Nov 07, 2006, 05:37 PM // 17:37
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#1
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Academy Page
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Concept class: The Adept
THE ADEPT
The Adept is the child of the heavenly bodies. Devoting his life to the study of extraterrestrial phenomena
the Adept seeks to attain the highest levels of understanding upon the nature of life, the universe and everything.
By practising the Magics of a certain spatial object he directly channels its powers through himself granting him
various ablities that work in conjunction with his insatiable hunger for knowledge.
The Adept of the Sun worships and reveres the Sun, giver of life and also its biggest threat. The Sun Adept spends
his time gazing into the fiery depths of the ever vibrant ball of radiant death. With his gained understanding of
the energies that flow towards from the Solar nexus, the Adept can bring down the burning eyes of the heavenly sphere
to set his enemies ablaze or to exhaust their very core of being with the unrelenting rays of the Sun.
Should this not suffice, he may even beseech the Sun to send its benevolent rays to mete out fiery justice upon
any and their ilk, should they oppose him.
If the Adept instead chooses to delve into the mysteries of Tyria's companion, its Moon, he learns ways to work in the
shadows dealing covert Magics and chanting forbidden and forgotten whispers of a late doom upon his rivals.
The Moon Adept manipulates the energy of the living being through night and shade and drains a creature's essence
slowly but surely all the while staying out of touch in the Moon's ever caring bosom.
Those Adepts who look beyond the Solar system and its local objects to gain the inner thruths of the universal
travelers, the Stars, are known as Stellar Adepts. Their field of expertise involves all the particles and
waveforms that comprise the vastness that is the galactic void. Like the very stars, he plunges through the mistful
dark to traverse and tread upon its many pathways. But he must be careful, lest he be cast over the edges of All that is
and become a being of nothingness in the spiral non-existance of the Limbo.
Should he succeed, he will bind under his will the stars and dance the never resting galactic dance.
With his Stellar might he shall grow heavy on his enemies knocking them down or relocating himself out of harm's way.
The Attributes
SOLAR MAGIC
No inherent effect. Skills related to channeling the powers of the Sun and its exhaustive and fiery forces
become more effective with higher Solar Magic.
LUNAR MAGIC
No inherent effect. Skills related to studying the Moon and the night and its various degenerating and
depleting ways become more effective with higher Lunar Magic.
STELLAR MAGIC
No inherent effect. Skills related to understanding the nature of the Stars and their elusive secrets
that translocate and transcend become more effective with higher Stellar Magic.
MACE MASTERY
Your regular Mace attacks deal +1 damage for each rank in this attribute.
In addition your chance to score a critical hit with a Mace is increased with higher ranks.
DIVINATION (Primary)
Whenever you become affected by a Cycle, you gain 7 health and 3 energy for each rank in this attribute.
Cycles explained:
The world of Tyria is known for its Seasons. But there are other, less obvious, cycles that the Adepts
of the world have learned to tap into. These are known simply as the Cycles.
There are four Cycles, the Solar, the Lunar, the Stellar and then lastly the Planetary cycle of Tyria.
Even though the Adept lives of this world, of the world of Tyria, he is not interested in its teachings but
instead looks beyond. He leaves the earth to the Elementalists whom he feels deserve every dirt drop they can acquire.
Some say it is folly to discard the Planet that has given them life and land, but every Adept would be quick to
wave aside such concerns and ask the heavens for their guidance.
Because of this only the first three cycles are of any interest and effect to an Adept. The last, the Planetary,
cycle gains them no benefit.
Each cycle lasts 120 seconds, two minutes, during which time an Adept devoted to one aspect of his Magic can
gain various additional side effects to his skills and spell. The effects of each skill in a certain cycle are
described in the skill description.
The Solar cycle is the domain of the Solarists. The Lunar of the Lunarists, or, as they are sometimes called, the Lunatics.
Stellar cycles belong to the Stargazers, the Stellar Adepts.
Although every Cycle lasts 120 seconds for every creature in the instance, each Adept can attune themselves to
a personal cycle of their chosen object. This personal cycle can be maintained for 60 seconds with specific skills.
When a personal cycle ends, the Adept is brought back to the governing domain of the time being.
How to know what Cycle has dominance:
On your effect monitor there is an icon representing the dominating Cycle that changes with each Cycle.
