Concept Class: Defiler

Dark Suoon

Dark Suoon

Lion's Arch Merchant

Join Date: Jan 2006

The Organization of Dawn [DAWN]

W/D

Defiler.....heh pretty cool and u must have alot of time on ur hand to detail this
/signed

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Quote:
Originally Posted by Fargin Scotchsman
instead of holding weapons, why not have glove like things with sharp pointy objects attached to them, more like a "surgeon" type feel, looks cool, dithec cheezy "needle" thing so he/she doesnt sound like hes gunna sew sumthin, i can jus see it now.......

you: "I'm weilding Barbed Needles of Fortitude."
ally: "wut, u gunna sew the enemy a jacket?"
Haha, mate, you got a good point there. I will have to come up with a suitable replacement for the "needles".
Quote:
Originally Posted by Frostie Arrows
the skill jinxed 1 is way way 2 overpowered if u was 2 use it then jinxed endurance u would have alot of health and energy regin


i like the idea of a martyr for hexes but that is just way 2 much
Aye, now the 2 skills you mentioned are Elite Skills and cannot be used together. Perhaps the issue of "way way 2 overpowered" is resolved now?
Quote:
Originally Posted by ctrl alt da leet
Nice work. Screams remind me of barbs from D2 heh.
Thanks for the compliment, mate, but the "Screams" concept has been scrapped. Perhaps I should reinstate it?
Quote:
Originally Posted by Dark Suoon
must have alot of time on ur hand to detail this
Aye, Rome is not built in a day.

Thank you for all your replies.
Your feedbacks are invaluable and is much appreciated.

Feedback, in any form, be it positive or negative, is much appreciated.
Thank you for your time.
Cheers.

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

No feedback from the public, so I believe its time for a thread revival.

What's updated:
- "Needle" weapon type changed into "Claw" weapon type
- renamed "Miasma" back into "Fumes", since there is a Necromancer spell called "Vile Miasma" in Factions
- changed "Fumes" into "Gas Spells"
- "Eye Stab" renamed into "Face Stab"
- "Apply Infected Blood" renamed into "Spread Infected Blood"
- "Spread Infected Blood" changed from "Preparation" into "Manipulation Spell"
- "Total Acquisition of Conditions" changed from "Skill" into "Spell"
- "Defiled Armor" changed from "Stance" into "Manipulation Spell"
- "Blighted Armor" changed from "Enchantment Spell" into "Manipulation Spell"
- "Sphere of Hexes" renamed into "Blighted Sphere"

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

I will help you bump it too
/bump

but you are changing it too much. Should let it go... and move on to someone new.

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Updates:
- edited "Associated Colour"


Hmmm... not much changes yet.

I know I need to add in a "Hex Control" spell to deal with hexes that causes your character to miss, for example, hexes like: Blurred Vision, Reckless Haste, Spirit of Failure, Price of Failure

Reviving this thread since Ken Dei started a voting thread about concept classes, so I figured I would show my baby to the GuildWarsGuru.com community and get some feedback.

Comments, feedback is much appreciated.
Cheers.

Puebert

Puebert

Desert Nomad

Join Date: Oct 2005

Mo/

Um... I like this a lot.

But you only have 30ish energy and you have a spell that costs 25 energy.

Maybe you could have somthing similar to adrenaline? I probobly spelled that wrong.

Also;

D/N FTW!

You could be a Defiler/Necro and use all the skills that put conditions on you to be 'UBERPOWERFUL!'

And, for the weapon, is it close up, or a ranger type of thing?

Just curious.

Anyways, I like this 'sson to be profession'. :P

And I would 100% for sure play it if I could be a D/N.

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Quote:
Originally Posted by Puebert
Um... I like this a lot.
Thanks for the support, perhaps you would be able to cast your vote for this concept class in the following thread?
Concept Class Listing Vote Thread.
The Defiler concept class is listed as #18

Quote:
But you only have 30ish energy and you have a spell that costs 25 energy.
Aye, this is for balancing purposes. Till now I have suggested 3 types of armor sets for this Defiler concept class, there could be 3 more types of armor sets since each profession has 6 types of armor sets.

