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Old Aug 09, 2007, 02:21 PM // 14:21   #1
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Default CC Priest

Priest CC
A support class specifically for spell casters, their functions is sort of a jack of all trades master of none.
Their skills allow them to heal their team, but not consistent enough to be more than a little extra healing.
They can restore energy to their team to a reasonable degree, as well as a bit of spell cost reducing for the entire team.
Using their pet they can deliver some controlled pressure, using skills they can deliver additional pressure but due to a lack of control and spam-ability they suck at spiking.
Using painful rites they can also help physical professions, including their pet, for a bit.

Their biggest asset is that they are almost all buffs, which is also a weakness; but to not be help/use-less until it is time to rebuff, they have a pet that becomes more effective the closer the priest is to death, giving them a full time job of getting themselves flagellated to make their pet more effective.


Equipment
Energy:
25 energy at 4 pips
Enhanced by focuses

Armor:
Base 60AL
+15AL(while health is below 50%)

The looks come in 2 flavours, priest like bright robes, decorated with the colours and pictures of the gods.
Dark occult robes adorned with runes and symbols.

Insignias:
Hermit’s Insignia| +5AL while health below 75%
Fanatic’s Insignia| +10AL while health below 25%
Martyr’s Insignia| Always 5% below max health

Weapon:
Staves/Wands & Focuses: Dark and holy damage(requirement all attributes, faith is rarer though)

On the ends small statues of the gods, including druun. Or the entire weapon is a piece of a former titan.


Faith (primary)
For every point in faith your manifestations effect on morale increases by 1 point, also your manifestation is resurrected 15 seconds faster for each rank.

Shrine of Composite elite re-manifestation E10 A4 R45
For 10…40(50) seconds your manifestation is immobilised and unable to attack, whenever a creature within it’s area uses a spell the connected attribute is raised by 1…1(2). This skill is locked for 120 seconds.

Mocham’s Weave elite chant E15 A2½ R45
For 9…18(21) seconds you chant for Mocham’s weave; every 3 seconds, 1 random ally in earshot gains 5 energy.

One Hymn, One Purpose chant E5 A2 R25
For 4…13(16) seconds you chant for one purpose, all allies within earshot can’t be interrupted whenever an ally would be interrupted you lose 15…9(7)% health.

Mocham’s Gift enchantment spell E25 A2 R20
For 2…8(11) seconds, target ally’s non-primary, non-weapon attributes are raised by 1 and your faith is lowered by 9…3(1).


Tainted Rites

Evocation of Maddening Wrath spell E5 A1 R12
Target foe takes 10…31(38) dark damage; if your manifestation is near that foe, it takes an additional 20…62(76) dark damage.

Fugue of Scourged Resolve elite chant E10 A3 R35
For 25 seconds you chant to scourge resolve, spells cast by foes within earshot take 3…9(11) seconds longer to recharge.

Anima of Pure Malevolence chant E10 A3 R20
For 15 seconds you chant for pure malevolence, every 2 seconds 1 random foe in earshot is struck for 5…26(33) dark damage.

Shadow Bolt elite spell E5 A1 R-
Sacrifice your manifestation, for every 5…4(3) health it had target foe takes 1 point of shadow damage.


Sacred Rites

Fugue of Abated Wrath elite chant E10 A3 R35
For 25 seconds you chant to abate wrath, spells cast by foes within earshot take 30…60(70)% longer to cast.

Ken Fi hex spell E15 A 1 R30
Your manifestation moves to attack target foe, its next successful attack against target foe deals only 20 damage but your team is healed for 1 health for every 6...3(2) points that foe is below max health.

Shrine of Justice elite re-manifestation E10 A4 R30
For 15…33(39) seconds your manifestation is immobilised and unable to attack, for creatures within it’s area spells cast on attacking creatures cost 75% less base energy. This skill is locked for 80 seconds.

Hymn of Sympathy chant E10 A1½ R18
For 10 seconds you chant for sympathy, for allies within earshot spells cast on manifestations 1...4(5) less energy(minimum 1).


Painful Rites
For each point in painful rites your manifestation gains a level, also it’s faithed health is increased by 50 and its faithed damage is increased by 1.
(at 16 and 100% it would have 100+800 health and deal 16-32 damage per hit, but 50% is far more desirable, giving it 100+400 health and 8-24 damage)

Instil with Malign Intent hex spell E10 A2 R5
Your manifestation moves to attack target foe, it’s next 1…3(4) successful attacks against that foe have 50% chance to be a critical hit.

Shrine of Slaughter elite re-manifestation E25 A5 R20
For 25 seconds your manifestation is immobilized and unable to attack, creatures within it’s area attack 10…31(38)% faster with melee weapons. This skill is locked for 80 seconds.

