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Old Aug 02, 2006, 09:41 PM // 21:41   #1
Frost Gate Guardian
 
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Default New profession: the Executioner

New Profession: The Executioner

How this profession works:
The Executioner is would be the biggest and the profession with the highest defense, but would also be the slowest.
Because it is the toughest profession, it would need some reworking; and that’s exactly what happened. The Executioner will use something called Rage instead of energy; the energy bar will still be there just none of the Executioner skills use it. Also the Executioner (because of huge defense) cannot attack on its own, the Executioner will need to use a special skill just to pull off a normal attack (see Execution skills). Also, whenever you kill a foe you will gain 10 Rage and every 2 seconds you gain 1 Rage.

Story/Backgroud
Executioners first appeared long ago in Tyria, but were little known of mainly because most of the people who found an executioner were found dead, but for the lucky that survived told terrible and gruesome tales of him/her being tortured usually with others, just watching others die. Eventually the executioners became more widely known to Tyrians and eventually Canthans and Elonians.

Skill and Boss Color:
Red

Followed God/ess/s:
Grenth, Balthazar


Racial Availability:
-Human, Norn and Charr


Health and Energy:
-Maximum Health 520.
-Maximum Energy 15.


Armor:

Headgear
Cloth with eye holes and mouth slits

-Starter Armor: AL 15
-Low: Al 20-30
-Medium: AL 40-50
-Maximum: AL 60

Insignia:

Ripper
-Bonus Skill damage +5(While nearby by 1 or more dead allies)
Skill damage +5(While nearby by 2 or more dead allies)
Skill damage +5(While nearby by 3 or more dead allies)

Rampage
-Bonus Skill damage +5 (while affected by 1 or more Sanctuary Spell)
Skill damage +5 (while affected by 2 or more Sanctuary Spell)
Skill damage +5 (while affected by 3 or more Sanctuary Spell)

Anger
-Bonus Rage + 3 (while there is 1 enemy near you)
Rage + 3 (while there are 2 enemies near you)
Rage + 3 (while there are 3 or more enemies near you)


Weapons:

Whip
Terror/Vengeful damage 0 – 35
Rage + 7
One-handed

Focus- Usually a disembodied head/knife
Rage + 5
One/Off Handed


Premise:
The point of an executioner is to annihilate the foe as fast as possible and reap the rewards



Attributes:

Execution (Primary)-The higher this attribute the faster rage grows during battle. Focuses on damaging/killing using weapons.
Torture – The higher, the better you do with Torture skills. Focuses on causing slow damage to torment the foe.
Judgment - The higher, the better you do with Judgment skills. Focuses on using special attacks to damage foes.
Devastation - The higher, the better you do with Devastation skills. Focuses on damaging foes in an unconventional manner.

Skills:

Name-Rage (Executioner's "energy")-Casting time-Recharge time

No Attribute

"Release Him!"-20 Rage-none-30 seconds
Target foe becomes master less. (Attacks everything)

"He's Mine!"-20 Rage-none-30 seconds
Target master less being is now yours for 60 seconds or until it dies.

Chained Imprisonment-10 Rage-3 seconds-15 seconds
Target foe moves 50% slower and attacks 25% slower

"Be gone!"- Elite Shout- 15 Rage- none- 40 seconds NEW!!!
Caster loses all remaining energy. Any dead foes in the area cannot be resurrected for 10 seconds. All Bound Spirits in the area are destroyed. (BDZeres)


Execution

Killer's Blow-15 Rage-none-15 seconds
If this attack hits it deals 10 - 85 damage. If the foe dies when the skill is used you gain 25% maximum health back.

Sword's Bane- 10 Rage-none-30 seconds
If swords bane hits deal 10 - 25 damage and if foes is killed you are healed for 50% maximum health.

Strike-1 Rage-none-2 seconds (acts as a normal attack)
Deals damage depending on the weapon being held (0 – 35 damage)

Ring Around the Rosy-Elite Skill-20 Rage-10 seconds-30 seconds
Sacrifice yourself to do 75 - 150 damage to nearby enemies and 75 - 30 damage to nearby allies.

