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Old Mar 11, 2006, 08:19 AM // 08:19   #1
Jungle Guide
 
Tuoba Hturt Eht's Avatar
 
Join Date: Jul 2005
Location: Kuala Lumpur, Malaysia
Guild: Deimos Tel Arin [CCTV]
Profession: W/
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Default Concept Class: Defiler

If you like this concept class and would want to support it, you can cast your vote for this concept class in the following thread:
Concept Class Listing Vote Thread.
The Defiler concept class is listed as #18


Defiler
(Other possible names: Afflictor, Plague Master, Plague Bearer)

Introduction:
A wicked sick individual with the unique ability to manipulate hexes and conditions to his or hers own advantage. Armed with a Claw-Like Glove Weapon in one hand, and a focus item of various types in the other.

Associated Color:
(For Skill Icons, and bosses' glow)
Glow: Black, Grey, Sicklish Yellow
Skill Icons
Background: Black, Grey
Image: Sicklish Yellow, Sicklish Light Green
(whichever is more suitable)

Level 20 Statistics:
Health: 480
Energy: 20
Armor Level: 70
2 pips of natural energy regen
All armor sets gives extra 2 pips of energy regen
Hence, total 4 pips of energy regen

Attributes:
* Plague Mastery: Self survival, health and energy gain, plague attacks, Condition and Hex manipulation
Gain 3 Health per rank, and 1 Energy per 2 ranks of Plague Mastery each time you acquire any hex or condition.

(For example, if you have 10 points in Plague Mastery, each time you acquire a hex or condition, you gain +30 Health, +5 Energy)

Plague Control: Manipulate Conditions
Plague Crafting: Uses microscopic worms and parasites to produce a new breed of "conditional" conditions, aka "Infection Spells", creates "Fumes".
Blight Control: Manipulate Hexes
Claw Mastery: Increases Needle-Like Claw Weapon damage, increases chance to score a critical hit, each point gives 2% to dual strike

Weapon:
- Claw-Like Weapon
- A glove with 3 massive and long needle-like device mounted onto them
- Needles are quite large in size, extremely long and sharp
- Possibly originated from various huge monsters
- Magically enchanted, extremely light weighted, hence fast attack speed
- Extreme long length, tip of needles an inch away from ground when arms are relaxed
- Refer to them as "Defiler Claw Weapon" (DCW) for now
- DCW is capable of temporarily extending the length of its needles

Possible Names:
Wurm Fangs, Dragon Talons, Behemoth Jaws

Stats:
- "Nearby" normal attack range
- "In the Area" extended strike attack range
- One-Handed
- 1.33s swing time
- 17-20 Piercing Damage

Mods:
Prefix: Crippling, Cruel, Barbed, Heavy, Poisonous
new mods:
Feverish (Lengthen Diseased by 33%)
Blinding (Lengthen Blindness by 33%)
Silencing (Lengthen Dazed by 33%)

Suffix: Fortitude, Defense, Warding, Shelther
new mods:
(20% +1 when using skill)
Plague Mastery
Plague Crafting
Plague Control
Blight Control
Claw Mastery

Inherent Mods:
The standard inherent mods plus:
+20% while conditioned
+15% vs conditioned

Focus Items:
Standard Mod: +12 energy
Additional Mods:
- +5 armor, -5 energy
- +10 armor, -10 energy
- +60 Health, +20 Armor while hexed
- +50 Health, +15 Armor while conditioned

Armor sets:
- all armor sets give 70 AL
(Shirt, Pants, Gloves, Sandals)
======================
Wretched set
+6,+4,+2,+2 energy

Defiler set
+3,+2,+1,+1 energy,
(+15%,+10%,+5%,+5%)
Increases Plague Mastery efficiency by %

Jinxed set
+3,+2,+1,+1 energy,
+30,+20,+10,+10 Health


Appearance:
I'll just stick to Nevin's illustration of the Defiler, I like the way he described the Defiler. Much thanks, Nevin.

Head Gear:
Skull like masks, gas masks, or anything resembling death to cover their naturally deranged faces.

Body Wear:
Armor resembling assassin + necromancer, with viles strapped to their calves or forearms.

