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Old Sep 27, 2006, 11:56 PM // 23:56   #1
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Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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Default Ethermage

Ethermage (Formerly Hierophant)

The original Ethermages were not planeswalkers - they were metamagicians, investigating the science of magic. It was that small clique which discovered the different planes, and how to traverse between them. The Ethermages have gradually changed meaning since then. Ethermages now still study the arcane arts of their predecessors, but they also focus on planeswalking.

Although permanent, stable connections to other planes, for example the Mists, require days or even weeks to produce a gateway, temporal links between uncomplicated planes (such as the Ethereal plane and the alternate Time plane) can be created at will by ones who study as an Ethermage.


Profession-specific insignias:
Planeswalker’s Insignia
+10 Physical AL

Episcopal’s Insignia
+10 Elemental AL
Gives protection from Light/Dark/Chaos damage. (reduces by 3)

Arcanist's Insignia
AL +5 (When you are under the effect of a Symbol)
AL +5 (When you are under the effect of two Symbols)
AL +5 (When you are under the effect of three Symbols)
AL +5 (When you are under the effect of four Symbols)

Etherwalker's Insignia
AL +7 (When you are Ethereal or Phased Out) (Phased Out is pointless, but whatever...)
AL +7 (When an ally within radar is Ethereal or Phased Out)
AL +7 (When a foe within radar is Ethereal or Phased Out)

New Inscriptions:

Spellcasting Weapon Inscriptions:

"I Am Unreal.": +5e when Ethereal

Martial Weapon Inscriptions:

"Fight On Two Planes": Damage -10-15%, can attack Ethereal foes

Focus Item/Shield Inscriptions:

"I Have Other Sources": Recieved nonphysical damage -5 (20%)
"Shelter From Planes": Recieved damage while Ethereal -5...10

Focus Item Inscriptions:

"Confidence In Mana": AL +5 when Energy is above 50%
"Spending Is Good": AL +5 when Energy is below 50%

Shield Inscriptions:

"I Stay Real": Decreases Ethereal and Phased Out condition by 2...4 seconds (20%)

Weapon Modifiers - Prefixes:

Martial Weapons:

Channeling: Energy Regeneration +1 while Ethereal or Phased Out.

Spellcaster Weapons:

Planar: Increases Ethereal and Phased Out condition you inflict by 20%.
Channeling: Energy Regeneration +1 while Ethereal or Phased out.

Weapon Modifiers - Suffixes:

Spellcaster/Martial Weapons:

of Reality: Decreases foe-caused Ethereal and Phased Out conditions by 20%.




Symbols: The Hierophant inscribes magical runes on the floor. Cannot be interrupted by non-spell interrupts, such as Savage Shot and Distracting Shot. However, can still be interrupted by Power Spike and the like. In short: All skills that interrupt "Skills" do not work on Inscriptions, but skills that interrupt "Spells" do.

Phase Out: Remove from reality for a limited duration. You cannot do anything when you are phased out (including normal movement unless otherwise specified), and you do not regain energy and health; however you cannot be targeted, cannot be attacked, et cetera. You drop all objects that you are currently holding, and lose all enchantments and hexes. They are reapplied (with their current duration) after the Phasing out. I ripped off from Magic: the Gathering. :P

Ethereal Form: Transfer to Ethereal plane for a limited duration. You cannot attack nonethereal beings in this form, nonelemental or chaos attacks fail, and you are immune to all damage except elemental, holy, dark, and chaos damage. All Physical damage you deal in this form becomes chaos damage. When your Energy reaches 0 in this state, you die. You are considered a Spirit while in Ethereal Form. You can walk through non-Ethereal characters while in Ethereal form. When you are an Ethereal character, you lose all natural regeneration.

Ether Potency: You gain 1 Energy Regeneration per Inscription you are affected by (maximum +ERegeneration determined by ranks in PA).
You gain 0...4 Energy whenever a creature within your danger zone becomes or stops becoming Ethereal or Phased Out. (2 Elites)

Maximum +Energy Regeneration:
L0: 0
L1...4: 1
L5...8: 2
L9...12: 3
L13...16: 4

Energy gained for planar traversal:
L0: 0
L1...5: 1
L6...9: 2
L10...14: 3
L15......: 4

Signet of Mana {E}
2c, 15r
Signet
Gain 10...23 energy. Lose 5 energy if you are not a Spirit. This is an elite skill.

Energy Source
5e, 1c, 12r
Spell
Gain 1...3 energy for each ally within danger zone. Then gain 1...3 energy for each Spirit within danger zone.

Back To Basics {E}
10e, 2c, 10r
Spell
Target ally loses all Enchantments and Hexes. You gain 0...3 energy for each Enchantment and Hex lost. This is an elite skill.

Ether Theft
10...0e, ¼c, 10r
Spell
Steal 2...12 energy from target non-spirit foe. If that foe is casting a spell, that spell is interrupted.

Planar Absence
10e, 3c, 15r
Spell
Gain 2...8 energy for each Phased Out creature or Spirit (within radar).

Planar Stability
10e, 1c, 10r
Spell
For 1...13 seconds, Phasing and Etherealness lasts for 50% longer.


Arcane Sorceries (20) (4 Elites)


Ether Manifestion
15e, 2c, 10r
Symbol
For 10…25 seconds a manastorm in the area surrounds the inscription, dealing 5…25 chaos damage to nearby non-spirit foes once per 2 seconds and knocking casting non-spirit foes down.

Arcane Caging
5e, 1c, 12r
Hex Spell
For 2…16 seconds target foe moves 75% slower, but has a 25% chance to evade attacks.

Symbol of Spikes
15e, 1.5c, 8r
Symbol
For 5…7 seconds, whenever a foe hits an ally within the vicinity of this symbol in melee, the foe is dealt 5…42 damage.

Force Wall
15e, 3c, 30r
Symbol
After 3 seconds, this spell creates a Force Wall at where the symbol was cast. The Force Wall lasts for 5…18 seconds. The Force Wall is considered an obstructing device. Any creature in the wall is trapped in the wall until the wall disintegrates, and are treated as Ethereal.