For the time being, this set:
Wretched set
+6,+4,+2,+2 energy

Provides +14 energy, thus allowing the Defiler to have a total of 34 energy at his or hers disposal, with an AL of 70.

Quote:
Maybe you could have somthing similar to adrenaline? I probobly spelled that wrong.
Well, the primary profession Defiler has already a primary attribute that grants energy and health when the Defiler suffers or recovers from any hex or condition. I think we'll best leave leave the adreline thingie to the Warriors and let the Defiler juggle with the hexes and conditions. Remember, too much hexes and conditions and without the right remedy, the Defiler still can die.

Quote:
Also;

D/N FTW!

You could be a Defiler/Necro and use all the skills that put conditions on you to be 'UBERPOWERFUL!'
Agreed. Though remember that we only got 8 slots to put into our skill bar.

Quote:
And, for the weapon, is it close up, or a ranger type of thing?

Just curious.
The claws are meant to be a close up weapon, like the Assasin's dual wielding daggers.


Quote:
Anyways, I like this 'sson to be profession'. :P

And I would 100% for sure play it if I could be a D/N.
Thanks again for the support, hopefully you can cast your vote in the thread mentioned above.

Cheers.

samifly

samifly

Wilds Pathfinder

Join Date: Dec 2005

Girl Power [GP]

Mo/Me

This is a neat idea something to make hexers and condition givers afraid of.

Puebert

Puebert

Desert Nomad

Join Date: Oct 2005

Mo/

I'm sorry, but I don't want to vote. Regardless o how well you've made this build and how much thought you've put into it, I can't bring myself to voting for some of those other rediculous (sp) builds.

If I could vote for one, I'd vote for you.

On another note, I think this build relies on conditions/hexes far too much (I know this had been said before) so how about making traps or something that poison or disease like Vipers Nest? It'd give something the Defiler to do instead of waiting for hexes/conditions.

I didn't look at all the skills (far too lazy) but I don't think you have much healing. Other than Plague Mastery.

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Quote:
Originally Posted by Puebert
I'm sorry, but I don't want to vote. Regardless o how well you've made this build and how much thought you've put into it, I can't bring myself to voting for some of those other rediculous (sp) builds.

If I could vote for one, I'd vote for you.
Mate, you can vote for only one, don't mind Ken Dei and his mininum 3 votes thingie.
I would appreciate the support.


Quote:
On another note, I think this build relies on conditions/hexes far too much (I know this had been said before) so how about making traps or something that poison or disease like Vipers Nest? It'd give something the Defiler to do instead of waiting for hexes/conditions.
Well, I would say, instead of "waiting for hexes and conditions", you can use skills to acquire them.

Anyway, that's why I've come up with the melee weapon idea for this profession, the claw like weapons with big needles attached onto them.

This concept class - Defiler is meant to be an unique Melee profession, I am not sure how sucessful I am at that though.

Quote:
I didn't look at all the skills (far too lazy) but I don't think you have much healing. Other than Plague Mastery.
Well, you are right about that, not much direct healing, but a few very powerful healing skills, though a bit conditional.

To quote those skills:
(If you can come up with better names for the skills, please do so. )

---------------------------
Plague Mastery
---------------------------
Jinxed Fix Skill | 5e | 1/2s C | 15s R
Receive 5+5X health healing and 1+X/10 energy for each hex and condition on you.

Jinxed Endurance Elite Skill | 5e | 0s C | 15s R
For 10+X seconds, gain extra 5+5X health and 1+X health regeneration, for each hex and condition on you.

----------------------------
Plague Control
----------------------------
Defiled Regeneration Skill | 5e | 0s C | 15s R
For 5+X seconds, you ignore the effects of Bleeding, Poisoned, Dieseased, Burning
Whenever you are
Bleeding, lose 5 energy and gain +3 health regeneration
Poisoned or Diseased, lose 5 energy and gain +4 health regeneration
Burning, lose 5 energy and gain +7 health renegeration

(I think this one ^^^ is a bit too powerful, needs some tweaks)

------------------------
Blight Control
------------------------
Blight Damages Denied Skill | 5e | 0s C | 15s R
For 10+2X seconds, if you are to take damage or have your health stolen from a hex, up to 10X of that damage or stolen health is prevented and you are healed for that amount instead.

