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Old Jul 09, 2008, 11:23 AM // 11:23   #1
Desert Nomad
 
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Default The Visionary

Visionaries - Masters of the Fortune Telling

Portrait:



Stats:

480 HP
30 Energy
>>> + > (when having a Vision)

60 AL

Weapon: Magical Gloves (1H), or Fans (2H) (2x1H)
Focus Item: Crystal Balls, Mystic Artefacts of History, in general stuff that has to do with Time ect.

Glove Damage: 11-22 elemental Damage(7-28 while enchanted with a Visionary Spell)
Fan Damage: 13-37 Slash Damage, +20% chance to block projektiles

Color: white

Symbol:



Attributes:

[P]Mental Eye
For every Point in Mental Eye, the chance to avoid Magic Spells will increase by 2%. Also the Energy Heal wil increase by every 3 Points by +2, whenever you avoid an on you targeted Attack Spell.

This Attribute includes the Vision Line of Skills, which are Party Support Skills for example for passive Protection.

Runology
Visionaries have the ability to read Runes and to encrypt out of them their true powers, that lie within them.
No inherent Effect. Increasing this Attribute just empowers the Rune Magic Skills. Runology includes Self Buff Skills.

Tarot Cards
As Masters of the Fortune Telling, Visionaries are also well known for their Tarot Card lay.
With their Tarot Cards they can manipulate the Destiny. Its not a very hard to learn Ability, due to limited Tarot Cards (this means also limited Skills in this attribute) Each card can have various different randomous Effects.
Increasing this Attribute just increases the effects of the Cards. No inherent effect. More or less just a pure Fun Attribute, because you wil never know, what kind of Destiny your cards will bring either your team or your Foes, but whatever it will be, it will be quite mighty...

Astral Magic
Visionaries use the Magic of the Sun, Moon and Stars to punish their foes with it. Increasing this attribute makes the Magic just stronger. No inherent effect.


So far my basics ^^ later more


Edit:

Insignias:

Visionary's : +3 Magic Damage Reduction, when under a Vision

Seer's: Chance of avoiding hostile Magic Spells increases by 2,5%

Oracle's: Increases Durations of Visions per Armor Insignia by 5%

Gypsy's: Increases Healings you receive by 5%

Astral: +15 AL, while enchanted with Powers from the Sun, Moon or Stars

Runologist's: Doubles the Effect of Non Attribute Runes

Destiny's: Receive +1 Energy per 3 Seconds, while suffering on a Hex

Last edited by Phoenix Tears; Jul 11, 2008 at 11:53 AM // 11:53..
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Old Jul 09, 2008, 12:20 PM // 12:20   #2
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Sounds interesting...aside from the penticle. I'm not sure they'd want to put a Wiccan/Religious symbol into their games...but I could be wrong. Made up symbols are fine...

Last edited by Brimstonez; Jul 09, 2008 at 12:23 PM // 12:23..
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Old Jul 09, 2008, 01:24 PM // 13:24   #3
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Quote:
Originally Posted by Brimstonez
Sounds interesting...aside from the penticle. I'm not sure they'd want to put a Wiccan/Religious symbol into their games...but I could be wrong. Made up symbols are fine...
Penticles is THE Symbol for Visionaries, there exists no better symbol, which embodies better the mystical image of fortune telling Visionaries.

That symbol has really no important religious meaning. That thing is just only a pentagram.

That Symbol represents Visionaries:

The big Star in the Mid represents the Destiny and the Star Part from Astral Magic

The big Ring form Hole back of the Star symbolizes the Sun and the Jewel in the Mid of the Star is the Moon.

