Ascalonian Squire
Join Date: Aug 2006
Location: Right about...here.
Guild: Tyrian Realms of Terra [Tera]
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Class Suggestion--Innovator
For those of you who have wondered why everyone in Tyria seems to be behind the times with what -could- be done with magic, look no further! The Innovator class strives to bring elementary science to bear on elemental and other magic, producing some interesting (and quite useful) new skills. Have a looksee!
This is the second of a number of new profession ideas I've come up with. Like the first, it is a bit long and detailed, so please bear with me.
Comments and (constructive) criticism continue to be encouraged and welcomed. Please try to be specific with your feedback, to help me address your thoughts more accurately.
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Key: For descriptions where specific values are to be determined primarily by factors regarding game balance, variables will be used. X will be used for damage, with X- being a reduction in the original number as attribute level increases and X+ being an increase. H, M, and L correspond to high, medium, and low (respectively) with relation to energy costs, casting times, and recharge times. For “instant” skills/spells, the letter I will also be used. “Attack” and “Stance” abilities with no Cast time listed are assumed to be “instant.” Parenthetical comments will be included after the description of each applicable ability in brackets.
Innovator Class
Description: Even in the heavily magical worlds of Tyria and beyond, there will always be people whose tinkering desires outweigh reliance upon largely metaphysical abilities. These are the inventors, the engineers, the smiths, whose abilities of design, crafting, and technical aptitude allow them to devise wholly new means of assaulting foes.
Elementalists have, historically, been the greatest of knowledge-seekers in Tyria. Unaligned in class to any one deity in general, they acquire and utilize powerful secrets of arcane lore, no matter the origin or the difficulty in doing so. Innovators take this one step further by refusing to be bound to any one sphere of knowledge–they use magic in conjunction with science and ingenuity to forge new abilities and novel weaponry. They, too, are not aligned with any one deity of the classical Tyrian pantheon–some of them even speculate that the deities of old are a myth, and that magic simply simulates their existence, itself a semi-sentient entity.
It is suggested that Innovators be allowed to use highly customizable weapons and accessories, with more than the standard two-upgrade-items-per-item limit common to equipment for other professions. Innovation is by nature a profession given to tinkering and experimentation, and it is advised that players seeking to be Innovators have the ability to tinker with their equipment in this way. Additionally, it is suggested that these items be capable of usually salvaging to all or most of their original substituent parts, as inventing often uses hodgepodges of items. This will prompt Innovators to generally prepare weapons in towns or outposts, because the number of pieces produced by salvaging any one weapon may take up too much space in the players’ inventories to allow for successful field scavenging.
This class should also have a maximum Energy level higher than Rangers and Mesmers, though of course not as high as proper Elementalists.
Innovators are diversified with three class-specific attributes, like most professions, and one primary attribute. For all who have an interest in innovation, the fields of Physics, Alchemy, and Phenomenology are open for exploration. Innovators with a primary focus on this calling will also have at their disposal the Powers of Reasoning attribute.
Physics deals primarily, in Tyria, with ballistics and other kinetic situations. Projectiles and other ways to harness the power of motion are to be found aplenty in this category.
Alchemy combines a heartier portion of magic into the use of various compounds and reactions to cause change, relative to Physics. Alchemical abilities are highly diverse in effect.
Phenomenology also incorporates a good deal of magic, and deals with the exploitation of curious events in reality to cause damage, aid allies, etc. Some of these are similar to what we know to be quantum physics.
The Powers of Reasoning primary attribute reduces the recharge time of Innovator-specific abilities by 2% per attribute level. Additionally, it enables skills to be “stacked” in casting, meaning that another skill can begin casting after only (2% x attribute level) of the casting time remains. (This would be done by players by queuing up skills as others are casting, much like a string of Assassin attack skills.) However, if interrupted, all skills being cast by the Innovators at the time will be interrupted, rather than just the most recent one, or what have you. Skills in this class require wisdom to be applied properly, but can be great aids to Innovators and their allies.
