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Old Sep 17, 2007, 01:39 PM // 13:39   #1
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Default The Soul Caller

Soul Caller

Description:
Soul Callers are the second choice of people, which originally wanted to become maybe necromancers, but thought, that the might of souls is a lot more interesting, then the might of the undead. Soul Callers, also known as Animamancers use their bodies as vessel for souls, which they absorb from the dead. Their ability to see the souls is unique to them and it needs fully vital eyes for this, which is the reason why ritualists will be never able to see souls, even with their mental eyes. Souls are unvisible for mental eyes, because they absorb mental energy. Mental Energy is their source for staying in the world of the Living. When souls have no mental energy around them anymore, they will fade away into Grenth's Realm - the Underworld. For Soul Callers, Soul Energy, also known as Astral Force, is their most important source of power, because with enough Soul Energy they are able to build with their collected Astral Force a connection to the demon dimension, which will enable them to release a demonic creature out of the Box of Pandora, how SC's call this dimension. These creatures are lesser demons, which will protect their masters and follow him, wherever they go, because their life is bonded to their masters.

The Astral Force System/ Soul Energy:
Soul Energy or Astral Force is an unique kind of Energy to Soul Callers, only they can use, like only Melee Classes like the Warrior know how to use their Adrenaline to perform mighty atacks. A Soul Caller can reach a maximum amont of 100 Astral Points and every time an Enemy dies, the Soul Caller can absorb some Souls from the dead bodies around him.
When the Astral Gauge is filled with enough Soul Energy, the Soul Caller, btw. Animamancer can summon with it a Demon out of the Box of Pandora, an other Parallel Dimension where the Demons live in.
The Soul Caller gets most quick his Astral gauge filled by absorbing Souls from the Dead, but his gauge also automatically fills itself with a regeneration of +1, because everything of the World has a Soul, even plants and stones, so the SC can leach from everything around him of the nature Energy, what is the reason why he has +1 Soul Energy regeneration

The Demon Legion System: (Chaos Legion inspired)
When summoned a Demon, those Demons will never come out alone, they might be weak alone, but together they form a small legion that will follow their master and protect him, because their lifes are bonded with the life of their master. Dies the Master, dies the whole legion.
You as their master can give your demon legion orders, if they should attack nearby foes, or if they should defend you, this means regardless of which legion you summon, they all will have some attack and some heal or protection skills. These will be changed between stances.
When you erase a stance from one of the demons of the legion, they will act so long a bit uncoordinated, until they master gives them explicite new orders. The speciality of the Demon Legion System is, that the Animamancer can exchange his Legions very quick, as long he has enough Soul Energy, thius giving the Soul Caller the ability to react with them on changing situations. The Demon Legions will also grant their master specific little buffs, when their master releases their hidden powers through the Soul Force-Skill. These buffs are from Legion to legion very different.
it can be buffs like increased defense vs. certain elements, or increased max energy/health, while those legions are alive.
The Demon Legions will never run more far away from their master, then the range of a Well Spell - the Animamancer can give his demonlegions even formations, how they have to stand around their master, when standing around, they "can" spread up in a range of a well spell around their master, more farer they won't go away, stay ever in near of their master.

The Soul Fusion System: (Shadow Hearts 1-3 inspired)
This System allows it the Animamancer, how I will call it forwand on only to not change ever between 2 names, I'm self unglear about how to call this class best XD, to transform themself into a demonic creature, by fusionizing with the lost Soul of a Greater Demon, created by Grenth.
These Soul Fusions will grant the Animamancer more Skills of the demons, so stronger you get in the Attribute, until you reach the maximum of 8 attacks with Attribute of 16 in Soul Fusion, which means every 2 points 1 unlocked atrtack more.

