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Old Feb 27, 2007, 10:47 PM // 22:47   #1
Wilds Pathfinder
 
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Join Date: Jul 2006
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Default Concept Class - The Voyant

The Voyant

I. Background/Summary/Questions and Answers
II. Attrbiutes/Skills
III. Equippment
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I. Background/Summary/Questions and Answers

Background
The Voyant practices the magic of linking souls and toying with your mind. The Voyant's came from north of Kryta where they trained by talking with eachother through their minds and practicing telekenisis. The Voyants came from the nation of Janthir where they struggled living with the Mursaat and soon moved on. Many still practiced the Mursaat's ways known as the Spectral Bonds. By using the Spectral Bonds they could communicate with anything and look into the the destiny of someone. Soon these magical beings traveled arround Tyria and many practiced their ways.

Class Summary
The Voyant is a physic being that toys with ones' mind and can communicate with other things than humans. They can also channel energy into power. Also, they harness the power of the Spectral Bonds which deal with telekises. These beings are very powerful because they can shutdown an entire group and channel energy into power. They use Spectral Spells which cannot be interupted and need to be casted after other spells because of their power. Voyant's also use many skills that can control objects immoble yet leave them defenseless. Many of these skills though do protect them.
Lastly, is their telepathy. They can read ones minds and then shutdown their opponent.

Voyant "Perks"

Spectral Spells
Spectral Spells are very powerful spells but need to be casted after another certain spell.

For example: If you cast a hex on a target foe and that hex lasts fro 20 seconds, the Spectral Spells that need a hex to be casted will be useable. When using a Spectral Spell that is not used after said type of skill will fail.

These skills are very powerful in that usually if one follows a hex it will be offensive and if one follows an enchantment it will be defensive. Many of these skills will target multiple targets. But though they require another spell they cannot be interupted.

Immobility
Many skills in this class that use telepathy or telekinesis cause you to be immobile for a short time after it is casted because you are knocked down for usually 3 seconds. This happens because many of these skills the Voyant cannot contain for a long period of time so they suffer a burst of power from their own skill that damage thems a little and knocks them down. All of these spells are called Immobile Spells.

Dig into Ones' Minds
Many skills in the Telepathy attribute will let you see who your target is targeting. This is called "you start reading target foes mind" Meaning: when you use certain skills that target your foe, your foe will already have a certain target. If that target is in the area their name will show up in orange writing. With this insight you can then deflect their skill or shut them down. This can be very powerful when your party is dying because of a certain foe because then you can use counters or if there is a powerful healer you can counter their heal.

Questions and Answers

Q. How is this class an innovation to the Guild Wars world?
A. This class is very different because it can shutdown a group of foes instead of just one. Also many skills are more powerful when dealing with many targets but fairly weak with one target.

Q. Why do you think this is going to be a very played class?
A. This class gives a whole different area of play into Guild Wars. Now instead of standing their clicking on the same buttons you will have many spells that open up other spells yet deal great ammounts of damage. This will be a very fun class to play yet very strategic.

Q. How is "Digging into Ones' Mind" going to be helpful?
A. This is going to be very helpful because you will see what person the foe is targeting easily instead of button clicking their skills quickly or trying to follow where they are attacking. This will make it much easier to interupt and counter attacks.
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II. Attributes and Skills

Attributes

Spiritual Bond - For every 2 points into this attribute you gain 1 energy each time time you cast a hex and that hex ends.

Telepathy - Many skills in this attribute relate to communicating with other people through minds and reading ones' mind.

Telekinesis - Many skills in this attribute realate to controlling spirits with ones' mind.

Spectral Blessings - Many skills in this attribute realate to linking with another's soul.

