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Old Dec 08, 2007, 11:09 PM // 23:09   #1
Desert Nomad
 
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Default Artificer, The Runesmith

The Artificer:
"The Runesmith"


Introduction:
-Hi, Uhm, Hope you like it^^!


The Contents:
  • The Background, Tells it's purpose in the GW Lore.
  • The Status, Tells what is it's Status and General Data.
  • The Attributes, Abilites or Skills which diffines this Class from the others.
  • The Strength, Tells which does this Class' Abilities are good at to.
  • The Weakness, Tells which does this Class' Abilities are burdened to.
Background:

Quote:
-A Group of Rebellions have been organized to fight against Emperor ?'s Tyranny. These Rebels study in Artifacy and Mystiscm. By using Artifacy with Mystiscm they can Augment magic to Signet, Glyphs, Runes and Gems. They can Convert anything to Creatures, from Health to Energy. And they use Gems to maintain Spells trapping Spells in the Gems for Maintenance or Disabling Spells.
Uniqueness:
  • Maintained Hexes, Artificers can cast Maintainable Hexes but Maintainable Hexes cost more than Maintained Enchantments.
  • Gem Spells, Gem Spells are Signets which requires Energy, Gem Spells too doesn't need a Target.
Status:
-Maximum Health 480.
-Maximum Energy 30.
-4 pipes of energy.


Armour:

Headgear
-Gems

-Starter Armor: AL 10
-Low: Al 20-30
-Medium: AL 40-50
-Maximum: AL 60

Insignia:

Forger's
-Bonus Armor +5 (While Equiping 1 or more Gem or Signet)
Armor +5 (While Equiping 2 or more Gem or Signet)
Armor +5 (While Equiping 3 or more Gem or Signet)

Weaver's
-Bonus Armor +5 (While Maintaining 1 or more Allies)
Armor +5 (While Maintaining 2 or more Allies)
Armor +5 (While Maintaining 3 or more Allies)

Carver's
-Bonus Armor +5 (While Maintaining 1 or more Enemies)
Armor +5 (While Maintaining 2 or more Enemies)
Armor +5 (While Maintaining 3 or more Enemies)


Weapon:

Staff
Chaos Damage 11-22 (req.9 Mana Forging/Weaving/Carving)
Energy +10
Two-Handed

Wand/Focus
" Damage 11-22 ( " )
Energy +12
One/Off Handed


Attribute:

Mana Crafting(Primary)
-For each Rank of Attunement, Whenever a Maintained Creature casts a Spell, You gain 1.5% Energy from the Spell cast by that Creature.

Mana Forging
-Specializes in Buffing Allies and Increasing Battle Abilities.

Mana Weaving
-Specializes in Energy Regain and Increasing Magic Cause.

Mana Carving
-Specializes in Stealing Energy and Reducing Magic Cause.



Skill Listing:

Maintenance(Primary)

Sheltered Mana[Elite]
-Enchantment Spell, 15e|3c|30r : While Maintaining, Target Ally can't lose Energy (Excluding Energy Cost).

Healing Gem
-Gem Spell, 5e|10r : You and Maintained Allies gain Healing Gem, for 5-10(15) seconds whenever a Maintained Foe loses Energy, Maintained Allies are Healed for 100-200% of that Amount.

Manavorism
-Enchantment Spell, 5e|1p|2c|30r : While you maintain this enchantment, Whenever a Creature in earshot loses Energy, 0-60(80)% of that Energy is divided by each creature that gained it through Manavorism.

Mana Carving

Mana Leak[Elite]
-Hex Spell, 10e|1p|3c|25r : While Maintaining, Target Foe and you lose 1-12(15)% more Energy, Whenever that Foe cast a Spell and Durations of Spells cast by Target Foe are Shortened for 11-22(33)%.

Obfocusating Signet
-Signet, 4c|35r : The Next 1-3(4) times Target Foe Atacks, the Attack is Redirected at another Foe in the Area of that Foe. If there is no Foe in the Area of that Foe this Skill does nothing

Ethereal Seperation
-Hex Spell, 10e|1p|2c|20r : While Maintaining, Whenever Target Foe Attacks, That Foe can strike up to 3-2(2) Creatures but Damage dealt is reduced by 30-45(50)%.

Mana Forging

Spell Binding Gem[Elite]
-Gem Spell, 15e|35r : For 1-3(4) seconds the Next Spell Maintained Allies cast does nothing, After 12-5(3) seconds the Affected Spells are Applied Twice.

