User:Frvwfr2/Vampire

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User:Shadowphoenix/Create A Profession
The Vampire(V) is a versatile class, designed to leech health from his enemies while also healing himself.

General Information[edit]

At level 20, Base amounts of:

  • Health - 480
  • Energy - Base 35
  • AL - 75
  • Vampires have 60AL against Light/Holy and Piercing damage.

Weapon[edit]

  • Vampires use Wands, Staves, and Focuses.

New skill Types[edit]

  • Essence Spells - Similar to Weapon Spells, only 1 at a time.
  • Summon Spells - Sacrifice alot/all of your life, and spawn a very powerful minion on your location.
  • Demon Rituals - Similar to Nature Rituals, in that they affect all players. Count as spirits, unless that would make V/Rts overpowered.

What they look like[edit]

  • Similar to Necromancers, but slightly more subtle. Basically look like stereotypical vampires.

Attributes[edit]

Primary Attribute:Soul Theft-Whenever you cast a spell, you gain (2×Rank) percent of the energy cost, as long as a foe is 'nearby.' (Rounds down)

Parasitism-Skills that hurt the target, but also benefit your own team.

Mutualism-Skills that affect both your team and the enemy.

Ammensalism-Skills that hurt the enemy, while giving your team no benefit.

Example Skills(0-16 scale)[edit]

Soul Theft[edit]

  • Siphon Energy. Spell. Steal 2...8...9 energy from target foe. You take 4 damage per point of energy stolen.

5 Energy¾ Activation time20 Recharge time

  • Siphon Power. Elite Spell. Steal 2...8...9 energy from target foe and all adjacent foes.

10 Energy1 Activation time25 Recharge time

  • Insurance. Maintained Enchantment. Steal 5...65...80 health from all party members. When any party member falls below 25% health, this enchantment ends. When this enchantment ends, all party members are healed for 5...65...80 health.

10 Energy3 Activation time7 Recharge time, 1Tango-upkeep.png

  • Blood Bank. Enchantment Spell. Every 3s for 3...10...12s, all party members lose 30 health. That health is redistributed to the party member with the least health.

20 Energy1 Activation time20 Recharge time

  • Summon Dracula. Elite Summon Spell. Sacrifice all your health. Dracula spawns on your body. He deals 25...61...70 damage with each attack and attacks 50% faster. After 20s, he dies and you respawn.

15 Energy2 Activation time30 Recharge time

  • Summon Chupacabra. Elite Summon Spell. Sacrifice all your health. Chupacabra spawns on your body. His attacks deal 15...43...50 damage. If he attacks a non-human, that foe and all nearby foes are set on fire for 1...4...5s. After 20s, he dies and you respawn.

15 Energy2 Activation time30 Recharge time

  • Summon Jiang Shi. Elite Summon Spell. Sacrifice all your health. Jiang Shi spawns on your body. His attacks deal 10...30...35 damage, and an additional 10...42...50 damage against foes using skills. He runs at 200% speed.

15 Energy2 Activation time30 Recharge time

  • Order of Protection. Enchantment Spell. Sacrifice 5...25...30% health. For 1...3...3 seconds, all party members are healed 10-60 health for any damage over 80...60...55. You sacrifice 15...7...5% health anytime you heal damage.

5 Energy¼ Activation time15 Recharge time

  • Siphon Spirit. Elite Spell. Sacrifice 10% of your maximum health. For 1...7...8 seconds target foe moves 66% slower.

10 Energy.5 Activation time10 Recharge time

Parasitism[edit]

  • Porophyria. Spell. Target foe suffers from Disease, Weakness, and Poison for 5-20s. You lose 0-3 conditions. Cost:10e, Cast:1s, Recharge:15s
  • Blood Distribution. Spell. Target foe loses 10-60 health. All party members are healed for 5-30 health. Cost:5e, Cast:1s, Recharge: 7s
  • Soul Protection. Hex Spell. For 3-13s, every time target foe hits with an attack, it's target steals 1-5 health per hit(stacking). Cost:10e, Cast:2s, Recharge:35s
  • Essence of Dracula. Elite Essence Spell. For 3-15s Summon Essence of Dracula on target ally. Instead of dealing damage, that ally steals health instead, maximum 1...50. Cost:10e, Cast:1/2s, Recharge:7s
  • Vampiric Bite. Touch Spell. Steal 19-57 health from target touched foe. That foe begins bleeding for 2-18s. Cost:15e, Cast:3/4s, Recharge:4s
  • Vampiric Touch. Touch Spell. Steal 19-57 health from target touched foe. That foe is crippled for 1-4s. Cost:15e, Cast:1s, Recharge:4s

