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Old Sep 02, 2006, 03:15 AM // 03:15   #1
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Default WitchDoctor

I have found that i am not very good at healing with monks so this could be class that could be for those who want to heal but are jus not good at the proffesion of monk

Witchdoctor(got idea from wow needs newname on 1 i can think of now)

attributes

- Nature intunement (primary) increases spells, enchantments, hexes, and natural rituals by 1% each level
- Totem Use - increases affect of totems and totem cost 1% 1-5 levles and 3 % level 6 and up
- Natural medicine - increases the affect of natural medicine by 1% 1-5 level and 3% level 6 and up
-inteligence- increases skills requireing intelgince bye 1% lvl 1-5 and 3% 6 and up


armor- head- face paintings +1 attribute 10 energy
chest-robes +2 energy regen
legs-robes +1 energy regen
arms-wrapings +1 health regen
feet-wrapings +1 health regen

health regen without armor 2
energy regen without armor 2
energy max 30
health max 350

skills-

health totem-10 energy gives party members in the area +3-8 health regeration

energy totem-10 energy gives party member in area +2-5 energy regen

degeneration totem-10 energy, gives enemys in area -3-7 health and -1-2 energy

poison totem-15 energy, nearby enemys become poisoned for 2-20 seconds

bloody totem-20 energy, nearby enemys become bleeding for 1-18 seconds

crippling totem-20 energy, nearby enemy become crippled for 3-20 seconds

burning totem-25 energy, nearby enemys become on fire fro 1-10 seconds

blinding totem- 10 energy, nearby enemys become blinded for 1-10 seconds

no hex totem- 10 energy, hexs do nothing to nearby enemys and allies for 5-20 seconds

anit-enchantment totem-25 energy, enchantments have no affect on anyone for 3-15 seconds

energy potion-adds 1-5 pings of energy regen

health potion-adds 1-5 pings of health regen

anti hex potion-removes all hexes

anti condition potion-removes all conditons

(only one potion can be equiped)



plz comment i no it needs work but its jus a concept tell me if its 2 power full i think it might be but tell me how i can fix it plz comment
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Old Sep 02, 2006, 03:45 AM // 03:45   #2
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Yeah. Needs A LOT of work.
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Old Sep 02, 2006, 03:49 AM // 03:49   #3
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i no but like i said its jus a concept at the moment it isnt being put into production or anything anet can mess with it to make it perfect
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Old Sep 02, 2006, 04:14 AM // 04:14   #4
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My personal thoughts on this.

Quote:
Originally Posted by Sir_Ace_Manslayer

Totem Use:

Totem of Health; 10 energy, 1 cast time, 45 rechargeTotem Spell. For 11...23 seconds, all allies within the area of this totem recieve 2...5 health regeneration.

Totem of Revitilization; 10 energy, 1 cast time, 45 recharge.
Totem Spell. For 11...23 seconds, all allies within the range of this totem receive +1...3 energy regeneration.

Totem of Degeneration {E}; 25e, 2ct, 90r.
Elite Totem Spell. For 9...16 seconds, any enemy within the range of this totem recieves -1...5 health regeneration. For each hex on any enemy within the range of the totem, that enemy also recieves +1 energy degeneration.

Totem of Fire; 15e, 2ct, 45r
Totem Spell. Any enemy that is successfully struck by a physical attack while in the range of this totem takes 11...49 Fire damage. That foe begins burning for 1...3 seconds for each successful physical attack on them.

Totem of Ice; 15e, 2ct, 45r
Totem Spell. Any enemy that is successfully struck by a physical attack while in the range of this totem takes 11...49 Ice damage. That foes movement is slowed by 66% while in the range of this totem.

Totem of Earth; 15e, 2ct, 45r
Totem Spell. Any enemy that is successfully struck by a physical attack while in the range of this totem takes 11...49 Earth damage. That foe is knocked down every 3 seconds while in the range of this totem.

Totem of Unholyness; 15e, 2ct, 60r
Totem Spell. If any foe dies while in this totem's range, adjacent enemies to that foe take 19...39 Chaos damage. The dead foe cannot be resurrected for 10 seconds while in this totem's range.

Totem of Rejuvination {E}; 20e, 3ct, 90r
Elite Totem Spell. For 11...29 seconds, any ally who successfully hits with a melee attack recieves 29...49 health. If any allies die within the range of this totem, they are immidietly resurrected with 25% health and no energy. Deaths do not incur Death Penalty for allies within the totems range.

Herbalism. (exchanged for Natural Medicine)

Replenishing Tonic; 10e, 1/4ct, 30r
Herbalism Tonic. Create a Replenishing Tonic. When you drop it, you gain 44...96 health, and have +1...3 pips of health for 3...9 seconds.

Destructive Concoction; 15e, 1ct, 30r
Herbalism Tonic. Create a Destructive Concoction tonic. When you drop it, all foes in the area take 21...66 damage. If any foe was casting a spell, that spell is interrupted.

Antipoisin; 10e, 1ct, 25r
Herbalism Tonic. Create an Antipoisin tonic. When you drop it, all adjacent allies lose Disiease and Poisin conditions.

Taunting Whaff; 15e, 2ct, 45r
Herbalism Tonic. Create a Taunting Whaff tonic. When you drop it, all foes in the area attack 33%faster, but have -20 armor. If any foes wernt attacking, they target the closest enemy and begin attacking them.

Replenishing Breeze; 10e, 1ct, 30r
Herbalism Tonic. Create a Replenishing Breeze tonic. When you drop it, you gain +1...5 health regeneration. Any allies in the area gain +50...160 health.

Dread {E}; 20e, 3ct, 60r.
Herbalism Tonic. Create a Dread tonic. While you hold it, any enemies in the area attack 25% slower. When you drop it, all foes lose 55...120 health and are knocked down.

Energizing Whiff; 15e, 1ct, 25r.
Herbalism Tonic. Create an Energizing Whiff tonic. While you hold it, all nearby allies gain +1 energy regeneration and +1...3 health regeneration, and you have -40 armor. When you drop it, all allies adjacent to you regain maximum energy.
(Honestly, i have no ideas for the other two attribs.)
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Old Sep 02, 2006, 04:25 AM // 04:25   #5
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that sounds like a pretty good fix and those are some sweet ideas thx for the help
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