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Old Aug 02, 2007, 05:53 PM // 17:53   #1
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Default Paladin Concept Class

Background
Fighters of virtue, sons and daughters of the gods, the swords of light. Paladins are sword wielding servants of the gods. Stronger with holy swords, weaker with dark damage. Paladins use a variety of auras and holy spells along with fighting abilities to bring their opponents down.

Basic Statistics
Max Health- 510
Energy- 30
Max Armor- 70 (+20 vs. shadow and holy damage)
Max Weapon- Grand Holy Blade 7-45 holy damage (+5 slashing damage, +30% damage against minions)
(Holy Blades are paladin specific, warriors and other classes have penalities to them, shown later)

Weapon Use Statistics
Holy Blade- +10% damage
Bow- -10% damage
Sword- +0% damage
Axe- -5% damage
Hammer- -5% damage
Rod (holy damage)- +5% damage
Rod (elemental damage)- +0% damage
Rod (shadow or dark damage)- -50% damage
Other Class Using Holy Blade- -50% damage

New Stuff
Holy Blades-
basically a sword made with holy symbols inscribed on them and cooled in holy water, the paladin's most powerful weapon.

Auras-
The paladin's ability to infulence allies and enemies around them by leaking large amounts of energy. Energy costs are normally low but energy loss in total is normally high. You can only have one aura active at a time.

Prayers-
The paladin's form of spellcraft, prayers are unaffected by spell-affecting skills.

Attributes
Piety- (Primary Attribute)
Increases the amount of holy damage a paladin does with his or her Holy Blade. does not affect other weapons.
Bladecraft-
Increases the critical hit damage of the holy weapon, does not affect damage.
Holy Prayers-
Prayers in this attribute tend to be mostly defensive and healing abilities.
Holy Presence-
Includes auras and offensive prayers.

Sample Skills
Piety
Light- 5 energy 1/2 cast 4 recharge
(Prayer) target foe takes 5...35 holy damage. If that foe was wielding a shadow or dark damage weapon this prayer deals an additional 5...25 damage.

Heaven's Speed- 0 energy 6 recharge
(Skill) shadowstep to target foe. (50% chance of failure with Piety 4 or less). Suffer -1 energy degeneration for 10....5 seconds succesful or not.

God's Call- 10 energy 1/2 cast 12 recharge
[elite prayer] target foe and all nearbye foes suffer 5...35 holy damage. If any of them are carrying a dark or shadow damage weapon, all nearbye foes suffer 5...65 lightning damage. This prayer has a 25% armor penetration.

Bladecraft
Holy Slash- 5 energy 4 recharge
(sword attack) this attack strikes for +5...25 holy damage. If you are under the effects of a hex, this attack strikes for another _5...25 holy damage.

Shining Blade- 10 energy 12 recharge
(sword attack) this attack strikes for +5...15 holy damage and causes blindness for 3...6 seconds.

Bladeshield- 5 energy 6 recharge
[elite sword attack] this attack strikes for no damage. If you are attacked within 5 seconds afterward, that attack does no damage, shadowstep to attacking foe and commence another attack. This second attack strikes for +5...75 holy damage.

Pierce Evil- 10 energy 10 recharge
[elite sword attack] this attack strikes for +5...15 damage. If you are under the effects of a necromancer hex all hexes on you are removed and this attack strikes for +5...10 damage for each one (maximum 50...120 damage)

Holy Prayers
Tender Grasp- 5 energy 1 cast 2 recharge
(prayer) you are healed for 5...40 health.

Heavenly Call- 10 energy 1/2 cast 15 recharge
(prayer) all party members except you are healed for 5...40 health. For each person healed that was below 50% health, you gain 2 energy.

Collected Light- 15 energy 1 cast 24 recharge
[elite prayer] you and all foes in earshot lose all enchantments. For each enchantment lost, you gain 5...10 health and all party members gain 1...3 energy (maximum 20...120 health and 6...30 energy).

Gate of Heaven- 5 energy 1/2 cast 12 recharge
[elite prayer] for 5...40 seconds, a spirit named Gate of Heaven appears on the field. All allies except you within earshot of this spirit gain +5...20 armor and +1...3 health regeneration. For each ally affected by this prayer, you suffer -1 energy and health degeneration.

Heavenly Bell- 10 energy 1 cast 24 recharge
(prayer) create a heavenly bell at your location for 5 seconds, all foes who come within earshot of Heavenly Bell suffer -1 health degeneration for 5...10 seconds. All allies who come within earshot of heavenly bell gain +1 health regeneration for 5...10 seconds. When Heavenly bell disappears, you gain 1 energy per foe who was affected (maximum 20 energy)

Holy Presence
Aura of the Sun- 5 energy 1/2 cast 6 recharge
(Aura) you become enveloped in the aura of the sun. Whenever a foe within area of you attack they are blinded for 5 seconds, you lose 10...4 energy or Aura of the Sun ends.