Chant of Effortless Strikes elite chant E10 A3 R60
For 15 seconds you chant for effortless strikes, every second the first ally to successfully hit a foe with physical damage is healed for 0…15(20) health, every second the first ally to successfully hit a foe with non-physical damage gains 1 energy.

Channel Agony hex spell E5 A1 R25
Your manifestation moves to attack target foe, it’s next 6 successful attacks sacrifice 1…4(5)% of your health and target foe takes 1 damage for each point of health sacrificed.


No attribute

Divine Radiance elite spell E5 A1 R-
Sacrifice your manifestation, for every 5 health it had your team is healed for 1 health.

Signet of Expediuum signet E- A2 R8
Remove up to 1…4(5) hexes from your manifestation, for each hex removed you lose 5% health.


New Stuff

Creature type: Manifestation
A manifestation is faith given a physical form, as this manifestations only exist while their master is there believing in them, if their master dies or map travels they suffer 10 health degeneration until the master is resurrected or until the manifestation dies.
Manifestations are targeted as non fleshy creatures, and further normally by all effects except by the morale effect from other manifestations, by which they are unaffected.
Manifestations don't leave an exploitable corpse, they don't even leave a normal corpse as they stop to exist instead of die.

Pet type: Manifestation
A manifestation pet is spawned upon entering a zone, it will attack creatures that attack it’s master or it’s self.
The priest has hex spells to command it’s manifestation, manifestation will attack the creature the most recent hex was cast on.
The hex spells to command manifestations all end after taking a number of successful attacks, if the manifestation dies/is dead, by hex removal or by leaving the map range(range at witch maintained enchantments end), they do not have a duration;
they offer unbreakable command over your pet, foes can’t break the targeting by simply running away for a while.

A manifestation always has 100 health, a melee weapon that deals 0-16 armor ignoring damage and re-swings 1.75 seconds and armor for 60AL.
A manifestation can gain additional health and damage, how much and how quickly is determined by the masters skill in painful rites which is represented by the level of the manifestation(0-16).
The extra health and damage is added by the percentage you are below max health.
So while you are at 50% health your manifestation gains 50% of the bonus from painful rites
Your manifestation is only 100% effective when you are dead.

Whenever you enter a non city area your manifestation spawns, with values depending on your attributes at that time.
If your manifestation dies it will be resurrected after 5 minutes with values depending on your attributes at that time.
This time can be shortened to 1 minute with 16 faith.

Manifestations are visible in the team window, can be renamed(would be annoying to tell them apart otherwise) and count as allies for team heals and the like. Dead manifestations however do not count as dead allies, as they don’t leave a corpse.

If your tainted rites is higher than your sacred rites foes in (spirit)range of your manifestation suffer the effect on morale as a fear penalty, and your manifestation deals shadow damage.
If your sacred rites is higher than your tainted rites allies in (spirit)range of your manifestation gain the effect on morale as an inspiration bonus, and your manifestation deals holy damage.
If your sacred rites and your tainted rites are equal, the halves of both effects apply (rounded up), and your manifestation deals chaos damage(chaos is not armor ignoring, thus weaker).

Skill type: Re-manifestation
A re-manifestation is a form skill for your manifestation, they are used to transform your manifestation into a shrine, which is a stationary object that applies a powerful effect to all creatures within it’s area.
Because the effect of a shrine is very powerful I’ve made all re-manifestation elite and they lock instead of recharge if not interrupted.
Like the manifestations shrines are attackable, and still gain the bonus from faithed health.

Moral effect: Inspiration Bonus & Fear Penalty
The morale bonus from manifestations isn’t exactly the same as the bonus from killing bosses or death penalty.
If they where the same the effects from 2 manifestations would stack.
Instead the effects stack with moral bonuses from bosses or with death penalty.
When affected by 2 or more manifestations you take only the highest effect for each type.

Chants as maintained spells
There’s been some maintained spell ideas going around for quite a while now, I however think chants fit every aspect needed for a priests maintained (un)holy influences.
You can’t activate more than 1 chant at once, but can be affected by more than 1 chant if you aren’t the one singing.
As chants are applied as status effects, they don’t stack.
Chants are logical to connect to maintaining and to holy choirs and occult rituals.

Hopefully I’ve gotten my point over clearly, I also hope you like it, or at least some small part of it.
I know it’s not perfect yet and any suggestions and comments will be appreciated.

