Krytan Explorer
Join Date: Jul 2006
Guild: Defiant Dragons
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Mentalist concept
I was putting this in another thread, but the idea grew a bit faster than I was expecting. I want to see a mind-mage, someone who uses magic to change the way enemies (and allies) behave, from what skills they use to who they attack.
Included are the brief descriptions of the attributes and a few sample skills for each. The idea is less than half an hour old, and I'm doing a lot of this on the fly, trying to actually take balance into account, but I'll probably make a few mistakes, so please, look at the ideas, not the exact numbers.
Primary attribute:
Misdirection: For every point of misdirection, your confuse, distract, and insight spells last an additional 1% longer.
Scatter: spell. 15e cost, 1/4s cast, 20s recharge.
All nearby creatures turn 180 degrees and run in that direction for 1 second.
Unfocused: stance, 15e cost, 20s recharge.
For 5-25 seconds, whenever you are take damage from an opponent's skill or spell, that damage is split evenly between you and all nearby allies.
Confuse: Confuse spells are ones that change the way an enemy attacks, by switching their targets, changing their attribute spread for a short time, or even making them attack their own allies. These would mostly be hexes.
Jumble: Hex spell, 10e, 2s cast, 30s recharge. One random atribute of hexed foe is reduced by 50%. The points lost are spread evenly among all of their other attribute lines for 2-15 seconds.
Animosity: Hex spell, 25e, 3s cast, 20s recharge. For 5-25 seconds, Target enemy is compelled to attack the nearest creature, friend or foe, and all skills and spells the hexed foe uses will target their new chosen target.
Distraction: Distraction spells make actions harder to complete properly. Maybe some interrupts can be put in here, but not many, and none strictly better than mesmer interrupts.
Lapse: spell, 10e, 1/4s cast, 20s recharge: if target foe is using a skill or spell, that skill's effects are delayed by 1-8 seconds. (This one might have to be elite- delaying the effects of that heal from the opposing monk in PvP might be too strong.)
Misfire: spell, 5e, 1/2s cast, 5s recharge. Interrupt target foe's action. If that action had an energy cost, that cost is refunded to the foe. If the skill did not have an energy cost, it recharges instantly.
Insight: insight spells increase an ally's effectiveness in using skills. I'm leery of "more damage", but...
Competence: enchantment spell. 5e, 1s cast, 15s recharge. For 5-10 seconds, the next 1-3 skills target ally uses has +1 attribute level. Skills with "No attribute" count toward this total.
Instill rage: enchantment spell. 10e cost, 1s cast, 10s recharge. Target ally gains +1-3 health regeneration and gains 1-3 strikes of adrenaline. When instill rage ends, that ally gains 5 points of exhaustion.
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