If you enter a personal Cycle, another icon will appear to notify you of the fact.
A Cycle only has any signifigance to a Primary or a Secondary Adept.
Miscellania:
Armor 70 +20 vs Physical +15 vs Slashing
Energy 20
E. regen +4
Armor
Head 70 AL
Chest 70 AL 5 EN
Hands 70 AL
Legs 70 AL 5 EN
Feet 70 AL
The Mace
Damage: 20-31 blunt
Att.speed: 1.5
Range: melee
Some available armor modifiers:
Sunscholar +10 AL whenever in a Solar cycle
Moonscholar +10 AL whenever in a Lunar cycle
Starscholar +10 AL whenever in a Stellar cycle
Diviner +7 maximum energy
Flailer +15 AL when attacking
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The Skills
SOLAR MAGIC
Sunbeam
15 EN 2 SEC 15 SEC SPELL
A Sunbeam strikes at target foe's location dealing 34..89..119 fire damage to that foe and all adjacent foes.
If you are in a Solar cycle, affected foes are set on fire for 2..3..3 seconds.
Fiery Corona
10 EN 1 SEC 20 SEC ENCHANTMENT
You are engulfed in a fiery corona of flame.
For 12 seconds all foes striking you with an attack are set on fire for 3..6..7 seconds.
If you are in a Solar cycle, those foes are also blinded for 2..4..7 seconds.
Glowing Corona
10 EN 1 SEC 20 SEC ENCHANTMENT
You are enflamed inside a corona of flame. For 12 seconds whenever a foe casts a spell against you,
that foe takes 18..42..56 fire damage. If you are in a Solar cycle, that foe also loses 1..2..3 energy.
Sungaze
10 EN 2 SEC 25 SEC SPELL
Target foe takes 21..45..63 fire damage and loses one Enchantment. If you are in a Solar cycle,
that foe is set on fire for 2..4..5 seconds if an Enchantment was removed.
Solar bond
15 EN 1 SEC 30 SEC ENCHANTMENT
For 12 seconds, you and target other ally cannot suffer from burning and blindness, but whenever you or that ally
attack or use a skill, you both take 21..45..56 fire damage. If you are in a Solar cycle,
this damage is halved and whenever you or target ally use a skill, adjacent foes are set on fire for 1..3..3 seconds.
Sunshine
10 EN 2 SEC 20 SEC ENCHANTMENT
For 12 seconds target ally cannot miss with attacks.
If you are in a Solar cycle, that ally takes 15%..37%..50% less shadow damage.
Solar radiance
5 EN 1 SEC 30 SEC ENCHANTMENT
You become Exhausted. For 12 seconds whenever you use a skill, nearby foes take 18..42..56 fire damage.
If you are in a Solar cycle, all Exhausted foes also lose 1..4..5 energy.
Adept of the Sun
10 EN 0 SEC 2 SEC SKILL
For 10..45..60 seconds you gain the Domain of the Sun and enter a Solar cycle. You are immune to burning
and take 10%..41%..50% less damage from burning or Exhausted foes. This skill is disabled for 120 seconds.
Exhausting heat
15 EN 2 SEC 15 SEC HEX
Target foe becomes Exhausted for 30 seconds. If you are in a Solar cycle that foe takes 2..7..10 damage for
each point of Exhaustion suffered during this time.
Scorching sun
5 EN 2 SEC 20 SEC SPELL
Target foe is set on fire for 2..6..7 seconds and if that foe has any Enchantments on them, you gain 3..6..7 energy.
If you are in a Solar cycle, all foes adjacent to that foe takes 18..42..56 fire damage.
Withering heat
15 EN 2 SEC 15 SEC ELITE HEX
Target foe and all nearby foes lose 3..6..8 energy and begin to suffer -1 energy degeneration for 10 seconds.
If you are in a Solar cycle, affected foes take 50% longer to recover Exhaustion for the duration.
Lowheat
5 EN 1 SEC 7 SEC HEX
For 10..16..20 seconds target foe burns each second spent moving. If you are in a Solar cycle,
this Hex deals 24..67..88 fire damage to target foe if it ends prematurely.
