Feedback:User/Getefix/elona guild wars beyond

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there are no firm plans but suggesting ideas wouldnt hurt





Skills[edit]

Dervish[edit]

1) Avatar of Kormir - since gw beyond is after she ascends honorably (leeches) to a god, its only fair she gets a form skill if guild wars beyond goes to elona:

Elite Form. For 10...74...90 seconds, your attacks deal holy damage. whenever you gain a Dervish enchantment, adjacent foes take 1...20...25 damage and whenever you lose a Dervish enchantment, adjacent foes are Blinded for 1...3...3 seconds. While under the effects of a shout, you are not affected by Blind and gain +24 defense.This skill is disabled for 45 seconds.

Elite Form. For 10...74...90 seconds, your attacks deal holy damage. whenever you gain a Dervish enchantment, adjacent foes take 1...20...25 damage and whenever you lose a Dervish enchantment, adjacent foes are Blinded for 1...3...3 seconds. While under the effects of a shout, you are not affected by Blind and gain +24 defense.This skill is disabled for 45 seconds.

Concise description
Elite Form. For 10...74...90 seconds, your attacks deal holy damage. whenever you gain a Dervish enchantment, adjacent foes take 1...20...25 damage. whenever you lose a Dervish enchantment, adjacent foes are Blinded for 1...3...3 seconds. While under the effects of a shout, you are not affected by Blind and gain +24 defense. This skill is disabled for 45 seconds.


Progression
0
10
1
15
2
21
3
26
4
31
5
37
6
42
7
47
8
53
9
58
10
63
11
69
12
74
13
79
14
85
15
90
16
95
17
101
18
106
19
111
20
117


Avatar of Kormir.jpg


2) Kormir's Aura - this was never implemented but i'd like it to be :P

Enchantment Spell. Lose all Enchantments. For 30 seconds, your attacks deal lightning damage. When this Enchantment ends, all adjacent foes are Weakened for 4...9...10 seconds.

Enchantment Spell. Lose all Enchantments. For 30 seconds, your attacks deal lightning damage. When this Enchantment ends, all adjacent foes are Weakened for 4...9...10 seconds.

Concise description
Enchantment Spell. (30 seconds.) Remove all your enchantments. Removal effect: your attacks deal lightning damage. End effect: inflicts Weakened condition (4...9...10 seconds) on adjacent foes.


Progression
0
4
1
4
2
5
3
5
4
6
5
6
6
6
7
7
8
7
9
8
10
8
11
8
12
9
13
9
14
10
15
10
16
10
17
11
18
11
19
12
20
12





Elementalist[edit]

3) Lightning Storm - if possible i'd like this to be implemented in the game as well

Spell. You invoke a Lightning Storm at target foe's location. Each second for the next 10 seconds, one foe in that area is interrupted and struck for 14...61...73 lightning damage.

Spell. You invoke a Lightning Storm at target foe's location. Each second for the next 10 seconds, one foe in that area is interrupted and struck for 14...61...73 lightning damage.

Concise description
Spell. (10 seconds.) Hits one foe in the area of target's location each second. Deals 14...61...73 lightning damage. Interrupts actions.


Progression
0
14
1
19
2
24
3
29
4
34
5
39
6
44
7
49
8
53
9
58
10
63
11
68
12
73
13
78
14
83
15
88
16
93
17
98
18
103
19
108
20
113
21
118





Assassin[edit]

Elite Hex Spell. You force target foe to shadowstep to your location. End effect: foe returns to their original location and deals 20...92...110 damage to all nearby foes.

Elite Hex Spell. You force target foe to shadowstep to your location. End effect: foe returns to their original location and deals 20...92...110 damage to all nearby foes.

Concise description
Elite Hex Spell. You force target foe to shadowstep to your location. End effect: foe returns to their original location and deals 20...92...110 damage to all nearby foes.


