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Old May 19, 2005, 02:52 AM // 02:52   #1
Pre-Searing Cadet
 
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Join Date: Mar 2005
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Default Character Concepts: Intelligent Feedback appreciated

Character Class: Glyph Tracer

Glyph Tracers are a primary caster class, with some melee abilities, almost all of their abilities rely on the tracing in the air of glyphs, that when fully cast have some sort of effect on others, or themselves, a few facts about Glyph Tracers, they do not have huge energy reserves instead they have a very high energy regeneration, this results in them being able to cast only a few glyphs per battle but being able to still cast for the next one, they also have higher health than the more common spellcasters. Therefore they are especially devastating with another casting class to back up their own powerful abilities, and add a bigger energy reserve. They can also use a weapon using secondary class to increase their capabilities for more “physical” destruction. Glyph Tracers are unique among all the classes in that they have no signets, all their abilities take time, this means that those who play as glyph casters must be especially careful not to make a mistake as there will be no quick casting to save them. They also have a very unique weapon set, upon finding a weapon Glyph Tracers can choose to alter the weapon making it into a semi permanent glyph weapon, they do this by removing some of the physical matter of the weapon and replacing it with glyph structures this has the effect of making the weapon ethereal (see through and cool looking, glowing with various colors dependant on the types of runes traced), it also allows the glyph tracer to create a unique weapon by tracing various glyphs onto a glyph weapon, these glyphs will be permanent until the glyph master chooses to remove them however only 2 glyphs can be active on a glyph weapon at one time, , this causes it only to be usable by other glyph tracers who have been trained in the use of these weapons, these weapons have slightly decreased damage, but have the ability to “steal” energy from their targets and transfer it to the Glyph Tracer, unfortunately Glyph Tracers are unable to trace glyphs onto bows effectively, because the arrow is what strikes the target and once released it is no longer in contact with the Glyph Tracer. Their attributes are:

Primary: Glyph Mastery
Secondary: Glyph Weapon mastery
Secondary: Light Glyph mastery
Secondary: Shadow Glyph mastery
Secondary: Chaos Glyph mastery

Glyph mastery increases the effectiveness of various glyphs, whether through decreasing the energy cost, increasing the damage, or increasing the area of effect. Needless to say any serious Glyph Tracer will be investing points in this ability in order to increase their skills powers.

Glyph Weapon Mastery: Glyph Weapon mastery increases the power of the glyph weapon skills that a glyph tracer uses.

Light Glyph mastery increases the effectiveness of light glyphs.

Shadow Glyph mastery increases the dark powers of the glyphs of the shadow.

Chaos Glyph master increases the powers of the unpredictable chaos glyphs, often resulting in interesting events.
Note: the three secondary skills give greater benefits to their related skills, but not always the same benefits as glyph mastery.

Glyph tracer skills are divided into 4 distinct “paths” melee glyph skills, light glyph skills, shadow glyph skills, and chaos glyph skills.

Here is a list of a few Melee glyph skills (note glyph masters can carve melee glyphs onto another characters weapon, however unlike a glyph carved onto a glyph weapon it will be only temporary and the effects will be reduced in power):
Permanent: (if the glyph will be permanent when carved onto a glyph weapon)
Traceable: (whether it can be traced onto a normal weapon for a short time)

Glyph of speed: Increases the speed of the weapon, by a x percent, the speed of the weapon and the energy cost increase with levels
Cast time: 1 second
Permanent: Yes
Traceable: Yes
Duration (for normal weapon): 300 seconds

Glyph of the fallen friend: When a party member nearby dies this glyph temporarily doubles the damage of the weapon, note henchmen do not count as party members.
Cast time: 3.5 seconds
Duration: 35 seconds
Permanent: no
Traceable: no

Kalgaleths Anguish(elite): When the user takes damage x percent of it is spread to all other members of the party.
Cast time: 5 seconds
Permanent: no
Traceable: yes
Duration: 20 seconds


Light Glyphs are glyphs that affect party members, they are mainly buffs, or relatively weak healing spells, and a few can be used offensively.

Glyph of Solar Flash: Temporarily blinds a group of targets, reducing their effectiveness in combat.
Cast time: 4 seconds
Duration: 10 seconds

Glyph of Warding: raises a protective shield around the caster reducing the damage they receive from melee attacks.
Cast time: 2 seconds
Duration: 15 seconds


Glyph of Unity: all party members gain increased defense when within ten feet of the caster.
Cast time: 2 seconds
Duration: 20 seconds

Shadow Glyphs: The “Evil” side of glyph magic, also the most aggressive glyphs.

