This is my first class submission, so please be nice. I’m new at this. I’m still working on this and just wanted to see if it was worth perusing. I haven’t worked out the components yet but have just worked on the concept a bit. Please keep that in mind since this will be much shorter then the other concepts featured. Basically the Navigator, or Stargazer, since it sounds cooler, will focus on the one thing that no caster class has focused on yet, changing the position of opponents to confuse, disorient, and inconvenience enemies so that you can do damage at your leisure. I haven’t come up with the names for the attributes yet but I was thinking of something like this:
Teleportation: The primary attribute will be something like shadow stepping from assassins but will not be cast on only you, but instead on allies and enemies. Enemies take no damage from this movement, or minimal damage (inversely proportional to distance), and allies when moved take damage proportional to the distance they traveled. This would be an advantage since 1) it will allow an extreme anti-tank caster. If you take the tank out of the picture… temporarily… then tanks loose complete advantage over most casters in PvP, GvG, and even PvE. While these attacks won’t so damage to enemies when they are moved, a good stargazer coupled with a monk could heal a team while keeping safe so long as they aren’t ganged up on too quickly. 2) It will eliminate the monopoly certain professions have on running equalizing the playing field a bit for casters. Right now I noticed that a lot of runners are making a lot of money on runs sooo to equalize that advantage making a profession that makes running easy. For those of you saying… well Stargazers will just run through the world making it easy for them to run themselves, I propose that the best teleportation skills can only be used on touched target other alley. This way a navigator can’t run himself through all the PvE areas. Other skills that can be used on self would only teleport the user a short distance away, enough to avoid one or two attacks, or teleport the user to a random location in the users agro circle.
Most of the spells in this attribute would move people around your agro circle, whether in random directions, or in a direction you specify through a click, or arrow indication method. If a direction isn’t specified relatively quickly spell will either stop or teleport player in a random location.
An attribute that deals in hexes enchantment and stances that make you or allies move, cast, or attack faster, or make your opponent move, cast, or attack much slower. This would once again help in all situations and equalize the running imbalance I addressed earlier.
Hegemony: An attribute that confuses an enemies controls, possible inverting them for a time or temporarily rearranging an opponents skill set. For PvE some skills might include shifting the target enemy’s focus from you or your alley to one of the enemy’s allies. Once again… useful for PvP and GvG if you are battling against a nuker or other caster. These spells can confuse players, minions, henchies, spirits, and pets. So you use your opponent’s strength against them.
Wayfinding: Finally an attribute that focuses increasing the range of you and your allies or decreasing the range of your opponents. Very useful against casters and ranger types and, when used in conjuncture with teleportation spells since they are limited to your agro circle.
I’m going to include some possible applications for the stargazer as a secondary profession:
Stargazer is short handed to SG
R/SG can increase arrow range and avoid tanks
E,N/SG increase spell range or avoid tanks
Mo/SG can increase range of monk enchantments keeping monks out of danger while still able to heal party members
Me/SG would be able to not only mess with the energy of players but their position as well. Leave them defenseless and slowly draw them in.
Rt/SG can further increase range of spirit attacks
W/SG can use the agro circle attribute to counter act other SG’s from teleporting the tank too far away. If the SG has a very small agro circle, the inconvenience of a tank being teleported out would be minimal.
A/SG can teleport in and out of a situation without the worry of being pulled back in if health gets too low. Given an assassin already has this, but some of the enchantments and stances spoken of earlier would allow the assassin a larger range of movement while providing him or her with a way to counter heavy damage coming in rapidly.
Skills: (i thought of some... haven't worked out Energy Req. and casting time and such... suggestions appreciatated)
Teleportation:
Path Of the Heavens "The remander of your energy is used and you are transported, in a random direction, a distance proportinal to the energy you used. This spell ignores the effects of any upgrades." I.E. If you use 100% of your energy you are transported to the very outside of you agro ring. if you had 50% left when you activated the skill then you are transported a distance equal to one half or your agro ring. ect.
Weapons:
Chains do damage slightly lower then staves and are two handed. This would once again follow in line with the theme of position; this chain would follow in line with drawing opponents in of throwing them away.
One-handed weapon: Armillary (http://en.wikipedia.org/wiki/Armillary) Fire Damage: 10-20 This is a constant reminder to the Stargazer of his or her connnection to the stars. Like the solar system itself this weapon draws it's power from the sun itself causing fire damage on all who try to sever the Stargazer's link to the cosmos.
Focus: Astrolabe: (single handed... pics on wikipedia: http://en.wikipedia.org/wiki/Astrolabe) Energy +12: this tool has proved invaluable to the Stargazer for quick course corrections and path changes.
Focus: Sextant: (two handed... it is a type of navigation telescope.. pics on wikipedia: http://en.wikipedia.org/wiki/Sextant) Energy +22: The Stargazer has used this tool since anchient times to ensure that his teleportations deleiver the "goods" to the proper target.
a two handed focus might be good, providing more energy for teleporting which will be a very energy needy attribute. I was thinking a map, or a cartography telescope of sorts. This would eliminate damage being dealt by the stargazer for a bit, which means that the stargazer will be unable to defend himself while he is trying to get opponents away.
So what do you guys think? Please only constructive criticism. If you hate the idea tell me why.
Q