Progression
0
20
1
26
2
32
3
38
4
44
5
50
6
56
7
62
8
68
9
74
10
80
11
86
12
92
13
98
14
104
15
110
16
116
17
122
18
128
19
134
20
140

places[edit]

outposts/cities[edit]

Fahranur, The First City[edit]

I'd love to see Fahranur as an outpost, it would make the perfect city, i really want to be able to use it like that

To 'unlock it', you would have to have vanquished the area, then started a quest chain (at A) to 'purify' the central room (take out the abbadon tendrils and maybe drain it) then survive a few attacks of monsters (level 24) (at B)

now comes the task of supplying materials to the quest giver (at C) to build an outpost, after it is drained, the quest giver would notice the 3 previously sunken doors on the far end, left and right sides of the chamber (at D, E and F) and another quest chain would appear and turn it into a sort of dungeon with many levels, each boss being based on a different Egyptian god (keeping with the elona/istan theme)

at the same time, different quest chains would be available to turn the rest of the city into a giant outpost, obviously there would be an npc that would offer to bring you to the explorable area version of the city for vq ect

User Getefix FahranurOutpost.JPG

Dungeons[edit]

Fahranur Sub-Levels[edit]

underneath fahranur, after unlocking the outpost

Levels: 10

Bosses:

Anubis

Ritualist Boss - Level 2, Spawns Anoobis' Chest in the treasury


Oseyeris

necromancer boss - Level 3, spawns Oseyeris' Chest in the treasury


Isees

Ranger boss - Level 4, Spawns Isees' Chest in the treasury


Set

Mesmer Boss - Level 5, Spawns Set's Chest in the treasury


Horoos Warrior Boss - Level 6, Spawns Horoos' chest and giant golden 'Eternal Falcon' pet in the treasury (gold falcon pet leaving a gold trail behind as it moves) - deals piercing damage


Khepree (caused the scarab plague)

Dervish Boss (giant Scarb(proper scarab not a prophecies one)) - Level 7, Spawns Khepree's chest and Giant golden 'Eternal Scarab' pet in the treasury (smaller version of the boss with no boss aura and leaving a gold trail behind as it moves) - deals piercing damage


Rargh

Elementalist Boss (fire) - Level 8, Spawns Rargh's Chest in the treasury


Apeep

Monster Boss - Level 9, Spawns Apeep's Horde (could use pile of gold used for the do not touch in the Bahdok Caverns) in the treasury


Level 10

Treasury, contains the Chests of the Defeated bosses and the pets, also contains Sunspear ghosts that craft weapons for 25 Golden Scarabs also features a 'Secrets pillar' that gives us a broken snippet of the end of the previous era of the elder dragons

Bahdza Caverns[edit]

location: northern most part of the wilderness

Levels: 1

Bosses:

Hequet

Ranger boss (giant hecket), Spawns Hequet's Chest


Items[edit]

Weapons[edit]

Khopesh[edit]

Sword

Acquisition

  • The Treasury

Dye

  • Dye appears to affect the whole weapon.

Notes

  • While moving, the blade leaves a trail of gold residue behind your character.



Ivory Wand[edit]

Wand

  • <Varies> Dmg: 11-22 (Requires 9 <linked attribute>)
  • Inscription: None

Acquisition

  • The Treasury

Discription

  • a curved ivory wand detailed with hieroglyphs

Dye

  • Dye appears to affect the hieroglyphs on the weapon.

Notes

  • While moving, the wand leaves a trail of gold hieroglyphs behind your character.



Ancient Staff[edit]

staff

  • <Varies> Dmg: 11-22 (Requires 9 <linked attribute>)
  • Inscription: None

Acquisition

  • The Treasury

Discription

  • a gold triple pronged staff resembling the scepter of orr with a shining golden orb hovering at the centre

Dye

  • Dye appears to affect the grip on the weapon.

Notes

  • While moving, the orb leaves a trail of golden hieroglyphs behind your character.



Scarab Shield[edit]

Acquisition

  • The Treasury

Description

  • A golden shield with the symbol of the Pharaohs, same as the cape symbol, the orb above the scarab glows slightly

Dye

  • Dye affects the trim of the scarab on the shield, except for the glow. The default color can be perfectly replicated using Silver and Yellow.

Notes

  • While moving, the orb above the scarab leaves a trail of golden hieroglyphs behind your character.