Pre-Searing Cadet
Join Date: May 2006
Profession: Me/R
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Concept Class: Scourge
There are a lot of cool profession concepts here, but I haven't had time to read most of them - so I apologize in advance if this one is too similar to one of the existing ones.
Loosely based on a rough draft of a class for Diablo II that I recently rediscovered: the Scourge. It's a hybrid caster-fighter profession, leaning more toward the caster side, and built around the idea of 'mage adrenaline'.
To charge these skills, you have to spend energy. Every 5 energy spent while within 'spirit range' (About half a compass length; the range of ranger & ritualist spirits) of a foe gives one "m" point. However, using one of these skills wouldn't lower the pool of the other skills, allowing you to fire off multiple zero-energy skills in a row. These "m" points would expire after 20 seconds of inactivity, like adrenaline.
The Scourge is a sort of midline class. They'd be behind the warriors, striking over their shoulders during a battle, or else hanging back with the monks and mesmers and using their midrange condition-inducing attacks to inhibit a charge or punish teleporting assassins.
60 or 70 armor, 40 energy, 4 pips of regen.
"E" is energy cost, "c" is cast time, and "r" is recharge time. "M" is the 'mage adrenaline' cost. Most of the numbers are rather arbitrary.
Dynamism (Primary Attribute). For each point in Dynamism, Conditions you receive expire 2.2% faster. Several skills, especially those that deal with changing the flow of battle, become more effective with higher levels of Dynamism. Wands, foci, and staffs with Dynamism mods would require Dynamism.
Ether Appreciation 4m, 1c
Spell. You gain 12...55 health, +10...21 health for each enchantment target foe has.
Debilitating Curse 9m, 2c
Elite Hex Spell. Sacrifice 20% max health. For 1...3 seconds, target foe's max health is reduced by 30...60%.
Lightness of Being 10e, 2c, 25r
Hex Spell. For 2...11 seconds, target foe has -20 armor but moves 10% faster.
Siphon Suffering 6m, 1c
Spell. Transfer one condition and its remaining duration from target foe to yourself. If a condition is transfered, you gain 1...8 energy.
Vengeful Stance 4m
Stance. For 5 seconds, 8...36% of the damage you take is absorbed. When Vengeful Stance ends, all adjacent foes take damage equal to the amount absorbed.
Void Signet 2c, 30r
Signet. Lose all energy. You gain 1...8 strikes of "mage adrenaline".
Solar Lore. No inherent effect. Several skills, especially those relating to fire damage and weakening foes, become more effective with higher levels of Solar Lore. Wands, foci, and staffs with Solar Lore mods would require Solar Lore.
Cleansing Flame 3m, 3/4c
Spell. Remove one Scourge hex from target foe. If a hex was removed, that foe suffers from burning for 1...6 seconds.
Blazing Bolt 1m, 3/4c
Spell. Send out a Blazing Bolt that strikes for 3...26 fire damage if it hits.
Fire Lash 15e, 1c, 30r
Enchantment Spell. For 4...12 seconds, your whip attacks cause burning for 1...2 seconds whenever they strike a hexed foe.
Inner Fire 5m, 2c
Spell. You take 4...36 fire damage and gain 1...8 energy.
Mirrored Signet 1c, 30r
Signet. If target foe was attacking, that foe becomes Blinded for 1...7 seconds. If target foe was casting a spell, that foe becomes Dazed for 1...7 seconds.
Prismatic Bond 10e, 2c, 30r
Hex Spell. For 2...20 seconds, target foe is hexed with Prismatic Bond. Whenever that foe is interrupted while using a skill, that skill is disabled for an additional 1...7 seconds and you lose 5 energy or Prismatic Bond ends.
Ring of Fire 6m, 2c
Spell. Create a Ring of Fire in the area around target foe (Basically an offensive, targeted ward). For 5...11 seconds, foes within the ring suffer from burning for 1...3 seconds while moving.
Sunburn 5e, 1c, 10r
Spell. Target foe takes 5...40 fire damage, and 3...26 additional fire damage if they are suffering from a Condition.
