Sep 04, 2006, 01:29 PM // 13:29
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#1
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Pre-Searing Cadet
Join Date: Jan 2006
Guild: Order of Seven
Profession: Me/Mo
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The Chronomancer
Here is the start of my idea for a class, named the Chronomancer. The Chronomancer has the ability to effect time and space to hinder foes and aid allies. The Chronomancer can use divination to foretell events, giving allies the edge in battles and then use the powers of flux to increase the powers of allies. Also at his disposal are the powers of Anamoly, channeled temporal chaos. With Anamoly, the time mage can create random events such as group teleportion, (at the sacrifice of personal energy or health of mage or group) area degenaration, enchantments, and area effects. the Chronomancer's main ability Gnosis, reduces the cost of his skills as temporal magics can be extremely exhaustive.
He would have typical caster armor and his energy would be nearly to that of the elementalist.
-Gnosis- Primary Attribute- reduces the cost of all chronomancer skills and recharge rate
-Flux- increases effectiveness of spells that speed up allies abilities, spells or attacks, increases effectiveness of spells that hinder or slow enemies
-Divination- increases effectiveness of spells that may reduce attacks, prevent attacks or give attack bonuses to allies
-Anamoly- increases effectiveness spells that foil enemies attacks and reduce the effectiveness of enemy spells and teleportation spells.
Gnosis:
Boon of Abraxas: Enchantment Whenever you cast a temporal ritual, you gain
1....9 energy
Clockwork: Temporal Ritual, everytime you would lose a pip of energy you gain a pip of health
From Thin Air: Whenever you are below 10% maximum energy, you gain 5...15 energy. Whenever you gain energy in this fashion, you become exhausted.
The Time Has Come: Enchantment, all skills recharge 15% faster, upon recharge you lose 10...3 energy.
Accumilation: For each recharging temporal Ritual, you can 3 energy.
Flux:
Acceleration: For X seconds, all allies attack 20% faster
Hinderance: Enchantment spell:for 25 seconds target foe moves and attacks 10-20% slower, you lose 1 energy regeneration for the duration of the spell
Expedient Healing: Temporal Ritual For X seconds, allies gain 10-20% health while healed.
Delayed Aid: For X seconds, target foes only heal for 65% effectiveness
Come on Already: Enchantment, For X seconds, allies skills recharge 10-20% faster, yours recharge 5-15% slower
Take your Time:Temporal Ritual: For X seconds, foes in the area have their skills cast 5-15% slower
Temporal Winds: Temporal Ritual, all creatures in the area attack 5-15% faster but skills recharge 20% longer.
Divination
Destiny: Enchantment, the next time an allies attack would miss, target ally would have that skill instantly recharged. Upon using it again, that skill would recharge 30% slower.
It is not your time: Enchantment: next time target ally would die, he gains 15....75 health. Whenever health is gained in this fashion, you lose 9....2 energy.
Probablity: Temporal Ritual, next time an attack would miss, target allies attacks would not be evaded.
Smile of Fortune: Temporal Ritual, for X seconds allies in the area only recieve 65%....40% damage.
Anamoly:
Area Amidst: Temporal Ritual, all foes in area experience 3...7 energy degeneration, your skills recharge 20%....5% slower.
Downtime: Target foe is knocked down and loses 5....25 energy.
Aging: Hex Spell: target foe loses 1..2 pips of energy and attack 15% slower.
Glimpse of Demise: For X seconds target foe experiences 2....5 health regeneration. After spell target ally only regain 30% health lost this way.
Temporary Cemetary: Temporal Ritual. For X seconds target foes cannot resurrect allies.
I Can't Focus Here: Temporal Ritual. Whenever target foes in area cast a spell that would take 10...4 seconds to cast, that spell would be interupted.
~~~~
thats my idea, its not perfect but i think its a start. ive always liked the idea of a time mage and i think in a future campaign we could have a da-vinci type setting (if that makes sense) and this could be one class along with either an alchemist or tinkerer.
mind you this is only a base idea, probably isnt as a balanced as it should be but can have potential.
Last edited by Mystic Angelkin; Sep 04, 2006 at 01:32 PM // 13:32..
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Sep 04, 2006, 02:04 PM // 14:04
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#2
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Wilds Pathfinder
Join Date: Feb 2006
Location: USA
Profession: Mo/
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This profession has not damage skills. All it does is support allies and do mesmer stuff to enemies. how does a profession work with no damage dealing skills.
Also it doesn't look all that new. Its just a mesmer with an ele's energy that can do a little bit more.
Quote:
It is not your time: Enchantment: next time target ally would die, he gains 15....75 health. Whenever health is gained in this fashion, you lose 9....2 energy.
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Dvine intervention.
Quote:
Temporary Cemetary: Temporal Ritual. For X seconds target foes cannot resurrect allies.
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Froen Soil
Quote:
-Gnosis- Primary Attribute- reduces the cost of all chronomancer skills and recharge rate
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Elementalists's energy storage attribute.
Quote:
Area Amidst: Temporal Ritual, all foes in area experience 3...7 energy degeneration, your skills recharge 20%....5% slower.
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Sounds like a mesmer skill. Also way over powered.
I think this is even a little over powered in some ways. All skills that affect allies seem to affect ALL allies.
/notsigned
Brother Gilburt
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Sep 04, 2006, 02:25 PM // 14:25
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#3
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Site Contributor
Join Date: Apr 2005
Location: North East England
Guild: WoTU[Warlords of the Underworld]
Profession: Mo/Me
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I like the ideas, needs a lil balancing but great ideas.
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Sep 05, 2006, 12:12 AM // 00:12
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#4
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Frost Gate Guardian
Join Date: Apr 2006
Location: Planet Earth (sometimes)
Guild: Nowhere To Run, Nowhere To [Hide]
Profession: R/
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Actually, isn't Gnosis more like the ranger's Expertise?
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Sep 05, 2006, 12:29 AM // 00:29
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#5
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Frost Gate Guardian
Join Date: Aug 2006
Location: USA
Guild: Silver Chain [SLVR]
Profession: N/W
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its sounds cool but it needs to be more worked out... but all new professions have to be worked out anyways. What if skills used sompthin called "Time" time is how long it takes for the attack to hit so say if you use a skill and it gets activated it takes more time to do damage so depending on the time it takes you could end up doing mastive damage (like up to 300 or sompthin if you activate like 5) if timed right?
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Oct 04, 2006, 09:49 PM // 21:49
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#6
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Ascalonian Squire
Join Date: Oct 2006
Profession: E/Me
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It could be good. Just like any build anyone designed takes a little modding and some testing out.
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Oct 04, 2006, 11:08 PM // 23:08
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#7
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Academy Page
Join Date: Sep 2006
Guild: The Almighty
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A character having the ability to control time doesn't work in MMO's.
/antisign
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Oct 07, 2006, 11:57 PM // 23:57
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#8
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Academy Page
Join Date: Aug 2006
Location: Elona
Guild: Ring of Canthan Knighs [ROCK]
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its a good idea, but the system wouldn't work to well, control time? I don't know how that would work to well
Good try though
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