Jargon: “Salvage Skills/Spells” can only be used if one or more items have been dropped by enemies in the area and earmarked for the Innovator attempting to use the skill in question. Most will destroy one of these dropped items and cause an effect, effectively limiting their usage to PvE situations. [They may or may not be workable.]
“Anomalous Skills/Spells” cause an effect that may affect, by default, all players in a wide area (much like Ranger Nature Spirits), and are not Hexes or Enchantments. Most cannot be removed, but simply expire on their own. [If necessary, Anomalous Skills could be revamped to be more similar to Spirits by forcing each one to have a device of some sort–an “Emitter”–that is responsible for the effects of each skill.]
“Ballistic Skills/Spells” require that the Innovator have a ranged weapon of some sort equipped. (This includes staves, canes, etc.) Further weapon-type specifications may be made within the skill’s description.
“Conduit Skills/Spells” are somewhat similar to Ranger “Traps.” They stay active once cast until either activated by the player (the ideal circumstance) or some trigger stimulus. All Conduits end prematurely if the character on which they are active dies, unless otherwise specified. A character may only have 1 Conduit active at a time.
Note: Some skills will have a 25- or 50-percent chance of failing if the caster is below a certain skill level in that skill’s category. This is given in the skill’s costs as F25-5 or F50-5, where Level 5 is the minimum to ensure proper casting.
Powers of Reasoning
Atheistic Will. Stance. Energy: L. Recharge: M. For (30..60) seconds, you take (3..10) less fire and holy damage, and you cannot be stopped from attacking or using Spells by Hexes. Spells and Enchantments with “Dwayna,” “Melandru,” “Balthazar,” “Grenth,” “Lyssa,” or “Divine” in their names cannot be used on or by you while this Stance is in effect.
Autonomous Anatomy. Enchantment, F50-5. Energy: M. Cast: L. Recharge: M. For 12 seconds, you gain +(2..5) Health regeneration and all Stances cost (1..5) less Energy to cast (minimum 1).
Collegiate Discourse. Elite Skill, F50-5. Energy: M. Cast: M. Recharge: H. Copy a random skill from target Innovator ally to skill position “9" for (15..30) seconds. [It is suggested that this be the only non-captured Elite Skill, and rather only be available after the Innovator completes a long and detailed quest involving actual reasoning processes.]
Economize. Stance, F50-5. Energy: L. Recharge: H. For (15..45) seconds, Innovator skills cost (1..3) less Energy to use, and you gain (1..3) Energy each time you activate and release a Conduit.
Elemental Countermeasures. Stance. Energy: M. Recharge: M. For (30..60) seconds, you take (10..40) less damage from elemental-damage Spells, and Elementalist Hexes placed on you last (1..5) seconds less than usual.
Realist Discernment. Stance. Energy: L. Recharge: H. For (30..60) seconds, you take (7..15) less chaos damage and Mesmer Hexes placed on you last (1..5) seconds shorter than usual. “Wastrel’s Worry” is unaffected in duration by this ability but does only half of its normal damage.
Reverse Engineering. Skill. Energy: L. Cast: L. Recharge: I. For 20 seconds, Reverse Engineering becomes the Weapon Spell affecting your target, with (0.75..1.5) times the duration of effect and the same type/magnitude of effect as originally cast.
Undead Unraveling. Stance. Energy: L. Recharge: H. For (30..60) seconds, you take (5..13) less shadow damage, (4..8) less melee damage from animated undead, and Necromancer Hexes placed on you last (1..5) seconds shorter than usual.
Physics
Ballista Beam. Ballistic Attack. Energy: M. Cast: M. Recharge: M. Fires a long-range beam at your target, which does (25..75)% of the damage your weapon normally does, each second, for (4..10) seconds. Turning rates for following foes with this beam are lowered while it is active. This ability may not be used with bows equipped. [Beams can be intercepted by objects, foes, or allies of the caster. Allies take no damage but obstruct the beam; other foes also take damage.]