Siphon Signet
-Signet, 5c|25r : For 3-10(12) seconds, Next Time a Maintained Foe casts a Spell, Target Ally gains 50-125(150)% Energy of Amount Lost from the Spell.

Mana Signet
-Signet, 3c|40r : For 7-15(17) seconds, Whenever Target Ally is Healed that Ally gains 1-2(2) energy but receive 15% less Healing from all Sources.

Symbolism

Signet of Symbolism[Elite]
-Signet, 4c|40r : For 10-15(20) seconds, Signets you cast 33% Faster and Uninteruptable.

Potential Gem
-Gem Spell, 3c|30r : While Maintaining, Maintained Creature's Enchantments and Hexes last 15-25(33)% longer but Cast 25% longer.

Maintaining Gem
-Gem Spell, 4c|45r : While Maintaining, You suffer no Energy Loss from Maintained Enchantment or Hex but whenever you cast a Maintained Enchantment or Hex you lose 15% Maximum Energy.



Functions:
-Maintenance is your Primary.
-Mana Carving is your De-Buff.
-Mana Forging is your Buff.
-Symbolism is your Buff.


Strengths:
-

Weaknesses:
-

Picture:
Coming Soon^^!


__________________________________________________ __________________________________________________ _____________________________________

Hope you like it^^!

Last edited by [M]agna_[C]arta; Dec 29, 2007 at 09:11 AM // 09:11..
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Old Dec 08, 2007, 11:10 PM // 23:10   #2
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You may post now^^!

I may have not delivered something Intresting in the Skill Types but I did bring something new in Gameplay.
It's a mix of my Sopphetio and Weaver, Nebo's Mannai and AJ's Spell Binder^^!
Hope you like it^^!

Last edited by [M]agna_[C]arta; Dec 09, 2007 at 09:11 AM // 09:11..
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Old Dec 11, 2007, 09:29 AM // 09:29   #3
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I think me posting this would make people post here.
I'll take a try^^!
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Old Dec 11, 2007, 10:57 AM // 10:57   #4
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Quote:
Originally Posted by [M]agna_[C]arta
Maintenance(Primary)
-For each Rank of Maintenance, You're Spells cost 25% lesser Energy for each Maintaining Spell.
That has to be a mistake.
For each rank 0-16 spells cost 25% less, multiplied by the number of maintained enchantments & hexes 0-*
So I'd like 12 maintanace and I'm maintaining 3 things.
So 3*25% = 75% * 12 = 900% reduced cost, as it is reduced, instead of gained as energy after casting like [skill=text]Elemental Attunement[/skill] I do not think I will recover 8 times the energy the skill cost.
If it where to return 8 times the cost of the spell as health it would make sense, but 900% reduced cost is just silly.
Even if it was 2.5% I could start to maintain 1 more effect, and it would still amount to more than 100% and something can't be reduced beyond a 100%, only returned as something.


Quote:
Originally Posted by [M]agna_[C]arta
Mana Leak[Elite]
-Hex Spell, 10e|1p|3c|25r : While Maintaining, Target Foe and you lose 1-15% more Energy whenever that Foe cast a Spell and Durations of Spells cast by Target Foe are Shortened for 11-33%.
Target Foe and you lose 1-15% more Energy whenever that Foe cast a Spell since when do I lose energy when my foe cast's a spell?

Quote:
Originally Posted by [M]agna_[C]arta
Ethereal Seperation
-Hex Spell, 10e|1p|2c|20r : While Maintaining, Whenever Target Foe Attacks, That Foe can strike up to 6-3 Creatures but Damage dealt is reduced by 12-66%.
I am soo taking this on my SS necro, if it where in game.
Imagine SS and IP firing 6 times from 1 attack, insta kill even on lvl 28 hardmode mobs; probably a tad overpowered because of that, 2 or 3 foes should be the limit.

Quote:
Originally Posted by [M]agna_[C]arta
Assistance

Spell Binding Gem[Elite]
-Gem Spell, 15e|3c|35r : For 6 seconds the Next Spell each Maintained Ally cast does nothing, After 6 seconds all those spells are applied Twice on their intended target.

Mana Signet
-Signet, 3c|40r : For 7-15 seconds, Whenever Target Ally is Healed that Ally gains 1-2 energy but receive 33% less Healing from all Sources.
Instead of assistance I find it more appropriate to name this attribute, "Get your team killed by messing with the monk" Little less griever value please, I haven't had too much problems with them currently; 1 guy double echoing [skill=text]Iron Mist[/skill] made me lose at Aspenwood once. But still more skills might cause more of them to pop up; then again with the /report system, they might also be cut down rather quickly.

