DEFILER[edit]
~ Corruption until corruption kills itself ~
The motto and the life of a defiler is a daunting one. Dedicated to no god or divine being, powered solely through pure willpower, the dark and treacherous path of the defiler is one chosen by few, and followed by even fewer. The presence of a defiler on the battlefield is both a source of fear and loathing for the onlookers, for these dangerous and vengeful outcasts use their very own flesh and mind as tools of magic and utter decay. Subversion and corruption is the way of the Defiler, as pure the prey.
So, what is this shit?[edit]
The Defiler could be considered a mix between a necromancer and ranger. Similar to the necromancer, Defilers use sacrifices and what may be considered "dark arts" to accomplish their goals. However, unlike necromancers and like rangers, they are very versatile in their skill selection, capable of many configurations suited for any task.
Nevertheless, it is not just a cross between necromancers and rangers. Defilers care only for for corruption, whereas Rangers care for the purity of their enviorment and Necromancers care for death. In a way, it is a profession that is directly opposite of Necromancy.
Well, how does it work?[edit]
The trademark of the defiler is the mass application of conditions and "corrupts", which act as AoE DoT spells with a twist - many of the defiler AoE skills are maintained. For balance, most of these AoE skills are adjacent ranged and are tuned especially to prevent stacking. Defilers also make use of skills that require a specific health cost - and little or no energy cost. This makes the defiler a dangerous class to play: A high health allows defilers to overextend casualy, but only skilled defilers can survive many of their most potent spells and live to tell tale. The most potent condition stacking skills of the defiler has half casting range, making him a very juicy target to take out.
Defiler skills are generally more potent then their counterparts from other professions. However, they are also more unpredictable and dangerous to use: Most corrupts have no friend or foe recognition, and a misplaced spell can annihilate your friends and teammates. Contagions can be spread around by a clever enemy, and even the most potent viral infections can be disasterous. Care and patience are key virtues to practice when you play as a defiler.
Defilers cannot "kill" on their own very efficiently. However, they can cuase great amounts of pressure, and are a great source of annoyance to the opposing party. To be a potent Defiler, one must balance offensive spells with one's health bar, and exercise caution and patience when using the most potent spells.
What, no artwork? Lazy dipweed![edit]
Defiler "colour" is pale gold/rust. Apart from that, let's see you spend 5 hours a day shopping skill icons when you can play spore.
You are all high and mighty when it comes to balance, and yet you made one hell of an imba class![edit]
With the advent of such a new profession, there are some changes with the existsing Guild Wars mechanics and skill levels.
Defilers introduce many new skill mechanics, and these will shake up the balance somewhat. However, since most of these skills come with significant drawbacks, and, along with the new friendly fire mechanic, most of these new skills will take a significant skill to use properly. They are specifically designed to be weaker in groups, and are an anti-gimmick profession.
Attributes, Gear and Skills[edit]
Primary Attribute[edit]
Will. For every rank in Will, Defilers gain 1 additional points of energy reserve and 20 additional points of health, but lose 1 point of armor. Many defiler skills, especially those relating to increasing the capacity and the conditioning of the defiler, are tied to the will attribute.
Secondary Attributes[edit]
Viral Arts: Every point in viral arts decreases the duration of conditions and Diseases on the defiler by 3%. Improving viral arts improves the potency of many skills, especially those relating to Diseases and defensive hexes.
Corruption Mastery:No inherent effect. Allocating points in Corruption mastery increases the potency of skills dedicated to casue AoE pressure.
Chaos Mastery: No inherent effect. Skills that give the Defiler greater control over the battle become more powerful with chaos mastery.
Standard defiler armor provides a whopping 200 health boost (+70 from chest, +30 from hands, +50 From leggings, +25 from headgear, and +25 from shoes). However, the armor rating of the defiler is only 45. This makes them resistant to degeneration, but much less so against direct attacks.
Defilers have +2 energy regeneration and a maximum of 40 energy. This can be greatly increased or decreased depending on the insigna applied.