Sun Sigil 15e, 2c, 15r
Hex Spell. For 6...24 seconds, target foe and nearby foes are hexed with Sun Sigil. Whenever an affected foe blocks an attack, they are struck for 10...40 fire damage.
Solar Stance 10e, 5r
Stance. For 5 seconds, you assume a Solar Stance. When this stance ends, all adjacent foes are set on fire for 1...2 seconds.
Magnetism. No inherent effect. Several skills, especially those related to healing and assisting allies, become more effective with higher levels of Magnetism. Wands, foci, and staffs with Magnetism mods would require Dynamism.
Aura Wave 4m, 1c
Spell. Target other ally gains 1...5 strikes of adrenaline.
Dampen Hostility 5e, 1c, 5r
Spell. Heal target ally for 15...55 points, and an additional 10...28 points for each foe near them.
Draw Power 2m, 1c
Spell. Become Crippled for 10...6 seconds and gain 1...3 energy.
Ether Gift 2m, 3/4c
Spell. Target other ally loses one condition, is healed for 10...36 points, and gains 1...4 energy.
Iron Armor 5m, 1c
Enchantment Spell. For 4...12 seconds, you gain 5...11 armor and a 30...54% chance to block attacks.
Magnetic Field 25e, 3c, 30r
Spell. Create a Magnetic Field in the area around target foe. For 3...15 seconds, foes inside the field have a 30...66% reduced chance to block and evade attacks.
Seeker's Stance 10e, 30r
Stance. For 2...13 seconds, you cannot be Blinded. When Seeker's Stance ends, you suffer from Blindness for 10...6 seconds.
Soothing Whisper 4m, 1c
Spell. Target foe loses 1...5 strikes of adrenaline. This spell has half the normal range.
Whip Mastery. Several skills, especially those relating to the offensive use of whip, become more effective with higher Whip Mastery. Each level of Whip Mastery increases the effectiveness of whip attacks (Like the Warrior weapon lines).
Whips are one-handed weapons with an attack range of "half spell range", the same as Ice Spear and Dancing Daggers. The attacks connect very quickly, but can be dodged by lucky strafing or a fast enough run speed. All whips would require Whip Mastery.
"Whip It Good!" 4m
Shout. For 5...9 seconds, you attack 33% faster.
Disarm 5e, 1c, 8r
Whip Attack. If this attack hits, target foe's attack is interrupted and they suffer from Weakness for 3...9 seconds.
Entangling Lash 10e, 15r
Whip Attack. If this attack hits, target foe becomes Crippled for 3...9 seconds. If it is evaded, target foe is knocked down.
Forty Lashes 10e, 15r
Whip Attack. Strike at all foes in range for +2...18 damage.
Scorpion's Sting 3m
Whip Attack. Strike target foe for +2...18 damage. Scorpion's Sting cannot be blocked or evaded.
Sneaky Snake 10e, 1/2c, 12r
Whip Attack. Strike target foe for +8...26 damage. If that foe was activating a skill, they become Poisoned for 3...9 seconds.
Sundering Snap 5e, 8r
Whip Attack. Strike target foe for +2...18 damage. This attack has 20% armor penetration.
Whipcrack 4m, 1/2c
Whip Attack. Strike at target foe, dealing no damage but interrupting their action. If that action was a skill, it is disabled for 3...9 seconds.
Whirling Flourish 6m, 1c
Skill. For 10 seconds, your whip attacks recharge 50% faster. 50% chance of failure with Whip Mastery of 7 or less.
Wurm's Coil 10e, 12r
Elite Whip Attack. Strike target foe and foes adjacent to target for +8...26 damage. If any struck foe was suffering from a Condition, they are knocked down.
Zealot's Sting 2m
Whip Attack. Strike target foe for +2...18 damage. If Zealot's Sting is blocked or evaded, you gain 1...3 energy.
Comments, criticisms, "This looks stupid", etc. are all welcome.
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