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Old Feb 18, 2007, 04:54 AM // 04:54   #1
Wilds Pathfinder
 
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Default Concept Class - Shaman

About:
The Shaman is a Baton weilding class known to use the powers of the sun, moon, and stars to corrupt its foes. It first weakens its foes with its staff then destroys them with its magic.

Story:
Deep in the Maguuma jungle use to be an ancient civilization. Now this civilization has scattered but in these times there were the people known as human forms of the gods, that were sent to Tyria to central the actual gods and goddesses powers. These people were known as Shamans. The gods soon gave these human powers to channel their magic into different forms, but when the jungle became to populated and Saul D'Alessio took forth the White Mantle the civilzation scattered and the Shamans scattered through the land of Tyria and taught others their ways.

Attributes:

Cycling Magic - For every 3 points into this attribute your Solar, Lunar, and Synodic hexes last 5% longer.

Solar Prayers - Many skills relating to fire and the sun become more affective with more points in this attribute.

Lunar Prayers - Many skills relating to weakening a foe and the moon become more affective with more points in this attribute.

Synodic Prayers - Many skills relating to energy and manipulating your foes and allies become more affecctive with more points in this attribute.

Baton Mastery - With more points in this attribute you deal more damage with a Baton.

Skills -

Cycling Magic

Energizing Essence [E] - Enchantment Spell; for 2-12 seconds you have 1 energy regeneration for every enchantment spell on you but also 1 health degeneration. (maximum: 6)
10e 1c 20r

Signet of Stars - Signet; the next time you cause burning it lasts 15...50% longer.
1/4c 10r

Flammable Toxin - Hex; next time target foe is hit with a physical attack they are set on fire for 1...5 seconds.
5e 4r

Solar Prayers

Super Nova [E] - Spell; target foe and all adjetant foes to that foe are knocked down and take 20...55 damage for each ally adjetant to them.
10e 1/4c 15r

White Fire - Hex; target foe takes 30...75% more damage from fire damage.
10e 2c 30r

Magnifying Fire - Hex; for the next 5...14 seconds target foe and target foes nearby allies are hexed with Magnifying Fire. Each time these hexed foes are set on firethey are also knocked down. This hex is reapplied if they suffer from a lunar hex during this duration.
10e 2c 45r

Lunar Prayers

Lunar Eclipse [E]- spell; All adjetant foes to you's skills are disabled for 1...10 seconds.
25e 20r

Power of the Moon - skill; all your skills are disabled for 3 seconds. your next Lunar Prayers hex duration is doubled.
5e 1/4c 15r

Dark Side of the Moon - hex; target foe is blinded for 1..4 seconds everytime they suffer a Lunar Magic hex. This hex lasts 5...12 seconds.
5e 3c 30r

Lunar Apparition - enchantment spell; target foe is dazed next time they attack you for 1..15 seconds. If you are not struck in 1..6 seconds the Lunar Apparition moves on to all adjetant allies.
15e 2c 30r

Synodic Prayers

Spectral Bond [E] - skill; you gain 2..5 energy for each hex in your skill bar.
5e 2c 20r

Synodic Period - spell; for 20 seconds all your spells cost 20...75% less energy but you are knocked down everytime you cast a spell.
10e 2c 30r

Cleansing Gaze - spell; target ally is healed for 10-55 health for every hex on them. For each hex on them they lose 1 condition.
5e 15r

Baton Mastery

Fury Sweep [E] - Baton Attack; target foe is knocked down for 1 second for each hex on them. This does +4...12 damage for each hex on them. (maximum: +60)
8a

Concentration Strike - Baton Attack; For each hex target foe is suffering target foe is set on fire for 1 second. This attack does +5...26 damage.
6a

Starry Jab - Baton Attack; target foe loses one enchantment if hexed and is interupted.
5e

Helicopter Swing - Baton Attack; this attack does +5...26 damage. Tagret foe is interupted if hexed. Target foe and that foes adjetant allies are all knocked down if hexed and have a condition on them.

Other:

Energy: 30 (+10 with armor)
Energy Pips: 4

Armor: 65
Insignias:

Spectral's Insignia; +20 armor while casting hexes
Solar Insignia; Fire damage and Physical Damage on you is reduced by 20%
Lunar Insignia; Water damage and Air damage on you is reduced by 20%
Oracle's Insignia; +3 armor for each hex you have equipped in your skill bar

Weapon of Choice: Baton
Weapon "Perks":
+7 energy max
Dmg. 16-19
Speed 1.4

Appearence:

Head - Animal Heads; Bird Head, Bear Head, Elk Head, ect.

Chest - Long tanned hide robes with things dangling down.

Arms - Piercings.

Legs - Long tanned hide shorts with things dangling down

Feet - Piercings with sandals at the feet.
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Old Feb 18, 2007, 05:06 AM // 05:06   #2
Desert Nomad
 
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Helicopter Swing sounds hmm kinda won't work.
Why would they name a skill Helicopter Swing if a Helicopter hasn't been made yet^^.
Put a picture too for the Appearence^^.
And increase AL to 70 if you are thinking of using a Melee Weapon.

Last edited by [M]agna_[C]arta; Feb 18, 2007 at 05:09 AM // 05:09..
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Old Feb 18, 2007, 05:19 AM // 05:19   #3
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Nice! This is really the only concept class I have responded too, I really do like it. Some skills seem a bit overpowered, such as supernova, then again it is an elite, maybe increase recharge to 20 secs? Anyway as I said love it! I'd sure play as one. Keep up the good work.
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Old Feb 18, 2007, 03:44 PM // 15:44   #4
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Thank you Zethron.

And Magna I was trying to think of a cool name for some kind of attack that had a circular motion. So I said helicopter, i'm gonna change it. And i'm keeping its armor low, because Synodic and Cycling attributes protect them and keep them energized and the Lunar and Solar Magic cooperate to really keep them weakened or damaged so I don't want to raise it.

Also, if I get a few more comments i'm gonna elaborate more on skills and maybe the backstory just cause i'm bored =P
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Old Feb 25, 2007, 09:26 PM // 21:26   #5
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