Force Affinity {E}
20e, 2c, 30r
Spell
Create 4 level 1...13 Wraiths from your current position. These Wraiths have Touch attacks, and are Ethereal. Wraiths die after 2...26 seconds. This is an elite skill.

Inscriptions of Dawn
15e, 2c, 25r
Symbol
For 10 seconds, party members within range gain 1...3 health regeneration and physical damage dealt by party members deal Holy damage instead.

Arcanum Shield
20e, 2c, 10r
Spell
For 5…25 seconds, target ally cannot be damaged by attacks. If the ally is attempted an attack, you lose 6…1 energy per attack. If the ally is a spirit, you do not lose energy from attempted attacks.

Arcane Mists {E}
25e, 8…1c, 60…10r
Symbol
For the next 5…15 seconds, foes in the effect of this symbol was cast have a 50% chance of spell failure. This is an elite skill.

Arcane Inscription {E}
10e, 3c, 7r
Symbol
For the next 10 seconds, spells cast by allies within the vicinity of this symbol recharge 25% faster. This is an elite skill.

Ether Surge
10e, ¾c, 5r
Spell
Target foe takes 1...52 damage. Double this damage if the foe was a Spirit.

Mana Shield {E}
10e, 4...1c, 60...5r
Enchantment Spell
For 1...13 seconds, all spells cast against the target fails. This ends when the target moves. This is an elite skill.

Rune of Mana
25...10e, 2c, 15r
Symbol
For 2...8 seconds, if a foe in the area of this symbol casts a spell, steal 2...26 energy from that foe and Mana Rune ends.

Auratheft
15e, 1c, 15r
Spell
All skills you have are disabled for 5 seconds. Target foe loses an enchantment; you gain that enchantment and the remaining duration. If you are a spirit, your skills are not disabled.

Planar Symbol
10e, 2c, 15r
Symbol
For 15 seconds, if a symbol within would be destroyed prematurely, it is Phased Out for 1...3 seconds instead.

Arcanist's Magemark
10e, 1c, 30r
Symbol
For 15 seconds, whenever you are within the vicinity of this symbol, your Arcane Sorceries skills recharge at 33% normal speed.

Symbolic Potency
10e, ¾c, 15r
Spell
For 60 seconds, Symbols you make have double numerical effect but last 66% the time.

Taska's Trickery
15...0e, 1c, 20r
Skill
For 2...14 seconds, spells you cast are considered skills instead.

Push into Arcanum
10e, 1c, 15r
Skill
For 1...9 seconds, attacks you make deal no damage but if your targets hit, the foe becomes Ethereal for 1...3 seconds.

Symbol of Concentration
10e, 1c, 20r
Inscription
For 2...14 seconds, allies within the area of this Symbol cannot be interrupted. This Symbol is easily interruptible.

Blink
10e, ¼c, 15r
All party members become Ethereal for 1...2 seconds.

Planar Manipulation (20) (3 Elites)


Planar Mastery
10e, 2c, 10r
Symbol
For 0...12 seconds, all Planar Manipulation spells cast during this symbol's vicinity recharges 33% faster.

Unreality
10e, 1c, 10r
Spell
Target non-spirit becomes Ethereal for 8...13 seconds. (Can be cast on foe or ally)

Planeswalker's Magemark
10e, 1c, 30r
Symbol
For 15 seconds, whenever you are within the vicinity of this symbol, your Planar Manipulation skills cost 5 less energy.

Signet of Planes
2c, 30r
Signet
For 10 seconds, your next 1...5 Planar Manipulation skills do not cost energy but recharge twice as slowly.

Alter Reality {E}
10e, ¾c, 60r
Skill
For 7...20 seconds, you lose energy instead of health when you are damaged. You lose 1 energy for each 10 health lost. This is an elite skill.

Phasing
10e, 1c, 10r
Skill
You Phase Out for 2...4 seconds.

Dual Reality {E}
10e, 1c, 15r
Skill
You Phase Out for 1...7 seconds; however, you can move during this time. This is an elite skill.

Phasing Aura {E}
15e, ¾c, 20r Maintain:3...0
Enchantment Spell
Phasing Aura does nothing. When you stop maintaining Phasing Aura, you phase out for 5 seconds and you phase in at the location where Phasing Aura was cast. This is an elite skill. (50% failure chance with Planar Manipulation 4 or less)

Return to Reality
10e, ¾c, 20r
Spell
All Phased Out creatures Phase In, and all Ethereal creatures stop being Ethereal.

Phase Foe
15e, ¼c, 5r
Spell
Target foe becomes Phased Out for 2...4 seconds.

Signet of Scripting
2c, 45r
Signet
For 10 seconds, Inscriptions you create cost 1...13 less.

Reality Signet
¼c, 20r
Signet
For 5 seconds, target foe cannot be Phased Out or become Ethereal. (50% failure chance with Planar Manipulation 4 or less.)

Push Out
10e, ¾c, 20r
Spell
All other spells you have are disabled for 7...1 seconds. Target hostile creature becomes Ethereal for 1...7 seconds. If it is not an organic creature, it is destroyed instead.

Planar Predictions
10e, 10r
Stance
For 5...10 seconds you have a 25...67% chance for all projectiles to be evaded, and 1...13% to evade any attack (does not stack with above). (50% skill failure if Planar Manipulation is 9 or less)

Ethereal Grasp
5e, ¾c, 3r
Spell
Touch target spirit to deal 6...78 Chaos damage to it. Ethereal Grasp costs no energy if you are a spirit.

Ethereal Ally
10e, ¼c, 3r
Skill
Target ally becomes Ethereal for 8...13 seconds.

Extraplanar Sources
5e, ¼c, 3r
Spell
Phased Out and Ethereal allies in your danger zone gain 1...13 energy. You lose 6...2 energy for each ally gaining energy.

