User:Cursed Angel/Shaman

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[edit] Shaman

Charr only.

[edit] Weaponry

Shamans either wield a one-handed dagger or a wand/staff, their primary offhand focus looks like dreamcatchers/woodoo dolls.


Sacrifical Daggers

  • Maximum damage range: 14 - 24.
  • Damage type: Piercing damage.
  • Attack rate: 1.50 seconds.
  • Linked attributes: Art of Affliction, Art of Destruction.

Staff / Wand

  • Maximum damage: 11 - 22
  • Damage type: Dark
  • Attack rate: 1.75
  • Linked attributes: Soul Dualism, Mental Discipline.

Focus

  • Energy +12
  • Linked attributes: Any

[edit] Armory

A Shaman has 60 Armor and +4 energy regeneration. Their armors are similar to that of the ritualist, often made out of animal fur and skeleton parts. Their helms are made out of skulls from ancient animals.


  • Armor: 60
    • Head: n/a
    • Chest: Energy +5
    • Arms: Energy +5
    • Legs: Energy recovery +1
    • Feet: Energy recovery +1

Profession specific insignias

  • Soulspeaker's Insignia; Armor +10 (while maintaining an Aura)
  • Illusionist's Insignia; Armor +15 against foes suffering from a Hallucination.


[edit] Attributes

[edit] Soul Dualism (Primary)

For every 2 ranks of Soul Dualism, The duration of your hexes and hallucinations increases by 3%. Several Shaman skills, especially skills related to Energy Management, become more effective with higher Soul Dualism.

  • Support
  • Energy Management


Icon Name Description placeholder Energy Activation time Recharge time
Image:User-Cursed_Angel_Aura_of_Haste1.jpg Aura of Haste Aura. While you maintain this Aura, party members within earshot move 25% faster. For each party member affected, this aura has no effect if that party member is enchanted. -1 Upkeep 10 Energy 0.25 ¼ Activation time 30 Recharge time
Image:User-Cursed_Angel_Blood_Puppet.jpg Blood Puppet Hex Spell. For 1...8...10 seconds, you share damage with target foe. 0 10 Energy 1 Activation time 25 Recharge time
Image:User-Cursed_Angel_Decoy1.jpg Decoy Spell. Shadow Step randomly outside earshot. Summon a level 6...17...20 Decoy of you at your original location, this Decoy lives for 5...13...15 seconds. 0 10 Energy 0.25 ¼ Activation time 25 Recharge time
Image:User-Cursed_Angel_Doppelganger.jpg Doppelganger Elite Form. For 1...12...15 seconds, your skill bar is replaced by target foe's skills and attribute points. 0 15 Energy 0.75 ¾ Activation time 20 Recharge time
Image:User-Cursed_Angel_Redemption11.jpg Redemption Elite Aura. While you maintain this Aura, corpses in the area becomes exploited, for each corpse exploited this way allies in the area gains 1...6...7 energy. -1 Upkeep 15 Energy 2 Activation time 45 Recharge time
Image:User-Cursed_Angel_Soulbound_Energy.jpg Soulbound Energy Elite Spell. For 5 seconds you put yourself in Trance, after 5 seconds you gain 8...15...17 energy 0 5 Energy 0.25 ¼ Activation time 15 Recharge time


[edit] Art of Affliction

No inherent effect. Many Shaman skills, especially Hallucinations and Diseases, become more effective with higher Art of Affliction.

