Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Sardelac Sanitarium

Notices

Reply
 
Thread Tools Display Modes
Old Sep 23, 2006, 07:03 AM // 07:03   #41
(屮ಠ益ಠ)屮
 
LightningHell's Avatar
 
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
Advertisement

Disable Ads
Default

Another problem ~ Since, from what I've heard, Inscriptions are weapon mods, should I change the name of "Inscriptions"? Runes, perhaps?
LightningHell is offline   Reply With Quote
Old Sep 26, 2006, 01:46 AM // 01:46   #42
(屮ಠ益ಠ)屮
 
LightningHell's Avatar
 
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
Default

Added 4 no-attribute skills.

SOMEBODY COMMENT PLEASE.
LightningHell is offline   Reply With Quote
Old Sep 26, 2006, 02:56 AM // 02:56   #43
(屮ಠ益ಠ)屮
 
LightningHell's Avatar
 
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
Default

Sorry about doublepost, but I just thought this up...

Mesmer/Hierophant
Fast Casting: 7 +1
Domination: 8 +3 +1
Inspiration: 8 +1
Arcane Sorceries: 12

Mantra of Recall {E}
Phase Foe
Power Drain
Natural Phasing
Planar Control
Attune to Arcanum
Illusion and Reality
Resurrection Signet

Wouldn't it be a bit...overpowered perhaps?
LightningHell is offline   Reply With Quote
Old Sep 26, 2006, 02:58 AM // 02:58   #44
Frost Gate Guardian
 
TheBaron82's Avatar
 
Join Date: Jan 2006
Default

Wow Im very impressed, Good idea.
TheBaron82 is offline   Reply With Quote
Old Sep 26, 2006, 03:33 AM // 03:33   #45
Furnace Stoker
 
actionjack's Avatar
 
Join Date: Oct 2005
Location: Kali
Profession: W/E
Default

Doing some fun concept sketch... here is one for Planewalker outfit

(the hand and feet will glow)
actionjack is offline   Reply With Quote
Old Sep 26, 2006, 03:44 AM // 03:44   #46
Lion's Arch Merchant
 
Join Date: Jun 2005
Location: Hot Springs, AR
Guild: Dei Victorae [dV]
Profession: R/W
Default

overpowered primary attribute and savage and d-shot distract spells and skills...
Dragonious is offline   Reply With Quote
Old Sep 26, 2006, 04:18 AM // 04:18   #47
Furnace Stoker
 
actionjack's Avatar
 
Join Date: Oct 2005
Location: Kali
Profession: W/E
Default

In re-reading.

I do love the Phase Out ablity/new mechanic. It make this class lot more unique. I would modifed it a bit by making where you can be target, but physical damage will not harm you. However, elemental and holy/chaos damage will still hurt your hp. Make it where you won't be able to do regular attack, but can still cast spells. But to make it bit more interesting, add where while pahse out, should your Energy reach 0, it will kill you too (as now you are a being of energy). This make Mesmer to be a more powerful counter class to thise one (where this one is an counter class to the physical damager). Also make it where you are consider as a Spirit when phase, which allow certain skills to do more damage to you.

Feel the Natural Attribute is not too fitting with the overall theme of the class.

The Primary need some adjustment as well. maybe make the melee evade % same as the spell fail %. Afterall, you already got phase out to compensate for your weak armor.

Some skill's number need balance. But that is always a easy fix.

Runes sound interesting.. maybe could be developed more.
actionjack is offline   Reply With Quote
Old Sep 26, 2006, 07:48 AM // 07:48   #48
(屮ಠ益ಠ)屮
 
LightningHell's Avatar
 
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
Default

Good sketch, nice job.

Quote:
Originally Posted by Dragonious
overpowered primary attribute and savage and d-shot distract spells and skills...
Care to elaborate?

I know Savage and D-Shot distract both spells and skills, but I'm making Inscriptions that they're only affected by Power Leak, Power Drain, etc.

Quote:
I do love the Phase Out ablity/new mechanic. It make this class lot more unique. I would modifed it a bit by making where you can be target, but physical damage will not harm you. However, elemental and holy/chaos damage will still hurt your hp. Make it where you won't be able to do regular attack, but can still cast spells. But to make it bit more interesting, add where while pahse out, should your Energy reach 0, it will kill you too (as now you are a being of energy). This make Mesmer to be a more powerful counter class to thise one (where this one is an counter class to the physical damager). Also make it where you are consider as a Spirit when phase, which allow certain skills to do more damage to you.
Actually, I'm thinking about splitting Phase Out. Make Phase Out as it is, but add another ability/new mechanic called Ethereal Form, which would be just transferring to the Ethereal plane. Phasing is bringing yourself out of time, and coming back into time some time later (bad pun unintended). It's ripped out of Magic: the Gathering, so I think their description will be most fitting...

