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Old Mar 15, 2007, 02:19 PM // 14:19   #1
Pre-Searing Cadet
 
Join Date: Mar 2007
Guild: Fillibuster Four
Profession: P/W
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Default Myrmidon CC

I've been working on a shield only based character for awhile. I don't know if anyone has produced one before but here is my take on it. Sorry its so long but i have a lot to share. Please feel free to critique it (hopefully compliment it) and help it gain momentum.

Cannonarm’s Myrmidon

Attributes

Shield Mastery (Primary)
For each level in Shield Mastery your chance to block all incoming attacks and reduce chance at critical attacks increases from 5 to 35% (Increasing tanking ability)

Shield Damage
For each level in Damage the damage you deal with a shield increases, as well as skills related to Shield damage increase with extra Skill points. (Long and short range attacks)

Courage
No inherent effect - For each level in Vigor skills related to damage reduction become more effective. ( This will be combination of enchantments and shouts)

Taunt
No inherent effect - For each level in taunt skills related to weakening surrounding enemies become more effective. (This will be mainly enemy shouts with a few hexes)

Stats
He will have 2 pips of energy and a base of 25 energy as he might need just a little bit more with his casts. He will be adrenal based like a warrior or paragon.

Armor
Myrmidons have 80 armor which is less than a warriors, but they make up for it with there shields. If a myrmidon doesn’t have a two handed shield they will not be as much of a tank compared to the same person with a two handed shield.

Weapon
Of course the weapon will be shields. They can equip a one handed weapon and a shield if they like, but there will be two handed shields that they will be able to make much more use of. They will have the same attack speed of a hammer.

Cannon’s Block (Lets say it’s unique)
Armor: 24 (requires 11 Shield Mastery)
Blunt Damage: 16 – 24
Health +30
Critical attacks lessened by 25%

Barbed Discus
Armor: 22 (requires 10 Damage)
Blunt Damage: 14 – 22
Lengthens Weakness on foes by 33%
Lengthens Bleeding on foes by 33%

Skills

Shield Mastery:
Risky Block: For the next 10 seconds your chance to block all projectiles is increased by 50 - 85%, but if you are hit by a projectile you are slowed by 50%

Shield Strengthen: Enchantment. Lose one energy regeneration. Shield’s defense is increased by 30 to 75%.

Ephemeral Shield: For 4 – 12 seconds armor of shield is doubled against elemental damage and is reduced by 75 – 35% for physical Damage.

Stone Shield: For 4 – 12 seconds armor of shield is doubled against physical damage and is reduced by 75 – 35% for elemental Damage.



Shield Damage:
Barbed Discus: Throw shield at enemy for an extra 5 – 17 damage and cause bleeding for 1 – 3 seconds. When you throw your shield armor is reduced to 0 till your shield comes back.

Withering Discuss: Throw shield at enemy for an extra 5 – 17 damage and cause weakness for 4 – 10 seconds. When you throw your shield armor is reduced to 0 till your shield comes back.

Disrupting Shove: If enemy was attacking, you knock back the enemy and disrupt the attack and disabling the skill for 3 – 8 seconds

Whirling Shield: Attack all adjacent enemies for an extra 3 – 11 damage.

Courage:
Caster’s Strength: (Shout) For 3 – 7 seconds all allied casters are empowered with the protection of 45% - 65% armor that your shield has.

Desperation: (Shout) For 5 seconds your shield’s armor is zero, and all other allies have + 12 – 20 extra armor bonus.

Burning Reprise: (Shout) For 3 – 12 seconds all allies have + 10 – 24 armor against fire damage, and shorten burning by 33%

Freezing Reprise: (Shout) For 3 – 12 seconds all allies have +10 – 24 armor against cold damage, and shorten water hexes by 33%

Stoning Reprise: (Shout) For 3 – 12 seconds all allies have +10 – 24 armor against earth damage, and shorten weakness by 33%

Lightning Reprise: (Shout) For 3 – 12 seconds all allies have +10 – 24 armor against lightning damage, and negate armor penetration by 33%

Taunt
“I hate your Master”: (Enemy Shout) All enemy minions and spirits began attacking you instead of their current target.

“I run faster than You”: (Enemy Shout) For 3 – 12 seconds all enemies in earshot move 33% slower.

“Sticks and Stones”: (Enemy Shout) For 15 seconds the next 1 – 3 spells an enemy tries to cast have a chance to be interrupted with regular attacks by 15 – 35%

“Wrong Guy”: (Enemy Shout) For 10 seconds enemies attack allies for 10 – 35 % less damage but they attack you for 150% extra.

Role:

Tank – Of course this guy will be able to tank. He can take more damage with his shouts and enchantments and shields. He can also make it more desirable to be hit. If a tank is never hit he does no good. Even if he gets attacked for more he can still take far much less damage than the other squishy classes.

Other Combinations:

Necro/Myrm – Hexes are a necros main staple but the taunt section may help to increase and complement the effects of his hexes and give players a different path to take.

Monk/Myrm – A monk that can handle energy and damage may find the courage section can complement his healing spells.

War/Myrm – Gets primary attribute of strength and focus on shield attacks so he can have long distance and short range attacks. Will do slightly less damage to enemies but will be a hardier adventurer.
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Old Mar 15, 2007, 02:36 PM // 14:36   #2
Pre-Searing Cadet
 
Join Date: Mar 2007
Guild: Fillibuster Four
Profession: P/W
Default Extra note

I will have the lore and character bio section later. BTW incase it looks like he would be too uber a char, most of his attacks that do any damage and don't have a large adrenal build up would give him no shield bonus when he attacks so if he wants to do any damage at all short of his regular attack and a few skills he will lose some armor bonus. He also attacks slow like a hammer so his DPS isn't that great. Thats why i wanted him to have short and long range to make sure people can actually hurt things if done properly. It will be great at attacking a fleeing enemy b/c he can hit up close and then hit him when he runs away when the myrmidon has little concern about being hit.

Also i totally blanked when i made this, but the paragon/myrmidon combo would be lethal and breathe new life into the paragon class which no one plays and anet needs to create more of a balance for under respected classes like the paragon.
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