Blighted Regeneration Skill | 5e | 0s C | 15s R
For 10+2X seconds, if you are to suffer health degeneration from a hex, up to 2X of that health deneration is prevented and you gain that amount of health renegeration instead. Bonus Health regeneration ends if you are no longer suffering from health denegeration hexes.


===============

Just wondering have you read about these skills yet?
I realise that some of these skills that I made up could be unbalanced, but since not much people have commented on them skills, I have yet to "balance" them all yet.

Cheers.

Istari

Ascalonian Squire

Join Date: Mar 2006

i love this class so far, keep up the good work. I would make a suggestion but im no good at making classes and skills and stuff

Apart from that i will say that having a defiler on the team will mean a realy rethink for monks, as any selfrespecting monk has hex and condition removal down to a twitch and that twich is hard to shake off even when im playing as another class i cant stand seeing those little arrows in the party window lol.

As i said, dont get discouraged, this is a very good concept and i would like to see i in action

good luck

Istari

Ascalonian Squire

Join Date: Mar 2006

just like to add that i just voted for this thread and i realy do hope anet takes a look

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Thanks for the support.

Quote:
Originally Posted by Istari
I would make a suggestion but im no good at making classes and skills and stuff
Well, if you are interested and have the time, you can go through the many skills that have been proposed for this concept class, and see if any of them are overpowered, or could use some tweaks.


Added some new skills:

Plague Magnet Skill | 10e | 2s C | 30s R
For 10+3X seconds, you will transfer a condition from nearest random ally in the area onto yourself every 3 seconds. You lose 2 energy each time you acquire a condition this way.

Blight Magnet Skill | 25e | 2s C | 30s R
For 10+3X seconds, you will transfer a hex from nearest random ally in the area onto yourself every 5 seconds. You lose 3 energy each time you acquire a hex this way.

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Thanks for the support.

Quote:
Originally Posted by Istari
I would make a suggestion but im no good at making classes and skills and stuff
Well, if you are interested and have the time, you can go through the many skills that have been proposed for this concept class, and see if any of them are overpowered, or could use some tweaks.


Added some new skills:

Plague Magnet Manipulation Spell | 10e | 2s C | 30s R
For 10+3X seconds, you will transfer a condition from nearest random ally in the area onto yourself every 3 seconds. You lose 2 energy each time you acquire a condition this way.

Blight Magnet Manipulation Spell | 25e | 2s C | 30s R
For 10+3X seconds, you will transfer a hex from nearest random ally in the area onto yourself every 5 seconds. You lose 3 energy each time you acquire a hex this way.

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Amendment to skills:
----------------------------
Plague Control
----------------------------
Defiled Regeneration Skill | 5e | 0s C | 15s R
For 5+X seconds, you ignore the effects of Bleeding, Poisoned, Dieseased, Burning
Whenever you are
Bleeding, lose 5 energy and gain +3 health regeneration
Poisoned or Diseased, lose 5 energy and gain +4 health regeneration
Burning, lose 5 energy and gain +7 health renegeration

Revised to:
Defiled Regeneration Skill | 5e | 0s C | 15s R
For 5+X seconds, you ignore the effects of all health degeneration conditions. Each time you would experience health denegeration from any health degeneration condition, you experience that much health regeneration instead and loses 2 energy for each point of health regeneration gained. Bonus Health regeneration ends if you are no longer suffering from health denegeration conditions.

------------------------
Blight Control
------------------------
Blighted Regeneration Skill | 5e | 0s C | 15s R
For 10+2X seconds, if you are to suffer health degeneration from a hex, up to 2X of that health deneration is prevented and you gain that amount of health renegeration instead. Bonus Health regeneration ends if you are no longer suffering from health denegeration hexes.