Benevolent sun
15 EN 2 SEC 25 SEC ENCHANTMENT
For 15 seconds all party members are Enchanted with Benevolent sun. Whenever a party member's health drops below 50%,
all nearby foes take 18..42..56 fire damage. If you are in a Solar cycle, that ally also gains 1..3..3 energy.
Furious heat
10 EN 2 SEC 10 SEC ENCHANTMENT
For 10 seconds target ally gains 10%..37%..50% more adrenaline when using attack skills. If you are in a Solar cycle,
that ally gains 10%..37%..50% more adrenaline from all attacks instead.
Stifling heat
10 EN 2 SEC 10 SEC HEX
For 10 seconds target foe gains 15%..40%..50% less adrenaline.
If you are in a Solar cycle and if that foe has Hexes on them they lose all adrenaline when using attack skills.
Exhausting Corona
10 EN 1 SEC 30 SEC ENCHANTMENT
For 12 seconds all spells and attacks made against you by foes cause those foes to suffer from Exhaustion and
move 7%..21%..30% slower for 3..6..8 seconds. If you are in a Solar cycle, affected foes move 50% slower.
Mark of the Sun
10 EN 2 SEC 30 SEC HEX
Target foe is hexed with Mark of the Sun for 8 seconds.
Whenever that foe takes more than 130..100..80 damage from a single attack or spell that foe loses all adrenaline
and 7 energy. If you are in a Solar cycle, this hex is renewed for 3 seconds every time the condition is met.
Sunburns
10 EN 1 SEC 8 SEC HEX
For 3 seconds target foe takes 3..11..14 fire damage each second. If that foe was attacking,
that foe also takes 18..42..56 fire damage. If you are in a Solar cycle, that foe attacks 50% slower for 4..6..8 seconds.
Glare
5 EN 1 SEC 5 SEC SPELL
Target foe is blinded for 1..5..8 seconds. If you are in a Solar cycle, you gain 1..5..8 energy.
Solar eclipse
15 EN 2 SEC 20 SEC HEX
All foes in the location have a 11%..27%..35% increased chance to miss with attacks for 12 seconds.
If you are in a Solar cycle, whenever any affected foe attacks, that foe is blinded for 3..6..9 seconds.
Sunmind
5 EN 1 SEC 15 SEC ELITE ENCHANTMENT
For 12 seconds your non-Elite skills cannot be disabled and you gain +1..2..3 energy regeneration.
If you are in a Solar cycle, you also gain +1..3..3 health regeneration.
Wintersun
10 EN 1/4 SEC 10 SEC SPELL
If target foe has a Hex on them, that foe is blinded for 4..8..12 seconds. If you are in a Solar cycle, you lose one Hex.
Blaze eyes
10 EN 3 SEC 2 SEC SPELL
Target foe and all nearby foes are blinded for 2..5..7 seconds and foes already suffering from blindness
are set on fire for 3..5..7 seconds.
Sundown
10 EN 1/4 SEC 20 SEC ENCHANTMENT
For 1..4..5 seconds you are set on fire and all nearby foes lose 1..3..5 energy each second.
If you are in a Solar cycle, when this skill ends, you gain 14 health for each second this skill was active.
Dawn's comfort
10 EN 1/4 SEC 12 SEC ENCHANTMENT
For 5 seconds you burn and take half damage from all sources.
If you are in a Solar cycle, when this Enchantment ends, you gain 8..14..20 health for each second this spell was active.
Solar aura
15 EN 2 SEC 20 SEC ENCHANTMENT
All allies in the location are enchanted with Solar aura for 12 seconds and all foes attacking those allies
are set on fire for 1..2..2 seconds. If you are in a Solar cycle, affected foes also take 15..28..36 fire damage.
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LUNAR MAGIC
Moonhowl
10 EN 1/4 SEC 25 SEC SPELL
Target foe becomes dazed for 1..4..6 seconds. If you are in a Lunar cycle, that foe is also interrupted.
Moonglow
15 EN 2 SEC 30 SEC ENCHANTMENT
For 12 seconds whenever you cast a spell, all party members gain 1..2..3 energy.
If you are in a Lunar cycle, you also gain 1..3..3 times a spell's cost in health.
Moonbeam
10 EN 2 SEC 20 SEC HEX
Target foe is hexed with Moonbeam. For 12 seconds all attacks targeting that foe always hit.
