittin takin dmg! fun.

I wanna make an assumption u can only have 1 aura on at a time, but sionce theyre encahnt its making me confused. Many have to good effects for have 2 or 3 on at the same time. make them like stances or sumthin. then itd be better.

I really like the thought and skills for it, only the summoning ... uh first skill is overpowered. maybe lvl 1...18 sound good? well see what other have to say. i like many of the skills and have only a few i find abusable. good work!
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Old Apr 10, 2006, 01:06 AM // 01:06   #3
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Quote:
I wanna make an assumption u can only have 1 aura on at a time, but sionce theyre encahnt its making me confused. Many have to good effects for have 2 or 3 on at the same time. make them like stances or sumthin. then itd be better.
That was my intention but never wrote anyhting on it lol. Changed the Auras to "Aura Spell" and noted in the abilties that only 1 aura may be active at a time.

Quote:
[Quote:]
Dark Wave {Elite}
Energy: 25
Cast Time: 10
Recharge: 60
Elite Spell. This spell cannot be interrupted. While casting this spell, you gain +(10…35) Armor. If struck by a melee attack while casting this spell, that foe takes (10…30) Dark damage. When cast, all foes in the area take (80…220) Dark damage and are knocked down for 4 seconds. Causes Exhaustion.

i can see it now Mo/Infernal solo UW with this skill as it cannot be interupted... ahh the fun this would bring, it like an amazing gladiators defence skill but ya maybe a bit abusable but a bit horrid as if i saw u casting that id be outta ur way in 2 secs... leaving u 8 secs of sittin takin dmg! fun.
The point to that spell is, yes, get the heck out of the way or your gonna be feeling it in the morning.

Quote:

I really like the thought and skills for it, only the summoning ... uh first skill is overpowered. maybe lvl 1...18 sound good? well see what other have to say. i like many of the skills and have only a few i find abusable. good work!
Lowered the level of Summon Demon. But the whole point to it is that yes, it is powerful BUT it is an elite skill in the primary attribute that only has 4 skills to use at the moment.
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Old Apr 10, 2006, 01:43 AM // 01:43   #4
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Its not bad. Lot more detail and organization than other's. And I cann't disagree with its overall concept, since I did wrote a Paladin one before (with aura too).

However, the AL and 3 energy regen and its prmary's skill does make this one sound a bit too overpowering. There seems to be way too many high energy cost spells (which I am aware is for balance issue), but having such spell will pretty much make having all other spells useless. It need some other way for energy maintance, or having an alternative source of energy (like warrior's adrline) And still seem bit too much of W/N...

Well, kudo on a good work.
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Old Apr 10, 2006, 04:47 PM // 16:47   #5
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I agree with Actionjack, very overpowered, and much like a W/N that uses spells instead of shouts.
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Old Apr 10, 2006, 05:06 PM // 17:06   #6
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Some of the Auras and spells might not be wanted by your party members; remember that. EX: Aura of Undeath and Aura of Destruction. Dark Wave is WAY overpowered. Arcane Echo that and you get to do a crazy spike. 220 x 4 = 880 dmg :S :S. Also, Aura of Restoration is already taken ^^.

Nice idea, but the skills need some balancing.
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Old Apr 10, 2006, 06:50 PM // 18:50   #7
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Quote:
Originally Posted by Phoenix Arrows
Dark Wave is WAY overpowered. Arcane Echo that and you get to do a crazy spike. 220 x 4 = 880 dmg :S :S.
A 10 second casting time is not really something you're going to want to use your echo up in.

Lowered Dark Wave's armor bonus.

Quote:
I agree with Actionjack, very overpowered, and much like a W/N that uses spells instead of shouts.
Then point out what you think is overpowered, why, and any suggestions.

Last edited by Beta1113; Apr 10, 2006 at 06:54 PM // 18:54..
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Old Apr 10, 2006, 08:07 PM // 20:07   #8
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Write up another "Nitch", beside the Aura, and I will say I like it.
(Nitch being a differnt playing mechanic that would make this class seperate more in playing style from other class)

Interest to see what other creative idea you can add to it.
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Old Apr 10, 2006, 08:26 PM // 20:26   #9
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i think this class would be overpowered. its basicly a mix of N/Me/R/W but without noticable drawbacks

also the post is kinda long so i'll add my comments in italic in the post.





Class Name: Infernal Knight

Background:
A corrupted Knight tied to a dark being of one form or another. Their once Holy abilities have been tainted and twisted to serve a dark end. Their once shining armor, blood stained and black. Their once glorious sword traded for a tattered ball and chain. A shield, once a reflector of light, traded for a dark focus. Once glory and awe radiated from them, now darkness and corruption.