Taska's Guile
10e, 1c, 5r
Skill
For 8...13 seconds, target ally appears Ethereal to foes.

Taska's Illusion
10e, 1c, 5r
Skill
For 8...13 seconds, target foe appears Ethereal to that foe's allies.

Taska's Shielding
10e, 1c, 10r
Skill
For 8...13 seconds, you cannot be the target of foe-caused Phasing and Ethereal effects, nor can you be the target of spells cast by an Ethereal foe.


Vital Magics (20) (1 Elite)


Spiritual Restoration {E}
10e, 2c, 25r
Symbol
Allied spirits in the area of this symbol are healed for 5…45 health each second. The symbol lasts 5…12 seconds. This is an elite skill.

Channeled Restoration
10e, 3c, 30r
Skill
You gain 20…80 health. Nearby allies are healed for 5…25. Gain 3...10 energy if you are within the area of an allied spirit.

Life from the Loam
10e, 5c, 10r
Spell
Resurrect target ally with 15% health and 5…50% energy. Foes near resurrected ally are knocked down for 1…2 seconds, and for each foe knocked down, the resurrected ally gains 5…40 health.

Vitality
10e, 2c, 7r
Symbol
After 3 seconds, allies near this area gain 5...60 health and Vitality ends. Spirits are healed for double the amount.

Restore Spirit
15e, 6c, 10r
Symbol
For 7 seconds, whenever a nonethereal ally dies in the vicinity of the symbol, instead that ally is healed to a quarter of his maximum health instead, and becomes Ethereal. (50% failure chance with Vital Magics 4 or lower.)

Curing Touch
5e, ¼c, 5r
Skill
Touch target ally to remove two conditions from that ally. If you are not a spirit, this skill causes Exhaustion.

Restoring Touch
10e, ¼c, 20r
Skill
Touch target ally to remove 10 exhaustion from that ally. If you are not a Spirit, this skill causes Exhaustion.

Unreal Healing
10e, ¾c, 7r
Spell
Target ally becomes Ethereal for 5 seconds. He gains 10 health regeneration during that period of Ethereal time.

Supposed Death
15e, ¼c, 20r
Spell
Target ally dies. This death gives no Death Penalty. After 10 seconds, the ally is resurrected with the same amount of health that the ally had before and the same amount of energy that the ally had before. (Failure with Vital Magics 4 or less.)

Restorer's Magemark
10e, 1c, 30r
Symbol
For 15 seconds, whenever you are within the vicinity of this symbol, your Vitality Magics skills cannot be interrupted.

Signet of Vitality
1c, 30r
Signet
Target ally is healed for 3...39 for each Enchantment on that ally. If that ally is not a Spirit, that ally loses all Enchantments.

Spiritual Regeneration
1c, 7r
Skill
For 10 seconds, if you are a spirit, you gain +3...6 Health regeneration and +0...2 Energy regeneration.

Lessened Death
15e, ¼c, 10r
Spell
For 1...6 seconds, if target ally dies, that death gives only 10% Death Penalty. If that ally dies as a Spirit, the death gives only 5% Death Penality.

Rend Living
10e, 1c, 10r
Spell
Target foe takes 10...55 damage. Undead, Spirits, and Avatars are immune to this spell.

Arcane Medicines
5e, 3c, 15r
Skill
For 15 seconds, target touched ally gains 105...170% benefit to healing. This skill causes Exhaustion. If you are a Spirit, this skill does not cause Exhaustion.

Signet of Life
1c, 30r
For 13...26 seconds, allies resurrected in the area are resurrected with 10...40% more health and 5...25% more energy.

Restore to Potential
5e, ¼c, 15r
Spell
Target ally and all adjacent allies are healed for 50...200. You lose all energy and suffer -4 energy degeneration for 5 seconds.

Lifeshield
5e, 1c, 10r
Enchantment Spell
For the next 8 seconds, whenever target ally takes physical damage, that ally becomes Ethereal for 1...13 seconds, and Lifeshield ends.

Purity
5e, 1c, 5r
Enchantment spell
For 5 seconds target ally is immune to attacks from Enchanted and Ethereal foes.

Hallow
5e, ¼c, 12r
Spell
If target foe was casting a spell, that spell is interrupted, and you gain 10...70 health.


No Attribute (8) (2 Elites)


Signet of Scripting
2c, 45r
Signet
For 10 seconds, Inscriptions you create cost 10 less.

Signet of Inscriptions
2c, 45r
Signet
Gain 3 energy for each Inscription within range.

Ether Geyser
5e, 20r
Skill
For 12 seconds, you gain +4 Energy regeneration but you take 100% more damage than usual.

Rise and Fall {E}
Spell
10e, 2r
If this targets a dead ally, resurrect that ally at 60% health and 30% energy, and this has 5 cast time.
If this targets a living ally, that ally is healed for 50 health, and nearby foes are knocked down, and this has 1 cast time.
If this targets a foe, that foes and all foes in the area are knocked down, and this has ¼ cast time.
This is an elite spell. (50% failure chance if total Hierophant levels are 12 or less)
This is an elite skill.

Fire and Ice
Spell
10e, 1c, 5r
If this targets an ally, that ally is treated as Ethereal for Fire and Cold damage.
If this targets a corpse, exploit it and create an Elemental that deals Fire damage, and foes attacking it are slowed 50% for 5 seconds.
If this targets a foe, that foe is struck for 5...51 Fire damage and moves 50% slower for 2...5 seconds.
(50% failure chance if total Hierophant levels are 12 or less)

Illusion and Reality
Spell
10e, ¼c, 2r
If this targets an ally, that ally cannot be target of Phasing by foes.
If this targets a foe, that foe becomes Ethereal for 10 seconds.
(50% failure chance if total Hierophant levels are 12 or less)

Hide and Seek
Spell
10e, ¼c, 10r
If this targets an ally, that ally becomes Ethereal for 10 seconds, and foes near that ally move 25% faster for 5 seconds.
If this targets a foe, that foe is Phased Out for 3 seconds.
(50% failure chance if total Hierophant levels are 12 or less)

Supply and Demand {E}
Spell
16e...4e, 1c, 2r
If this targets an ally, that ally gains 6 Energy regeneration for 1...7 seconds.
If this targets a foe, that foe gains 6 Energy degeneration for 1..7 seconds.
This is an elite skill.