Ballistic Bomb. Ballistic Attack. Energy: M. Cast: L. Recharge: M. Fires an explosive pod at your target. Pod will explode if it touches a foe or drops from a high level; otherwise, it will explode in (4..1) seconds after landing. All foes hit by the blast take (125..200)% of the amount of damage your weapon would do. Foes who set off the pod, or are casting a spell or fleeing when hit by the explosion, are knocked down by the blast.
Capacitance. Conduit Skill. Energy: L. Cast: M. Recharge: M. Lightning damage on you is reduced by (20..33)%. Damage prevented this way will be dealt to all nearby foes when you dismiss this Conduit, cumulative up to (45..120).
Chaos Creation. Stance. Energy: M. Recharge: H. For (10..15) seconds, whenever you are hit for chaos damage, a Chaos Storm lasting (3..7) seconds and doing (5..10) damage to foes per second is created at your location. Chaos Storm saps 5 energy from adjacent foes casting Spells.
Conservation of Motion. Enchantment Spell. Energy: M. Cast: L. Recharge: H. If this Enchantment is used upon a player armed with a melee weapon, all attacks become spinning strikes for (3..11) seconds.
Depolarize. Skill. Energy: L. Cast: I. Recharge: M. Target touched foe receives (10..40) lightning damage. All Conduits on foe are removed, and lightning-related abilities are disabled for (4..8) seconds if Conduits are removed in this way.
Endergonic Conduit. Elite Conduit Skill. Energy: L. Cast: M. Recharge: M. Whenever you cast a skill with this Conduit active, it costs (1..2) more Energy to use. Each time you use a skill in this way, 10 damage is stored in this conduit, up to a maximum of (40..160) damage. The conduit will hit all nearby foes when released. If the damage is greater than (30..120), you are knocked down when this Conduit is released, and it is disabled for an additional 7 seconds.
Extinguishing Capsule. Ballistic Attack. Energy: L. Cast: L. Recharge: M. Fires a pod at your target. In 2.5 seconds, it explodes and hits all nearby foes for (10..30) cold damage, interrupting them. Any fire-related abilities being used by foes affected by this are disabled for (8..15) seconds. All allies are then protected from being set on fire (and are extinguished) for (10..20) seconds.
Frigid Conduit. Conduit Skill. Energy: M. Cast: M. Recharge: H. Cold damage that hits you does (20..33)% less damage. Damage prevented this way is stored, up to (35..80). When released, this Conduit hits all nearby foes for that damage, causing them to move 20% slower for (7..15) seconds. Foes casting a Spell when hit by this Conduit will be interrupted.
Harness Flux. Enchantment Spell. Energy: L. Cast: L. Recharge: H. For (10..25) seconds, target ally moves (20..10)% slower and gains (1..2) Energy per second in which that ally is moving.
Hex Conduit. Conduit Spell. Energy: L. Cast: I. Recharge: H. For (25..45) seconds, the next Hex cast on you is transferred to the foe nearest you and all foes adjacent to that foe and Hex Conduit ends.
Increased Viscosity. Hex Spell. Energy: M. Cast: L. Recharge: M. For (5..15) seconds, target foe moves (10..33)% slower, and his/her ranged attacks do (15..30)% less damage and have 20% shorter range.
Inertial Momenta. Enchantment Spell. Energy: M. Cast: L. Recharge: H. Target ally moves up to 50% faster and does not stop immediately when coming to a halt from full speed for (10..25) seconds. [Ally picks up speed while continuing to move, accelerating gradually to the top speed if commanded to move for a sufficient duration, and then decelerates gradually–though more rapidly–when the movement command is retracted.]
Jolt Preparations. Spell. Energy: M. Cast: I. Recharge: M. Touched target foe loses one Preparation, Lore Ritual, or Conduit and takes (20..75) lightning damage. This skill cannot remove “Voltaic Conduit” or “Capacitance.”
