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Old Apr 25, 2006, 02:11 AM // 02:11   #1
Jungle Guide
 
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Default The Reaper

After reading more and more characters, i am still trying to find something that is unique, stands out from other RPGs, and not overlapping other proffesions and ideas. So i finally agreed on a Reaper class, which IS different than a necromancer!

Reaper Profession

Overveiw
This class calls for a few different roles you can pursue. One being a Rift Mage creating various effects to opponents which can create a lot of tension behind enemy lines. The main weapon of the Reaper, the Scythe, is also a very big part in thsi proffesion as it adds melee damage for some of those powerful touch spells (ya that sentence there will be in this prof. eventually...). Some will also enjoy following a more destined path, the Soul Magic. These are area of effect buffs and heals in which the reaper help allies. Scrying, the primary attribute of the reaper, effects not only secondary class enchantments, but many of the reaper's own skills such as rifts and Soul Magic, making these potent spells even more powerful.

(With armor on)
Base armor of 70AL
Base energy of 25
Base energy regen of 3
*Scythes give +5 energy
Ex)
Malign Scythe of Fortitude
10-20 slashing damage
req. 8-13
+5 energy (with (req) Scythe mastery or higher)
33% longer Diseased
+30 Health
two-handed

Main Attributes:
Scrying {P}
Scythe Mastery
Cosmos Magic
Soul Magic


Scrying
*This is an ancient form of divination, for those who wanted to know
This is the Reapers Primary Attribute and allows the caster to let enchantments last +2% per level WHILE maintaining focus on the target. This means that the enchantment lasts +2% (per level) longer on the target, while you have focus on that target. So if i were to cast Healing Breeze on a target and have 10 scrying, i would cast it for 1 second, and they recieve the benefit for 10 seconds with the 20% longer while you have focus, added on. Focus means that you are not moving, using different skills or being interupted. So, the healing breeze would last 22 seconds and you would be focused for 12. (I really hope that made since to you guys, see later posts for more info...)

Divination {E} : 5e, 2s, 40r
Enchantment Spell. You lose all energy regeneration and target ally gains that as health regeneration but multiplied by 1...3 for 4...10 seconds.


Scythe Mastery
Raises the damage of skills linked to Scythe mastery and raises the chances of hitting a critical hit.

Wayward Slash {E} : 5e, 1s, 10r
Elite Scythe attack. Target foe is hit for 3...15 more damage and all foes adjacent to you take 1...25 dark damage.

Shred : 10e, 1s, 15r
Scythe Attack. Target foe is hit for 1...6 more damage and is hit twice. This attack deals 25% less damage on each hit.

Severing Slash : 10e, 1s, 15r
Scythe Attack. Target foe is hit for 1...6 more damage and suffers from dismemberment for 1...12 seconds.

Purgatorist's Strike : 5e, 1s, 10r
Scythe Attack. Target foe takes 3...15 more damage if target foe has an enchantment or hex on them.


Cosmos Magic
No inherent effect. Raises the effect of linked skills. Contains long casting high damage spells, mostly on just one target. Rifts are effected by Scrying. Rifts effect all nearby foes or allies.

Vangeful Rift {E} : 15e, 3s, 30r
Rift Spell. Create a Vengeful Rift at target ally's area for 1...12(16) seconds. While target ally does not move, they recieve 1/4 of the damage originally dealt to them, and the foe who dealt the damage takes half their original damage as chaos damage. Any effects or conditions still apply.

Past Touch {E} : 5e, 1s, 15r
Touch Spell. Target touched foe is dealt half the damage of your last attacks as chaos damage. Half chance failure with 7 or less Cosmos Magic.

Read the Stars : 10e, 2s, 20r
Enchantment Spell. All allies in the area gain +20 AL versus Elemental damage and gain 1...3 health regeneration for 4...10 seconds.

Vortex : 15e, 2s, 30r
Rift Spell. After 3 seconds, a vortex appears at target foe's location for 4...10 seconds. This knocks any nearby foes down for 1 second every 6...3 seconds.

Black Rift : 20e, 3s, 60r
Rift Spell. Create a Black Rift at target foes position for 3...15 seconds. All nearby foes are stripped of 1...3 enchantments and take 6...30 damage every 5 seconds.