An extended needle strapped onto their right forearm with some sort of "Mixer", something that rotates around the beginning (Not tip) of the needle to inflict different conditions.

Over all that, most of their armors would include a sleeveless cloak with or with out a hood.

Few links that SORTA resembles what Nevin is thinking of:
Image 1
Image 2




New Game Mechanics:
=====================
Spores:
- "Preparation" exclusive to the Defiler profession
- Only one type of Spores can be active at any time
- Spreads conditions
- Conditions spreads to any creature adjacent to the Defiler as well
- When in effect, Defiler will leave a trail of hazardous gaseous cloud behind
- How long the gas lingers in the area depends on the attribute
- What kind of condition spread depends on the skill
- Spores effects foes only
- Defiler unaffected by the conditions spread by its own Spores

Trigger Hex (previously known as Infections)
- New type of hex
- termed as Trigger Hex
- ends when one of its effects is triggered
======================================



==========================================
= Skills = Type | Energy | Cast Time | Recharge Time =
==========================================

---------------------------
Plague Mastery (16)
---------------------------
Sight beyond Sight Skill | 5e | 0s C | 20s R
For 5+X seconds, if your attacks will miss due to conditions or hexes, you will not miss, instead that attack cannot be blocked or evaded.

Deleterious Touch Skill | 5e | 3/4s C | 10s R
If you are suffering from more than 10-X/3 hexes or conditions, touched target foe is knocked down for 2+X/8 seconds.

Jinxed Caster Skill | 5e | 0s C | 15s R
For 5+X seconds, if your casting time is to be increased due to hexes or conditions, your casting time is not increased, instead your casting speed is increased by 15%. Inceased casting speed bonus ends if you are no longer suffering from hexes or conditions that increases your casting time.

Jinxes Acquired Skill | 15e | 1/2s C | 7s R
Transfer all conditions and hexes, and their remaining durations from target other ally to yourself.

Jinxed Speed Skill | 5e | 0s C | 15s R
For 5+X seconds, if your movement speed is reduced due to any hexes or conditions, you ignore the movement speed decrease. Instead you gain 25% faster movement speed. Bonus movement speed ends if you are no longer suffering decreased movement speed due to a hex or condition.

Jinxed Touch Skill | 5e | 3/4s C | 3s R
Touched target foe takes 5+X damage for each hex and condition you are suffering. (Maximum: 80)

Jinxed Armor Enchantment Spell| 10e | 3/4s C | 15s R
For 20+3X seconds, you gain extra 5+2X armor for each condition and hex you are suffering. (Maximum: 50)

Jinxed Fix Skill | 5e | 1/2s C | 15s R
Receive 5+5X health healing and 1+X/10 energy for each hex and condition on you.

Jinxed Endurance Elite Skill | 5e | 0s C | 15s R
For 10+X seconds, gain extra 5+5X health and 1+X health regeneration, for each hex and condition on you.

Jinxed Strength Skill | 5e | 0s C | 15s R
For 10+2X seconds, gain extra 5+X melee attack damage for each hex and condition on you.

The Jinxed One Elite Manipulation Spell | 25e | 1/2s C | 20s R
Transfer all hexes, conditions and its remaining durations from all allies onto yourself. (Spirit range) For 5+X seconds, you ignore the effects of all hexes and conditions.

Spirit of Defilement Elite Defiling | 25e | 3s C | 30s R
For 10+2X seconds, remaining durations on all conditions and hexes are frozen. All hexes and conditions cannot be removed.
(area of effect is same as spirits' area of effect)
(cannot be removed, but can be passed around)

Sphere of Jinxes Spell | 15e | 1s C | 5s R
Launches a blackish and purplish ball of ooze at target foe, if hits, target foe takes 5+X damage for each condtion and hex you are suffering from. (Maximum 80)

Jinxes Prolonged Skill | 15e | 2s C | 5s R
Remaining duration of all hexes and conditions on target foe are increased by (50+2X)%

Afflictions Shortened Skill | 5e | 1/2s C | 1s R
Remaining duration of all hexes and conditions on yourself are reduced by (5+5X)%

Jinxed Stance Stance | 5e | 0s C | 30s R
For 10+X seconds, remaining duration of all hexes and conditions on yourself are reduced by (50+2X)%



----------------------------
Claw Mastery (10)
----------------------------
Extended Stab Extended Claw Attack | 5e | 1/2s C | 4s R
If this attack hits, target foe is hit for +X damage.
This attack has twice the normal melee range.

