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Old Sep 05, 2007, 09:40 PM // 21:40   #1
Wilds Pathfinder
 
Brandon1107's Avatar
 
Join Date: Jul 2006
Profession: E/
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Default The Astret

The Astret
I. Background and Equipment
II. New Concepts and Fast Facts
III. Attributes and Skills

I. Background and Equipment

Background
There is no other magic like the Astret's, with the combined skills of the stars and moons the Astret summons power of the Earth around them. One might think they are quite like an Elementist, but they would beg to differ. Unlike the Elementists' Astret's are a melee Baton-Wielding class. The summon the power of the moon to shutdown their foes and then while they are week penetrate them with the power of the sun. Their Baton's are also incredibly unique. With a low damage Baton's might seem weak and useless to some but Baton's also have a chance to double hit like daggers. They also have a chance to knock down their foe. You might think the Astret brings nothing new, but go up against them and you'll see another thing coming.

Equipment

Standard Astret Things!
Energy: 40
Pips of Energy: 4
Armor: 70

Armor Appearance
Astret's wear wear heavier clothing mostly think hides such as Charr hide. What makes an Astret's armor unique is the designs and loose articles that hang from it. Ranging from beads to animal heads all the armors look different. An Astret's headpiece is a circular metal headband with man intricate designs on it.

Insignia's
Astronomer's|
+5 Armor if your are adjecant to a hexed foe
+10 Armor if you are adjecant to two hexed foes
+15 Armor if you are adjecant to three or more hexed foes
Flamesinger's|
+20 Armor while and adjecant creature is burning
Prophet's|
+10 Armor while your Baton is under a preparation
You knock foes down for +2 seconds while your Baton is under a preparation

The Baton
Damage Range - 9-16
Axe Swing every 1.33 seconds
Damage: Blunt or Slashing
Two Handed

II. New Concepts and Fast Facts

New Concepts

The Baton
The Baton is a fast low damage two handed weapon that can perform double strikes (when you swing around striking your foe twice) and has a chance to knock down your foe (sweep the Baton under your foes feet). This weapon also has some preparation type skills.

Lunar Hex
A Lunar Hex is a hex that moves to someone else overtime. For example - Skill: Target foe suffers X for Y seconds. After Y seconds all adjectand foes suffer this hex as well and then take Z damage. These hexes are incredibly affective in shutting down a whole group while providing much need damage.

Solar Lift
A Solar Lift is a type of spell that targets allies. These spells can protect while also hurting the attacking foe if that foe did what that Lift said. For example - Skill - The next time target ally is target of a condition that foe suffers it instead.

Fast Facts!

This is where I tell you why the Astret is an essential part of any party!

1.) The Astret provides massive AoE dammage that is unmatched.
2.) The Astret can use its targets own actions against him!
3.) The Baton serves as an all new innovative weapon.
4.) Lunar skills can shutdown a while team!
5.) The Astret can provide great support to its team!

III. Attributes and Skills

Attributes

Larceny - For every 4 points into this skill you gain 1 energy whenever a hex ends prematurley in an area. Your Baton attacks also have an extra .5% chance to knock down a foe for every 3 points into Larency. Many skills in this attribute become more effective with more points into Larency.

Baton Mastery - Your Baton does more damage with more points into this attribute. Many skills in this attribute become more effective with more points into Baton Mastery.

Lunar Prayers - This attribute has no inherit effect. Many skills relating to shutting down foes and protecting your allies become more effective with more points into Lunar Prayers.

Solar Prayers - This attribute has no inherit effect. Many skills relating to hurting a group of foes and using your foes weaknesses to their fullest become more effective with more points into Solar Prayers

Skills

Larceny

Mirror of Lethargy [Elite Hex] - You your next spell causes exhaustion. Target foes next spell cause exhaustion and they are knocked down. That foe is dazed for 4...11 seconds. You gain 4...11 energy.
15e 2c 20r

Adamantine Signet [Signet] - Your weapon has a +15%...32% to knock down your target. This skill ends when you use a Baton Attack.
15r

Weightless Lift [Spell] - You are healed for 12...30 for each creature suffering froma hex in the area.
10e 3c 8r

Baton Mastery

Rotating Swing [Elite Baton Attack] - You double strike your foe for +11...30 damage. You gain 5 energy.
5e 12r

Meteor Strike [Elite Baton Attack] - If that foe is hexed they start burning for 2...7 seconds and are knocked down after they stop burning. When they get back up they start burnign again for 2...7 seconds. If they are not hexed you strike for +11...30 damage and are knocked down.
10e 12r

