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Old Oct 22, 2006, 07:42 PM // 19:42   #1
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Default Concept class: The Enchanter (prev.Radiator) Rev2

The Enchanter

Readmefirst:

..Something I made tonight.. .. and revised the next day..

If you're looking for originality, however impossible that may be to find,
here's something to make you vomit the tears of abhorance at the sight of the letters that
form this abysmal post and the class described within.

Here's a third concept class. I know, it IS similar to something else because let's face it,
I'm a plagiarist and liar. Ignore the name as well, it sucks.
The profession combines a passive aura when placed in a skill slot, like charm animal.
These Auras offer certain effects all around you, like a mobile spirit centered at you.

Furthermore the effects of these Auras can be manipulated with related skills.
Then there's two rather meek and useless attribute lines which offer nothing worth of notion.
All in all, a stillborn concept already at its conception, however I am sworn to plague you all
with its terrible synergies and horrible and glaring design flaws.



The Enchanter specializes in creating battlefield wide effects centered on himself that affect
everything in their radius. Furthermore the Enchanter can choose to focus on developing the effects
of a certain Aura. He is able to either increase the power of his allies or weaken his foes through manipulating his Auras.
Should an Enchanter choose not to utilise their many Auras, he is able to directly alter the
combat capabilities of his or her enemies and allies through the use of various Enchantments.
The Enchanter might prove to be a high value target due to the profession's nature, however
the numerous skills in the Fluency attribute line offer ways for self protection and avoidance.


AURA MASTERY Increases the radius of your Auras by 1 ft per attribute point.
(Primary) In addition for every creature affected by your Auras you gain +1 maximum
energy per attribute point.

MANIPULATION No inherent effect. Skill adding effects to your Auras become more powerful
with higher Manipulation.

FLUENCY No inherent effect. Skill related to self defense, protection and Crossbow use
become more effective with higher Fluency.

ENCHANTING MAGIC No inherent effect. Skill related to Enchanting allies' Weapons and Armor
as well Disenchanting enemies become more effective with higher Enchanting magic.


Basic stats

Armor 60
Energy 20
E. regen +4

Weapon: Crossbow
Damage: 20-32
Att. speed: 2
Range: Ranged

Mods: Sundering, Zealous, Barbed, Silencing, Poisoner's etc.
of Fortitude, of Enchanting, of Insight, of Pruning etc.

Other: Works with Ranger preparations


Head 60 AL
Chest 60 AL 5 EN
Hands 60 AL
Legs 60 AL 5 EN
Feet 60 AL


Radiant armor

Head 60 AL +1 Maximum health for each creature affected by your Auras Not Stacking
Chest 60 AL 5 EN +1 Maximum health for each creature affected by your Auras Not Stacking
Hands 60 AL +1 Maximum health for each creature affected by your Auras Not Stacking
Legs 60 AL 5 EN +1 Maximum health for each creature affected by your Auras Not Stacking
Feet 60 AL +1 Maximum health for each creature affected by your Auras Not Stacking


Glimmering robes

Head 60 AL +15 AL When casting spells Not Stacking
Chest 60 AL 5 EN +15 AL When casting spells Not Stacking
Hands 60 AL +15 AL When casting spells Not Stacking
Legs 60 AL 5 EN +15 AL When casting spells Not Stacking
Feet 60 AL +15 AL When casting spells Not Stacking


Understudy's regalia

Head 60 AL +1 EN
Chest 60 AL 5 EN +3 EN
Hands 60 AL +2 EN
Legs 60 AL 5 EN +2 EN
Feet 60 AL +1 EN


Incanter's armor

Head 60 AL +10 AL whenever in the radius of an Aura Not Stacking
Chest 60 AL 5 EN +10 AL whenever in the radius of an Aura Not Stacking
Hands 60 AL +10 AL whenever in the radius of an Aura Not Stacking
Legs 60 AL 5 EN +10 AL whenever in the radius of an Aura Not Stacking
Feet 60 AL +10 AL whenever in the radius of an Aura Not Stacking


Bolter's armor

Head 60 AL +15 Armor when attacking Not Stacking
Chest 60 AL 5 EN +15 Armor when attacking Not Stacking
Hands 60 AL +15 Armor when attacking Not Stacking
Legs 60 AL 5 EN +15 Armor when attacking Not Stacking
Feet 60 AL +15 Armor when attacking Not Stacking

-----------------------------------------------------------------------------------------------------------------------------

The Skills

ENCHANTING MAGIC

You can only have one Enchanting magic Spell active on any one target.
You can only have one Enchanting magic spell active per target.