  • Anti-Melee
  • Shut Down
  • Health Degeneration


Icon Name Description placeholder Energy Activation time Recharge time
Image:User-Cursed_Angel_Acid_Field.jpg Acid Field Spell. Target foe and all nearby foes suffers from poison for 5...17...20 seconds. 0 10 Energy 2 Activation time 8 Recharge time
Image:User-Cursed_Angel_Anemia.jpg Anemia Disease. For 5...17...20 seconds, healing target foe receives is reduced by 15...31...35. 8% Sacrifice 10 Energy 1 Activation time 20 Recharge time
Image:User-Cursed_Angel_Delirium11.jpg Delirium Elite Hallucination. For 3...17...20 seconds target foe has a 50% chance of striking itself or adjacent allies of that foe while attacking. 0 10 Energy 2 Activation time 20 Recharge time
Image:User-Cursed_Angel_Despair.jpg Despair Hallucination. For 2...8...10 seconds, target foe cannot be the target of enchantments. 0 10 Energy 1 Activation time 20 Recharge time
Image:User-Cursed_Angel_Dim_Vision.jpg Dim Vision Hallucination. For 2...8...10 seconds, target foe has a 50% chance to miss with attacks. 0 10 Energy 1 Activation time 12 Recharge time
Image:User-Cursed_Angel_Distress.jpg Distress Enchantment Spell. For 30 seconds, Diseases you cast last 20...44...50% longer 0 5 Energy 0.75 ¾ Activation time 20 Recharge time
Image:User-Cursed_Angel_Eclipse.jpg Eclipse Hallucination. For 3...9...10 seconds, you leave your body in Trance, all of your and target touched foe's non-recharging skills are disabled. 0 10 Energy 1 Activation time 20 Recharge time
Image:User-Cursed_Angel_Fevered_Shock.jpg Fevered Shock Spell. Target foe lose 5...41...50 health, if that foe is suffering from a Disease that foe is poisoned for 5...17...20 seconds. 0 5 Energy 1 Activation time 6 Recharge time
Image:User-Cursed_Angel_LeprosyI.jpg Leprosy Elite Disease. For 3...13...15 seconds, target foe suffers -1...6...7 health degeneration and is easily interrupted. 10% Sacrifice 10 Energy 2 Activation time 5 Recharge time
Image:User-Cursed_Angel_Lethargy.jpg Lethargy Hallucination. Target foe attack 50% slower for the next 4...9...10 seconds. Lethargy is renewed each time that foe hits with an attack. 0 10 Energy 1 Activation time 10 Recharge time
Image:User-Cursed_Angel_Plague.jpg Plague Disease. For 3...17...20 seconds, target foe suffers -2 health degeneration and an additional -2 health degeneration if suffering from Poison, Plague is contagious to adjacent allies of that foe. 0 5 Energy 1 Activation time 8 Recharge time
Image:User Blind Havoc I.jpg Poison Impulse Spell. All nearby foes lose 10...42...50 health and suffers from poison for 10 seconds. 0 15 Energy 0.75 ¾ Activation time 2 Recharge time
Image:User-Cursed_Angel_Puppet_Master1.jpg Puppet Master Elite Hallucination. For 3...9...10 seconds, you leave your body in Trance, your skill bar is replaced by target foe's skills and attribute points and you control that foe's movement and skill activation. 33% Sacrifice 15 Energy 3 Activation time 30 Recharge time
Image:User-Cursed_Angel_Rabies.jpg Rabies Disease. For 3...13...15 seconds, target foe attacks 25% faster but is easily interrupted while attacking, each time that foe is interrupted that foe takes 10...30...35 shadow damage. 0 10 Energy 1 Activation time 10 Recharge time
Image:User Cursed Angel Radiation Ground.jpg Radiation Ground Spell. Invoke a Radiation Ground at target foe's location. For 5 seconds, target foe and all foes adjacent to this location lose 5...37...45 health each second and becomes Diseased for 3...13...15 seconds. 0 25 Energy 2 Activation time 30 Recharge time
Image:User-Cursed_Angel_Scourge.jpg Scourge Disease. For 3...9...11 seconds, target foe suffers -1...3...4 health degeneration, If this Disease is removed prematurely, all foes in the area suffers from Scourge for 3...9...11 seconds. 0 5 Energy 0.75 ¾ Activation time 10 Recharge time
Image:User-Cursed_Angel_Sensory_Deprivation.jpg Sensory Deprivation Hallucination. For 4...9...10 seconds, target foe cannot deal or take damage from attacks. 0 10 Energy 2 Activation time 25 Recharge time
Image:User-Cursed_Angel_Shamanic_Illness111.jpg Shamanic Illness Hallucination. For 10...38...45 seconds, target foe moves 10...55...66% slower and witness 4 level 1...3...3 chaining spirits summon at that foes location. This Hallucination ends when each of the spirits have died. 0 15 Energy 3 Activation time 30 Recharge time
Image:User-Cursed_Angel_Siege_Mentality11.jpg Siege Mentality Hallucination. For 3...6...7 seconds, you leave your body in Trance and control target touched foe's movement. 10% Sacrifice 10 Energy 1 Activation time 25 Recharge time
Image:User-Cursed_Angel_Signet_of_Eclipse1.jpg Signet of Eclipse Signet. For each recharging skill you have, 1 of target foe's non-recharging skills are disabled for 1...4...5 seconds. 0 0 1 Activation time 20 Recharge time
Image:User-Cursed_Angel_Siege_Stalemate.jpg Stalemate Hallucination. For 1...8...10 seconds, target foe cannot move. Stalemate ends if that foe takes damage. 0 10 Energy 1 Activation time 30 Recharge time
Image:User-Cursed_Angel_Stop_Time1.jpg Stop Time Elite Hallucination. You leave your body in Trance, you and target foe witness the time stand still around you for 2...6...7 seconds. 0 10 Energy 1 Activation time 20 Recharge time