Strike of the Damned-Elite skill-30 Rage-none-100 seconds
If target foes health is under 30% and this attack hits, foe is instantly killed.

Strike of the Dying-20 Rage-none-40 seconds
If target foe is under a condition and if this attack hits the foe losses 20 – 85 damage.

Head Chopper-Elite-20 Rage-none-100 seconds
If target is hit it suffers a deep wound and bleeding and if hit takes +15 damage for 5 – 25 seconds.

Guillotine- Elite- 10 Rage- 30 seconds- 40 seconds NEW!!!
Strike an instant death upon victim at a chance of 5-10%. Usage of this skill slows your speed by 66% for 5 seconds. (Xeupo)

"Finish Him"- Elite Shout- Lose all Rage- none- 50 seconds NEW!!!
Lasts 10 seconds. If target foe is below 90% - 50% that foe receives 20% less benefit from healing, suffers from -1 to -3 health degeneration and moves 30% slower. (DBZeres)


Torture

Torturing of Blood-10 Rage-5 seconds-10 seconds
Target foes begins to bleed and each time it is hit it takes +5 damage for 2 – 8

Burning Lines -10 Rage-2 seconds-5 seconds
Target foes is set on fire for 3 - 7 seconds.

Drink of Poison-5 Rage-1 second-2 seconds
Target foes loses -1 - -3 health degeneration for 12 seconds.

"Eat It"-10 Rage-none-20 seconds
Target foe takes + 10 damage for 5 - 17 seconds.

Missing Limb-10 Rage-none-15 seconds
Foe starts to bleed and is crippled for 2 - 10 seconds.

Rotten Eggs-5 Rage-2 seconds-5 seconds
Foe is crippled for 2 - 15 seconds.

Crunch-5 Rage-none-10 seconds
Foe is crippled for 5 – 20 seconds.

Oppression-10 Rage-2 seconds-15 seconds
For 10 - 35 seconds, target foe moves 25% slower and using skills takes 25% longer. (Sereng Amaranth)

Frustration-5 Rage-3 seconds-10 seconds
Target foe suffers from weakness for 10 - 25 seconds. (shortcut444)

Tightened Shackles-15 Rage-3 seconds-20 seconds
For 4-12 seconds target foe suffers from weakness and moves 80% slower. (That Warrior Guyy)

The Rack- 15 Rage- none- 30 seconds NEW!!!
You and the targeted victim become immobile for torture's duration. Victim suffers -6 health degeneration for 5 seconds. Victim is crippled for 10 seconds upon torture's end and is damage 5-15% current health. (Xeupo)


Stripped Flesh- 15 Rage- none- 40 seconds NEW!!!
You and the targeted victim become immobile for the torture's duration. Damage victim for [25-50%] their current health. All enchantments are stripped. Victim suffers bleeding for the torture's duration. Duration: [3-7] seconds.

Judgment

Tortured Soul-20 Rage-5 seconds-20 seconds
If target ally dies within 10-45 seconds a level 0-10 soul appears and fights with you for 85 seconds. (Deals ranged damage)

Sorrow's Words-Elite Skill-20 Rage-10 seconds-30 seconds
Target enemy is attacked with a ranged attack dealing 25 - 100 damage. If foe is killed you regain all lost health.

Lies of the Prisoner-15 Rage-5 seconds-25 seconds
For 15 seconds whenever target foe attacks they take 15 - 40 damage.

Cherish Your Life”-Elite shout-none- none-55 seconds
All foes within an earshot take Health degeneration of -2 and energy degeneration of -1 for 5 – 12 seconds.

Grenth’s Scourge – 10 Rage- 1 second- 10 seconds NEW!!!
Spell. Summon Grenth’s Scourge to torment your foes. For each condition suffered, target nearby foes take (10 - 20 damage). (BDZeres)

Devastation

Open-Heart Surgery- Elite skill- 20 Rage- 10 seconds- 60 seconds NEW!!!
If you target an enemy this skill does an instant kill but leaves you immobile for 40 seconds and you cannot you a skill for 20 – 12 seconds. If you target an ally they get all there health back and you are immobile for 13 – 6 seconds.

