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Old Jun 26, 2007, 10:59 AM // 10:59   #1
Lion's Arch Merchant
 
Join Date: Dec 2005
Guild: Imperial Guards (TIGI)
Profession: Mo/
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Default Chronic Spells

Chronic spells are a type of spell which places all the emphasis on casting, not on the aftereffects like most spells. At best, however, perhaps there would be some sort of bonus for completing the entire duration of the cast (though not usually).

That is to say, these spells would take like 15 seconds to cast and during the cast time, they'd have some sort of effect. These spells can of course be interrupted like any other, but the difference is that it could never be a total loss. If only 1 second passes before it is interrupted, it is 1 second that the spell has taken effect on a player unlike a normal skill in which you'd have spent the energy and have no effect.

I'm thinking these spells could have slightly more powerful effects since they consume the ability for the player casting to do anything else.

For example,

(It'd have to be elite for the trouble it could give a monk)
Psychological Attack - (10 energy, 15 cast time, 45 recharge) - Elite chronic spell. While casting Psychological Attack, target foe gains -6 health degeneration and gains condition Dazed.

(Serves as a sort of life bond for you)
Chakra Bond - (15 energy, 20 cast time, 45 recharge) - Chronic hex spell. While casting Chakra Bond, all damage you receive is divided between you and target foe.

(Designed to be anti-interrupt)
Sacred Concentration - (10 energy, 20 cast time, 45 recharge) - Chronic spell. While casting Sacred Concentration, gain 2 energy regeneration. If interrupted during Sacred Concentration, the foe and all adjacent foes who interrupted Sacred Concentration are knocked down and struck for 75 lightning damage.

(Like Recuperation, but I figure it deserves a bit more because of the fact that it renders the player unable to do anything else and due to its risk to be interrupted.
Communial Blessing - (10 energy, 15 cast time, 45 recharge) - Chronic spell. While casting Communial Blessing, all other allies in the area gain 6 health regeneration. At the end of Communial Blessing if you are not interrupted, you gain 100 life.

Dark Void - (10 energy, 30 cast time, 45 recharge) Elite chronic spell. Target foe gains -4 health degeneration. If target foe dies while Void is being cast, that foe cannot be ressurected until Void ends.

I'm open to criticism. It's obviously not a perfect idea.
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Old Jun 26, 2007, 12:01 PM // 12:01   #2
Forge Runner
 
Join Date: Feb 2006
Location: UK
Guild: Duality Of The Dragon
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Sounds like a bunch of mesmer spells.
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Old Jun 26, 2007, 01:50 PM // 13:50   #3
Krytan Explorer
 
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Join Date: Jan 2006
Guild: Shinigami Keys [SHIN]
Profession: R/Mo
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woot mesmers!
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Old Jun 26, 2007, 02:34 PM // 14:34   #4
Lion's Arch Merchant
 
Join Date: Dec 2005
Guild: Imperial Guards (TIGI)
Profession: Mo/
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Well those were some examples, but I can't imagine ArenaNet adding a whole slew of skills to any one profession anytime soon. It's really with new professions in mind in Guild Wars 2. A possible attribute could be one with these type of spells.

Perhaps they'd deal primarily with 'time manipulation.' As in, it would have a lot of affects dealing with slowing down/speeding up attack speed, run speed, cast speed, recharge speed, etc.

For at least this attribute, the focus wouldn't be damage but manipulation.

Some more skill examples:

( I suppose it would lead to a sort of 'time bomber' build which focuses on trapping enemies while others would meteor storm it )
Time Sink - (15 energy, 15 cast time, 45 recharge) Chronic spell. While casting Time Sink, all other nearby allies and foes move, attack, cast spells 30%...80% slower.

( Would be used no doubt for runners... but I imagine it would also be good to cast on warriors in PvP before battle starts )
Speed Battery - (10 energy, 15 cast time, 30 recharge) Chronic spell. While casting Speed Battery, target ally cannot move. When Speed Battery ends, target ally gains 50% speed boost for the amount of time Speed Battery was in use.

(Nice anti-monk spell)
Memory Lapse - (10 energy, 10 cast time, 45 recharge) Chronic spell. While casting Memory Lapse, target foe's skills recharge 30%...80% slower.

And a couple support skills to chronic spells:

Dwayna's Rhythm - (5 energy, 1/4 sec cast time, 20 recharge) If casting a spell, you interrupt yourself and gain 50 life.

Lyssa's Rhythm - (5 energy, 1/4 sec cast time, 20 recharge) If casting a spell, you interrupt yourself and interrupted spell recharges 30% faster.

Last edited by Hawkeye; Jun 26, 2007 at 02:40 PM // 14:40..
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