[edit] Art of Destruction

No inherent effect. Many Shaman skills, especially lethal toxins and spells that harm foes, become more effective with higher Art of Destruction.

  • Damage
  • Offensive Support
  • Anti-Healing


Icon Name Description placeholder Energy Activation time Recharge time
Image:User-Cursed_Angel_Affliction11.jpg Affliction Spell. Deal 20...56...65 shadow damage to target foe. 0 5 Energy 1 Activation time 8 Recharge time
Image:User-Cursed_Angel_Artery_Parasite1.jpg Artery Parasite Disease. For 3...9...10 seconds, target foe suffers -1...3...3 health degeneration. Whenever target foe is healed you steal 20% of that health. 10% Sacrifice 10 Energy 1 Activation time 15 Recharge time
Image:User-Cursed_Angel_Black_Death_Signet.jpg Black Death Signet Signet. Target foe takes 26...50...56 shadow damage, If that foe is suffering from a Disease, that foe and all foes adjacent to your target is poisoned for 5...17...20 seconds. 0 0 1 Activation time 15 Recharge time
Image:User-Cursed_Angel_Blood_Drain1.jpg Blood Drain Hex Spell. For 8 seconds, the next time target foe is healed, that foe lose that amount of health instead, maximum 15...67...80 health. 8% Sacrifice 5 Energy 0.25 ¼ Activation time 2 Recharge time
Image:User-Cursed_Angel_Burning_Liquid.jpg Burning Liquid Spell. Target foe takes 20...49...56 shadow damage. If Poisoned, your target is set on fire for 1...3...3 seconds. 0 10 Energy 1 Activation time 10 Recharge time
Image:User-Cursed_Angel_Carnivorous_Swarm.jpg Carnivorous Swarm Spell. For 8 seconds, target foe and all adjacent foes takes 5...17...20 shadow damage per second. Carnivorous Swarm is contagious to adjacent allies of that foe. 0 15 Energy 2 Activation time 25 Recharge time
Image:User-Cursed_Angel_Condemnation111.jpg Condemnation Spell. Target foe takes 20...49...56 shadow damage. If suffering from a Disease, your target has Cracked Armor for 1...7...8 seconds for each disease on that foe. 0 5 Energy 1 Activation time 10 Recharge time
Image:User-Cursed_Angel_Counterweight1.jpg Counterweight Aura. While you maintain this Aura, allies within earshot strikes for +1...8...10 damage while under 75% health. -1 Upkeep 10 Energy 1 Activation time 60 Recharge time
Image:User-Cursed_Angel_Fanaticism.jpg Fanaticism Aura. While you maintain this Aura, allies within earshot attack 5...13...15% faster and deal shadow damage. -1 Upkeep 10 Energy 1 Activation time 45 Recharge time
Image:User-Cursed_Angel_Flagellation1.jpg Flagellation Elite Spell. Target foe takes 20...49...56 shadow damage, if that foe was suffering from a Hallucination that foe suffers a Deep Wound for 4...15...18 seconds and this skill instantly recharges. 0 10 Energy 1 Activation time 8 Recharge time
Image:User-Cursed_Angel_Gallowsong11.jpg Gallowsong Elite Hex Spell. For 3...13...15 seconds target foe cannot be healed for more than 10% maximum health due to healing from a single skill. 0 10 Energy 2 Activation time 15 Recharge time
