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Old Mar 01, 2007, 12:50 AM // 00:50   #1
Ascalonian Squire
 
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Default The Channeler

The Channeler would involve two parts; a spell-caster that could manipulate other classes spells for their own use. They would be able to steal an opponent spell-caster's spells and abilities (possibly adding a temporary triary class corresponding to the effect time of the spell?), similar to the Mesmer's Arcane Theivery or Arcane Larceny, but as a profession, and able to use the spells as if they were the caster, instead of just using a copy of the spell at its lowest attributes. The other part would involve manipulating raw energy to heal themselves and others (nothing that could match a monk's healing) as well as the ability to restore energy. This may sound similar to a mesmer, but instead of being so versatile, they would be focused on certain aspects and have those abilities expanded to set themselves apart from the mesmer.

Channeling - (Class unique attribute) Every time you cast a spell, you gain 10% per 3 ranks of energy of the cost of the spell.

Focus - Enchantment. Lose all energy. For 6...18 seconds, you have +1...4 ranks in Channeling. When this enchantment ends, you become dazed.

Arcane Apprehension - Contains skills that mimic the enemies attributes or spells, as well as blocking out an enemies spells, or reducing their attributes.

Mimic Unique Attribute - Enchantment. For 10...32 seconds, this enchantment acts as the target enemy's unique attribute with a rank of 1...9. This enchantment ends if the target enemy dies, or if you mimic another attribute.

Block Attribute - Hex. Interrupt the target enemy's spell. For 6...18 seconds, any skills of that spell's attribute are disabled.

Mimic Elementalist - Enchantment. Interrupts any elementalist spell. This skill is replaced with that spell, and for 7...23 seconds, this enchantment acts as the attribute of the interrupted skill with a rank of 1...9. This enchantment ends if the target enemy dies, or if you mimic another attribute.

Scribe - Skill. Interrupt the target enemy's spell. If that spell is a Channeler spell, this skill is replaced with that spell for 10...25 seconds. If not, this skill is disabled for an additional 52...10 seconds.

Shifting - Would allow you to take on many forms.

Monk Shape - Shape. If the target is a Monk, you copy their attributes and skills for 30...102 seconds. Shape skills end if you run out of energy.

Plant Shape - Shape. For 30...102 seconds, you take the shape of a Stormseed Jacaranda. Shape skills end if you run out of energy.

Lance Shape - Shape. For 30...102 seconds, you take the shape of a Grub Lance. Shape skills end if you run out of energy.

(Shapes would be forms you take on. Dazed would end any Shape you currrently have activated.)

Replenishment - Contains skills that restore health at a reduced rate compared to Monks, as well as restore energy.

Channeler's Aura - Enchantment. You and all adjacent allies are healed for 20...42 health. For 9...20 seconds, you and all adjacent allies regenerate health at a rate of 1...4.

Drain Spells - Hex. For 4...16 seconds, the target foe loses 5 energy every time they cast a spell. Every time the foe loses energy in this manner, you gain 1...4 energy.

Pressure - Hex. Lose all energy. Target foe's spells take twice as much energy to use. When this hex ends, you lose half of your energy.
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Old Mar 01, 2007, 09:50 AM // 09:50   #2
Jungle Guide
 
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The mimic abilities should not be enchantments, they should be a entirely new skill type, they are skills that affect you but target something else currently I do not think enchantments cover that.
They also end when you cast another mimic type that is generally also a reason to use something you can only have 1 of.
(I realize that would make them non removable, but that could be over come by given several classes a few new remove skills along with their other skills in the expansion)

Other than that I like the idea, it has potential, however in its current form it looks like a mesmer, Replenishment has a function far to similar to inspiration magic.

Also why mimic unique to a max of 9 when you can shapeshift to completely copy all their abilities?
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Old Mar 01, 2007, 06:03 PM // 18:03   #3
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I was thinking that shifting skills would take large amounts of energy, and maybe with a 3 level off-set, and possibly raising the max on the mimic skills. Just supposed to give you an idea of what the skill would look like. And like I said before, it might seem similar to a mesmer, but its far more focused. Inspiration magic covers all sorts of things, including the depletion of enemy energy, your own energy gain, defending against elemental damage, and lowering the enemies' accuracy. The idea behind Replenishment is that it can heal health and energy. Obviously, though, it would defeat the purpose of energy if you used energy to directly create more energy, so you have to find some other target. Obviously you don't want to take your allies' energy, so you use your enemies' energy to create energy, and of course, there would be spells that allow you to transfer energy from you to allies.
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Old Mar 02, 2007, 01:20 AM // 01:20   #4
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i think that it could be confuseing to a few people, considering the channeling magic of the ritualist. just a thought. May be rename it??
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Old Mar 02, 2007, 05:47 AM // 05:47   #5
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Not bad.. I like it... had a CC along that line too...
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