The 5 Jewels on the Ring represent the 5 Ways of Destiny(Fate):

Life, Death, Love, Fortune and Pitch(Misfortune). <but thats only my personal interpretation of that Symbol for Visionaries ^^. Anyone else can interprete somethng totally different into it maybe.
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Old Jul 09, 2008, 03:17 PM // 15:17   #4
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Nice profession Phoenix, but the woman... she scares me!!!!!!
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Old Jul 09, 2008, 04:09 PM // 16:09   #5
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I'm so confused...
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Old Jul 09, 2008, 04:16 PM // 16:16   #6
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Nice concept Phoenix, that is the sort of class I would enjoy playing!
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Old Jul 10, 2008, 08:58 AM // 08:58   #7
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What benefits would it give to surrounding players?
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Old Jul 10, 2008, 10:56 AM // 10:56   #8
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Benefits of protective nature, like the Chance to absorb elemental Damage and to convert that into a Healing or general Block Chance of Melee Attacks/Projektiles ..

That could be some passive protective benefits, that Allies could have, while under Vision Effect of the Visionary.
This Effects would be unstripable, because once you had the Vision, you won't forget it anymore, so simple ^^, but therefore the protection is a bit weaker, than that of Prot Monks, plus only Monks can active prot.

Visions rely on triggers, their effects occur only, when certain situations, (that have been visioned) occur before. Also a player can have max only 1 Vision Effect on the character per time, so a second Vision Effect will automatically replace the old one. But it could be also party Energy management benefits or effects, that weaken Foes (this is also a kind of party support, only into an other direction ^^)

hmm, dunno ,want not to say too much. What kind of Visions should be under the line, should be everyones own fantasy. This is only a basic Concept, I see that profession more in a defensive Supporting role in first line, other than as direct healers or even as melee fighters lol. But others may see eventually somethign different as role for them.

If so, don't hesitate to share your thoughts ...
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Old Jul 10, 2008, 11:09 AM // 11:09   #9
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As said passive supportive benefits, like protection against certain Damage types, or group energy management, protection in form of Absorptions, that convert damage to Healings, increasing block chances against Magic Spells, increase defense against certain negative conditions and against the power of hexes.


The Visionary would be not a protector against physical damage, the speciality of the visionary would be passive group support against Casters and would be also the main profession for Group Energy management then, becauseyet there is no profession, that has to do with Group Energy management, other then Necros, which have to permanently sacrifice Health only to give single allies for short time an increased energy regeneration...

but yet no class, that heals energy, similar like a monk heals health points with direct energy heals and not just only increased regenerations....

Visionaries could be then the main sources of Energy for Groups.

That would be the passive role of the Visionary as Group Supporter imo

PS: duh, sry for double post, damn lag

Last edited by Phoenix Tears; Jul 10, 2008 at 11:18 AM // 11:18..
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Old Jul 18, 2008, 02:34 PM // 14:34   #10
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LOVE IT! It's like the cancelled Chronomancer proffession ANet was planning to do in Utopia, which was also cancelled. No seriously, I really liked this.

They should maybe have an orb as weapon.

As long as they don't have weird hippie clothes that they usually have.

And what about aging magic like this:

Centuries Ago. Target foe ages and takes 50 damage and becomes Crippled for 5 seconds.

When I was Young. Target ally becomes younger and gains 20+ armor and deals 5 more damage for each Enchanment on the ally.

Hey WTF is wrong with this text?! A letter disappears each time I try to move by pressing Space or when I type a letter like "d" in front of "eath", and it doesn't become death, it becomes dath!
WTH is this?!
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Old Jul 18, 2008, 06:30 PM // 18:30   #11
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weird hippies are mocking you XD rofl ^^
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Old Jul 19, 2008, 03:25 AM // 03:25   #12
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That's the insert key on your keyboard. Press it again if you haven't fixed the problem yet.

I'm really not sure about the +2 damage to dodge attacks. With full, that's at least 24% which is 1/4 of the time. If 1/4 of the attacks against you failed, that's overpowered imo.

Other than that (and having gloves as a weapon) it seems like a good class. If Anet adds a class into GW2, it should def. be a gypsy class.
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Old Jul 19, 2008, 06:17 AM // 06:17   #13
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Thanks, Joshua!
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Old Jul 20, 2008, 12:03 PM // 12:03   #14
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Doesn't he Get Perma Band o_O?
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