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Old Apr 11, 2006, 11:16 PM // 23:16   #1
Jungle Guide
 
Join Date: Jan 2006
Guild: [Here] | CKOD
Profession: E/R
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Default The Sealer Class

ok my newest recomendation and idea for a class, i will add more skills later.

The Basics:
60AL with a +energy, +10AL -energy, +5AL while Sealing; outfits.
Wands and Offhands related to ALL attributes.
Basic 30 energy +4 regen that all casters have.

Concentration {P}
Sealing Spells
Oracle Spells
Spiriting Spells


UNIQUENESS: Concentration Spells.
This spells take 1/4 time to cast and cost no energy, but it is counted as a enchantment maintaining on you (ie like a monks mending) but is counted as a shout or just 'concentration'. You have the choice of keeping maintaining this spell or not. When you recieve damage from any opponent while under these 'concentrations' you will lose 3 energy. If you lose more than 15 energy while under one concentration you lose your concentration. If you have more than one, the energy is stacked, even if it is are the same spell.

Oracle Spells Breakdown
Coming soon, once i think of them!

Spiriting Spells Breakdown
These spells will help you spread conditions and heve devastating effects from hexes as you wither the opponent to dust. Some spells will include energy degeneration as well as unique hexes.

Sealing Spells Breakdown
These spells usually will take a long time to cast (most around 4 seconds) and will have great effects on allies or foes. Most cost little energy but the casting time makes up for the effects and enchantments they may have.

Concentration Breakdown
This is the Primary attribute of the Sealer. With this, they gain +2.5% for each level invested to dodge projectile attacks (arrows, some spell) and when you dodge these attacks you gain +1...3 energy (4 at lvl 16). This attribute will contain stances for faster casting and dodging abilities. This also has some concentration spells (explained earlier).

Concentration Skills

Dazzling Lights {E}
10e, 0s, 45r
Stance. This stance lasts for 1...30 seconds. While you have this stance is in effect, whenever you are attack by physical damage your opponent is blinded for 1...6 seconds. If target was to interupt you, you are not interupted and you lose 7...4 energy.

Containment
5e, 2s, 15r
Hex. This hex makes target foe moves 12...60% slower for 1...12 seconds. If target foe moves this hex is renewed for 3...6 seconds.

Gaze of Youth
0e, 1/4s, 30r
Concentration Enchantment. Target ally gains +1...3 Health regeneration for 1...20 seconds or until concentration is broken.

Gaze of Emptiness {E}
0e, 1/4s, 30r
Concentration hex. Target foe suffers a 1...3 energy degeneration while you gain that as energy regeneration. This lasts for 1...10 seconds or until concentration is broken.

Triumph
10e, 0s, 60r
Stance. If target foe loses more than 75% health you and all allies in the area gain 30...150 health and 1...6 energy.

Momentum
15e, 2s, 30r
Hex. Target foe attacks 75...50% faster and gains a 5...2 health regeneration for 30...12 seconds. When this spell is ended, target foe suffers from exhaustion and weakness for 1...12 seconds/.(maybe weakness, bleeding and cripple for 1...12 seconds as i have made a point of only eles getting exhaustion).


Sealing Spells
These will not be about interupts, but about hurting the opponent for damage they do to a target ally or other effects. This will effectively make the opponent suffer from whatever they have in store for your teammates.

Synchronize {E}
10e, 4s, 45r
Enchantment. While you have this in effect, whenever target ally suffers from a condition target foe and all foes adjacent to target foe suffer from that condition too. If target ally suffers from a hex target foe takes 1...36 damage and you lose 3...1 energy. This lasts for 5...29 seconds.
(I was going for a Gladiator's Defense {E} for spellcasters)

Seal of Signets
5e, 4s, 25r
Hex. The next time target foe uses a signet they take 23...95 damage and that signet takes 1...6 seconds longer to recharge.

Seal of Revenge
5e, 4s, 30r
Concentration Enchantment. While target ally is enchanted, whenever they take damage, the foe that dealt the damage ally takes +1...12 more damage then they dealt and suffer from any effects that target ally was afflicted with and you lose 5...2 energy. This enchantment lasts 3...15 seconds or until concentration is lost.

I will post other skills soon, tell me if you like my primary attribute first though, because i am really gunna base other skills around it. TY!

Last edited by Trylo; Apr 14, 2006 at 05:03 PM // 17:03..
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Old Apr 12, 2006, 12:27 AM // 00:27   #2
Furnace Stoker
 
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Join Date: Oct 2005
Location: Kali
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I like the Concetration, very nice and creative and original, Kudos.

Need more skills before can judge. I am guessing this will be a Anti-mage class? But don't make it too similar to a Mesmer.
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Old Apr 12, 2006, 01:14 AM // 01:14   #3
Jungle Guide
 
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its gunna be long casting high damage big effects kinda class im still workin out some stuff before i post my skills
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Old Apr 14, 2006, 06:45 AM // 06:45   #4
Frost Gate Guardian
 
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i read through it quickly, but is this like a mesmer/ritualist?
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Old Apr 14, 2006, 06:54 AM // 06:54   #5
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At first I thought you were joking. A class about killing seals.

After reading it - it looks interesting. I like the Concentration attribute and mechanics. But you really need to flesh out the Sealing attribute.
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Old Apr 14, 2006, 04:29 PM // 16:29   #6
Jungle Guide
 
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haha im workin on the sealer skills making sure they dont totally wreck some sort of balance or are abusable!

(will probably post them soon, only about 10 of them made it through all the balance issues i could think of though lol)
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Old Apr 14, 2006, 05:43 PM // 17:43   #7
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I liked the skills.
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