Concept Class: The Enchanter
The Enchanter is the exact opposite of the Mesmer, the Enchanter focuses on using Enchants, but rather than being like a Dervish who uses Enchants on themselves, the Enchanter uses Enchants on his/her allies, and is so great with Enchantments that they can focus great power onto the battlefield and unleash them at will.
Attributes:
Primary:
Enchant Mastery: For every 3 points in Enchant Mastery all Enchantments you cast cost 1 less Energy. Many skills, especially those related to affecting Enchantments, become more effective with higher Enchant Mastery.
Secondary:
Offensive Enchantments: Many skills, especially those related to dealing damage via Enchantments, become more effective with higher Offensive Enchantments.
Defensive Enchantments: Many skills, especially those related to defensive abilities, become more effective with higher Defensive Enchantments.
Supportive Enchantments: Many skills, especially those related to supporting allies with Enchantments, become more effective with higher Supportive Enchantments.
Skill Examples:
*Enchanter's Protection: [ELITE] (10e, 1 AT, 30RT) For 5...10 seconds all Enchantments you cast cost 5...3 more Energy but may not be Interrupted. (Atrib.: Enchant Mastery)
*Enchanter's Haste: (15e, 2 AT, 30RT) For 10...15 seconds all Enchantments you cast are activated 33% faster. (Atrib.: Enchant Mastery)
*Delayed Blast Fireball: (25e, 1 AT, 25 RT) Maintained Enchantment. Create a Delayed Blast Fireball at your location. When Delayed Blast Fireball ends, all foes in the area of the Delayed Blast Fireball take 45...112 Fire damage and are set on Fire for 1...3 seconds. (Atrib.: Offensive Enchantments)
*Delayed Blast Blinding Surge: (15e, 2 AT, 25RT) Maintained Enchantment. Create a Delayed Blast Blinding Surge at your location. When Delayed Blast Blinding Surge ends, all foes in the area of the Delayed Blast Blinding Surge take 25...60 Lightning damage and are Blinded for 3...10 seconds. (Atrib.: Offensive Enchantments)
*Healing Aura: (15e, 3 AT, 25 RT) Maintained Enchantment. Create a Healing Aura at your location. While this Enchantment is in effect all allies in the area of Healing Aura gain +1...4 Regeneration. When this Enchantment ends all allies in the area of Healing Aura are healed for 50...100 Health. (Atrib.: Defensive Enchantments)
*Gaze of the Enchanter: (5e, 1 AT, 10 RT) When target ally has any Enchantments placed upon him, he gains 1...3 Energy but loses 50...15 Health for 1...10 seconds. (Atrib.: Supportive Enchantments)
*Armor of the Enchanter: (5e, 2 AT, 15 RT) Target ally takes 1...10 less damage from all sources for each Enchantment on him for 5...13 seconds.
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