The Animamancer's Weapon/ Fight Style:
The Animamancer is no typical magical class like all others, this class is more like a "Battle Mage", self fighting Melee with Claws like an Assasin, the Animamancer fights very quick alongside his Demon Legions, which will ever automatically attack the same foe, their master does, unless their master gives them no other orders to attack an other nearby foe.
The Claws will have an attack power of maximum 9-15, with the speciality to perform eventual tripple hits with attacks/skills, which will do then only 50% damage. The Animamancer will also have certain weapon magics, which will result in ensouled weapons of dead enemies following you for a while and fighting at your side. So when you see a flying sword around whacking at you, then you know, that an Animamancer has put into this Sword a Demon Soul to control it. But these Skills won't belong to the Animamancer's simple Claw Mastery

Attributes:

Soul Absorption
With every point in SA, souls will bring more Soul Energy.
This will be the attribute for most of the summons or ensouled weapon skills.

Claw Mastery
Typical weapon attribute, containing the physical melee attacks
(slight chance of 10% to do with certain skills or normal attacks a tripple hit

Soul Links
An Attribute, which contains buffing and healing spells (enchants) for your summons and yourself, no group stuff, thats the work of the monks/ritualists, the skills of the SC will concentrate only on the class itself and their summons
increasing the attribute will increase simple strengh of buffs or the duration

Soul Fusion - Primary
Skills that will enable the SC to transform theirself into monsters, which souls they have catched. Catching a Soul of an other being is very hard so the SC will be only able to transform into 3 different beasts, when the SC wants lean an other, he must free one of his catched old souls.
When transforming into an other being, the SC will receive new Skills from that monster. Every 2 points in SF will enable you 1 possible skill more from a monster that the SC transforms into.
Every 3 points the SC will receive +1HP Healing from a Quarter of the Soul Energy the SC has per minute and a half.
So when SC has his Soul Energy maxed (100), the SC will receive every 90 seconds a healing of 25*5HP, when his attribute is 15, what means a healing of 125 HP every 1 1/2 Minute for this example. Soul Fusions can only be made, when the Astral Gauge is maxed at 100 and will cost all points

Armor Effects:

Soul Caller's +3 Soul Energy per absorbed Soul (Chest), +2 (Legs) +1 (Arms/Feet)

Summoner's +3 Defense vs. physical attacks for every living Demon Legion around you

Occultist's +25 HP when soul fusioned (Chest), +15 legs, +10 (Arms/Feet)

Animamancer's Reducing Soul Energy Costs for Demon Legions by
3 (Chest), 2, (Legs), 1 (Arms/Feet)

Exlusive Weapon Upgrades:
Claws exist out of Stinger Blades, Gloves and a Hand Protector which holds everything together, the Gloves are the Basics, Blades Prefix, hand Protectors
are Suffix.
Claws get Prefix for Dark and Chaos damage, normal is naturally neutral thrust damage.

Shadow > Dark Prefix
Devastation > Chaos Prefix
Absorption > Doubles # of Soul Energy when absorbing from the Dead (20%)

Status:

Max Health/20: 480 HP
Max Energy: 50
Energy Pips: 3
Max Armor: 70

Character/Boss Color:
Dark blueish Purple (much darker then the color of mesmers)

Symbol:
http://www.goodgoth.com/penttote.jpg
A purple Pentagram on black Background


Example Skills:

Soul Absorption:
Release of the Gremlins[Elite] - SE:25, CT: 4, RT: 60s
Gremlins need 25 Souls to be summoned- This Skill will release up to 6 lvl 10-15 gremlins ,which will follow their master and stay around him. When set on AM, they will attack near enemies with dark elemental Ball Shoots or with their slicing claws, which will cause blood loss.
When set in DM, the gremlins will use a Skill called "Transform Damage" what will result in healing their master, whenever one of the 6 gremlins receives damage, the master receives 10% of the damage of any of the gremlins that received it. Gremlins will stay so long, until all get killed, or the SC summons something new. When this Skill gets used right after an other summon, the summon will have no cast time. and the summon from before gets reloaded.