Launch Phosphor. Ballistic Attack. Energy: M. Cast: M. Recharge: M. Launch a stream of fire at target. If it connects, that foe is set on fire for (3..7) seconds, and will be set on fire again if hit by fire damage in the next (8..15) seconds afterwards.
Photonic Beam. Ballistic Attack. Energy: M. Cast: L. Recharge: H. Launch a beam straight forward that lasts (10..15) seconds. This beam causes (5..7) light damage and Blindness for (2..6) seconds each second on foes in its path. You turn more slowly while discharging this beam. You cannot use this skill with a bow equipped.
Projectile Discernment. Stance. Energy: L. Recharge: M. For (7..20) seconds, ranged attacks aimed at you have a (20..33)% chance to “stray”, and do -(4..10) damage if they hit you. This Stance ends if you become Dazed.
Radioactivity. Enchantment Spell. Energy: M. Cast: L. Recharge: H. For (20..35) seconds, all foes adjacent to you take (4..8) damage each second.
Resistance Shield. Weapon Spell. Energy: L. Cast: L. Recharge: H. For (10..15) seconds, target ally equipped with a ballistic weapon has +25 armor against physical and lightning damage and attacks (20..10)% slower.
Spined Grenade. Ballistic Attack. Energy: M. Cast: M. Recharge: M. Fires an explosive pod at your target. Pod will explode (4..1) seconds after landing. All foes in its blast radius are hit for (15..60) piercing damage and suffer Bleeding for (5..15) seconds.
Thermal Expansion. Stance. Energy: L. Cast: L. Recharge: M. The next time a foe hits you with fire damage within (10..35) seconds, that foe and all nearby foes are hit for (15..45) blunt damage and are knocked down.
Voltaic Capture. Stance. Energy: M. Recharge: H. The next time you are hit for lightning damage, that damage is reduced by (60-90)% and all of your recharging skills are instantly recharged. This does not apply to skills that only recharge under certain conditions.
Alchemy
Aliquot Sample. Enchantment Spell. Energy: M. Cast: M. Recharge: H. You and all nearby allies gain +(10..25) armor against the type of damage done by targeted foe’s weapon for (10..20) seconds.
Cloying Cloud. Hex Spell. Energy: M. Cast: L. Recharge: M. For (10..15) seconds, target touched foe and all surrounding foes suffer from -(1..2) Energy degeneration and receive only half benefit from Energy-restoring effects. If foe begins to suffer from Dazed while under this Hex, the duration of that Condition is increased by 50%. [Effect area is similar to that of “Suffering.”]
Corrosive Coat. Enchantment Spell. Energy: L. Cast: M. Recharge: H. For (5..20) seconds, target ally does +(3..12) damage with attacks and suffers -(1..2) Health degeneration. This Enchantment can be dismissed by the target.
Digestive Seal. Hex Spell. Energy: L. Cast: M. Recharge: H. For (10..15) seconds, the next time target foe is interrupted or knocked down, foe suffers -(1..5) Health degeneration and Deep Wound for (8..15) seconds.
Dissolve Armor. Hex Spell. Energy: M. Cast: L. Recharge: H. Touched target foe suffers -1 Health and -(1..2) Armor degeneration for (5..15) seconds. [This spell may not be workable if a degeneration of Armor cannot be programmed properly.]
Endothermicity. Hex Spell. Energy: M. Cast: M. Recharge: H. For (7..16) seconds, each Spell cast by the target takes (25..33)% more energy than normal, but target regains 1 Energy when hit by non-cold elemental damage.
Envious Transmutation. Elite Salvage Spell. Energy: M. Cast: L. Target item dropped by a defeated foe and assigned to you becomes identical to one assigned to another member of your party. This skill only recharges when you gain a morale boost and does not work on “green” items. [This may be completely unworkable.]
Focus Reaction. Skill. Energy: Zero. Cast: L. Recharge: M. Lose all adrenaline. For each (3..2) adrenaline lost, you gain +1 Energy regeneration for 7 seconds (maximum +5 pips).
