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Old Oct 30, 2006, 02:23 AM // 02:23   #1
Jungle Guide
 
unholy guardian's Avatar
 
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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Default Darkened Sage - concept class

Darkened Sage – Concept class

Yes this sounds like a no thought just a cool name class, just bare with me.

Lore Synopsis – A group formed when a slight disagreement with the Zaishen Order caused them to be outcast. The belief in “if you overwhelm your enemy in power and number, survival is not the issue”. Leaders of the Zaishen became very worried when the power corruption merged with the popularity with the group, many started to believe in the dark arts which would later consume those of whom who one, could not handle them, and two when they left themselves defenseless as a foe came to them. Slaughter became a notion to man and beast, magic which has been mastered by many for protection was thrown out in pursuit of more power. Then, and only then did the decree go out to abolish the rogue mages once and for all. Thought of more of a war than treason those involved in the massacre of the darkened sages were never punished… yet at least. Some managed to escape, through enchantments that were unknown to anyone outside the inner circle of mages. In fear, the few remaining learned from Masters of many new arts, from mesmerism to elemental powers, even a bit of necrotic arts, the sage managed to bulk up (very slightly) although this lead to a weaker offense. A new set of spells are currently being taught, magically reducing their defense to increase the surge of power, or to regenerate energy, all which come at a cost. The group still seeks vengeance on the souls of those who banished them so long ago.


Armor is a new concept to the game as well, a base level of 40, which under effects of skills can go higher or lower, really this class aims in lowering their defense for power.

Pictures of an idea of what it “could” looks like:




Idea for the book



An idea for the wand.




Now here are the attributes. Now these are always subject to change of course.

Power Corruption(primary)- For each rank in Power Corruption your spells cause 1% more damage, and your spells in shadow Aura’s and Graver Digger Bonds that effect you or an ally last .5% longer for each rank in Power Corruption. Whenever you cast a spell you gain 1energy for every 7 ranks in Power Corruption.


Dark Surges-Increasing this attribute increases your power for each spell linked to this attribute, as well as lessens the severity of the drawbacks of the spells.

Shadow Auras- Increasing this attribute increases the effectiveness of enchantments and Dark Aura’s which add effects to you and your allies.


Grave Digger Bonds – Increasing this attribute increases the power of spells linked to Grave Digger Bonds.


Ok, now you have them, now I’ll tell you more about them.


Power Corruption(primary)- This is your primary. Energy management, and most the power to boost your other attributes, This way the primary has a use, while synergy can be achieved, it offers a different kind of synergy. This line also contains a large amount of nice skills.

Dark Surges – This is a line focusing almost entirely of damage spells, from single targets to multi-target, you can do it.

Shadow Auras- This basically is a line to help not only you, but your allies as well. Usually it will trade armor to deal more damage, almost like an order’s type of line, but really quite different.


Grave Differ Bonds- If you read my little section of lore (hope you did ^_^) The skills deal with the bit deathly skills learned. From putting it on your allies minions, or your own, these offer a lot to the undead, or the soon to be undead, i.e. you if you fall asleep as the switch.


Might as well get started on the spells now. Based on a scale from 1-15.

Power Corruption(primary)-

Battery Charge-enchantment spell- ( 5 energy ½ second activate 12 second recharge)- For 15 seconds you gain +1-2 pips of regeneration but have 20-10 less armor.

Dangerous Position-stance-(5 energy 14 second recharge)- For 4-21 seconds, you have 10-5 less armor, but your spells deal an additional 2-6 damage.

Sacrificial Chaos -spell-(5 energy 1 second activate 8 second recharge)- Lose half your current health, for 2-7 seconds, allied pet and minion attacks in the area deal +3-10 damage.

Spellbinding Rebellion-spell-(10 energy 2 second activate 25 second recharge)- For 20 seconds you armor is reduced by 10. Remove all hexes from allies in the area and place them on yourself, for each hex you have on you after that effect takes place you lose 2 armor, but gain 1-2 pips of regeneration for the duration of the hexes.

Divine Corruption-hex spell-(5 energy 2 second activate 20 second recharge)- For 2-18 seconds, you receive health half to what target foe is healed for. When health is received you lose 3-1 energy.

Corrupted Regeneration-enchantment spell-(5 energy 2 second activate 10 second recharge)- For 3-17 seconds you receive double energy gain from “power corruption” when you cast a spell, but you have -30 armor while casting spells.

