Max Health
480
Max Energy
40
Energy Regeneration
>>>>
History:
In a blistering drout, one might expect to hear rhythmic drums beating deep in the heart of the jungle. To veer too close means almost certain death. Most make it their business to ward away. Occultists worship Grenith in ways in which would make most people sick. Human sacrifice is prevalent, and even acceptable in deep parts of the jungle where these ceremonies are held.
Little is known about these occultists, except that those that have made their way in towns and cities have displayed a very different form of magic when they show aggression. Some believe it is because of some advanced magic granted to the people, while others believe it is merely superstition and lore. The White Mantle began a hunt to slaughter all those involved. Many parties were sent to wipe them out of existance only to come back frightened puppies or not at all.
To this day, it is not known whether they still exist, but rumor has it that the gift of this rare form of magic is quietly passed down the generations.
Skill basis:
Occultists utilize chronic spells, which require intense concentration on the part of the occultist to work. For this reason, an occultist cannot cast other spells during its effect. However, to counter this effect, occultists have cleverly systemized a new type of magic designed for this very purpose, delaying its effect for an amount of time so that it works while casting these chronic spells.
A chronic spell is essentially a normal spell in which its cast time *is* the duration of the spell and its effect occurs not after but during its casting. An example of this might be:
Energy syphon - (10 energy, 20 second cast time, 45 recharge) Chronic enchantment. If hit while casting Energy Syphon, all allies in the area gain 1-4 energy and all foes in the area lose 1-4 energy.
During the casting, the effect takes place. This can be interrupted like any other spell, however the occultists have stances to counterbalance this effect.
Fanatacism - (15 energy, 1 second cast time, 30 recharge) Elite stance. For 60 seconds, you have a 20%-70% chance to prevent an interrupt from an opponent. When you prevent an interrupt in this way, you lose 50-10 life.
And since it takes time to cast chronic spells, an entire attribute is devoted to delay spells, which only take effect after the spell has been cast.
Forbearance - (10 energy, 1 second cast time, 20 recharge) Delay spell. After 10 seconds, you are healed for 20-70 health. If you are casting a spell, you gain an additional 20-70 health.
Foreshadowing Magic Attribute - Magic pertaining to delay spells. Points placed in Foreshadowing Magic will increase the ability of spells pertaining to it.
Doom - (15 energy, 1 second cast time, 60 recharge) Elite delay spell. After 5...20 seconds, if you are dead, you are resurrected with full health and 25% energy. If you are not, you suffer deep wound for 20 seconds.
Omen - (10 energy, 1 second cast time, 30 recharge) Delay spell. After 20 seconds, all nearby enemies are struck for 25...120 lightning damage).
Anticipation - (15 energy, 1 second cast time, 20 recharge) Delay spell. If after 20 seconds, you receive more than 200...50 damage, your health is restored to what it was when anticipation was cast.
Warp Magic Attribute - Magic pertaining to chronic spells. Points placed in Warp Magic will increase the ability of spells pertaining to it.
Piercing Gaze - (10 energy, 10 cast time, 20 recharge) Chronic spell. Target foe gains -2 health degeneration and becomes easily interruptable whenever casting any spell.
Retaliation - (10 energy, 20 cast time, 40 recharge) Chronic spell. Whenever target other ally takes physical damage, foe hitting target ally takes 20%...60% of that damage.
Repel - (10 energy, 10 cast time, 30 recharge) Chronic spell. All nearby foes running towards target ally have a running speed reduced to 50%. All nearby foes running away target ally have a running speed increased by 33%.
Concentration - (Primary) For every point in concentration, the chance of getting interrupted while casting spells is reduced by 2%.
H

, then time magic and a mix of a necromancer/mesmer ..., when u want time magic, make a CC for a specific Chronomancer, which has mastered time magic and is no 3 in 1 Mix Class, because thats my impression if this CC here, with a false class name...