The changes are from total Hierophant attribute ranks.


Sample Skills from other Professions that interact with Inscriptions and Phasing:

Elementalist skills linked with Ethermages (25 skills total like a normal chapter):

Air Magic

Whirling Winds
10e, 1c, 12r
Enchantment Spell
For 3…27 seconds, attacks targeting target ally have a 50% chance to miss.

Heaven’s Haste {E}
10e, 1c, 5r
Enchantment Spell
For 5…17 seconds, target ally and all allies in the area move 33% faster.

Falling Sky {E}
25e, 1c, 5r
Spell
Target foe and all foes within danger zone are struck for 10…110 cold damage. Ethereal foes are not immune to this damage.

Airblast
10e, 1c, 5r
Spell
If target foe is suffering from Weakness, that foe is knocked down. Otherwise, that foe is Weakened for 5…17 seconds.

Rolling Thunder
25e, ¼c, 25r
Spell
Foes between you and target foe are knocked down and take 10…82 damage. This spell has 25% armor penetration. This spell causes Exhaustion.

Thunderstorm
15e, 2c, 15r
Spell
Create a thunderstorm at target foe’s location. For 2…26 seconds, foes in the thunderstorm are unaffected by Shouts or Chants.

Earth Magic

Rain of Rock
25e, 2c, 12r
Spell
Create a Rain of Rock at target foe’s location. For 9 seconds, foes adjacent to this location are knocked down every 3 seconds.

Descending Stalactites
25e, ¼c, 12r
Spell
Target foe and all foes in the area are hit for 27…85 Earth damage. Foes that are knocked down suffer from Deep Wound for 5…17 seconds.

Landslide
15e, 1r, 3r
Spell
Target foe and all adjacent foes are struck for 10…65 Earth damage. Moving foes are knocked down.

Obsidian Mirror
10e, ¼c, 12r
Enchantment Spell
For 3…15 seconds, the next hostile spell cast against target ally fails, and this Enchantment ends.

Breakstone {E}
10e, 2r, 4r
Enchantment Spell
For 10 seconds, this Enchantment does nothing. When this Enchantment ends, foes near target ally are dealt 7…91 earth damage and are knocked down.

Petrify {E}
10e, 1c, 5r
Spell
For 2…8 seconds, target foe cannot move or attack.

Energy Storage

Master of Glyphs
10e, 1c, 5e
Enchantment Spell
For 10…30 seconds, Glyphs you cast recharge 10…75% faster.

Fire Magic

Light of Flames
10e, 1c, 3r
Spell
Target foe is set on fire for 1…6 seconds.

Cage of Fire
25e, ¼c, 10r
Hex Spell
For 20 seconds, whenever target foe is struck for Fire damage, that foe takes an additional 2…26 damage for each Hex on that foe.

Char {E}
10e, 1c, 15r
Spell
Target foe is struck for 7…91 fire damage. If that foe is suffering from a condition, inflict a deep wound on that foe lasting 5…17 seconds.

Searing Aura
10e, 1c, 45r
Enchantment Spell
For 60 seconds, foes adjacent to you are set on fire for 1…3 seconds.

Fire Wall
15e, 3c, 30r
Spell
After 5 seconds, this spell creates a fire wall from the casting point to your current location. The fire wall lasts 1…13 seconds. Foes caught in the fire wall take 5…31 damage per second and are set on fire.

Incinerate
10e, ¼c, 3r
Hex Spell
Target foe is struck for 5…51 damage and set on fire for 1…6 seconds. If the foe dies while the foe is on fire, the corpse of the foe cannot be exploited.

Water Magic

Swirling Pool {E}
15e, 2c, 25r
Spell
Create a Swirling Pool at target foe’s location. For 3…15 seconds, foes in the swirling pool are easily interrupted and are knocked down whenever they are interrupted.

Icy Ground {E}
5e, 1c, 15r
Spell
Create Icy Ground at your current location. For 10…46oes that stop for a second in the area are slowed for 70%.

Icy Aura
10e, 1c, 45r
Enchantment Spell
For 60 seconds, foes adjacent to you are slowed for 66% for 2…5 seconds.

Ice Torrent {E}
15e, ¼c, 12r
Spell
Target foe is hit for 2…9 ice shards. Each ice shard deals 20 damage.

Cold’s Grasp
10e, 1c, 20r
Hex Spell
For 1…13 seconds, Symbols in the area are disabled.

Glacial Spikes
10e, 1c, 30r
Hex Spell
For 9…21 seconds, target foe is struck for 10…34 damage for each second that foe moves.


Mesmer skills linked with Ethermages (25 skills total, like an extra chapter):

Domination

Spirit Surge {E}
5e, 2c, 12r
Spell
Target Spirit and all nearby Spirits are struck for 10…130 damage.

Manipulation {E}
10e, 2c, 20r
Spell
For 1...10 seconds, you gain control of all nearby Inscriptions. They return to their original owner after this duration. This is an elite skill.

Delusions of Reality
10e, 1c, 15r
Hex Spell
For 7 seconds, target foe cannot target ethereal foes.

Silenced Planes
15e, ¼c, 12r
Hex Spell
For 1...13 seconds, target Ethereal foe and all Ethereal foes in the area cannot be affected by Shouts or Chants.

Regress
10e, ¼c, 5r
Spell
If that foe is Hexed, that foe is interrupted. (50% failure chance with Domination Magic 4 or lower)

Overrule
10e, ¼c, 25r
Spell
All Shouts, Chants and Echos on target foe and 1…5 other foes in the area end.

