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Old Aug 22, 2006, 04:20 PM // 16:20   #1
Ascalonian Squire
 
Join Date: Mar 2006
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Default [Concept Class] The Sorcerer

The Sorcerer

Sorcerers are magic users who, rather than control the elements or affect the mind, choose to instead feed off of and manipulate the magic of others. This makes them a terror on the battefield, but comes at a price - a sorcerer is only as powerful as his opponents. Mimicry allows the profession to use the skills of opponents (gained through other Sorcerer/Mesmer skills) at an attribute level equal to that of the Mimicry attribute. Consumption of Mimic'd skills happens randomly, as do several of the Sorcerer's effects, creating a very unpredictible character.

Attributes

Mimicry {p} - Points placed in Mimicry are transfered to the attribute that the Sorcerer uses when using spells or skills from another profession. You cannot Mimic a profession's primary attribute. Mimicry only applies when you have successfully mimic'd a skill or spell - it does not apply to skills brought from a secondary class. Example- A So/Me with 16 Mimicry does not cast Mesmer spells at 16, unless he mimics an opposing or friendly mesmer. If you mimic multiple classes, Mimicry only applies to the last profession you mimic'd.

Mirror Image {e} - 5e, 1c
Skill. For 30 seconds, you can use your targets attributes at 16. This spell causes exhaustion.

Imitation - 15e, -1er, 2c
Skill. The next time target foe uses a spell or skill, Imitation becomes that skill. Imitation ends if your energy drops below 50%..25%.

Copycat - 10e, -1er, 1c
Skill. The next time target ally uses a spell or skill, Copycat becomes that skill. Copycat ends if your energy drops below 40%..15%. Copycat cannot mimic elite skills.


Subterfuge -

Twist of Fate {e} - 10e, 3c, 30c
Hex Spell. For 5..12 seconds, any hexes removed are reapplied and any enchantments cast are removed.

Spy the Spell- 15e, 2c, 8c
Hex Spell. For 8..16 seconds, Spy the Spell does nothing. When Spy the Spell ends it becomes the last spell target foe cast. Spy the Spell resets if your energy drops below 50%..25%.

"Deja Vu" - 10e, 2c
Spell. If target is currently in a stance, that stance ends and Deja Vu becomes that stance. Deja Vu resets after 20...60 seconds.

Nether Signet - 1/4c, 30r
Signet. If target is using a signet, that signet fails and Nether Signet becomes that Signet. Nether Signet resets after 40...80 seconds.

Mumble - 10e, 1/4c, 20r
Spell. If target is casting a spell, that spell fails. If target was using an elite skill, that skill is disabled for 6..14 seconds.

Adrenline Surge - 10e, 1c, 12r
Hex Spell. For 10 seconds, target foe gains 33%...20% attack speed. When Adrenline Surge ends, target foe suffers from Weakness and takes 30..55 damage for each recharging attack skill.



Absorption -

Vortex{e} - 10e, 1/4c
Spell. If target is using a skill or spell, that ability fails and Vortex becomes that ability for 20..60 seconds .

Akurei's Will - 5e, 1/4c, 20r
Spell. The next time the target would have taken melee damage, the blow is absorbed. If the blow was an adrenal skill, Akurei's Will is recharged. If it was an energy skill, you gain 25%..75% of the skill's base cost.

Power Well - 10e, 3/4c
Spell. If target is casting a spell, the spell fails and Power Well becomes that spell for 10..30 seconds.

Vsai's Consumption - 5e, 1c, 20r
Spell. Consumes a mimic'd skill. You gain 75..125% of that skills energy value.

Deflect Magic - 10e, 1c, 10r
Enchantment. For 5..15 seconds, the next damage spell cast on target ally is absorbed and Deflect Magic becomes that spell for 10..30 seconds.


Thaumaturgy -

Aeon's Fury {e} - 15e, 2c
Spell. Consumes all mimic'd skills. Target enemy and enemies in the area take 2..6 damage per energy of mimic'd.

Time Shift - 5e, 30c
Stance. For 8..18 seconds, attacking foes are either slowed by 30%...50% or hasted by 30%...10% on each strike. When Time Shift ends, all attacking foes are crippled.

Arcane Missiles - 5e, 1c, 1r
Spell. 1..4 Arcane Missiles fly to the target, inflicting 10..16 chaos damage. For each missile that misses, Arcane Missiles gains a 4..1 second recast.

Arcane Torrent - 5e, 2c
Spell. Consumes a mimic'd skill. Target enemy is blasted with a torrent of arcane force for 4...8 damage per energy of the mimic'd skill.

Matter of Fact - 20e, 2c, 15r
Spell. Target spirit and all spirits in the area take 45..105 chaos damage. If Matter of Fact kills a spirit, you gain 1..4 energy and Matter of Fact recharges instantly.


Armor and Weapons

The Sorcerer wears a robe with various designs and a cowering hood to protect their identity. They wield wands of various designs and accompany them with offhand orbs. Thaumaturgy and Subterfuge are the wand types - Mimicry and Absorption are offhand orbs.

Design Focus

The primary Sorcerer is effective in several roles, due to the flexibility of it's skillbar. By being able to tap into the skills of your opponents, a Sorcerer can act as a strong wild card character, able to play as any class you come up against (and to a certain extent, the classes you bring with you). This synergy extends itself to secondary classes - with smart use of Mimicry skills, you can cast your secondary class abilities at 16! Outside of a pure mimic role, the Sorcerer can also be an excellent damage dealer through the use of Thaumaturgy and mimic'd skill slots.

As a secondary, the Sorcerer class offers excellent energy management and defense in Absorption. Subterfuge can also be an powerful secondary line for interruption and hexing.

Last edited by Zaelen; Aug 22, 2006 at 04:26 PM // 16:26..
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