Lunar Sweep [Baton Attack] - Target foe is knocked down and starts bleeding for 5...16 seconds.
5e 8r

Cresent Moon Bash [Baton Attack] - Target foe is dazed for 5...13seconds and you are knocked down.
5e 15r

Pressure-Point Jab [Baton Attack] - If target foe is dazed target foe suffers a deep wound for 12...28 seconds and you strike for +11...30 damage.
10e 5r

Lunar Prayers

Lunar Eclipse [Elite Spell] - All Nearby foes skills are disabled for 1..5 seconds.
15e 1/4c 15r

Lunar Abomination [Elite Lunar Hex] - Target foe is hexed with Lunar Abomination for 3...11 seconds. While hexed with this target foe suffers -1...4 health degeneration. If target foe suffers a condition during this time the hex is removed and passed on to adjecant foes. If target foe is enchanted while suffering this hex, it is removed permanently.
5e 1/4c 30r

Master of the Tides [Enchantment] - Target allies water spells do 12...38% more damage. All water damage done from melee does double damage. All foes adjecant to this person are healed for 3%...12% less. This enchantment last for 3...20 seconds.
10e 1/4c 12r.

Gravity Pull [Lunar hex] - Target foe is hexed with Gravity Pull. Their spells take 32...67% longer to cast for 10 seconds. If target foe casts a hex during this time all nearby foes are hexed with this. If any of the foes are hit with a melee attack that hex leaves permantley.
10e 1/4c 20r

Full Moon [Enchantment Spell] - For the next 3...12 seconds you gain 2 energy every second. This enchanment is removed prematurley if you cast a spell.
10e 1c 20r

Solar Prayers

Solar Eclipse [Elite Spell] - All Nearby foes suffer burning for 3...7 seconds.
15e 1/4c 12r

Drought [Elite Spell] - You create a Drought at target foes location. For 15...32 seconds all foes in that location suffer 12...24 damage every 4 seconds and cannot be enchanted. All foes adjecant to that location are knocked down every 5 seconds.
25e 1c 5r

Nitrogen Shield [Solar Lift] - For 5...12 seconds whenever target ally suffers a condition all adjecant foes suffer that instead.
10e 1/4c 20r

Blinding Light [Solar Lift] - The next time target ally is target of a hex that hex fails and that foe suffers daze for 8...15 seconds.
5e 1/4c 20r

"The Roof is on Fire!" [Shout] - All hexed adjecant foes suffer burning for 0...3 seconds.
10e 2r
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Old Sep 06, 2007, 04:09 AM // 04:09   #2
Jungle Guide
 
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Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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on lethargy, make the energy gain more conditional, like, if you are under the effects of an enchantment, you gain x energy. Also on this skills, a knockdown AND dazed is kinda much for one skill, maybe make the dazed into deep wound or cracked armor or something, or maybe weakness.

Rotating Swing has the same problem, it needs the energy gain to be conditional or something, or add a different boost to the skill...

Meteor Strike= OMG!!!! i wish that were a skill!!! and for ONLY 10 ENERGY?!?!?!?!?


WTF is with the knockdowns/dazes and 5 energy??? do you realize how horrible some of these skills would be to the balance of pvp??? (lunar sweep and crescent moon bash)

lunar eclipse needs to have either 25 energy, 2 second cast, or a LOT longer recharge...

make the water damage from Master of the Tides into cold damage and lightning damage, making it more versatile and change the name to master of the storms.

Full Moon is the most unbalanced skill yet... 2 energy for 12 seconds every second? at 16, this would be at like 14 seconds!!! That's 24-28 energy!!!! Make it if you are hit with a melee attack and make the cost 15.

solar eclipse needs a longer recharge and a shorter duration, maybe 1...5 and not be elite.


Drought, basically, its meteor shower with longer duration, same overall damage, and longer time in between knockdowns

Nitrogen Shield: can you say epidemic on steroids?

Blinding Light: hmmm, maybe make it blindness, not dazed???

TRioF: basically wat solar eclipse SHOULD be like


overall, it seems like a bunch of professoins skills thrown together to make one big mess of professions that is WAY too overpowered, srry man.


-Dean
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Old Sep 06, 2007, 09:13 AM // 09:13   #3
Desert Nomad
 
[M]agna_[C]arta's Avatar
 
Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
Profession: A/D
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Uh!, I can see my Zealot running all over it = p.
Do you even know hat larceny is?
I think knocking down enemies isn't that unique.
Check my Templar's Mace or Nebojat's Shrift's Flail.
Too Overpowered!
Better Nerf that, Don't just think how strong is the skills also think how irritating if it is used aganst you.
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