Planar Control {E}
15e, 1c, 15r
Spell
For 3…13 seconds, creatures cannot Phase In, Phase Out, become Ethereal, or cease becoming Ethereal.

Mind Games
10e, 1c, 12r
For 4…16 seconds, target foe loses 1 energy per second. This hex ends if your energy is below 20.

Fast Casting

Signet of Quickening
¼c, 15r
Signet
The next 1…3 spells you cast recharge 50% faster.

Mantra of Disruption
5e, 12r
Stance
Whenever you interrupt a foe, you steal 2…26 energy from that foe, and this stance ends.

Illusion

Illusionary Presence {E}
5e, 20r
Stance
For 3…15 seconds, your casting range is quadrupled.

Paradoxical Presence
10e, 1c, 15r
For 1…13 seconds, target foe becomes ethereal and loses immunity to Physical damage.

Master of Conjurations
10e, 2c, 30r
Enchantment Spell
For 20 seconds, your Illusion attribute is enhanced by 1…2.

Unreal Light
10e, 1c, 25r
Hex Spell
For 10 seconds, target foe gets +10 Health regeneration. When this hex ends, that foe takes 15…25 damage for each second this hex was in effect.

Unreal Ideas
10e, 1c, 25r
Hex Spell
For 10 seconds, target foe gets +4 Energy regeneration. When this hex ends, that foe loses 1…2 energy for each second this hex was in effect.

Unreal Enthusiasm {E}
15e, 1c, 15r
Hex Spell
For 10 seconds, target foe gets +10 Health regeneration and +6 Energy regeneration. When this hex ends, that foe takes 15…25 damage and loses 1…3 energy for each second this hex was in effect.

Inspiration

Mantra of Urgency {E}
5e, 15r
Stance
For 5…48 seconds, interrupted skills you cast recharge instantly.

Rune Drain {E}
5e, ¼c, 10r
Spell
Destroy all Symbols in the area. You gain 1…6 energy for each Symbol destroyed.

Ether Fragments
5e, ¾c, 12r
Spell
Create 1…3 Ether Fragments that last 6 seconds. After 6 seconds, the Ether Fragments disintegrate, providing 2..5 energy for each nearby ally per Fragment.

Ether Wave {E}
25e, ¼c, 10r
Enchantment Spell
All allies in the area gain +6 Energy regeneration for 3…13 seconds.

Inspired Spell
5e, ¼c
Spell
Interrupt target foe. If that foe was casting a spell, you gain 3…13 energy and you gain that spell for 20 seconds.

Channel Energies {E}
5e, ¼c, 15r
Spell
For each Symbol within danger zone, steal 15…63 health and 2…4 energy from target foe.

No Attribute

Vex {E}
5e, ¼c, 5r
Spell
If target foe is casting a spell, that foe is interrupted.

Thoughtshatter {E}
10e, ¾c, 7r
Spell
Target foe loses 8…18 energy. If that foe was casting a spell, interrupt that spell and that foe takes 40…90 damage.

Meddle
10e, 1c, 10r
Hex Spell
Target foe cannot cast spells. This hex ends if that foe’s energy is below 75%.


Monk skills linked with Ethermages, with some other skills tossed in (25 skills total, I can't make them all about phasing, right?)

Wow, do some more of these and I have a Chapter that lacks a storyline.:

Divine Favor

Signet of Sorrow {E}
¼c, 20r
Signet
Gain 1…18 Energy if target ally is under 75% health.

Quickscribe {E}
10e, 20r
Stance
For 1…10 seconds, Signets recharge immediately.

Divine Light
5e, ¼c, 12r
Spell
Target ally is healed for 2…26 for each Enchantment on that ally.

Symbol of Devotion
5e, ¼c, 4r
Spell
Target ally is healed for 10…78 health. If you are under the effects of an Enchantment, that ally gains 1…6 Energy.

Healing Prayers

Cede Health
5e, ¼c, 4r
Spell
You lose 25% of your current health. Target other ally is healed for 20…164 health.

Spiritual Healing
5e, ¼c, 4r
Spell
Lose all Enchantments. Target ally is healed for 20…106 health. If you are a Spirit, you don’t lose Enchantments.

Spiritual Restoration
25e, ¾c, 5r
Spells
Spirit allies gain 10…130 health. Non-spirit allies lose 1…3 hexes.

Healing Winds {E}
5e, 1c, 7r
Enchantment Spell
For 10 seconds, target ally and all allies within earshot range gain +3…10 health regeneration.

Undefiled Light
5e, ¾c, 3r
Spell
Target ally is healed for 15…151 health. This healing is halved if that ally is Hexed.

Spectral Healing
10e, 1c, 7r
Spell
Heal target ally for 5…60 health. If that ally is a Spirit, that ally loses 1…3 hexes.

Empathic Mending
10e, 1c, 5r
If target ally is under 75% health, remove 1…3 conditions from that ally and heal that ally for 20…80 health. Otherwise, remove 1 condition from that ally.

Protection Prayers

Mirror Damage
5e, ¼c, 10r
Enchantment Spell
For 8 seconds, damage received by target ally is reduced by 3…37, and the foe who caused the damage takes 5 damage for each rank of Smiting Prayers you possess.

Dwayna’s Touch
5e, ¼c, 5r
Spell
Target touched ally gains 5…65% of that ally’s total health.

Protective Signet {E}
¼c, 7r
Signet
For 2…6 seconds, target ally receives 50% less damage than normal.

Holy Light {E}
15e, 1c, 20r
Spell
For 15 seconds, the next 75…315 damage that would be taken by allies in the area is negated, and allies receiving damage are healed for the same amount.

Undefiled Aura
10e, 1c, 12r
Enchantment Spell
Target ally gains +10…46 armor and +3…7 health regeneration. This enchantment ends when that ally becomes Hexed.

Spirit Shield
5e, ¼c, 4r
Enchantment Spell
For 1…3 seconds, target ally is immune to Physical and Elemental damage.