Disrupting Stab Claw Attack | 5e | 1/2s C | 10s R
If this attack hits, target foe's current action is interrupted, if that action is a skill, that skill is disabled for an additional 20 seconds.

Savage Stab Claw Attack | 5e | 1/2s C | 10s R
If this attack hits, target foe's current action is interrupted, if that action is a skill, this attack hits for extra 10+2X damage.

Arm Stab Claw Attack | 5e | 1/2s C | 3s R
If this attack hits, target foe suffers from Weakness for 1+X seconds.
If target foe is Crippled, this attack deals extra 10+2X damage.

Pernicious Injection Claw Attack | 10e | 1/2s C | 5s R
If this attack hits, target foe is Poisoned and Diseased for 1+X seconds.
If target foe is suffering from Bleeding, this attack deals extra 10+2X damage.

Puncture Artery Claw Attack | 5e | 1/2s C | 3s R
If this attack hits, target foe suffers from Bleeding for 1+X seconds.
If target foe is suffering from Deep Wound, this attack deals extra 10+2X damage.

Spine Ripping Stab Claw Attack | 10e | 1/2s C | 8s R
If this attack hits, target foe suffers from Deep Wound for 10+X seconds.
If target foe is Crippled and also suffering from Weakness, target foe is knocked down.

Puncture Knee Claw Attack | 15e | 1/2s C | 10s R
If this attack hits, target foe is Crippled for 1+X seconds.
If target foe is suffering from Weakness, this attack deals extra 10+2X damage.

Face Stab Claw Attack | 15e | 1/2s C | 10s R
If target foe is using an attack skill, target foe is interrupted and Blinded for 1+X/5 seconds.
If target foe is casting a spell, target foe is interrupted and Dazed for 1+X/5 seconds.

Apply Infected Blood Manipulation Spell | 15e | 2s C | 10s R
Your next 10+2X Claw Attacks will cause Bleeding, if hit.
Your Needle Attacks, if hit, will also cause Poison, Diseased onto target foe if you are suffering from these conditions as well.



----------------------------
Plague Control (17)
----------------------------
Plague Ritual Defiling Ritual | 10e | 3s C | 10s R
For 10+2X seconds, remaining durations on all conditions are frozen. All conditions cannot be removed.
(area of effect is same as spirits' area of effect)
(cannot be removed, but can be passed around)

Impede cleansing Hex | 10e l 1s C l 10s R
For 1+X seconds, conditions on target foe cannot be removed.

Plague Magnet Manipulation Spell | 10e | 2s C | 30s R
For 10+3X seconds, you will transfer a condition from nearest random ally in the area onto yourself every 3 seconds. You lose 2 energy each time you acquire a condition this way.

Epidemic Touch Skill | 15e | 3/4s C | 10s R
Touched target foe and all adjacent foes suffer all conditions you are currently suffering, their remaining durations are increased by (50+2X)%.

Defiled Stance Stance | 5e | 0s C | 30s R
For 10+X seconds, remaining duration of all conditions on yourself are reduced by (50+2X)%

Acquire Conditions Skill | 10e | 3/4s C | 5s R
Transfer all conditions and remaining durations from target other ally to yourself.

The Defiled One Skill | 15e | 1s C | 30s R
For 5+X seconds, you are unaffected by all conditions.

