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Old Dec 18, 2007, 07:20 AM // 07:20   #1
Pre-Searing Cadet
 
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Join Date: Dec 2007
Guild: Paladins of the Rose(PTR)
Profession: R/Me
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Lightbulb Druid Trapper

Explanation
A druid trapper is a mixture between a monk and a completely new profession. As well as healing allies and using unlimited resurrections like a monk, they can trap their foes in cages disabling their movement or causing a hex if the foe moves inside the prison. Druid trappers also have a huge load of enchantments at their disposal to help protect their allies or harm foes attacking enchanted allies.

Class Role
They are a mixture of a damager by degeneration a healer and a supporter.

Armor Level
Druid trappers must constantly move around to heal the allies ad set traps so they have Very light armour. 50 AL.

Energy Level
They have energy ranging at about 35 at level 20 with +4 energy regeneration.

Range Type
Druid trappers will use staves at a far off distance

Primary Attribute
Degeneration-For each 4 ranks in degeneration hexes last +1 or -1 seconds on foes or you respectively. For every 8 ranks in degeneration when a hex ends on you you gain 30 health.

Skill example
Lightning prison-For 1..5..15 seconds your foe is trapped in a lightning prison suffering -1..3..5 health degeneration. If target foes moves before this hex is finished that foe suffers from weakness and loses 20..25..30 health(Trapping)

Better?!?

Last edited by Poisoncankill; Feb 02, 2008 at 07:13 PM // 19:13..
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Old Dec 18, 2007, 07:32 AM // 07:32   #2
Krytan Explorer
 
Join Date: Aug 2006
Guild: Lowbird Academy [LoW]
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Really bad suggestions IMO. Not only is the primary attribute overpowered (think maintainable athrophy, 20 second diversions, life transfer becomes a meta hex etc etc. Also i think the need for a necro/ranger/monk combo is not here. You got like enchantment, hexes, traps, heals and some sort of snare into 1 class. Thats asking for something like ritspike, where the damagedealers are also healers.
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Old Dec 18, 2007, 10:06 AM // 10:06   #3
Jungle Guide
 
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Join Date: Oct 2006
Location: Tripping in Holland
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A class that moves too the front line to set traps but has only 50 AL?
I wouldn't call that overpowered, more suesidal(< how do you spell that?).

Aside from that I would be more inclined to call it a (Prison) Warden than a druid, it has no characteristics of the magic through power of nature and hunter of unnatural things.

They have a sick amount of energy that should belong to an elementalist and the hexes +16 seconds is no good at all, for reasons mentioned by PyrAnkh.
As well as it'd mess up [skill=text]Shatterstone[/skill] completely, but overpower all other water magic hexes.
If you do something like that it will have to be by a percentage and most of all I don't get what Degeneration(hex control) has to do with a patron of nature.

The hexes that end when the target moves have an interesting point though, just sidestep once and you are cured, the challenge of how to make such a breakable hex worth it could lead to interesting ideas. If one is successful at making a working one.

While I'd see the example more as an incentive to move, than as not to move; making it a failure in that aspect.
5 health degen for 15 seconds is 5*2*15 = 150 damage VS 30 damage and weakness for unspecified time.
Why does a lightning prison make you lose health when ends anyway? Shouldn't it deal lighting damage, instead of untyped?

Last edited by System_Crush; Dec 19, 2007 at 12:47 PM // 12:47..
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Old Dec 19, 2007, 05:18 AM // 05:18   #4
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Join Date: Jun 2005
Location: Georgia, US
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The class name itself is horrid. The class description makes it seem redundant.
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