Defilers have access to three different insigna configurations: The Corrupter Insigna provides a great energy boost (+8 From chest, +6 from leggings, +3 for hands, shoes, and headgear; for a total of +23) but lowers the maximum health of the defiler (-80 from chest, -60 from leggings, -30 from hands, shoes, and headgear, for a total of -230). Corrupter insigna is recomended for those planning to specialise in Corruption Mastery and Chaos Arts. The Fleshfire Insigna provides a decent health boost (+40 from chest, +30 from leggings, +15 from hands, shoes, and headgear; for a total of +115 health) but lowers the maximum energy of the user ( -4 from chest, -3 from leggings, -1 from hands and shoes, and -2 from headgear for a total of -11 energy). Fleshfire insigna is reccomended for users of viral arts and the spare application of corrutping arts. Tombstone Insigna Increases the armor of the Defiler by 20 points, but has both the penalties of the Fleshfire and the Corrupter Insigna (a total of -230 health and -11 energy). Tombstone insigna is reccomended for inexperienced Defilers.
Defilers cannot equip wands or staves, and thus, cannot auto attack. They may only wied a focus item or a shield in the off-hand slot. Focus items are available for every defiler attribute.
Defilers armor is almost non-existant. Defilers tend to present their corrupted flesh openly, to inspire fear in the hearts of anyone foolish or perverted enough to watch.
Corruption Mastery
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Lesser Dark Sphere: Spell. Create a Lesser Dark Sphere at target ally's location. While you maintain this spell, all allies adjacent to this location have a 10...42...50% chance to block attacks. Whenever an attack is blocked this way, you lose 110...38...20 health.
5 2 15
Greater Dark Sphere: Spell. Create a Greater Dark Sphere at target foe's location. While you maintain this spell, all foes nearby to this location have a 10...42...50% chance to miss with melee attacks. Whenever an attack misses this way, you gain 10...34...40 health.
10 2 15
Flesh Storm: Spell. Create a Flesh Strom at target foe's location. While you maintain this spell, whenever a foes dies near this location, you gain 10...66...80 health and all foes nearby the flesh storm suffer from Deep Wound for 2...7...8 seconds.
10 1 30
Poison Cloud: Spell. Create a poison cloud at your location. While you maintain the poison cloud, all foes that come adjacent to the poison cloud suffer from 1...5...6 health degeneration.
5 1 8
Mist Of Darkness: Spell. Create a mist of darkness at target ally's location. Attacks made adjacent to this location have a 7...45...55% chance to fail.
10 1 25
Miasma Attunement: Enchantment Spell. For 10...50...60 seconds, you gain +1 energy regeneraion and 5...12...14 damage reduction whilst you are in one of your maintained spells.
5 1 45
Lesser Corrupt Air: Spell. Create a Lesser Corrupted Air at target ally's location. While you maintain this spell, all spell damage is reduced by 5...39...48% for all creatures adjacent to this location.
5 2 20
Greater Corrupt Air: Elite Spell. Create a Greater Corrupted Air at your location. Whilr you maintain this spell, hostile spells used on all creatures nearby this locaiton have a 5...41...50% chance to fail.
10 2 30
Torment's End: Spell. Create a Torment's end at Target Foe's location. All foes adjacent to this location with less than 0...9...11% Maximum health are instantly killed. Death from Torment's end does not result in Death Penaty and exploits the corpse.
5 1 20
Torment's Begining: Spell. Create a Torment's Begining at target foe's location. While you maintain this spell, all creatures nearby this location are struck for 10...82...100 damage per second. This spell cannot lower a creature's health lower than 100...92...90% of his health.
15 2 30
Supremacy's End Elite Spell. Create a Supremacy's End at target foe's location. While you maintain this spell, this spell pulses every 16...6...4 seconds. At every pulse, 0...2...2 enchantments are removed from all creatures adjacent to this location. When you stop maintaining this spell, all weapon skills and Forms are removed from all creatures near this location.
25 2 15
Subvert Earth Spell. Create a Subverted Earth at target foe's location. While you maintain this spell, all foes adjacent to this location move 0...20...25% slower, and whenever a foe casts a spell, that foe is crippled for 1...10...12 seconds.