Quote:
Originally Posted by From wiki
450 years later, he was peacemaker after the Zhalfirin civil war. he continued his time-research in isolation until the day, 200 years before the events of Mirage he, his assistants and all the inhabitants of his Isle vanished (phased out) from Dominaria.

Teferi's disappearance lured three mages to his Isle: Jolrael, Mangara of Corondor and Kaervek of the Burning Isles. Then followed the time of Mangara's Harmony followed by Kaervek's War. Almost two hundred years after its disappearance, the isle returned to its origins. The people of the isle were unaware that any time had passed, and their first realizations that something was wrong came when one of Jolrael's dragons, drawn by the scent of people, attacked the isle.
There.

So most Phasing skills would be changed to Ethereal Form, while some (more powerful ones) would retain Phasing.

Although there aren't many Phasing skills anyway...*goes to make more skills*

Quote:
Feel the Natural Attribute is not too fitting with the overall theme of the class.
Agree. I think I'll get most of the skills, reword them, rename them, and get a new name for the attributes.

Quote:
The Primary need some adjustment as well. maybe make the melee evade % same as the spell fail %. Afterall, you already got phase out to compensate for your weak armor.
Implemented.

Quote:
Some skill's number need balance. But that is always a easy fix.

Runes sound interesting.. maybe could be developed more.
Agree, especially about the skills. Although a tip or two on skills would be nice.

By the way, guess where did I get the No Attribute spells' ideas from. Cookie for correct guess.

Last edited by LightningHell; Sep 26, 2006 at 12:13 PM // 12:13..
LightningHell is offline   Reply With Quote
Old Sep 26, 2006, 12:11 PM // 12:11   #49
(屮ಠ益ಠ)屮
 
LightningHell's Avatar
 
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
Default

I am going to...revamp the first page, so excuse my doubleposting, but I'd like to get a copy of the currently existing concept before replacing it.

Also, it'd be useful for comparisons.

Quote:
Originally Posted by Hierophant, Before
Hierophant
Divination (PA)
Natural Magics
Arcane Sorceries
Vital Magics

Armors:
Forestwalker’s Vest/Gloves/Leggings/Shoes – Gives protection from Elemental damage (reduces)
Planeswalker’s Cloak/Gauntlets/Breeches/Boots – Gives protection from Physical damage (reduces)
Episcopal’s Raiment/Wrappings/Leggings/Sandals – Gives protection from Light/Dark/Chaos damage. (reduces)
Arcanist’s Attire/Gloves/Leggings/Boots – Gives more max energy.

Inscriptions: The Hierophant inscribes magical runes on the floor. Cannot be interrupted by non-spell interrupts, such as Savage Shot and Distracting Shot. However, can still be interrupted by Power Spike and the like.

Phase Out: Remove from reality for a limited duration. You cannot do anything when you are phased out, and you do not regain energy and health; however you cannot be targeted, cannot be attacked, et cetera. You drop all objects that you are currently holding, and lose all enchantments and hexes. They are reapplied (with their current duration) after the Phasing out. I ripped off from Magic: the Gathering. :P

Ethereal Form: Transfer to Ethereal plane for a limited duration. You cannot attack nonethereal beings in this form, nonelemental attacks fail, and you are immune to all damage except elemental, holy, dark, and chaos damage. When your Energy reaches 0 in this state, you die. You are considered a Spirit while in Ethereal Form.

Divination: For each Divination attribute, you gain a X% chance to evade attacks and Y% chance that incoming spells fail.

Table:
Evade Attacks/Level
3%/1
5.5%/2
7.8/3
10%/4
13.2%/5
16.5%/6
18.7%/7
20.4%/8
22.1%/9
23.7%/10
24.6%/11
26%/12
26.8%/13
27.5%/14
28.3%/15
29%/16

Failing Spells/Level
0.5%/1
0.9%/2
1.6%/3
2.3%/4
2.9%/5
3.2%/6
3.6%/7
4.1%/8
4.6%/9
5%/10
5.4%/11
5.8%/12
6.2%/13
6.5%/14
6.8%/15
7.1%/16

Anticipate Maladies {E}
10e, 1c, 5r
Enchantment
For 7…21 seconds, target party member is immune to conditions. Whenever the target is attempted to be inflicted a condition, you gain 1…2 energy. If, in that time, nobody attempted to inflict conditions on the target, Anticipate Maladies inflicts Bleeding, Poison, Crippled, Blindness, and Disease on the target when it ends.

