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Old Jan 09, 2008, 11:03 PM // 23:03   #1
Ascalonian Squire
 
Join Date: Dec 2007
Guild: Troya Heroes[kill]
Profession: W/
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Default The Mindbender

Almost a cross between a Warrior and a Mesmer with some very powerful skills that need melee range to activate however their lower armor makes them a very easy target and need to be played with good skill to get the most out of them (A bit like normal mesmers) and also have a range of self targeting weapon spells.


Base AL:60 (65 while under the effect of a weapon spell)
Attributes.

Taunt: Whenever a Foe is interupted by one of your attacks that foe takes 1 damage for every rank of taunting you have and an additional 2 damage at 8 and an aditional 5 at 13.Some energy manegment skills are linked to this attribute.

Rapier Mastery.
Increases the attacks speed of your rapier attacks. Many skills related to interupts, deffense and damage are linked to his attribute.

Punishing.
No inherit effect. Many skills, especially those linked to energy denail and punishing your opponent for performing certain tasks are linked to this

Conjuring.
No inherit effect. Many skills especially weapon spells and skills that make you or your allies more effective are linked to this atribute.


Weapon of Choice, The Rapier
One Handed
Chaos Damage 15-20
Energy+10

Those are the inherit bonuses of the Rapier.

Off Hand

Lucky Charm
3 Energy per hit (40%)(non stacking)(requires 9 Rapier Mastery)
Energy+8

OR

Lucky Charm
Weapon Spells you cast last 20% longer (requres 9 conjuring)
Energy+8


These guys may seem a bit imba at first looks but not really because their low armor and that fact that none of their skills are ranged means that they can take a real beating in the battlefield because their deffensive skills wont keep them alive for too long. Here are some examples of the kind of skills theyll have.(Note: all the shouts require melee range)

Taunt:

"Ha Ha Ha You Missed me!"Shout,5 energy, 25 recharge: You opponents next attack misses and you gain 10 energy

"Cat got your tongue?" Shout,10 energy,15 recharge: The next time your opponent uses a shout, that shout fails and that foe suffers froom bleeding for x seconds.

"I Have The Power!" Elite Shout,5 energy, 20 recharge: You gain 1-15 energy and lose 0-3 conditions

Rapier Mastery

Parry:Stance,10 energy,10 recharge: The next attack against you is blocked and you gain 7 energy.

Swift Slice:Melee attack,5 Energy,10 recharge: Strikes for +20 damage and interupts target foe, if this attack is blocked it recharges immediatly

Empunge: Melee Attack,10 energy, 15 recharge. Target foe suffers from bleeding for 15 seconds, if this hits a crippled foe that foe also suffers from a deep wound for 10 seconds

Punishing

Iron Smash:Touch Skill,5 energy,15 recharge:Target foe take 45 damage and suffers from a hex called "Iron Crack" for 5 seconds, if that foe is hit in melee while under this hex that foe suffers from cracked armor for 20 seconds.

Mark of melee's bane,hex spell,10 energy,10 recharge: Target touched foes suffers from a Mark of Melees bane for 20 seconds, if that foe attacks in melee during this time he is knocked down for 2 seconds and blinded for 5 seconds.

Mark of lesser range:elite hex spell:10 energy:20 recharge:All of Target touched foes spells have touch range and cost 5 more energy for 12 seconds.


Conjuring

Razor Edge Weapon:Weapon spell:5 energy:20 recharge: Your next 4 attacks cause bleeding for 15 seconds, if these attacks critical they cause a deep wound for 10 seconds.

I have to go, more to come!

Not very well made sorry but what do you think of the basic idea?
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Old Jan 10, 2008, 09:11 AM // 09:11   #2
Jungle Guide
 
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Join Date: Oct 2006
Location: Tripping in Holland
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Default

I think it is a warrior with [skill]Warmonger's Weapon[/skill], maybe 1 or 2 other weapon spells and overpowered/too much energy management.

The primary is jerky.
Its 16 + an additional 1(at 8) 4(at 13) = 21 damage when you interrupt a foe with an attack.
From the current layout that is weak, most warrior attacks at 12 deal 20 or more additional damage, mesmer interrupts that deal damage deal around 50(reduce by 15-20, makes 30-35 damage).
Also it works only on attacks, making it only useful if you play this class as a melee interrupter, that is very limited; a good primary offers a boon to everything the class does and at least 1 thing another class does(the boon doesn't have to be world shattering in all cases)

However if you combine the primary with [skill=text]Wailing weapon[/skill] it will increase damage on every hit on an attacking foe, which I feel is possible unbalancing; but then again what is [skill=text]Avatar of Lyssa[/skill]?

Also those 2 mark spells are overpowered, they are too maintainable.
While a 60AL melee might need such powerful shutdown to survive, using those from a secondary profession will just p00n stuff.
With Mark of Melee's Bane a full prot monk could just wand any PvP warrior to death, and if someone uses Mark of Reduced Range on a monk that monk becomes useless instantly and their team is doomed.

You have a melee physical weapon dealing chaos damage? That is annoying physical weapons should default to physical damage, otherwise [skill=text]Mark of Pain[/skill] or [skill=text]Apply Poison[/skill] would be useless.

Also you didn't state the weapon's attack time, for a interruption weapon that is the most important stat, as not only your speed in hitting the button, but also the time your weapon takes to strike is vital to hit the foe before the skill finishes.

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

How I suggest you improve it:

make the primary more universally valid, like:
  • Whenever you interrupt a foes skill, for each rank in ... that foe takes 2 damage.
  • Whenever you interrupt a foes skill, for each rank in ... that foe takes 10% of that skills cost as damage and you gain 2% of that skills cost as energy.

The skills don't just interrupt, that has been done to death, you'd need something new.
They interrupt by making easily interruptible, you'd need a new skill type to do so.
That skill type can only have 1 on each foe, while on that foe they function kind of like [skill=text]Power Block[/skill] you interrupt X, if you succeed whenever that foe does X they are easily interruptible.
For an elite this would affect all skills of an attribute, normal distractions/marks would have a lower strength, like affecting the next X spells that are cast on a target outside of the casters area.
Another going with the dueling would require you to interrupt an attack skill, if you succeed then that foes attacks become easily interruptible for X seconds.

Example: (redone Mark of Reduced Range)
Agoraphobia <name of skill type> E10 A0.5 R25
If target foe is casting a spell, that spell recharges for an additional 3...9(11) seconds, while that spell is recharging the next 7 spells that foe casts on a target not near it are easily interruptible.

Swordsman's Dishonor <name of skill type> E5 A0.25 R40
Target foe is interrupted, if that foe was using an attack skill, for 4...16(20) seconds attacks by the target foe are easily interrupted, and when their attacks are blocked that foe loses 1 energy.

It should offer something more original that just direct interrupts and attacks that interrupt.

For the weapon, I'm not sure...
Taunting, fencing, and weapon spells, don't seem to go together that well, but then again I don't know what would either.
I don't exactly get the link between a mind bender and a martial weapon...

Lastly, 60 AL is not enough, even if you have the ability to constantly maintain 75% block chance like assassins do, you will get into trouble;
They have enough energy management to get by with 70 armor and 3 pips of regen, their shutdown should save them the remainder of the time, but still some healing would probably be a good idea.

Last edited by System_Crush; Jan 10, 2008 at 10:05 AM // 10:05..
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