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Old May 14, 2006, 11:38 PM // 23:38   #1
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Default New Class Concept: Visionary

Alright im pretty bored so I figured I would take a shot at added a new class to the list of ideas out there:

CLASS: Visionary
Visionaries are powerful masters of manipulation who have the ability to see and control parallel realms of existence. Planewalking allows the visionary to leave his or her body and support allies by drawing power from an ethereal world. Inner Sight allows the Visionary to see the flows of life and power and manipulate them for serve the party. Psionics allows the visionary to convert mind power into a physical force to attack foes and Spirit Linking allows the visionary attune his or her life force with allies to support and strengthen them.

ATTRIBUTES
<i>Planewalking (Primary)</i>: Added points in planewalking strengthens skills a visionary uses while existing in the astral plane. For each point added to planewalking, the visionary also gains 5% of his or her max HP when returning to the discarded body.

<i>Inner Sight</i>: Points in Inner Sight increases the strength and duration of skills that manipulate enemy attacks and attributes as well as the strengths and attacks of allies.

<i>Psionics</i>: Increases the damage of psychic mind attacks.

<i>Spirit Linking</i>: Increases the effectiveness of energy management skills and life force skills associated with spirit linking.


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USABLE WEAPONS: Rods, Staves, and Offhands associated with Visionaries. Offhands may include Crystal Balls, Tarots, or Totems.

CLASS ICON: A dark outline of a spirit figure with purplish flames around it.


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EXAMPLES OF SKILLS:

<b>PLANEWALKING:</b>
-Astral Projection (Skill): All HP is reduced to zero and the visionary leaves an exploitable corpse to take a spirit form. An enchantment-esque icon at the top corner allows the visionary to return to his or her body at any time. When a Visionary loses all MP he or she automatically returns to his or her body. Energy regeneration during astral projection is also reduced to -1 degen for the duration of this skill. Visionaries in astral form are immune to spell damage and physical attacks but can still be shattered by disenchants and energy drained by mesmers. Visionaries also cannot deal physical or spell damage while in this form. The amount of HP a visionary has when returning to his or her body depends on the amount of points in planewalking. This skill cannot be used if the visionary is under 50% HP. Only skills in planewalking can be used while the visionary is in astral form.
COST 0, CAST TIME 3, RECHARGE TIME 30 (when visionary returns to body), UPKEEP -1 (Also reduces all energy regeneration to -1, skills from allies like Blood is Power and Peace and Harmony cannot be used on a visionary in astral form.)

<i>-Astral Presence (Enchantment, must be used in astral form)</i>: Suffer an additional -1 degen but all allies standing in the area around our astral spirit gain +1 to +3 life regeneration for the duration of this enchantment.
COST 0, CAST TIME 2, RECHARGE TIME 10, UPKEEP 1.

<i>-Life Void</i>: (Enchantment, must be in astral form): Suffer an addtional -1 degen but all enemies in the area next to your astral spirit suffer -1 to -3 life degen.
COST 0, CAST TIME 2, RECHARGE TIME 10, UPKEEP 1.

<i>-Spirit Void</i>: (Enchantment, must be in astral form): Suffer an additional -1 degen but all enemies in the area next to your astral spirit form suffer an -1 energy degen.
COST 0, CAST TIME 2, RECHARGE TIME 10, UPKEEP 1.

<i>-Life Line (Skill, must be used in astral form)</i>: Target touched ally gains 60-120 HP.
COST 10, CAST TIME 0, RECHARGE TIME 8, UPKEEP 0.

<i>-Astral Infusion (Skill, must be used in astral form)</i>: Target touched ally gains 7-12 energy.
COST 15, CAST TIME 0, RECHARGE TIME, 8, UPKEEP 0.

<i>-Spirit Cleansing (Skill, must be used in astral form)</i>: Target touched ally loses all conditions. You lose 5 energy for each condition past the first one that is removed.
COST 5, CAST TIME 0, RECHARGE TIME 5, UPKEEP 0.

<i>-Spirit Binder (Hex, must be used in astral form)</i>: Target touched enemy is hexed with spirit binder and is slowed by 66% for 5-10 seconds.
COST 15, CAST TIME 0, RECHARGE TIME 15, UPKEEP 0.

<i>-Spectral Agony</i>: Target touched enemy suffered health degeneration of -3 to -5 and takes 15-20 damage a second for 10 seconds. The duration of this spell is halved if the enemy's armor is infused.
COST 10, CAST TIME 0, RECHARGE TIME 7, UPKEEP 0.