If you are in a Lunar cycle, all attacks against that foe have a 11%..24%..33% increased critical hit chance.
Dark side of the Moon
10 EN 2 SEC 25 SEC HEX
For 10 seconds target foe takes 20..41..53 shadow damage whenever casting a spell.
If you are in a Lunar cycle, you gain half the amount as healing.
Moonshine
10 EN 1 SEC 20 SEC ENCHANTMENT
For 3..8..12 seconds your spells ignore the effects of Dazed and other cast time reductions.
If you are in a Lunar cycle, whenever you are the target of a hostile spell, that spell takes 20%..41%..57% longer to cast.
Descending Moon
15 EN 2 SEC 30 SEC HEX
All foes in the area cast spells 50% slower for 10 seconds and take 2..9..12 cold damage each second spent casting a spell.
If you are in a Lunar cycle, that damage is doubled.
Moonfury
10 EN 2 SEC 15 SEC ENCHANTMENT
Target ally attacks 7%..21%..33% faster for 10 seconds but cannot gain Energy.
If you are in a Lunar cycle, that ally's skills recharge 7%..21%..33% faster.
Signet of the Moon
0 EN 4 SEC 30 SEC SIGNET
Target foe loses all Enchantments. For each one lost, you gain 1..2..3 energy.
If you are in a Lunar cycle, this signet activates 11%..27%..33% faster.
Moonshadow
10 EN 2 SEC 5 SEC HEX
For 10 seconds whenever target foe attacks, you steal up to 7..13..18 health from that foe.
If you are in a Lunar cycle, you also steal 2 energy.
Adept of the Moon
10 EN 0 SEC 2 SEC SKILL
For 10..45..60 seconds you gain the Domain of the Moon and enter a Lunar cycle. All health degeneration effects on you
are reduced by -2 and you take 50% less damage from foes experiencing health or energy degeneration.
This skill is disabled for 120 seconds.
Lunar shackles
10 EN 1 SEC 15 SEC HEX
Target foe moves 50% slower for 4..7..8 seconds. If you are in a Lunar cycle, that foe takes
18..34..45 cold damage each second while moving.
Harvest Moon
10 EN 2 SEC 15 SEC SPELL
All allies in the location lose one Hex and gain 24..72..88 health. If you are in a Lunar cycle,
affected allies lose one additional hex.
Moonberries
5 EN 1 SEC 8 SEC ENCHANTMENT
Target ally gains 8..15..20 health and loses one condition each second for 3 seconds.
If you are in a Lunar cycle, this spell lasts one additional second.
Moonshade
15 EN 1 SEC 15 SEC HEX
Target foe loses 2..6..8 health each second for 8 seconds. If you are in a Lunar cycle,
that foe also loses 1 energy each second.
Lunar eclipse
15 EN 2 SEC 25 SEC SPELL
All foes in the area lose one Enchantment and 3..5..6 energy. If you are in a Lunar cycle, all affected foes
cannot be the target of Enchantments for 1..3..3 seconds.
Moonphase
5 EN 1 SEC 30 SEC ENCHANTMENT
For 12 seconds, your next 1..4..5 spells cost 5 less energy to cast but take 10..6..5 seconds longer to recharge.
If you are in a Lunar cycle, they only take 4..2..2 seconds longer to recharge.
Tidal healing
5 EN 1/4 SEC 10 SEC ENCHANTMENT
You are healed for 26..65..88 health. After 6 seconds when this Enchantment ends you are healed for 12..45..64 health.
If you are in a Lunar cycle, the second effect occurs after 3 seconds.
Moonlight shadow
10 EN 1/4 SEC 5 SEC ELITE ENCHANTMENT
For 6 seconds you gain +12..28..40 armor and move 25% faster. When this Enchantment ends, all nearby foes take
12..36..45 shadow damage. If you are in a Lunar cycle, this damage is doubled.
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STELLAR MAGIC
Starfall
15 EN 3 SEC 30 SEC SPELL
A falling star strikes at target foe's location. That foe and all foes adjacent to that foe take 45..102..144 damage.
If you are in a Stellar cycle affected foes are knocked down.
Starlapse
10 EN 2 SEC 30 SEC HEX
Target foe cannot cast spells or attack for 1..2..2 seconds after which that foe loses 1..2..2 Enchantments.