Grenth’s Lash – 10 Rage- ¼ seconds- 10 recharge. NEW!!!
This spell has 1/2 the normal range. Grenths Lash whips your targeted foe, interrupting any skill being used and leaves your foe dazed for (5 - 20) seconds. (DBZeres)

New Battle Affects:
Terror- The foe moves 25% slower and skills recharge 25% slower
Enraged- You/Ally does +20 damage.
(none have been implemented yet)

Thank you [M]agna_[C]arta for letting me use your template!!

Last edited by funnyman100; Apr 30, 2007 at 09:25 PM // 21:25..
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Old Aug 02, 2006, 10:43 PM // 22:43   #2
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Whats up with people and one sentence ideas?

Anyway.. yeah.. intersting idea... sounds like fun, and unique... just develope it bit more.
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Old Aug 02, 2006, 10:51 PM // 22:51   #3
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Interesting way to introduce the two handed axe everyone's always begging for anyway. You'd have to put some thought into not making it a warrior by another name...
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Old Aug 02, 2006, 10:52 PM // 22:52   #4
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thx (it was 2 sentences) i was thinkin of other attributes but i forgot them. And a skill was somptin like this... "Binding 15 energy 5 second casting time 20 second recharge Torturing. Target enemy takes +20 damage and moves 75% slower and is set on fire for 3 seconds."

could u also give me some ideas like skills and attributes? I hade an idea of like clothe masks and chains going over his chest and stronger looking then a warrior and usually doesnt have a shirt on.
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Old Aug 02, 2006, 11:02 PM // 23:02   #5
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Try search key word "BDSM"... I am sure you can get lots inspiration there..

Anyhow.. it sound like a Hex/Condtion heavy warrior.

Can try something like a Maintain Hex, or bounding type of skill/spells.
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Old Aug 02, 2006, 11:12 PM // 23:12   #6
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ya i guess it does
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Old Aug 02, 2006, 11:24 PM // 23:24   #7
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Default heres some random ideas

Attribute ideas(sorry i'm no good with the names for things)
1. Improves chance of critical strikes using execution weapon-whatever the class weapon is
2.Brutality-Increases power of attacks using adrenaline(say an idea like Crushing Grip, a "bear hug" touch attack which leaves the foe crippled/lowerhealth max)
3.Torture-no inherent effect increases the power of attacks which are aimed at interrupting and lowering max health of foe
4.Fear-some benefit from chain killing/buffs to your team? Maybe some benefit from the number of foes affected by a certain type of skill

Even if it does sound similar to a preexisting build, it had some interesting possibilities. It would be really cool to see you flesh this out, especially if you could give some minor caster abilities as well as melee. Maybe some psychological effects.
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Old Aug 02, 2006, 11:29 PM // 23:29   #8
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WOW I LIKE THOSE IDEAS!!! Those r good (in my opinion) I was planning tht there would be a two-handed weapon attribute like...Increase this and u have a better chance of hitting a critical and increase damage done by two-handed weapons.

And could sum1 add armor ideas?
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Old Aug 03, 2006, 03:38 AM // 03:38   #9
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few ideas of skills (if you want to use them, give credit)

Excusion type: Skills that usually have effect when you use it to kill someone...like:

Public Excusion:
This attack deals X more damage. If you kill a foe with this skill, all your team gain +X% moral boost for T seconds.


Phobia type: Similar to fear line. Hex type.

Pyrophobia:
Target foe decrease X AL toward fire damage, is interupted when attack by fire attacks, and its fire magic attribute decrease to 0 for T seconds.

Xenophbia:
target foe loose X arrow of HP for every creature near it.

Tourture type: Hex that need to be maintain, usually with a condition (like in touch distance, and can only apply one touture skill at one time).

Pulling Tooth:
Target foe suffer Bleeding and is interupted evertime it is hit with damage that is more than 10% of its HP. Last as long as you are in touch distance.

Well, that is just examples. Might be useable in a Excusioner class, or a Warlock/Heretic class, or a Defiler class....
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Old Aug 03, 2006, 01:20 PM // 13:20   #10
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A few suggestions:
(I see a lot of problems with this build- it would probably replace warriors since they have had very few positive modifications and a lot of nerfs. This would probably have a maximum armor level of 70-90 and would specialize in demoralizing skills and damaging attacks. To balance this, they would need a slower attack speed or weakening/changing of attributes.)