Revised to:
Blighted Regeneration Skill | 5e | 0s C | 15s R
For 5+X seconds, each time you are to suffer health degeneration from any hex, lose 3 energy and you gain that amount of health renegeration instead. Bonus Health regeneration ends if you are no longer suffering from health denegeration hexes.

The Hand Of Death

The Hand Of Death

Krytan Explorer

Join Date: Oct 2005

Cavalon

The Last Pirates (SaVY)

N/

Maybe a hex that prevents conditions from being removed.

Impede cleansing 10e l 1s C l 20c R

For 3-13 seconds, conditions on target foe cannot be removed.

Something so monks can have a harder time removing conditions since they are very easily removed now.

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Changes:
- Afflicter's Set renamed to Jinxed Set
- Defile Area renamed to Plague Ward

Old Skills revised:
---------------------------
Plague Mastery
---------------------------
Plague Ward Elite Ward Spell | 25e | 3s C | 30s R
For 10+2X seconds, remaining durations on all conditions and hexes are frozen. All hexes and conditions cannot be removed.
(area of effect is same as wards' area of effect)
(cannot be removed, but can be passed around)



New skills added:
----------------------------
Plague Control
----------------------------
Impede cleansing Hex | 10e l 1s C l 20c R
For 1+X seconds, conditions on target foe cannot be removed.

Ward of Defilement Ward Spell | 10e | 3s C | 30s R
For 10+2X seconds, remaining durations on all conditions are frozen. All conditions cannot be removed.
(area of effect is same as wards' area of effect)
(cannot be removed, but can be passed around)

------------------------
Blight Control
------------------------
Blight Ward Ward Spell | 15e | 3s C | 30s R
For 10+2X seconds, remaining durations on all hexes are frozen. All hexes cannot be removed.
(area of effect is same as wards' area of effect)
(cannot be removed, but can be passed around)

Rikimaru

Rikimaru

Wilds Pathfinder

Join Date: Dec 2005

R/

Quote:
Originally Posted by Nevin
Needles actually give it a creepy feeling. I have a huge fear of needles, I haven't gotten a blood test since I was 8. But anyways, I'm gunna try and look up some pics of what would be a valid plaguemaster.

Edit: Cannot find pictures, so I'll type up what my vision of a plague master would look like. Shame my scanner is broken otherwise I'd draw an example.

Skull like masks, gas masks, or anything resembling death to cover their naturally deranged faces. Armor resembling assassin + necromancer, with viles strapped to their calves or forearms. An extended needle strapped onto their right forearm with some sort of "Mixer", something that rotates around the beginning (Not tip) of the needle to inflict different conditions. Over all that, most of their armors would include a sleeveless cloak with or with out a hood.

Heres a few links that SORTA resembles what I'm thinking of
http://www.miniaturespace.net/images...20assassin.jpg
http://www.miniaturespace.net/images...ss%20Front.jpg
Heh, that second link looks like my idea of what the Gunslinger concept class should look like, just with a taller hat than I'd like.
Also, this has turned into a pretty great class, congrats.

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Thanks, Rikimaru.

Due to "fierce competition" of Concept Classes in Sardelac Sanitarium, I now bring you "half-daily" updates:

I decided to revise the primary attribute again, let me know what you all think about the changes.

==========================
==========================

Changes:
- revised recharge time for some spells

==========================
==========================
Revised the primary attribute:

* Plague Mastery: Self survival, health and energy gain, plague attacks, Condition and Hex manipulation
Whenever you acquire or lose any hex or condition, you will gain:
+2 Health
+0.5 Energy
per point you have in Plague Mastery.
(For example, if you have 10 points in Plague Mastery, each time you acquire or lose a hex or condition, you will receive +20 health healing, and +5 energy)

==========================
==========================

Revised text description of some skills:
----------------------------
Plague Control
----------------------------
Defiled Combat Skill | 5e | 0s C | 15s R
For 5+X seconds, you ignore the effects of Blindness, Weakness, Crippled.
If you are Blinded, your attacks cannot be blocked or evaded.
If you are Weakened, you gain +20 to your attack damage.
If you are Crippled, you move 25% faster.
Bonuses ends if you are no longer suffering from the condition.
You lose 5 energy each time the bonuses activates or ends.