Last edited by System_Crush; Aug 18, 2007 at 07:34 AM // 07:34..
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Old Aug 09, 2007, 04:39 PM // 16:39   #2
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Suppose it ain't bad , it's nice getting some inherent effects in every attribute.
I have no idea what the base rez is for the manifestation (if it's there I missed it) but wouldn't max faith+ max painful rites+ shadow bolt be ridiculously overpowered xD, there a lot of other skills that are waay too powerful as well
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Old Aug 09, 2007, 07:53 PM // 19:53   #3
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You missed it.
Quote:
Whenever you enter a non city area your manifestation spawns, with values depending on your attributes at that time.
If your manifestation dies it will be resurrected after 5 minutes with values depending on your attributes at that time.
This time can be shortened to 1 minute with 16 faith.
And only Faith and Painful Rites have inherent effects, the other abilities are simply counted to know weather you manifestation is a celestial or a shadow.
Thinking of it, painful rites is kind of a weapon attribute for manifestations, making the abilities not that different.

Actually I expected that comment about shadow bolt, 300+ damage is a lot but in order to make good use of it you would need to be at less than 30% of your max health. less than 10% to hit 400 damage and afterwards it takes 5 minutes to recharge.
However, thank you for having me grab the calculator again; 'cause I changed the above mentioned respawn time from 10 minutes to 5 minutes.
Which means that with Faith 12 Tainted 16 Painful 12 you'd be able to deal 320 damage at 10% health and recharge in 2 minutes.
I find that too much so I'll lower the health per damage at 16 to 3.
The 10% damage at 16-15 is then 273, which is probably more balanced.

Well I do see a few things that should probably be nerfed, but the large effects of shrines is because they offer the same benefit to foes, for a unmaintainable elite that is a pretty big down side.

[Nerfed several skills]
Also I forgot something important, Guild Wiki states which types of damage ignore armor and which don't, with the common confusion between shadow/holy & dark/light damage it's important to the balance of this class.

Last edited by System_Crush; Aug 09, 2007 at 08:26 PM // 20:26..
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Old Aug 13, 2007, 01:39 PM // 13:39   #4
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Added a new sacred rite skill, to replace the one I took out at the last minute.

Why am I not getting any responses?
My new format is shorter, it should be easier on the eyes; or doesn't anybody like the MP play style I tried to give this?
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Old Aug 13, 2007, 02:43 PM // 14:43   #5
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My guess is people are a bit too burned out from reading dozens of profs consisting of 1000+ words to bother commenting every new entry.
Anyway, here's a report on it from my point of view.
Concept: about 50% beastmaster 20 % rit and 30% original.
Gameplay: 40 % beastmaster 10%rit 10%varia 40 percent original
Rating as an author: 7-8 /10
Rating as a gamer 4/10 it probably doesn't help that the ranger and the rit are among my less liked classes, but I wouldn't want to make something similar if I could, would prefer it over a beastmaster ranger but not above a rit.

Last edited by adam of phyrexia; Aug 13, 2007 at 03:08 PM // 15:08..
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Old Aug 14, 2007, 01:55 AM // 01:55   #6
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Doesnt' this sorta resemble the monk class and ritualist class?
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Old Aug 14, 2007, 08:23 AM // 08:23   #7
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Well I guess it has some ranger, a bit of paragon, a bit of ritualist, a tad of necro and a hint of monk.
It has stuff from all the classes that support spell casters, not because I took it from them, but as I converted MP nanos&abilities to GW skills.

Hence the amount of team heals, which is probably what you dubbed monk like.
The MP's healing is a good amount over time, but unlike a monks it's too inconsistent to prevent a spike and to slow to recharge to use as a team healer.
MP's healing has a purely supportive function, they restore health and energy to keep the team going strong between battles, but offing nothing but additional healing, Same for the energy the casters that use the energy run out of too quickly to use the mp as a battery, but a good mp's ability does allow them to last a good deal longer.
Hence I tried to have the priest's healing and energy restoration do something similar.

One of the things that makes them unlike current GW classes is probably the way the pet is used. The pet is capable of greatly outdoing the priest as a tank but the priest has to be squishy(a target easy to kill, 'cuz their health is low) in order for this to work, hence actually needing a tank to keep them alive.
This creates a play style I love but haven't been able to reproduce in GW, a play between master and pet where the pet is more powerful than it's master but in order too keep it powerful the master must put himself deadly peril; unlike necro's that need only sacrifice health too keep their minions alive, and can't actually make them powerful other than making more of them, making MM's a failure high end.
Aside from that if the pet dies the master would of course be in trouble.

This can perfectly be combined with the supportive side of the class, offering both power and help to a team, or the supportive side can be used on it's own, not focusing on either buffing or debuffing but doing both with great potential.

It's something I really miss in GW, and tried to bring out in this CC.