Class:
Executioner

Attributes:
Fear (primary)- Increases the chances that a foe striking you in melee will miss. This makes morale-draining skills stronger
Brutality- Weapon mastery attribute. Increases the chances of making a critical hit while wielding a (executioner 2-handed weapon). Combat skills become stronger.
Endurance- Increases your total health. Self-healing and defensive skills become stronger.
Efficiency- Weapon mastery attribute. Increases the chances of making a critical hit while wielding a (executioner 1-handed weapon). Combat skills become stronger.
________(?)- (need another attribute to aid in balance)

Armor:
Painmail (Health bonuses)
Executioners Shroud (Energy bonuses)
Storm Plating (Elemental defense bonuses)
Barbaric _______ (Physical defense bonuses)

Weapons:
1-handed- (no clue what to call them, but would look something like a large sword with fins/spikes/barbs towards the end of the blade)
Off-hand- I think bracers would be good for defensive bonuses, possibly a skull or scroll (fluff-wise it would have the names of his… jobs…) for bonuses similar to a caster’s off-hand.
2-handed- (no clue what to call them, but they would be huge axes)
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Old Aug 03, 2006, 08:15 PM // 20:15   #11
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Thx, wouldnt the i handed be like a barbed whip or sumptin? and the two handed a Berserker axe? Nice ideas tho.

I got New Ideas:
Armor:
Blood stained shround
Chained Chest
Plate legs
Blood stained gloves
? boots

Weapons:
Barbed sword(one handed)
Berserker Axe(two handed) or butcher's axe
Double Axe (two handed (one axe in each hand))

Attributes:
Fear
Torturing (i like this one)
Brutality
death mastery (or sumptin) (more damage done when enemy is less then 25%)
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Old Aug 03, 2006, 10:46 PM // 22:46   #12
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Here we go:

Class Name: Executioner

Level 20 Stats
Health = 500
Energy = 35

Attributes

Execution [Primary]- For each level of execution you have an extra 2.5% to deal 1 50% reduced damage attack to each adjacent foe when Delivering a Final blow to a Enemy. Any deaths cause in this way automatically Trigger an Execution attack at a further reduced damage of 10% for each attack. Execution also effects skill primarily linked to Attack damage and Final Blows

NOTE: The final blow described above has no connection with the skill fianl blow, it simple refers to the attack that finishes off a target

Judgment - No Inherent effect. Many executioner skills, especially those related to afflicting and relieving hexes, become more efficient with higher Judgment.

Torture - No Inherent effect. Many Execution skills, especially those related to reducing Enemy health and energy, become more effective with higher Torture

Terror - No Inherent effect. Many Executioner Skills, Especially those relating to Damage reduction and Protection, become more effective with higher terror

[NOTES] While the description for terror my seem inaccurate it is in fact correct, as I will explain in the skills below

SKILL SET

EXECUTION
{name}{energy cost}{Casting Time}{Recharge Time}{Energy Drain}

Final Blow 5 1/2 10
Deal a critical Axe attack for an extra 10....50 damage, if final blow kills the target it is instantly recharged. If Final blow fails to kill the target the damage is reduced by 80%....40% and you are knocked down for 3...1 second(s).

The Gallows 10 1 20
The target is interrupted and unable to cast spells for the duration of this effect. The target suffers -1 Health regeneration for every 4....2 seconds they are under this effect. The gallows ends when the Executioner is attacked or acts, the gallows ends naturally after 20....40 seconds.

The Guillotine 10 3 30
The Executioner attacks the target from above dealing an extra 5....40% damage and knocking the target down for 1....5 seconds. If this attack fails to hit or is interrupted the executioner is knocked down for 5....1 seconds and has a 50....20% chance of taking the damage

"Witch Hunt" [Elite] 15 1 120
Elite Shout. For 10....40 seconds all near by Spell casters (friend or foe) take 20....40% extra damage from physical attacks and have a 10....30% smaller energy pool.