Release of the Roaring Ether[Elite] - SE: 15, CT: 4, RT: 120s
Roaring Ethers need 15 Souls to be summoned. This Skill will release up to 3 lvl 15-20, which will foloow their master and stay around him. When set on AM (Attack Mode) roaring ethers will attack nearby enemies with chaos elemental attacks like Chaos Storm or hex enemies with Empathy, Back Fire or Ghost Shackles. When set in Defense Mode, they will use Signets of Ressurection on fallen allies or will transfer sums of Energy to allies, use skills like Ether Feast, Force Leak, Force Thorn and Phantom Pain.
They will stay as long they are alive or the SC summons something new.
When this Skill gets used right after an other summon, the summon will have no cast time. and the summon from before gets reloaded.

Release of the Frost Dryder - SE: 10, CT: 3, RT: 45
Frost Dryders need 10 Souls to be summoned. This Skill releases up to 6 lvl 5-10 Frost Dryders, which will follow their master wherever it goes. In AM they will attack their enemies with Shadow Strike, Suffer and Dispiritness. In DM they will use different Well Spells, Demon Flesh and Order of the Pain .
They will stay as long they are alive or the SC summons something new.
When this Skill gets used right after an other summon, the summon will have no cast time. and the summon from before gets reloaded.


Claw Mastery:
Spiral Blade Dance - A: 7
Spiral Blade Dance needs 7 Adrenaline Points for activation and will hit any foe around you for +10-25 Damage. This Skill has no chance for eventual tripple hits.

Claw of the Dragon [Elite]- A:8
This Attack will hit be active for 8 adrenaline points. When used, the targeted foe will receive +20 damage and will start burning for 1-5 seconds.
When the chance of the tripple hit occurs, then receives the SC 2 adrenaline pushings.

Wasp Stinger Thrust - A:4
A thrust attack that will bring to the targeted foe the poison effect for 5-19 seconds and the atack will be a guaranteed critical. This attack has no chance of eventual tripple hits.


Soul Links:
Soul Force - E: 15, CT: 2, RT: 30
This Skill will activate the secret powers of your summoned creatures, which will result in a personal different Buff for the SC, which will be active for 20-40 seconds

Life Transfer Pact - E: 5, CT: 1/4, RT: 5
Life Transfer will transfer 10-25% from the SC's max health to one selected summon. When the HP of the SC is lesser then the HP of any creature of his actual summon, the creature will lose 10-25% of its max HP and the health will transfer to the SC.

Might Feast [Elite] E: -1, CT: /, RT: 60
The SC will suffer on -1 Energy Degeneration, while this Enchant is active.
While Might feast is active, the attack power from the SC will be reduce by 5-15 damage points. The reduced damage power will then gain ur summoned creatures as long might feast is active.


Soul Fusion:
Lost Soul-Signet - CT: 5
This Signet will enable the SC to catch the soul of a lost creature and to imprison it into your body, which will be the vessel of the soul.
the SC wil be able to storage up to 3 souls in his body, when you usevthis signet a 4th time, your forced to release a catched soul, our your body will implode, when you try to catch another soul, while you have still 3 in you, resulting in an instant death and losing all catched lost souls.
Lost Souls are something other, then usual souls. Lost souls appear only rare and are souls of very strong creatures, which were killed by heroes.
Souls of creatures, created by Grenth self. Creatures said to be guardians of the underworld which have found somehow a way to come to the world of the living.

Soul of Cerberus[Elite] - E:25, CT: 4, RT: 60
The SC will transform into the legendary 3 headed Hellhound Cerberus for the duration of 30-55 seconds. While transformed as Cerberus, you run 25% faster and you'll do eventual tripple hits ever with normal attacks. When transforming into a Soul Fusion Creature, any summoned creatures from before will die and the SC will lose any eventual soul link buffs of his summons. You also have +50% resist vs. Fire, but -100% versus Ice.
Cerberus will come with following attacks:

Hellfire: A 3way fire breath attack that does single aoe damage of 75

Claw of Doom: Single target attack that will cause bleeding, blind and cripple for 3-7 seconds

Tail Bomber: Neutral elemental physical aoe attack that will interrupt attacking foes and does +30 damage, when interrupting magical enemies

Breath of Death: Breath attack that will cause a poisonous dust cloud for 10 seconds, which will cause deep wound too, when you go out of the dust, before it ended.