Unyielding Chaos –stance-(10 energy 0 second activate 35 second recharge)- For 1-7 seconds you cannot suffer a fatal hit, but during that time you cannot be healed.

Noise of a Thousand Riots-(10 energy 2 second activate 18 second recharge)- Create a field (like a ward) of “noise of a thousand riots”, for 2-14 seconds all shouts last an additional 10 seconds.

Bond of Foes-(5 energy 1 second activate 6 second recharge)- Lose 20 armor for 10 seconds. For 2-20 seconds, whenever you or the target foe is healed or takes damage the other receives the same effect. (life sacrificing does not count, only damage)

Energy Transfer-elite spell-(25 energy 1 second activate 2 second recharge)- Swap energy pools with target foe for 5-20 seconds.

Chaos Wall-elite spell-(10 energy ½ second activate 20 second recharge)- Form a chaos barrier adjacent to your location, all magical and physical projectiles have a 70% chance to be redirected to their attacker for 4-10 seconds.

Critical Vengeance-elite enchantment spell-(10 energy 2 second activate 15 second recharge)- For 1-20 seconds, whenever an ally in the area hits a critical hit they steal 5 health and 1 energy from their foe.

Health of Power-spell-(5 energy 1 second activate 5 second recharge)- You are healed for 8-71 health. You are healed an addition 1-2 health for each point under 40 armor you have. You receive 2-1 damage for each health above 40 armor level.

Corrupted Mind-spell-(5 energy 1 second activate 17 second recharge)- You become dazed for 3-18 seconds.

Finish Them!-shout-(5 energy 0 second activate 20 second recharge)- The next time each ally in the area hits a foe with less than 30% health they deal an additional 2-10 damage.

Beginning of the End-enchantment spell-(5 energy ¼ second activate 20 second recharge)- Your spells cost 33% less energy to cast for 4-18 seconds, but they take 40% longer to cast.

Relaxation- elite enchantment spell-(15 energy 2 second activate 30 second recharge)- For 4-32 seconds, the next time each ally in the area would receive exhaustion they do not.

Stand and Fight-stance-(5 energy 0 second activate 10 second recharge)- For 1-11 seconds you receive 1 energy a second when not moving.

Dark Surges-

Dark Rift –spell-(10 energy 2 second activate 6 second recharge) – Create a dark rift at target foes location, after 2 seconds all adjacent foes to that location take 20-65 damage. If you are interrupted while activating this spell it takes an additional 10 seconds to recharge.

Chaotic Surge-spell-(10 energy 3 second activate 20 second recharge)- Target foe and the two nearest foes to your enemy are hit for 7-85 damage. If you are interrupted or cancel casting this spell your other “Dark surges” spells are disabled for 6-4 seconds.

Chaos Waves-spell-(25 energy 1 second activate 9 second recharge)- This spell is easily interruptible, and if it is interrupted it is disabled for 20 seconds. Target foes takes 7-84 damage, all foes nearby the enemy take 4-51 damage, and all foes in the area of the nearby foes take 2-31 damage. No foe can be struck more than once from a single casting of this spell.

Relinquish Anxiety –(5 energy 1/2 second activate 2 second recharge)- If you are under attack this spell deals 10-98 damage. If you are not under attack you lose 5 armor for 5 seconds and deal 4-45 damage.

Abandon Virtue-(10 energy 2 second activate 5 second recharge)- Lose all energy, All foes in the area are blinded for 2-17 seconds, and dazed for 1-3 seconds. After casting this spell you suffer -4 energy regeneration for 10-4 seconds.

Focused Bombardment-(10 energy 2 second activate 11 second recharge)- Send out a quick firing projectile that deals 9-91 damage, if this misses or is interrupted you lose 5 energy and your other spells are disabled for 3 seconds.

Cataclysmic Barrage-(10 energy 3 second activate 15 second recharge)- While activating this spell you have -10 armor. Hit target foe for 3-66 damage and all foes adjacent to you and your target foe for 2-44 damage.

Chaotic Redirect-hex spell -(5 energy 1 second activate 12 second recharge)- This spell is easily interruptible. For 1-8 seconds, the next foes attack on you or an ally redirects to one of their allies.

Trade Off-spell-(5 energy ½ second activate 12 second recharge)- Target foe loses 3-12 energy, but all your spells are disabled for 9-4 seconds. You also have -10 armor for 8 seconds.

Pure Surge-elite spell-(5 energy 2 second activate 8 second recharge)- Target foe is hit for 10-91 damage.