<i>-Ethereal Presence (Elite Enchantment, must be in astral form)</i>: Suffer an additional -1 degen but all allies standing in the area next to you gain an additional +1 energy regen.
COST 0, CAST TIME 2, RECHARGE TIME 10, UPKEEP 1.

<i>-Soul Sacrifice (Elite Skill)</i>: Sacrifice all remaining energy. All allies in the party gain +3-5 HP for each point of energy lost and lose one condition and one hex. You do not return to your body after this skill, you remain dead.
COST 0, CAST TIME 3/4 sec, RECHARGE TIME 0, UPKEEP 0.

<i>-Body Snatch (Elite Skill)</i>: You have a 50% chance to take over target touched foe's body for 7-15 seconds. When Body Snatch ends you return to you body with 0 energy.
COST: 0, CAST TIME 0, RECHARGE TIME 60 (after returning to body), UPKEEP 0.

INNER SIGHT:
<i>-True Sight (Enchantment)</i>: For the next 5-10 seconds, target ally's next attack cannot be blocked or evaded.
COST 5, CAST TIME 1, RECHARGE TIME 15, UPKEEP 0.

<i>-Clouded Sight (Hex)</i>: For the next 5-8 seconds target enemies next attack will be blocked or evaded. Clouded Sight renews itself each time it is triggered.
COST 15, CAST TIME 1, RECHARGE TIME 15, UPKEEP 0.

<i>-Open Channel (Enchantment)</i>: For 15-30 seconds, each time target ally is healed, nearby allies are healed for half the amount.
COST 10, CAST TIME 2, RECHARGE TIME 20, UPKEEP 0.

<i>-Forced Channel (Hex)</i>: For 15-30 seconds, each time target enemy is healed allies near target foe are healed for half that amount
COST 15, CAST TIME 2, RECHARGE TIME 20, UPKEEP 0.

<i>-Forgotten (Elite Hex)</i>: For the next 7-12 seconds target foe's attributes are all reduced by 5-7.
COST 25, CAST TIME 1, RECHARGE TIME 45, UPKEEP 0.

<i>-Hidden Channel (Elite Hex)</i>: If target enemy is under an enchantment, you also are under the effects of the same enchantment until the enchantment ends or the hex is removed.
COST 10, CAST TIME 2, RECHARGE TIME 15, UPKEEP 0.

<b>PSIONICS:</b>
-Mind Blast (Spell):
Target enemy takes 28-50 chaos damage.
COST 5, CAST TIME 1, RECHARGE TIME 5, UPKEEP 0

-Mind Splitter (Spell):
Target enemy takes 43-68 chaos damage and is interrupted. If target was casting a spell they take an additional 27-38 chaos damage.
COST 10, CAST TIME 3/4 sec, RECHARGE TIME 25, UPKEEP 0.

-Mind Render (Spell)
Target enemy takes 28-47 chaos damage and loses all conditions. Target enemy takes 15-21 damage for each condition lost this way.
COST 15, CAST TIME 2, RECHARGE TIME 8, UPKEEP 0

-Mind Break (Spell, hex)
Target enemy takes 28-47 chaos damage and is hexed for 7-12 seconds. The next time the enemy uses a skill of the same kind (I.e. healing prayers) the enemy takes another 28-47 damage.
COST 10, CAST TIME 2, RECHARGE TIME 20, UPKEEP 0

-Psychic Rift: (Spell)
Target enemy takes 30-52 chaos damage and is teleported to the position on the map they were on 5 seconds ago.
COST 10, CAST TIME 1, RECHARGE TIME 18, UPKEEP 0

-Mind Crush (Elite Spell)
Target enemy takes 54-106 chaos damage. If the enemy was casting a spell that enemy is interrupted and dazed for 10 seconds. If the enemy was using a skill the enemy is knocked down.
COST 10, CAST TIME 3/4 sec, RECHARGE TIME 15, UPKEEP 0

-Disruption (Elite Spell)
Target enemy is dealt 54-106 chaos damage. If the enemy is enchanted all enemies in the area around the target also take 54-106 chaos damage.
COST 15, CAST TIME 2, RECHARGE 10, UPKEEP 0

SPIRIT LINKING:
-Spirit of Brotherhood (Enchantment):
For 20-30 seconds target ally and adjacent allies divide damage done to them equally among each other.
COST 10, CAST TIME 2, RECHARGE TIME 8, UPKEEP 0

-Spirit Weaver:
For 15-30 seconds you suffer -3 to -2 health degeneration but gain +1 energy regeneration.
COST 5, CAST TIME 2, RECHARGE TIME 10, UPKEEP 0