Smiting Prayers

Righteous Fury
10e, ¾c, 15r
Enchantment Spell
For 5…20 seconds, Spells target ally casts deal 1…61 damage to nearby foes.

Righteous Rage
10e, ¾c, 15r
Enchantment Spell
For 5…20 seconds, attacks target ally makes deal 1…37 damage to nearby foes.

Column of Light {E}
15e, ¼c, 20r
Spell
Target foe and all nearby foes are struck for 10…106 damage. This damage is doubled if the foe is Enchanted.

Disc of Purity
25e, 1c, 10r
Spell
Target foe and all foes in the area lose all Enchantments. For each Enchantment lost, that foe gains 36…0 health.

Vengeful Strike {E}
10e, ¾c, 4r
Attack
Target foe is struck for 30…110 damage. If that foe was attacking, that foe takes an additional 10…90 damage and is knocked down.

Balthazar’s Fist {E}
5e, ¼c, 7r
Spell
Nearby foes are knocked down. (50% failure chance with Smiting Prayers 4 or lower)

No Attribute

Channel Hexes {E}
5e, ¾c, 7r
Enchantment Spell
For 20 seconds, for each Hex on target ally, that ally gains 5 health regeneration.

Signet of Blessings
1c, 12r
Signet
Target ally loses a hex and a condition.


Necromancer skills (25):
Blood Magic

Bloodtide
25e, ¼c, 5r
Spell
Sacrifice 33% health. Foes in the area lose 10...210 health.

Vampiric Mark
10e, ¾c, 10r
Hex Spell
Whenever target foe attacks, the attacked steals 5...27 health from the that foe.

Vampiric Bond
10e, ¾c, 10r
Enchantment Spell
Whenever target ally attacks a foe, steal 5...27 health from that foe.

Price of Power {E}
10e, 1c, 7r
Hex Spell
For 5...17 seconds, whenever target foe casts a spell, that foe sacrifices 10...33% health.

Bloodless Body {E}
15e, 2c, 15r
Enchantment Spell
For 4...11 seconds, party members are not affected by Bleeding, Poison and Disease only cause -2 Health degeneration, and Deep Wound only has half the effect (10% instead of 20%).

Bloodborne Haste {E}
10e, 30r
Stance
Sacrifice 25% health. For 5...20 seconds, you cast spells 33% quicker, and spells recharge 33% quicker.

Bloodstains
5e, 2c, 1r
Spell
Target foe loses 5...41 health and an additional 5...41 health for each equipped Attack skill.

Cure of Leeches
10e, 1c, 12r
Spell
Target foe loses all conditions and loses 20...80 health for each condition removed.

Curses

Defile Planes {E}
10e, 1c, 20r
Skill
Sacrifice 33% health. Foes in the area who are Phased Out lose 10...120 health. This is an elite skill.

Word of Corruption {E}
5e, 1c, 8r
Spell
Target foe loses 3...7 energy for each hex on you. (Maximum: 25)

Word of Unrest {E}
5e, 1c, 10r
Spell
Target foe loses 3...7 energy for each hex on that foe.

Mark of Corruption
15e, 2c, 45r
Hex Spell
Target foe and all adjacent foes suffer from -2 energy degeneration for 2...6 seconds.

Soul Jail
5e, 1c, 15r
Hex Spell
For 1...13 seconds, the next time target foe casts a spell, that spell fails.

Terror's Grasp
10e, 2c, 20r
Hex Spell
For 2...26 seconds, target foe attacks 100% slower.

Sea of Corruption
10e, 3c, 30r
Spell
Steal 2...6 energy from each foe in the area.

Ghastly Thoughts
5e, ¼c, 10r
Spell
If target foe is in the area of a corpse, that foe is interrupted.

Death Magic

Affliction
5e, 2c, 10r
Spell
Adjacent foes become Diseased for 5...17 seconds.

Death's Whisper {E}
5e, 1c, 15r
Spell
Gain 3...9 energy for each corpse in the area.

Animate Skeletal Minion
5e, 1c, 2r
Spell
Exploit nearest corpse to create a level 0...12 Skeletal Minion.

Wail of the Dead
10e, ¼c, 12r
Spell
Target foe loses 1...4 energy for each corpse in the area.

Deathly Touch
5e, ¾c, 3r
Skill
Target touched undead servant gains 50...250 health.

Carnomancer's Ritual {E}
5e, 1c, 10r
Spell
Destroy target allied undead servant. If an undead servant is destroyed, gain 10...26 energy.

Carnomancer's Preservation
5e, ¼c, 10r
Spell
For 5...17 seconds, the corpse nearest to you cannot be exploited or resurrected.

Soul Reaping

Creed of the Damned {E}
15e, 1c, 10r
Hex Spell
Target foe and nearby foes lose 30...80 health. For 1...10 seconds, if a foe hexed with Creed of the Damned dies, you gain 5 energy.

Planar Arrows {E} (Expertise)
15e, 3c, 20r
Preparation
For 12 seconds, your arrows deal Chaos damage instead and deal double damage to Spirits. This is an elite skill.

Warrior skills linked with Ethermages:

Destructive Blow (Strength)
5e, 10r
Attack
If this attack hits, you strike for +1...25 damage. If this attack misses, destroy all nearby inscriptions.

Planar Attack (No Attribute)
5e, 2r
Melee Attack
This attack can be attempted against Ethereal creatures.

Assassin skills linked with Ethermages:

Reality Strike (Dagger Mastery)
10e, 8r
Lead Attack
If this attack hits, it strikes for +1...13 damage. This attack may be used against Ethereal foes. When this attack hits an Ethereal foe, that foe stops being Ethereal.

Illusionary Daggers (Shadow Arts)
10e, 25r
Enchantment Spell
For 8...20 seconds, you may attack Physical foes when Ethereal.

Ritualist skills linked with Ethermages:

Observant Was Tekera {E} (Communing)
15e, 3c, 45r
Spell
Hold Tekera's ashes for 15...51 seconds. While you hold her ashes, you may target Phased Out creatures. This is an elite skill.

