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Old Dec 13, 2006, 05:56 AM // 05:56   #1
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Default BattleMage

I'm horrible with names, so if someone would like to come up with something more creative please do. My idea with this class is to create a melee caster whose spells rely mostly on making his attacks that much better. It will have very little self healing. And the request for two-handed swords and axes will be met. It is still very much a work in progress. I will be adding more as the ideas pop into my head, or while I am brainstorming at work. So, here it is and let the flames begin (though I woudl prefer constructive criticism)



BattleMage

Armor - 70 (+30 vs spells)
Think gladiator armor mixed with ranger leather armor

Appearance, cross between warrior and ritualist. Sort of broad shoulders, but still lean and slender.



Attributes
___________

Concentration(Primary): Gives a 1% chance per point that when you would have been interrupted, the interrupt has no effect.
Two-Handed Weaponry: Effectivesness while wielding two-handed swords and axes is increased with more points in Two-Handed Weaponry.
Arcane Power: Effectiveness of skills tied to increasing attack power is increased with more points in Arcane Power.
Arcane Dementia: Effectiveness of skills tied to decreasing the effectiveness of your enemies is increased with more points in Arcane Dementia.


Skills
_________

Concentration:

Arcane Strength (Concentration Spell){E} 10e 15r- Concentrate on your weapon for up to (1...10) seconds. For each second spent concentrating your next (1...10) attacks deal +(5...50) damage. This skill is easily interruptible.
Arcane Hemorage (Concentration Spell) 10e 45r- Concentrate on your weapon for up to (1...10) seconds. For each second spent concentrating your next (1...10) attacks cause bleeding for (1...5) seconds. This skill is easily interruptible.
Arcane Plague (Concentration Spell) 10e 45r- Concentrate on your weapon for up to (1...10) seconds. For each second spent concentrating your next (1...10) cause disease for (1...5) seconds. This skill is easily interruptible.
Arcane Distraction (Concentration Spell) 10e 45r- Concentrate on your weapon for up to (1...10) seconds. For each second spent concentrating your next (1...10) will interrupt target foe if that foe is using a skill. This skill is easily interruptible.


Two-Handed Weaponry:

Bull Rush (Melee Attack) 5e 15r- Bull Rush target foe. That foe is pushed back to (Adjacent...Within Earshot) of where they were originally.
Deadly Swipe (Melee Attack) 5e 20r- If Target foe is under 50% health this attack deals (5...35) more damage. If target foe is above 50% health, this attack fails.
Pierce (Melee Attack) 5e 15r- If this attack hits, target foe begins bleeding for (1...8) seconds.
Mighty Swing (Melee Attack) 10e 15r- Attack all adjacent foes. If this attack misses against any of the adjacent foes you are knocked down.


Arcane Power:

Stonefist Fighting (Enchantment Spell) 10e 30r -1energy regen- While you maintain this enchantment you may attack with no weapon. Your fists deal (3...15) minimum damage and (5...23) maximum damage. Default attack speed is 1.0.
Conjure Elements (Enchantment Spell) 10e 30r{E}- For (15...45) seconds your attacks deal elemental damage. The type of elemental damage is random for each attack.
Blind Fighting (Stance) 15e 45r- For (5...20) seconds your attacks have an additional (5%...50%) chance to hit while blind.
Glowing Weapon (Enchantment Spell) 15e 30r- For (15...30) seconds you have a (5%...30%) chance that attacks and enemy spells that target you fail.


Arcane Dementia:

Time Warp (Elite Hex Spell){E} 25e 60r- For (2...15) seconds target foe attacks (5...50) percent slower and you attack (3...33) percent faster. If this hex ends prematurely target foe takes (5...50) damage.
False Security (Hex Spell) 10e 20r- For (2...15) seconds target foe cannot "block" or "evade" your attacks. Whenever an attack would have been "blocked" or "evaded" target foe takes (5...15) damage.
Arcane Vibrations (Hex Spell) 10e 20r- For (2...15) seconds target foe's spells recharge 50% faster. Whenever that foe casts a spell while under the effects of this hex you steal (5...30) health from that foe.



Well, that's it for now... I'm still working on more skills, but I think you can get the idea.

Last edited by Helcaraxe; Dec 31, 2006 at 09:22 AM // 09:22..
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Old Dec 15, 2006, 09:45 PM // 21:45   #2
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can I at least get a flame? I'd rather be flamed than get no feedback at all
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Old Dec 17, 2006, 06:04 PM // 18:04   #3
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come on dammit... people around this forum love to flame, I can't even get a 'go swallow a knife, this class is teh suxx and you fail at life'?
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Old Dec 17, 2006, 07:31 PM // 19:31   #4
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Don't like the name much.
Skills are alright.
Feel not much stood out.
I like a Rune Smith-type CC for improving weapon and armor's need.
No need to encourage flame. (but if you want, say you want guns, and call on BK)

Of couse, thats all my personal opinion... take it as you well.
Enjoy the creative process.
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