-Vorpal Blade (Elite)
For 15-30 seconds target ally's attacks ignore armor but each time target ally lands a successful strike you lose 5 energy.
COST 5, CAST TIME 2, RECHARGE TIME 25, UPKEEP 0

-Mind over Matter (Elite):
For 30 seconds, for each arrow of life degeneration you recieve you gain +1 energy regeneration.
COST: 5, CAST TIME 1, RECHARGE TIME 25, UPKEEP 0


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Notes on Class Usage:
The Visionary is an interesting class that is kin to the mesmer and ritualist. They can play a variety of roles in combat but their main function relies on their interesting ability to leave their bodies and assist the party from another dimension. This astral projection skill provides them with alot of immunity against the enemy attacks and spells but also limits their interaction with the enemy as well. Astral projection is a huge gamble main due to the fact that energy acts as a limited to how long they are able to maintain this form and after expending energy in this state to support the party, they will most likely be returning to their body dry. A support class like necromancers with BiP or using mesmer skills to regain energy will be a way to remedy this. Also many of their enchantments and energy can be stripped by mesmers even while in astral form, making them still vunerable and giving mesmers a stronger role in the game by giving them opportunities to counter a Visionary's astral powers. Visionaries can also interrupt enemies and can support allies with interesting skills like Vorpal Blade and Spirit of Brotherhood. The Psionic line also gives them some great interrupt and damage dealing abilities. While in astral form, visionaries can act as great supports, almost like moving wells. And also, with body snatch taking over an enemies' body has to be fun.

Notes on Planewalking/Astral Projection:
Ok im adding this section because alot of people are having difficulty on how to interpret how this skill works. When you first begin a Visionary, Astral Projection is one of the first skills you get. Think charm animal for beast mastery and how you have to have it equipped to bring your pet. When astral projection is used you LOSE ALL ENERGY REGEN and you HEALTH DROPS TO ZERO. In other words you literally die and a spirit form leaves your body. Now the Visionary class has a normal >>>> arrows energy regeneration like all other classes. While Astral Projection is active it acts like an enchantment, so you can deactivate it at any time and go back to your body. In spirit form you can freely move around the field regardless of where your body is. However you do have a < energy degeneration and other skills that give you more energy like BiP from an ally or peace and harmony do not affect you. While in astral form you take no numerical damage from spells and attacks, conditions also dont affect you like KD and blind. However you can still be hexed and your enchantments shattered. Note that Astral Projection is a skill not an enchantment so you cannot be shattered out of it. While under Astral Projection you can only use Planewalking abilities. Its not like you can astral project yourself and spam heal party. Anyway when you energy runs out you get kicked back to your body and revive with 5% hp per point in Planewalking. So 16 in planewalking you will come back with 80% HP. However to prevent people spamming the skill for cheap HP you have to be over 50% hp to activate Astral Projection to begin with. Now as an Astral Projection there is no way to gain back energy and you have < degen. So there is a limit on how long you can assume this form based on you energy. The more skills you use the less time you can sustain this form. For example I can use Astral Projection and then use Astral Presence. Any party members near me gain +3 health regen just like mending while they stand near me but now I have << energy degen. When my energy runs out it runs out so does my time as a spirit. Now if I run out of energy and get kicked back to my body, come back with 80% life I will still have NO ENERGY that's why the class has many life sacrificing energy management skills like Spirit Weaver.

Example of a Match with a Visionary:
So im playing a visionary and my team is rushing the base. I have 16 in planewalking and 60 energy. I activate astral projection and leave my body near my base. I follow the entire team as a spirit and activate Astral Presence and stand at the center of my team to give them all +3 life regen but I have << energy degen, I also use 15 energy stalling an enemy warrior with spirit binder. After a bit of supporting my team the enemy mesmer hits me with an energy surge and I lose some energy but take no damage. Afterwards I am hit with shatterstorm and the mesmer removes my enchantment that is helpng my team. This is about when my energy drops to zero and I am kicked back to my body. I use my skill Spirit Weaver to sacc. my HP and gain energy back while I run up to the enemy base to support the team in person. So the team leader is calling a damage spike on a monk and a ranger hits the monk with crip shot and has apply poison on him. A tell the mesmer on my team to cast fragility and I follow up with Mind Rend. My attack hits for chaos damage and strips the enemy conditions, dealing damage for each one. The fragility kicks in and deals more damage for each one and the monk drops. So there are some examples uses of a visionary in the match.

Notes on Changes:
-Reduced the effect of Forgotten. Was too overpowered to reduced all attributes to zero. Also upped the recharge time to prevent spam. Note this skill is a HEX and can be removed.

