User:DKS01/sandbox

Spirit Warrior Rit
Sword:

Axe:

Daggers:

Fire Mesmer
alternate:

Dervish of the Earth
Will want armor with Radiant insignias and probably 2 runes of attunement, wielding either a +5 energy or 15^50 zealous scythe of enchanting.

Impaler Assassin
PvE Version

Possible Hammer Warrior setup-The Justice Hammer
Variant Idea 1-Enraging Mokele:

Enraging Mokele AB/Aspenwood Version:

My GW Skill Ideas w/ Commentary
Preparation-For 24 seconds, your arrows have 2...22% armor penetration.(Wilderness Survival)
 * (R)Armor Piercing Arrowheads 15e 2c 12r
 * Yeah, kinda lame, but given people's obsession with sundering crap, I'm sure some people would like it.

Spear Attack-Throw 2 spears simultaneously at target foe.(No Attribute)
 * (P)Double Throw 10e 10r
 * Like Dual Shot or Forked Arrow, but for spears.

Spear Attack-If this attack hits, you strike for +5...25 damage, and this attack deals holy damage.(Spear Mastery)
 * (P)Spear of the Righteous 10e 8r
 * Paragons are like "guardian angels", so I figured I'd give them a "holy" attack. Damage is in line with other harder hitting spear attacks, could be lowered if needed though.

Hammer Attack-If this attack hits, your target is crippled for 2...14 seconds.(Hammer Mastery)
 * (W)Foot Smash 10e 12r
 * Hamstring/Axe Rake equivalent for hammer users.

Elite Hammer Attack-If this attack hits, you hit for +1...12 damage, your target is knocked down, and your target is crippled for 3...13 seconds.(Hammer Mastery)
 * (W)Leg Breaker 10a
 * Unconditional hammer knockdown PLUS cripple and a small damage boost...obviously has to be elite, and have high adrenal cost.

Elite Sword Attack-Teleport to target nearby foe and strike for +10...34 damage. If this attack fails to hit you are knocked down.(Swordsmanship)
 * (W)Lunging Blade 5e 10r
 * I dunno, I just like the idea of a warrior suddenly appearing next to someone withOUT having to go assn secondary, and I wasn't sure how to "thematically" allow a warrior to teleport. Then it hit me, a "lunge" that takes him towards the nearby foe, and as a balancing drawback, if it misses, you lunged too far and fell on your ass. If too powerful as is, could increase energy cost and/or recharge time?

Sword Attack-If this attack hits, you strike for +3...12 damage and your target is blinded for 1...6 seconds.(Swordsmanship)
 * (W)Eye Strike 6a
 * Speaks for itself. The blind duration is short and single target, so a warrior won't be blinding everybody, but can blind an opposing warrior during combat to give himself the upper hand...

Skill-Target touched foe takes 10...34 cold damage and moves 90% slower for 5...10 seconds.(Water Magic)
 * (E)Freezing Touch 5e 3/4c 10r
 * Not real inspiring, but it seems like a skill Anet would create. Sorta like Shock, but for water users.

Skill-Target touched foe takes 10...34 fire damage and is set on fire for 1...4 seconds. seconds.(Fire Magic)
 * (E)Flaming Touch 5e 3/4c 10r
 * Same as above, but for fire users.

Spell-Target foe takes 15...68 fire damage. This attack has 20% armor penetration.(Water Magic)
 * (E)Scalding Vapor 10e 1c 15r
 * Dunno about this one, trying to come up with more water stuff...

Spell-Sends out an Ice Orb that strikes target foe for 20...76 cold damage. If Ice Orb hits a foe who is casting a spell, that spell is interrupted and that foe is dazed for 2...8 seconds.(Water Magic)
 * (E)Ice Orb 10e 1c 15r
 * Moderately damaging spell for water elementalists, and it can daze too.

Hex Spell-For 8 seconds, the next time target foe would be healed, that foe loses that amount of health instead, maximum 15...67.(Curses)
 * (N)Loss of Fortune 5e 1/4c 8r
 * An "evil" version of Reversal of Fortune.

Spell-Sacrifice 10% max health. For the next 5...15 seconds, you move 33% faster.(Blood Magic)
 * (N)Unholy Speed 5e 3/4c 15r
 * I want a speed buff for necros. Couldn't think of anything else offhand.

Spell-Target foe takes 5...41 piercing damage and begins bleeding for 2...12 seconds.(Death Magic)
 * (N)Hellish Chains 10e 2c 12r
 * Inspired by the Hellraiser movie series.

Spell-Exploit nearest corpse to create a level 1...14 Toxic Horror that causes Poison with each of its attacks.(Death Magic)
 * (N)Animate Toxic Horror 25e 3c 25r
 * More variety for MM's. High recharge time means they can't flood the field with these things, but they could occasionally supplement their regular fiends/horrors with a poison spreading creature.