Hinder Clotting. Hex Spell. Energy: L. Cast: M. Recharge: M. For (10..20) seconds, target foe will suffer from Bleeding for and take +(5..10) damage when hit by piercing or slashing damage. If foe is hit by another effect that causes Bleeding during this time, the duration of Bleeding caused by that effect will be doubled. If this Hex ends prematurely, foe immediately stops Bleeding.
Ignite Enchantments. Spell. Energy: M. Cast: L. Recharge: M. Remove (1..4) Enchantments from target foe. For each Enchantment removed, foe is hit for (20..35) fire damage and is set on fire for (1..3) seconds.
Magichemical Seal. Spell. Energy: L. Cast: L. Recharge: H. This Spell can be cast on foes or other allies. For (10..25) seconds, the next time an Enchantment (for allies) would be ended prematurely, Magichemical Seal ends and does (15..45) damage to the cause of the premature ending, protecting what would have otherwise been ended. [If someone attempts to cast this Spell on someone to whom it has been equipped already, it returns “invalid target.”]
Microbial Mist. Hex Spell. Energy: M. Cast: M. Recharge: H. Target touched foe and all foes surrounding target suffer from health degeneration of 1 and Disease for (5..20) seconds. You and all Innovators in the area of target foe are immune to Disease while this Hex is in effect. [Effect area is similar to that of “Suffering.”]
Osmosis. Enchantment Spell. Energy: L. Cast: L. Recharge: M. For (5..12) seconds, you absorb 1 Energy per second from each adjacent foe with more Energy than you. If this Enchantment ends prematurely, each adjacent foe with less Energy than you steals 1 Energy from you.
Phase Shift. Hex Spell. Energy: M. Cast: L. Recharge: M. For 10 seconds, target foe and foes adjacent to target are hit for (3..7) cold damage each second, and target foe moves (25..33)% slower.
Pyrotechnic Cavalcade. Spell. Energy: M. Cast: L. Recharge: M. After a distinctive 1.5 second delay, all nearby foes are hit for (15..45) fire damage, and all nearby non-fleeing foes are Blinded for (5..15) seconds. [The “distinctive delay” is an upward spray of sparks and fireworks.]
Restorative Tonic. Enchantment Spell. Energy: M. Cast: M. Recharge: L. Target ally and all adjacent allies receive +(1..4) Health regeneration. If this Enchantment ends prematurely, the foe that ended it is hit for (15..45) holy damage.
Signet of Equivalent Exchange. [Elite?] Signet. Recharge: M. Lose (3..10) Energy. You steal 8 Health from target foe for each point of Energy lost. Target foe also loses half as much Energy as you did if suffering from an Innovator Hex. [This is designed to be a reference to “Fullmetal Alchemist,” and should be constructed artistically with that in mind.]
Soften Skeleton. Hex Spell. Energy: M. Cast: L. Recharge: M. Touched target foe takes (10..25) damage and moves (10..25)% slower for (8..13) seconds. If foe is knocked down while this Hex is in effect, foe suffers Crippled for (8..18) seconds and this Hex ends.
Spectral Flare. Spell. Energy: L. Cast: L. Recharge: M. Each nearby foe is hit for (4..7) fire damage and (4..7) holy damage for each Condition, Spirit, Shout, Chant, Echo, and Lore Ritual currently affecting you, up to (5..9) of these.
Toxic Acid. Hex Spell. Energy: M. Cast: L. Recharge: H. Target touched foe takes (5..20) damage, and for (5..15) seconds is Poisoned, and suffers additional Health degeneration of (1..2).
Transmute. Spell. Energy: M. Cast: M. Recharge: M. Transform nearest dropped item assigned to you into its merchant sale value in gold [after identification?]. This does not work on purple, gold, or green rarity items. [This may be unworkable.]
