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Old Nov 11, 2005, 08:25 AM // 08:25   #1
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Join Date: Jun 2005
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Default Class Concept: Shaman

Profession: Shaman

*has a base 4 energy regen pip

Attributes:

Spirit Gathering (primary)
Nature Magic
Spirit Magic
Summon Magic
Inner Beast

Weapons:

Staves, Wands

Sample Skills:


Spirit Gathering

- primary attribute of Shamans, you gain 1 energy for every point in Spirit Gathering whenever a 'Ghostly' creature dies. This way, Soul Reaping from Necromancers would not include deaths from creatures such as 'Nature Rituals', 'Ghostly Heroes' and 'Spirits' anymore


Nature Magic


Healing Rain (15 en, 3 sec cast, 20 sec recharge) - Enchantment Spell

For 1-13 seconds, creatures near this location gain 1-3 health regen.


Acid Rain (10 en, 3 sec cast, 30 sec recharge) - Water Hex Spell

For 1-19 seconds, creatures near this location have -25 Armor against physical damage.


Entangling Roots (10 en, 2 sec cast, 24 sec recharge) - Hex Spell

For 5-15 seconds, target foe's legs are held down by gigantic roots and that foe moves 50% slower than normal. Target is set on fire for 3 seconds if struck by fire damage and this hex ends.

Thorny Vines (10 en, 1 sec cast, 10 sec recharge) - Spell

Cause thorny vines to sprout beneath your target which deals 15-51 piercing damage and inflict Bleeding for 5-17 seconds.


Monstrous Seed (5 en, 1 sec cast, 15 sec recharge) - Hex Spell

Inject a monstrous seed on touched target enemy and that enemy suffers 1-4health degen. If target enemy dies while hexed with Monstrous seed, a level 1/14 masterless Moss Scarab appears.


Spirit of Stormy Weather (10 en, 5 sec cast, 60 sec recharge) - Nature Ritual

Create a level 1-8 spirit. For creatures within its range, Lightning and Water spells cost -1 energy to cast and Fire and Earth spells have a 25% chance of failing. This spirit dies after 30-78 seconds.


Spirit of Dry Weather (10 en, 5 sec cast, 60 sec recharge) - Nature Ritual

Create a level 1-8 spirit. For creatures within its range, Fire and Earth spells cost -1 energy to cast and Lightning and Water spells have a 25% chance of failing. This spirit dies after 30-78 seconds.


Spirit Magic


Vengeful Spirit (15 en, 3 sec cast, 24 sec recharge) - Spell

Summon a level 1-14 Vengeful Spirit from target corpse.

*Vengeful Spirits are melee type spirits. This spell doesn't exploit corpses hence the longer recharge.


Serene Spirit (25 en, 3 sec cast, 20 sec recharge) - Spell

Summon a level 1-14 Serene Spirit from target corpse. Serene spirits use minor healing spells (ie orison, breeze)


Summon Wraith (25 en, 3 sec cast, 20 sec recharge) - Spell

Summon a level 1-14 Wraith from target corpse. (the ones that cast lightning spells)


Wail of the Banshee (15 en, 1 sec cast, 30 sec recharge) - Spell

Command a friendly spirit nearest your target to send out an agonizing scream that deal 5-42 damage and interrupts the actions of nearby enemies.


Possess (25 en, 3 sec cast, 15 sec recharge) - Hex Spell [Elite]

Sacrifice a friendly spirit nearest you to possess target enemy. That enemy suffers 10-34 damage for every Monk enchantment on them and cannot be the target of further Monk enchantments for 5-17 seconds. That target's skills are also disabled for 2-6 seconds.


Infuse Spirit (10 en, 6 sec cast) - Spell

Sacrifice nearest friendly spirit to resurrect target ally. Target party member returns to life with 20-80% the health and energy of the sacrificed spirit.


Soul Cage (15 en, 3 sec cast, 30 sec recharge) - Hex Spell

For 5-15 seconds, target foe suffers -1 energy degen. Target foe cannot be resurrected for 1-13 seconds if this target dies while hexed with Soul Cage.


Summon Magic


Sanctuary (15 en, 3 sec cast, 20 sec recharge, -1 en upkeep) - Territorial Spirit

Summon a Territorial Spirit from target corpse to create a Sanctuary at its location. For 30 seconds, creatures within its range suffer -5 energy when attacking or casting offensive spells. This spirit dies prematurely if the caster moves out of range.


Ancestral Grounds (15 en, 3 sec cast, 20 sec recharge, -1 en upkeep) - Territorial Spirit

Summon a Territorial Spirit from target corpse to create Ancestral Grounds at its location. For 30 seconds, spirits within its range gain 30-210 maximum health. A total of 1-5 Ancestral Ghosts and other spirits can be summoned from these grounds. This spirit dies prematurely if the caster moves out of range.


Melandru's Circle (15 en, 3 sec cast, 20 sec recharge, -1 en upkeep) - Territorial Spirit [Elite]

Summon a Territorial Spirit from target corpse to create a Melandru's Circle at its location. For 30 seconds, all elemental damage within the range of the spirit is reduced by 1-19 damage. A total of 1-5 Beasts can be summoned from these grounds. This spirit dies prematurely if the caster moves out of range.


Summon Creature (15 en 3 sec cast, 8 sec recharge) - Spell

Summon a level 1-14 creature within range of certain Territorial Spirits. The type of summoned creature depends on the territorial spirit where the spell was used.


Inner Beast


Bestial Rage (10 en, 1 sec cast, 10 sec recharge) - Enchantment Spell

For the next 5-10 seconds, target ally does 1-8 more damage in melee. This bonus damage is doubled when used on pets.


Lycantrophy (10 en, 3 sec cast) - Skill

By adding this skill, other forumers will flame me endlessly for 1-3 days
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Old Nov 27, 2005, 06:51 PM // 18:51   #2
Forge Runner
 
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Wow, this thread never even got one reply? Ahhh!
I just followed a link from a related thread.
I actually really like some of these ideas. Having these spirits with territorial effects that mean other spirits can be brought up is cool.
This profession seems to very based around Melandru and nature, more so than ranger, which I like. It's a good idea, and though some of the the skills are maybe a bit overpowered or similar to already existing ones, I have a good opinion of it.
Well other people, let's comment on it!
PS: I'm putting this with other shaman idea on my Chapter 2 Summary of Ideas thread.
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Old Nov 27, 2005, 07:23 PM // 19:23   #3
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Join Date: Oct 2005
Location: Kali
Profession: W/E
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Another Shaman?.. guess they are starting to get popular....

Very good. Nicely Pack. Some good and original skills, like Monstrous Seed and the Spirit attributes. Need to make that Summon Spirit from Corpse a bit more differnt thought, else will be too much like another Necro, with Corpse having too much use. And need to add a skill call Casper to go with that. Personally, I would make summon skill another class, but that is just my perosnal opinion. Read the Druid and the other Shaman, might get a good combination of them.
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Old Mar 23, 2006, 07:07 PM // 19:07   #4
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Join Date: Mar 2005
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I do think that this has more to offer than other shaman ideas, but I think one of the main characteristics of a shaman that needs to be brought into the game would be shapeshifting. I think that if they do bring a shaman class (or druid) into the game they need to add in some shapeshifting enchantments. I said this in another post that I will say here again. I also think that these enchantments should be based off of adrenaline (something that is not incorporated into any other class) and they could give 1 health regen instead of energy regen. Then, if you don't do damage withing say 30seconds, it ends. And then you have something that is COMPLETELY different from any other class that I think would greatly add to the game and connectivity between classes.
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