Spell-Exploit nearest corpse to create a level 1...14 Rotting Horror that causes Disease with each of its attacks. This minion has twice the normal rate of degeneration.(Death Magic)
 * (N)Animate Rotting Horror 25e 3c 25r
 * Like above, but both more dangerous, as it's degen can spread. Possibly to you as well, so would require caution. As another disadvantage, it has double rate of degen because it's "rotting" already.

Spell-Exploit nearest corpse to create a level 1...14 Vampiric Fiend. Whenever a Vampiric Fiend you control deals damage, you gain the same amount of health. Vampiric Fiends can attack at range.(Death Magic)
 * (N)Animate Vampiric Fiend 25e 3c 20r
 * We have vampiric horrors, I figure I'd give us vampiric fiends as well, with the same disadvantage(long recharge time) that vamp horrors have over regular ones.

Spell-Exploit nearest corpse to create a level 1...10 Distracting Horror. Whenever a Distracting Horror hits a foe, that foe is interrupted.(Death Magic)
 * (N)Animate Distracting Horror 15e 3c 25r
 * I like the idea of a minion that interrupts. Low level(it's just a "distraction") so short lifespan, and long recharge means no flooding the field with waves of interrupters either, to keep it from being too strong.

Elite Spell-Exploit nearest corpse to create a level 3...21 Volcanic Horror. While foes are adjacent to Volcanic Horror those foes suffer from Burning. You can have only one Volcanic Horror at a time.(Death Magic)
 * (N)Animate Volcanic Horror 25e 3c 30r
 * I envision this as sorta looking like a burning titan, with the same effect. Gives an alternative elite minion to Flesh Golem.

Elite Spell-Exploit nearest corpse to create a level 3...21 Brutish Horror. Whenever this minion hits a foe below 50% health, that foe suffers from a Deep Wound. You can have only one Brutish Horror at a time.(Death Magic)
 * (N)Animate Brutish Horror 25e 3c 25r
 * Another elite minion option, this one with the capability to cause Deep Wound on damaged foes.

Odd Skill Icons
<-WWE's The Undertaker?

<-The KKK has necromancers? <-That's gotta be the most absolutely ripped...err, zombie thing...ever.

<-Yeah, nothing says "purity" like a creepy frozen baby...

<-Werebear or what? Gives me D2 flashbacks.

<-Hahaha, whoever designs skill icons seems to have taken a shortcut with one of these, and just reused the skill icon from the other in a different hue!

Random GW Complaining

 * I'm getting really tired of the guilds where the guild name+guild tag makes a sentence or phrase or whatever. It was new and creative when Time is Running [Out] did it. It was amusing when a couple of others did it. I still occasionally see one that makes me grin(They Stole Our Jobs [Hero] comes to mind) too. But these days, it seems like every freakin guild that's created feels obligated to do their name that way, and it's just getting BORING.


 * I'm also tired of people who blame everything bad that happens on the monk. Yes, the monk wasn't able to keep you alive, that is true. But maybe if you hadn't RUN IN AND AGGROED 20 ENEMIES AT ONCE he could have, ya know? Sure, there's some bad monks out there(I once met a "healer" monk whose sole healing skill was Heal Party), but a lot of good ones get blamed for other players mistakes, and it gets kinda old. If your monk goes AFK during a fight or something, or decides to rush into a mob and spam Healing Touch on your tank, feel free to blame him. But if you over aggro, or don't fall back when you're getting overwhelmed, take responsibility for your own screwups people, don't immediately throw out the tired old "stupid monk". And this is from someone who doesn't even PLAY monk.


 * Another thing, I occasionally see a build that just makes me scratch my head. Now, don't get me wrong, I like trying new builds, and I applaud creativity in build designs...but some things just aren't meant to be. I was in an Aspenwood battle recently where a RANGER was trying to spam Word of Healing, Orison of Healing, and Healing Breeze...now rangers can do a lot of things, but monking? Definitely NOT the first thing that comes to mind. I likewise saw a sword warrior who was trying to supplement his attacks with...Spiteful Spirit. Not that SS is a bad skill, but on a warrior?


 * Okay, after seeing the pic of the new minipet(supposedly a new playable race from Guild Wars 2), I am NOT impressed. This thing looks ridiculous, like it comes from a Saturday morning cartoon, NOT Guild Wars. Seriously, WoW arms, big ears, a big smile, a sleeveless shirt, and baggy pants? Is this for real? Is this from Guild Wars? What was Anet thinking, Jesus. See the goofy looking thing here. I REALLY hope this is not an indication of where GW is heading...


 * Idiots in Alliance Battles in Fort Aspenwood arguing about which faction is "better". I see them on both sides, you get some moron spouting off about "Suxons" and some other equally moronic guy shouting back about "Kurdicks". Considering how really inconsequential one's allegiance actually is in the game's grand scheme of things, I really fail to see the point of getting in shouting matches over it. If you absolutely must argue with an opponent about something, why not argue over builds or something similar? OTOH, you also get people who bitch about your build being weak or shitty or whatnot when you either just killed them with it, or are killing/healing/interrupting/whatever better than they are, so maybe arguing over builds isn't the best idea either...