==========================
==========================

New skills added:
------------------------
Blight Control
------------------------
Blighted Sight Skill | 10e | 3/4s C | 15s R
For 10+X seconds, if your attacks would miss due to any hexes, you would not miss, instead that attack cannot be blocked or evaded.

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Feedback is requested from the community.
Updates and changes will not do much good if there is no feedback given from the readers.

I am sure that among the many skills suggested in this concept class, there are some which are overpowered, or just not very useful.

Or is it that I have written up too much detail for anyone to digest?
Feedback, criticism in any form, is much appreciated.

Ramy Consigon

Ascalonian Squire

Join Date: May 2006

Tempora Heroica

E/Me

wooooohh. this would be hard to beat.. but if ANET just made like Guild Wars Destinies or however you spell it then add like the top 5 ideas to thier professions list the game would have a big twist to it and i can really see this in the newest version of GW.

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

hmm i still like the cast, question is when you say half daily do you mean 2x a day or once every 2 days?

The primary may be a bit overpowered, as their are many skills to self inflict conditions, not to mention heal them.

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Thanks for the feedback, much appreciated.

Ramy Consigon,

Almost any class can be hard to beat, given the right choice of skills, and the right usage, our skill bar only can fit in 8 skills. Yes, hopefully, ANET would implement a new profession that is similar to this.

====================

unholy guardian,

I meant 2 updates per day, once before I head off to work, and another one before I retire for the night. But updates will not do me much good if there is no feedback from the community.

Would the primary attribute still be overpowered if the healing factor is removed, and the energy gaining remains?

====================

Peace.

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

actually it was the energy i think that was the problem, health was kinda eh. I know it's the main way it gains energy, but if you would combine this with something like pleague touch you have a constant energy with conditions , just seems almost too good if you get energy from gaining a condition and being relieved of it.

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Again, thanks for the feedback, much appreciated.

unholy guardian,

Well, Necromancers gain energy whenever anything within range dies for each point they have in Soul Reaping, isn't that way better than Plague Mastery?

Oh by the way, at its current setup, Plague Mastery will allow the Defiler to gain health and energy each time the Defiler acquires or loses a condition or hex.

Do remember that too many conditions and hexes will kill a character, if those conditions are hexes are not dealth with. Also, the skill bar can only accommodate 8 skills.

If the energy gaining factor of the Plague Mastery is to be removed, or to be reduced again, then perhaps most of the Defiler's skills will have to have their energy costs revised once again.

So, unholy guardian, if you believe that the energy gaining factor of this Plague Mastery is too good, what kind of alternative would you suggest otherwise?

Would you recommend dropping energy gaining factor all together, and increasing the health gaining factor? Or would there be new ideas that you would like to propose?

Discuss.

Sniper22

Wilds Pathfinder

Join Date: Apr 2005

Didn't bother to read much... too long.

But half it seems too overpowered (makes hexes useless) and half of it seems too useless (giving conditions). We already have a necro and a ritualist class thats kind of death-like. We need other classes, like a long range physical dmger (like a ranger).

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

The whole idea of this Defiler Concept Class is that it plays around with conditions and hexes, it does not deal with death-like things.

As for long range classes vs melee classes, there are only 2 melee classes - Warrior, Assasin in Guild Wars at the moment, while the rest are long ranged.

I believe we need more unique melee classes rather than more long range classes.

Regarding "long range physical dmger", this Defiler's unique needle-like-claw weapon is capable of firing needle-like projectiles when desired.

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Feedback requested from the community of Sardelac Sanitarium?
Does the amount of detail presented in the first post of this thread turns down readers?

Antigone

Antigone

Ascalonian Squire

Join Date: Jul 2006

South Florida

My Added Thoughts about the Defiler...