Total Acquisition of Conditions Spell | 15 E | 2s C | 15s R
Transfer all conditions from all foes and allies to yourself.
(Radar range)

Defiled Armor Stance | 10e | 0s C | 15s R
For 20+3X seconds, you gain 10+X/2 armor for each condition you are suffering. (Maximum: 50)

Sphere of Conditions Spell | 10e | 1s C | 5s R
Launches a blackish ball of goo at target foe, if hits, target foe takes 10+X damage for each condtion you are suffering. (Maximum: 80)

Defiled Touch Skill | 5e | 3/4s C | 3s R
Touched target foe takes 10+X damage for each condition you are suffering.
(Maximum: 80)

Defiled Combat Skill | 5e | 0s C | 15s R
For 5+X seconds, you ignore the effects of Blindness, Weakness, Crippled.
If you are Blinded, your attacks cannot be blocked or evaded.
If you are Weakened, you gain +20 to your attack damage.
If you are Crippled, you move 25% faster.
Bonuses ends if you are no longer suffering from the condition.
You lose 5 energy each time the bonuses activates or ends.

Defiled Regeneration Skill | 5e | 0s C | 15s R
For 5+X seconds, you ignore the effects of all health degeneration conditions. Each time you would experience health denegeration from any health degeneration condition, you experience that much health regeneration instead and loses 2 energy for each point of health regeneration gained. Bonus Health regeneration ends if you are no longer suffering from health denegeration conditions.

Deviant Wounds Skill | 5e | 0s C | 15s R
For 10+2X seconds, you are unaffected by Deep Wound, if you are Deep Wounded, you maximum health is increased by 20% and you gain 20% more health when healed, extra health and healing bonus ends if you are no longer Deep Wounded.

Deviant Mind Skill | 5e | 0s C | 15s R
For 5+X seconds, you are unaffected by Dazed, if you are Dazed, your casting speed is increased by 33% and you cannot be uninterrupted. Inceased casting speed and uninterruptable bonus ends if you are no longer Dazed.

Deflier's Strength Skill | 5e | 0s C | 15s R
For 10+2X seconds, you deal 10+X melee attack damage for each condition you are suffering. (Maximum: 40)

Deflier's Endurance Skill | 5e | 0s C | 15s R
For 10+2X seconds, gain extra 20+2X health for each condition on you.



------------------------
Blight Control (18)
------------------------
Blighted Sight Skill | 10e | 3/4s C | 15s R
For 10+X seconds, if your attacks would miss due to any hexes, you would not miss, instead that attack cannot be blocked or evaded.

Blight Ritual Defiling Ritual | 15e | 3s C | 30s R
For 10+2X seconds, remaining durations on all hexes are frozen. All hexes cannot be removed.
(area of effect is same as spirits' area of effect)
(cannot be removed, but can be passed around)

Blight Magnet Manipulation Spell | 25e | 2s C | 30s R
For 10+3X seconds, you will transfer a hex from nearest random ally in the area onto yourself every 5 seconds. You lose 3 energy each time you acquire a hex this way.

The Blighted One Skill | 15e | 0s C | 30s R
For 5+X seconds, you are unaffected by all hexes.

Blighted Caster Skill | 5e | 0s C | 15s R
For 10+2X seconds, if your casting time is to be increased due to hexes, your casting time is not increased, instead your casting speed is increased by 33%. Inceased casting speed bonus ends if you are no longer suffering from a hex that increases your casting time.

Blighted Stance Stance | 5e | 0s C | 30s R
For 10+X seconds, remaining duration of all hexes on yourself are reduced by (50+2X)%

Blighted Speed Skill | 5e | 0s C | 15s R
For 10+2X seconds, you will not suffer reduced movement speed from any hexes. Gain 50% increased movement speed if you are hexed by a hex which reduces your movement speed. Bonus movement speed ends if you are no longer suffering from a decreased movement speed hex.

Blight Damages Denied Skill | 5e | 0s C | 15s R
For 10+2X seconds, if you are to take damage or have your health stolen from a hex, up to 10X of that damage or stolen health is prevented and you are healed for that amount instead.

Blighted Regeneration Skill | 5e | 0s C | 15s R
For 5+X seconds, each time you are to suffer health degeneration from any hex, lose 3 energy and you gain that amount of health renegeration instead. Bonus Health regeneration ends if you are no longer suffering from health denegeration hexes.