Paragon skills linked with Ethermages:

"We Stay Real!" (Motivation)
10e, 12r
Shout
For 1...4 seconds, allies within earshot cannot be the target of foe-caused Ethereal or Phasing effects.

Dervish skills linked with Ethermages:

Can't think of any.
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Old Sep 28, 2006, 03:17 PM // 15:17   #2
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Please don't let the length of this scare you =.=

Added modifiers on weapons:

Prefixes:
Planar - Increases Ethereal and Phased Out condition you inflict by 20%.

Suffixes:
of Reality - Decreases foe-caused Ethereal and Phased Out conditions by 20%.
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Old Sep 28, 2006, 05:10 PM // 17:10   #3
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Wow, thats really cool. Playing a character like this would make the game maybe 1000000x more fun. I mostly play mesmer, just because i like the skills and everyone says its a challenge. If this profession came out i would imediatly switch to it. Great job. Also, I can't believe you put this much time into thinking of it. If you sign a concept class then...

/signed
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Old Sep 28, 2006, 06:10 PM // 18:10   #4
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Im not scared of the length

Im scared of its completeness, because im gonna rip apart your primary and you did so much work.

Ok. Built in evasion and spell failure. Thats just....overpowered.

And for an ethermage wheres your energy management? Its on skills all over the place!

I think Divination needs to be changed heavily.

"For every 4 points on Divination, gain 1 energy for every failed attack or spell. For every 2 points in Divination, you gain +15 health while in Ethereal Form."

Making a lvl 16 divination give you 4 points per failed spell/attack.

Then you should add skills that make spells or attacks fail.

Now my reasoning why

The ethereal form makes physical attacks fail.

Your primary attribute is now linked to your ethereal form and can be fed by physical attackers.

At this moment, the ethereal form can be used by ANY primary, since its not linked to the profession.

In fact an Elementalist with Glyph of Concentration will be much better than an Ethermage primary because you didnt link your primary to your character class's gimmick.

The way i set up divination, an Ethereal elementalist will not be able to feed its energy as much as a primary Ethermage. The primary class should ALWAYS be better than a secondary in what its gimmick is.

Like Necros. A secondary necro cant ever be as good as a primary necro in raising minions, with exception of the ritualist, but thats only specifically for minion bombing (not requiring strong minions).

Look at Rangers. Ranger skills are very expensive. An elementalist COULD use the skills, but it wont have the runes to make its attack as powerful as a ranger.

Mesmer. without fast casting, you cannot be as a good as a primary mesmer in interrupts.

So yes...link your gimmick to your primary attribute ^^

-------------

I like how you came up with counter-attacks. ^_^

Last edited by lyra_song; Sep 28, 2006 at 06:16 PM // 18:16..
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Old Sep 28, 2006, 07:08 PM // 19:08   #5
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/signed

lol, at first I thought it was gonna be a mesmer type profession, ether mage, you know what I mean.
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Old Sep 28, 2006, 10:03 PM // 22:03   #6
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/signed

Love the idea. I like the name Hierophant better than Ethermage though...
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Old Sep 28, 2006, 11:58 PM // 23:58   #7
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Quote:
Originally Posted by lyra_song
Im not scared of the length

Im scared of its completeness, because im gonna rip apart your primary and you did so much work.

Ok. Built in evasion and spell failure. Thats just....overpowered.

And for an ethermage wheres your energy management? Its on skills all over the place!

I think Divination needs to be changed heavily.

"For every 4 points on Divination, gain 1 energy for every failed attack or spell. For every 2 points in Divination, you gain +15 health while in Ethereal Form."

Making a lvl 16 divination give you 4 points per failed spell/attack.

Then you should add skills that make spells or attacks fail.

Now my reasoning why

The ethereal form makes physical attacks fail.

Your primary attribute is now linked to your ethereal form and can be fed by physical attackers.

At this moment, the ethereal form can be used by ANY primary, since its not linked to the profession.

In fact an Elementalist with Glyph of Concentration will be much better than an Ethermage primary because you didnt link your primary to your character class's gimmick.

The way i set up divination, an Ethereal elementalist will not be able to feed its energy as much as a primary Ethermage. The primary class should ALWAYS be better than a secondary in what its gimmick is.

Like Necros. A secondary necro cant ever be as good as a primary necro in raising minions, with exception of the ritualist, but thats only specifically for minion bombing (not requiring strong minions).

Look at Rangers. Ranger skills are very expensive. An elementalist COULD use the skills, but it wont have the runes to make its attack as powerful as a ranger.

Mesmer. without fast casting, you cannot be as a good as a primary mesmer in interrupts.

So yes...link your gimmick to your primary attribute ^^

-------------

I like how you came up with counter-attacks. ^_^
Actually, I was thinking about that problem earlier. I contemplated reducing all the Phase Out (I think you left this out) durations and Ethereal durations, and make the primary lengthen them.

But your idea sounds pretty good too, but quite useless in PvP since they wouldn't attack you if you were in Ethereal form. Hell, Necromancers don't have a good PvP primary, so...

I used the % spell/attack failure because that was the original PA for the concept class.

I don't mind people ripping stuff apart.
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Old Sep 29, 2006, 12:11 AM // 00:11   #8
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Quote:
Originally Posted by LightningHell
Actually, I was thinking about that problem earlier. I contemplated reducing all the Phase Out (I think you left this out) durations and Ethereal durations, and make the primary lengthen them.

But your idea sounds pretty good too, but quite useless in PvP since they wouldn't attack you if you were in Ethereal form. Hell, Necromancers don't have a good PvP primary, so...

I used the % spell/attack failure because that was the original PA for the concept class.

I don't mind people ripping stuff apart.
Well necros had their primary nerfed thanks to the rit spirit spam thing.

Good point on pvp.