Armor:

Full heavy armor similar to a Warrior but no bonuses against physical with weaknesses to Holy damage.
imo combined with the +3 energy recharge its like giving the ranger 80 armor. the reduced protection from holy damage would have to be very significant. (as in more reduction than a necro gets)

Energy:

When using armors normally the Infernal Knight would have a default 25 Energy with 3 Energy regeneration.
i think its bad giving a warrior +3 energy regen

Weapons:
The Infernal Knight uses a flail as a weapon and an off hand focus of some glowing material, that we shall call Infernal Focus. Think of a fireball basically that provides energy bonuses etc.

Flail Damage (12-25) Bludgeoning

higher than sword damage, 6 higher min attack compared to axe and only 3 lower max attack

Infernal Focus Energy Bonus (1-12)
this is like every other caster, or a warrior taking an idol or artifact as secondary


Abilities:


Dark Blessing (Primary)

Points invested into Dark Blessing increases Armor Level by +1 for every point invested. As well as increases the power of abilities tied to Dark Blessing.
the armor bonus is allmost useless on high levels of the spell. and maybe a bit too usefull for low levels, maybe it should be x% chance to reduce damage by 10% ?

Flail Mastery

Points invested into Flail Mastery increases the potency and damage of skills tied to the use of a Flail.
same as any warrior weapon stat

Infernal Magic

Points invested into Infernal Magic increases the potency of spells linked to Infernal Magic.
i dont like this with a warrior, basicly its a high armor caster

Auras
Points invested into Auras increases the potency of skills that will weaken or damage a foe and defensive abilities. Only one Aura may be active at a time. All Auras are always centered on the Infernal Knight.
comments under the aura skills



Dark Blessing


Summon Demon {Elite}
Energy: 25
Cast Time: 5
Recharge: 60
Elite Spell. Summons a level (10…20) Demon to fight at your side for (120…300) seconds. When the Demon dies or the spell ends, all foes in the area take (35…75) Dark damage.
just way too powerfull, need to be debuffed to something like a better bone horror/fiend, and the damage when dying should be directed at you, not enemy, and make it work like the undead minions work now, health degen, and not a limit on how long it can live

Summon Fiend
Energy: 25
Cast Time: 5
Recharge: 60
Spell. Summon a level (1…14) Fiend to fight at your side for (120…300) seconds. When the Fiend dies or the spell ends, all foes adjacent to it take (20…43) Fire damage.
needs less time alive, 300 seconds is a very long time

Dark Healing
Energy: 5
Recharge: 30
Spell. Lose all energy. Gain (75…150) Health.
this is an ok skill imo

Dark Magic
Energy: 0
Recharge: 30
Spell. Sacrifice 15% of Maximum Health. Gain (5…15) Energy.
i think it needs to be an energy skills


Flail Mastery


Flail of Destruction {Elite}
Energy: 15
Recharge: 15
Skill. Target foe and all foes adjacent to your target take (15…55) Dark damage. All foes struck by this attack are Crippled for (5…15) seconds and begin Bleeding for (1…15) seconds.
this is basicly an instant, close-range signet of judgement, minus the knockdown on one target, plus bleeding and cripple on multiple targets, with way lower recharge.. too powerfull

Thundering Flail {Elite}
Energy: 10
Recharge: 20
Skill. Target foe and all foes adjacent to your target take (1…20) Electrical damage and are knocked down for 3 seconds. Causes Exhaustion.
restrict the knockdown to a single target, and boost the damage perhaps

Head Bash
Energy: 5
Recharge: 2
Skill. Target foe takes +(5…20) damage.
odd name...

Leg Sweeper
Energy: 5
Recharge: 10
Skill. Target foe takes +(5…15) damage and is Crippled for (1…8) seconds.
ok skill, recharge is longer than cripple.

Sundering Flail
Energy: 10
Recharge: 10
Skill. Target foe takes +(10…25) damage. This attack has +(1…20)% Armor Penetration.
basicly an energy-wise expensive penetrating blow form the axe line

Channeling Flail
Energy: 5
Recharge: 15
Skill. Target foe takes (1…10) damage. Your next Infernal Magic spell that targets target foe is cast automatically.
what exactly does "cast automaticly" mean?