All Encantment: Weapon and Armor spells are Enchantments.
All Disenchantment: Weapon and Armor spells are Hexes.

All values are at ranks 1..12..16.


Enchant Weapon: Damage
10 EN 3 SEC 5 SEC
For 60 seconds target ally deals +3..9..11 damage with all weapons.


Enchant Weapon: Health
10 EN 3 SEC 5 SEC
For 60 seconds target ally has +20..65..80 health while wielding a weapon.


Enchant Armor: Absorption
10 EN 3 SEC 5 SEC
For 60 seconds target ally takes -1..4..6 damage from all attacks.


Enchant Armor: Energy
10 EN 3 SEC 5 SEC
For 60 seconds target ally has +5..10..12 maximum energy.


Enchant Armor: Stamina
10 EN 3 SEC 5 SEC
For 60 seconds target ally moves 1%..3%..5% faster than normal.


Enchant Weapon: Dexterity
10 EN 3 SEC 5 SEC
For 60 seconds target ally has a 3%..10%..15% increased chance to score a critical hit with all weapons.


Enchant Armor: Agility
10 EN 3 SEC 5 SEC
For 60 seconds target ally has a 3%..10%..15% increased chance to dodge attacks.


Enchant Weapon: Death ELITE
10 EN 2 SEC 20 SEC
For 60 seconds whenever target ally deals damage fatal to a foe that ally steals
up to 12..63..73 health from all nearby foes.


Enchant Armor: Eye for an Eye ELITE
10 EN 2 SEC 20 SEC
For 60 seconds the next 70..190..240 damage done to target ally is negated.
Every 3 points of physical damage negated this way deal 3..11..15 damage back to adjacent foes.


Enchant Weapon: Slay Unnaturals
10 EN 3 SEC 5 SEC
For 60 seconds target ally deals +12..24..30 damage to Undead and Spirit targets.


Disenchant Weapon: Weakness
10 EN 2 SEC 15 SEC
For 30 seconds target foe deals 2..8..12 less damage with all weapons.


Disenchant Weapon: Vampirism
10 EN 2 SEC 15 SEC
For 30 seconds every time target foe attacks, that foe loses 3..15..18 health.


Disenchant Armor: Exhaustion
10 EN 2 SEC 15 SEC
For 30 seconds target foe has 4..7..10 less maximum energy.


Disenchant Armor: Clumsiness
10 EN 2 SEC 15 SEC
For 10..21..30 seconds target foe cannot dodge attacks and every time that foe blocks an attack that foe is knocked down.


Disenchant Weapon: Heavy hand
10 EN 2 SEC 15 SEC
For 30 seconds target foe has a 10%..27%..35% decreased chance to score critical hits.


Disenchant Amor: Affliction
10 EN 2 SEC 15 SEC
For 30 seconds target foe has 8..30..38 less maximum health and Poison and Disease effects last 33% longer on that foe.


Disenchant Weapon: Tooth for a Tooth
10 EN 2 SEC 25 SEC
For 40 seconds whenever target foe knocks down a foe, target foe is knocked down and takes 15..37..45 damage.


Disenchant Armor: Hexes and Curses
10 EN 2 SEC 25 SEC
For 15..31..40 seconds target foe gains 3%..21%..28% less benefit from Healing and all Hexes last 20% longer on that foe.


Enchant Weapon: Range
10 EN 3 SEC 5 SEC
For 60 seconds target ally's ranged weapon has a 2%..7%..10% increased range.


Enchant Weapon: Fury
10 EN 3 SEC 5 SEC
For 60 seconds every time target ally scores a critical hit, for 3..6..9 seconds that ally attacks 10% faster.


Disenchant Armor: Elements
10 EN 1 SEC 10 SEC
For 30 seconds target foe takes 5%..11%..15% more damage from elemental attacks.


Disenchant Armor: Wear and Tear
10 EN 2 SEC 15 SEC
For 30 seconds target foe has -7..10..12 armor.