5 0.25 10
Thirst of the Utterly Corrupt Elite Spell. Create a Thirst of the Utterly Corrupt at your location. For every second you maintain this spell, all creatures adjacent to this location lose 0...2...2 energy. When you stop maintaining this spell, you gain all energy lost this way. (Maximum: 3...25...30 energy).
1 1 10
Coward's Haven: Spell. Create a Coward's Haven at target foe's location. While you maintain this spell, all creatures to this location gain +1...7...8 health regeneration but move 5...55...68% slower.
10 2 25
Distort Reality: Spell. Create a Reality Distortion at target foe's location. While you maintain this spell, whenever a foe attacks near this location, that foe is dazed for 3...7...8 seconds and whenever a foe casts a spell in this location, that foe is blinded for 3...7...8 seconds.
10 2 15
Distort Unreality: Elite Spell. Create an Unreality Distortion at target foe's location. While you maintain this spell, every 16...6...3 seconds, all foes nearby this location that are under the effects of a hex spell lose an enchantment, and all foes under the effects of an enchantment lose a hex spell.
10 2
Ruin: Elite Spell. Create a Ruin in your location. While you maintain this skill, all creatures in this area gain +3 health regeneration. When you stop maintaining this spell, all creatures in the area are struck for 1...3...3 damage for evenry second this skill was in effect (Maximum: 10...162...200 damage).
15 2 30
Pit of Rot: Spell. Create a pit of Rot at target's location. While you maintain this spell, no conditions or contagions can end near this location. When this spell ends, you lose 50...18...10 health for every condition that would've ended.
10 1 20
Widow's Grace: Spell. Create a Widow's Grace at target's location. While you maintain this spell, all creatures adjacent to this location suffer from 0...2...3 energy degeneration. When this spell ends, all creatures in this are regain the energy they lost to this spell (Maximum: 30 energy).
15 1 20
Onto Perdition: Spell. Create the Perdition at target's location. While you maintain this spell, all summoned creatures nearby this location are instantly killed, and all weapon spells area instantly removed. Whenever a creature dies or a weapon spell ends near this location, all creatures nearby are struck for 10...87...106 damage. You can only maintain a singe perdition.
5 1 12
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Viral Arts
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Lesser Plague Contagion Spell. Lose 50 health. Infect target foe with Lesser Plague. All infected suffer from -1...4...5 Health Degeneration. Whenever this Contagion ends prematurely, the infected is healed for 80 health. This contagion lasts for 5...30...36 seconds.
1 1 10
Greater Plague Contagion Spell. Lose 150 health. Infect target foe with Greater Plague. All infected creatures lose -1...2...2 health per second. This contagion lasts for 3...20...24 seconds.
3 1 10
Supreme Plague Elite Contagion Spell. Lose 25 health. Infect target foe with Supreme Plague. Whenever this Contagion ends prematurely, the infected suffers from Deep Wound for 2...7...8 seconds. If this contagion lasts it's full duration, infected is struck for 10...90...110 damage and suffers from Deep Wound for 4...14...16 seconds. This Contagion lasts for 46...19...12 seconds.
25% 5 2 20
Amethyst Fever Contagion Spell. Lose 100 health. Infect self with Amethyst Fever. All infected suffer from -10...6...5 Health Degeneration. Creatures under the effects of this contagion have 1...31...38% faster skill activation. This contagion lasts for 10...60...72 seconds.
1 2 30
Lesser Diamond Virus Contagion Spell. Lose 75 health. Infect target foe with Lesser Diamond Virus. Whenever this Contagion ends, the infected suffers from Cracked Armor and Weakness for 5...22...26 seconds. This contagion lasts for 60...28...20 seconds.
1 1 10
Greater Diamond Virus Contagion Spell. Lose 125 health. Infect target foe with Greater Diamond Virus. Whenever an infected is struck with physical damage, that creature suffers from Cracked Armor and Bleeding for 5...9...10 seconds. This contagion lasts for 3...11...13 seconds.
5 1 10
Taste of Bile Spell. Transfer all conditions from your target to yourself. You gain 15...59...70 health for every condition you gained.
5 1 12
Taste of Doom Spell. If your target is under 10...74...90& health, you gain 20...124...150 health..