Draining Flail
Energy: 5
Recharge: 10
Skill. Target Foe takes no damage from this attack. Target foe loses (1…8) energy and you gain that much energy.
perhaps boost the energy gain, if the attack costs 5 energy you're only gaining 5

Blood Strike
Energy: 0
Recharge: 0
Skill. Sacrifice 20% maximum Health. Attack with flail for +(20…45) damage.
needs a recharge, low one, but still needs one


Infernal Magic


Drain Souls {Elite}
Energy: 20
Cast Time: 5
Recharge: 20
Elite Hex Spell. Deal (26…85) Dark damage to all foes in the area and they each gain –1 Health and Energy Degeneration. Gain +1 Health and Energy Regeneration for every foe that was dealt damage by this spell for (5…10) seconds.. Maximum (1…6). Causes Exhastion.
overpowered for farming since you can allmost insure 6 targets allways, and the energy regen is just overpowered

Dark Wave {Elite}
Energy: 25
Cast Time: 10
Recharge: 60
Elite Spell. This spell cannot be interrupted. While casting this spell, you gain +(10…20) Armor. If struck by a melee attack while casting this spell, that foe takes (10…30) Dark damage. When cast, all foes in the area take (80…220) Dark damage and are knocked down for 4 seconds. Causes Exhaustion.
too long casting time to be usefull in PvP, too good for PvE, need to be interuptable

Black Weapon
Energy: 15
Cast Time: 1
Recharge: 45
Enchantment Spell. For (8…13) seconds, whenever one of your melee attacks hits, it removes one Enchantment from the target.
needs to have a drawback, like loose x energy everytime an enchantment is removed, once your energy reaches 0 it ends

Infernal Bleeding
Energy: 5
Cast Time: 2
Recharge: 15
Spell. Target foe takes (15…34) Dark damage and begins bleeding for (10…20) seconds. This bleeding cannot be removed by spells.
needs to be removeable like every other kind of bleeding

Dark Orb
Energy: 10
Cast Time: 2
Recharge: 10
Spell. Target foe and all foes adjacent to the target take (26…65) Dark Damage.
like fireball, only armor ignoring dark damage..

Shadow Form
Energy: 10
Recharge: 30
Spell. For (5…15) seconds, you have a (50…70)% chance to evade melee attacks. When you do, your attacker takes (1…15) Dark damage.
its like a second glad's defense if you play a warrior as the other class, just with less damage, but its armor ignoring, so it makes up for it.

Dark Avenger
Energy: 10
Cast Time: 2
Recharge: 30
Spell. Exploit a nearby corpse of a party member. For (8…14) seconds, temporarily gain (10…50)% of that party members maximum Health and Energy and you attack 25% faster.
odd skill, but if you lose the energy and health again, i don't see the use for it

Death Mark
Energy: 5
Cast Time: 1
Recharge: 10
Hex Spell. For (1…15) seconds, whenever target foe takes damage, they take an additional (1…10) Dark damage.
should be non-physical damage coupled with barbs (i think thats the skill) you're hitting +20 every time

Scourge
Energy: 5
Cast Time: 1
Recharge: 1
Spell. Target foe takes (10…35) Dark damage.
imo should be a projectile spell, not just a normal spell

Channel Mana
Energy: 5
Cast Time: ¼
Recharge: 25
Spell. Target foe or party member loses (1…10) Energy and gains –1 Energy Regeneration for (1…10) seconds. You gain that amount of Energy and +1 Energy Regeneration for (1…10) seconds.
stupid skill. you should not be able to hurt your team in this way, i see people anoying their team in RA

Auras

Aura of Darkness {Elite}
Energy: 15
Cast Time: 1
Recharge: 45
Elite Aura Spell. For 30 seconds, all foes in the area take (10…25) Dark damage every 3 seconds.
for a total of 250 damage over 30 seconds... not that bad, i don't know if it should be alite though

Aura of Undeath {Elite}
Energy: 20
Cast Time: 5
Recharge: 60
Elite Aura Spell. For (1…30) seconds, all dead party members in the area are brought back to life with full Health and full Energy and do +(1…15) Dark damage with attacks. These party members take 50% more damage against Bludgeoning damage and if struck by Holy damage, immediately die. When Aura of Undeath ends these party members die. Deaths during Aura of Undeath do not incur a Death Penalty.
why bludgeoning damage?

