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Old Jul 26, 2006, 11:36 PM // 23:36   #1
Wilds Pathfinder
 
mortalis doleo's Avatar
 
Join Date: Sep 2005
Location: my house
Guild: The Cutting Edge [TCE]
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Default Profession concept - Undead

hey guys.
I've been seeing lots of concepts running around, so i thought i might pitch in and add a concept of my own.
The Undead might sound similar to the necromancer, but only by a little bit. they do share the idea of sacrificing life, but the undead takes it a step further by adding the ability to take your own life (sefuku style).
commiting suicide (it will be called differently i'm assuming because of PC reasons) has certain traits to it, since it's not real death. you come back after a designated number of seconds, and you return with the same life you had, and 50% energy. death penalty from suicide differs from skill to skill, but the undead's primary attribute (afterlife) helps reduce the cost.
afterlife is extremely powerful, because it lowers your DP when you die, but it doesn't lower it too much (although it can be changed, since it is quite powerful).
the undead is useful as a secondary healer, a spike assistance or just a damage dealer...
note, I don't have it in me to make skill names, so they will all be called "name". the skills I put may be over-powered or sucky, but they are there just to show what general kind of skills the undead will be using. you'll see ones where his sacrificial blade is used, some skills that cause damage while you lose health, some party healing skills, some wells and some other stuff. every skill with some kind of a twist should be thought of as a few skills that have that twist.

so here goes:

Undead

Base armor level – 60
Energy recharge – 1 pip
Base energy pool – 30 (like a ranger)

Suicide rules:
- If the team dies while the undead is in suicide, the team loses and the undead is considered killed.
- An undead can't suicide without the sacrificial blade.
- If the undead committed suicide, he cannot be resurrected in any way.
- Once the undead comes back from the rift, he has the same amount of health as when he committed suicide and 50% of his base energy.
- Any hexes, conditions or enchantments placed on the undead from before he committed suicide remain, but the time the undead spends fainted from suicide counts as hex, condition and enchantment duration time.
- When the undead commits suicide, his corpse is considered used.
- If the undead has 60% death penalty he can no longer commit suicide until he gets morale.

Guiding spirits – these are spirits that circle the undead. He can create them through skills and utilize them with skills. When the undead dies or commits suicide, he loses all of his guiding spirits. You can't have more than 5 guiding spirits at a certain time. when a guiding spirit is created, it counts a "creature" (boon of creation and other relevant skills trigger).

Sacrificial hexes – sacrificial hexes are hexes that once applied, automatically come with a cover hex that lasts for 5 seconds and does nothing. The hex is called sacrificial cover.

Weapons:
Sacrificial blade – like a sword, only the damage it does is between 1-1 damage. The attack rate is like a sword. The blade is upgradeable like a sword. A new upgrade for the weapon is one that reduces death time (from suicide) by up to 10%.
Sacrificial focus – the focus has +5 to energy and +5 to armor.

Afterlife (P) – for every 3 points invested in this attribute, you lose 1 less point of death penalty when you die. This attribute increases the effectiveness of skills that make the Undead commit suicide.

Guidance – this attribute line increases the effectiveness of guidance spirit creating skills and the usage of those guidance spirits.

Sacrificial arts – this attribute line increases the effectiveness of the skills that impair enemies.

Repair (this one begs to be renamed) – this attribute line increases the effectiveness of the skills that heal and aid party members.



Skills:
Afterlife skills:

Name – 25 energy, 2 seconds, 10 seconds recharge.
Commit suicide. For 1...4 seconds, target enemy gains 5...15 points of death penalty. This suicide causes 5 death penalty and you come back after 5 seconds.

Name – 15 energy, 1/2 second, 30 seconds recharge.
Commit suicide. Any foe near you is knocked down and suffers from blindness and weakness for 5...12 seconds. This suicide causes 5 death penalty and you come back after 3 seconds.

Name – 10 energy, 1 second, 20 seconds recharge.
Commit suicide. This suicide causes no death penalty and you come back after 4...1 seconds.

Name – 2 guiding spirits, 1/2 second, 30 seconds recharge.
Enchantment. For 60 seconds, every time you commit suicide, enemies near you lose 5...30 health.

Name <e> - 15 energy, 3 seconds, 30 seconds recharge.
Commit suicide. Your entire team absorbs the next amount of damage equaling 50%...120% of your current health. This suicide causes 15 death penalty and you come back when all the damage is absorbed.

Name <e> - 25 energy, 2 seconds, 30 seconds recharge.
Commit suicide. Your entire team gains +5...10 health regeneration for 15 seconds. This suicide causes no death penalty and you come back after 3 seconds.

Name <e> - 15 energy, 2 seconds, 30 seconds recharge.
Commit suicide. Create a well in your location for 5...15 seconds. If an ally is in the well, he gains +2...6 health regeneration and +1...2 energy regeneration. If an enemy is inside the well, his attacks cause 5...10 less damage and his attacks miss 5%...20% of the time. This suicide causes 10 death penalty and you come back after 7 seconds.

Name <e> - 25 energy, 3 seconds, 10 seconds recharge.
Commit suicide. Target enemy loses 30...80 health. Heal everyone in your party for the amount of damage done. This suicide causes 5 death penalty and you come back after 4 seconds.

