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Old Jan 13, 2007, 09:43 PM // 21:43   #1
Ascalonian Squire
 
Join Date: Oct 2006
Location: Ontario, Canada
Guild: The Crescent Hawks
Profession: W/N
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Default Concept Class: Preceptor

Preceptor:


Summary: A melee class using a two-handed sword with the ability to create auras to provide tactical advantages to team-mates or disadvantages to enemies.



Base energy: 25 with a regeneration of 3.
Armor: Same attributes as Ranger’s armor but looks similar to Warrior’s armor. Helms replaced with facial tattoo.
Weapon: Great-Sword. Greatswords are giant two-handed swords (that can have the same mods that are available to warrior weapons). They strike for 15 to 30 damage every 1.5 seconds.
Off-hand Items: Non-available
Special Penalty: This class only receives 80% of the healing benefit from divine influences.


Concept:

Many years ago, when the gods abandoned the land, 12 Great Knights of the Temples set sail in separate ships on a heroic journey to find them. After nearly 20 years of searching to no avail, 4 surviving ships landed at the same time on the island tower inhabited only by the great sage Fei-shung who was waiting on the shore for them. He took them into his tower and taught them to place their faith in themselves and how to use their own innate abilities. After 6 years of study and meditation, the 4 set out to use their knowledge and new found faith to fight for justice.

Attributes and Skills:
Note that the effectiveness is shown in the form of level 1 to 12, 16.

Introversion (Primary Attribute):

Introversion is the ability to reflect inwardly and harness those powers to extend one’s capabilities. For each point of Introversion, there is a 2% chance of an aura not being able to be stripped, a 2% reduction in the energy cost of an aura, and a 0.75% reduction in the health cost associated with activating an aura.

Rage (stance): (5e, 10s)
For 10 seconds you attack 25% faster but your non-attack skills are disabled for 10 to 5,4 seconds.

Persistence (stance): (10e, 20s)
For 5 to 20,24 seconds the chance of your aura being stripped is reduced by 20% to 65%,70%.

Concentration (stance): (10e, 20s)
For 5 to 20,24 seconds the next time you would be interrupted you are not and Concentration ends.

Focus (stance): (10e, 20s)
For 5 to 15,18 seconds your attacks cannot be blocked or evaded but cause 50% to 20%,15% less damage.

Balance (stance): (5e, 30s)
For 6 to 12,15 seconds you gain +1 to +3 energy regeneration but all of your skills are disabled (this does not disable any that are already active). This stance ends if you attack.

Discipline (stance): (10e, 30s)
For 6 to 30,36 seconds your aural attributes are boosted by 2. This stance ends if you use a non-aura skill.

Renewal (stance): (10e, 30s)
For 6 to 12,15 seconds you gain +1 to +6 health regeneration but all of your skills are disabled (this does not disable any that are already active). This stance ends if you attack.

Clarity (stance): (5e, 12s)
For 12 seconds if you are blind, the chance-to-hit penalty is reduced by 25% to 75%,80% but your attacks do 15% less damage

Purification (skill): (15e, 2s cast, 30s)
Your attack skills are disabled for 12 to 6,4 seconds and you cleanse yourself of 1 to 2,3 conditions and 1 to 2,3 hexes. This skill is easily interrupted.



GreatSword Mastery:


Viscous Slash: (8a)
If this attack hits you strike for +1 to +40,46 damage and the target suffers a deep wound for 5 to 20,24 seconds.

Hamstring: (7a)
If this attack hits you strike for +1 to +12,15 damage and cripple your target for 5 to 15,18 seconds.

Lacerate: (4a)
If this attack hits your foe suffers bleeding for 5 to 20,24 seconds.

Whirling Swing: (6a)
Attack all adjacent foes. Each foe hit is struck for +1 to +20,24 damage.

Power Slash: (8a)
If this attack hits you strike for +10 to +34,40 damage.

Distracting Slash: (5e, 0.5c, 10s)
Swing sword at all adjacent foes interrupting any that are hit. This attack does only half the normal damage.

Enraged Strike (stance): (5e, 15s)
For the next 1-6 seconds you move 50% faster and your next hit knocks your target down for 1-3,4 seconds. This stance ends after your next attack or if you use a skill.