Quote:
Originally Posted by [M]agna_[C]arta
Maintaining Gem
-Gem Spell, 4c|45r : While Maintaining, You suffer no Energy Loss from Maintained Enchantment or Hex but whenever you cast a Maintained Enchantment or Hex you lose 15% Maximum Energy.
It's over powered, if you pre-cast your enchantments the extra energy lost wouldn't hurt you. You could maintain as many as you want and skill have 4 energy regen.
Imagine putting [skill=text]Essence Bond[/skill] on every team member, and still have 4 energy regen. Then use [skill=text]Blessed Signet[/skill] to gain energy for maintaining 9 enchantments.

How about making assistance, reliant on gem spells, that absorb a spell from a foe you are maintaining a hex on, that way you stop 1 enemy spell, protecting your party; and your party also gains a benefit(such as that spells energy cost as energy) from you absorbing that spell.

Quote:
Originally Posted by [M]agna_[C]arta
Gem Spells, Gem Spells are Signets which requires Energy, Gem Spells too doesn't need a Target.
Wut? O.o
if the name says spell, then it is affected by spell interrupts and trigger glyps and [skill=text]Auspicious Incantation[/skill] like effects.

Perhaps to make gem spells unspammable you could make them like item spells, where you'd hold the gem, so you could only maintain 1 at a time.
And you could drop it any time to chancel or trigger the effect.

Last edited by System_Crush; Dec 11, 2007 at 11:04 AM // 11:04..
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Old Dec 11, 2007, 12:01 PM // 12:01   #5
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Quote:
Originally Posted by System_Crush
That has to be a mistake.
For each rank 0-16 spells cost 25% less, multiplied by the number of maintained enchantments & hexes 0-*
So I'd like 12 maintanace and I'm maintaining 3 things.
So 3*25% = 75% * 12 = 900% reduced cost, as it is reduced, instead of gained as energy after casting like [skill=text]Elemental Attunement[/skill] I do not think I will recover 8 times the energy the skill cost.
If it where to return 8 times the cost of the spell as health it would make sense, but 900% reduced cost is just silly.
Even if it was 2.5% I could start to maintain 1 more effect, and it would still amount to more than 100% and something can't be reduced beyond a 100%, only returned as something.
Stacks Multiplicative. So say its 10 energy 10/25%=x/25%=x/25% ect
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Old Dec 12, 2007, 09:10 AM // 09:10   #6
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Gem Spells, aren't affected by those skills thye just cost energy.

I left 2 of my Gem Skills with a Casting Time^^, I copy paste remember^^.
Gem Spell are like the String from my Weaver^^.

The Idea on Assistance is quite Intresting I'll thnk about it^^.

Fix the prob in Mana Leak, It is actually a Typo.
Forgot the Apostrophy(,).

Nerfed ES and changed Maintenance.
Which is better whenever a maintained creature cast a spell or the current?

And thos skills in Assistance are your sugestions, BTW^^!
But it was really meant as a self-enchant, anyway.
So yeah maybe I did underpowere and ovepowere it a bit^^.

For M. Gem, I meant when you get too much maintained etc, yo get energy degen right, do that spell is to stop that degen.
But I think with a penalty it is still overpowered or underpowered, never balanced.
I'll relace that skills lter^^.

Last edited by [M]agna_[C]arta; Dec 12, 2007 at 09:12 AM // 09:12..
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Old Dec 12, 2007, 09:53 AM // 09:53   #7
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Quote:
Originally Posted by [M]agna_[C]arta
Gem Spells, aren't affected by those skills thye just cost energy.
Yea but the word spell being in the name, contradicts that, weapon/hex/item/ward-spells are all spells, just a different kind of.

Want them to be signet like, perhaps name the skill type, 'seal' or 'rune' or 'gem seal' or 'rune gem' or whatever, that way they'd just be another type of skill that is not a spell, like signets are.

From their function they are some kind of conduits, 1 or more maintained hexes/enchantments go in on 1 side and a effect comes out the other, right?

Last edited by System_Crush; Dec 12, 2007 at 09:57 AM // 09:57..
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Old Dec 12, 2007, 10:04 AM // 10:04   #8
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I mant they can' be interupted but they are spell type.
Like if a para does a skill, For X-Y seconds, Te next Spell blah bha.
It's affected, but can't be interupted cause of no cast time.