If you are in a Stellar cycle, that foe loses 1..2..2 energy for each Enchantment lost.
Stargazer
10 EN 1 SEC 15 SEC SPELL
Target foe gains 5 energy and takes 4..9..12 damage for each point of energy gained.
If you are in a Stellar cycle that foe takes 4..9..12 additional damage for each Enchantment on them.
Orion's gaze
10 EN 2 SEC 25 SEC SPELL
Target foe loses 3..6..8 energy and 2..5..6 health for each point of energy lost. If you are in a Stellar cycle,
that foe loses 2..5..6 additional health for each point of energy lost.
Nebula
15 EN 2 SEC 30 SEC HEX
Target foe and adjacent foes are easily interrupted for 2..4..6 seconds and cannot use signets.
If you are in a Stellar cycle, affected foes lose one Enchantment whenever interrupted while using a skill.
Starhaunt
10 EN 3 SEC 5 SEC HEX
Target foe takes 18..36..45 damage and after 3 seconds, that foe takes an additional 18..36..45 damage.
If you are in a Stellar cycle, the second effect is delivered after 1 second instead.
Stellar mass
10 EN 1 SEC 20 SEC HEX
For 6 seconds whenever target foe takes more than 130..100..80 damage from a single attack or spell,
that foe is knocked down. If you are in a Stellar cycle, whenever a foe is knocked down this way, that foe loses 2 energy.
Omicron's rage
15 EN 1/4 SEC 20 SEC ELITE SPELL
Target foe is knocked down. If that foe had more than 50% health, they take 26..50..68 damage.
If you are in a Stellar cycle, that foe takes 12..24..36 additional damage and all adjacent foes take 42..88..104 damage.
Starlight
10 EN 3 SEC 25 SEC HEX
Starlight shines on all nearby foes.
All affected foes lose 2 Enchantments but all healing effects on those foes are increased by 50% for 3..7..8 seconds.
If you are in a Stellar cycle, whenever affected foes gain health, you gain the same amount.
Supernova
10 EN 1/4 SEC 15 SEC ELITE SPELL
Target foe loses 50% health. If the health lost would have been fatal you lose that amount of health instead.
If you are in a Stellar cycle you and all foes in the area lose that amount instead if the condition is met.
Stareyes
10 EN 1 SEC 25 SEC ENCHANTMENT
For 12 seconds your spells targeting foes knock their target down. If more than 1..2..2 foes are knocked down
you cannot cast spells for 15..12..10 seconds. If you are in a Stellar cycle, you cannot cast spells for 5 seconds.
Adept of the Stars
10 EN 0 SEC 2 SEC SKILL
For 10..45..60 seconds you gain the Domain of the Stars and enter a Stellar cycle. You gain +20 armor and
while knocked down you are immune to damage. This skill is disabled for 120 seconds.
Starveil
10 EN 1/4 SEC 25 SEC HEX
Target foe is interrupted and cannot attack for 2..4..6 seconds. If you are in a Stellar cycle,
that foe cannot regenerate energy or health instead.
Lightspeed
10 EN 1/4 SEC 15 SEC ENCHANTMENT
You move 50% faster for 2..6..8 seconds. If you are in a Stellar cycle, all party members move 33% faster.
Lightyear
10 EN 1/4 SEC 20 SEC SPELL
Teleport to target creature. If you are in a Stellar cycle, you gain 34..65..88 health.
Starwell
15 EN 2 SEC 8 SEC ELITE WELL
You create a Starwell at your location. For 14..16..20 seconds, all foes in its radius take 7..13..15 damage each second.
If you are in a Stellar cycle, all allies in its radius gain 1..2..3 energy every 4 seconds.
Red dwarf
5 EN 1 SEC 25 SEC ENCHANTMENT
You take 5%..38%..50% less damage for 5 seconds. If you are in a Stellar cycle, all foes attacking you
or casting spells at you are knocked down.
Starblank
10 EN 2 SEC 15 SEC HEX
For 6 seconds, target foe's next skill is interrupted and that foe takes 34..67..88 damage.
If you are in a Stellar cycle, that foe is knocked down instead.
Gravity well
10 EN 1 SEC 15 SEC WELL
Create a Gravity well at your location. For 15 seconds all foes in its radius move 12%..50%..66% slower
and attack 50% slower. If you are in a Stellar cycle, all foes in the radius take 50% longer to activate Signets.
