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Old Jun 20, 2006, 02:38 PM // 14:38   #1
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Default Concept Class: Biomancer

My excuse for making such a crappy concept class AND posting it here is that I'm incredibly drowsy, and I don't think I'll have any chance to post it later on since I'll forget it.

Biomancer
All numbers are based on level 0…12.

Base Energy: 30, 4 pips
Armors:
Scientist’s (Armor?): 60 +15 AL while Experimenting
Researcher’s (Armor?): 60 AL, gain 1 energy whenever you cast an Experiment.
Lifecrafter’s Armor: 60 AL, gain 1 energy whenever you cast a Summon Spell.
(Unnamed Armor): 60 AL, gain one energy whenever you cast a Biological Spell.
Vital Armor: 60 AL, + 40 health in total.

Icon Colors: Blue background, green images?

Claws:
13…26 Slashing damage, 1.33 attack speed. Both hands. Range: Nearby – not exactly melee, but not exactly ranged.
Sort of a biologically implanted weapon.

I'm thinking about this having innate modifiers that aren't weapons, but from staffs.

Modifiers:
Prefixes:
Zealous
Poisoner's
Barbed
Hale
Defensive
Vampiric
Fiery
Ebon
Icy
Shocking
Crippling
Silencing
Insightful
Suffixes:
of Defense
of Fortitude
of Warding
of Shelter
of Enchanting
of Lifecrafting
of Experimentation
of Grafting

Zealous Celestial Talon of Lifecrafting
Slashing Damage: 13-26
Damage +10% (While under a Graft effect)
Energy gain on hit: 1
Energy regeneration: -1
Lifecrafting +1 (20% when using skills)

Biological Expertise: All Experiments, Grafts, Biological Spells and Summon Spells have their recharge time reduced by 4.5% for each attribute in this.

Symbol of Biomastery {E}
10e, 2c, 55r
Skill
For x…y seconds, you gain +2 of the associated attribute whenever you cast an Experiment or a Summon Spell. This is an elite skill.

Toxin
15e, 1c, 3r
Biological Spell
Target foe becomes Diseased for x…y seconds.

Symbiotic Bonding
15e, 1c, 40r
Skill
For 3…29 seconds, whenever a creature you create is damaged, that damage is spread equally among all creatures you control instead.

Lifecrafting: No inherent effect.

Mold Sentry
10e, 4c, 30r
Summon Spell
Create a stationary level x…y Mold Sentry at target area. This Mold Sentry deals a1…a2 to b1…b2 Earth damage in melee.

Waterspout Mold {E}
25e, 5c, 60r
Summon Spell
Create a stationary level x…y Waterspout Mold at target area, with an Energy pool of u…v. This Waterspout Mold deals a1…a2 to b1…b2 Water damage in melee. Waterspout Mold has 0…c Water Magic. Waterspout Mold can cast Water Trident, Blurred Vision, and Vapor Blade. Waterspout Mold has a cast area of half the normal range. This is an elite spell.

Mold Entangler
15e, 4c, 30r
Summon Spell
Create a stationary level 0…13 Mold Entangler at target area. Foes nearby become slowed for 75%, but get +15 armor from Physical damage.

Shielding Mold
20e, 4c, 45r
Summon Spell
Create a stationary level 2…15 Shielding Mold at target area. Shielding Mold has 55…115 AL. Whenever another Mold is damaged, half the damage is redirected to Shielding Mold (as its original damage.)

Mold Wall
15e, 2c, 25r
Summon Spell
Create a large, stationary level 3…16 Mold Wall at target area. Mold Wall has 55…115 AL.

Experimentation: No inherent effect.

Plasmatic Bomb
15e, 1/2c, 5r
Experiment
Target foe and all adjacent foes are struck for 1…37 to 5…89 Fire damage. This damage has 50% armor penetration.

Voidmold {E}
10e, 1/4c, 12r
Experiment
Interrupt target foe. If target foe was attacking or casting a spell, that foe moves 66% slower for the next 5…18 seconds and is easily interrupted for the next 0…12 seconds. This is an elite skill.

Stream of Life
15e, 1/4c, 15r
Spell
You gain 10…40 life for each Mold near you.

Moldslime {E}
10e, 1/2c, 20r
Skill
Target foe becomes slowed for 75% for 4…10 seconds for each Mold near you. This skill is affected by Biological Expertise. This is an elite skill.

Biological Disarray {E}
10e, 1c, 25r
Biological Spell
All your other skills are disabled for 12…5 seconds. Remove all conditions from target foe. Ten seconds later, the target foe is inflicted Bleeding, Disease, Poison, Dazed, and Blinding. This is an elite skill. <<<Screams overpoweredness…if CoP wasn’t there. I don’t know, now…<<<

Flowing Mold
15e, 2c, 30r
Summon Spell
Create a stationary level 0…13 Flowing Mold at target area. Allies nearby move 10…30% faster.



Grafting: Works like Weapon Mastery for Claws. Note: The other two lines should have wands/staffs.

Poisonous Implant
10e, 1c,10r
Graft
Target adjacent foe is poisoned for 7…20 seconds.

Attune To Implants {E}
15e, 1c, 30r
Skill
For 30 seconds, you attack 5…33% faster, and you cast Grafts 5…33% faster. This is an elite skill.

Clawswipe {E}
10e, 2r
Attack Skill
If this attack hits, you strike for +1…13 damage and +1…13 damage for each Graft you have on you.

Sundering Implant
15e, 1c, 60r
Graft
For 20…46 seconds, your attacks have 20% chance to have 20% armor penetration.

Eject Implant
10e, 1/2c, 5r
Attack Skill
Lose one Graft. Target foe is struck for +1…14 damage. This attack has twice the original range.




I'm having huge problems with the claws, since it'd be quite hard to get a caster into near-melee range.

Last edited by LightningHell; Jun 21, 2006 at 12:47 AM // 00:47..
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Old Jun 20, 2006, 02:47 PM // 14:47   #2
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What about all the touch necro skills for your claw program? Surely that's getting a caster into near-melee range. Also, this class look ok, but it seems as if you're going for a 20th century class. It's a bit strange. I'm ok with the stats, but I'm not sure it'll suit the games image.
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Old Jun 21, 2006, 12:48 AM // 00:48   #3
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Updated the weapon stats, etc.

What, is it that bad that no one's replying?

(I didn't really want it to be 20% century, but I guess it conforms with it...)
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Old Jun 21, 2006, 01:53 AM // 01:53   #4
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Well, it's giving me a strong Ritualist vibe...

Albeit with a melee combat option, but that can be done with a secondary.
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Old Jun 21, 2006, 02:51 AM // 02:51   #5
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Quote:
Originally Posted by draxynnic
Well, it's giving me a strong Ritualist vibe...

Albeit with a melee combat option, but that can be done with a secondary.
I don't play Factions, so I don't know about that.

Initial differences between molds and spirits:
Spirits attack ranged, molds attack melee.
Spirits die after a time, molds are...molds.
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Old Jun 21, 2006, 03:02 AM // 03:02   #6
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so basicly your suggesting a spirit spammer thats spirits cant move and attack in melee?
ever wonder what kiting would do to those spirits? make them useless.
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Old Jun 21, 2006, 03:42 AM // 03:42   #7
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Quote:
Originally Posted by golem bigstick
so basicly your suggesting a spirit spammer thats spirits cant move and attack in melee?
ever wonder what kiting would do to those spirits? make them useless.
They're supposed to be pretty big. More of a bodyblocking device.
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