1. Do you like the general idea of this concept class?
Yes

2. Would you like to play this concept class if it was made into Guild Wars?
(Hell) Yes
===========================
"Sepsis"
You Heal Breeze, Troll Unguent, Blood Renewal for 10 seconds,
you get "Bleeding" for 10+3=13 seconds.

I really don't think this one is necessary - for the simple fact that most of the other moves sound to be quite effective, I don't think it needs this particular one
===========================
Pubert: "But you only have 30ish energy and you have a spell that costs 25 energy."

--> I agree - you'd have to increase the energy to do the more effective combos

He also brought up another point - a dependency on other player's hexes ~ granted a combo profession of a necro or mesmer would be ideal ~ I think it needs more damage dealing skills based on those claw things.
===========================

All this being said...this class kicks ASS

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Thanks for the support, Antigone, much appreciated.

Perhaps the Sepsis skill needs to be revised, let's take a look:

========================

What if Sepsis would be revised to become something like this instead?

Sepsis Infection Spell | 5e | 1s C | 5s R
For 10+X seconds, if target foe receives any form of health renegeration, target foe suffers from Dieseased, Poisoned for 10+X seconds and Sepsis ends.

Too powerful perhaps?

========================

Regarding energy, perhaps I should revise all the energy costs of the skills, how would that sound aye? I will work on that when I get home from work later today.

========================

More damage skills on those claw things you say? Got it. Will work on that idea. Thanks for the feedback, mate.

========================

It has been quite a while since I received any feedback for this thread, for that, I am very grateful, you have my thanks.

Peace.

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Updates:
- actionjack's original fumes concept will be renamed again, into "Spores" this time, which I think will be a much better name than "Gas Spells"
- Spores effects foes only
(previously it effects both friends and foes)
- Infection Spells changed back into Infections
- Buffed the Infections

Feedback requested, thank you for your time.
Peace.

Antigone

Antigone

Ascalonian Squire

Join Date: Jul 2006

South Florida

XD love the tweeks,

voted for it too - it really is a great class concept Tuoba

Guitary Boy

Guitary Boy

Frost Gate Guardian

Join Date: Feb 2006

England

FhS

W/

I think its a great idea, although having just one of these in your team would be the end to degeneration, i think it could be a little more offensive if they are going to be a melee style warrior, and hex/condition removing skills cost more energy, and remove some of them because the sheer amount of hex and condition removal is to much i think, imagine the number of skills and builds that would be destroyed by a single profession. I think that the idea of it is great,well every thing about it is great but just to many condition/hex removal skills, nice work though.

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Thanks for the support, Antigone.
Thanks for the feedback, Guitary Boy.

==================================

"I think its a great idea"
Thanks.

==================================

"although having just one of these in your team would be the end to degeneration"
Provided that the Defiler has equiped the correct skills for it, it is possible. One skill to transfer all hexes of party member to self (Defiler), and a few skills to counter the effects of those hexes. Could it become way too powerful?

==================================

"i think it could be a little more offensive if they are going to be a melee style warrior"
Agreed. I really need to work out on adding in more melee skills.

==================================

"and hex/condition removing skills cost more energy"
Actually, the hexes and conditions are not "removed", it is just that their bad effects are ignored. The target is still considered as hexed, and suffering from a condition.

I agree that the hexes manipulating skills could use more energy though. Originally, I designed them to cost more energy, but then lowered the energy costs.

==================================

"and remove some of them because the sheer amount of hex and condition removal is to much i think"
I removed much of them and combined them into a few skills, especially the conditions control ones. I will probably need to remove some more.

Actually, the hexes are not removed, but "countered" in a way. Thanks for the feedback.

==================================

"imagine the number of skills and builds that would be destroyed by a single profession."
Well, Necromancers, Mesmers, Assasins can remove enchantments.
I believe they would destroy a lot of builds that revolve around enchantments too.

Perhaps the skills which are too powerful will need to be tweaked, nerfed.
But you guys get the general concept aye? To manipulate hexes and conditions to the Defiler's advantage,

==================================

"I think that the idea of it is great,well every thing about it is great but just to many condition/hex removal skills, nice work though."
Thanks for the feedback again, if you would have the time, perhaps you would highlight those skills that you believe that are unnecessary, and could be removed?