Perhaps it could be "For every spell/attack that you cause to fail." since your skills affect allies too.
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Old Sep 29, 2006, 02:44 AM // 02:44   #9
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In my opinion, the PA shouldn't be really related to energy management (if I don't change the skill positioning by attribute) since I already have skills related to energy all over the place. Basically I have each attribute have energy management skills that relate to the general concept of the line.

But, since I'm thinking about dumping a lot of the EManagement skills to the PA (and rename it), I might just as well stick some EManagement (or something related to energy) on the PA.

"For every spell or attack that you cause to fail" still is very undesirable for PvP. Since this class, as I glance over it, has a lot of Inscriptions/Runes, should I do something related to Energy with Inscriptions/Runes? (Hard to think about Inscriptions - Planar is a lot easier...)

LINK TO OLD THREAD:
http://www.guildwarsguru.com/forum/s...d.php?t=133623

Last edited by LightningHell; Sep 29, 2006 at 02:49 AM // 02:49..
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Old Sep 29, 2006, 06:01 AM // 06:01   #10
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Here is some of my thinking....

I still feel the biggest attraction of this class is the Phase out.

I would make the phase out skill short lasting, usually 1...3 seconds, with about 10 energy and 15s recharge time. Player would need a more skillful use to well time the phase out in anticpation of oncoming spike. Quick and somewhat spamable.

For Ethreal form, since there are lots danager associate with that, could be longer, more like a stance, lasting about 8...16 seconds with 45 second recharge and 5-10energy cost. One thing I would also make is have it where in Ethreal form, you suffert -1 to -3 (depend on the skill) energy degen. And like enchantment, allow you to turn on/off while you are in that form anytime, as well as add that you can not be heal by healing spell at this time.

The PA might change to a thing call Ethrealore (or some other fancy name), where for every rank, you would gain 1 HP and Energy regen while phase out or in Ethreal form, up to max of 5 arrows. This allow you to neglate the negaive energy degen (which could be very dangerous for a low-energy none-primary class), and allowing you to recover better while in those form. Also to offset the low armor of this class. The phase/ethreal become more than just escape from danger, but also way to recover.

Skills in the primary would better aid the use of the phasing out and ethreal form, such as allow you to heal while in those state, stay longer, move faster, etc.

Other skills idea would have it where you phase out like you hand and into your enemy's body to squeeze their heart, things like that. Which means add more armor-neglating touch skills in there, making them the new Toucher. (also touch energy stealing/burning/blocking)

I still have a personal bias against Runes, as I think they would fit better on another class than with the overall theme of a planar walker.. but that is just me...
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Old Sep 29, 2006, 07:10 AM // 07:10   #11
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Quote:
Originally Posted by actionjack
I still feel the biggest attraction of this class is the Phase out.
How very true.

Okay, I'm going to revamp the attributes somewhat.

Attribute: Main (Side)

Arcane: Inscriptions (Planeswalking)
Planar: Planeswalking
Vital: Healing (Planeswalking)

Which means full revamp on primary, major revamp on Arcane, minor revamp on Vital. Good thing I have West Side Story and as such can stay after school till 6~ish before performance.
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Old Sep 29, 2006, 07:51 AM // 07:51   #12
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Turned out to be a not-so-big revamp after all. But still...I'd appreciate comments.
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Old Sep 29, 2006, 07:42 PM // 19:42   #13
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How do skills in 'No attribute' Has eg 1...30? :S Otherwise, great, i read half of it, id like to see this
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Old Sep 30, 2006, 05:08 AM // 05:08   #14
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It counts skills in all Hierophant attributes then divides that total by 4.
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Old Oct 01, 2006, 02:21 PM // 14:21   #15
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Updated: Added a tiny bit of lore.

Post in here darnit, even if you just have a feeling that you like/don't like it. 'Course, I'd be grateful if people pointed out flaws in the design.
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Old Oct 04, 2006, 07:35 AM // 07:35   #16
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Primary attribute decision:

I've decided upon making it EManagement, but it can come in a variety of forms.

The current one: Make Ethereal creatures have -4 Regeneration, and add regen when Ethereal/Phased Out.

Other 1: Gain energy for every time someone planestravels (within aggro bubble0.

Other 2: Evasion chance, and energy gain with evasion

Other 3: Make the length of Phased Out and Etherealness longer.
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Old Oct 07, 2006, 03:52 AM // 03:52   #17
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Changed Inscriptions to Symbols, so I could use Inscriptions for new concept class.
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Old Oct 07, 2006, 11:38 PM // 23:38   #18
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Its good but I'm not liking the remove from reality idea, whats the benefit really?

you don't regen, and u can't attack, maybe u should change it a bit because the only benefit I see is that u can't be attacked but without the ability to regen ur pretty much a sitting duck just prolonging your death. because most people would use it at low health and since u cannot move, u only get to wait until u come back and are killed.

either make it so that u can move, (maybe attack) or regen a bit (not alot or it would be nerged instantly lol)

other than that seems good to me except Lyras suggestion that there should be better energy management which I agree with

Edit: Sorry for double post my comp must hate me, Mods do what u wish with number 2 lol
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Old Oct 07, 2006, 11:39 PM // 23:39   #19
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Its good but I'm not liking the remove from reality idea, whats the benefit really?

you don't regen, and u can't attack, maybe u should change it a bit because the only benefit I see is that u can't be attacked but without the ability to regen ur pretty much a sitting duck just prolonging your death. because most people would use it at low health and since u cannot move, u only get to wait until u come back and are killed.

either make it so that u can move, (maybe attack) or regen a bit (not alot or it would be nerged instantly lol)

other than that seems good to me except Lyras suggestion that there should be better energy management which I agree with
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Old Oct 14, 2006, 04:13 AM // 04:13   #20
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Oh Even if it was underpowered id play this just for the Phasing! I mean I love to screw around with assassin Warps so this would be awesome. Imagine the Annoyance factor some of these skills would pose. A Ethermage/Assassin. Poof in Boom Effect, Phase and Run. Then when you un-phase, Poof Again.

I seriously Hope that Arenanet takes a good hard look at this. It Looks really really Fun.
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