Cosmic Trust : 10e, 3s, 40r
Enchantment Spell. Nearby allies gain +10AL and 1...2(3) regeneration for 1...12 seconds (remember scrying effects this). When this ends, you lose one (other) enchantment and hex.


Soul Magic
No inherent effect. Raises the effect of linked skills. This includes small aoe healing spells. Usually turns targets energy into health or other effects.

Conversion {E} : 10e, 1s, 30r
Touch Spell. Target touched foe loses 1...6(8) energy and all allies in the area are healed for 30...90(110).

Linked Fates {E} : 10e, 1s, 40r
Enchantment. Target ally recieves a +1 energy regeneration for 1...12 seconds. While this ability is in effect, target gains the number of health regeneration of their energy regeneration.

Breakdown : 15e, 2s, 30r
Spell. Target foe takes 1...17 damage for each hex and enchantment on them.

Rend : 5e, 1s, 10r
Touch Skill. Target foe takes 10...34 damage and 6...30 chaos damage if target has enchantment on them.

Renew Spirits : 15e, 1s, 30r
Touch Spell. Target foe loses 1...3 energy and all nearby allies lose 1...3 conditions and 1 hex.

Pre-Nerfs:

Falling Star {E} : 10e, 3s, 10r
Target foe takes 13...85 fire damage and is knocked down for 1 second. Half chance failure with 4 or less Cosmos Magic.

Last edited by Trylo; Apr 26, 2006 at 11:05 PM // 23:05..
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Old Apr 25, 2006, 02:46 AM // 02:46   #2
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What I gathered from Scrying:

If you're not moving, using other skills or interrupted from focusing, your duration based spells/enchantments last longer. Correct?

Before I pass judgement, I'd need to see some skills. Remember, think "unique niche" and balence. So far the idea has potential.
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Old Apr 25, 2006, 08:00 AM // 08:00   #3
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"Scythe"
Also, how would the scrying bonus work? You stand still for 12 seconds for healing breeze, and it gets the bonus first? or would the game addd duration to the enchantment AS you're standing still, so you can move for a few seconds, then continue scrying?
Why not make scrying only work while you are targeting your target. Monks would not be overpowered because this would only allow them to heal 1 person at a time.
Skill ideas, please
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Old Apr 25, 2006, 11:18 AM // 11:18   #4
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As much as I would love to have a scythe class, I think that it would be way too similar to a necromancer. Perhaps in future chapters, necros can use a scythe as a staff?
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Old Apr 25, 2006, 10:56 PM // 22:56   #5
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i coulda sworn i was spelling that wrong

Yes, while you are using your scrying, you MUST be still and must be targeting your ally. The original casting time would be first, then you would go into a long cast (depends on scrying level) time (of 12 secs in my example). If you move the normal duration of the spell will happen (10 secs in my ex). If you are "Focused" on a target, they gain the (depends...) seconds longer, THEN the enchantment's duration (this would be to prevent 22 second long Healing Breeze by incapacitating your char. and so they are not overpowered, as many spells heal off of one another (many people use various spells for +10 regen, and making one spell last 22 secs isnt the end of the world).

i personally dont think a necro should get a scythe as they are casters of the dark world, not needed to KILL, but to disease and plague. IMO.

added a few skills to tide you all over...

Last edited by Trylo; Apr 25, 2006 at 11:34 PM // 23:34..
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Old Apr 26, 2006, 12:19 AM // 00:19   #6
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Here would be my cruel review....

I am still not very sure how Scrying work... but I guess it would be a form of enhanment buff. However, since right now there is only one class, the Monk, that does most of the Enchantment, and even your class is not a enchantment oriented class, this make it strange to be the primary.

Scythe Mastery would be a cool weapon. Be sure to make it differnt from a sword or a dagger.. and it should be fine.

Cosmos Magic seem still pulling too much from a Elm. But its good line of skill, with possiblty for nice effect and special damage (like black holes)

Soul Magic seem very mesmer-ish to me. Not enough "Soul" in it.

Reaper doesn't seem like a very good name for a profession. (maybe have it as a armor set's name) Cosomo and Soul seem a bit filler, and not really fit with the overall theme of it.

