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	<title>ArenaNet:Guild Wars 2 suggestions/Vandal (Barbarian-Shaman) - Revision history</title>
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		<title>147.236.33.231: /* Gameplay */</title>
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		<updated>2009-02-03T11:56:27Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Gameplay&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
=Vandal ([[ArenaNet talk:Guild Wars 2 suggestions/Vandal (Barbarian-Shaman)|Discussion]])=&lt;br /&gt;
===Definition===&lt;br /&gt;
#A member of a Germanic people who in the 5th century A.D. ravaged Gaul and Spain, settled in Africa, and in sacked Rome in 455 A.D..&lt;br /&gt;
#A person who willfully or ignorantly destroys or mars something beautiful or valuable.&lt;br /&gt;
&lt;br /&gt;
===Basic Concept===&lt;br /&gt;
*Adrenaline powered spells, energy powered attacks, half range attacks, hybrid. Absolutely no enchantments.&lt;br /&gt;
*A cross between a ranger and a Mesmer (in a weird sort of way..)&lt;br /&gt;
*In concept, a cross between a barbaric warrior and a tribal shaman.&lt;br /&gt;
*Spells rely on adrenaline, so you must attack or be attacked to cast.&lt;br /&gt;
*Weapon skills all require energy.&lt;br /&gt;
*The Vandal gets more &amp;quot;ammunition&amp;quot; (energy/adrenaline) the more it is attacked.&lt;br /&gt;
*Stances take the place of enchantments, being powerful but unstackable.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*The throwing axe: attack speed equivalent of a wand/staff, but half-range. Roughly half the GW1 aggro bubble. DPS similar to a ranger's shortbow and a warrior's axe.&lt;br /&gt;
*Focus Item: same as casters. Extra energy and such. A focus for each skill-line (War, Guile, Fanaticism).&lt;br /&gt;
*Wands/Staffs: same as casters. A staff/wand for each skill-line (War, Guile, Fanaticism).&lt;br /&gt;
*70 armor with +30 vs elements, 3 energy regen pips total (same as ranger).&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
I've made some random skills to try and give the flavor of the class. They are roughly balanced, but I'm sure some are exploitable/unbalanced.&lt;br /&gt;
:Note, when I don't specifically state a recharge or casting time, that doesn't mean it's instant. It just means &amp;quot;whatever recharge time helps balance the skill&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Throwing Mastery===&lt;br /&gt;
:All skills require energy, no adrenaline skills.&lt;br /&gt;
*'''Quick Toss:''' Attack Skill. 5 energy, +2...14 damage, 0 recharge.&lt;br /&gt;
*'''The Chase:''' Stance. 5 energy, doubles attack range, -25% slower attack speed. +5%...33% damage. You move 25% faster.&lt;br /&gt;
*'''Rib Splitter:''' Attack Skill. 10 energy, +1...37 damage, double damage if foe's health is below 50%. Causes exhaustion.&lt;br /&gt;
*'''Unnamed:''' Attack Skill. 5 energy, this axe travels twice as fast and cannot be blocked. +1...14 damage.&lt;br /&gt;
*'''Shaman Throw:''' Attack Skill. 5 energy, if this attack hits an enchanted foe, that foe is dazed for 1...4 seconds. Causes exhaustion.&lt;br /&gt;
*'''Wild Throw:''' Attack Skill. 5 energy, this axe cannot be blocked and ends your target's stance.&lt;br /&gt;
*'''Mage Bane Throw:''' Attack Skill. 5 energy, +5...20 damage, if this attack hits an enchanted foe, 1 enchantment is stripped and YOU lose 10 energy.&lt;br /&gt;
*'''Berserker Signet:''' Signet. 1 second cast, 20 second recharge. For 10 seconds you deal +33% damage but have -80...20 armor.&lt;br /&gt;
*'''Gypsy Throw:''' Attack Skill. 10 energy, this axe travels twice as fast and cannot be blocked. Target's action is interrupted.&lt;br /&gt;
