The Sorcerer

silence.renegade

silence.renegade

Ascalonian Squire

Join Date: Oct 2006

Can't remember

A/R

Sorcerer

The sorcerer is the commandant of all of the mists. He controls djinn, titans and various other terrifying entities. He binds them to his will using runes and pentacles.
His basic energy is 30, with armour that increases energy he can stand up to 45. With a good energy knife (maximum +25 energy) he can storm the land with 70 energy. And with those stupid almost useless runes of attunement he can have max of 80. That almost can level with an ele.

Armour

Chalk Rune – one for each attribute.
Body wrap – choice of extra energy, extra armour again the elements or extra armour against physical damage.
Gloves – same as above.
Robes – same as above.
Runic Sandals – same as above.

Weapons

Knives (for drawing runes, not for stabbing people, however these guys do ranged attacks so they are throwing knives.) And shields (attributes being accuracy and magical knowledge.)

Attributes

Accuracy –Many skills, especially runes become more effective with higher accuracy.
Magical Aptitude – Primary – Every time you cast a rune, you gain 1 energy for every 2 ranks. Many skills, especially those associated with Pentacles, become better with higher aptitude.
Magical Knowledge – Decreases the casting time of spells by 1% for every point in magical knowledge. Many skills, especially djinni spells, become more effective with higher Magical Knowledge.
Knife Mastery – Knife Mastery increases the damage that you do with your knife. Many skills, especially attack skills, become more effective with higher Knife Mastery.

A Short Talk On How To Understand Runes And Pentacles

Runes are the binding symbols of spirits from the Mists. Masters do not summon spirits, however, like Ritualists. Rather they bind their magic to their will. By summoning them into their runes they can use them to cause desirable effects to enemies. However as all spirits that are summoned into runes are malign and irritable they will not cause healing or anything like that to the team. Runes, however, are not very powerful on their own. All that runes can do is summon the spirit and give it a special effect. Runes that are within a Pentacle are twice as powerful (literally all runes within it last 2x as long and their effects are 2x as powerful). Also Pentacles are given certain abilities. Pentacles cannot summon on their own, they need the runes. However Pentacles can produce bonus effects to the spirits summoned within. Pentacles appear as small five pointed stars on the ground. However their AoE is that of the Danger Area. All runes inside have that range as well rather than just nearby.

Sample Skills
Accuracy

Binding Rune – Energy:15 – Activation:2 – Recharge:20 – Rune
Add a binding rune to your location/Pentacle. All enemies nearby are slowed down by 33%...66%. This rune fades after 7…14 seconds.

Unleashed Rune – Energy:25 – Activation:3 – Recharge:35 – Elite Rune
Add an Unleashed Rune to your pentacle (Note: Must be a pentacle for this particular rune.) All enemies nearby are set on fire and take 25…35 damage each second. This rune fades after 3…7 seconds.

Magical Aptitude

Titan Pentacle – Energy:20 – Activation:2 – Recharge:20 – Pentacle
Create a Titan pentacle at your location. All runes summoned within cause 15…25 damage every second to all foes within the area. This pentacle fades along with all of its runes inside after 30…45.

Crippled Pentacle – Energy:20 – Activation:3 – Recharge:40 – Elite Pentacle
Create a Crippled Pentacle at your location. All enemies that enter become crippled for 12…23 seconds. This pentacle fades without its runes after 29…44.

Magical Knowledge

Flurry of Blades – Energy:10 – Activation:1 – Recharge:20 – Djinni Spell
Summon a bladed djinni to your location. The djinni attacks target foe for 5…8 seconds. Each successful hit cause 28…48 damage. This djinni fades when it stops attacking.

Healing Wings – Energy:5 – Activation:2 – Recharge:10 – Spell
For 4…8 seconds you have +8 health regeneration. When this spell ends, if you are within a pentacle you all other party members have +3 health regeneration, for 6..9 seconds.

Unimaginable Pain- Energy:15 – Activation:5 – Recharge: 10 – Elite Djinni Spell
Summon an Unbearable Djinni to your location. Whenever a foe attacks you, or if you are within a pentacle any other party member within that pentacle, that foe gains these conditions: Poison for 5…9 seconds, Disease for 5...7 seconds, Bleeding for 7…14 seconds, Crippled for 5…8 seconds and Deep Wound for 5…8 seconds. However if you attack you also gain the listed conditions.

Knife Mastery

Embedding Throw – Energy:5 – Activation:1/4 – Recharge:20 – Knife Attack
Throw an embedding knife at target foe. Target foe is interrupted. If you were standing in a pentacle when you used this skill, then target foe is knocked down.

Earthshattering Throw – Energy:10 – Activation:3 – Recharge:25 – Elite Knife Attack
Throw an Earthshattering throw at target foe. This strikes for +22…44 damage, and all nearby foes are knocked down. If you are near a rune then this strikes for an additional 12…24 damage, and if you are within a pentacle all nearby foes to your target take 12…30 damage.

(note every reference to master actually means sorcerer, master was the pre-name)
(read below for primary changes)

kingofrandom

kingofrandom

Pre-Searing Cadet

Join Date: Dec 2006

Deaths Fist

D/Mo

i would change the energy stuff goin on with it, i mean up to 80, thats redunkulous, and yes elementalists can get that high, thats because they have an attribute for that. no item in the game allows for up to +25 energy either. might switch around the weapon for it, assassins have knife mastery. and maybe change the attribute power of magical knowledge to have it more like 2 or 4 percent, because otherwise it doesn't make a difference. or change it all together its too much like mesmers fast casting. not enough info on the accuracy attribute. otherwise, interesting. just could use more originality.

kKagari

kKagari

Lion's Arch Merchant

Join Date: Aug 2005

a 2ndary attribute to almost even up to fast casting? goodbye mesmers?

Etrik

Etrik

Krytan Explorer

Join Date: Jun 2006

Romania

None atm

Mo/

Oh god, it's a satanist mesmer/sin/monk summoner with Estorage. God help us all.

platnium_playa

platnium_playa

Frost Gate Guardian

Join Date: May 2006

the luxon scourge

W/

Quote:
a 2ndary attribute to almost even up to fast casting? goodbye mesmers?
lol me/sorcerer...fast cast+2ndry fast-cast..overpowered? nah.

silence.renegade

silence.renegade

Ascalonian Squire

Join Date: Oct 2006

Can't remember

A/R

Quote:
Originally Posted by kingofrandom
i would change the energy stuff goin on with it, i mean up to 80, thats redunkulous, and yes elementalists can get that high, thats because they have an attribute for that. no item in the game allows for up to +25 energy either. might switch around the weapon for it, assassins have knife mastery.
ill take that into account, sorry about that +25 energy, i meant +15 energy like on those green staves. so max of 70 energy and going down
magical knowledge - now decreases recharge time by 2% of runes and pentacles (therefore less use for mesmer primaries)
oh yeah and eles can now go over 100 or more energy.
changed name of knife mastery to technique, same stats.
sorcerers are ranged, assassins are melee

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

I think you were pretty creative here, but it has alot of flaws. Another example of how trying to develop actual skills only backfires with debate about whether the skills are balanced, instead of focusing on different types of abilities which the class would offer.

I don't have time to examine it, it is late and I am strapped for time lately, but there is some stuff here which might be fun if implemented, I will try to recognize it later.