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Old Nov 27, 2005, 03:43 PM // 15:43   #1
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Default Shaman Class - by Bale Shadowscar.

I did a lot of research on the internet about modern-day and ancient Shaman practices and cultures, and that is where a lot of my ideas for spells and attributes came from real-life traditions. I tried to get a completely new type of player into the idea, but with quite a bit of flexibility. For example most monks currently have the job of healing, but there is a lot of flexibility in them and they can quite easily change to a smiting damage dealer. With this class, the main idea is to have them support their allies with enchantments and (a bit of) healing, but can easily switch to an 'Omen' based Shaman to combat casters and warriors alike.

Shaman.

Attributes:

Divination {Primary Only}
Omen Magic
Spirit Magic
Soul Magic

Summary:

Divination: Shaman primaries only. For each point of Divination, you decrease the amount of energy your spells take to cost by that much %. E.g Divination = 5, all your spells cost 5% less energy to cast.

Omen Magic: The art of prediciting and making Omens. This is similar to Necromancer curses, but quite a lot of Omen magic hexes are 'delayed reaction', like, for example the elementalist spell 'Incendary bonds'. For each point in Omen magic, you increase the potency of your omens.

Spirit Magic: This type of magic deals with healing and conditions. A shaman has many spells available in Spirit magic that will allow him to enchant and heal allies, and cast conditions upon his enemies.

Soul Magic: This magic is linked to the soul of the user. Soul Magic includes many 'trances' (a bit like stances) and enchantments that boost the performance of himself and his allies. Soul Magic also includes a few powerful 'soul stealing' spells that weaken and confuse the enemy.

============

Weapons:

A shaman will use a one rod and an off-hand item, or a two handed staff. Here are a few ideas to what they may look like;

http://www.skydancers.com/images/non...ans_staff.html
http://oldbeargrinning.freeservers.c...hamanstaff.jpg

Armour:

Head: Headress/mask
Torso: Gown/cloak/war paint
Hands: Wrappings/gloves/war paint
Legs: Wrappings/pants/war paint
Feet: Boots/war paint

=============

Skills:

Here are a few ideas for each attribute. A Shaman's skills would all be of a dull pinkish colour (like monks=blue, Necro=green etc)
I'm not too good at coming up with Energy cost/casting time/recharge time, so I'll just post what it does and possibly energy cost.

Omen Magic:

Omen of Death: (Omen Spell) Target foe becomes enchanted with an Omen of Death. After 10 seconds, that foe takes [70...100] damage and suffers from a deep wound for 10 seconds. (10-15 energy?)

Omen of Suffering: (Omen Spell) Target foe becomes enchanted with an Omen of Suffering. After 10 seconds, that foe suffers health degeneration of [5...7] for 10 seconds.

Omen of Bad Luck: (Omen Spell) Target foe becomes enchanted with an Omen of Bad Luck. After 10 seconds, that foe suffers from weakness and is easily interupted for [1...15] seconds. (15 energy?)

Omen of The Plague: (Omen Spell) Target foe becomes enchanted with an Omen of the Plague. After 10 seconds, that foe suffers from Disease for [5...15] seconds (10 energy)

Black touch: (Spell) Target touched foe becomes poisoned for [4...10] seconds. (5-10 energy?)

Omen of Fortune: (Omen Spell) Target ally becomes enchanted with an Omen of Fortune. After 10 seconds, that ally increases their critical hit chance by [10...60]%.

Prophecy [ELITE]: (Spell) End all current active Omen Spells.(Instant cast-long recharge)


====================

Spirit Magic:

Rebuke: (Spell) Remove a condition from target ally. The foe who gave the ally the condition suffers from it for its remaining duration. (10-15 energy)

Healing Spirit: (Spell) Heal all allies for [10...30] points.

Spirit Guide: (Enchantment Spell) Summon a level [5...16] spirit guide to you. While you maintain your spirit guide, you suffer -1 health and -1 energy regeneration. Whilst your spirit guide is with you, it will attack your target and act in a similar way to a pet. A spirit guide is immune to all physical damage. (30 energy)

Spirit of Renewal: (Enchantment Spell) whilst target ally maintians this enchantment, they gain an additional pip of energy regeneration. This enchantment lasts for [5...15] seconds. (5-10 energy)

Ice Spirit: (Spell) Summon a spirit that deals [10...40] cold damage to target foe.

