User:Halogod35/Contest/Create a Class/Cyan Light

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Witch[edit]

You take a necromancer, an elementalist and a weird sort of casting ranger and you get this or something.. For who it want to know, they channel some dark powerz because they like black and emo's and can also manipulate nature, just because they can (and are nudists). They can protect you with bad skills but they never wil and you never will. If they protect you, you die on a horrible way. They are also able to trow some conditions around what will harm only themelf and if they trow with runes (They can!), you have to hide because they are mad, sad or bad. They are lovely suck overall.

— in-game description

Stats[edit]

Armor rating: 60
Health (lvl 20): 480
Energy (lvl 20): 60
Weapon: Spell book (two-handed)

Attributes and skills[edit]

Natural contact (Primary)

For each 2 ranks in Natural contact, you get +1 energy and your skills do +1 bonus damage in the Maguuma Jungle, the Tarnished Coast and the Echovald Forest. Skills from this attribute focus on buffing you and build up sense to inflict several effects on enemies.

Leafs on the wind

10 Energy1 Activation time20 Recharge time Enchantment spell. You are enchanted with Leafs on the Wind for 5…20 seconds. You have 25% to dodge incoming attacks. If casted in one of the listed locations, you have 50% to dodge incoming attacks. (You open sense rank 1.)

Spirit of Nature

10 Energy2 Activation time15 Recharge time Enchantment spell. You are enchanted with Spirit of Nature for 2…20 seconds. All damage is converted in earth damage. If casted in one of the listed locations, you have 20% to block all earth damage against you.

Natural Whisper

5 Energy½ Activation time40 Recharge time Enchantment spell. You are enchanted with Natural Whisper for 4...15 seconds. Every time you cast a spell you get 10 Health. If casted in one of the listed locations, you get 20 health for .

Natural Promise

10 Energy1 Activation time20 Recharge time Spell. You are healed for 10...100 health. (You open sense rank 2.)

Selective Sensitivity

5 Energy½ Activation time30 Recharge time Enchantment spell. You take double damage for 0…20 seconds, but conditions expire 25% faster. (You open sense rank 3.)

Nature’s Outrage

0 Energy3 Activation time0 Recharge time Elite spell. You spread poison, disease, bleeding and crippling over all nearby foes. You lose your current sense rank. (Sense rank 3 required)

Magic of Nature

No inherent effect. Skills from this attribute mostly focus on slowing enemies, spreading conditions on enemies and to inflict damage.

Curse of Nature

5 Energy1 Activation time20 Recharge time Spell. Target enemy takes 10...90 earth damage. If target enemy is in one of the listed locations this spell does +50 earth damage. (You open sense rank 1.)

Magic Leafs

10 Energy1 Activation time7 Recharge time Projectile. Target enemy takes 20...100 earth damage. If this enemy was under the effect of disease, the target start bleeding for 2...15 seconds.

Living Ranks

10 Energy2 Activation time30 Recharge time Elite Hex spell. Target enemy is hexed with Living Ranks for 5…15 seconds. Target enemy can’t move.

Ranks of Spikes

10 Energy1 Activation time40 Recharge time Hex Spell. Target enemy is hexed with Ranks of Spikes for 5…25 seconds. Target enemy start bleeding and move 25% slower.

Pearls of Light

15 Energy1 Activation time10 Recharge time Spell. Target enemy takes 10...100 holy damage. If that foe is under the effect of a hex, target enemy lose 1...2 enchantments.

Confusion Herbs

10 Energy1 Activation time40 Recharge time Ritual. You open a ritual for 10…20 seconds. Enemies in the area who suffer from bleeding are blinded for 10 seconds, but cleared from 1 hex spell. You aren’t able to move for 2…10 seconds. (You can only perform 1 ritual at the time.)

Magic of Darkness

No inherent effect. Skills from this attribute mostly focus on confusing the enemy and to inflict damage.

Crucify

5 Energy1 Activation time20 Recharge time Spell. Target enemy takes 10 piercing damage for 4 seconds. If the target is under the effect of bleeding, the target takes 20...70 dark damage.

Dark Blessing

10 Energy1 Activation time60 Recharge time Elite Skill. You move 30% faster and all the damage you get is transferred in dark damage for 10…40 seconds. If this skill end, adjacent enemies take 20...70 dark damage.

Dark Conversion

5 Energy2 Activation time20 Recharge time Enchantment spell. You take no damage from dark damage for 1…20 seconds. If this spell is used while under effect of Dark Blessing, you have 50% change to block dark damage.

Dark Roses

5 Energy1 Activation time7 Recharge time Spell. Target enemy starts bleeding for 5...20 seconds. If target enemy already is bleeding, target enemy takes 1…10 dark damage.

Curse of Darkness

5 Energy1 Activation time20 Recharge time Spell. Target enemy takes 10...90 dark damage. If target enemy is under the effect of an enchantment this spell does +50 dark damage. (You open sense rank 1.)

Song of Sorrow

25 Energy2 Activation time40 Recharge time Elite Ritual. You open a ritual for 2...10 seconds. All enemies nearby take 10...90 dark damage each second. You can't move for 2...10 seconds. (You can only perform 1 ritual at the time.)

Melted Shadow

15 Energy3 Activation time70 Recharge time Skill. You can’t be targeted for 5…10 seconds and all skills against you fail. Your skills do half damage and you aren’t able to cast skills on yourself. You can’t use this skill when you are effected by any other skill effect.

Runes

No inherent effect. Skills from this attribute mostly focus on damage enemies and protect allies. (Runes are created by the skills Sign attachment, Luck and Song of Runic Powers. A lot of skills in this attribute need a various number of runes to work properly.)

Sign Attachment

0 Energy4 Activation time120 Recharge time Skill. You create 1…20 runes.

Fear

0 Energy2 Activation time15 Recharge time Rune spell. Enemies in the area attack 20% slower and move 20% faster for 5…25 seconds. Moving enemies in the area loose 1...2 energy each second. (Require 1 rune to succeed.)

Doom

0 Energy1 Activation time20 Recharge time Rune spell. Each second adjacent enemies take 2...20 dark damage for 10 seconds. (Require 1 rune to succeed.)

Mark of the Wicked

0 Energy1 Activation time5 Recharge time Rune spell. You inflict 10...65 damage on target foe. (Require 1 rune to succeed.)

Luck

0 Energy1 Activation time35 Recharge time Rune enchantment spell. Each second adjacent allies get 2...20 health for 10 seconds. You have 75% change to create 1 rune and 50% change to create 2 runes. (Require 2 runes to succeed.)

Safeguard

0 Energy2 Activation time40 Recharge time Rune enchantment spell. Each second allies in the area has a 50% change to block elemental damage for 10 seconds. (Require 2 runes to succeed.)

Song of Runic Powers

5 Energy3 Activation time60 Recharge timeElite Ritual. For 2...10 seconds. You create 0…5 runes. Your next 1…3 rune skills last 10 seconds longer. You can't move for 2...10 seconds. (You can only perform 1 ritual at the time.)

Mark of the Deceiver

0 Energy2 Activation time50 Recharge time Rune skill. All nearby foes suffer from a random condition for 2...20 seconds. (Require 2 runes to succeed.)