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Old Mar 15, 2006, 02:06 AM // 02:06   #1
Jungle Guide
 
Join Date: Jan 2006
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Profession: E/R
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Default My new Prof.

Chainer:

Uses feelings to chain the people to worst or happier times, making a superb illusionist. The Attr. would be:

Chain Mastery: weapon.. ie chain, has the length of a shortbow or something close to it. Attacks the same as a wand, damaging (im not sure yet, i think theres a whole AL vs Attacks vs Att. Level secret Arenanet has) but something like 10-25.

Skill examples:
(10e, 1s, 20r) Linked Blow {E}: This attack does 1...30 (2.5 ea lvl) more damage. If target is suffering from a hex, that hex is broken and target takes 1...70 (5.83 approx. damage per lvl) chaos damage.

(15e, 1s, 15r) Chains of Despair: This attack hits for 1...25 more damage, and if target foe is suffering from a hex, this attack hits 1...4 foes in the area for 1...6 more damage.

(5e, 1s, 15r) Chain Reaction: If target it suffering from a chainer hex, this attack does 1...25 more damage and the hex lasts 1...6 seconds longer.

(5e, 1s, 10r) Backlash: Target foe takes 1...25 more damage. If this successfully hits the target foe, 1...3 nearby foes are hit for 1...6 more damage.

(5e, 1s, 8r) Spirited Blow: If target for has more hexes then you do, that foe take 1...25 more damage from this attack.

(5e, 1s, 15r) Swipe: This attack disrupts target but does 30...18 less damage.

(0e, 2s, 30r) Signet of Chains: Target foe is binded by chains slowing them by 60% for 1...12 seconds.

Bonding {P}: First off, this would give you the benefit of .83%...10% of longer hexes (10% at 12, 13.3% at 16) and a decreasing of hexes on you by .416%...5% each level (maxing at 5% at 12 and 6.6% at 16). This would be the ability to put feeling on an opponent, false or realistic. This would be linked to 3 skills.

(0e, 1.25s, 10r) Depression Signet: For 1...12 seconds target foe is hexed with depression signet. The next time target takes damage this signet does 1...30 (app. 2.5 dmg per lvl) more damage. This ends when target takes the first damage (ie dual shot wont trigger twice).

(0e, 1.25s, 8r) Bliss Signet: For 8 seconds target ally is enchanted by bliss signet. The next time target ally takes damage they are healed for 4...52 (+4 ea. att lvl) and bliss signet. When this ends target ally is healed for 4...52 health. This only heals for 4...52 health if it ends prematurely.(this in turn heals twice if the ally was hit or just once if they were just using it for regen or something)

(0e, 1.25s, 25r) Purgatory Signet {E}: For 1...12 seconds target foe is hexed by purgatory signet, they suffer a health degeneration of 1...6 while you receive a health regeneration of 1...6. When this ends you gain 15% of current health and target takes 15% of their current health.

They are all hexes/signets (if thats possible?) and are used to do more dmg/heal you when hit with the next attack on the opponent, obviously ranging depending on your Level.

Twisting: Main damaging attribute many plain spiking damage. Possibly some conditons in here somewhere.

(15e, 1.5s, 15r) Denial: If the opponent is suffering from depression signet they take 1...48 dmg and depression signet does 1...24 more damage. This ends Depression Signet.

(0e, 2s, 30r) Signet of Provoction: If target attacks they gain 3...1 strike(s) of adrenaline and take 1...48 damage and become blinded for 1...9 second(s).

(5e, .75s, 8r) Worsen: If target it suffering from a hex, they take 1...56 damage. If target is suffering from a condition it (they) lasts 1...6 seconds longer.

(0e, 2s, 30r) Signet of Fraility{E}: If target is suffering from a hex they receive weakness for 1...12seconds and suffer from bleeding for 1...12 seconds. If target is already suffering from a condition, they receive a -2 health degeneration for 1...24 seconds.