Aura of Resistance
Energy: 15
Cast Time: 1
Recharge: 60
Aura Spell. For 60 seconds all party members in the area have +(1…20) Armor.
60 seconds is a bit too long for 15 energy, unless its elite

Aura of Corruption
Energy: 15
Cast Time: 1
Recharge: 45
Aura Spell. For 20 seconds, all foes in the area have –(1…20) armor.
AOE weaken armor


Aura of Pestilence
Energy: 15
Cast Time: 1
Recharge: 30
Aura Spell. For (1…30) seconds, all foes in the area take (1…8) Dark damage every 3 seconds and you gain that much Health.
shouldn't be spammable, needs recharge longer than duration

Aura of Restoration
Energy: 15
Cast Time: 1
Recharge: 30
Aura Spell. For (1…20) seconds, all party members in the area gain +(1…3) Health Regeneration and +(1…3) Energy Regeneration.
too cheap energy-wise for a very powerfull skill

Aura of Destruction
Energy: 15
Cast Time: 1
Recharge: 45
Aura Spell. For (1…15) seconds, all party members attack 25% faster and deal +(1…10) Dark damage but take 25% more damage when hit.
you shouldn't be able to inflict more damage on your party members, on yourself, ok, but not your party

Aura of Shadow
Energy: 15
Cast Time: 1
Recharge: 30
Aura Spell. For (1…10) seconds, all party members in the area have 75% chance to evade attacks.
a bit like aegis

Aura of Draining
Energy: 15
Cast Time: 1
Recharge: 30
Aura Spell. For (1…20) seconds, all foes in the area gain –(1…3) Health and Energy Degeneration.
too cheap considering all ther energy you are stealing. either it need to be health only, or only work for like 8 seconds at high attributes
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Old Apr 10, 2006, 08:48 PM // 20:48   #10
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First impression on reading this build: hellafun
Second: had a brilliant idea. make dark wave deal damage to an attacker only a certian mounnt of times, like "When You are struck by a melee attack while using this skill, the attacker takes (10-30) dark damage to a maximum of (5-15) times.
that way it wont become too good of a glads defence

im still working on ideas here....ill come back to it in a while
maybe add weakness to ele too?

Last edited by Wrath Of Dragons; Apr 10, 2006 at 09:58 PM // 21:58..
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Old Apr 10, 2006, 09:24 PM // 21:24   #11
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Attribute: Artistry or Arcane Knowledge (or somthing else)

glyphs! as of now, only eles use them but maybe use them as a main skillset on this guy!
so, runes will be cast on others, glyphs on yourself.

Rune of targeting: for 1-15 seconds your next aura will be cast on target foe or ally instead of yourself (recharge 60, cast 1 sec, 10e)

glyph of watchfulness: for the next 1-8 seconds you block the next 1-5 attacks and attack skills used against you. (1/4 cast 5e, 20 rech)

darkened blade (glyph) for (5-30) seconds, your weapon deals dark damage (5e 1sec 10 recharge)

traitors rune: for the next 5-20 seconds all animated creatures become hostile to target foe (10e, 1sec, 45rec)

instability(elite rune) end target foes current stance. if that foe was under an enchantment when stance was lost, all nearby foes are knocked down for 1 second (5e, 2cast, 30recharge)

confusion (rune) lose all auras on yourself. for 1-8 seconds, target foes glyphs have no affect (8e, 1.5cast, 20 rec)

Last edited by Wrath Of Dragons; Apr 10, 2006 at 09:56 PM // 21:56..
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Old Apr 10, 2006, 09:46 PM // 21:46   #12
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Did some editing of the main posting. Changed spells around.

And here's another idea that could possibly replace Auras (even thoug Auras are probably still the better idea.)

Dark Symbols are sort of like Glyphs as suggested before but the name Glyph jsut didn't work. Basically just think of moving your hand in a pattern to cast something, that's the symbol.

Disscuss.

Dark Symbols

Symbol of Destruction {Elite}
Energy: 10
Cast Time: 1
Recharge: 45
Symbol. For (1…20) seconds, you attack 33% faster. All of your attacks do +(1…15) Dark damage if they hit. Whenever you hit a foe, you lose (20…10) Health.

Symbol of Blight {Elite}
Energy: 10
Cast Time: 3
Recharge: 30
Symbol. For (1…10) seconds, all foes in the area around you take (1…20) Dark damage every 2 seconds and you gain (1…10) Health for every foe dealt damage by this symbol.

Symbol of Weakness
Energy: 10
Cast Time: 1
Recharge: 30
Symbol. For (1…10) seconds, target foe takes double damage from attacks.

Symbol of Solitude
Energy: 15
Cast Time: 2
Recharge: 45
Symbol. For (1…10) seconds, target foe cannot move, attack, be the target of spells or take damage.

Symbol of Blood
Energy: 10
Cast Time: 2
Recharge: 45
Symbol. You lose (100…50) Health and begin bleeding for (8…3) seconds. All foes in the area take (50…100) Dark Damage.

