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Old Nov 05, 2006, 08:45 PM // 20:45   #1
There is no spoon.
 
Maxiemonster's Avatar
 
Join Date: Jun 2005
Location: Netherlands
Profession: Mo/
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Default The Controller

I was bored, made some skills for a concept class. It's supossed to control the field and fool around with enemies.

The Controller:
The Controller can control the weather, ground and mind and use it to protect his allies, or harm his foes. He can increase

Intelligence:
For each rank of Intelligence your Control spells last 1 second longer. For each 4 ranks in Intelligence the range of your control spells is increased by 5 yards. Several Controll skills, especially spells that affect all three controlling powers.

Air Control:
No inherent effect. Many Controller skills, especially spells that help you control the air, become more effective with higher Air Control.

Rainy Day [Elite]
Control Spell. All Fire damage is decreased by 25%. - 1 Energy degenaration, 3 second casting time, 30 recharge time, 15 energy.

Acid rain
Control Spell. Requires the Rainy Day control spell. All enemies take 3...8 damage each second. This Control spell lasts 10 seconds. - 1 second casting time, 30 recharge time, 15 energy.

Lightning
Control Spell. Requires the Rainy Day control spell. Every 5 seconds one enemy gets struck by lightning, Dazing him for 4...9 seconds. This Control spell lasts 15 seconds. - 1 second casting time, 30 recharge time, 10 energy.

Sunny Day [Elite]
Control Spell. All spells cost 25% more energy. - 1 Energy degenaration, 3 second casting time, 30 recharge time, 15 energy.

Too Hot!
Control Spell. Requires the Sunny Day control spell. All enemy spells that cost 25....10 energy or more cause exhaustion. - 1 second casting time, 15 second recharge time, 10 energy.

Cold Day [Elite]
Control Spell. All spells take 25% longer to cost.

Freeze!
Control Spell. Requires the Cold Day control spell. All foes move 7...25% slower. - 1 second casting time, 15 second recharge time, 10 energy.

Ground Control:
No inherent effect. Many Controller skills, especially spells that help you control the ground, become more effective with higher Mind Control.

Roots [Elite]
Control Spell. While you are enchanted with Roots, you cannot move. All allies have 1...5 Health regenaration. - 1 Energy degenaration, 5 second casting time, 10 recharge time, 25 energy.

Forest
Control Spell. Requires the Roots control spell. Trees will make your allies harder to hit, giving them a 10...15% chance to evade. This Control spell lasts 15 seconds - 1 seconds casting time, 30 seconds recharge, 10 energy

Mother Tree
Control Spell. Requires the Forest control spell. Creates a Mother Tree in the center of the forest, knocking every foe down that comes near her. This Control spell lasts 7...15 seconds. - 1 seconds casting time, 30 seconds recharge, 10 energy

Thorn Bushes
Control Spell. Rquires the Forest control spell. Creates Thorn Bushes around the forest, crippling foes for 3 seconds on touch. This Controll spell lasts 7...15 seconds. - 1 scpmds castomg to,e. 15 seconds recharge, 10 energy

Earthbending [Elite]
Control Spell. While you are enchanted with Earthbending, you cannot move. Allies have 10...25% chance of resisting a knockdown. - 1 Energy degenaration, 5 second casting time, 10 recharge time, 25 energy.

Bended Quicksand
Controll Spel. Requires the Eartbending control spell. All foes that are currently effected by Eartbending can't move for 1...6 seconds. - 1 seconds casting time, 30 seconds recharge, 10 energy

Bended Earthquake
Control Spell. All foes in the area area knocked down for 1 seconds every 25...10 seconds. This Control spell lasts 25 seconds. - 1 seconds casting time, 60 seconds recharge, 10 energy

Mind Control:
No inherent effect. Many Controller skills,especially spells that help you control the mind, become more effective with higher Mind Control.

Forgetfulness [Elite]
Hex Spell. For 8....25 seconds your foes skills are randomly swapped around the skill bar each time he/she casts a spell. - 2 seconds casting time, 25 seconds recharge, 15 energy.

Brain Damage [Elite]
Hex Spell. For 5...10 your foes screen is flipped upside down. - 1/4 seconds casting time, 15 seconds recharge, 5 energy.

Brain Disfuction
For 8...25 seconds your foes move buttons are inverted. - 1 seconds casting time, 15 seconds recharge, 10 energy.

Drunkness
Hex Spell. For 15...35 your foe suffers from drunkness. - 2 seconds casting time, 10 seconds recharge, 10 energy.
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Old Nov 05, 2006, 10:20 PM // 22:20   #2
Jungle Guide
 
Dean Harper's Avatar
 
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
Default

a little strange, and too overpowered. Also, too much like a mes and ele. i mean, swapping skills around? inverting move controls? drunkeness? flippig screen??

Too strange for me...

However, some of the earth skills could be incorporated for a new prof that is based around all earth skills and such

/notsigned
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Old Nov 06, 2006, 02:51 AM // 02:51   #3
Jungle Guide
 
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Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
Default

I do like the gist of the idea, i was thinking of a similiar concept, but like you, when i think of any idea like it it either 1 becomes overpowered or 2 seems better off in another class like ele.
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