Oppresive Aura- 5 energy 1 cast 12 recharge
(Aura) you become enveloped in oppresive aura. All foes within the area of you casting hexes suffer from weakness, daze, and blindness for 5 seconds. Whenever a foe is affected by your aura, you lose 4 energy or Oppresive Aura ends.

Release Signet- 1 cast
(signet) lose your current aura. If an aura was lost, you gain 1...10 energy and 5...30 health.


Aura of Interruption- 25 energy 1/8 cast 25 recharge
[elite aura] you become enveloped in Aura of interruption. Whenever a foe within the area of you casts a spell or enchantment they are interrupted. Whenever a foe within the area of you is interrupted (by this aura of another source) you lose 10 energy or Aura of interruption ends.

Light of Wrath- 5 energy 1 cast 8 recharge
(prayer) target foe takes 5...50 holy damage.

Energy reversal- 5 energy 1/2 cast 2 recharge
(prayer) fr 8 seconds, if you would take shadow damage that damage is negated and all foes in the area take 5...60 holy damage.

Holy Lightning- 10 energy 1 cast 4 recharge
[elite prayer] if this hits a foe below 20% health this takes an additional 30 seconds to recharge. All foes in the area are struck for 5...35 lightning damage. If any struck foes were suffering from a hex all foes within their earshot are struck for 5...35 lightning damage. This prayer has a 25% armor penetration.

White Lightning- 5 energy 1/2 cast 6 recharge
(prayer) target touched foe takes 5...65 lightning damage. Any foes behind him within the area are also struck for 5...65 lightning damage. This prayer has a 25% armor penetration.

Wrath of White Lightning- 5 energy 1 cast 24 recharge
[elite prayer] target foe is struck for 5...100 lightning damage. All adjacent foes are struck for 5...25 damage. If any foes were hexed, all foes nearbye are struck for 5...25 lightning damage. If you are hexed all foes in the area are struck for 5...25 lightning damage. This prayer has a 25% armor penetration with Piety 10 or more. Recharge time increased by 40 seconds with piety 10 or less.



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Old Aug 03, 2007, 04:47 AM // 04:47   #2
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well the idea is there, but i just have to say one thing.....go play WoW if u want that
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Old Aug 03, 2007, 01:35 PM // 13:35   #3
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1. I hate WoW
2. I made sure that this was completely different
3. I only made this in the first place to get some shock value (xD)
4. Can you honestly say you wouldn't like to wear that armor?
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Old Aug 03, 2007, 01:36 PM // 13:36   #4
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I miss that Elmentalist from SUN online^^!
I remember using that for my Judge^^!
I really miss that pic^^!
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Old Aug 03, 2007, 01:53 PM // 13:53   #5
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Aww I thought I was going to get more hate mail then this xD
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Old Aug 04, 2007, 12:51 AM // 00:51   #6
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Aww.. good ol Paladin concept...

As usual, it would be judge against what is already exist, which would be War/Monk or War/Paragon (or combination of those). Alas, in breif read, must say this CC does not really offer much big leap from what was described above.

I would suggest try to find additional unique and interesting ablity or game-play mechanic to add into it. Or try to suggest it as a Prestiage class type of thing.
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Old Aug 04, 2007, 01:43 AM // 01:43   #7
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heres what i really wanted to put last night, but i was tired. the game would benifit greatly from a true paladin proffession (this it guild wars we have professions not classes; dam wow has classes), but as of right now the game is not set to have a pally. I dare to say this but if anet were to add a pally class to the game 1. i would play as it and 2. WoW would lose some fan base. Second HELL YES I WANT TO WERE THAT ARMOR :0 o and Wrath of White Lightning ftw.
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Old Aug 04, 2007, 01:06 PM // 13:06   #8
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Yeah, this would indeed be an awesome class. And that second screenshot makes it even more wantable. Only one thing I would suggest is to decrease the limit on the primary attribute, since it only really targets one particular type of weapon.
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Old Aug 04, 2007, 02:26 PM // 14:26   #9
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as long GW stays at this 2 class wannabe system, that allows players not to correctly create that, what they want to be, much people will stay at WoW.

just my 2 cents ...

about topic. nice little CC, but imo a bit overpowered.

Weapon Strenth should be not so high, when this weapon should be something different, than the swords of a warrior, u can give this CC direct twohanders.
because this it it, what ur damage of ur "grand holy blade" looks like there.
But Pallys fight with Sword and Shield, so it r normal 1H swords, only with holy blades and generally being holy.
Damage should be also 11-22 like for all swords. When it should be different paladin specific swords, that should be stronger then normal swords, then i think 8-26 should be ok for this, letting them be bigger then normal swords (1 1/2H - the Flamberge is normally a typical paladin sword) and being a little bit bigger then normal sowrds, weildign them is a little bit slower too
7-45 is absolutely overpowered for a 1H sword... it would be the strongest weapon of all, scythes have 9-41 and r 2H weapons !!!, Hammer has 18-35 and is a 2H weapon !!!

