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Old Nov 24, 2006, 02:39 AM // 02:39   #1
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Default Concept Class - Cerberus

"Smart and agile. The guardian of the battlefield. They consign wards of protection or spells of suffering. Mystical and lethal and always in the middle of things..."

Cerberus Told

The Cerberus is always in the middle of the battlefield. They are either back with the casters or up with the melees or sometimes in the middle. The use a magical sorce of magic that comes from prayer. As they pray to Dwayna, in return she gives blessings, know as wards. Wards are spells that target nearby allies and are set up in a certain area. The Cerberus, also known to serve Grenth, uses hexes and spells that target foes that target adjetant foes. With the combined prayers of both gods of darkness and light, finds a realm of enlightment not know to any other class. This enlightment can only be controlled by standing still and meditating. Your enlightment level raises with every 3 seconds you stand still. Many skills need enlightment to be powered or the godly power will be imbalanced and cannot be used.

Details

Armor: 60
Weapon of Choice: Wand or Staff
Energy: 25
Energy Pips: 3
Attributes

Excellence- For every 2 points into Excellence, you gain 1 health and 1 energy whenever an ally steps into a ward someone in your party created. Many skills related to making wards more effective become more effective with more skill points into this attribute.

Sheltering Sanction - This attribute has no inherit affect. Many skills relating to protecting your allies become more affective with more points into this attribute.

Succor Saction - This attribute has no inherit affect. Many skills relating to making your allies stronger and weakening foes become more affective with more points into this attribute.

Scarred Saction - This attribute has no inherit affect. Many skills relating to damaging your foe later in time become more affective with more points into this attribute.

Skills

Excellence: (Note: all skills in this attribute are elites)

Dwayna's Fervor {E} - Enchantment Spell;For 5-25 seconds you have a 50% chance to block attacks while in a ward.

10 3 60

Grenth's Gusto {E} - Enchantment Spell;For 5-25 seconds your wards last 25% longer

15 2 60

Signet of Symmetry {E} - Signet;You gain 5-30 energy if you are in a ward.

1 15

Harmonizing Chance {E} - Enchantment Spell;If the next attack on you is fatal you gain 1-5 health each second for 5-12 seconds.

5 30

Sheltering Saction:

Signet of Sympathy {E} - Signet;Target ally gains 5-35 health for each condition on them. (Max: 120)

1 30

Ether Potential - Enchantment Spell;You gain 1-7 energy for each ward you enter or leave in the next 20-120 seconds.

3 enlight.

Cloak of Courage - Ward;For 8-18 seconds nearby allies gain +35 armor if under 75% health.

3 enlight. 2 cast speed

Bulwark of the Brute - Ward;For 8-18 seconds nearby allies have a 50% chance to block incoming projectiles.

2 enlight. 2 cas.sp.

Rally of Enlightment - Ward; For 8-18 seconds nearby allies gain 50-150% maximum health when enchanted

4 enlight. 2 cas. sp.

Succor Saction:

Grip of Strength - Ward;For 8-18 seconds nearby allies attack for 2-14+ damage

1 enlight. 2 cas. sp.

Quickening Devotion - Ward;For 8-18 seconds nearby allies attack 33% quicker

2 enlight. 2 cas. sp.

Earth Distortion {E} - Ward;8-18 seconds nearby foes are knocked down when successfully hitten by a projectile

4 enlight. 2 cast.

Crimson Might - Enchantment Spell; Target ally creates either bleeding, deep wound, or crippling for 2-17 seconds when melee attacking.

5 1 30

Scarred Saction:

Array of Tombs - Hex; target foe and all nearby foes to them take 20-120 damage when target foe suffers poison or disease next.

10 2 30

Scattered Growths {E} - Hex; target for suffers 2-7 damage every second for 10 seconds and suffers disease for 5-12 seconds if knocked down in that time period

1 enlight. 1 cas. sp.

Fusion of Vertigo - Ward; for 8-18 seconds all nearby foes are dazed

4 enlight. 3 cas. sp.

Searing Headache - Hex; target foe becomes blinded for 3-12 seconds when knocked down next.

2 enlight. 1/4 cas. sp.

Last edited by Brandon1107; Nov 24, 2006 at 02:46 AM // 02:46..
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Old Nov 24, 2006, 03:44 AM // 03:44   #2
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i have always loved earth ele warders, i consider them the most powerful of any ele. And so i think the idea of a proffesion sort of built around this concept quite intruiging. Sort of like when rits took spirits (which were just the ranger natural things) to a whole new level.

First of all, your primary attribute there is rediculously powerful, it's simply amazing Just have your party sort of strafe into and out of wards really quickly and you have about a million energy.

The idea of a class that mainly has to stay put to be effective reminds me very much of the rit. And the idea of serving multiple gods of the dervish.

enlightenment seems very interesting, if i were you i'd try too figure out how enlightenment regen works in ratio to energy regen, too give a more realistic idea of the cost of the skills. And how would it be monitered and viewed. Would it work like adrenaline?

cheers!
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Old Nov 24, 2006, 04:49 AM // 04:49   #3
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ok i will change the primary a bit cause i agree but they do not serve all gods they serve Dwayna and Grenth...And I came up with this caus ei did not see wards used enough and i like their concept. all i tried not to make it imbalance by using the new "enlightment" because not moving makes the very vulnerable.
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Old Nov 24, 2006, 06:07 AM // 06:07   #4
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i see the problem of "ward strafing" becoming huge with this class. Pity because i think it would be very powerful but if you do a "C/E" meld 1 ward and 7 good ele spells makes this class near to unbeatable in GvG or even in some PvE situations...
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Old Nov 24, 2006, 06:11 AM // 06:11   #5
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change the name of the class, cerberus is a 3 headed demon dog. not a magical warder
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Old Nov 24, 2006, 06:14 AM // 06:14   #6
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Quote:
Originally Posted by Helcaraxe
change the name of the class, cerberus is a 3 headed demon dog. not a magical warder
i agree with that alot...but you could make the appearance of the class be that of a multiheaded species, perhaps like the centuars but with three heads. This would attract newbies to the class because it looks cool but it might also disuade many from playing because the class isnt human.
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Old Nov 24, 2006, 10:49 AM // 10:49   #7
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I agree a cerberus is a good mob or (underworld)boss name, but not much for a magically enclined class.

Also you named your other atributes sanctions, for Grenths sake why?
A sanction means: measure against, so a Sheltering Sanction would men a attempt to stop people from sheltering.

Other than that a ward based class seems very cool, combining with a earth ele or a Rt would be mighty interesting.

maybe you should make the primary only for self(though that won't fix strafing)
On the other hand you could make it give 1health, and 0.3 energy or such, the health is balanced fine like this, but you could still get 16 energy every strafe, witch is a lot and way to easy mesmers are suposed to be the energy gain masters.
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Old Nov 24, 2006, 04:09 PM // 16:09   #8
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ok, changing name, attribute names, and attribute affect, other than that do you guys like the class?

===
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Last edited by Mercury Angel; Nov 26, 2006 at 09:57 AM // 09:57..
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