Anticipate Spells {E}
20e, 3c, 45r
Enchantment
For 30 seconds, spells against target ally have a 45…85% chance to fail. If a spell fails this way, you gain 1…2 energy. If, in that time, nobody attempted to spellcast against the target, Anticipate Spells disables all spells that the target has for 10 seconds.

Anticipate Assaults {E}
15e, 2c, 25r
Enchantment
For 10…25 seconds, target ally has a 75% chance of evading incoming melee attacks. Whenever the ally evades an attack this way, you gain 1…2 energy. If the target was not attempted an attack during the period that the Enchantment was on it, Anticipate Assults deals 200…110 damage to the target.

Anticipate Distractions
5e, 1/4c, 10r
Enchantment
For 10-25 seconds, your next skill is cast at 150%...110% of its normal cast time, but cannot be interrupted.


Natural Magics


Windgust
25e, 5c, 60r
Enchantment Spell
For 10…25 seconds tornado surrounds you, dealing 5…25 damage to nearby foes once per 2 seconds and knocking them down once per 7 seconds.

Surround with Vines
5e, 1c, 12r
Hex Spell
For 2…16 seconds target foe moves 75% slower, but has a 25% chance to evade attacks.

Thorns
15e, 1.5c, 8r
Inscription
For 5…7 seconds, whenever a foe hits an ally within the vicinity of this inscription in melee, the foe is dealt 5…42 damage.

Vine Wall
15e, 3c, 30r
Spell
After 3 seconds, this spell creates a Vine Wall at the area where the spell was cast. The Vine Wall lasts for 5…18 seconds. The Vine Wall is considered an obstructing device.

Acid
10e, 1c, 10r
Spell
Target foe takes 10...55 damage. Undead, Spirits, and Avatars are immune to this spell.

Essence of Life
10e, 2c, 10r
Inscription
For 0...12 seconds, all Natural Magics spells cast during this inscription's vicinity recharges 33% faster.

Natural Unreality
10e, 1c, 20r
Spell
Target non-spirit is phased out for 3 seconds.

Natural Affinity {E}
15e, 2c, 30r
Create 1...4 level 1...13 Treants from your current position. They have difference according to the place they were created; if created on sand or rock they have 80 AL instead of 60; if created on ice they deal ice damage; if created in lava they are immune to conditions; if created on grass they have +30 armor against elemental damage.

Naturalist's Magemark
10e, 1c, 30r
Inscription
For 15 seconds, whenever you are within the vicinity of this inscription, your Natural Magics skills cost 5 less energy.

Inscriptions of Dawn
15e, 2c, 25r
Inscription
For 10 seconds, party members gain 1...3 health regeneration and physical damage dealt by party members deal Holy damage instead.

Herbal Medicines
10e, 3c, 15r
Skill
For 15 seconds, target touched ally gains 105...170% benefit to healing. This skill causes Exhaustion.

Signet of Nature
2c, 30r
Signet
For 10 seconds, your next 1...5 Natural Magics skills do not cost energy but recharge twice as slowly.



Arcane Sorceries


Push into Arcanum
20e, 2c, 10r
Spell
For 5…25 seconds, target ally cannot be damaged by attacks. If the ally is attempted an attack, you lose 6…1 energy per attack.

Arcane Mists {E}
25e, 8…1c, 60…10r
Spell
For the next 5…15 seconds, foes near the place where this spell was cast have a 50% chance of spell failure.

Arcane Inscription {E}
5e, 3c, 7r
Inscription
For the next 10 seconds, spells cast by allies within the vicinity of this inscription recharge 25% faster.

Positive Surge
10e, ¾c, 10r
Spell
Target foe takes 1...52 damage. Double this damage if the foe was an Undead or a Spirit.

Mana Shield {E}
10e, 4...1c, 60...5r
Enchantment Spell
For 1...13 seconds, target ally cannot move but all spells cast against the target fails.

Manastorm
25...10e, 2c, 15r
Hex Spell
For 2...8 seconds, if target foe casts a spell that foe loses 1...10 energy and Manastorm ends.

Alter Reality {E}
10e, ¾c, 60r
Skill
For 7...20 seconds, you lose energy instead of health when you are damaged. You lose 1 energy for each 10 health lost.

Phasing
10e, 1c, 10r
Skill
You Phase Out for 5 seconds.

Dual Reality {E}
10e, 2.5c, 15r
Skill
You Phase Out for 1...13 seconds; however, you can move during this time.