Sorry I wasn't reading prperly^^.
I was tyinking of interupts^^.
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Old Dec 12, 2007, 10:07 AM // 10:07   #9
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Quote:
Originally Posted by [M]agna_[C]arta
I mant they can' be interupted but they are spell type.
Like if a para does a skill, For X-Y seconds, Te next Spell blah bha.
It's affected, but can't be interupted cause of no cast time.

Sorry I wasn't reading prperly^^.
I was tyinking of interupts^^.
Ohhhh you mean like stances
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Old Dec 12, 2007, 10:14 AM // 10:14   #10
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yeah you get it^^!

And is the current maintenance better or whenever a maintained creature cast a spell you gain energy?
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Old Dec 12, 2007, 11:49 AM // 11:49   #11
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Quote:
Originally Posted by [M]agna_[C]arta
yeah you get it^^!

And is the current maintenance better or whenever a maintained creature cast a spell you gain energy?
Well there are quite a few skills that gain you energy when hit by (a specific type of)elemental damage, or blocking a melee attack.
Those are nice, but they require you to be the target of things, when you are in need of energy.
So when you have no energy and can't use defense skills or self heals, you need to start tanking.

Its a rather suboptimal solution.

This class has skills like.
Quote:
Mana Leak[Elite]
-Hex Spell, 10e|1p|3c|25r : While Maintaining, Target Foe and you lose 1-15% more Energy, Whenever that Foe cast a Spell and Durations of Spells cast by Target Foe are Shortened for 11-33%.
So you are not only causing degen on your self, you are also... ehh, I'm still not totally clear on what is lost...
Causing yourself to lose 1-15% of the energy cost of a spell when you cast one.
Or causing yourself to lose 1-15% more energy when you are the target of skills like [skill=text]Energy Surge[/skill].
Either way, that makes this class even less energy efficient, therefor I assume they won't leave town without some kind of energy management in their bar.
So:

"Whenever a creature in earshot gains energy, for each rank in Maintainance you also gain 3% of that energy.
[EDIT]nerfed it in advance: (except energy gains from soul reaping)[/EDIT]"


That way you can gain up to 48% more benefit from direct energy gains you use on yourself; As well as return energy when, creatures in earshot gain energy directly.
It's the primary so it can't be used with [skill=text]Blessed Signet[/skill], but a team mate using blessed signet does help you gain energy too.
And it gives 0 energy form the 1 energy gained form [skill=text]Essence Bond[/skill], [skill=text]Balthazar's Spirit[/skill] and zealous mods, as 48% of 1 = rounded to 0.

Also you could do something with the energy that right now doesn't go anywhere. So energy that is lost, not stolen by zealous weapon mods or expended for skills, but that is just lost.

Manavorism enchantment E5 -1pip A2 R30
While you maintain this enchantment, whenever a creature in earshot loses energy, 0...60(80)% of that energy.
The energy gained is divided by each creature that gained it trough manavore.

Last edited by System_Crush; Dec 12, 2007 at 12:28 PM // 12:28..
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Old Dec 12, 2007, 12:06 PM // 12:06   #12
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You lose energy whenever you cast.
15% is very low, 15% of a 10 Energy Cost is 1 energy .
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Old Dec 12, 2007, 12:34 PM // 12:34   #13
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Quote:
Maintenance(Primary)
-For each Rank of Maintenance, Whenever a Creature casts a Spell, You gain 3% Energy from the Spell cast by that Creature.
Hmmm, spell casting happens more often than energy gain, might want to tune it down to less than 3% if u want to use that.
Quote:
Manavorism
-Enchantment Spell, 5e|1p|2c|30r : While you maintain this enchantment, whenever a creature in earshot loses energy, 0-60(80)% of that energy is divided by each creature that gained is divided by each creature that gained it through Maintenance{?}.
Don't butcher my *cough*perfect*cough* English

{?}Hun? you are supposed to stop team members from getting full benefit, not only primary artificers.

Last edited by System_Crush; Dec 12, 2007 at 12:45 PM // 12:45..
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Old Dec 12, 2007, 01:51 PM // 13:51   #14
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It's in 3% (O_o)".

I think I repeated it twice^^.
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Old Dec 12, 2007, 02:43 PM // 14:43   #15
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Quote:
Originally Posted by [M]agna_[C]arta
It's in 3% (O_o)".