Blighted Armor Manipulation Spell | 10e | 0s C | 15s R
For 20+3X seconds, you gain 5+X armor for each hex you are suffering. (Maximum: 50)

Blighted Sphere Spell | 10e | 1s C | 5s R
Launches a purplish gaseous ball of hexes at target foe, if hits, target foe takes 10+X damage for each hex you are suffering. (Maximum: 80)

Blighted Touch Skill | 5e | 3/4s C | 3s R
Touched target foe takes 10+X damage for each hex you are suffering. (Maximum: 80)

Acquire Hexes Spell | 10e | 3/4s C | 5s R
Transfer all hexes and remaining durations from target other ally to yourself.

Hex Acquisition Spell | 5e | 1/4s C | 2s R
Transfer a hex and its remaining duractions from target other ally onto yourself. Remaining duration of that hex is reduced by (5+5X)%

Total Acquisition of Hexes Spell | 15e | 2s C | 15s R
Transfer all hexes and its remaining durations from all allies to yourself.
(Radar Range)

Hexes Prolonged Spell | 5e | 1s C | 5s R
Duration of all hexes of target foe is increased by (10+10X)%.

Hexes Shortened Skill | 5e | 0s C | 5s R
Duration of all hexes of yourself is reduced by (5+5X)%.

Blighter's Strength Skill | 5e | 0s C | 15s R
For 10+2X seconds, gain extra 10+X melee attack damage for each hex you are suffering from. (Maximum: 40)

Blighter's Endurance Skill | 10e | 0s C | 30s R
For 10+2X seconds, gain extra 20+2X health for each hex you are suffering from.



--------------------------
Plague Crafting (11)
--------------------------
Path of Death Elite Spores | 25e | 3s C | 30s R
For 10+X seconds, you will leave behind a trail of black and gold colored miasma which last 1+X seconds. Any creature adjacent to you and comes into contact with the miasma will suffer from all conditions you are currently suffering, the remaining durations are passed onto them and is increased by 100%.

Deep Wounding Spores Spores | 15e | 3s C | 20s R
For 10+X seconds, you will leave behind a trail of white and gold colored miasma which last 1+X seconds. Any creature adjacent to you and comes into contact with the miasma will suffer from "Deep Wound" for 1+X seconds.

Migrane Spores Spores | 25e | 3s C | 20s R
For 10+X seconds, you will leave behind a trail of black and white colored miasma which last 1+X/3 seconds. Any creature adjacent to you and comes into contact with the miasma will suffer from "Blindness" and "Dazed" for 1+X/5 seconds.

Defiled Veins Spores Spores | 15e | 3s C | 20s R
For 10+X seconds, you will leave behind a trail of green colored miasma which last 1+X/2 seconds. Any creature adjacent to you and comes into contact with the miasma will suffer from "Diseased", "Poisoned" and "Bleeding" for 1+X/4 seconds.

Crippling Spores Spores | 15e | 3s C | 20s R
For 10+X seconds, you will leave behind a trail of green and white colored miasma which last 1+X/2 seconds. Any creature adjacent to you and comes into contact with the miasma will suffer from "Crippled" and "Weakness" for 1+X seconds.

Lymphedema Trigger Hex | 10e | 1s C | 10s R
For 10+X seconds, if target foe moves, target foe is Crippled for 10+X seconds and Lymphedema ends. If target foe attacks, target foe is Weakened for 10+X seconds and Lymphedema ends. If Lymphedema ends prematurely, target foe is Crippled and Weakened for 10+2X seconds.

Sepsis Trigger Hex | 5e | 1s C | 5s R
For 10+X seconds, if target foe receives any form of health renegeration, target foe is Poisoned and Dieseased for 10+X seconds and Sepsis ends. If Sepsis ends prematurely, target foe is Poisoned and Dieseased for 10+2X seconds.

Glaucoma Trigger Hex | 10e | 1s C | 10s R
For 10+X seconds, if target foe casts any spell, target foe is Dazed for 1+X/3 seconds and Glaucoma ends. If target foe uses any attack skills, target foe is Blinded for 1+X/3 seconds and Glaucoma ends. If Glaucoma ends prematurely, target foe is Dazed and Blinded for 1+X/2 seconds.