Flame Spirit: (Spell) Summon a spirit that deals [10...40] fire damage to target foe.

Thunder Spirit: (Spell) Summon a spirit that deals [10...40] lightning damage to target foe.

Smoke Spirit: (Spell) Summon a spirit that blinds target foe for [3...10] seconds.

Spirit of Strength: (Enchantment Spell) Spirit of strength enchants target ally for [10...40] seconds. Whilst target ally maintains this enchantment, they strike for an additional 5 damage everytime they hit an enemy with an attack.

Spirit of Clear Sight: (Enchantment Spell) Spirit of Clear Sight enchants target ally for [5...15] seconds. Whilst target ally maintains this enchantment, all their attacks cannot be 'blocked' or 'evaded'. (15 energy?)

Spirit Cycle [ELITE]: (Spell) All your spirit spells are instantly recharged.

====================

Soul Magic:

Soul Strike: (Spell) Target foe loses [10...20] health and 5 energy. (5 energy)

Soul Stone: (Spell) Create a Soul Stone at the nearest corpse. (5 energy)

Soul Blast: (Spell) The nearest Soul Stone explodes, dealing [50...100] Shadow damage to all nearby enemies. The creatue used to create the soul stone is ressurected with 20% health and 20% energy.

Immune Trance: (Spell) You become immune to all conditions for [10...20] seconds.

Painless Trance: (Spell) All damage dealt to you is decreased by 20% for the next [5...15] seconds.

Soul Binding [ELITE]: (Enchantment Spell) All allies recieve the Enchantment "Soul Binding". When this enchantment is removed from any ally, it is removed from all allies. Whenever an ally recieves damage, half of it is dealt to all allies ( but the origional 100% is still dealt to the ally that recieved the damage) , but whenever an ally is healed, all allies are healed for that amount.

Soul break: (Spell) Destroy the nearest enemy Soul stone with no ill-effects.

Hero's Soul: (Enchantment Spell) Target enchanted ally recieves +2 Health regeneration and +20 Armour for the next 20 seconds

Soul Steal: (Spell) Steal [4...15] Health from each foe in the area. All allies are healed for total amount/the number of allies.

Death Trance [ELITE]: (Spell) You cannot be killed by attacks for the next [5...15] seconds (Can still be killed by Spells, degen etc)

======================

Well, there you have it. I spent a lot of time trying to get this to look right, so I hope you like it. I'm still not happy with a few things (Divination for one, I wanted to have it something like Soul reaping really) and a few of the Soul spells need tweaking. (the Soul Stoen idea needs working on I think) but I think that overall, it is a pretty good idea.

BUT! If you have any ideas to help me improve this class, e.g Skills etc, then if I think they are good, I'll put them up. I tried to base this class on information from real-life Shamans as I stated before, so I would like feedback on that as well.

if I missed anything important out, then just tell me and I'll amend it.

~Bale~

Update: Renamed Spirit of Guidance to Spirit of Renewal.

Last edited by Bale_Shadowscar; Nov 27, 2005 at 05:43 PM // 17:43..
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Old Nov 27, 2005, 05:34 PM // 17:34   #2
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Yo me gusta! I like this class alot. It is a good mix of damage and healing, althought that is alot like a monk. I also like it when people research their ideas and come up with sensible, well thought out ideas.

I have only a few problems with this class.

Omen of death would have to be taken out in my opinion. If you have 4 shamans(shami?) cast this on one opponent, their death is almost guarenteed.

Spirit Guide is cool, but it should also be elite and i think the energy should be lowered to 25. And i also think this would be a bit unbalanced when you have 8 shamans, shami whatever, with 8 guides. The warriors would be screwed.

And lastly, spirit of guidance sounds too much like spirit guide.

Over all i give this class an 8 out of 10.
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Old Nov 27, 2005, 05:39 PM // 17:39   #3
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Good Read... aww.. I was going for the first replier too....

Now, here comes the good constructive comments... chu chu
Overall, very nice. Some very unique line of skills, like Omens. Nice detail suggestions, with pictures too... and a good list of balance skills. Can see you put lots effort in it.