Image:User-Cursed_Angel_Malaria.jpg Malaria Elite Disease. For 3...9...10 seconds, target foe suffers -1...6...7 health degeneration. Whenever target foe is healed you steal 50% of that health. Malaria is contagious to adjacent allies of that foe. 10% Sacrifice 10 Energy 1 Activation time 20 Recharge time
Image:User-Cursed_Angel_Mirror_of_Delusions1.jpg Mirror of Delusions Spell. Target foe takes 15...51...60 shadow damage, if that foe was suffering from a Hallucination, you gain 3...13...15 energy. 0 5 Energy 1 Activation time 10 Recharge time
Image:User-Cursed_Angel_Soul_Evisceration1.jpg Misantrophia Spell. All adjacent foes takes 15...51...60 shadow damage, attacking foes are poisoned for 5...17...20 seconds. 8% Sacrifice 10 Energy 0.75 ¾ Activation time 4 Recharge time
Image:User-Cursed_Angel_Precision.jpg Precision Aura. While you maintain this Aura, attacks by party members within it's range cannot be blocked. For each party member affected, this aura has no effect if that party member is enchanted or in a stance. -1 Upkeep 15 Energy 1 Activation time 60 Recharge time
Image:User-Cursed_Angel_Psalm_Of_Extinction1.jpg Psalm Of Extinction Aura. While you maintain this Aura, corpses in the area becomes exploited, foes near the corpses take 20...56...65 shadow damage. -1 Upkeep 5 Energy 1 Activation time 60 Recharge time
Image:User-Cursed Angel Pulse of the Maggots11.jpg Pulse of the Maggots Disease. For 3...15...18 seconds, target foe suffers - 1...3...3 health degeneration. Pulse of the Maggots is contagious to adjacent allies of that foe. 0 5 Energy 2 Activation time 5 Recharge time
Image:User-Cursed_Angel_Soul_Evisceration111.jpg Soul Evisceration Spell. Target touched foe takes 10...38...45 shadow damage, if that foe was suffering from poison, that foe takes an additional 10...38...45 shadow damage and is knocked down. 10% Sacrifice 5 Energy 0.75 ¾ Activation time 20 Recharge time
Image:User-Cursed_Angel_Tar.jpg Tar Elite Aura. While you maintain this Aura, foes within earshot moves 5...41...50% slower. -1 Upkeep 10 Energy 1 Activation time 30 Recharge time
Image:User-Cursed_Angel_Taste_of_Collapse1.jpg Taste of Collapse Hex Spell. For 3...20...24 seconds, target foe takes 20...44...50 shadow damage whenever that foe is knocked down. 0 10 Energy 1 Activation time 8 Recharge time
Image:User-Cursed_Angel_Wrath_of_the_Heavens.jpg Wrath of the Heavens Elite Aura. While you maintain this Aura, Shadow and Holy damage caused by allies within earshot is increased by 1...12...15% -1 Upkeep 10 Energy 2 Activation time 45 Recharge time

[edit] Mental Discipline

No inherent effect. Many Shaman skills, especially defensive skills and hexes that weakens foes, become more effective with higher Mental Discipline.