Osteomyelitis Trigger Hex | 10e | 1s C | 10s R
For 10+X seconds, if target foe is knocked down, knocked down time is increased by 2 seconds and target foe suffers from Bleeding, Deep Wound, Weakness and Crippled for 10+X seconds and Osteomyelitis ends. If Osteomyelitis ends prematurely, target foe is knocked down for 3 seconds, and suffers fro Bleeding, Deep Wound, Weakness and Crippled for 10+2X seconds.

Festering Wound Trigger Hex | 10e | 1s C | 10s R
For 10+X seconds, if target foe receives any form of healing, target foe suffers from Deep Wound, Bleeding, Diseased, Poisoned for 10+X seconds and Festering Wound ends. If Festering Wound ends prematurely, target foe suffers from Deep Wound, Bleeding, Diseased, Poisoned for 20+X seconds.

Black Death Elite Hex | 25e | 3/4s C | 30s R
Target foe and all foes in the area are hexed with "Black Death" for 10+X seconds.
Suffer from all conditions as long as you are hexed with Black Death.



======================================
======================================
======================================


My thoughts:
Why I made a Plague Master?
Because, in my opinion, at the moment, there is no real good way to combat hexes. Conditions, maybe, if you choose Necromancer, but Necromancer can't do much against hexes. If choose Mesmer, then you can't deal with conditions.

In PvP, this will be a profession in which its threat value would be considered quite high, if you rely heavily on hexes or conditions. Because the Plague Master will thrive on conditions and hexes. He or she would be able to exploit the hexes and conditions to his or hers advantage.

However, without conditions and hexes, the Plague Master can't do much.



Additional notes:
If any skills seems to be too powerful or too weak, please feel free to nerf or buff.
If you can come up with better names for the skills, please do so.

If the community likes this idea, then I will continue to work on it.
Everyone else is free to work on this idea as they like.

I will update this post from time to time.



Credits:
==========
- Trylo, Diseased weapon mod ("borrowed" idea)
- Nevin, concept art regarding Defiler's appearance
- actionjack, suggested that parasites to become AOE
- morte, "Fumes" renamed to "Miasma".
- Soul Shaker, "Fumes" skill suggestion
- actionjack, suggested "Fumes"
- Wrath Of Dragons, "Ball" renamed to "Sphere"

Last edited by Tuoba Hturt Eht; Aug 10, 2006 at 11:10 PM // 23:10..
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Old Mar 11, 2006, 02:13 PM // 14:13   #2
Lion's Arch Merchant
 
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i like it.. all the condition shouts that strengthen you r cool but not overpowered at the same time because of the ending times on them.. i like it alot
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Old Mar 11, 2006, 02:20 PM // 14:20   #3
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A shouter buff class that thrives on hexes and conditions. Ouch!

I like it, but i think you need more skills to cause damage.
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Old Mar 11, 2006, 02:34 PM // 14:34   #4
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I thought the thread title was 'Plaque Master' and I got excited over the idea of playing a dentist.
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Old Mar 11, 2006, 06:42 PM // 18:42   #5
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Very nice, very different from a necro, like the skills, long recharges keep nice balence on most.
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Old Mar 12, 2006, 05:41 AM // 05:41   #6
Jungle Guide
 
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Thanks for the feedback everyone, much appreciated.
I have made some additions and changes.

If you think any of the skills are too powerful, and needs to be made into an elite, or needs a nerf, please do so.

Cheers.

Last edited by Tuoba Hturt Eht; Mar 12, 2006 at 05:45 AM // 05:45..
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Old Mar 12, 2006, 05:52 AM // 05:52   #7
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Quote:
High Blood Pressure
If you attempt to receive any form of health renegeration, you suffer from Bleeding for 25 seconds.
maybe change the name of this to "weakened veins"

Quote:
Contagious Disease
If you are suffering from Disease, you suffer an addtional health degeneration of -2, and anyone in your area will be infected with Disease.
disease already does this

Quote:
Black Death
Suffer from all conditions and plagues as long as you are suffering from Black Death, any ally or foe in the area will be affected with Black Death.
any spells that can hurt an ally will be abused by griefers


Quote:
"I need my fix!" Scream, 5 Energy, 0s Cast Time, 15s Recharge
Gain 5X health and X/10 energy for each hex and condition on you.
hehe sounds like a scream comin from a rehab clinic

Quote:
Ball of Afflictions
maybe "Orb of Afflictions" (or Sphere) (i just think it sounds cooler)

dude this looks kinda cool. interesting ideas here

Last edited by Wrath Of Dragons; Mar 12, 2006 at 06:04 AM // 06:04..
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Old Mar 12, 2006, 06:39 AM // 06:39   #8
Jungle Guide
 
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Thanks for the feedback!