Auratheft
15e, 1c, 15r
Spell
All skills you have are disabled for 5 seconds. Target foe loses an enchantment; you gain that enchantment and the remaining duration.

Attune to Arcanum
15e, 1c, 30r
Enchantment Spell
For 30 seconds, Spells you cast recharge 50% faster. (50% failure with Arcane Sorceries 4 or less.)

Phasing Aura {E}
15e, ¾c, 20r Maintain:3...0
Enchantment Spell
Phasing Aura does nothing. When you stop maintaining Phasing Aura, you phase out for 5 seconds and you phase in at the location where Phasing Aura was cast.

Arcanist's Magemark
10e, 1c, 30r
Inscription
For 15 seconds, whenever you are within the vicinity of this inscription, your Arcane Sorceries skills recharge at 33% normal speed.

Return to Reality {E}
10e, ¾c, 20r
Spell
All Phased Out creatures stop becoming Phased Out.

Phase Foe
15e, ¼c, 5r
Spell
Target foe becomes Phased Out for 2...6 seconds.

Signet of Scripting
2c, 45r
Signet
For 10 seconds, Inscriptions you create cost 1...13 less.

Phasing Signet
¼c, 20r
Signet
For 5 seconds, target foe cannot be Phased Out.

Natural Phasing
10e, ¾c, 20r
Spell
All other spells you have are disabled for 7...1 seconds. Target hostile creature is Phased Out for 1...7 seconds. If it is not an organic creature, it is destroyed instead.

Planar Predictions
10e, 10r
Stance
For 5...10 seconds you have a 25...67% chance for all projectiles to be evaded, and 1...13% to evade any attack (does not stack with above). (50% skill failure if Divination is 9 or less) (Yes, I know this is the Arcane line.)


Vital Magics


Spiritual Restoration {E}
15e, 2c, 25r
Spell
Creates a Spirit that, if not destroyed, will heal nearby allies for 5…25 health each seconds. The spirit lasts 5…12 seconds.

Natural Restoration
10e, 3c, 30r
Skill
You gain 20…80 health. Nearby allies are healed for 5…25.

Life from the Loam
10e, 5c, 10r
Spell
Resurrect target ally with 15% health and 5…50% energy. Foes near resurrected ally are knocked down for 1…2 seconds, and for each foe knocked down, the resurrected ally gains 5…40 health.

Vitality
10e, 2c, 7r
Inscription
After 3 seconds, allies near this area gain 5...60 health and Vitality ends.

Restore to Health
15e, 6c, 10r
Inscription
For 7 seconds, whenever an ally dies in the vicinity of the inscription, instead that ally is healed to a quarter of his maximum health instead.

Curing Touch
5e, ¼c, 5r
Skill
Touch target ally to remove a condition from that ally.

Restoring Touch {E}
10e, ¼c, 10r
Skill
Touch target ally to remove 10 exhaustion from that ally.

Unreal Healing{E}
10e, ¾c, 7r
Spell
Target ally is Phased Out for 5 seconds. He gains 10 health regeneration during that period of Phased Out time.

Supposed Death
15e, ¼c, 20r
Spell
Target ally drops dead. This death gives no Death Penalty. After 10 seconds, the ally is resurrected with the same amount of health that the ally had before and the same amount of energy that the ally had before. (Failure with Vital Magics 4 or less.)

Restorer's Magemark
10e, 1c, 30r
Inscription
For 15 seconds, whenever you are within the vicinity of this inscription, your Vitality Magics skills cannot be interrupted.

Signet of Vitality
1c, 30r
Signet
Target ally loses all enchantments. For each enchantment that ally lost, that ally gains 2...14 health.

Spiritual Regeneration
1c, 7r
Skill
Target touched ally gains 3...39 health and 1...5 energy. That ally's skills are disabled for 3 seconds.


No Attributes


Rise and Fall {E}
Spell
10e, 2r
If this targets a dead ally, resurrect that ally at 60% health and 30% energy, and this has 4 cast time.
If this targets a living ally, that ally is healed for 50 health, and nearby foes are knocked down, and this has 1 cast time.
If this targets a foe, that foes and all foes in the area are knocked down, and this has ¼ cast time.
This is an elite spell. (50% failure chance if total Hierophant levels are 12 or less)

Fire and Ice
Spell
10e, 1c, 5r
If this targets an ally, that ally gets +40 armor against fire and cold damage.
If this targets a corpse, exploit it and create an Elemental that deals Fire damage, and foes attacking it are slowed 50% for 5 seconds.
If this targets a foe, that foe is struck for 5...51 Fire damage and moves 50% slower for 2...5 seconds.
(50% failure chance if total Hierophant levels are 12 or less)