Skills

Spiritual Bond

Spiritual Lift [E] ; Spectral Spell - Must follow an Enchantment. If any allies in the area are dead, they are ressurected with full health and half energy. You lose all your energy and that energy is shared equally with nearby allies. If any of your allies die within 5...25 seconds of the time this spell was casted you gain how much energy you do not have.
10e 2c 10r

Ether Communing; Enchantment Spell - Target other ally has +1...4 energy regeneration and you suffer -4...1 energy degeneration.
10e -1e 2c 10r

Signet of Rising Souls; Signet - You gain 20...55 health for each spirit nearby you. If there are no spirits nearby you, you gain 5...12 energy.
1c 20r

Spectral Siphon; Hex - target foe casts spells 2% slower every other second for 30 seconds. You cast spells 2% faster every other seconds for 30 seconds.
10e 1c 45r

Telepathy

Destiny Bond [E]; Hex - you start reading ones' mind for 10...30 seconds. That foe cannot cast enchantments for 10...30 seconds if the foe they is targeting is suffering from a hex.
15e 30r

Telepathic Discharge; Immobile Hex - You are knocked down for 3 seconds and take 50 damage. target foe cannot target people with enchantments for 2...14 seconds. This hex is reapplied if that foe uses an enchantment while suffering this hex. This hex ends prematurely if they use a hex.
5e 30r

Recoil; Spell - target foe is knocked down and suffers 22...65 damage if attacking.
5e 3c 8r

Cringing Essense; Immobile Spell - You are knocked down for 3 seconds and take 100 damage if already reading ones' mind. You start reading ones' mind for 10...30 seconds. That foe suffers 50...120 damage each time they change targets.
15e 1c 45r

Telekinesis

Melendru's Glare [E]; hex - target foe is knocked down for 0...4 seconds and suffers 50...100 damage if they were in the middle of casting a hex.
5e 1/4c 15r

Confusion; Immobile spell - You are knocked down for 3 seconds,target foe is dazed for 5...12 seconds and all nearby allies take 20...60 damage if target foe is targeting someone with an enchantment. This spell requires you to be reading ones' mind.
10e 2c 20r

Unbalanced Cry; Immobile Spell - You are knocked down for 3 seconds and take 60 damage if under an enchantment. Target foe is dazed for 4...12 seconds is knocked down everytime they cast a hex for 10...25 seconds. You take 20 damage each time this happens.
10e 2c 45r

Leaking Tears; hex - This target is blinded for 2...12 seconds and is easily interupted if their target is under a hex for 5...18 seconds.
15e 1c 20r

Spectral Blessings

Soul Collapsing [E]; Spectral Spell - This requires the target foe to be hexed. For 4...12 seconds target foe is knocked down if using a spell while under this spell. All nearby allies to that target are also knocked down when that foe gets back up if any nearby creatures are enchanted.
15e 1/4c 30r

Spectral Abbandoning [E]; Spectral Spell - You must be enchanted. You sacrifice 50% health and target ally gains 100...210% of this health.
10e 3/4c 10e

Signet of Corruption; Signet - All nearby foes lose 1 enchantment and you lose all your enchantments.
2c 30r

Contaminated Soul; Spectral Spell - Target foe must be under an enchantment. Target touched foe loses all enchantments and if they are under a hex it is reaplied and they take 20...55 damage.
5e 2c 20r
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III. Equippment

Health and Energy
Energy: 40
Energy Pips: 4
Health: Standard
Health Pips: 4

Armor and Weapons
Weapon of Choice: Staff, Wand, Focus

Armor: 60 AL

Head: Headband with different writing on it

Chest: Tight cloth type clothing with sometimes a turtle neck. Many pieces of clost hang off the chest and writing is all over it.

Legs: Same thing as Chest

Hands: Long gauntlets that are metal

Feet: Same as Hands but sandals
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Hope you like!

Last edited by Brandon1107; Feb 27, 2007 at 11:02 PM // 23:02..
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Old Feb 27, 2007, 10:56 PM // 22:56   #2
Ascalonian Squire
 
Join Date: Feb 2007
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I would spell "Class" right first of all , but good idea overall!
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Old Mar 01, 2007, 02:08 AM // 02:08   #3
Wilds Pathfinder
 
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thank you for that LONE comment. i changed it as you see
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