Unfavorable Synthesis. Elite Conduit Skill. Energy: L. Cast: M. Recharge: H. Each time you are hit by fire or lightning damage, the blunt damage done to nearby enemies when this Conduit is released increases by (4..12), maximum (75..120). If the damage rises above 65, range is limited to adjacent foes but they are knocked down. This Conduit triggers prematurely if your health drops below (40..25)% of maximum.
Volatile Admixture. Stance. Energy: L. Recharge: M. The next time you are interrupted or knocked down, all nearby foes take (20..50) damage and are knocked down. Foes casting a Spell when hit by this Skill’s effect suffer Dazed for (2..5) seconds.
Phenomenology
[It is likely that a good number of these skills are not workable, and so more of them than should be necessary have been provided. Feel free to criticize as desired, but don't get too hung up on any of these, please.]
Alter Properties. Hex Spell. Energy: L. Cast: L. Recharge: H. If target foe’s equipped weapon has any special properties/upgrades, these are changed to random alternate properties for (20..40) seconds.
Amicable Sphere. Elite Anomalous Spell. Energy: H. Cast: H. Recharge: H. At your location, an Amicable Sphere appears that heals all creatures inside it for (10..25) each second for (7..15) seconds. The sphere expands in size for every 3 creatures inside it.
Atmospheric Ionization. Anomalous Spell. Energy: M. Cast: M. Recharge: H. For (15..22) seconds, any time a single creature is hit for lightning damage, all adjacent creatures are hit for 50% of that damage as well.
Bernoulli’s Upwelling. Spell. Energy: M. Cast: M. Recharge: H. All nearby creatures lose (1..3) Energy. All nearby foes are hit for (3..6) damage for each point of Energy that was lost due to this Spell. [This Energy loss includes the caster. The name may be changed to reference an in-game Innovator NPC, if desired.]
Coordinate Recombination. Anomalous Spell. Energy: L. Cast: M. Recharge: H. For (20..35) seconds, one random member of each battling side swaps positions with one another every 2 seconds.
Divine Capriciousness. Anomalous Spell. For (20..30) seconds, a random divine act occurs on a random creature in the area every 2 seconds, all of which last for 10 seconds, where applicable. These effects are doubled in duration on Monks and Dervishes. [Balthazar increases armor penetration by 20%. Grenth causes contagious Disease. Dwayna gives +3 Health regeneration. Lyssa causes you to steal 2 Energy with each attack. Melandru gives you +20 armor.]
Epicentric Sphere. Hex Spell. Energy: L. Cast: M. Recharge: H. For (8..18) seconds, if target foe and all adjacent foes are hit by earth damage, all nearby foes are also hit for 50% of that damage.
Ground State. Hex Spell. Energy: L. Cast: M. Recharge: H. For (10..25) seconds, the next (2..5) times target foe is targeted by an Enchantment, that Enchantment is interrupted and the foe is hit for (20..50) lightning damage. If this Hex ends prematurely, target foe loses 1 Enchantment.
Identity Diffusion. Anomalous Spell. Energy: M. Cast: M. Recharge: H. “Winter” and/or “Greater Conflagration” Spirits die immediately, and their effects continue to be suppressed while this Spell is in effect. For (15..30) seconds, all damage that has a type will be switched to a random other type when it hits.
Illusory Shift. Elite Salvage Spell. Energy: M. Cast: L. Recharge: H. The nearest item dropped by a defeated foe and assigned to you is destroyed, and targeted foe is hit for (40..130) chaos damage. If that item is of purple or yellow rarity, you are also healed for 50% of your maximum Health and Energy. This spell will not affect items of green rarity. [This spell is clearly designed for PvE.]
Impending Doom. Hex Spell. Energy: M. Cast: L. Recharge: M. For (15..20) seconds, this Hex does nothing. When it ends, it does (2..4) damage for each second it remained on that foe. If it ends prematurely, it does (50..80)% of the damage it would have done had it ended normally at that time. This Hex ends prematurely if target foe is hit by “Doom.”
