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Old Sep 21, 2007, 06:39 AM // 06:39   #1
Ascalonian Squire
 
Join Date: Jul 2007
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Default The Visionary

The Visionary

I sometimes ask myself when I play casters... how come that wimpy caster staff/wand fails to kill anything? So I came up with a class that is both a caster and an attacker.

Intro:
The Visionary is the master of space and time. Thus, Visionaries predict the future and use the power of the celestial objects and the void in order to deal damage to their foes. They serve primarily as a damage-dealing class, but can prove to take a minor supportive role by using their magic to bend time and foresee actions to guide allies away from danger.

Stats:
Role - damage, support
Armor - low
Energy - high
Range - short-ranged

Weapons:
The Visionaries' primary weapons are orbs floating in both hands, where they launch it towards their enemies from their hands: they come in all different sizes, colors, patterns, and numbers. This serves as their primary attack and are considered as physical attacks with "Celestial Damage". Their attacks are dealt at half the range of a spell.

Attributes:
Prospected Power (Primary) - Increases the chance for attributes to increase by 2 when using skills. Few skills here include those that boost the power of your abilities and your allies abilities, such as increasing attribute points or damage.
Orb Mastery - Increases the damage and chance of critical hits done with orbs and orb attack skills.
Celestia - Increase the effectiveness and damage dealt with Celestial (nuking) skills
Void - Increases the effectiveness of time-bending skills, especially those that slow down foes and cancel their attacks.

Sample Skills -- Note: all skills' numbers (durations, damage, energy cost, casting/recharge times, etc) are all just some random numbers that came out of my head when I was typing this. Skills may seem overpowered or underpowered due to this. Just think of the general effect that the skill does, not the specific numbers.

* Edit: Also the range of most Visionaries' nuking and other spells should be the same as the weapon's range -- half the range of most caster spells.

Prospected Power Skills:
Growth of Capability - 10e/1c/10r - Enchantment Spell. For 1...15 seconds, target other ally's attributes are increased by 0...2 for the next 1...3 attribute-based skills.
Wormhole - 10e/1c/15r - Enchantment Spell. For 0...10 seconds, target ally's next non-skill attack hits for 80...100% more damage.
Split [Elite] - 15e/2c/30r - Spell. You are duplicated into 1...3 versions of yourself. (So there's a "real" you and 1...3 "fake" you's where they cannot be controlled, like minions. They have the same names and look exactly the same as you with the same stats.) Duplicates can only attack and last 40...60 seconds. If your health reaches zero while duplicates remain alive, you gain 80...100 health for each duplicate alive and they die. This spell is disabled while duplicates are alive and is disabled an additional 32...0 seconds.

Orb Mastery Skills:
Twirling Orb - 5e/1c/6r - Orb Attack. This attack strikes for +2...20 damage if it hits.
Blast to the Past - 10e/1c/4r - Orb Attack. If this attack hits, target foe will take +5...25 damage after 3 seconds.
Ball of Fire - 10e/1c/10r - Orb Attack. This attack strikes for +2...15 damage and causes Burning for 1...4 seconds if it hits.
Orb Swipe - 5e/0c/6r - Orb Attack. This attack strikes target foe and all adjacent foes are struck for +1...20 damage. This attack has the range of a melee attack.
Energy Globe - 10e/0c/15r - Orb Attack. This attack strikes target foe and two nearby foes for +2...18 damage.
Crystal Life - 5e/0c/8r - Orb Attack. This attack deals no damage, but you 20...80 health if it hits.

Celestia:
Starfall - 10e/2c/20r - Spell. Target foe and 1...3 foes in the location the target takes 10...30 damage.
Glare of the Sun - 10e/1c/15r - Hex Spell. Target foe and adjacent foes are hexed with Glare of the Sun for 2...8 seconds and have a 50% of missing their attacks. If that foe misses, one foe near that attacker takes the 10...20 damage.
Debris Disk - 10e/1c/10r - Enchantment Spell. For 5...10 seconds, nearby foes take 1...15 damage per second.
Retracted Space - 5e/0.25c/10r - Spell. Target foe takes 10...50 damage and is Weakened for 1...8 seconds.
Hypernova - 15e/2c/25r - Spell. Creates a Hypernova in target foe's location for 2...10 seconds. Target foe takes 10...40 damage. Every second one foe in the location takes 10...50 damage, but cannot be struck more than 1...3 times by this spell.
Galactic Burst - 10e/1c/20r - Spell. Target foe and adjacent foes are Burned for 1...3 seconds. If target foe is attacking, that foe is takes 5...30 damage and is knocked down.
Cosmic Rays - 5e/1c/15r - Hex Spell. For 2...5 seconds, target foe and 1...2 others nearby take 2...15 seconds every second.
Astral Decision - 10e/2c/25r - Enchantment Spell. For 5...30 seconds, one foe in the location takes 9...32 damage every 4...2 seconds.
Graviton [Elite] - 10e/3c/30r - Hex Spell. For 3...10 seconds, every second one nearby foe takes 2...10 damage and is hexed with Graviton for 0...3 seconds. Foes hexed with Graviton move 20% slower. (This can be devastating because Graviton can continuously spread if enemies do not disperse.)
Frozen in Time - 10e/1c/10r - Hex Spell. For 0...5 seconds, target foe receives 0 energy and health regeneration.