Armor is underpowered for a pally, pallys wear strongest gears of all, they r the Tanks and in kind of armor, a pally should be better than a normal dumb warrior.
+30% damage vs minions, is overpowered, 15-20% is enough as standart bonus, u must think of, that there still exists weapon upgrades, that raise damage vs special kinds of enemies, so also vs undeads... that can raise the damage vs them still by 15%


Auras should be imo ALL upkeeapable enchantments, that take -1 energy regeneration as long they should be active and they should have effects like well skills, but the paladin needs no energy to activate them, he needs adrenalin, only the activation of an aura of him costs then over time energy regeneration.


Attributes should be more like this:

Main:
Aura of a Lightbringer
Increasing this attribute will result in increasing the range and strengh for auras ur in lesser costs of adrenaline for activation. (will increase too damage of the weapon like a mastery attribute as req )

Shield Mastery
Increasing this will increase the power of ur shield by 2 points per skill point, Shield skills will becstronger, have longer duration or will protect better allies and urself. Includes too holy healing Skills that will automatically damage to evil forces in ur near, like undeads, demons or ghosts.

Light Magic
Increasing this will increase the damage of ur light elemental AoE spells or increase durations [also increases damage of the holy weapon as req for it)
When putting main attribute and lightmagic both over 9, the weapon receives its special bonus of xx% bonus damage vs. undeads

Exorcism
Increases damage of special holy sword attack skills. increasing this attribute will increase critical rate by 1% per point vs minions and give u 1point of energy by every 3 attribute points when u do a critical hit vs a minion.
increases also strength of the weapon as req. When comboing main attribute and exorcism together with attributes over 9, max energy of the paladin will increase by 2 for every equipped exorcism skill.
========

example skills:

Aura of a Lightbringer
[E]Aura of Light Barriers 0E, 10A, -1 E Reg, CT1, RT60 (enchantment)
The Paladin will activate his Aura of Light Barriers, as long he keept this Skill active, all allies and he self will receive in the well of effect 10-20% lesser damage from minions and minions will move 50% slower in the wel of effect from the paladins aura, which will move, when the paladin moves.

Aural Blast 10E, CT1, RT30 (enchantment)
The Paladin will blast out a strong impulse of his holy aura, every enemy around him will receive 25-75 holy damage. The next 10 seconds will happen nothing, but then the paladin will have for the next 5-15 seconds a damage reduction vs. elemental damage of 5-20 damage

Shield Mastery
[E]Shield of Purity 5E, CT 1/2, RT 10
The paladin will use the force of the Shield of Purity, which will automatically cancel for the next 2-8 seconds the next 1-3 ailments, that would normally affect on the paladin and the skill of the enemy will be deactivated for 10 seconds

Shield Boomerang 10E, CT2, RT 12
The paladin will throw his shield like a boomerang, what will result into a damage of 15-45 with a chance to break the enemys armor of 10%.
When hitting a enemy, that was casting a spell, the spell gets interrupted and the enemy will get thrown into ground for 3 seconds. The Paladin will have while using this skill not the armor of his Shield, resulting in receiving more damage from enemies. This Skill has the range of a Short Bow.

Light Magic
Prismatic Light 15E, CT3, RT30
The paladin will create a prismatic ball of light onto the battlefield, that will emitting for the next 10 seconds little rays of light that will do 15-35 holy damage per second. While standing in this AoE, enemies will be blinded.

[E]Ray of luminating Purity 15E, CT5, RT20 (some sort of kamehame ha XD)
The paladin will shoot out a big laser like beam of pure light, that will eliminate all evil forces in its way of line. Every enemy in the moment of shot, which will stand in the line of the ray of light, will receive 30-120 holy damage.
For every hex or ailment that is lasting on the enemy, the enemy will receive further 20 damage (max of 80) resulting in a max damage output of 200 possible.

Exorcism
Blade of Punishment 0E, 6A
The Paladin will attack with his Blade of Punishment technique that will do +10-25 holy damage vs enemies, which are moving. when the paladin hits a moving enemy with blade of punishment, this skill cripples the enemy for 5-15 seconds.

[E]Soul Banishing Strike 5E, RT12
Attack a ritualist ghost or a ranger spirit or a necro minion with this skill and this skill will automatically kill it, regardless of its HP or level.
After killing ghost/spirit or minion with this attack, the paladin will receive damage in high of 6-1 times the high of the energy cost of the killed minion/ghost/spirit.

Last edited by Phoenix Tears; Aug 04, 2007 at 02:30 PM // 14:30..
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Old Aug 04, 2007, 10:43 PM // 22:43   #10
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I gave up on it and have started work on my Puppet Master Class. xD
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