1 2 8
Fleshbane Fire Contagion Spell. Lose 25 health. Infect target foe with Fleshbane Fire. Whenever this contagion ends, the infected suffers from burning and bleeding for 1...10...12 seconds. This contagion has no effect if it ends prematurely. This contagion lasts for 20...7...4 seconds.
1 1 10
Taste of Corruption Spell. You gain 12...98...120 health for every condition on your target. (Maximum: 12...242...300 health.
10 1 5
Lifebane Virus Contagion Spell. Lose 200 health. Infect target foe with Lifebane Virus. Whilst under the effect of this Contagion, infected suffer from 2...8...10 health degeneration, and all Contagions on infected last 10...38...45% longer. This Contagion ends after 1...19...23 seconds.
5 2 20
Deathbane Fever Elite Contagion Spell. Lose 300 health. Infect target foe with Deathbane Fever. Creatures infected with this Contagion have their maximum health reduced by 1...7...8%. Whenever this contagion ends, all conditions are removed from the infectee. This contagion lasts for 1...28...35 seconds.
5 2 20
Fearborn Virus Contagion Spell. Lose 50 health. Infect target foe with Fearborn Virus. Creatures infected with this Contagion have their maximum attack speed reduced by 7...25...30%. Whenever this contagion ends, the infected is struck for 12...71...86 damage. This contagion lasts for 5...18...21 seconds.
5 1 20
Signet of Torture Signet. Target foe is healed for 100 health. All contagions on that foe are lengthed by 1...5...6 seconds.
0 0.25 4
Reclaim Corruption Elite Spell. Target Foe loses all Hexes and Conditions. For each condition lost this way, you gain 3...61...75 health and 0...2...3 energy. For every 8...2...1 hexes lost this way, one of your skills are recharged.
1 2 15
Elgrun's Rot Contagion Spell. Lose 100 health. Infect yourself with Elgrun's Rot. Creatures infected with this Contagion take 1...20...25% less damage from melee attacks, cannot suffer from poison, but have 1...2...2 health degeneration. . This contagion lasts for 5...18...21 seconds.
5 1 30
Corruption's Embrace Spell. Poison target ally. That ally is healed for 10...122...150 health.
5 1 15
Bonebane Virus Contagion Spell. Lose 150 health. Infect target foe with Bonebane Virus. Creatures infected with this Contagion move and attack 7...21...25% slower. When this contagion ends, the infected is knocked down. If this contagion ends prematurely, the infected is weakened for 5...44...54 seconds instead.
5 2 12
Mindbane Virus Contagion Spell. Lose 50 health. Infect target foe with Mindbane Virus. Creatures infected with this suffer from 1...3...4 energy degeneration. If this contagion is removed prematurely, then the infected gains 1...3...4 energy. This contagion lasts for 1...7...8 seconds.
10 1 30
Doombane Virus Contagion Spell. Lose 200 health. Infect target foe with Doombane Virus. Creatures infected with this suffer from 2...8...10 health degeneration, and take 4...17...20 damage per second. If this contagion is removed prematurely, then the infected gains 10...98...120 health. This contagion lasts for 1...10...12 seconds. This contagion ends when the infected has less than 90...58...50% health.
1 1 25
Strentghbane Virus Contagion Spell, Lose 50 health. Infect target creature with Strengthbane Virus. Creatures infected with this suffer from have a 10...30...35% chance to block attacks, but deal 1...28...35% less physical damage. Whenever this contagion is renews or ends, the infected suffers from weakness for 1...15...18 seconds. This contagion lasts for 5...23...27 seconds
5 2 30
Brittleskin Virus Contagion Spell. Lose 100 health. Infect target creature with Brittleskin virus. Creatures infected with this gain 10...50...60 additional armor, but attack 33% slower. This contagion lasts for 5...23...27 seconds.
10 2 30
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Chaos Mastery
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Dark Retreat Stance. For 5...9...10 seconds, you move 10...42...50% faster, but your maximum health is reduced by 200...120...100 points. When this stance ends, you are knocked down. This stance ends when you use a skill that target's a foe.