And as I said to the other guy, describe some skill or profession combos that you think would be good for Shaman, name possible builds. Something it help to paint the reader a picture (with words I mean) of how it might be in action.

Shaman is a good class. Base in legends, It can include lots skills and attributes, from shapeshifting, to summoning, to spirits and ghosts, to vodoos. I was thinking of should I include some of that into my druid (orginal name Druid/Shaman), but I decide to leave it out because it could eaisly be another class.

One of the most unique suggestions that can go into shamans (not my original, but I will elaberate upon) is a line of skill of Trance, or Out of Your Body Spirit Movement. What that mean is that you have a skill that allow you to go into a "Spirit Form", leaving your physicall body behind. In this state, I would make it here on regular attacks, you do a small damage to both target's HP and energy, but they can not harm you. You can use your Spirit Skills there, doing more damage, sucking up more energy, or even "lach on" to your teammate and give them Bost. Of couse, your body would be immoblie and eaisly get hurt, and probl would also requie some time duration and enegy degen to make it more blance.

On Soul attribute. Seem a bit too much like Necro's skill. In quick thinking, how about the possiblity where when you create a Soul Stone on a body (which won't effect Necro's, cause they play with the corpse, and not the spirit), but when they are rez, they would suffer half of their energy and half of the hp. Good for PvP.

Also maybe conside a Vodoo Doll type of skill, there might be some possiblity there. And how about this, Shamans, have the ablity to even play when they are DEAD. Their spirit are still free to Roam, and evend do damges! Revenage form the Dead!

Hope those suggestion are helpful, cause some are what I am thinking to put in a my class, but too lazy to write. I am sure you will do a better job anyway. Kudos.
8.75 out of 9.75

Last edited by actionjack; Nov 27, 2005 at 06:02 PM // 18:02..
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Old Nov 27, 2005, 05:41 PM // 17:41   #4
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Yeah, I think I'll rename Spirit of Guidance. Thanks for the feedback. Also, about Omen of Death: There are a lot of spells that do this much damage. 4 Eles using Crystal Wave is going to kill something like that but perhaps I will lower the damage output. Would you say.. [40...80] would be better?

The Spirit guide idea came from an interent search about how the American-indian Shamans used to communicate with a single spirit and it would stay and assist them. Sometimes it would stay with them permenantley, but if the Shaman told it to leave it would have to obey. I kind of based it on the Ranger Pet idea, but wanted to make it a little different. Perhaps... if I allowed it to be hurt by physical damage? I think that would make it more balanced.

Thanks again for the feedback.
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Old Nov 27, 2005, 06:46 PM // 18:46   #5
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Wow, I love this idea! I was going to mention those skills mentioned above but now they've been changed, great!
PS: I'm putting this with link on my thread - Chapter 2 Summary of Ideas.
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Old Nov 27, 2005, 08:08 PM // 20:08   #6
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I want this profession. ^_^

One of the most original class suggestions I've seen in a long time, and the idea of Shamans using the spirit of a fallen soldier, while the Necro uses the corpse...excites me greatly.

And I don't really see a problem with Divination in its current state. I'd imagine a Shaman/spellcaster combo with Divination and...yummy. It's like the Expertise for spellcasters. I love it.

Last edited by Siren; Nov 27, 2005 at 08:14 PM // 20:14..
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Old Nov 28, 2005, 02:31 AM // 02:31   #7
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This is pretty neat. I think the attributes could stand to be more distinct from each other, though. For instance, rather than putting the omens all in one attribute, I would put damage-dealing omens in the same attribute as more direct damage spells, and healing omens in the same attribute as simpler healing spells, and so on.

I'd also rather leave corpse-dealings as a necro thing, but that's just an aesthetic thing.
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Old Nov 28, 2005, 04:23 AM // 04:23   #8
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Nothing wrong witht the damage on Omen of Death, it could work like an enchantment so only 1 can be on the target at a time, you did call it an enchantment in your description.

Sounds like a good class, Divination sounds like expertise but with spells which could work. If it worked for all spells from all classes it could be a little overpowered.

This sort of character could make the battlefield very interesting.
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Old Nov 28, 2005, 08:20 AM // 08:20   #9
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I'm down for spicing up the pvp a little more.
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