Concept Class - The Stymy

Brandon1107

Brandon1107

Wilds Pathfinder

Join Date: Jul 2006

E/

The Stymy

"The balance on the battle field. Mixing the elements of magic and the world around you. He controls the battlefield by using magic that wards off foes and manipulates everything around them. They are a mystical being that uses very thin cloth as armor to perform spells quickly and swiftly. A person unlike any other being out there. They are outcasts of the gods. Said to be shunned descendants. The Stymy, a balance, an outcast, a ward..."

~Komir


Attributes

Reverie - For every point in this attribute, spells and wards that affect nearby allies and foes stay active 2% longer and spells and wars that affect nearby allies and foes recharge times is shortened by 1%. Skills that tend to aiding in battle and using meditation have better affect with more attribute points

Temperance Magic- This attribute has no inherit affect. Skills that tend to safe-guarding allies and restraining foes actions have better affect with more attribute points

Concealing Magic - This attribute has no inherit affect. Skills that tend to absorbing attacks, life-steal, and hexing have better affect with more attribute points

Anima Magic - This attribute has no inherit affect. Skills that tend to sooth party members and use surrounding forces have better affect with more attribute points.

Skills

Reverie

Mind Cleanse - Spell; for 3-13 seconds you have have +10 - +20 maximum energy and +1 - +3 energy boost but take double damage and suffer bleeding when hit.

15 energy
3 sec. casting time
30 sec. recharge

Dreams of Renewal - Elite Spell; All allies adjetant from target ally gain 2+-4+ energy regeneration for 5-12 seconds

25 energy
60 sec. recharge

Breath of Sympathy - Spell; for 3-13 seconds if target ally has less health than you, they take 25% less damage from all attacks.

5 energy
1 sec. casting time
10 sec. recharge

Warmth of the Spine - Spell; target ally and all adjetant allies from them move 25% faster and have a 50% chance to evade attacks but physical attacks damaging them have a 50% higher critical attack chance for 5-18 seconds.

10 energy
3 sec. casting time
45. sec. recharge

Circle of Stability - Elite Ward; all nearby allies cannot be knocked down, interupted, or suffer bleeding or daze for 5-12 seconds. When this would happen all nearby allies are healed for 25-102

15 energy
3 sec. casting time
45 sec. recharge

Temperance Magic

Shackle Barrier - Spell; all nearby foes attack 50% slower and and foes have a 25% chance of getting knocked down when suffering piercing damage.

10 energy
3 sec. casting time
45 sec. recharge

Salvation Mind Read - Elite Spell; all targets foes skills are disabled for 5-12 seconds. All nearby foes to targeted foe skills of the same attributes are disabled for the same amount of time.

15 energy
3 sec. casting time
45 sec. recharge

Bulwark of Earth - Ward; for 5-12 seconds all nearby allies block 50% of physical attacks and suffer 25% less damage from fire, water, and earth damage but take 25% more damage from air

15 energy
3. sec casting time
45 sec. recharge

Cry of the Shadows - Spell; for 5-15 seconds target ally and adjetant allies from target ally shadows step to any random area for the the next attack. That attack is negated.

15 energy
25 sec. recharge

Concealing Magic

Wisdom and Rock - Elite Ward; all nearby allies absorb the next 3-5 attacks and spells. Those attacks and/or spells are backfired.

15 energy
3 sec. casting time
45 sec. recharge

Blood is Life - Elite Ward; all nearby allies suffer exaustion. But the next 200 damage suffered by each nearby ally is negated. Those allies life-steal that much instead.

15 energy
3 sec. casting time
45 sec. recharge

Burden of the Veins - Hex; target foe is poisoned for 5-12 seconds. When target foe attacks in that time duration that target steals 2-5 energy.

5 energy
30 sec. recharge

Feast of the Eyes - Hex; target foe is blinded for 5-12 seconds. When under this hex, while missing an attack adjetant target hexed allies suffer 10-30 damage

10 energy
45 sec. recharge

Steal his Wisdom - Hex; target ally steals 30-65 health and 3-7 energy everytime target is interupted or misses with an attack for 7-16 seconds

10 energy
1 sec. casting time
20 sec. recharge

Anima Magic -

Vines of Vigor - Elite Ward; for 5-12 seconds nearby allies gain 25-50 health each second

15 energy
3 sec. casting time
45 sec. recharge

Soul Search - Elite Spell; target ally evades all attacks when casting a spell for 10-22 seconds

10 energy
5. casting time
30 sec. recharge

One with the World - Spell; target allies attacks do +10-22 damage and cause interuption for 3-7 seconds

Armor:
Thin, only 50 armor. It is usually long and jagged looking. Made from different materials of the earth.
http://www.geocities.com/normlaw/scale-cn.gif - you can get an idea from that but uses a staff/wand instead of that weapon

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

it seems like a cool concept, just way overpowered because it combines so much of everything good, not to mention it buffs so many things like wards.

Although 50 armor does help it a little, still since you are not in melee range that doesn't balance it a lot.

Dean Harper

Dean Harper

Jungle Guide

Join Date: Dec 2005

USA

The Killer Clan Musketeers [TKCM]

Me/E

its kinda weird, like a monk/necro/my new cyfilist build, building on other ppls skills and also protecting.

name sounds like a disease

Brandon1107

Brandon1107

Wilds Pathfinder

Join Date: Jul 2006

E/

I hoped people wouldnt think it was too over powered because you have to set up a ward so many peopple can be in it which is slightly hard. Just tell me what you think is overpowered (skills, attributes, ect.)and i can adjust them.

Dean Harper

Dean Harper

Jungle Guide

Join Date: Dec 2005

USA

The Killer Clan Musketeers [TKCM]

Me/E

the problem i have is kinda that its trying to do too much on the battlefield. it seems like it would be to hard to play and wouldnt work.