Dead Life Force: A Skill that will summon a lvl 5 spirit for 30s that will give you +1 life reg for every dead corpse in your near as long the spirit stays

Burning Tongue: A single target hex attack that will cause burning for 3s, enemies that are hexed with it, will receive +25% damage from fire

Charge: A physical ram attack that will let running enemies get knocked down, doing + 15 damage

Graveyard of Pet Toys[Elite] Will summon 3 lvl 15 Zombie Hounds, which will give corpses like flesh golem.


So, here now further discussion about this, as some may have seen it, I've combined a bit from my Occultist CC into that, to compensate some little holes ^^ and to let the animamancer look more interesting. The rest of it I've erased, no need anymore of an Occultist, when the better Animamancer comes in the way *gg*, so i personally look onto my Animamancer more like on an overworked occultist without Mind Control.
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Old Sep 17, 2007, 04:56 PM // 16:56   #2
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I really love the idea of embuding yourself with the power of the fallen, becomming more powerful per-say when enemy's die. However i Don't like the idea of having another Minion Master class in the game, Also the idea that this class can tripple-hit (better than a assasins double hit, and no inspiration) is abit silly, it should instead "soul leech", each attack steals abit of the enemys soul and increase your soul/spirit regen/gain. The first part of the idea is much more fun, using "deaths" to power your spells (you need so many deaths to use a spell ect, like it!) or allowing yourself to be "possesed" or be 'powered' by enemy deaths. It bring a nice new idea to the game.
Maybe less on the minions and alot more on the death spells/using your body as vessel for souls/demons.

In collage at the moment so i shall give a full review later ^^; still reading all the fluff and skills

Last edited by NeonPink; Sep 17, 2007 at 09:17 PM // 21:17..
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Old Sep 17, 2007, 08:16 PM // 20:16   #3
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Whats wrong with a 2nd MM like Class? Imo the Ritualist is no real MM, because their ghosts don't move and die quicker then any undead, even with the fact they these suffer on rising life degenerations and ritualists can't summon more than 1 of the same ghosts, what imo really sucks for team builds.

In PvE this can't be wrong imo, more MM like classes, at least a 2nd one would be good, because the Ritualist is more a Supporter as Spirit Spammer, then a MM like class, ghosts don't move and die to quick, any strong melee class needs only 1 attack and the ghosts is away, any DoT-Aoe Spell of an Ele and the Ghosts are history again. Even with high lvl of 22 in Pve they don#t stand very long, because ghosts have no defense power, what really sucks and even more sucks, that ghosts can be hit with physical hits oO lol
Normally anyone who try this should hit nothing and make 0 damage, because you try to attack something, that has no materia oO.
However ...to the claws ...

Sure, with Daggers you do Double attacks, but hen Sins do this, they do with both hits 100% damage, the tripple hit of the Animamancer does with tripple hits only 50% damage per hit.
Thus making it a difference, an example:

Both make with 100% 50 damage, both attack the same enemy, Sin makes double attack, animamancer hit tripple.
The Sin will do 100 damage due to his 2 hits with 50 damage, the animamancer will do only 75 damage due to 3x 25 damage, what is in the end a 50% plus of his normal attack, when he would had made no tripple hit.
So more hits does not ever mean automatically that you do more damage then something else, the sin will do in the end ever more damage then the Animamancer, when both make same damage with normal single attacks.
And you forget that the Assasin has through his primary the possibilty to increase a lot his critical rate, what the Animamancer will have not so really, thus making ever more damage then the Animamancer could do. Chance for triple hit is also slight setted, > 10% what is imo low enough, means every 10th attack can be a tripple hit.
i think theres no need in letting the Animamancer soul leach through claw attacks, that would end imo only in letting the Animamancer getting to quick Soul Energy through physical attacking enemies, why should he then absorb Souls from the dead, when he needs only to attack his enemies physically.
This would make only sense, when we would for example erase the +1 Soul Regeneration and give this class an other, more slower weapon kind.
For slow but strong weapons for a melee class for example 2H Swords, but thats imo more something for a Berserker i personally want to see in GW2, who also wields 2H Axes like a Franshiska, a famous double bladed 2H Axe which was used for head cutting *g*, in france, before the guillotines were invented, a reason for her name ^^


