I decided it might be fun to try this out, but I don't really have an idea on how to format it so I'm just gonna wing it...
----Basic Premise-------------------------------------------------------------
The Bonder is a character that focuses on 3 things: Healing, Buffs, and Debuffs. What makes it unique is how it creates links between allies and enemies, and manipulates those links to it's team's advantage.
----Some terminology:--------------------------------------------------------
Siphon: A skill that generally causes the target to lose something, while you gain something. It would appear as a hex on the target and an enchantment on you, and if it ends on one ends on the other. Referred to as "Siphon Hex" on the target and "Siphon Enchantment" on the caster.
Bond: A skill that generally gives you and a target other ally a benefit. It would appear as an enchantment on both of you, and would end on one if it ends on the other.
Jinx: A skill that can be targeted at an ally or a foe and generally gives a buff and a debuff. It would appear as an enchantment if cast on an ally and a hex when cast on a foe.
----Attributes:----------------------------------------------------------------
War Bonds: This attribute contains skills which hinder your opponents and help your allies fight.
Light Bonds:This attribute contains skills which heal your allies and help prevent them taking damage.
Bond mastery(Primary):For each rank in bond mastery your bonds and siphons last 2% longer. This attribute mostly contains skills that have to do with manipulating bond and siphons.
----Skills:--------------------------------------------------------------------
War Bonds
Siphon health(Siphon): For 1...12...15 seconds target foe has -15...75...90 maximum health, and you have +15...75...90 maximum health.(10, 1, 25)
Doom Link(Siphon): For 30 second this siphon does nothing, when this siphon ends both characters take 30...66...75 damage, if it ends prematurely on either character only that character takes damage. (5, 1/4, 15)
{Elite}Siphon enchantments(Siphon): For 5...11...13 seconds, anytime an enchantment is cast on target foe you receive that enchantment instead. When this siphon ends you lose all enchantments. (15, 1, 30)
Fury Bond(Bond): For 5...17...20 seconds you and target other ally attack 25% faster, this bond ends if either uses a non-attack skill.(10, 1, 30)
Concentration(Jinx): For 20 seconds target's stances last 50% longer and that target attacks 25% slower.
Light Bonds
Tranquil Bond(Bond): For 10 seconds you and target other ally gain +1...4...5 health regeneration, this bond ends if either of you takes or deals damage. (5, 1/4, 10)
Bond of Haste(Bond): For 5...13...15 seconds you and target other ally move 25% faster(5, 1/4, 25)
{Elite}Needs of the many(Siphon): For 10 seconds whenever target foe takes damage you lose health equivalent to 60...36...30% of the damage, and the other 40...64...70% is split amongst your party as healing. (10, 1/4, 20)
^While I think this one would be really cool, I'm not sure if it would be balanced.
Bond Mastery
Reverse Siphon(Spell): If target ally has a siphon hex on them it is reversed and it's duration cut by 50...26...20%.(5, 1, 20)
Transfer Siphon(Spell):Transfer 1 siphon enchantment from yourself to target ally.(5, 1/4, 10)
Release Bonds(Spell):All siphon enchantments and bonds end on you, for each you gain 10...34...40 health, and 0...6...7 energy.(10, 1/4, 5)
Healing bonds(Enchantment spell): For 30 seconds, whenever you cast a bond on an ally, that ally is healed for 20...38...42 Health (5, 1, 20)
{Elite}Strengthen Bonds(Spell):for 10 seconds the next 1...3...3 bonds you cast last 50% longer. (10, 1, 30)
More to come...
H