Total Disenchantment Signet ELITE
0 EN 3 SEC 15 SEC
Remove all Demonologist Enchantments and 1..3..5 other type of Enchantments from target foe.


Enchant Weapon: Fire
10 EN 3 SEC 5 SEC
For 60 seconds target ally deals +2..6..8 Fire damage with all weapons.


Disenchant Weapon: Imbalance
10 EN 2 SEC 15 SEC
For 30 seconds target foe has a 5%..19%..25% increased chance to miss with attacks.


Enchant Weapon: Rage
10 EN 3 SEC 5 SEC
For 60 seconds whenever target ally scores a critical hit, that ally gains 1..2..2 extra strikes of adrenaline.


Disenchant Weapon: Dwindling
10 EN 2 SEC 15 SEC
For 10..21..30 seconds whenever target foe scores a critical hit, that foe loses 1..2..3 strikes adrenaline.


Enchant Armor: Inner focus
10 EN 3 SEC 5 SEC
For 20..45..60 seconds whenever target ally casts a spell that costs 10 or more energy,
that ally gains 50%..180%..250% of the spell's energy cost as health.


Disenchant Armor: Fizzle
10 EN 2 SEC 15 SEC
For 30 seconds whenever target foe casts a spell, that foe has a 15% chance to lose 1..2..3 energy.

-----------------------------------------------------------------------------------------------------------------------------


FLUENCY

All Fluency attacks require a Crossbow.


Strafe
10 en 1 sec 20 sec Enchantment
For 2..7..10 seconds the next time you would take damage, the damage is negated
and you are teleported to a random adjacent location.


Decoy
10 en 1 sec 15 sec Enchantment
For 10 seconds, if you take more than 100..65..40 damage from a single source
a nearby foe takes that damage instead and you are healed for half of the amount.


Fend
10 en 1 sec 30 sec Enchantment
The next 1..4..7 attacks made against you deal damage equal to 2%..7%..10% of your maximum health
to any adjacent foes. Lasts 20 seconds.


Increased speed
10 en 0 sec 20 sec Stance
For 8 seconds you move 3%..5%..7% faster for each Enchantment on you.
If you have any Hexes on you, you move at double the speed. (Maximum 50%).


Grimward
10 en 1 sec 20 sec Enchantment
For 2..4..7 seconds the next time you are the target of a foe's spell, that foe is knocked down and the spell fails.


Energic terrors
10 en 2 sec 15 sec Enchantment
For 20 seconds the next time you lose more than 40%..25%..20% of your health, all adjacent foes
are teleported to a random nearby location and your party gains 1..3..5 energy.


Zeal
10 en 2 sec 20 sec Hex
Target foe loses 1..2..3 energy every time that foe attacks and you gain the same amount.
Lasts 7..11..15 seconds.


Blaze eyes
15 en 1 sec 10 sec Hex
Target foe takes 7 damage each second for 7..10..14 seconds and has a 50% chance to miss with attacks.


Cascading field
15 en 3/4 sec 10 sec Spell
Create a Cascading field around you. For 5 seconds all foes in the area lose 1..4..7 energy each second.
When the Cascading field collapses, you are teleported to a random nearby location.


Advocate
10 en 1 sec 10 sec Hex
For 8 seconds the next time target foe attacks, that foe takes 21..64..56 damage and this Hex is renewed
for 3 seconds. If that foe attacks again during that time, that foe takes double the damage and this Hex ends.


Energetic charge
5 en 1 sec 20 sec Spell
You teleport to target foe. If that foe was attacking you are knocked down.
If that foe was casting a spell, you gain 1..6..12 energy.


Slow projectiles
10 en 1/4 sec 20 sec Spell
For 2..10..14 seconds all projectiles in the location around you move 30% slower.
If a projectile hits its target, that target is knocked down.


Magic bolt
5 en X sec 6 sec Attack
Shoot a bolt comprised of magical energy at target foe that strikes
for +5..17..21 damage if it hits. This damage is doubled if that foe has 2 or more Enchantments on them.


Multishot
10 en X sec 10 sec Attack
Shoot one arrow at target foe that splits into 1..2..3 and deals +3..7..9 damage each
if they hit.