Illusion and Reality
Spell
10e, ¼c, 2r
If this targets an ally, that ally cannot be target of Phasing by foes.
If this targets a foe, that foe becomes Ethereal for 10 seconds.
(50% failure chance if total Hierophant levels are 12 or less)

Hide and Seek
Spell
10e, ¼c, 10r
If this targets an ally, that ally becomes Ethereal for 10 seconds, and foes near that ally move 25% faster for 5 seconds.
If this targets a foe, that foe is Phased Out for 3 seconds.
(50% failure chance if total Hierophant levels are 12 or less)

Supply and Demand
Spell
10e, 1c, 2r
If this targets an ally, that ally gains 3 Energy regeneration for 1...6 seconds.
If this targets a foe, that foe gains 3 Energy degeneration for 1..6 seconds.

(Total Hierophant levels divided by 3, rounded down/Energy Regeneration Change
0/1
1/1
2/2
3/2
4/3
5/3
6/4
7/4
8/5
9/5
10/6
11/6
12/7
13/7
etc.)

~~~~~~~~~~~~~~~~~~~EDIT~~~~~~~~~~~~~~~~~~~~~~

Changed attributes: Divination (Primary), Arcane Sorceries, Planar Manipulation, Vital Magics.

There (should be) 75 skills; 4 Divination skills (3 Elites), 22 Arcane Sorceries skills (5 Elites), 22 Planar Manipulation skills (3 Elites), 21 Vital Magics skills (1 Elite), 9 No Attribute skills (2 Elites)

Some skills have changed from Phased Out to Ethereal.

Other than that...well, I did put some skills from Arcane Sorceries to Planar Manipulation -- basically, I took Arcane Sorceries and Nature Magics, renamed Nature Magic skills, and tossed them into two categories. Then I made some skills to fill up the remaining gap.

Comment...I did make the remaining skills rather quickly, and so may be not-quality.

So, this is nearly a complete profession. Well, I'd still have to draw a whole lot of stuff, etc, but I think I got the skills, attributes, and armor there. Wand and Foci are the same. (Chaos damage for wand.)

Last edited by LightningHell; Sep 26, 2006 at 02:02 PM // 14:02..
LightningHell is offline   Reply With Quote
Old Sep 26, 2006, 11:56 PM // 23:56   #50
(屮ಠ益ಠ)屮
 
LightningHell's Avatar
 
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
Default

Changed some names.

I'd have thought 75 skills that desperately need number/name changes would attract the populace more...
LightningHell is offline   Reply With Quote
Old Sep 27, 2006, 08:19 AM // 08:19   #51
(屮ಠ益ಠ)屮
 
LightningHell's Avatar
 
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
Default

There are some skills I'm thinking of turning into Elite.

Also, how do you think of the XXX and YYY skills (no attribute)?
LightningHell is offline   Reply With Quote
Old Sep 27, 2006, 06:22 PM // 18:22   #52
Furnace Stoker
 
actionjack's Avatar
 
Join Date: Oct 2005
Location: Kali
Profession: W/E
Default

I like the split between phase out and ethreal form.

In phase out, I would still make them targetable, but just ignor all damage.
Also would be interesting if you can pass through character/monster while you are phase out (so you can pass them and attack them on the back side or such) I also like how it could also be apply to the enemy to momentary take them out of the fight. And did a good job in keeping the phase out time short.

I would also suggest another name for the class (as it has change alot) and put it in a new thread up in the sub fourm.
actionjack is offline   Reply With Quote
Old Sep 27, 2006, 11:49 PM // 23:49   #53
(屮ಠ益ಠ)屮
 
LightningHell's Avatar
 
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
Default

One minor point - when a character is phased out, he/she can't do anything, and that includes moving.

Going to move thread to subforum now.
LightningHell is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Undead_Creeper Sardelac Sanitarium 15 Jan 20, 2006 12:50 AM // 00:50
Undead_Creeper Sardelac Sanitarium 9 Jan 17, 2006 11:56 AM // 11:56
New Profession idea Undead_Creeper Sardelac Sanitarium 6 Jan 17, 2006 05:56 AM // 05:56
Idea for new profession. TheGuildWarsPenguin Sardelac Sanitarium 5 Sep 04, 2005 08:44 AM // 08:44
My Idea for a new profession BigTru Sardelac Sanitarium 12 Jul 30, 2005 10:22 AM // 10:22


All times are GMT. The time now is 01:35 PM // 13:35.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("