Improbable Inversion. Elite Anomalous Spell. Energy: H. Cast: M. Recharge: H. For (7..12) seconds, all damage becomes healing and vice versa. Healing skills can be used on foes as attacks while this Anomaly is in effect. [This may or may not be workable.]
Kinetic Anomaly. Anomalous Spell. Energy: M. Cast: M. Recharge: H. For (15..25) seconds, all ranged attacks have a 20% chance of vanishing into thin air. Each time this happens, all members of the party of the attacker to whom this occurs gain 2 Energy each.
Medicinal Practices. Anomalous Spell. Energy: M. Cast: H. Recharge: H. For (10..18) seconds, all healing in the area increases in effect by +(10..25). This does not apply to healing from Divine Favor or Divine Favor skills.
Parallelogram of Power. Anomalous Spell. Energy: H. Cast: H. Recharge: H. Creates a parallelogram in the area that lasts for (10..25) seconds. Creatures that stand on a corner of the parallelogram gain +(5..10) base damage and +(15..33)% armor penetration.
Pernicious Persistence. Anomalous Spell. Energy: M. Cast: M. Recharge: H. For (10..25) seconds, all Hexes and Enchantments cast last (33..50)% longer than usual and recharge 25% slower than usual.
Pheromonal Potentiation. Enchantment Spell. Energy: M. Cast: L. Recharge: H. For (10..25) seconds, you and target other ally of opposing character gender gain +(10..20) armor and +(3..7) base damage as long as you remain in the area of each other.
Quadrilateral Quartering. Anomalous Spell. Energy: M. Cast: H. Recharge: H. Creates a square zone in the area in which all creatures cannot suffer from any new Conditions and have +(5..20) armor. This square lasts for (15..25) seconds and expands for every 3 creatures inside.
Range Reversal. Anomalous Spell. Energy: M. Cast: M. Recharge: H. For 15 seconds, non-arrow ranged attacks take on the properties of Ranger Longbow arrows, and Ranger arrows can only be used like staff attacks. [This relates primarily to altitude-based damage gains, attack speed, and range of attack.]
Reactive Skin. Hex Spell. Energy: M. Cast: L. Recharge: H. For (10..15) seconds, target foe deals (10..25) chaos damage to adjacent foes whenever target is hit by a new Spell, Enchantment, or Hex.
Responsive Matrix. Enchantment Spell. Energy: M. Cast: L. Recharge: M. For (10..15) seconds, target ally deals (10..25) chaos damage to adjacent foes whenever hit by weapon attacks.
Reticle Radiation. Hex Spell. Energy: L. Cast: M. Recharge: M. For (8..15) seconds, each time target foe is hit by piercing damage, a cross-shaped pattern emanates from their position, causing (15..30) piercing damage to foes who contact it. [Pattern increases in size as Phenomenology rank increases.]
Spontaneous Combustion. Spell. Energy: M. Cast: L. Recharge: M. All nearby foes have an immediate (25..50)% chance of being set on fire for (4..8) seconds.
Sudden Superposition. Logical Enchantment. Energy: M. Cast: M. Recharge: H. For (3..10) seconds, the next time you are targeted by a non-Enchantment Spell, that Spell is redirected at the caster and this Enchantment ends. If that spell causes damage, it will do (50..95)% of that damage to the caster.
Suppress Absurdity. Skill. Energy: M. Cast: M. Recharge: M. Dispel 1 Anomalous Spell affecting the area. You may select which Spell to dispel by clicking on it in the Effects bar, if applicable.
Suppression of Nature. Enchantment Spell. Energy: M. Cast: L. Recharge: H. For (20..40) seconds, all Nature Ritual Spirits in the area of target ally suffer health degeneration of (2..9). If this Enchantment ends prematurely, all Nature Ritual Spirits in the area are healed to full health.
Tap Metaphysics. Enchantment Spell. Energy: L. Cast: M. Recharge: M. For (8..15) seconds, you steal (5..8) Health and 1 Energy each second from each nearby Spirit. If these are allied Spirits, they gain +2 Health regeneration while affected.