Last edited by System_Crush; Aug 14, 2007 at 08:37 AM // 08:37..
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Old Aug 14, 2007, 10:21 AM // 10:21   #8
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Oh I got what you were going after, basically you want a prof that stands at the edge of battle supporting his party though buffs and heals and commanding it's own lil soldier on the side, recommended for any player who prefers staying away from the heat (I bet you like BiP necs ), well to each his own :-).
And why isn't anyone replying to my threads

Last edited by adam of phyrexia; Aug 14, 2007 at 10:24 AM // 10:24..
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Old Aug 14, 2007, 12:02 PM // 12:02   #9
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Because your threads don't have a bunch of jokes in them adam!
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Old Aug 14, 2007, 12:43 PM // 12:43   #10
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Well that's not true, I've got one thread with you ranting about putting on clothes and eating at the same time :-P
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Old Aug 14, 2007, 01:21 PM // 13:21   #11
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Quote:
Originally Posted by adam of phyrexia
recommended for any player who prefers staying away from the heat (I bet you like BiP necs ), well to each his own :-).
Actually you could save a skill slot by getting yourself flangelated, instead of sacreficing your own health.

And actually I did cap BiP, I ran into a dwarf boss while heading for Vetra's sacrefice(way back when that was still usefull) I've never used it though.

I prefer Well of Power, for witch I indead have a suport only build.
How ever mostly I have to use SS as its kind of the only thing that is effective in the high end, that kinda pisses me off.
I'm currently figuring out a discord build though, hopefully it will be good enough to match SS.

Last edited by System_Crush; Aug 14, 2007 at 01:30 PM // 13:30..
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Old Aug 17, 2007, 09:34 AM // 09:34   #12
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I like it^^!
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Old Aug 18, 2007, 07:49 AM // 07:49   #13
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Quote:
Originally Posted by Darkhell153
Because your threads don't have a bunch of jokes in them adam!
Neither do I, I think.
Well heres a priest joke for this thread.
"What do a priest and a Christmas tree have in common?"
"Their balls are just for decoration"

Additionally;

I think instead of staves/wands&focuses it might be correcter to use staves/Rods and shields

Does anyone think that is a good idea? It might help urge priests to the front line to get flangelated instead of damaging their own health in the back line.
Plz let me know if you think maces and shields would be good or awful to add.

Last edited by System_Crush; Aug 18, 2007 at 08:44 AM // 08:44..
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Old Aug 18, 2007, 09:57 AM // 09:57   #14
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I'm fine with some kind of shield but giving this prof melee capabilities, I don't see that fitting in.
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Old Aug 19, 2007, 02:02 AM // 02:02   #15
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Do you need to be Primary Priest to have a Manifestation or if you sub the priest you could also have a Manifestation?
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Old Aug 19, 2007, 08:09 AM // 08:09   #16
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@Magna
No, the 'weapon' skill for manifestations is Painfull Rites, so all second professions can have and strengthen their manifestations.

Faith grants a buff or debuff that, grants your team more energy and health or reduces those of foes, in both cases it should help mange energy a little bit.

@ adam
No I don't think I can adjust the attributes for a weapon attribute without destroying the class.
What if:
The shield is a main hand weapon and tied to a rite attribute? So they can have staves/Shield&focus, but wouldn't get any type of melee capabilities, such as attack skills or stances.
The shield dealing crap damage, but offering an armor bonus.
Or not dealing any damage at all instead returning some damage to anyone damaging the wielder.

Last edited by System_Crush; Aug 19, 2007 at 08:44 AM // 08:44..
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Old Aug 19, 2007, 09:05 AM // 09:05   #17
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I wouldn't start introducing a new weapon without skills to wield it. I got something similar to what you're after though, the Avon I once invented wields giant rings floating around his body that where primarily there for defense and support, it's in the last post in my 'old crap' thread if you care to use that idea.
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Old Aug 20, 2007, 01:55 AM // 01:55   #18
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The Priest has been aded to the "Concept Classes - The Recreated Definitive, Sorted List"^^!

People have been using the Abandoned List, Odd..
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Old Aug 20, 2007, 07:54 AM // 07:54   #19
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I am not sure if its fine to summon a Manifestation without skills.
Cause it spawns right out their. Do you think it's Overpowering?
Why not Summon a Manefistation and use Re-Manifestation?
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Old Aug 20, 2007, 09:44 AM // 09:44   #20
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Quote:
Originally Posted by [M]agna_[C]arta
I am not sure if its fine to summon a Manifestation without skills.
Cause it spawns right out their. Do you think it's Overpowering?
Why not Summon a Manifestations and use Re-Manifestation?
Because summoning manifestation would allow priests to re-summon them.
Making it utterly useless to kill the manifestation before killing the priest because the priest would just summon a new one.
Right now the priest has to wait at least 1 minute before they can get a new manifestation, likely longer. Which in a fast paced game like GW is a long time.
Also it makes you think twice about sacrificing your manifestation for a skill like shadow bolt.
Lastly it would have the priest be less unique, opposed to other pet classes.

Also if you had to summon manifestation you would have to waste 1 skill slot or the primary would be utterly useless.
And having the primary as an aura on the priest would be less logical and overpowered as a priest unlike a manifestation is less likely to get themselves killed.
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