Icing bolt
10 en 1 sec 12 sec Attack
Shoot an Icing bolt at target foe slowing that foe down to 50% of normal and dealing
+5..17..21 damage if it hits.


Guided bolt
10 en 1 sec 10 sec Attack
Shoot a Guided bolt at target foe. This bolt moves twice as fast and cannot be blocked or evaded.
If it hits it deals +5..17..21 damage and you gain 10..21..30 health for each Enchantment on that foe.


Immolating bolt
10 en X sec 7 sec Attack
Shoot a burning bolt at target foe. If it hits, that foe and 2 adjacent foes are set on fire
for 1..3..4 seconds and lose 1 Enchantment if they have 2 or more Enchantments on them.


Inner sight
10 en 2 sec 30 sec Enchantment
For 8..15..18 seconds, your bolts have 10%..15%..25% armor penetration but your attack speed
is decreased by 15% if you have any other Enchantments on you.


Power strike
5 en 1 sec 3 sec Attack
Target foe takes 12..28..36 damage if this shot hits.


Charged bolt
10 en X sec 5 sec Attack
Target foe takes +7..20..30 lightning damage if this shot hits.
Lightning damage has 25% armor penetration.


Impaling haste
10 en 1 sec 20 sec Enchantment
For 6..9..12 seconds you attack 33% faster but your attack skills take 5 additional seconds
to recharge.


Energy bolt
5 en X sec 10 sec Attack
Target foe takes 30..67..78 damage if this shot hits.
If it fails to hit, you lose 10..7..4 energy.


Jab
5 en 1 sec 15 sec Attack
Target foe is knocked down and takes +8..21..28 damage if this shot hits.
This damage is halved if you have any Enchantments on you.


Teleport
5 en 1/4 sec 8 sec Spell
You teleport 7..15..18 ft forward in the direction you are facing.
For 5 seconds, if you take damage, you are knocked down.


Energetic attraction
10 en 2 sec 10 sec Enchantment
For 8 seconds, the next 1..3..5 spells cast in your location gain you 17..23..34 health.
If you were the target of any of these spells, they take an additional 2..4..7 seconds to recharge.


Energy armor
10 en 2 sec 15 sec Enchantment
You are protected in an armor of energy for 8..13..16 seconds and take 1..11..15 less damage.
Whenever a foe hits you with an attack or spell, that foe gains 1 energy.
Whenever an ally casts a spell on you, that ally loses 1 energy.


Cross
10 en 3 sec 30 sec Elite skill
You become very cross indeed and wreak havok all around with your Hex vision.
Lasts 10 seconds or until you hit something.

-----------------------------------------------------------------------------------------------------------------------------

MANIPULATION


Manipulation skills related to BURNING AURA

Warmth
10 en 2 sec 25 sec Aura effect
Requires Burning aura.
For 6..12..18 seconds the burning duration on foes suffering any other condition is increased by 1..2..3 seconds.


Engulfing flames
15 en 2 sec 20 sec Spell
Requires Burning aura.
All foes in your Aura's radius take 32..78..119 fire damage.


Cauterizing wave
15 en 2 sec 20 sec Spell
Requires Burning aura.
A wave of heat emanates from you outwards striking all foes in your Aura's radius for 12..42..56 fire damage and setting
them on fire for 1..2..3 seconds.


Protective flames
10 en 2 sec 30 sec Aura effect
Requires Burning aura.
For 6..16..24 seconds all allies in your Aura's radius deal 5..10..18 fire damage to any foes attacking those allies.


Inner fire
15 en 1/4 sec 30 sec Spell
Requires Burning aura.
All burning allies in your Aura's radius are healed for 34..89..112 health.


Manipulation skills related to FREEZING AURA

Sleet
15 en 1 sec 30 sec Spell
Requires Freezing aura.
All foes in your Aura's radius are knocked down.


Frostbites
10 en 2 sec 30 sec Aura effect
Requires Freezing aura.
All foes in your Aura's radius attack 50% slower and take 8..14..20 cold damage every time they attack for 8..14..18 seconds.


Shivers
15 en 1/4 sec 30 sec Spell
Requires Freezing aura.
All foes in your Aura's radius are interrupted and take 34..58..78 cold damage if using a skill.