Ok, updated again.
Got 50 skills now I think.
Add another 25 more then we can work on the skills balancing.

Oh ya, about the "Contagious Disease", the idea was to make it "even more contagious" than the original disease, at the moment I've increased its range of infection to as big as the aggro bubble.

I renamed the skills as suggested.
Added some more Hex Manipulation Skills

http://en.wikipedia.org/wiki/All_you...e_belong_to_us
For those who do not know about the "All your xxx are belong to ...", click the above link for reference.

Then I saw "For Great Justice" inside there, then I wonder if ANET got its inspiration from there also?
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Old Mar 12, 2006, 07:24 AM // 07:24   #9
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Not bad. Won't say its the best, but certainly not the worst.

I can see some good combos with the skills, but I find some skills too limiting (which seem a bit underpower compare to mend condtion or shatter hex that the other class have)

I would make some following suggestion:
- change the name to something more "professional" sounding.
- give them some condtion casuing skills or hex spells to make them self efficient and not have to relie on other class.
- Don't think some of the "Plague" are needed, as they are the same as some condtions.
- Would be even better if added in an addtional "X" factor that would make them unique, cause alot of skill look like it could fit into other classes. (scream is a good direction to go.... maybe make it bit more differnt from shout?)
- Some pictures on their looks will help add to their attraction.

I will see if I can give it some thoughts too to add to your class, and would be intersting to see it develop futher. Good work.
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Old Mar 14, 2006, 01:22 AM // 01:22   #10
Jungle Guide
 
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Thanks again for the feedbacks.

I've made some changes, basically "buffed" almost of the skills.
I will work on the "Plagues" later, they need buffing too I think.

Quote:
Originally Posted by actionjack
but I find some skills too limiting (which seem a bit underpower compare to mend condtion or shatter hex that the other class have)
Please mention which skills in which you find are too limiting so that I can work on them further.

Quote:
- change the name to something more "professional" sounding.
Oh this is where the community comes in, to come up with 75 "professional" names is not an easy task.

Quote:
- give them some condtion casuing skills or hex spells to make them self efficient and not have to relie on other class.
Well, if I did that, wouldn't it be too similiar to the Necromancer or Mesmer? But I'll try to see what I can come up with.

Quote:
- Don't think some of the "Plague" are needed, as they are the same as some condtions.
Actually I "nerfed" the "Plagues" earlier as I think the effects are too powerful, I will re-work the "Plagues" again later and let you review them again.

Quote:
- Would be even better if added in an addtional "X" factor that would make them unique, cause alot of skill look like it could fit into other classes.
Well, I think the Plague Master's primary attribute is quite unique.
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Old Mar 14, 2006, 04:42 AM // 04:42   #11
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I like this class overall, so I did give it a bit further thoughts

-the skill I feel is too limited are some of those in the Conditions Manipulation line. While great in preventing conditions, it alot of meta game to play to guess what condition your oppent will use. And since some conditions are only cause by few skills, it shorten its use and make Mend Condition seem more appealing. (but now I see some of skills are change, so it seems pretty decent now)

I would suggest some "X factors"

- condition causing hex, hex causing conditions.

-I would suggest "Fumes", which when cast, will be a cloud of plage around you. It will carry out its effect on any foe it touches. Also if you move, you can leave a trail of it (they will linger around for few seconds), thus you can spread more effects.

Plague Fume: 15 energy, 3s cast
Cast a Fume around you for T seconds. Any foe touching it will suffer Disease for T seconds.