Alignment
10 EN 1/4 SEC 20 SEC ENCHANTMENT
For 2..4..6 seconds you cannot lose more than 5% health from attacks and spells.
If you are in a Stellar cycle, whenever this spell prevents damage, you gain 1 energy.
Asteroids
15 EN 3 SEC 15 SEC SPELL
A brief rain of asteroids follows.
For 1..3..4 seconds they strike at target foe's location knocking adjacent foes down each second.
If you are in a Stellar cycle, knocked down foes take 28..65..88 damage each second.
Atmospherics
10 EN 3 SEC 15 SEC HEX
Target foe cannot use shouts or chants for 4..7..10 seconds.
If you are in a Stellar cycle and target foes becomes affected by a shout or chant, that foe is knocked down.
Starsign
10 EN 2 SEC 10 SEC HEX
For 8 seconds target foe is hexed with Starsign.
The next time that foe takes more than 130..100..80 damage from a single attack or spell,
that foe becomes Dazed for 3..5..7 seconds. If you are in a Stellar cycle, that foe's signets and stances
are disabled for 8..12..15 seconds.
Planetary focus
10 EN 1/4 SEC 12 SEC SPELL
You are knocked down for 2 seconds and healed for 34..112..142 health.
If you are in a Stellar cycle, all adjacent foes are knocked down also.
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MACE MASTERY
Sunclash
10 EN X SEC 10 SEC ATTACK SKILL
Strike at target foe for +8..16..21 fire damage. If you are in a Solar cycle, that foe
is set on fire for 1..2..2 seconds if this attack hits.
Glowing strike
10 EN X SEC 6 SEC ATTACK SKILL
If this attack hits, target foe takes 12..26..38 fire damage.
If you are in a Solar cycle, that foe takes double damage and you gain 3 energy.
Solar smash
10 EN 1/4 SEC 15 SEC ATTACK SKILL
If this attack hits, target foe takes +10..18..24 damage and +7..12..15 additional damage
if that foe was using a skill. If you are in a Solar cycle, this attack cannot be blocked.
Roasting bash
5 EN X SEC 12 SEC ATTACK SKILL
Target foe is set on fire for 1..3..3 seconds if this attack hits. If you are in a Solar cycle,
that foe burns for 1..1..2 additional seconds.
Sunray bash
10 EN X SEC 15 SEC ATTACK SKILL
Hit target foe for +12..18..24 fire damage if this attack hits. If you are in a Solar cycle,
that foe loses 1..4..5 energy.
Eclipsing strike
5 EN 1/4 SEC 12 SEC ATTACK SKILL
Target foe is interrupted. If you are in a Solar or Lunar cycle, that foe's skills are disabled for 2 seconds.
Auri's overbearance
10 EN 0 SEC 30 SEC SKILL
Your next 3 attack skills deal +15..27..32 damage if they hit a foe suffering from Exhaustion.
If you are in a Solar cycle, your next 1..2..3 attacks also daze any foe casting a spell.
Corona strike
10 EN X SEC 15 SEC ATTACK SKILL
Hit target foe for +8..16..21 damage and all adjacent foes are set on fire for 1..2..3 seconds.
If you are in a Solar cycle, this attack also hits all adjacent foes.
Moon smash
10 EN X SEC 15 SEC ATTACK SKILL
Target foe takes +8..16..21 damage if this attack hits and loses one Enchantment.
If you are in a Lunar cycle, you lose one Hex.
Maiming Moon
5 EN 0 SEC 5 SEC STANCE
For 2..6..8 seconds you attack 25% faster. If you use any attack skills, you take 120..75..56 shadow damage.
If you are in a Lunar cycle, this damage is halved.
Ku's gouging blow
5 EN X SEC 12 SEC ELITE ATTACK SKILL
If target foe was suffering a condition, you strike for +15..24..32 damage. If you are in a Lunar cycle,
that foe takes 25..58..75 damage instead.
Moonshade bash
5 EN X SEC 8 SEC ATTACK SKILL
This attack only deals 14..25..31 damage if it hits, but if target foe has any Enchantments on them, that foe takes
14..25..31 additional shadow damage. If you are in a Lunar cycle, this attack cannot be evaded.
