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Old Oct 10, 2007, 11:13 AM // 11:13   #1
Lion's Arch Merchant
 
Join Date: Dec 2005
Guild: Imperial Guards (TIGI)
Profession: Mo/
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Default Concept Class - Enchanter/Enchantress

Summary

Enchanter/Enchantress is a powerful support class, designed to affect the minds of the players rather than attack them directly. In doing so, it potentially renders a player unable to attack, not because they can't but because they think they can't.

Storyline

Sirens were thought to be a myth, though there have been many a tale of merchants wandering away from the safety of Tyra and Canta to the sounds of a whisper floating in the wind enticing them to join them to the southwest. Nobody knows what happens to those that listen to the whispers, though the ones who do not listen are maddened when they return to the shores of their homeland.

Nobody can say for sure whether or not they really existed, though a new breed of spellcasters makes its way to the Tyra continent with an unusual form of magic. All are beings of incredibly beauty and grace which hover slightly above the ground whereever they go.

Appearance

The race of the Enchanter is noneother than that of Vizier, the boss of prophecies, who prefers to take on the appearance of man, though in reality they are beast-like creatures. In game, they will always be seen as humanoid with curved polished armor, however.

Concept Skill - Jinx

A Jinx is similar to a hex, in that it is something that lasts for a length of time which affects a foe. However, a Jinx is invisible to the player who has it. That is to say that a player isn't even made aware they have a jinx on them. To all other players, it is visible with a downward purple arrow (in fact, exactly the same one for a hex). Since a jinx is a type of hex, a skill which removes a hex will also remove a jinx.

However, what a jinx does is typically nothing which would actually *hurt* the player per se. Rather, it is an illusion placed on the player which affects what they see that might be different than the reality in game. It is meant to affect the gamer's playing style. However, if the player should get the suspicion they are under the effects of a jinx, they can remove a hex on themselves and remove it like anyone else.

Jinxes can affect anything from conditions received to the amount of health they have. When health is modified in this way, all future damages or heals will affect both the true health status and the 'fake' health status which only the jinxed player can see. If health reaches zero of the 'fake' health status, nothing happens. The player remains alive. Likewise, if a player is shown to have no energy, that player could still cast if his actual energy was enough to cast a spell. It is all an illusion for the player to affect their playing style.

Jinxes work also in pve. The artificial intelligence of some monsters change as their health gets lower, and it would change if it thought its health was lower than it was. A monster would not be able to remove a jinx on himself for not being able to see it. A monster would not use a skill perceived to be disabled.

Attributes

Dellusion Magic (primary) - For each point in Dellusion Magic, hex spells you cast last 2% longer. Skills with this attribute will gain more benefit with increased points in Dellusion Magic.

Bewitching Magic (secondary) - Skills related to jinxes showing positive results with this attribute will gain more benefit with increased points in Bewitching Magic.

Entrapment Magic (secondary) - Skills related to jinxes showing negative results with this attribute will gain more benefit with increased points in Entrapment Magic.

Charm Magic (secondary) - Skills with this attribute will gain more benefit with increased points in Charm Magic.

Skills

Dellusion Magic

Spiteful Dellusion (10 energy, 1 cast, 30 recharge) Elite Enchantment. For 10 seconds, your next hex spell takes twice as long to cast and lasts twice as long. You can only cast on a foe who has dealt damage to you. (Dellusion Magic)

Indulgeance (5 energy, 1 cast, 20 recharge) Spell. You gain 5..30 life for each hex active on target foe. (Dellusion Magic)

Jinx Ward (10 energy, 1 cast, 30 recharge) Enchantment. For 10 seconds, any hex cast on you is applied to all adjacent enemies instead. Length of hex is reduced by 80%...50% in this way.

Bewitching Magic

Block Jinx (5 energy, 1 cast, 20 recharge) Jinx. For 10 seconds, next time target foe is hit with an attack, foe is shown to have blocked that hit and foe's health is shown as left unaffected by that hit. Effects last for 5..15 seconds. (Bewitching Magic)

Obscure Jinx (5 energy, 1 cast, 30 recharge) Elite Jinx. For 3..10 seconds, the last active hex placed on target foe becomes a jinx, and all of foe's allies cannot see traces of it or Obscure Jinx. (Bewitching Magic)

Vitality Jinx (5 energy, 1 cast, 20 recharge) Jinx. For 5..15 seconds, target foe is shown to be healed 30...120 life. (Bewitching Magic)

Death Jinx (5 energy, 1 cast, 45 recharge) Elite Jinx. For 10 seconds, the next time target foe hits an attack on an ally, that ally is shown as killed to that player for 3..10 seconds. Death Jinx ends prematurely if target foe is dealt damage by that ally. (Bewitching Magic)

Plight Jinx (5 energy, 1 cast, 20 recharge) Jinx. For 5..15 seconds, all health degeneration caused by conditions on target foe are shown to be regeneration instead.

