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Old Dec 09, 2006, 09:02 AM // 09:02   #1
Lion's Arch Merchant
 
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Lightbulb Blue Mage

I searched and I could not find anything similar to it so I shall post it ^^.

~

Info
Mages with the ability to learn monster's special skills.

Description
One advantage in particular to the Blue Mage over other mages is the ability to equip swords. While their base strength is not as high as melee fighters, it's still high enough to do damage without using magic attacks. Blue Magic is also extremely useful in battle.

Proffession Feature
Can learn monster skills from monsters

Attributes
Faith - Faith increases the effectiveness and duration of Faith skills that allow Blue Mages to support allys
Weapon Mastery - Weapon Mastery increases basic Sword, Rod, and Dagger Damage & allows you to equip Shields as well as damage inflicted by Monster Weapon Skills
Fast Recharge (Primary Attribute) - This Primary Attribute lets Blue Mages recharge spells faster than any other proffessions and affects associated skills
Burst - Improve Burst to increase the effectiveness and duration of the Blue Mages Spell Monster Skills

Skills
Faith
Abbadon's Chosen
Ally cannot lose Health for 1...10 seconds.
Energy - X
Casting - 3/4
Recharge - 90 seconds

Abaddon's Favor
If target ally is enchanted with Abaddon's Chosen, all foes in the area lose 6...70 Health and target ally gains 6...70 Health.
Energy - X
Casting - 6
Recharge - 4

Agnar's Rage
Energy - 10
Casting - 6
Recharge - 15
Knock down all nearby foes. Gain +1...10 health regeneration for 1...5 seconds.

Call to the Torment
Energy - X
Casting - X
Recharge - 20
Kneel for 5 seconds and take double damage. After 5 seconds, you are healed to full HP.

Crystal Haze (Elite)
Energy - 5
Casting - 1
Recharge - X
Elite Hex Spell. For 3...30 seconds, target foe and all nearby foes lose 1 Energy regeneration and suffer exhaustion whenever they use a skill that costs Energy.

Crystal Hibernation (Elite)
Energy - 5
Casting - 5
Recharge - 10
Elite Skill. For 2...20 seconds, gain 1...7 Health regeneration. Whenever you would take elemental damage, gain an equal amount of Health instead.

Dearening Roar
Energy - 5
Casting - 2
Recharge - 20
Adjacent foes are dazed for 2...20 seconds.

Ressurect
Energy - 5
Activation - 2
Recharge - X
Bring target ally back to life with X% HP and X% energy.

Song of the Mists
Energy - X
Activation - X
Recharge - X
Shout. For 1...10 seconds, each nearby ally gains +1...6 Energy regeneration. If an ally successfully uses a skill, Song of The Mists ends and steals 2...20 Health from the nearest foe.

Chimera of Intensity
Energy - 5
Activation - 3/4
Recharge - X
Enchantment Spell. Your skills recharge 4...50% faster, spells you cast cost 4...50% less Energy, and your movement speed is increased by 4...50%

Dwaynas Blessing
Energy - X
Activation - X
Recharge - X
Upkeep - 1
Target ally regains +1...3 health regeneration while this spell remains in effect.

"Killroy Stonekin" (Elite)
Elite Shout. Your skills recharge 4...50% faster, spells your spells cost 4...50% less Energy, and your movement speed is increased by 4...50%. When cast, this skill removes all Hexes on allies in the area.

Oath of Healing (Elite)
Energy - X
Activation - X
Recharge - X
Elite Spell. Heal target all for 17...200 Health.

Scepter of Orr's Aura
Activation - X
Recharge - X
Signet. Spawn a Sceptor of Orr at your location. The sceptor stay there and creates an aura around it giving all nearby allys +1...10 maximum energy. The scepter stays for X seconds.

Scepter of Orr's Power
Energy - X
Activation - X
Recharge - X
Hold the Scepter of Orr for X seconds. While holding the Scepter of Orr you get +1 energy regeneration.