Name <e> - 15 energy, 1 guiding spirit, 2 seconds, 20 recharge time.
Elite enchantment. The next time you commit suicide, you come back 2...5 seconds faster.

Sacrificial arts:

Name – 5 energy, 3 guiding spirits, 10 seconds recharge.
Spell. Target enemy loses 5%...10% health. For every two health points lost, you lose one.

Name – 10 energy, 2 guiding spirits, 1 second, 15 seconds recharge.
Spell. Target enemy loses 1 health point for every 6...3 points of health you are from your maximum health.

Name – 3 guiding spirits, 1 second, 15 seconds recharge.
Sacrificial hex. Lose 50 health. For 5...20 seconds, every time you successfully hit target enemy with a sacrificial blade, you steal 10...40 health from that target.

Name - 2 guiding spirits, 1 second, 10 seconds recharge.
Spell. Lose 50 health. Target enemy loses 30...60 health.

Name <e> – 5 guiding spirits.
Sacrificial hex. Lose 75% health. For 15...5 seconds, you can't gain guiding spirits. For 5...15 seconds, Target enemy and adjacent enemies move 50% slower, have a 50% chance to miss with attacks and attack 50% slower, but cast spells twice as fast, spells cost 50% less energy and spells recharge twice as fast.

Name <e> – 5 guiding spirits.
Sacrificial hex. Lose 75% health. For 15...5 seconds, you can't gain guiding spirits. For 5...15 seconds, Target enemy and adjacent enemies cast spells 50% slower and have a 50% chance of being interrupted while casting spells, but move 50% faster, cause +10 damage with attacks and their attacks can't be "blocked" or "evaded".

Name – 1 guiding spirit, 1/2 second, 10 seconds recharge.
Spell. Lose 25 health. Target foe and nearby foes lose 19...51 health. Foes suffering from sacrificial cover take an additional 17...49.

Name <e> - 5 energy, 1 second, 2 seconds recharge.
Spell. Lose 50 health. Target foe suffers 10...70 health. If target foe is attacking, that foe is knocked down and this spell takes another 10 seconds to rrecharge.

Repair:

Name – 1 guiding spirit, 1 second, 5 seconds recharge.
Spell. Heal target ally for 30...70 points.

Name <e> – 2 guiding spirits, 1/2 second, 3 seconds recharge.
Enchantment. Heal target ally for 10...40 points. For 10 seconds, target ally has a 10%...40% chance to evade attacks and 10%...40% to block attacks.

Name – 4 guiding spirits, 2 seconds, 15 seconds recharge.
Enchantment. For 2...6 seconds, target ally can't be the target of spells or signets.

Name <e> - 1 guiding spirits, 1 second, 2 seconds recharge.
Spell. Heal target other ally for 20...60 points.

Name – 5 guiding spirits, 3 seconds, 30 seconds recharge.
Enchantment. For 60 seconds, every time you destroy a guiding spirit, you lose 50...10 health and any ally near you gains 10...30 health.

Name - 5 energy, 1/2 seconds, 5 seconds.
Spell. Heal target ally for 50...120 health. If target ally is in full health after the heal, you lose all energy and all guiding spirits.

Name – 2 guiding spirits, 1/4 seconds, 30 seconds recharge.
Enchantment. If target ally dies in the next 5...12 seconds, he doesn't and gets healed by your amount of health. If target died, you commit suicide and come back in 10...4 seconds.

Name <e> - 1 guiding spirit, 2 seconds, 15 recharge.
Enchantment. For 10...30 seconds, every time target ally is healed, allies adjacent to that target are healed for 5...20 health and lose one condition.

Guidance:

Name <e> - 10 energy, 1/4 seconds, 30 seconds recharge.
Enchantment. For the next 20...40 seconds, you gain a guiding spirit every 10...4 seconds.

Name - 5 energy, 1 second, 10 seconds recharge.
Skill. Gain a guiding spirit.

Name – 10 energy, 2 seconds, 15 seconds recharge.
Skill. For every ally near you, you gain a guiding spirit. If there are enemies near you,

Name – 10 energy, 2 seconds, 30 seconds recharge.
Enchantment. For 10...20 seconds, the next time you commit suicide you retain your guiding spirits.

Name <e> - 5 energy, 1 second, 5 seconds recharge.
Spell. Target foe loses 5...15 health for every guiding spirit you possess.

Name – 2 guiding spirit, 2 seconds, 10 seconds recharge.
Skill. Gain 5...15 energy.

Name – 5 energy, 1/2 seconds, 10 seconds recharge.
Skill. If you are bellow 10%...60% health, you gain two guiding spirits. Otherwise, you lose one.

Name – 25 energy, 3 seconds, 20 seconds recharge.
Skill. Lose 25% health but gain 3...5 guiding spirits.


that's the undead, hope you liked it...
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Old Jul 27, 2006, 05:04 AM // 05:04   #2
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Oh, I like it, a lot. Are you sure you aren't from Arena Net giving us hints of a new class in progress? I could definitly see this class in GW, and I hope it is put in sometime.
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Old Jul 27, 2006, 07:05 AM // 07:05   #3
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I love it......
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Old Jul 27, 2006, 01:00 PM // 13:00   #4
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/bump cause two replies just ain't enough

and thanks for those replies btw
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