Frost nova
10 en 2 sec 15 sec Aura effect
Requires Freezing aura.
A wave of cold emanates from you outwards freezing all foes suffering from any Hexes in place for 2..4..5 seconds
during which time they cannot move but damage taken by those foes is decreased by 50%.


Frozen
5 en 2 sec 30 sec Aura effect
Requires Freezing aura.
For 10 seconds every time a foe in your Aura's radius attacks, that foe is frozen in place for 6 seconds and cannot move.


Manipulation skills related to VENGEANCE AURA

Punition
15 en 2 sec 30 sec Aura effect
Requires Vengeance aura.
For 8..15..28 seconds all attacking foes take 6..9..13 additional damage.


Judgement
15 en 2 sec 25 sec Spell
Requires Vengeance aura.
All attacking foes in your Aura's radius are knocked down and lose all Enchantments.


Vengeful strikes
10 en 2 sec 30 sec Aura effect
Requires Vengeance aura.
All allies in your Aura's radius deal +4..12..18 damage to attacking foes for 30 seconds.


Iron maiden
15 en 2 sec 30 sec Aura effect
Requires Vengeance aura.
All foes in your Aura's radius lose health equal to 2%..5%..8% of their maximum health whenever they hit with an attack.
Lasts 20 seconds.


Stunning strikes
15 en 1 sec 25 sec Aura effect
Requires Vengeance aura.
All foes in your Aura's radius are Dazed for 1..3..8 seconds and move 30% slower for 3 seconds
the next time they are hit with an attack. Lasts 10 seconds.


Manipulation skills related to SANCTIFYING AURA

Purification
15 en 2 sec 30 sec Aura effect
Requires Sanctifying aura.
For 20..36..42 seconds whenever an ally in your Aura's radius loses a condition that ally is healed for 7..18..24 health
for each condition lost.


Mendful words
10 en 1 sec 30 sec Spell
Requires Sanctifying aura.
All allies suffering from a condition or Hex are healed for 18..44..56 health
and you gain 1 energy for every Hex on those allies.


Hex hater's Vow
15 en 2 sec 30 sec Spell
Requires Sanctifying aura.
All allies suffering a Hex in your Aura's radius lose 1..2..3 hexes and foes adjacent to affected allies
take 34..78..98 damage.


Relieve agony
15 en 3 sec 30 sec Aura effect
Requires Sanctifying aura.
Health degeneration experienced by allies in your Aura's radius is negated and affected allies gain that amount
of health regeneration instead. Lasts 6..10..14 seconds.


Strike wounds
10 en 2 sec 25 sec Aura effect
Requires Sanctifying aura.
All foes in your Aura's radius suffering from conditions take 3..13..16 additional damage for 8..14..18 seconds.


Inner healing
10 en 2 sec 30 sec Aura effect
Requires sanctifying aura.
For 6..10..15 seconds whenever an ally in your Aura's radius suffers from a Deep wound that ally gains
+35..68..98 maximum health for 6 seconds.


Manipulation skills related to VIGOR AURA

Restorance
15 en 2 sec 30 sec Aura effect
Requires Vigor aura.
For 10 seconds whenever an ally in your Aura's radius is healed, you and that ally gain +12..24..38 health.


Blessing words
10 en 2 sec 40 sec Aura effect
Requires Vigor aura.
All Enchanted allies in your Aura's radius have the duration of their Enchantments increased by 12%..34%..56% for 30 seconds.


Life tap
15 en 1 sec 30 sec Aura effect
Requires Vigor aura.
Whenever a foe in your Aura's radius sacrifices health, you steal up to 6..11..15 health from that foe.
Lasts 12..18..26 seconds.


Compassion
10 en 2 sec 30 sec Aura effect
Requires Vigor aura.
Whenever an ally in your Aura's radius casts a spell that targets an ally, the target of that spell is healed for
20..40..60 health. If the target of the spell is suffering from any Hexes, that ally loses 1..2..2 conditions.
Lasts 10 seconds.


Manipulation skills related to PRAYER AURA

Recuperate
15 en 1/4 sec 25 sec Aura effect
Requires Prayer aura.
For 10 seconds the next time an ally in your Aura's radius takes damage, that ally gains health
equal to 12%..76%..86% of the damage taken.