*'''Heavy Arm:''' Stance. 5 energy, for 3...60 seconds, if any of your attacks are blocked, the target is interrupted.&lt;br /&gt;
*'''Unforgiving Throw:''' Elite Attack Skill. 10 energy, target foe is dazed for 6...13 seconds. If this attack is blocked, target foe suffers a deep wound and bleeding for 5...17 seconds.&lt;br /&gt;
&lt;br /&gt;
===Way of War===&lt;br /&gt;
:Enhances the Vandal in physical warfare. Lots of shouts/chants, a few spells.&lt;br /&gt;
::Note, shouts would all be from the Anglo-Saxon Futhorc alphabet, or some other seemingly tribal/shamanistic language. I have (roughly) named some of the shouts.&lt;br /&gt;
*'''Strength of the Ox:''' Chant. 8 adren, your next attack skill inflicts deep wound for 1...12 seconds.&lt;br /&gt;
*'''Unnamed:''' Chant. 4 adren, your next attack skill inflicts cripple for 3...10 seconds.&lt;br /&gt;
*'''Healing Salve:''' Spell. 6 adren, heal self for 50...150&lt;br /&gt;
*'''Unnamed:''' Chant. 4 adren, the next time you take damage over 10% of your maximum health, all adjacent foes take 8...90 cold damage.&lt;br /&gt;
*'''&amp;quot;Beorcrad!&amp;quot;:''' Shout. 6 adren, target foe takes 5...30 earth damage. Target foe suffers an additional 5...60 earth damage if moving.&lt;br /&gt;
*'''&amp;quot;Tyrken!&amp;quot;:''' Shout. 8 adren, target foe is dazed for 1...2 seconds. You are blinded for 2...0 seconds.&lt;br /&gt;
*'''&amp;quot;Kenos!&amp;quot;:''' Shout. 10 adren, target foe is interrupted.&lt;br /&gt;
*'''Unnamed:''' Chant. 4 adren, the next time you take damage, you are healed for 10...45 points.&lt;br /&gt;
*'''Unnamed:''' Elite Chant. 3 adren, the next time you take damage, you are healed for 10...95 points.&lt;br /&gt;
*'''&amp;quot;Ishaegl!&amp;quot;:''' Shout. 4 adren, target foe takes 18...60 cold damage. &lt;br /&gt;
*'''&amp;quot;Urtyr!&amp;quot;:''' Shout. 12 adren, lose all adrenaline. Target foe suffers from deep wound for 5...17 seconds and takes 20...91 earth damage.&lt;br /&gt;
*'''&amp;quot;Yereoh!&amp;quot;''' Shout. 10 adren, for 28 seconds, you gain 12...90 health every 7 seconds.&lt;br /&gt;
*'''Fervor:''' Stance. 15 energy, lasts 60 seconds. The effects of Fanaticism are doubled. Lose 19...10 health each second.&lt;br /&gt;
&lt;br /&gt;
===Way of Guile===&lt;br /&gt;
:Shamanistic/tribal/voodoo/gypsy curses, tricks, and deceptions.&lt;br /&gt;
*'''Unnamed:''' Hex. 10 adren, target foe loses 1...5 energy a second for 10 seconds.&lt;br /&gt;
*'''Unnamed:''' Hex. 12 adren, target foe suffers -10 degeneration while moving. Lasts 3...20 seconds.&lt;br /&gt;
*'''Unnamed:''' Spell. 2 adren, 1/4 second cast time, if you are below 4%...33% health, all adjacent foes are blinded for 2 seconds.&lt;br /&gt;
*'''Unnamed:''' Hex. 8 adren, target foe takes twice as long to cast spells for 3...14 seconds.&lt;br /&gt;
*'''Unnamed:''' Spell. 10 adren, you suffer from crippling for 30...10 seconds but gain 5...30 health a second for 10 seconds.&lt;br /&gt;
*'''Unnamed:''' Spell. 3 adren, sacrifice 10% maximum health. For 5...20 seconds gain 1..5 health regeneration.&lt;br /&gt;
*'''Unnamed:''' Hex. 10 adren, for 1...18 seconds, target foe's attacks have a 25% chance to miss. Every time they fail to hit you gain 1 adrenaline.&lt;br /&gt;
*'''Unnamed:''' Hex. 4 adren, lasts 1...9 seconds, if this hex is removed before its full duration, the target is dazed for 1...2 seconds.&lt;br /&gt;
*'''Unnamed:''' Elite Hex. 12 adren, for 4...30 seconds, target foe's spells are easily interruptable.&lt;br /&gt;
*'''Unnamed:''' Spell. 5 adren, target foe loses 3...6 energy.&lt;br /&gt;
*'''Unnamed:''' Spell. 3 adren, you begin bleeding for 10 seconds. Lose one hex and all adrenaline.&lt;br /&gt;
*'''Unnamed:''' Spell. 4 adren, transfer a hex from yourself to target foe. Lose all adrenaline and 30...10 energy.&lt;br /&gt;