Entrapment Magic

Nightmare Jinx (5 energy, 1 cast, 20 recharge) Jinx. For 10 seconds, target foe receives -8 health degeneration. When Nightmare Jinx ends, player gains life equal to health lost from Nightmare Jinx. (Entrapment Magic)

Weakness Jinx (5 energy, 1 cast, 20 recharge) Jinx. For 5..15 seconds, target foe receives Weakness condition. Weakness Jinx ends prior to effects that would be caused by Weakness are applied. (Entrapment Magic)

Apathy Jinx (5 energy, 1 cast, 20 recharge) Jinx. For 5..15 seconds, a random skill in target foe's skill bar is shown to be inactive. (Entrapment Magic)

Immobility Jinx (5 energy, 1 cast, 20 recharge) Jinx. For 5..15 seconds, target foe receives Crippled condition. Immobility Jinx ends when foe moves. (Immobility Jinx)

Masochistic Jinx (5 energy, 1 cast, 30 recharge) Jinx. For 3..7 seconds, everytime foe hits with an attack, target foe is shown to have received that damage instead.

Energy Jinx (5 energy, 1 cast, 20 recharge) Jinx. For 10 seconds, the next spell target foe casts is shown to foe to cause exhaustion for 5..15 seconds.

Charm Magic

Ether Blade (10 energy, 1 cast, 10 recharge) Weapon spell. For 5...15 seconds, whenever target ally hits with an attack, that foe is shown to lose 3 energy.

False Security (10 energy, 1 cast, 20 recharge) Elite Weapon spell. For 3..10 seconds, all attacks dealt by player are shown to deal no damage to target foe.
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Old Oct 10, 2007, 04:34 PM // 16:34   #2
Jungle Guide
 
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Quote:
which hover slightly above the ground whereever they go.
Thats not a feature that's a bug, peeps already do that in lots of places including the Eye. must be 4 CM to the floor there
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Old Oct 11, 2007, 04:09 AM // 04:09   #3
Jungle Guide
 
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Guild: The Killer Clan Musketeers [TKCM]
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The idea... idunno, it seems like you just expanded on what the Mesmer should be like... Though this would be awesome to see in PvP, watching monks heal ppls when they really have a full amount of health... Cool idea
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Old Oct 11, 2007, 01:22 PM // 13:22   #4
Desert Nomad
 
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Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
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Intresting^^, You have improved.
This is really unique^^.
But try basing it into something withou similarities to any class, kay^^.
Like how Darkhell, used Shadow for his Shadow(forgot) try making Corsairs, Duelist, Acrobats and more^^.
Kudos on you're work^^.
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Old Oct 12, 2007, 08:16 AM // 08:16   #5
Lion's Arch Merchant
 
Join Date: Dec 2005
Guild: Imperial Guards (TIGI)
Profession: Mo/
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Pardon me for saying so, but if it uses hexes, it's a mesmer. If it uses elemental (even if it is only fire, cold, or lightning), it is an elementalist. If it is a melee fighter, it's a warrior or assasin clone, and if it heals, it is a monk.

It's important to be different, but when basing yourself that my build is a lot like a mesmer merely on the fact that it has hex spells, I think it's a bit of a stretch. All classes have hex spells. Mesmers specialize in conditional hexes or outright energy manipulation. This class concept does neither. It is designed to confuse the player, making it difficult to correctly use their build.

Though, perhaps you have a point. I'm considering lumping all jinxes in one attribute and think up another. Any ideas anyone? I'm halfway considering a speed-based control attribute which would manipulate the run speed of the players in various ways.

Last edited by Hawkeye; Oct 12, 2007 at 08:18 AM // 08:18..
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Old Oct 12, 2007, 12:04 PM // 12:04   #6
Desert Nomad
 
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Join Date: Feb 2007
Location: Philippines, LSGH
Guild: Legions of the Golden Aguila [PNOY]
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No I am saying don't base it around Illusions^^.
And I think it's really bad having already an Elementalist and creating a class around same Element.
Each Class as thier filled like monk is to Support Holy why Elementalist has Elements.
While you're you using Illusions whcih Mesmers have.
It's not Hex but Illusions.
Not always if it uses Ice Lightning or Fire or something but like the Channeling Magic of the Rit they us Spirits not really Lightning.
Like I said try cloaking you're Ideas with something.
I think I said something to you like that^^.
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