Wear down
10 en 1 sec 20 sec Aura effect
Requires Prayer aura.
Whenever a foe in your Aura's radius is healed that foe loses 1 energy. Lasts 6..16..18 seconds.


Manipulation skills related to MEDITATIVE AURA

Energetics
15 en 2 sec 30 sec Aura effect
Requires Meditative aura.
Whenever an ally in your Aura's radius gains energy, that ally takes 2..6..12 less damage from all sources
for 5..8..12 seconds. Lasts 10..15..20 seconds.


Energy shields
10 en 1/4 sec 15 sec Aura effect
Requires Meditative aura.
For 10 seconds all damage done to allies in your Aura's radius is negated, but those allies
lose energy equal to 100%..65%..33% of the damage negated or this effect ends for that ally.


Transport
5 en 1 sec 30 sec Aura effect
Requires Meditative aura.
For 40 seconds, the next time an ally in your Aura's radius takes fatal damage, that damage is negated
and that ally is teleported to a random nearby location instead.


Static field
25 en 2 sec 30 sec Spell
Requires Meditative aura.
All foes in your Aura's radius suffer from Exhaustion for 30 seconds. Any foe already suffering from
Exhaustion takes damage equal to 3%..15%..20% of their maximum health instead.


Manipulation skills related to REDEMPTION AURA

Redeem
10 en 2 sec 60 sec Aura effect
Requires Redemption aura.
For 60 seconds the next time an ally is resurrected in the radius of your Aura, that ally gains
+56..89..124 maximum health for 20 seconds. This effect ends if that ally loses more than 50% health.


Induce life
25 en 3 sec 40 sec Spell
Requires Redemption aura.
All dead allies in the area are resurrected with 50% health and zero energy.
If you were suffering from any conditions, resurrected allies begin to suffer from the same
conditions as well.


Fist of Heavens
10 en 2 sec 60 sec Aura effect
Requires Redemption aura.
For 60 seconds whenever an ally dies in your Aura's radius a Fist of Heavens strikes at the location
dealing damage equal to 6%..18%..28% of your current health.


Avoid death
10 en 2 sec 60 sec Aura effect
Requires Redemption aura.
For 10..20..30 seconds the next time an ally in your Aura's radius takes fatal damage, that damage is negated
and that ally begins to move 50% faster for 10 seconds if not under any Hex.


Seal of life
15 en 2 sec 30 sec Aura effect
Requires Redemption aura.
For 10 seconds all allies in your Aura's radius gain 6..12..18 health every second.
If an ally dies from damage while under the effects of Seal of life,
the dealer of the killing blow loses 16%..22%..32% current health.


Comeback
15 en 4 sec 20 sec Spell
Requires Redemption aura.
Target ally is resurrected with full health and zero energy.
For each ally adjacent to you, your party is healed for 34..66..84 health.


Conservation
10 en 2 sec 30 sec Aura effect
Requires Redemption aura.
For 20 seconds, whenever a foe dies in your Aura's radius, your party is healed for 12..18..24 health.


Vow of sacrity
10 en 2 sec 30 sec Aura effect
Requires Redemption aura.
For 30 seconds, the next time a foe in your Aura's radius loses 50% or more health, all nearby foes
take 24..44..56 damage.

-----------------------------------------------------------------------------------------------------------------------------

AURAS

Only one Aura per Enchanter can be active at any one time. Similar Auras do not stack.
Auras are classified as an Aura.


Freezing aura
10 en 0 sec 60 sec
All creatures in your Aura's radius move 10%..22%..30% slower.


Burning aura
10 en 0 sec 60 sec
All creatures in your Aura's radius are set on fire for 2 seconds every 40..26..18 seconds.


Conviction aura
10 en 0 sec 60 sec
All creatures in your Aura's radius gain 1..2..2 energy every 30..24..18 seconds.


Vengeance aura
10 en 0 sec 60 sec
All creatures in your Aura's radius take 3..7..12 damage every time they attack.


Sanctifying aura
10 en 0 sec 60 sec
All creatures in your Aura's radius lose 1 condition every 30..22..15 seconds.


Reinforcing aura
10 en 0 sec 60 sec
All creatures in your Aura's radius gain +4..18..36 armor.


Prayer aura
10 en 0 sec 60 sec
All creatures in your Aura's radius gain 12..30..45 health every 20 seconds.


