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Old Aug 16, 2006, 04:55 PM // 16:55   #21
Lion's Arch Merchant
 
Join Date: Aug 2006
Guild: Crimson Skullfuks
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Last edited by Mrscoombes; Aug 28, 2006 at 09:44 PM // 21:44..
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Old Aug 16, 2006, 06:30 PM // 18:30   #22
Lion's Arch Merchant
 
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How about...Astral Mage as a class name, since they would do most of their work by controlling the mind.

A good class and nice skills list.

Albeit a bit overpowered, you may want to tweak some of the casting times and hex durations.
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Old Aug 16, 2006, 10:43 PM // 22:43   #23
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a good name could be...
Mesmer Mk II
It's the new and (poorly) improved mesmer!It could even be called the psychic of battle, however it is a very bad class and will not be made into the game!Larceny+Soul Bonds=Inspiration.this is a normal domiation mesmer.
sry, but
/flamed

Last edited by Super_Nerd0; Aug 16, 2006 at 10:45 PM // 22:45..
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Old Aug 16, 2006, 11:20 PM // 23:20   #24
Frost Gate Guardian
 
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Quote:
Originally Posted by Mrscoombes
Craving: Casting time: 1/4|Energy use: 10|Recharge time: 10 seconds

Distort. If target foe is using a vampiric skill, that foe steals 35....25% more health than planned. If target doe does not use the same skill within 6...3 seconds, that foe takes 20...90 dmg.
get rid of this lol....only because of 2 words...touch rangers. this would buff them even more than they are now lol..nty.
b4 sumone rants..yes i know they are countered easy but then there are times wen they work very effectively..and this would help them even more.
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Old Aug 28, 2006, 09:46 PM // 21:46   #25
Lion's Arch Merchant
 
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I dunno what the look would be yet, it'd obviously be very arcane to say the least.
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Old Aug 29, 2006, 12:47 AM // 00:47   #26
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hmm. this is somewhat similar to a concept class that I'm still writing up, and yet different at the same time. Yours seems to be too.... unbalanced. What you have here is a basic idea. What i recommend, and I do this myself, is to find yourself a good notebook with hard cover and lined paper, excellent for writing. Any time you find yourself with an idea, write it down. then spend about 15-20 min every day developing it. balance, variety, uniqueness, work it all out. This is a solid concept, and a good one (if i do say so myself), but it needs more development. work on it, then either repost the thread, or edit the first post and add a single bump/edit post. keep thinking.
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Old Aug 29, 2006, 04:46 AM // 04:46   #27
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Changes are in bold.


Mind Bending skills:

Relentless Intrusion: Casting time: 2|Energy use: 10|Recharge time: 20 seconds

Hex. For 2...7 seconds, whenever foe takes chaos damage while casting a spell, that foe is interrupted. This hex is reapplied every time a distort spell is cast on target foe while Relentless Intrusion is still active.


Mind Bend [E]: Casting time: 1|Energy use: 15|Recharge time: 25 seconds

Distort. Target foe's spells appear to do 25 more damage for 3...10 seconds. When Mind Bend ends on foe, target foe takes damage equal to the amount Mind Bend appeared to give to target foe's attack.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Distortion Skills:

Imagined Hopes: Casting time: 1|Energy use: 10|Recharge time: 10 seconds

Distort. Target foe attacks 25% faster for 11...6 seconds. When High Hopes ends on that foe, he attacks 15...25% slower, and moves 15% slower for 6...11 seconds.


Imagined Heartiness: Casting time: 1|Energy use: 10|Recharge time: 20 seconds

Distort. Whilst distorted with Heartiness, target foe gains +200-300 maximum health. When Heartiness ends on that foe, they take damage equal to 25...50% of the amount of added health.


Craving: Casting time: 1/4|Energy use: 10|Recharge time: 10 seconds

Distort. If target foe is using a vampiric skill, that foe steals 35....23% more health than planned. If target foe does not use the same skill within 6...3 seconds, that skill is disabled for an extra 15 seconds.


Imagined Reflexes: Casting time: 2|Energy use: 10| Recharge time: 15 seconds

Distort. For 14...8 seconds target foe has a 90..64% chance to 'evade' attacks. When Imagined Reflexes ends on that foe, blind foes attacking him cannot miss, and he cannot evade attacks for 8...14 seconds.


Over-Confidence: Casting time: 2|Energy use: 10| Recharge time: 15

Must target a prepared foe. The effects of target foes 'preparation' are doubled for foe's next 7...3 attacks. When Over-Confidence ends on that foe, he is knocked down, and the effects and durations his preparations dealt out are applied to him.

Highs and Lows: Casting time: 2|Energy use 15|Recharge time:30

Elite distort. Target foe and all adjacent foes gain +2 health regeneration for 5...20 seconds. When Highs and lows ends on that foe, he takes damage equal to the amounts of health he and his allies regenerated due to Highs and Lows. This spell causes exhaustion.

~~~~~~~~~~~~~~~~~~~~~~~~~~~

Soul warping:

Destiny: Casting time: 2 | Energy use: 10 | Recharge time: 20 seconds

Warp. For 10 seconds if target foe dies whilst under the influence of Destiny, all adjacent foes to target dead foe lose 1...8 energy.


Absorb Enchantments: Casting time: 2 | Energy use: 15 | Recharge time 60 s

Elite Warp. For 7...21 seconds every time target foe is enchanted by an ally of that foe, he and the caster of the enchantment lose 1...8 energy and you gain 10...30 health and 1...6 energy.


Deathwish: Casting time: 2 | Energy use: 10 | Recharge time 20 s

Warp. If target foe isn't standing next to any of his allys, that foe is knocked down and takes 15...39 damage.

Ridicule {E}: Casting time: 2 | Energy use: 15 | Recharge time 20 s

Elite warp. For 5...20 seconds, whenever target foe heals himself whilst their health is under 50%, half of the healing is directed to you, and they lose 3...9 energy.

~~~~~~~~~~~~~~~~~~~~~~~

Larceny skills.

Speech Slur: Casting time: 1 | Energy use: 10 | Recharge time 30 s

Distort. For 5...15 seconds, target foe takes 50% longer to cast spells, whilst you can cast spells 25%...50% faster.


Hibernation: Casting time: 3 | Energy use: 10 | Recharge time 50 s

Stance. For 5...15 seconds you are invulnerable. When Hibernation ends, for 14...5 seconds, you deal no damage in attacks or spells, and any effects of those attacks or spells are negated.


Larcenate {E}: Casting time: 2 | Energy use: 15 | Recharge time 25 s

Elite distort. The next 1...4 spells cast by target foe fail. When these spells fail, all allies adjacent to target foe lose 4...7 energy. When Larcenate ends on that foe, you gain 11..27% of the amount lost by those enemies, and take 7...2 damage for each point of energy you gain.

Ethereal Torture: Casting time: 2 | Energy use: 15 | Recharge time 20 s

Distort. For 10 seconds all foes adjacent to you suffer -1 energy regeneration and lose 1 energy every second. This effect ends if any of those enemies reach 0 energy. When you activate this skill, all allies next to you steal 2...3 energy from any adjacent enemies, and you take 9...3 damage for each point of energy stolen.


My two cents..

Last edited by Carl Butanananowski; Aug 29, 2006 at 04:50 AM // 04:50..
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Old Aug 29, 2006, 11:37 AM // 11:37   #28
Lion's Arch Merchant
 
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Larceny is about hindering yourself to help allies aswell don't forget, Hibernation did need a tone down but it doesn't suit the Atrrib description if your allies don't nick energy from you =)
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