(5e, 1.25s, 20r) Crippling Thoughts: Target foe suffers from crippling for 1...12 seconds.

(10e, 2s, 20r) Moodiness{E}: If target recieves a new condition target takes 1...24 damage but the condtion lasts 6...3 seconds less. If target recieves a new hex they lose 1...3 energy and target and all nearby foes take 1...24 damage. => (Im afraid of Phantom Pain with arcane echo and shatter delusions as you dont need illusion magic for this to deep wound and hex doing 44 damage -3 energy +24 dmg to nearby and then do it again for a good all around spike... which is bad apparently)

Benefitting (lol idk a good name... Optimism?): This would be self heals and hexes such as (see below) This would not be energy denial or gaining but more like protections prayers and signets to HELP a fellow ally in need.

(10e, 2s, 25r) Warping: For 3...15 seconds target foe has a 75% chance to miss. If target ally recieves physical damage, that ally gains 20...100 health.

(15e, 2s, 15r) Pessimism: For 1...12 seconds target foe has a 25% chance to miss and for each time target foe misses you recieve 1...24 health.

(10e, 1.5s, 15r) Good Fortune: If an ally is enchanted with Bliss Signet they recieve 1...48 health and bliss signet heals for +1...48 more health. This ends Bliss Signet prematurely.

(0e, 2s, 30r) Angelic Signet: If target ally has a hex, it is removed. If target ally has a condition, it is removed. If target ally has an enchantment they are healed for 1...48 health. (50% chance to fail if 7 or lower Benfitting magic.) (too overpowered?)

Armor: base of 70AL, +15 vs Slashing/Peircing/Blunt is available as well as +hp and +energy.

ok thats my first one!!! i hope you like it, i tried for a mesmer/monkish kinda idea but not as powerful... more of a hybridish. BTW none of the magic is linked to a weapon just to let you know, but is linked to offhands as chains only take one space.

Last edited by Trylo; Apr 06, 2006 at 11:34 PM // 23:34..
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Old Mar 16, 2006, 03:05 AM // 03:05   #2
Jungle Guide
 
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i was going for something very original here and would actually fit somewhat into GW, at least as much as a ritualist would anyone say something!
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Old Mar 16, 2006, 04:08 AM // 04:08   #3
Furnace Stoker
 
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Since you want someone to say something...

Its not too bad of concept.. I had somewhat a similar one a while ago. Need more detail and organization to make it a bit more attractive. I would also suggest make it not too much hex and sig, but give it a bit of "X factor" that would make them more unique.
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Old Mar 16, 2006, 05:23 AM // 05:23   #4
Jungle Guide
 
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Quote:
Originally Posted by Trylo
Chainer:I tried for a mesmer/monkish kinda idea but not as powerful... more or a hybridish.
You succeeded. But since mesmer/monk is one of my favorite builds for that class, I like it. The only problem is that doing something that echoes an already established proffession/alt might not be thought of as too original. This may sound mean to some but honestly; why am I playing this profession if I can already make it now? I'm wondering where the hook is for this class. Example:

Rangers spike
Mesmers shutdown
Eles nuke
Warriors tank
Monks heal
Necros make armies

Now that’s certainly not ALL the different classes in GWP are good for, but a lot of people choose a class along those lines. "I want to build a Minion Master so I make a Necro/Monk"; "I want to be a first responder/spearhead so I make a Warrior/Assassin." "I want to be able to do damage and interrupts, but I also want to spam powerful heals/prot spells/rezzes faster than they can be interrupted, so I make a Mesmer/Monk." Etc.

Is Chainer intended to be the ultimate Edenial? Or will its heavy use of signets make it the end-all be-all of energy efficient castors? Maybe you’re looking toward what the name first implied to me: a hex heavy castor much like the Assassins new skills; building on each other and acting as Area of Effect until entire groups crumble under the weight of a thousand tiny-albeit-sharp pointy rocks!
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Old Mar 16, 2006, 10:09 PM // 22:09   #5
Furnace Stoker
 
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Sounds a bit too much like a mesmer to be worthwhile. Benefitting = inspiration, twisting = domination. Casters don't need weapon mastery, it should be linked to a spellcasting attribute. I'm not really sure what you're getting at with the primary. When lookiing at new classes, I think it's kind of important to think about how much fun it would be. Warrior = punch people in the face. Chainer = ?