  • Hexes
  • Defensive Support


Icon Name Description placeholder Energy Activation time Recharge time
Image:User-Cursed_Angel_Abnegation11.jpg Abnegation Hex Spell. For 1...3...4 seconds, the next time target foe uses a skill, the skill fails and Abnegation is renewed. (50% failure chance with Mental Discipline 4 or less.) 0 10 Energy 2 Activation time 25 Recharge time
Image:User-Cursed_Angel_Apathy11.jpg Apathy Hex Spell. For 4...13...15 seconds, target foe's spells and ranged attacks has half the normal range, and that foe moves 20% slower. 0 15 Energy 2 Activation time 20 Recharge time
Image:User-Cursed_Angel_Attenuation1.jpg Attenuation Hex Spell. For 4...17...20 seconds, target foe deals 5...17...20 less damage with attacks. 0 10 Energy 2 Activation time 12 Recharge time
Image:User-Cursed_Angel_Clairvoyance1.jpg Clairvoyance Aura. While you maintain this Aura, the duration of Hexes and Hallucinations on allies in the area is reduced by 15...43...50% -1 Upkeep 5 Energy 1 Activation time 45 Recharge time
Image:User-Cursed_Angel_Cleansing.jpg Cleansing Aura. While you maintain this Aura, the duration of Conditions and Diseases on allies in the area is reduced by 15...43...50% -1 Upkeep 5 Energy 1 Activation time 45 Recharge time
Image:User-Cursed_Angel_Concentration.jpg Concentration Aura. While you maintain this Aura, Allies within earshot cannot be interrupted, but each time an ally would have been interrupted, you lose 10...5...4 Energy. -1 Upkeep 15 Energy 2 Activation time 45 Recharge time
Image:User-Cursed_Angel_Debilitate.jpg Debilitate Hex Spell. For 5...25...30 seconds, target foe and all adjacent foe's attributes are decreased by 0...2...3. 0 10 Energy 1 Activation time 5 Recharge time
Image:User-Cursed_Angel_Defiance.jpg Defiance Aura. While you maintain this Aura, Allies within earshot gains +5...13...15 armor against physical damage and an additional +10 armor against incoming projectile attacks. -1 Upkeep 15 Energy 1 Activation time 45 Recharge time
Image:User-Cursed_Angel_Dementia11.jpg Dementia Hex Spell. For 3...17...20 seconds, skills used by target foe takes 3...9...10 additional seconds to recharge. 0 10 Energy 1 Activation time 15 Recharge time
Image:User-Cursed_Angel_Disappear.jpg Disappear Elite Skill. For 0...8...10 seconds, foes cannot see you. 0 10 Energy 0.25 ¼ Activation time 25 Recharge time
Image:User-Cursed_Angel_Enchanting.jpg Enchanting Elite Aura. While you maintain this Aura, the duration of enchantments cast by allies in the area last 5...25...30% longer. Whenever an enchantment is extended this way, you lose 3 energy. -1 Upkeep 10 Energy 1 Activation time 30 Recharge time
Image:User-Cursed_Angel_Enfeebling_Signet.jpg Enfeebling Signet Signet. All adjacent foes are weakened for 5...13...15 seconds. 0 0 0.75 ¾ Activation time 8 Recharge time
Image:User-Cursed_Angel_Exsanguination_Signet.jpg Exsanguination Signet Signet. You suffer from Bleeding for 20...8...5 seconds. You lose one hex and all conditions. 8% Sacrifice 0 1 Activation time 10 Recharge time
Image:User-Cursed_Angel_Infiltration.jpg Infiltration Skill. For 15 seconds, foes cannot see you, Infiltration ends if you attack or use a skill. This skill is disabled for 45...21...15 seconds. 0 15 Energy 0.25 ¼ Activation time 15 Recharge time
Image:User-Cursed Angel Mindrust.jpg Lethargic Pulse Stance. For 8...18...20 seconds, you can not be interrupted, but your skills activate 50% slower. 0 10 Energy 0 20 Recharge time
Image:User-Cursed Angel Lethargic Pulse11.jpg Mindrust Skill. For 3...10...12 seconds, all of touched target foe's attack skills are disabled. 0 10 Energy 0.75 ¾ Activation time 25 Recharge time
Image:User-Cursed_Angel_Sanctuary4.jpg Sanctuary Aura. While you maintain this Aura, allies within earshot gains an additional 40...76...85 maximum health. -1 Upkeep 5 Energy 1 Activation time 30 Recharge time
Image:User-Cursed_Angel_Shaman's_Comfort.jpg Shaman's Comfort Spell. You gain 30...74...85 Health. For each party member under the effect of an Aura, you also gain +10...26...30 Health. 0 5 Energy 1 Activation time 8 Recharge time
Image:User-Cursed_Angel_Signet_of_Delusions.jpg Signet of Delusions Signet. If target foe suffers from a Disease, you gain 1...5...6 energy for each Disease on that foe, (maximum 20 energy). 0 0 1 Activation time 20 Recharge time
Image:User-Cursed_Angel_SoulInfection.jpg Soul Infection Elite Hex Spell. For 2...8...10 seconds, whenever target foe suffers from a Hex or Hallucination, all nearby foes suffers from that same Hex or Hallucination. 0 15 Energy 1 Activation time 20 Recharge time
Image:User-Cursed_Angel_Splinter_Armor.jpg Splinter Armor Hex Spell. For 3...17...20 seconds, target foe has an armor penalty of -20 against physical damage. 0 10 Energy 2 Activation time 20 Recharge time
Image:User Blind Havoc II.jpg Weaken Hex Spell. For 3...17...20 seconds, target foe and all adjacent foes deals 33% less damage. 0 15 Energy 1 Activation time 15 Recharge time