Surrounding Fury-elite spell-(5 energy 1 second activate 10 second recharge)- All adjacent foes are hit for 8-101 damage. After using this skill your other “dark surges” spells are disabled for 3 seconds.

Eliminate Enchantments-spell-(10 energy ¼ second activate 13 second recharge)- All nearby foes lose 2 enchantments, you lose all enchantments and 10 armor for 10 seconds.

Forceful Charge-spell-(5 energy 1 second activate 14 second recharge)- Target foe is hit for 2-35 damage and is knocked down.

Old Faithful-spell-(15 energy 2 second activate 20 second recharge)- Every 3 seconds for 12 seconds all nearby foes are hit for 6-72 damage.



Shadow Auras-
Energy infusion-spell-(10 energy 1 second activate 20 second recharge)- All party members (except for you) gain 1-2 pips of energy regeneration for 2-16 seconds. For each ally effected by this you lose 5-3 armor.

Chaotic Embodiment- enchantment spell-(15 energy 2 second activate 15 second recharge)- All allies in the area deal 1-7 more damage for 15 seconds. For 15 seconds after successfully casting this spell you have -20 armor.

Chaos Cloaks- enchantment spell-(25 energy 2 second activate 25 second recharge)- All party members in the area are enchanted with chaos cloaks, for 3-11 seconds they have a 50% chance to evade attacks, and when they do their attacker takes 2-14 damage.

Condition Consumption-spell-(10 energy 3 second activate 17 second recharge)- Remove all conditions from party members, for each condition removed you begin bleeding for 8-5 seconds for each condition removed. If the bleeding is removed early you suffer from a deep wound for 20-14 seconds.

Critical Renewal-enchantment spell-(10 energy 2 second activate 18 second recharge)- All party members are enchanted with critical renewal for 2-14 seconds, the next time an ally hits a critical hit their next hit will critical too.

Weakening Reassurance-(15 energy 3 second activate 40 second recharge)- Your party member allies cannot suffer from weakness or blindness or 4-17 seconds, but for 20 seconds you have -40 armor and suffer from weakness.

Armor Less Protection-enchantment spell-(5 energy 3 second activate 4 second recharge)- All allies in the area gain 10 less armor, but cannot suffer from a critical hit for 2-9 seconds.

Glass Cannons-elite enchantment spell-(10 energy 1 second activate 2 second recharge)- For 2-8 seconds all allies in the area have 50 less armor, but deal +9-25 damage.

Fog Of War-elite enchantment-(15 energy 2 second activate 15 second recharge)- For 2-8 seconds, whenever an ally in the area is struck by an attack or spell, the attacker is blinded for 4-8 seconds.

Artillery Barrage-elite enchantment-(15 energy 3 second activate 10 second recharge)- While activating this you are easily interrupted, and if you are interrupted you lose 5 energy. For 2-18 seconds, all allies in the area have a 5-14% range boost for attacks and spells.

Zealous Chaos-enchantment-(25 energy 2 second activate 10 second recharge)- All allies in the area receive one energy whenever they hit with an attack or cast a spell. This effect lasts 4-17 seconds.

Vampirism Chaos-enchantment-(25 energy 2 second activate 10 second recharge)- Allies In the area steal 3 health whenever they hit with an attack or cast a spell on a foe. This effect lasts 4-17 seconds.

Aura’s of Lesser Energy-enchantment spell-(25 energy 4 second activate 30 second recharge)- All allies in the area next spell costs 15 less energy to cast, while activating this spell you have -30 armor.

Return from Rock Bottom-enchantment spell-(10 energy 2 second activate 10 second recharge)- The next time each ally in the area reaches 0 energy they gain 2-10 energy.

Gift of Armor-enchantment spell-(5 energy 2 second activate 5 second recharge)- For 2-20 seconds you transfer 10 armor to target other ally.


Grave Digger Bonds

Army Infusion-spell(5 energy 3 second activate 15 second recharge)- All undead allies in the area are enchanted with army infusion for 10 seconds, and lose 30-17 armor, but they deal +3 damage. If this is removed from an undead ally that undead ally dies.

Preparation for the Afterlife –spell-(5 energy ¼ second activate 3 second recharge)- Target ally is enchanted with this spell for 2-17 seconds, while under this enchantment the ally has 10-5 less armor, but if that ally dies, an ally spell to exploit that corpse casts instantly.