Temporal Compression. Anomalous Spell. Energy: H. Cast: M. Recharge: H. For (25..40) seconds, all time-related effects and abilities take place 20% faster, except regenerative and degenerative conditions. [That is, pips remain unaffected and work just as rapidly as normal.]
Vibratory Sustenance. Anomalous Spell. Energy: M. Cast: L. Recharge: M. For (5..15) seconds, all Shouts affect all allies of the shouting creature within map detection range, rather than within earshot, but cost 2 more Energy or 1 more adrenaline to use.
Window of War. Anomalous Spell. Energy: M. Cast: M. Recharge: M. This Spell creates a window in the air that lasts (10..25) seconds, and all projectiles passing through it become chaos damage in nature and gain +(3..11) base damage.
Zed Wave. Spell. Energy: M. Cast: L. Recharge: H. This spell sends out a Z-shaped current of power, which hits for (25..85) chaos damage if it contacts a foe and Hexes them to attack 33% slower for (5..13) seconds. This duration is doubled for foes at the terminus of the Z. [Size of the Z also expands as Phenomenology rank increases.]
Suggested Accessories
Background: Innovators are sort of the propeller-heads of the Tyrian world: not especially together in terms of fashion or what have you, but marvelously intricate when it comes to detail and weaponry. They tend to have a rather pragmatic view of things: it’s not what it looks like that matters, but what you do with it–function over form–though having both is always nice. As such, their accessories shouldn’t be particularly elegant or avant-garde (unlike their counterpart casters, the Elementalists and Mesmers).
However, Innovators -do- have at their disposal the collected wisdom of the ages (and the very newest in magical advancements), and as such are not to be trifled with in terms of capability. Their “armor” may look flimsy, but it certainly doesn’t skimp on protective abilities of many varieties.
It is suggested that Innovators have one suite of Armor that is much like a chemistry lab set, complete with too many pockets and a sort of off-center fit, and a coordinating headgear set of goggles. Another could be something somewhat snappy, but still not quite there, with the feel of cheap suits that doctors wear today but obviously adapted to fit the period of Guild Wars, and the circular forehead reflector-pieces used by doctors in the days of old. A third could be a set of academic robes, much like graduates of academic institutions, complete with a mortarboard or beret. Ideally, all Innovator armor sets would have a wild variety of protective effects. It must also bestow at least the “high caster” standard of 4 pips of energy regeneration, with perhaps the “selling point” of one of the suites being a total of 5 pips.
As mentioned before, Innovator weapons would ideally be custom-built, with multiple kinds of upgrade components available for use (rather than the standard two). It is intended that Innovators be able to use up to four types of upgrades on two-handed weapons: Panels, Springs, Gears, and Reticles. These weapons will all be various kinds of launchers, including portable trebuchets, slingshots, and ballistae. One-handed weapons will only be able to be modified with Reticles. A nice Innovator weapon might be a “Fiery Energizing Trebuchet of Hale Sundering.” It would have lower base damage than a Ranger bow, but with the various modifiers, it could become rather useful (and revive the market for even low-rank upgrade components). Panels and Gears are like Staff Head upgrades–they exist in “<Upgrade> Panel” or “<Upgrade> Gear,” where the upgrade could be traditional or could be unique to the Innovator set. Reticles would be like Staff Wrappings, in that they would be “Reticle of <Upgrade>.” Springs, on the other hand, would always be something ending in -ing, and while they might have typical effects, they would also have to have unusual names.
However, this may remain too complicated of an idea, and as such Innovators may wind up with boring old two-upgrade weapons. Such is life.
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Again, some skills I recognize as being potentially unbalanced, and I know I have probably more than enough skills altogether here. Please don't get hung up on that fact--criticize specific elements of portions that you think are unbalanced, but don't knock the entire class on the basis of a few things you disagree with. Discussion is good.
Last edited by AxemRangerBlue; Aug 30, 2006 at 07:07 PM // 19:07..
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