I think I repeated it twice^^.
Quote:
Originally Posted by Philip Ross
What, you say?!
Quote:
Originally Posted by Tarkan Zora
All you base, are belong to us. *evil laughter*
In other words: I don't understand.



P.S. (For those who know who Ross and Zora are)
Yes, I do think Ross was setup; he may even not have survived that hostage situation, I think the person shot was just a stand in.
It's just too convenient that the unicorns that failed to catch the sniper as well as forget to set up a suppression field, just happened to be under the command of the person next in line for the job of Ross.
(Give me Boss Ross over commander Zora any day)

Last edited by System_Crush; Dec 12, 2007 at 02:49 PM // 14:49..
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Old Dec 13, 2007, 03:33 AM // 03:33   #16
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another clone of a mesmer? oO
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Old Dec 13, 2007, 08:52 AM // 08:52   #17
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@MSK
Not acutally.
The Job of the Artificer is to Convert things to other things, like they could turn Damage to Heal or Heal to Energy.
While Mes' is to De-Buff the Hell Out of a Target, Domi or Degen^^.

@SC
Odd, thier is no one named Philip Ross and Tarkan Zora in my thread.

Last edited by [M]agna_[C]arta; Dec 13, 2007 at 09:38 AM // 09:38..
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Old Dec 13, 2007, 09:32 AM // 09:32   #18
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Quote:
Originally Posted by [M]agna_[C]arta
@SC
Odd, thier is no one named Philip Ross and Tarkan Zora in my thread.
Nooo
I didn't understand what you where saying with the 3% being repeated.

Don't you know the "All your base are belong to us." scit? O.o
It's a comedy song, about the worst translation in a video game ever.
So I can use it when I can't translate what you are saying.

Kids these days no idea of culture what so ever...
If a rapper didn't say it they just don't care at all. (JK/ing)

The way it, and especially the clip, was done; has inspired people to make a new version like 2 times a year.
There are 2 versions made for AO, simply by replacing the people that sing the song; I am hinting to a third by using Ross and Zora, who should be know most that play AO.
I guess there could be a GW version with Shiro and Thiamat or somesuch.

Last edited by System_Crush; Dec 13, 2007 at 09:40 AM // 09:40..
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Old Dec 13, 2007, 09:36 AM // 09:36   #19
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Oh Maintenance is already in 3 %.
Just check it.

And I repeated some words from Mana Leack.
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Old Dec 13, 2007, 09:45 AM // 09:45   #20
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Quote:
Originally Posted by [M]agna_[C]arta
Oh Maintenance is already in 3 %.
Just check it.

And I repeated some words from Mana Leack.
Yes, I saw it's 3%; that why I was saying it is to much, I wasn't asking you to repeat anything from mana leak.

Energy is only gained directly when someone uses a energy managments skill, spells are cast al the time.

So 48% of spells is (a lot )more than 48% of energy management.
Spells also go up to 25 energy, energy management is usually less than 20 energy.
Get it now?

================================================== =================

Also you gave me an idea of another good effect, for a battery class's primary.

"Whenever an ally in your area successfully casts a spell, for each rank in Aether Channeling they steal up to 1.15% of that spells energy cost from you.
Whenever a foe in your area successfully casts a spell, for each rank you steal up to 1.15% of the spells energy cost from them."


Not sure if it fits the artificer, but it is an interesting way of energy management, your team gets up to 18% cheaper spells and foes up to 18% more expensive, and your energy management becomes a cat and mouse game.
You yourself are of course not able to steal energy from yourself so you don't get 18% cheaper spells, just energy when foes cast spells.

And no this isn't a mesmer, its more like a pimped out BiP necro(they usually bring [skill=text]mending[/skill], and often well of blood or another type of well), with longer recharge times but no health sacrifice.
But:
Quote:
Originally Posted by [M]agna_[C]arta
Signet of Symbolism[Elite]
-Signet, 4c|40r : For 10-15(20) seconds, Signets you cast 33% Faster and Uninteruptable.

Obfocusating Signet
-Signet, 4c|35r : The Next 1-3(4) times Target Foe Atacks, the Attack is Redirected at another Foe in the Area of that Foe. If there is no Foe in the Area of that Foe this Skill does nothing
Are very mesmer like

Last edited by System_Crush; Dec 13, 2007 at 01:37 PM // 13:37..
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Verlas Ho'Esta Sardelac Sanitarium 9 May 15, 2006 05:27 AM // 05:27


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