Void:
Reverse Time - 5e/0.5c/10r - Enchantment Spell. For 0...2 seconds, whenever you take damage, you take 0 damage instead.
Void Space - 5e/1c/8r - Hex Spell. For 0...9 seconds, target foe moves 50% slower and attacks 25% slower.
Binding Soul - 10e/0.5c/15r - Enchantment Spell. Target other ally and all other adjacent allies are enchanted with Binding Soul for 2...10 seconds. Whenever you take damage, all allies with Binding Soul gain health equal to 50% of the damage taken.
Binding Past - 10e/2c/10r - Enchantment Spell. Target other ally and all nearby allies are enchanted with Binding Past for 2...10 seconds. Allies enchanted with Binding Past take 5...20% less damage.
Foresee - 10e/1c/5r - Enchantment Spell. For 2...10 seconds, target ally takes 33% less damage from physical attacks.
Accelerate Growth - 5e/1c/10r - Enchantment Spell. You gain 50...90 health. For 6...10 seconds, you gain +1 health regeneration for every two points in Prospected Power.

Other Equipments:
The headgear is a headband.

Why or Why Not Play This Class?:
The Visionary deals lots of damage to multiple groups with their Celestia attribute and also has an effective attack weapon. Plus, they have a minor defensive and snaring attribute to slow down enemy groups (Void). However, they have weak armor and attack at a shorter range than the casters, making them even more prone to danger.

How to Play This Class:
Visionaries' nuking spells aren't like those of elementalists. It usually doesn't nuke the enemies all at once (although some do). Instead, it hits enemies in one area one-by-one or hits 2 or 3 at random (like Invoke Lightning). These kinds of nukes are effective because they generally have a larger area of effect, they jump around and hit other enemies that aren't necessarily adjacent your initial target. This also can strike enemies entering the location of nuking and does not disperse enemies like Fire Storm.

The great thing about this class is that they are a caster class that wields an useful attack weapon. While the by-the-second nukes are hurting large groups of enemies, you can still blast away at individual foes with orbs. You aren't going to be constantly casting spells (like most caster classes) due to these types of celestial spells. Just allow time to take its course.

The Void attribute compensates for the lack of thick armor. The skills in Void attribute reduce and prevent damage from getting to you and your partners. They also provide the basic healing skills for this class. Investing attribute points only in Void and Prospected Power will make Visionaries an excellent support unit.

So a general Visionary would enter the battle, cast a few area-of-effect nukes and defensive skills and attack with weapons until the nukes end. And finally retreat from battle with Void Skills.

Last edited by pluckyx24; Sep 21, 2007 at 06:52 PM // 18:52..
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Old Sep 21, 2007, 10:41 AM // 10:41   #2
Desert Nomad
 
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Join Date: Feb 2007
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signed, sounds very interesting and is a nice example for a "battle mage" which should it give more in the game, which don't fight all ever only with staffs.

Also a nice other way of implementing cosmic magic, then by a Seer(Fortune Teller)

To let them act like battle mages, they should have armor like rangers, also 70, but their range of spells must be shorter, then of any magical class and their range of their weapon must be shorter, then a rangers bow ...

nice, this class concept has interesting potencial imo, when you could give this class now too something, that lets this class look like fortune tellers, like using Tarot Card Skills or using even Tarot Cards as sort of 2. weapon type instead of orbs, this would be fantastic, then is only the crystal ball missing, but those could be focus items ....
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Old Sep 21, 2007, 04:00 PM // 16:00   #3
Lion's Arch Merchant
 
Join Date: Dec 2005
Guild: Imperial Guards (TIGI)
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I like it a lot, though some skills are a little overpowered like 'Split'. Though of course you said it yourself, look at the general idea of the skill rather than numbers.

But the concept is interesting. We've been making a lot of time manipulator classes on these concept classes, but this one is still different in its own way. Nice work. I'd go into more detail on the time skills.

Flashback - (15 energy, 1 sec cast, 20 recharge) Enchantment. For 10 seconds, flashback does nothing. Restore health of player to health when Flashback was cast when Flashback ends. (Void)

Soul Tear - (10 energy, 1 sec cast, 20 recharge) Hex. For 20 seconds, for each second target foe is moving, target foe gains -1 health degeneration.

Phase - (10 energy, 1 sec cast, 20 recharge, -1 energy degeneration) Enchantment. Target other ally gains -1 energy degeneration and -4 health degeneration and all damage is reduced by 50%.
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Old Sep 21, 2007, 06:43 PM // 18:43   #4
Ascalonian Squire
 
Join Date: Jul 2007
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Quote:
Originally Posted by Phoenix Tears
To let them act like battle mages, they should have armor like rangers, also 70, but their range of spells must be shorter, then of any magical class and their range of their weapon must be shorter, then a rangers bow ...
Yeah, I was thinking of reducing the casting range of the spells, making them more of a mid-line caster/attacker. Makes sense. Good idea.
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