Well, those are my opinions, hope it might help you build a better CC. Enjoy
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Old Apr 26, 2006, 12:41 AM // 00:41   #7
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I dont see longer enchantments while maintaining focus to be a very useful primary attribute. While you are maintaining focus you are pretty useless to everyone except whoever you are maintaining focus on. Plus enchantments get stripped a lot anyway.

Maybe if the primary was enchantments lasted 1% longer per level without any other conditional requirements. Then make the "Reaper" very enchantment heavy in skills.

Edit: wait a minute I"m confused. How would Healing Breeze last 22 seconds with this attribute?

Last edited by Kool Pajamas; Apr 26, 2006 at 12:49 AM // 00:49..
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Old Apr 26, 2006, 01:39 AM // 01:39   #8
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im still thinking about my primary att. as if i go like kool pajamas said it would be way to monkish...and i almost NEVER get stripped of my enchants in PVP or PVE for that matter...

and yes i know the class name doesnt fit to well im still trying to think of a good name for it so for now its reaper.

it would be 22 as you take...20% of 10 => 2, add that to the 10 => 12 seconds of focus, then the 10 seconds after that = 22 seconds of enchantment.

Actionjack: Im working on all your suggestions... i have many of he same thoughts towards it myself...

Last edited by Trylo; Apr 26, 2006 at 02:11 AM // 02:11..
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Old Apr 26, 2006, 02:29 AM // 02:29   #9
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This seems like a jumble of unrelated attributes, which give him a powerful melee weapon, good armor, mesmer interrupt power, elementist kill power, and then the primary which is completely unrelated to any of his own skills, meaning your basing the primary attribute of that job on skills obtained by a secondary class.

It is interesting, and disfunctional, like 1/4 of a puzzle from 4 puzzles mixed together that simply don't fit. The only unique thing this job brings is the primary which is the least cohesive part of this concept. You would basicly have to take one of these concepts and throw out all of the rest, spike spell damage, and interrupts wouldn't be one of them.

See warrior for interrupts and disables, he has them in his weapon attributes, making spell interrupts for a class that uses a weapon.......when every other physical attacker has interrupts in his weapon attribute and mesmer can be subbed, realy disfunctional.
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Old Apr 26, 2006, 03:50 AM // 03:50   #10
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Scrying was used on Charmed .
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Old Apr 26, 2006, 01:20 PM // 13:20   #11
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Quote:
Originally Posted by fiery
Scrying was used on Charmed .
ROFL... oh dear...
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Old Apr 26, 2006, 02:13 PM // 14:13   #12
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Quote:
Originally Posted by Trylo

it would be 22 as you take...20% of 10 => 2, add that to the 10 => 12 seconds of focus, then the 10 seconds after that = 22 seconds of enchantment.
so you take 20% of the 10 seconds of healing breeze to give you 2 extra seconds. Got that. Then you add that to the 10 seconds of focus. So while you are focusing the enchantment continues no matter what? So you could focus for 5 minutes and the enchantment would last for 5 minutes plus the 20% plus whatever the normal time is?



Just seems like a farming exploit to me.
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Old Apr 26, 2006, 04:48 PM // 16:48   #13
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*Imagines a 5 minute Balthazar's Aura...*
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Old Apr 26, 2006, 10:32 PM // 22:32   #14
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1: Scrying stops after the amount of time listed (as 12 seconds in my example) THEN the enchantment works for (10 seconds in my example). You ONLY can focus for the 12 seconds, then it stops no matter what.

2: Whos charmed?

3: Ill take out any interupts

4: wait for the rest of my skills, many are going to be AOE buffs and small heals (all affected my scrying) Rifts = affected my scrying... MANY advantages to scrying in the class, idk what u guys are saying

5: taking out Falling Star {E} for elementalists reasons and abuse capabilities...(thinks of gale wars)

6: changing Cosmos Magic to more Buffs and not as much Spiking.

Last edited by Trylo; Apr 26, 2006 at 10:35 PM // 22:35..
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Old Apr 26, 2006, 11:06 PM // 23:06   #15
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added a few spells
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Old Jul 23, 2006, 05:37 PM // 17:37   #16
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Saw the new class Dervish, remind anyone of a certain class i made, hint hint

I dont know they may take it in a totally different way for more offensive attacks, but to me so far
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