JUDGEMENT
{name}{energy cost}{Casting Time}{Recharge Time}{Energy Drain}

"Dead man Walking" 15 1 40 -1
Maintained Hex. The target's speed is reduced by 20....60% and there skills take 20....60% longer to recharge while under this hex.

"Good Behavior" 15 2 20 -1
Enchantment. While under this effect the target loses one negative condition for each 5...2 seconds they do not attack.

Pardon"[Elite] 20 5 120 -2
Elite Enchantment. Resurrect the target with 40....100% health and 60....100% energy. While under the effects of pardon 50% of the damage given to the target is transferred to you. When pardon ends the target dies instantly. The target of pardon may not be the target of any monk spells or other enchantments.

"Imprisonment" 10 1/2 30 -1
Maintained Hex. The target (Foe or Ally) cannot act in any way. Damage to the target is reduced by 20....80% while this hex is maintained. The target cannot suffer from any negative or positive condition or enchantments while under the effects of Imprisonment.

"Judge, Jury and Executioner" [Elite] 35 5 180 -2
Elite Enchantment. The target of this enchantment (cannot target self) deals holy damage and has a 40....80% chance to perform an execution attack while under this effect. If the target is wielding a hammer they attack 25% faster. While under this effect the targets energy pool is reduced by 80....40% and health is increased by 10....30%. This enchantment cannot be stripped, if the target Dies while under this effect the Execution loses 50% of their health.

"Without Bail" 10 2 30 -1
Maintained Hex. All healing effects on the target are reduced by 20....60%, including regeneration. While this hex is being maintained the target has a 1...3 chance of "Despair" for each attack suffered from an executioner

Scales of Justice 10 1 20
For 10...30 seconds all Maintained hexes cast by you take 20...100% longer to strip.

Scales of Honor 10 1 20
For 10...30 seconds all Enchantments cast by you take 20...100% longer to strip.

TOURTURE (all Tortures are touch spells)
{name}{energy cost}{Casting Time}{Recharge Time}{Energy Drain}

Threatening Glance 5 1/2 10
For 5...15 seconds the next spell targeting the Executioner takes an extra 1...5 energy to cast

"Trial by Fire" 15 1 30
The target is burnt for 3...8 seconds (suffering a -3 health degeneration) and any physical attack targeting them deals Fire damage. If the target survives this they gain 25% of there maximum health and energy. If the target Dies they ignite all Adjacent Foes for 1...3 seconds

"Trial by Water" 15 1 30
The target is Drowned for 3...8 seconds (suffering a -3 health degeneration) and any physical attack targeting them deals Ice damage. If the target survives this they gain 25% of there maximum health and energy. If the target Dies they Slow all Adjacent Foes by 20% for 1...3 seconds

"Trial by Air" 15 1 30
The target is choked for 3...8 seconds (suffering a -3 health Degeneration) and any physical attack targeting them deals Shock damage. If the target survives this they gain 25% of there maximum health and energy. If the target Dies they have a 33% chance of interrupting adjacent foes

"Trial by Earth" 15 1 30
The target is Buried for 3...8 seconds (suffering a -3 health Degeneration) and any physical attack targeting them deals earth damage. If the target survives this they gain 25% of there maximum health and energy. If the target Dies they have a 50% chance of knocking down adjacent foes for 3 seconds

"Trial by Heaven" [Elite] 20 1 60
The target is Judged for 3...8 seconds (suffering a -3 health Degeneration) and any physical attack targeting them deals Holy damage. If the target survives this they gain 33% of there maximum health and energy. If the target Dies they have a 66% chance of Blinding near by foes for 6 seconds.

Physical Torture 15 1/2 10
The target is either suffers a condition for 4....12 seconds depending on your torture level:
1-6 Cripple
7-12 Cripple and bleeding
13+ Cripple, bleeding and Deep wound

Mental Torture
The targets energy pool is reduced by 10...60% for 4...12 seconds but gain an extra 30 armor for this period

TERROR
Signet of Terror 0 2 20
For 8 Seconds the target suffers from "Terror"

Signet of Disappear 0 2 20
For 8 Seconds the target suffers from "Despair"

The Face of Death 5 1/2 20
The targets willpower is Shaken. For 2...6 seconds each attack or skill used against the executioner drain 2...4 energy from that foe. The Executioners non-attack skills are disabled for 10....6 seconds.