Auras:

Auras are a cross between a stance and an area-of-effect enchantment. Only 1 aura may be active at any given time. They are instantly activated but are subject to enchantment removal. There is a health sacrifice associated with activating an aura of 16% of maximum health depending on the attribute level. A particular aura may not stack with itself. The aura moves with the caster and the radius of the aura also depends on the attribute level and ranges from adjacent to a radius similar to elementalist wards or necromancer wells.


Defensive Auras:

Aura of Elemental Resistance: (10e, -1e, 20s)
Allies within the range of the aura gain +5 to +20,25 armor against elemental damage.

Aura of Evasion: (10e, -1e, 20s)
Allies within the range of the aura gain a 10% to 25%,35% chance to evade attacks.

Aura of Physical Resistance: (10e, -1e, 20s)
Allies within range of the aura gain +5 to +20,25 armor against physical damage.

Aura of Survival: (15e, -1e, 20s)
Allies within range of the aura gain +1 to +4,5 health regeneration if they are suffering from a condition.

Aura of Sacrifice: (5e, -1e, 20s)
The caster suffers -3 to -1 health degeneration which allies within the aura’s range receive as +1 to +3,4 health regeneration.

Aura of Prosperity: (15e, -1e, 20s)
The duration of hexes cast on allies within range is reduced by 10% to 40%,50%.

Aura of Enchantment: (15e, -1e, 20s)
Enchantments cast on allies and any chants or shouts used by allies within the aura last 5% to 20%,25% longer.

Aura of Perseverance: (5e, -1e, 20s)
The chance of stripping an aura from an ally within range is reduced by 10% to 35%,40%.

Offensive Auras:

Aura of Entrapment: (15e, -1e, , 20s)
Enemies within the range of the aura move 10% to 40%,50% slower.

Aura of Speed: (10e, -1e, 20s)
Allies within the range of the aura gain a 5% to 20%,25% increase to speed.

Aura of Fury: (10e, -1e, 20s)
Allies within range of the aura gain 15% to 35%,45% more adrenalin.

Aura of Meditation: (20e, -3e, 20s)
Allies within range of the aura gain +1 to +2,3 energy regeneration.

Aura of Consumption: (15e, -1e, 20s)
Enemies within range of the aura suffer -1 to -2,-3 energy degeneration.

Aura of Disenchantment: (10e, -1e, 20s)
Enchantments cast on enemies within range of the aura last 5% to 35%,40% less.

Aura of Complication: (10e, -1e, 20s)
Enemies within range of the aura take 10% to 40% longer to cast spells and their spells take 10% to 20%,25% longer to recharge.

Aura of Ethereal Haste: (10e, -1e, 20s)
Allies within range of the aura cast 10% to 30%,35% faster and their spells recharge 10% to 25%,30% faster.

Aura of Fragility: (10e, -1e, 20s)
Enemies within range of the aura suffer a 10% to 30%, 35% chance of being interrupted when hit by physical damage.

Aura of Enfeeblement: (10e, -1e, 20s)
Enemies within range of the aura suffer a 10% to 40%, 50% chance of their attributes being lowered by 1 as applied to their skills.



Here's an image I came across that pretty much embodies what I was thinking of:


Courtesy of http://img154.imageshack.us/img154/539/knight51rt.png

Please provide any comments/suggestions. If you can think of a better name please let me know, and feel free to include some concept art for the class.

Last edited by Ser Jaremy Ryker; Jan 20, 2007 at 06:04 PM // 18:04..
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Old Jan 13, 2007, 09:50 PM // 21:50   #2
God of Spammers
 
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Join Date: Oct 2005
Location: in the middle of a burning cornfield...
Guild: Scars Meadows [SMS] (Officer)
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Looks like a pretty good idea. Though i think the Auras need to be brought down in energy. Not all of them should be 15e imo. But other then that it looks good, really cool.
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Old Jan 14, 2007, 11:18 AM // 11:18   #3
Ascalonian Squire
 
Join Date: Oct 2006
Location: Ontario, Canada
Guild: The Crescent Hawks
Profession: W/N
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Okay... thanks.
I made a few changes to the energy costs of the aurus. Does this look more reasonable? I also added 2 more skills I thought of last night.
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Old Jan 14, 2007, 04:35 PM // 16:35   #4
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Join Date: Aug 2006
Guild: legendary knights of vanhalla
Profession: W/Mo
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I really like the class idea too,
its original and a whole new view to the tank
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