[edit] No Attribute

Icon Name Description placeholder Energy Activation time Recharge time
Image:User-Cursed_Angel_Signet_of_Affliction1.jpg Signet of Affliction Signet. Spread all Diseases and their remaining durations from target foe to all foes nearby your target. 0 0 2 Activation time 10 Recharge time

[edit] Bosses

Doppelganger - Halogod The Annihilator

Redemption - Readem Redemption

Soulbound Energy - Vanguard the Soulbound


Delirium - Morphon the Darkened

Leprosy - Yo the Halting

Puppet Master - Raptors, Master of Puppets

Stop Time - Poke the Reverter


Flagellation - Auron Soullasher

Gallowsong - Eloc Gallowsong

Malaria - Zerpha the Plaguebearer

Tar - Defiant Nature

Wrath of the Heavens - Aiiane the Wingless


Disappear - Nuklear the Infiltrator

Enchanting - The Horsedrowner

Soul Infection - Shard Deathweaver


[edit] Additional Notes

  • I liek mudkipz.
  • and icecream.



[edit] Judging

  • I think I am in love with this profession! It seems like something that could function in-game. I would certainly play this profession. The only little problems I saw were the armor, I think you should have came up with something other than rit armor (but I like the helms), and I am not quite sure if the daggers you talk abotu are supposed to be ranged daggers (where you throw them) or actual daggers. But you did an all around great job! Score: 9 --ShadowphoenixPlease, talk to me; I'm so lonely ;-; 23:39, 28 September 2008 (UTC)
  • I also like this profession. It does seem functional and fairly balanced. You have put a fair amount of thought and time into this what with creating all the skill icons etc. Score: 10--Wyn's Talk page Wyn 18:09, 30 September 2008 (UTC)
  • Unlike most other entries, this profession does not seem like recycling of other professions. Thought through nicely, maybe a bit op and some skills might be hard to put into game. Score: 9 - Y0_ich_halt 19:22, 12 October 2008 (UTC)
and why the hell do i get leprosy? :P - Y0_ich_halt 19:23, 12 October 2008 (UTC)
cuz i <3 u. :D --Cancer Angel y so srs? 21:01, 21 October 2008 (UTC)
  • Let me count the ways on the reasons why this should get three 10's. You have a nearly full set of icons. You have a believeable profession icon that matches the existing ones. You even created boss names for the elites. (I was excluded but I am too awed by this profession for that to take effect on my vote). Reading some of these skills I can already visualize some builds and synergies. I have a splendid visual of a charr with the described bones and skulls outfit, it's epic. You sir, are well deserving of this score: Score: 10 - VanguardImage:User-VanguardAvatar.PNG 16:54, 13 October 2008 (UTC)
  • 10/10 all the way,Awesom,For the first 12 skills i thought this was made by game designers ^-^--Neil2250Please buff me 17:13, 7 October 2009 (UTC)

[edit] Total

  • 28