Last edited by Dr Strangelove; Apr 03, 2006 at 07:30 AM // 07:30..
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Old Mar 16, 2006, 10:35 PM // 22:35   #6
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love this idea! organize your ideas and think up some more skills. I would like to see something like a Chainer in the game. I like the utilization of signets and hexes. Maybe make Chain Mastery increase the duration of their hexes by a certain % (not too much, around 10% at 12 attrib).
I might also suggest (if you are open to them) a group of hexes with the word 'Chain' actually in them. I think this would help players immerse themselves in this character. For example maybe:
Chains of Weakness: 15e 2s 20r
Target enemy is bound by chains (with a graphic effect, little chains around their arms and weapons) that cause weakness for 5..15 seconds and gains half adrenaline
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Old Mar 16, 2006, 11:33 PM // 23:33   #7
Jungle Guide
 
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ok ill answer quite a few questions here...

This will be an ultimate energy keeper since many attacks will be signets and many spells will not cost more than 15E and if you put points in bonding the hexes will last longer. This may be one of the more durable classes of GW but have very complex skills to hone.

i didnt want this to be a caster prof though, more like a ranger with a lot of signets and not skills to initiate so theres not one more prof a ranger/mesmer can kill in 2 secs.

hehe i already had some ideas, i was kinda though so i didnt right down all my skills so far...

Chains of Despair: This attack hits for (1...25) more damage, and if target foe is under a DoT hex, this attack hits any foes in the area for (1...6) more damage. (Chain mastery Attr.)

ill post more and change it when im getting more inspiration!!!

The primary is still a work in progress as i think it needs an actualy __% increase (maybe a hex increase i was pondering that), and i love the hex idea for the primary only though, who knows what havoc a necro/chainer would do with that, especially with shadow of fear!!!

This would not be an actual mesmer class but more of a battle/spellcaster with some defensive (chaining abilities) skill and some heavy hexes to weaken the target(s). Also Twisting would be more about degrading your for, more like illusion if you ask me ( ) but im not going for that so im thinking of some degen spells in there with some snaring for more snares in the game (who plays water eles anyways? i do actually...) but ya. There would not be much interupting in this class im sorry to say, which sets it apart from mesmers or spikers. This is more about AoE Hexes then using a Chain Mastery to defeat them as many Chain Mastery attacks will be using hexes to bring conditional damage and AoE hits.

Last edited by Trylo; Mar 16, 2006 at 11:50 PM // 23:50..
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Old Apr 01, 2006, 11:54 PM // 23:54   #8
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Chainer/R

do depression (16 skill) - denial (0+ skill, still doubles depression) - TF whip um at range and pet attack thats about 150 damage per hit for you and 120 for your pet... good night....
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Old Apr 05, 2006, 10:41 PM // 22:41   #9
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depression only works for ONE hit and not two... should redo denial
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Old Apr 06, 2006, 02:41 AM // 02:41   #10
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Ok, first off, i like the idea of using chains, but chaining memories? Kingdom Hearts: Chain of Memories comes to mind IMMEDIATELY...

Second off, Nice idea with the linking of the hexes. Similar to the assassins dagger combos.

And finally, i dont like the name "chainer", however i cant think up anything better, so i wont mark you down for that.

overall, i rate it a 7/10 because its just a bit too similar to a mesmer/monk, add some unique flair to make the class stand out.
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Old Apr 07, 2006, 12:59 AM // 00:59   #11
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the unique flair is the hex signets which might want to have their own name like tomes or sumthin but not right this second. I changed it to chaining to feeling b/c everyone says it sounds like KH: COM even though ive never played that...... i added some skills and hexsigs.
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