Hemophobia 10 1 25
For 4....10 seconds physical attacks on that target have a 2....10% chance of interrupting

Bring out your Dead 10 1 25
For each corpse in the area the target suffers from terror for 1..3 seconds.

*Status Effects*
Terror
While under the effects of terror the target has a 25% chance of missing and a 10% chance spells failing

Despair
While under despair enchantments and positive effects on the target are reduced by 20% and take 33% longer to cast

-Executioner armor-

Head Spot

Hood of Execution - Execution +1
Hood of Law - Judgment +1
Hood of Pain - Torture +1
Hood of Death - Terror +1
Executioner Hood

Torso Spot

Cloak of Sorrow - Armor 70
Energy +8
(20% chance of regaining 5 energy upon kill [Does not stack])

Cloak of Blood - Armor 70
Health +30
(3% chance of inflicting terror upon strike [Stacking])

Cloak of Judgment - Armor 70
(20% chance of half recharge for Judgment skills[Does not Stack]
(3% chance of inflicting Despair upon strike [Stacking])

Cloak of The butcher - Armor 80
(4% chance of executions strike upon kill [Stacking])

Executioners Cloak - armor 70

Hands

Gloves of Sorrow - Armor 70
Energy +1
(20% chance of regaining 2 energy upon kill [Does not stack])

Gloves of Blood - Armor 70
Health +5
(1% chance of inflicting terror upon strike [Stacking])

Gloves of Judgment - Armor 70
(5% chance of half recharge for Judgment skills[Does not Stack]
(1% chance of inflicting Despair upon strike [Stacking])

Gloves of The butcher - Armor 80
(1% chance of executions strike upon kill [Stacking])

Executioners Gloves - armor 70

Leg spot

Leggings of Sorrow - Armor 70
Energy +2
(10% chance of regaining 2 energy upon kill [Does not stack])

Leggings of Blood - Armor 70
Health +15
(2% chance of inflicting terror upon strike [Stacking])

Leggings of Judgment - Armor 70
(10% chance of half recharge for Judgment skills[Does not Stack]
(2% chance of inflicting Despair upon strike [Stacking])

Leggings of The butcher - Armor 80
(3% chance of executions strike upon kill [Stacking])

Executioners Leggings - armor 70

Feet
Boots of Sorrow - Armor 70
Energy +1
(20% chance of regaining 2 energy upon kill [Does not stack])

Boots of Blood - Armor 70
Health +30
(1% chance of inflicting terror upon strike [Stacking])

Boots of Judgment - Armor 70
(5% chance of half recharge for Judgment skills[Does not Stack]
(1% chance of inflicting Despair upon strike [Stacking])

Boots of The butcher - Armor 80
(2% chance of executions strike upon kill [Stacking])

Executioners Boots - armor 70

Weapon

Execution Axe - 2 handed axe,
Damage somewhere between hammer and axe
Speed, still somewhere between hammer and axe

Execution Dagger - 1 handed dagger
Damage, between sword and dagger
Speed, between sword and dagger

Focus
Ceremonial axe - A small axe on a chain, used for execution skill related focuses
Book of Rights - A book of Final rights, used for Judgment related focuses
Ceremonial Dagger - A barbed and bloody dagger, used for torture related focuses
Severed head - the head of a execution victim, used for terror focuses




-----------------------------------------------------------------------
You may notice the executioners powers are powerful but with high energy costs and recharge times, the idea of the executioner is to play multiply roles but mainly attack normally, and pull out skills when the target is close to death to reap the rewards.

Well that’s pretty much me thought out. I hope I've helped bring your idea 2 life funnyman100, It needs some fleshing out but that’s the general idea - Fell free to use any of this if you ever want to post your idea to anet, best of luck if you do!