Stormcaller
Energy - X
Activation - X
Recharge - X
All foes max Health reduced by 8...100 for X seconds.

~

This is incomplete. I just finished the Faith skills. Please, where there are X's help me fill in appropriate numbers. Also, tell me if some skills are to overpowered. Feel free to add in some skills of your own if you want.
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Old Dec 09, 2006, 06:10 PM // 18:10   #2
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Interesting. Well, here are the problems I am seeing. Learning monster skills is all good and all for pve, but for pvp you would be in some amount of trouble. Also some of those skills have a huge cast time. So big in fact that you would be very badly gimped in any situation. Example: Abbadons Favor. 6 second cast time for a skill that is basically Vampiric Gaze. A little unbalanced to be sure.

Weapon Mastery is also a tad bit overpowered. No other class has the ability to weild three different weapon types with one attribute.

All in all it was a good attempt but overall it needs some work.
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Old Dec 09, 2006, 06:14 PM // 18:14   #3
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I think its interesting but could use a lil work

It reminds me of kimhari (sp?) from Final fantasy 10 were you could learn monster skills.
Wasnt he considered a blue mage :P
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Old Dec 09, 2006, 06:34 PM // 18:34   #4
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I am iffy about it....

The name Blue Mage is not very good, as it is just too FF... but its a minor issue as name could easily be change.

The core of it, using Mob skill, feel might be unbalance. As the reason the dev made mob skill and not have them use a playable skill is because they are meant to be unbalance. If its use as anyother skill, than it feel like just another skill, but if is use where you do learn it from the mob and retaining its stats, than that would be unbalance. Also there are not that many mob still around to choose from, and one will become much better than another. Added to the issue of its very PvE depended, and certain skill you must be learn from certain area, it create a PvP and player-time unblance....

One say that might be done could be have a few cap-mob-skill skills (somewhat like the Charm animal). But once cap, that skill will be "water down" and be balance down to a usable effect.


But granted I do think the skills actually look intersting, and some could be useful... the primary is good too, and I like the idea of a universal weapon attribute (whipe mastery might go well there too...)

Well.. thats my suggestion and review of whats there so far... enjoy concepting...
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Old Dec 09, 2006, 07:47 PM // 19:47   #5
Lion's Arch Merchant
 
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Well it's just an idea. It put ranges on the spells so they are all powerful & I left some out like there was one where you can kill them in one hit & I was like that's a little cheap. You guys can help me change some of the suff around if you want.
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Old Dec 10, 2006, 04:26 AM // 04:26   #6
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In one sence all monster skills are just beefed up player skill, so if you water them down then you just get the existing player skills.

Another problem is that you've made a class that could technicaly use skills from every other profesion with out ever having a secondary...

If you limit it to only one monster skill at a time, you've got 7 empty skills to fill with something for this class only.

If you water them down and allow more than one your still using multi-class ablitites.

If you don't water down or limit, this char could solo all of factions and proph with little or no problem.....

Talk about unblanced.....

It's not a bad idea, it just doesnt mesh well with GW balance.....
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Old Dec 10, 2006, 07:20 AM // 07:20   #7
Lion's Arch Merchant
 
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Aww....I thought this would be a good idead also...oh well. Maybe I'l come up with a new idea.
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Old Dec 10, 2006, 02:40 PM // 14:40   #8
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Blue Mage IS FF. I smell a lawsuit over copyright infrigment.
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Old Dec 10, 2006, 04:25 PM // 16:25   #9
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Blue mage is just a codename, ofcourse. The idea of actually keeping these names has never occured to me. Anet will think of another name.
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Old Dec 10, 2006, 10:47 PM // 22:47   #10
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If they do add it they would come up with a new name & Square Enix woudn't sue over something they don't officially own...
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Old Dec 11, 2006, 10:20 AM // 10:20   #11
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Wurm Seige!!!!
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Old Dec 12, 2006, 01:20 AM // 01:20   #12
Lion's Arch Merchant
 
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Yes, that would be one of the skills but for Burst.
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