10 0 12
Lesser Dark Shock Skill. For every condition on target touched foe, one random skill is disabled on that foe for 1...5...6 seconds. (Maximum: 1...3...3 skills)
15 1 30
Greater Dark Shock Elite Spell. For every recharging skill target foe has, one random skill is disabled for that foe for 1...5...6 seconds, and you lose 1...2...2 energy for every skill disabled this way. This spell has half the normal range.
5 1 15
Lesser Chaos Tide Skill. For 1...3...4 seconds, all party members move 25% faster When this skill ends, you lose 32...109...128 health.
1 0 5
Greater Chaos Tide Skill For 1...7...8 seconds, all party members move 33% faster. When this skill ends, you lose 4...26...32 energy. If you lost less than this amount, you suffer 50 damage for every point of energy you couldn't pay.
10 2 30
Dark Dismissal Spell. Banish target summoned creature, instantly killing it. You gain 10...74...90% of health target had.
5 0.25 10
Death's Greed Hex Spell. If target foe dies whilst under this hex, you gain 25...77...90% of the energy target foe had when he died. If this hex does not end prematurely, target foe steals 20...12...10 energy from you. This hex ends after 5...18...21 seconds.
5 0.25 3
Consume CorruptionSpell. All AoE spells adjacent to you ends. You gain 1...56...70 health for every spell that ends this way.
5 2 15
Drink CorruptionSpell. You gain 1...4...5 energy and sacrifice 2% of your maximum health for every AoE spell you are adjacent to..
1 ¾ 20
"Weakling!" Elite Shout. Lose 75...35...25 health. Target foe suffers from Weakness and Blind for 3 seconds.
1 0 2
Maniacal Laughter Shout. Lose 150...50...25 health. All adjacent creatures suffer from daze for 3 seconds.
1 0 2
Lesser Dark Jolt Hex Spell. Target foe loses 1...16...20 energy. When this hex ends, target foe gains 1...16...20 energy. This hex ends when another hex is placed on that foe.
5 2 30
Greater Dark Jolt Hex Spell. Whilst under the effects of this hex, target foe suffers form 2...8...10 energy degeneration. When this Hex ends, target foe gains all of the lost energy.
15 2 20
Superior Dark Jolt Elite Hex Spell. Target foe loses 5...21...25 energy. If this hex prematurely, target foe gains 5...21...25 energy. If this hex lasts it's full duration, you gain 5...21...25 energy. This hex ends after 40...13...6 seconds. This hex spell instantly recharges when it ends.
25 1 90
Raging Torrent Hex Spell. Target foe is interrupted every second. This hex lasts one second for every condition on target foe. (Maximum: 1...4...5 seconds)
10 1 25
Dark Vortex Elite Hex Spell. For 10 seconds, this hex does nothing. When this hex ends, target foe shadowsteps to the location where he was hexed with this spell. (50% failure chance with chaos mastery 8 or less)
15 2 30
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No Attribute
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"And Again!": Elite Shout. For 3 seconds, nothing happens. When this shout ends, you target teleports to it original location and suffers the effects of the last three skills that has affected him.
25 0 20
Shrine of Waste: Spell. Create a shrine of Waste at your location. Maintaining this spell costs one point of health degeneration instead of the usual energy degeneration. When this spell ends, nothing happens.
10 1 5
Anchor in Reality: Elite Spell. Create an anchor at your location. Maintaining this spell costs 8 points of energy degeneration. When this spell ends, all creatures near the anchors location are teleported next to you.
5 1 5
Signet of Lies: Signet. While activating, this signet appears to be an elite skill from your highest attribute line. If this skill is interrupted, all your skills are instantly recharged.
0 The Cast Time of the imposed skill 5
Destruction's Desire: Elite Skill. Sacrifice 5% of your maximum health. For 6 seconds, you suffer from -10 health degeneration but gain +6 energy regeneration, recieve double adrenaline from attacks, and move 66% faster. You cannot cast spells or use signets while under the effects of this skill. When this skill ends, you lose 25% of your health.
5 0 3
Assure: Spell. Purge your target of all mesmer hexes. This spell has half the normal casting range.
5 2 10
Catalyst of Damnation: Spell. All conditions are removed from target foe and all his party members. If more than 20 conditions ended this way, all your skills are instantly recharged.
10 2 20
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