Meditative aura
10 en 0 sec 60 sec
All creatures in your Aura's radius lose or gain only 30% energy from spells and attacks.


Hasteful aura
10 en 0 sec 60 sec
All creatures in your Aura's radius move 3%..8%..15% faster.


Resistance aura
10 en 0 sec 60 sec
All creatures in your Aura's radius take -10%..18%..25% damage from Elemental sources.


Redemption aura
10 en 0 sec 60 sec
All creatures in your Aura's radius are resurrected at 12%..38%..50% health and zero energy every 30 seconds.


Vigor aura
10 en 0 sec 60 sec
All creatures in your Aura's radius have +64..100..156 maximum health.

Last edited by Elruid; Oct 23, 2006 at 01:15 PM // 13:15..
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Old Oct 22, 2006, 09:05 PM // 21:05   #2
Furnace Stoker
 
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Join Date: Oct 2005
Location: Kali
Profession: W/E
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you sure seem to be down on your self.
Cheer up, chap.
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Old Oct 22, 2006, 10:15 PM // 22:15   #3
Frost Gate Guardian
 
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Join Date: Sep 2006
Profession: R/
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I definetly didnt read all of that, but it seems like this class could have potential. I think the Aura thing could be cool, and more passive skills would be nice as well, although they would probably be very weak to avoid messing up the balance of the game.

Actually Passive skills would be like enchantments without the loss in energy regen and no way to remove them....
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Old Oct 23, 2006, 12:45 AM // 00:45   #4
Jungle Guide
 
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Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
Thumbs up

Seems like a great idea for a profession! However, i need to say on the skill Jab, y not make it so you take half the damage instead of having it negated, otherwise, it seems to powerful. your skills seem well thought-out and work together well. What kind of weapon would this use? staff, bow, spear??? plz clarify. thx!

-Dean


P.S. You sound like Lemony Snicket when hes telling you about his books on the back cover, cheer up, jeez, its a really good idea, i mean id play it, kinda challenging, like the mes.
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Old Oct 23, 2006, 01:17 AM // 01:17   #5
Furnace Stoker
 
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Join Date: Oct 2005
Location: Kali
Profession: W/E
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I like the use of Aura too, and making it passive with skills linking to each one is a clever addtion. It could work well, but since it is a passive with no extra cost (excluding the skill slot), might still want to tone down the effect a bit. But can always include other skills the help boost them. (like a skill that would double the effect of all carry auras for T seconds)

I am not too sure about the Evocation. It just seem too much like a line of elementalist/mes skills. Maybe try to link it more witht he Auras.

Fluency is alright, as teleporting is still relative unique. Not a bad line of attribute, but not too sure how it cordernate with the overall of this class.

The name could use a kick too. Radiatior usually are found under car's hood.

Overall, I like it. Might suggest putting some ideal "playing role" for them, or some possible class/multi-class combos.
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Old Oct 23, 2006, 03:26 AM // 03:26   #6
Hell's Protector
 
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Join Date: Oct 2005
Profession: R/Mo
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Ok...i think the name sucks too.

Try: "Auroraist"

I like some of the manipulation and fluency skill line....

i think the ideas need to unify a little more and you need to find a way to pull this character idea from the shadow of Elementalist Wards and Ritualist spirits and give it something different.
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Old Oct 23, 2006, 03:42 AM // 03:42   #7
Wilds Pathfinder
 
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Join Date: Jan 2006
Location: Los Angeles
Guild: Pink Pearl
Profession: Mo/Me
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Burning aura
10 en 0 sec 60 sec
All creatures in your Aura's radius are set on fire for 2 seconds every 40..26..15 seconds.

BURNWAY FTW!! lol, no seriously. If you time it right it can burn someone nearly every second, and impossible to completely extinguish because every 2 seconds the condition will be renewed. O.O ... Ph3ar the burn
Sasuke The Betrayer is offline   Reply With Quote
Old Oct 23, 2006, 08:22 PM // 20:22   #8
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Since I don't seem to be able to modify the thread title I'm posting this external post to inform those reading this that I have revised the class.
It's still as it's described in the disclaimer, but I made it more imbalanced.
Elruid is offline   Reply With Quote
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