When i thought of this, after i looked in Hawkeyes Golem Master Thread, I thought of a summoner, that should do 3 things mainly:

- melee fight, he had chosen magic gloves, but i thought gloves are somethign more for a later martial artist class in GW2, a like Shaolin Monks (and old monks job get Clerics (when we want no priests/relegion) letting become monks War Monks)

- summoner that summons demons that fight at his side or defend their master for the costs of souls to release them, thus giving this class a new source of power they use.

- and to use these source self to transform urself into a demonic being, thus relying on normal energy and not the soul energy, so that the class can have a build that relys not on souls, but because it the strongest line of all 4, it gets naturally primary, like Dervish avatars are primary too.

hmm, however, k read first to the end, I'll wait for ur next comment XD
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Old Sep 18, 2007, 10:05 AM // 10:05   #4
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Should have sticked to the Animancer^^.
tsk tsk tsk..
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Old Oct 10, 2007, 12:10 PM // 12:10   #5
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its just an imbread N/A lol

sounds good
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Old Oct 10, 2007, 02:14 PM // 14:14   #6
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no its not an N/A...

The Animamancer uses a different fight style, quick as the Assasin, yes, but he uses adrenaline for his attacks, not energy like the assasin. the sin must use for all his attacks ever energy ...

the second difference is, that the Animamancer uses his own kind of ressource energy , no dead corpses, he uses absorbed souls to convert them into Astral Energy.

The whole summon system around the Animamancer is totaly different versus the system of the necromancer ...

The necromancer needs "only" dead corpses and normal energy, the Animamancer can only summon something, when he has enough Astral Energy and that do you get only, when you absorb the Souls from nearby dead enemies. Then the summon system around the Animamancer itself is different.

While the minions of the Necramancer are up to 10 incusive one elite minion, the animamancer gets only maximal 6 demons at his side and those maximum 6 demons will stay ever in near of their master and are bonded with their master, which are the minions of the Necromancer not really.

When you will kill an Animamancer, his minions will fall too
When you kill an Necromancer, the minions of him will still live, but go only crazy and don't know anymore, who is foe and who not.

Also, the minions of the Necromancer can run freely around, they don#t stick at their master, when they want to attack a foe, they follow them, even when they run away, necro minions don't stay ever in near of their master in range of a cry, but Animamancer's Demons will do.
Next difference is, that Necromancers can't transform theirself into an mighty undead ... but Animamancers will be able to transform themself into greater demons...


*hmm, hadn't thought, someone would post here again XD*
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Old Oct 11, 2007, 01:32 PM // 13:32   #7
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Using energy for the sin is ballanced, why adrenaline it's overpowered.
They could kill a person then after killing that person you have enough adrenaline to kill another.
Not much unique with the Minion thing, Anet could fix the minion prob.
But transforming is a bit like a dervishish with skills.
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Old Oct 11, 2007, 02:00 PM // 14:00   #8
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lol, with wannabe god dervishs no one has a problem, but when something should transform into a greater demon, people have .... -___-

and no, assasin like adrenaline fighter wouldn#t be unbalanced, when they adrenaline skills would simple cost in general much more, then the adrenaline skills, of a warrior ....
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Old Oct 11, 2007, 10:08 PM // 22:08   #9
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Kay^^, but if you ever had a Skil Chain using adrenaline you're dead.
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