Symbol of Vlad
Energy: 15
Cast Time: 3
Recharge: 60
Symbol. For (1…15) seconds, you steal (1…8) Health every time one of your melee attacks hits.
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Old Apr 10, 2006, 10:58 PM // 22:58   #13
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I got a good one for you.

Infernal Knight have skills/spell that would require a thing call Corruption, in which they are able to call on the power of Darkness, but in return, it corrupt their body.

Its like Monk's Enchantment, but such spell will take 5 to 8 arrows of hp degen to maintain. Thus you would need to turn it on a off as needed.

Unholy Burn
Energy: 15
Cast Time: 2
Recharge: 30
Corrupt your body, take (8...5) HP regen to maintain. For ever 5 seconds, all foe next to you will suffer Burn for (1...3) seconds

Conjur Dark Flame
Energy: 15
Cast Time: 2
Recharge: 30
Corrupt your body, take (8...5) HP regen to maintain. Enchant your weapon with Dark Flame, dealing 4...16 extra dark damage per strike.

Shadow Hand
Energy: 10
Cast Time: 2
Recharge: 30
Corrupt your body, take (8...5) HP regen to maintain. Bound your target with hands of shadow, reduce their attack and moving speed by (25...50%)

-------------------------
With this, you will able to compensate for the higher armor that you can have. Making such class a great melee/mid range killer, but weaker against range attacker, DoPer, Hexer, and Hit and Run tactic.

Last edited by actionjack; Apr 10, 2006 at 11:00 PM // 23:00..
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Old Apr 10, 2006, 11:42 PM // 23:42   #14
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Working with your idea here actionjack.

Disscuss.


All Corruption Enchantments require a –1 Health Degeneration each to maintain.

Corruption

Corrupt Soul {Elite}
Energy: 20
Cast Time: 2
Recharge: 60
Elite Spell. Transfer all Health Degeneration related to maintaining Corruption Enchantments to target foe for (1…6) seconds. After (1…6) seconds, cancel all Corruption enchantments.

Blood of Corruption {Elite}
Energy: 15
Cast Time: 1
Recharge: 30
Corruption Enchantment. Begin Bleeding. All foes adjacent to you begin Bleeding. This bleeding cannot be removed by spells while in the area of effect. When a foe moves out of the area of effect, they continue Bleeding for (1…10) seconds.

Soul Bind {Elite}
Energy: 20
Cast Time: 3
Recharge: 60
Corruption Enchantment. All foes in the area gain –(1…3) Health and Energy Degeneration and every 3 seconds take (1…25) Dark damage. You gain –(6…3) Health degeneration. This spell cancels if you fall below 50% health.

Corrupt Body
Energy: 15
Cast Time: 2
Recharge: 30
Corruption Enchantment. All foes adjacent to you take (1…26) Dark damage every 3 seconds.

Corrupted Steel
Energy: 10
Cast Time: 1
Recharge: 60
Corruption Enchantment. While you maintain this enchantment, your melee attacks deal +(1…20) Dark damage.

Shadow Grasp
Energy: 10
Cast Time: 2
Recharge: 25
Corruption Enchantment. Target foe moves (25…75)% slower and attacks (25…50)% slower.

Shadow Silence
Energy: 10
Cast Time: 2
Recharge: 25
Corruption Enchantment. Target foe casts spells (50…100)% slower.

Corrupted Hand
Energy: 5
Cast Time: 1
Recharge: 20
Spell. If target foe has any Health Regeneration, they lose it and you gain it for (1…8) seconds and they gain the same amount as Health Degeneration.

Glare of Corruption
Energy: 10
Cast Time: 1
Recharge: 7
Spell. Target foe takes (1…45) Dark damage and gains –1 Health degeneration for (1…10) seconds. You gain –1 Health degeneration for (1…10) seconds.

Wail of the Corrupt
Energy: 20
Cast Time: 3
Recharge: 45
Spell. All foes in the area gain –(1…4) Health degeneration for (1…5) seconds.

Siphon Enchantment
Energy: 15
Cast Time: 3
Recharge: 30
Spell. Remove (1…3) enchantments from target foe. Gain that amount of Health Regeneration. Lose (30…10) health for every enchantment removed.
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Old Apr 10, 2006, 11:49 PM // 23:49   #15
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Only -1hp degen? that seem to be a bit too weak (or powerful, depend on where you stand)
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Old Apr 11, 2006, 01:13 AM // 01:13   #16
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Quote:
Originally Posted by actionjack
Only -1hp degen? that seem to be a bit too weak (or powerful, depend on where you stand)
Considering that you would want to use more than one of the Corruption Enchantments, the Health Degen will add up ratehr quickly.
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