Super Nova Blast –enchantment spell-(5 energy ¼ second activate 5 second recharge)- You become enchanted with super nova blast, if you die while enchanted with it all nearby foes take 7-110 damage, if this enchantment is removed before you die, all nearby allies take 60-38 damage.

Ailment Transference –(5 energy 1 second activate 10 second recharge)- For 2-8 seconds, all conditions attempted to be put on ally undead creatures in the area are instead put on their attacker instead.

Reaping the Dead-(5 energy 2 second activate 30 second recharge)- All undead allies are enchanted with “reaping the dead,” for 3-16 seconds, if they die allies receive +2-5 extra energy.

Signet Of Preserving-(0 energy 1 second activate 20 second recharge)- If target ally is under 40% health that ally cannot lose more than 7% of health from a single attack for 4-9 seconds.

The Gods Can’t Even Save You!-shout-(5 energy 0 second activate 13 second recharge)- If target ally is under 10% health, that ally redirects half damage to attacks for 2-20 seconds, or until that ally gains more than 50% max health.

Minion Ground Infusion-(5 energy ½ second activate 2 second recharge)-Target minion becomes bound to the location they are standing. They gain 20 armor and have ½ health degeneration, but ranged minions lose 50% attack range.

Corpse Trickery-(5 energy ¼ second activate 0 second recharge)- Target corpse is teleported to a nearby random location.

Energy Retrieval-elite enchantment-(10 energy 2 second activate 25 second recharge)- For 2-18 seconds allied minions steal one energy for you every time they attack. You and the minions enchanted have -15 armor for 10 seconds, in addition the minions enchanted die after 30 seconds.

Leave No One!-elite shout-(5 energy 0 second activate 17 second recharge)- All undead allies within earshot steal 4-10 health to heal themselves for 2-10 seconds.

Rampant Run Through-enchantment spell-(10 energy 1 second activate 7 second recharge)- For 5-22 seconds allied minions move 25% faster than normal.

Annihilating Force-enchantment spell-(15 energy 2 second activate 10 recharge)- Allied minions attack 25% faster for 6-25 seconds.

“Devastation On Its Way!”-shout-(5 energy 0 second activate 9 second recharge)- All allied minions in the area explode upon their next successful strike, the resulting explosion causes 9-105 damage to adjacent foes.

Return to this Realm-enchantment spell-(10 energy 2 second activate 14 second recharge)- The next time a spirit you control dies, it is brought back with 50% health for up to 2-30 seconds or as long as it normally lives if it is less than 2-30 seconds.

Survival Through Death-spell-(5 energy 1 second activate 3 second recharge)- Destroy target ally minion, all other minions are healed for 10-106 health.

Reapers Gift-enchantment spell-(10 energy 2 second activate 19 second recharge)-Enchant all allies in the area with this effect for 2-19 seconds. While enchanted with this spell death does not trigger non ally necromancers soul reaping.

other

Signet of Minor Chaos –signet(0 energy 2 second activate 19 second recharge)- Your next 3 spells are +1 to their respective attribute.

Uncovered Wounds – enchantment spell-(5 energy 1 second activate 10 second recharge) For 5 seconds you gain 50% more health from healing, but you have 40 less armor.

Troubled Burial –enchantment spell-(5 energy 1 second activate 7 second recharge)- Target ally is enchanted with this spell for 20 seconds, if that ally dies an exploited corpse is left.

“DEATH IS ONLY A BEGINNING!”-shout-(5 energy 0 second activate 15 second recharge)- For 5 seconds if target ally is to die, they are resurrected in 15 seconds with 10% health and 5% energy.

Signet of Major Chaos-elite signet-(0 energy 2 second activate 14 second recharge)-Your next 7 spells are +2 to their respective attribute.

Degenerating Finale-enchantment spell-(5 energy ¼ second activate 7 second recharge)- For 5 seconds if you are to die, the foe who killed you suffers -1 health degeneration until you are resurrected.

Replenishing Steps-stance-(5 energy 0 second activate 10 second recharge)- For 5 seconds you have -40 armor but your spells recharge 50% faster.

Darkness Surrounds All-spell-(5 energy 2 second activate 12 second recharge)- For 10 seconds, all creatures in the area have -4 health degeneration.

Nightmare-spell-(10 energy 1 second activate 5 second recharge)- Target foe is dazed for 3 seconds.

Repetition of Chaos-enchantment spell-(5 energy 2 second activate 30 second recharge)-While activating this spell you have -20 armor. For 15 seconds, whenever target ally dies, that ally is immediately resurrected with 50% health and energy.
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