Spacing mash
10 EN X SEC 15 SEC ATTACK SKILL
Target foe is knocked down if this attack hits. If you are in a Lunar cycle, this attack also deals +8..16..21 damage.
Flaying star strike
10 EN 1/4 SEC 20 SEC ATTACK SKILL
Hit target foe for +10..17..24 damage and +1..7..9 damage for each nearby foe. (Maximum 100 damage total).
If you are in a Stellar cycle, your Enchantments are renewed.
Gallan's flail
10 EN X SEC 15 SEC ELITE ATTACK SKILL
Target foe is knocked down and you gain 24..65..88 health. If you are in a Stellar or Lunar cycle, this attack
cannot be blocked.
Starmace blow
10 EN 1/4 SEC 10 SEC ELITE ATTACK SKILL
Target foe takes +19..37..46 damage and all your skills are disabled for 10 seconds. If you are in a Stellar cycle,
your skills are disabled only for 5 seconds.
Nebula strike
5 EN X SEC 15 SEC ATTACK SKILL
Target foe loses one Enchantment and you deal +7..15..21 damage to that foe. If you are in a Stellar cycle,
that foe loses one additional Enchantment.
Horizon blow
15 EN X SEC 5 SEC ATTACK SKILL
Spin around hitting all foes for +5..9..12 damage. If you are in a Stellar cycle, you spin around twice.
Solar sojourn
10 EN 0 SEC 40 SEC SKILL
For 8..28..42 seconds your Mace attack skills have a 8% chance to Daze their target. If you are in a Solar or Lunar cycle,
you also gain 1..3..5 energy whenever you hit a Dazed foe.
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May the developer of the Preview function perish! Smegging lines never meet.
Last edited by Elruid; Nov 07, 2006 at 05:39 PM // 17:39..
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Nov 07, 2006, 11:50 PM // 23:50
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#2
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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WOW!!! this would work AMAZINGLY with the Mesmer. Great creativitiy with the cycles, but you need to explain how they would be used, are they a skill, or is it according to season??? Awsome array of skills, except it needs to have 30 energy, not jsut 20. If you had only 20 and cast Horizon Blow for example, you would be down to 5 energy after only one skill. Also, Divination is kinda weird, i mean, you become effected by a cycle every 2 minutes, so you gain a TON of health and energy when a cycle begins on you??? I'd lower the health and energy gain, since it would be too overpowered. Something like:
Divination: Every time you are affected by a cycle, you gain 2 health for every level of Divination and 1 energy for every 2 levels of Divination.
Now that would balance it out. Overall, great idea, just make a few adjustments and this would be my 3rd favorite prof (1:Mes, 2:Paragon, 3:Adept)
/signed
-Dean
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Nov 09, 2006, 04:24 PM // 16:24
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#3
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Academy Page
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Okay, figures I should start replying to my own threads since my original posts are such utter carp. SO here goes:
A cycle is a global phenomenon that repeats every two minutes in the instance. The first Cycle is the Solar cycle, it lasts two minutes during which time Sun Adepts gain bonuses to their Solar magic skills as told in the description. After the Solar cycle ends, a Lunar one begins granting bonuses to Lunar magic users. Then the next in line is the Stellar cycle after two minutes again. The last cycle is the Planetary cycle, but it gives no bonus to any skills.
Any Adept can also enter a Personal cycle with the use of the Adept of the Sun/Moon/Stars skill. This Personal cycle lasts at the most a full minute during which time the Adept ignores the global Cycle, and gains the benefits of his chosen line.
So if the global Cycle was a Stellar cycle but the Adept activated the skill to turn his Personal cycle to a Solar cycle, he wouldn't gain any benefit to his Stellar skills but to his Solar skills instead. Naturally.
Also, when a Personal cycle ends, the Adept adopts again the dominating global Cycle.
Considering the health and energy bonus granted by Divination.
At the most an Adept can gain 112 health and 32 energy every 60 seconds when he activates the Adept of the Sun/Moon/Stars skill.
Of course, since a Personal cycle lasts at the most only 60 seconds and then it is disabled for 120 seconds, it will take some true effort to try produce this health and energy gain every minute. At the least I feel that the health gain is warranted. 112 every 60 seconds is not imbalanced.