-Changed the area affect of spirit of brotherhood to adjacent allies.

Last edited by Lordhelmos; May 15, 2006 at 03:00 AM // 03:00..
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Old May 14, 2006, 11:44 PM // 23:44   #2
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The concept is in combination of a Ritualist and a Mesmer. Please explain how it differs between these two classes. In concept only, the skills itself are fine.
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Old May 15, 2006, 12:03 AM // 00:03   #3
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Default Difference in Class

Quote:
Originally Posted by Terra Xin
The concept is in combination of a Ritualist and a Mesmer. Please explain how it differs between these two classes. In concept only, the skills itself are fine.
Although this class has many similarities to the classes on the outside it can do many things unique to itself. Ritualists function by placing stationary spirits along the battlefield that supply an area of effect, Visionaries on the other hand can move freely across the field in astral form. Also the visionary has many unique skills, like "Forgotten" which targets an enemies' attribute points, that attacks aspects of other classes that no other profession targets. Ritualists function on an area of effect or their spirits and mesmers shutdown or control an enemies' actions. A visionary on contorts and warps an enemy's already existing actions and effects to his party's benefit. Spells such Open and Forced Channels would warp the healing game and positioning would become more valuable. Having a supporting Visionary in astral form standing in the middle of an enemy party that cannot be physically hit or targeted by spells would put more importance on stopping his enchantments and draining his energy to put him out of commission, then killing him with a spike when he returns to his body weakened. Yes a visionary may seem much like a mesmer or ritualist but is in fact really quite different in its own right. Necromancers can't make a well that moves, no other class can drain down attribute points, and no other class can leave its body behind to unlock a slew of new touch and area based skills. Mesmers and Ritualists are also unable to warp healing spells to target allies in the area as well. That is my concept behind this class. As a Mesmer you are able to stop things from happening, as a ritualist your able to place Area of Effect magics in strategic points on the map. However, once there are a ton of effects in place bogging down your party or when you going to raid an enemy base and need an AoE booster than can follow you, thats where the visionary comes in.

Last edited by Lordhelmos; May 15, 2006 at 12:14 AM // 00:14..
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Old May 15, 2006, 12:31 AM // 00:31   #4
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I woln't say it is horrible, but it isn't impresive or interesting at all.

Reducing enemies attribute points is a extremely determental, and I don't think it is a functional skill, maybe it would work, but there are alot of skills which require a certain rank in an attribute to succeed, or has specific effects based on that particular amount of attribute points, this isn't just a weakening effect, it can easily be a build breaking effect.

Bringing in the ability to support like a ritualist and suppress like a necromancer with more versatility seems to bring a broken level of power to this build. Wile the skills could be adjusted, I think it would be better to focus on actionjacks Bard idea for improvements rather than working on a weaker topic.
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Old May 15, 2006, 12:40 AM // 00:40   #5
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the planewalking skills are useless until you get astral projection {E}? i dont understand that as an elite is usually very far into the game... or explain it for me

the name clarivoyance doesnt really fit

To many mesmer kin skills, i personally think it should be more of an aoe buffer as the game doesnt have one so far, and the astral projections would be perfect way to get to some assassins or wars in battle and help them out. but some of the rit spells come close to makign them a very good damage reducer (union, shelter, etc)

Problems:

When you leave your body, it should have the same amount of health you have in planewalking (ie lvl 10 plane you would get 50% health on him) and then when someone attacks your body, when its reduced to 0% you return with X health depending on your planewalking.

"Forgotten" ~ thinks about an ele ~ *nods no*

Overall i like it.

Last edited by Trylo; May 15, 2006 at 12:44 AM // 00:44..
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Old May 15, 2006, 01:12 AM // 01:12   #6
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Protection magic, Binding Ritual effects, wards, Shouts, Wells, half the classes in the game have AoE buffing, the trick is coming up with an effective and original one.
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Old May 15, 2006, 01:19 AM // 01:19   #7
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Overall, its not bad, and I can not say no to it.

Very detail, highly descriptive, and wonder writing skills. Much seem to have good effort put in in attempting to balance it. Would also recomand putting some text as Bold for easier read/organization.

Planewalking (Primary): Uh... cann't say no to it.... (See below)

Clairvoyance: I think it could use more Counter type of skill. Purpose of countering what you think your oppoent would dish it out at you.

Psionics: I dislike its energy usage. Need some alternative form of energy consumption to make it more special.

Spirit Linking: Don't really seem special...

OH... and I did wrote a Medium befoe... (But that one has a few hole in it) and see a great potenial in a Psionic class...
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