Last edited by Mr. G; Aug 03, 2006 at 10:52 PM // 22:52..
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Old Aug 04, 2006, 12:00 AM // 00:00   #13
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^ Mr. G:

Love all the skills name, very fitting. Creative use of skills too, you really made it very unique and fitful to be its own class. Certainly lot better than what funnyman100 could have done....
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Old Aug 04, 2006, 01:54 AM // 01:54   #14
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Nice concept I like it.
Would be good fun to play .
Great names for the skills well done,this is what we need,new ideas,new characters new skills.

Ok taking nothing away from the monk,or the warrior,I would love to see a paladin in full shiny armour,so there was some sort of crossover that could combine the two,rather like a crusader.
Wonder if they will ever bring in elves good and evil,as they did with the dwarfs in phrophecies ??.I just feel that when they bring out new addons that 2 characters are not enough,maybe I'm being greedy here,but it is so nice to have plenty of choice.
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Old Aug 04, 2006, 02:52 AM // 02:52   #15
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I love your ideas Mr G. Some of the skills maybe be a little overpowered in combination with particular professions, but overall, nice job!
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Old Aug 04, 2006, 10:33 AM // 10:33   #16
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Well thank you all

I realise some of the abilities are quite overpowered and needs a lot of balanceing...I never really thought of the havock you could wreak with combined classes. Also possibly the Executioners strike special ability many need to be toned down (Could you image it with something like Apply posion?)

Still I do like this class....I like to think of it as a health mesmer, where mesemers have to pay close attention to the foes energy the executioner need to pay close atgtention to the foes health, knowing how much is left, how much damage your going to do the chance of them surving.

I made a lot of the skills double edged in a attepmt to ballance this but still.......and I may have made "The Gallows" to starwars-ish....

I just wanna use the trails

Even thou its not my idea (funnyman100's in fact) its summit I'd like to see improved, in the hopes it wont just be another warrior clone - Any more suggestions?
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Old Aug 04, 2006, 11:41 AM // 11:41   #17
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To Quote action jack (who by my reasearch seems to be the king of CC)

"everyone likes pictures"

Heres what i dug up

These two are a rough Idea of what it could be, I like the weapon in the first one - Perhaps not so sexist thou...DOnt want anet getting sued lol



Now this is creepily simular to what i though for this class, the sort of witch hunter outfir, just replace that sword with an dagger and that hammer on that chain with an axe (BTW thats what the axe chain should look like)



Weapons - from the simple axe to the Ascended killing machine


to

to any of these


I realise this is alot but it may help the case....Besides...I REALLY want that witch hunter armour

Last edited by Mr. G; Aug 04, 2006 at 11:50 AM // 11:50..
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Old Aug 06, 2006, 04:07 AM // 04:07   #18
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I REALLY DO NOT like this Idea! It would completely destroy the warrior becuase: obviously everyone is expecting this guy to be huge and buff and just look like he's going to destroy everything in sight, he would probably be using warrior weapons, he would be a complete duplicate of the warrior, just wearing lighter armor, and with his creation no one would want to make warrior characters anymore.
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Old Aug 14, 2006, 09:59 PM // 21:59   #19
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ya i kno but what if it moved slower? like it ran slower and attacked slower or sumptin?
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Old Aug 14, 2006, 11:05 PM // 23:05   #20
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I would think that the Executioner class would play like "Astaroth" from Soul Calibur II - big, slow but devastating. Some skill concepts:

"Begone!" Elite Shout. 15 Energy. Caster loses all remaining energy. Any dead foes in the area cannot be resurected for (X) seconds. All Bound Spirits (ranger and rit) in the area are destroyed.

"Finish Him" Elite Shout. Lose all adrenaline. Lasts 10 seconds. If target foe is below (90% - 50%) that foe recieves 20% less benefit from healing, suffers from ( -1 to -3) health degeneration and moves 30% slower.

Grenths Scourge - 1 cast time. 10 energy.Spell. Summon Grenths Scrouge to torment your foes. For each condition suffered, target nearby foes take (10 - 20 damage)

Grenths lash - Spell. 1/4 cast. 10 energy. 10 recharge. This spell has 1/2 the normal range. Grenths Lash whips your targeted foe, interrupting any skill being used and leaves your foe dazed for (5 - 20) seconds.
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