NOTE: I originally type out few good skill suggestions (like 4 fuem skills, 4 addtional condition skills)... but sadly , it was whipe when the submit run into database error.... )
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Old Mar 14, 2006, 07:36 AM // 07:36   #12
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somethin to add to yours right there, actionjack:

Path of Death {E}
10 e, 2 s cast, 20 recharge
For X seconds, leave a cloud behind you that infects all foes adjacent to and in it with all conditions you are currently suffering. These conditions last twice the duration of the remaining duration of your conditions.

So basically, say you have deep wound on you for 10 secs, the person who gets infected will suffer from deep wound for 20 secs.

And the same would work for a hex version.
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Old Mar 21, 2006, 10:04 AM // 10:04   #13
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Updates:
- renamed "Plagues" to "Infections"
- reworked the "Infections"
- renamed a number of skills
- added some new skills
- added "Fumes"

Last edited by Tuoba Hturt Eht; Mar 21, 2006 at 10:31 AM // 10:31..
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Old Mar 21, 2006, 10:10 AM // 10:10   #14
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nice, but like many of these concept proffesions they are essenially a variation on one of the existing profs. This one, i feel, is far to similar to Necromancer. It is pretty good tho, but could easily unbalance the game. Having a class rely on conditions as their main dmg source os asking for trouble. Restore condition, for example, will simple destroy this entire proffesion
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Old Mar 21, 2006, 10:18 AM // 10:18   #15
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Duh.

Restore Condition only works on allies.
If you have a monk on your team, and you are a Plague Master, simply tell him not to use Restore Condition on you.



What I want the Plague Master to be:
- In PvP, when people see a primary Plague Master, they will cease to use their hexes or apply any conditions until the Plague Master is dead, or they will use them with caution

Note:
- The Plague Master's armor level is only 60, spike damage from Elementalists, Warriors, Rangers will kill him easily

Last edited by Tuoba Hturt Eht; Mar 21, 2006 at 10:21 AM // 10:21..
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Old Mar 23, 2006, 01:33 AM // 01:33   #16
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Plague Mastery is overpowered. Imagine someone cripples you get 10 energy, use Mend Ailment/Condition (whichever one can be used on yourself) and gain 10 more energy.

That will be infinitely better than Soul Reaping. Especially since skills exist that inflict a condition on yourself. That's an extreme overpowered form of energy management. 100 healing? So, you hit a Spike Trap and get healed for 200, use Mend whichever-can-be-used-on-self twice for 200 more?

Why bother being any other primary profession?
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Old Mar 23, 2006, 02:36 AM // 02:36   #17
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Ok, finally someone noticed that Plague Mastery is overpowered.

If that is the case, then we can tweak the numbers to make it to be not overpowered.

If change to:
Quote:
When the Plague Master acquires or loses any hex or condition,
each point in Plague Mastery will give
self healing of +3 health
self energy gain of +0.3 energy
What about this then?
If you have 10 points in Plague Mastery, then it would be:
+30 health, +3 energy for each hex or condition you acquire or loses.

Its true that you get self health healing and energy when you, the Plague Master acquires any conditions or hexes, but don't forget hexes and conditions are bad for health unless you deal with them quickly.

Additional notes:
Screams just resemble Shouts a bit too much, if I can't make screams any different than shouts, I might as just well change screams into shouts. Maybe I will add in some drawbacks for screaming too often.

Last edited by Tuoba Hturt Eht; Mar 23, 2006 at 02:40 AM // 02:40..
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Old Mar 23, 2006, 04:42 AM // 04:42   #18
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oh yea, forget to add this before (damn that database error)

but how about making scream use up HP as well?
Say every scream also cost 20HP. This make it bit more differnt, protect from it being spam too much, and compensate for its 0 time cast.
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Old Apr 05, 2006, 12:35 AM // 00:35   #19
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Updated long time ago, but didn't bump this thread since not many users online at that time.

What's changed:
- removed "Screams"
- renamed a lot of skills
- added in a "weapon"
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Old Apr 05, 2006, 05:49 PM // 17:49   #20
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I like what I've read so far, but how about changing the name "fume", to "Miasma". IMO, it is a better name for what you've described as the effect of the skill.

just my 2 cents.
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