Glyph of the Hidden One: temporarily makes the caster invisible, allowing him to scout ahead, broken by attacking or taking damage, (or casting spells)
Cast time: 5 seconds
Duration: 60 seconds

Price of Failure: whenever a monster or party member nearby dies, they explode for shadow damage equaling a percent of their health.
Cast time: 6.5 seconds
Duration: 45 seconds

Glyph of Doom: the target monsters have their attack and defense lowered by x percent
Cast time: 7 seconds
Duration: 15 seconds
Danions deadly puzzle: Deals x shadow damage to the enemy, also deals 50 percent damage to nearby units.
Cast time: 1 second
Glyph of Annihilation(elite): deals x shadow damage to a 20 foot area, monsters in the area that are casting spells will be dealt increased damage
Cast time: 10 seconds

Chaos Glyphs: the unpredictable ones. Discovered by in a mistake by a renowned scholar these glyphs are extremely unpredictable. (note on chaos damage either 100% physical 50% chance, 25% physical and 75% of a random element 40% chance , or healing for half of the damage 10% chance)

Tessiens unpredictable sigil: Deals x chaos damage over 20 seconds over a 10 foot area
Cast time: 1 second
Duration: 20 seconds




Nashers unfathomable structure

All party members have one of the following effects occur to them: 5% fully healed 5% brought to 1 hit point 50% damage doubled for 10 seconds 30% damage reduced by half 10% teleported to some random place within 20 feet.
Cast time: 3 seconds




Character Class: Shadow Master.

The Shadow Master. is a master of the shadows(seriously he is), he can deal damage up close with a blade or dagger, or from father away with an arquebus or pair of flintlock pistols. The SM is a primary melee damage dealer, with the ability to attack at range effectively though not as well as the ranger. The SM has learned to channel energies of the shadow world into his weapons, which can be used to devestate his oponents.

Attributes: Primary: Stealth
Secondary: Sword and dagger mastery
Secondary: Dual Weilding
Secondary: Gun Mastery
Stealth: When one point is put in this the SM gains the skill hide, it goes onto your skill bar, just like any other skill. As successive points are put into hide it makes it harder to detect you, you can be detected by moving too close to another character or monster, a monster or character has a better chance to detect you the higher their level. Stealth Skills would all require you to be in stealth to use, they could be openers, DOTs, stuns, knockdowns etc.

Example skills:
Stealth Attack: While stealthed the SM may perform a highly damaging attack against a single enemy. This causes the SM to unstealth. This may be performed with either ranged or melee weapons, ranged weapons will deal less damage.
Feet of the Night: Cast from stealth mode, increases the SM's speed whilst stealthed.
Impale(elite): The SM impales the enemy with his sword or dagger, the weapon punches through the target holding him in place and dealing massive damage over time, whilst impale is active the both the SM and victim are incapacitated.


Sword and dagger Mastery: Each point increases sword and dagger damage and attack speed. A SM damage increses will be lower than a warrior's, but he will hit faster, resulting in higher damage. These skills will have interupts, and shadow skills.

Example skills:
Shadow blade: Charges the SM's blades with deadly shadow magic, leeching a percentage of the damage the blade deals and healing the SM.
Stab: The SM performs a quick low damage stabing attack, this attack has a 50% chance to interupt an enemy if they are using a skill.


Dual weilding: Using a weapon in each hand, increses the damage of dual weilded weapons. Skills for this attribute will be based around increasing damage and attack speed at the cost of health or armor.

Example skills:
Bloodfury(elite): Greatly increses the SM's attack speed and damage, quickly drains SM's health while activated.
Bloodrage: Increases the SM's attack speed and damage, drains SM's health while activated
Double Strike/Shot: The SM performs an attack with both weapons, this attack deals increased damage, but reduces the SM's armor for the next 5 seconds.

Gun mastery: The SM has perfected the use of guns, and can use them to deal damage from afar, before closing with the enemy with his blades. The skills for this attribute involve ranged damage, interupts, and shadow skills.

Example skills:
Death Mark: The SM charges one of his bullets and fires it at his enemy, the enemy is now marked for death and takes 10% more damage for 10 seconds.
Cruel Shot: The SM shoots the target in the eyes, this attack causes blindness

Thats my character concepts if your are going to offer criticism or input please use rational logic and think about what your post sounds like before you say it, otherwise you’re probably going to sound like a retard throwing ice cubes at the sun.
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Old May 19, 2005, 03:03 AM // 03:03   #2
Ascalonian Squire
 
Join Date: May 2005
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i havent read the entire post, but if GW was to add a new class, it prolly would have an entirely different dynamic to it. Glyph tracers sound too much like ele/mes/nec, spell-casting sort. Going in the way of Diablo 2, new classes would prolly be more like Assassin, maybe u can play as a different race without adding new classes, other ideas for classes could be: Mechanic/Blacksmith, Gambler/Thief, etc.
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Old May 19, 2005, 03:04 AM // 03:04   #3
Ascalonian Squire
 
Join Date: May 2005
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Ah, Shadow Masters, i just saw that. That is more like a different class, Assassin-like.
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