==================================

Updates:
"Infections" changed into "Trigger Hex"

Trigger Hex (previously known as Infections)
- New type of hex
- Termed as Trigger Hex
- Ends when one of its effects is triggered
- Will trigger all effects if removed prematurely

==================================

Revised the following skills:

Lymphedema Trigger Hex | 10e | 1s C | 10s R
For 10+X seconds, if target foe moves, target foe is Crippled for 10+X seconds and Lymphedema ends. If target foe attacks, target foe is Weakened for 10+X seconds and Lymphedema ends. If Lymphedema ends prematurely, target foe is Crippled and Weakened for 10+2X seconds.

Sepsis Trigger Hex | 5e | 1s C | 5s R
For 10+X seconds, if target foe receives any form of health renegeration, target foe is Poisoned and Dieseased for 10+X seconds and Sepsis ends. If Sepsis ends prematurely, target foe is Poisoned and Dieseased for 10+2X seconds.

Glaucoma Trigger Hex | 10e | 1s C | 10s R
For 10+X seconds, if target foe casts any spell, target foe is Dazed for 1+X/3 seconds and Glaucoma ends. If target foe uses any attack skills, target foe is Blinded for 1+X/3 seconds and Glaucoma ends. If Glaucoma ends prematurely, target foe is Dazed and Blinded for 1+X/2 seconds.

Osteomyelitis Trigger Hex | 10e | 1s C | 10s R
For 10+X seconds, if target foe is knocked down, knocked down time is increased by 2 seconds and target foe suffers from Bleeding, Deep Wound, Weakness and Crippled for 10+X seconds and Osteomyelitis ends. If Osteomyelitis ends prematurely, target foe is knocked down for 3 seconds, and suffers fro Bleeding, Deep Wound, Weakness and Crippled for 10+2X seconds.

Festering Wound Trigger Hex | 10e | 1s C | 10s R
For 10+X seconds, if target foe receives any form of healing, target foe suffers from Deep Wound, Bleeding, Diseased, Poisoned for 10+X seconds and Festering Wound ends. If Festering Wound ends prematurely, target foe suffers from Deep Wound, Bleeding, Diseased, Poisoned for 20+X seconds.

Black Death Elite Hex | 25e | 3/4s C | 30s R
Target foe and all foes in the area are hexed with "Black Death" for 10+X seconds.
Suffer from all conditions as long as you are hexed with Black Death.

==================================

It is very obvious that the above so called "revised" skills are very unbalanced, I think. I just revised the text description for the skills, as for the numbers, the energy costs, cast time, recharge time.

Perhaps those who like this concept class would like to come up with suitable figures for the energy costs, cast time, recharge time etc. I am too tired to think properly now, aye. Must rest.

==================================

Again, thanks for all the feedback you all readers have given, without you all, the Defiler concept class would not have last this many months of development.

Peace.

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

I've decided to update the Defiler again, more signficant changes this time.

=====================

- Intro text changed
- Revised Primary Attribute Plague Mastery
- Revised Defiler Claw Weapon
- Removed Defiler Claw Weapon to shoot needle projectiles
- Added ability for Defiler Claw Weapon to do "Extended Strikes" instead

=====================

Introduction:
A wicked sick individual with the unique ability to manipulate hexes and conditions to his or hers own advantage. Armed with a Claw-Like Glove Weapon in one hand, and a focus item of various types in the other.

......

Attributes:
* Plague Mastery: Self survival, health and energy gain, plague attacks, Condition and Hex manipulation
Gain 3 Health per rank, and 1 Energy per 2 ranks of Plague Mastery each time you acquire any hex or condition.

(For example, if you have 10 points in Plague Mastery, each time you acquire a hex or condition, you gain +30 Health, +5 Energy)

......