Maybe 32 energy is though..
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Nov 10, 2006, 02:11 AM // 02:11
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#4
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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Quote:
Originally Posted by Elruid
Okay, figures I should start replying to my own threads since my original posts are such utter carp. SO here goes:
A cycle is a global phenomenon that repeats every two minutes in the instance. The first Cycle is the Solar cycle, it lasts two minutes during which time Sun Adepts gain bonuses to their Solar magic skills as told in the description. After the Solar cycle ends, a Lunar one begins granting bonuses to Lunar magic users. Then the next in line is the Stellar cycle after two minutes again. The last cycle is the Planetary cycle, but it gives no bonus to any skills.
Any Adept can also enter a Personal cycle with the use of the Adept of the Sun/Moon/Stars skill. This Personal cycle lasts at the most a full minute during which time the Adept ignores the global Cycle, and gains the benefits of his chosen line.
So if the global Cycle was a Stellar cycle but the Adept activated the skill to turn his Personal cycle to a Solar cycle, he wouldn't gain any benefit to his Stellar skills but to his Solar skills instead. Naturally.
Also, when a Personal cycle ends, the Adept adopts again the dominating global Cycle.
Considering the health and energy bonus granted by Divination.
At the most an Adept can gain 112 health and 32 energy every 60 seconds when he activates the Adept of the Sun/Moon/Stars skill.
Of course, since a Personal cycle lasts at the most only 60 seconds and then it is disabled for 120 seconds, it will take some true effort to try produce this health and energy gain every minute. At the least I feel that the health gain is warranted. 112 every 60 seconds is not imbalanced.
Maybe 32 energy is though..
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definetally, 32 is WAY too much, more like 10-15 or something like that.
Thx for the explanation, great idea, and the cycles seem awsome.
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Nov 10, 2006, 08:37 AM // 08:37
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#5
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Academy Page
Join Date: Oct 2006
Guild: Shadow Knights Of Legend
Profession: A/E
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Not bad at all. It's actually quite good, compared to others. But personally I would want guild wars to have more of a magic/melee class. But this class would diffinetly be GREAT to have as a secondery proffesion. And like Dean said, works great with a mesmer.
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Nov 11, 2006, 06:24 PM // 18:24
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#6
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Jungle Guide
Join Date: Dec 2005
Location: USA
Guild: The Killer Clan Musketeers [TKCM]
Profession: Me/E
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you need to change the name of Divination to something else, it was already used by LightningHell way before you posted this, come up with something more original(use a thesaurus). Also, on MoonGlow, you need to change it so that the enregy goes to allies in the area, and limit how many get the energy, such as 1...3 or something like that, other wise, with all party members, its just too overpowered
Last edited by Dean Harper; Nov 11, 2006 at 06:28 PM // 18:28..
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Nov 11, 2006, 11:53 PM // 23:53
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#7
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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Perhaps someone forgot that all abilities and magics are gifts from the Gods. I can understand that it would be oriented with cosmic bodies, though I would have called the class an Oracle, like the one who directs you "Closer to the Stars". But reguardless, the Gods birth magic, not the heavenly bodies, and nothing thus far has mentioned any source of power attributed to cosmic bodies.
Beside that, many of the attacks are very simular to elementist attacks, of which we really don't need another variation, and many support skills are simular to Paragons. Group Damaging is covered by 2 classes and group buffing is covered by 2, perhaps a less crowded field of influence should be considered.
Some interesting stuff, but cosmic powered magic still needs to be gifted from a god, perhaps the new one, and the skills should be a litte more original and functional. The 2 minute cycles in which the skills are more effective may be inventive, but it is totally disfunctional, and if you want to get techical about your cycles, there are 4 in which they would gain no bonuses to any of their skills for 2 minutes during planetary cycle. And even with skills in 2 attributes, the will only gain special effects on one or the other half of the time. It would be different if they where constantly shifting cycles, and the Adept had key in a spell quickly during frequent cycles, but 2 minute cycles don't function with cooperative play, and for that matter, they don't work well for spiking either. The most important cycle is the one where your teammates are ready.
P.S. If elementist is bound to planetary magics, than why can he summon meteors from space?
Last edited by BahamutKaiser; Nov 12, 2006 at 12:05 AM // 00:05..
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