Mutualism[edit]

  • Soften Blades. Demon Ritual. Create a level 1-8 spirit that lives for 30s. All damage taken by all creatures withing range is reduced by 25%. Cost:10e, Cast:3s, Recharge:45s
  • Mass Hysteria. Demon Ritual. Create a level 1-8 spirit that lives for 25s. All spells cast within range cost 15% more energy. Cost:10e, Cast:5s, Recharge:40s
  • Peace Maker. Spell. Sacrifice 15% health. All other creatures in earshot range are healed for 75-110% of the health you lost. Cost:5e, Cast:1/4s, Recharge:12s
  • Give Peace a Chance. Enchantment Spell. Sacrifice 15% health. All creatures withing earshot become enchanted with Give Peace a Chance. While under the effects of Give Peace a Chance, all damage taken is reduced by 20-45%. This enchantment ends after 1-5s. Cost:10e, Cast:1/4s, Recharge:40s
  • Dementia. Elite Spell. Target foe cannot cast spells for 1-6s. Your skills are disabled for 3s. Cost:15e, Cast:1/4s, Recharge:1s

Ammensalism[edit]

  • Shadow Flare. Spell. Sacrifice 10% health. Target foe takes 25-70 shadow damage. Cost:1e, Cast:2s, Recharge:6s
  • Weapon of Absorption. Hex Spell. For 1-13s, every time target foe attacks, that foe deals 1-5 less damage with each strike. Cost:15e, Cast:1s, Recharge:12s
  • Destructive Spirit. Enchantment Spell. For 2-15s, whenever you cast a spell, 1 nearby foe is struck for 4-30 damage. Cost:10e, Cast:1/2s, Recharge:25s
  • Slow Torture. Elite Hex Spell. Target foe moves 66% slower for 1-6s, and every second while not moving, that foe suffers 0-16 damage. Cost:5e, Cast:3/4s, Recharge:7s
  • Martrydom. Enchantment Spell. For 2-15s, if target ally dies, a Cripple Crow spawns. Cost:5e, Cast:1/2s, Recharge:3s
  • Summon Cripple Crow. Summon Spell. Lose all but 1/10 of your health. A Cripple Crow spawns on your location. It flies at 110% speed and it's attacks deal no damage, but cripple targets for 2-5s. After 2-15s it dies. Cost:15e, Cast:1.5s, Recharge:25s.

Common Usage[edit]

A skill bar consisting of (V/N): Attributes: Soul Theft:12+1+1, Ammensalism:11+1, Death Magic:6

  • Summon Dracula
  • Martyrdom
  • Blood Bank
  • Insurance
  • Siphon Energy
  • Optional
  • Death Nova
  • Resurrection Signet

This bar would be really good, as it has it all: A powerful minion summon, a snare, tons of damage when you die, and plenty of support for the party. However, this build accrues DP rather quickly, due to his most powerful skill killing himself.

Judging[edit]

  • I would have loved to see you go into a bit more detail about what they look like, I would have also liked to have seen some rune and insigna examples. This profession reminds me a bit to much of Necromancers, but I do see how they differ. I like this profession and I would play it. Score: 7 --ShadowphoenixPlease, talk to me; I'm so lonely ;-; 20:49, 28 September 2008 (UTC)
  • While I personally think the idea of a Vampire is a bit unoriginal, I like some of these ideas. Especially the idea of sacrificing yourself for a demon summon. It could have a possibility in-game but there are multiple frustrations like the team ressing your dumbass for dieing just for a summon that only does ~40 damage. Don't get me wrong, I like the concept but I personally think the class should be renamed along with some of the skills. For example, "Essence of Dracula", there is no real lore in-game that a character named Dracula existed. Think along the lines of the Ritualist spells, all the named skills (or most) had an existing character within the storyline. Overall, I give this: Score: 5 - VanguardUser-VanguardAvatar.PNG 16:30, 12 October 2008 (UTC)
  • Nice ideas, got too close to necromancers, though, unfortunately. Score: 6 7 (change in relation to other ratings) - Y0_ich_halt User Y0 ich halt sig.png 19:34, 12 October 2008 (UTC)

Total[edit]

  • 19