Weapon:
- Claw-Like Weapon
- A glove with 3 massive and long needle-like device mounted onto them
- Needles are quite large in size, extremely long and sharp
- Possibly originated from various huge monsters
- Magically enchanted, extremely light weighted, hence fast attack speed
- Extreme long length, tip of needles an inch away from ground when arms are relaxed
- Refer to them as "Defiler Claw Weapon" (DCW) for now
- DCW is capable of temporarily extending the length of its needles

......

Stats:
- "Nearby" normal attack range
- "In the Area" extended strike attack range
- One-Handed
- 1.33s swing time
- 17-20 Piercing Damage

=====================

Due to the extremely limited amount of time I have before I head off to work every morning during weekdays Monday to Friday, this will be the changes for now.

By the way, I think some of the ideas originated from this thread might already been used by ANET in Guild Wars: Nightfall, for example the Elite Form "Avatar of Melandru" makes the Dervish immune to conditions for almost a minute.

The "Forms" concept has been brought up before, by a fellow member of Sardelac who have a concept class posted in here, I think that concept class is "Feral", the Dervish's weapon, is also suggested before by another fellow member of Sardelac.

Peace.

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Today's Updates:

Focus Items:
Standard Mod: +12 energy
Additional Mods:
- +5 armor, -5 energy
- +10 armor, -10 energy
- +60 Health, +20 Armor while hexed
- +50 Health, +15 Armor while conditioned

================================

Extended Stab Extended Claw Attack | 5e | 1/2s C | 4s R
If this attack hits, target foe is hit for +X damage.
This attack has twice the normal melee range.

================================

Aye, this be it for today's update.

Feedback is very much appreciated.
Thank you for your time.

Jessica Pariah

Jessica Pariah

Frost Gate Guardian

Join Date: Jul 2006

Warrior's Isle

LF PvP/GvG Guild.

Quote:
Plague Ward Elite Ward Spell | 25e | 3s C | 30s R
For 10+2X seconds, remaining durations on all conditions and hexes are frozen. All hexes and conditions cannot be removed.
(area of effect is same as wards' area of effect)
(cannot be removed, but can be passed around)
I'd rather call this something else as Wards are defensive or hinder foes and do not hinder your allies, atleast, thats what the current wards do ; )

Greetings

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Greetings,

Thanks for the feedback, much appreciated.

What do you think, if it was made into a spirit instead?
At the moment, we have:
- Nature Ritual (Rangers)
- Binding Ritual (Ritualists)

How about "Defiling Ritual" for Defilers?
Nature Ritual's spirits look more "attuned to nature";
Binding Ritual's spirits look like spirits with chains;

Defiling Ritual's spirits would look like some monstrousity I guess.

Let us look at the skill u mentioned, if it was changed into something like this:

Spirit of Defilement Elite Defiling Ritual | 25e | 3s C | 30s R
For 10+2X seconds, remaining durations on all conditions and hexes are frozen. All hexes and conditions cannot be removed.
(area of effect is same as spirits' area of effect)
(cannot be removed, but can be passed around)

----------------------------
Plague Control
----------------------------
Plague Ritual Defiling Ritual | 10e | 3s C | 10s R
For 10+2X seconds, remaining durations on all conditions are frozen. All conditions cannot be removed.
(area of effect is same as spirits' area of effect)
(cannot be removed, but can be passed around)

------------------------
Blight Control
------------------------
Blight Ritual Defiling Ritual | 15e | 3s C | 30s R
For 10+2X seconds, remaining durations on all hexes are frozen. All hexes cannot be removed.
(area of effect is same as spirits' area of effect)
(cannot be removed, but can be passed around)

=============

Discuss.

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Aye, nothing more to update I guess, thanks to all who voted for this concept class.

Now that a concept class sub forum is made, perhaps the mods can help move this thread into it? Thanks.

By the way,
http://gw.gamewikis.org/wiki/Sight_Beyond_Sight
Is an self enchantment and is linked to Spawning Power, kinda wasted.

lilleville

Ascalonian Squire

Join Date: Sep 2006

Fissure of Woe

oblivion breached

W/Mo

DEfiler set is very imba ?