*'''Unnamed:''' Hex. 2 adren, target foe suffers from 1...3 health degeneration for 6...25 seconds.&lt;br /&gt;
&lt;br /&gt;
===Fanaticism (Primary)===&lt;br /&gt;
:Small number of unique skills attributed to it, but the primary effect is benefiting when hexed or conditioned.&lt;br /&gt;
=====Passive effect:=====&lt;br /&gt;
::For every 3 points in Fanaticism, you gain 1 energy whenever you gain a hex or condition.&lt;br /&gt;
::For every 5 points in Fanaticism, you gain 1 strike of adrenaline when you gain a hex or condition.&lt;br /&gt;
=====Alternative Idea:=====&lt;br /&gt;
::For every 4 points in Fanaticism, gain 1 strike of adrenaline upon casting a spell.&lt;br /&gt;
*'''Meditation:''' Stance. 10 energy, for 8...90 seconds, you gain +1 energy regeneration but -2 health degeneration.&lt;br /&gt;
*'''Body Cleansing:''' Spell. 2 adren, you lose all energy. You gain 1...5 points of health per energy lost.&lt;br /&gt;
*'''Pagan Fury:''' Stance. 10 energy, for 4...16 seconds, you gain double adrenaline. Lose all adrenaline when this stance ends.&lt;br /&gt;
*'''Envy:''' Spell. 5 adren, if target foe has more energy than you, gain 1...8 strikes of adrenaline.&lt;br /&gt;
*'''Mantra of Focus:''' Stance. 15 energy, for 30...90 seconds, every time you hit with an attack skill you gain 0...4 energy.&lt;br /&gt;
*'''Mantra of Pain:''' Stance. 15 energy, for 30...90 seconds, every time you take damage, you gain 0...2 energy.&lt;br /&gt;
*'''Mantra of Fury:''' Stance. 15 energy, for 30...90 seconds, every time you take damage, you gain 0...2 strikes of adrenaline.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
:There are lots of strategies to play around with, I will list some.&lt;br /&gt;
*Shouts are instant, you can use them to make precisely timed combos.&lt;br /&gt;
*Chants and attack skills often interact, finding good synergies is key.&lt;br /&gt;
*Finding the right balance between the attributes (Guile, War, Throwing and Fanaticism)&lt;br /&gt;
**Guile and Fanaticism would make a shaman/caster build.&lt;br /&gt;
**War and Throwing would make a powerful killing machine.&lt;br /&gt;
**Throwing and Fanaticism could be combined to keep energy high and spam attack skills.&lt;br /&gt;
**Guile and Throwing could combine hexes with attack skills to disable and kill targets.&lt;br /&gt;
**A War and Guile combination could make use of War's healing and damaging shouts in combination with Guile's disabling power.&lt;br /&gt;
**Also, a 3 way split combo would be solid as well (with the right skillbar).&lt;br /&gt;
*Using weaponry other than the throwing axe&lt;br /&gt;
**to extend your range (ie wand/staff, shortbow)&lt;br /&gt;
**to build adrenaline faster (ie dual weapons)&lt;br /&gt;
*Multi-classing. All the attributes (Save Fanaticism) would make the Vandal a powerful secondary class.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
*Fairly original&lt;br /&gt;
*Fun to play&lt;br /&gt;
*Complexity&lt;br /&gt;
*Adrenaline based spells could b a new, and nice way of playing ^^&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
*Skills could create exploits with class combinations&lt;br /&gt;
*Reversal of energy and adrenaline too confusing&lt;br /&gt;
*Damage shouts could be exploited in large groups for spike damage (You could put a short delay on the shout, ie &amp;quot;after 3 second, target foe takes X damage&amp;quot;, that way multiple of the same shout couldn't be stacked at once.)&lt;br /&gt;
*Complexity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   [[Category:Profession suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>147.236.33.231</name></author>
	</entry>
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