The idea behind this class is.. well lets start somewhere else first, we have classes who rely on physical attacks, Warrior/Assassin, we have a class who uses Shouts and Chants, Paragon, we have a class who relies on Enchants, Dervishes, we have a class that relies on summoning spirits and minions, Necro/Rit, We have a class who relies on ranged combat, Ranger, and of course a class that heals, Monk.
Now reading over that, fair enough iv missed afew classes and those classes "can" play other roles. But what kind of skill are we missing there? Attack Skills, Enchants, Shouts, Spells.. what type of skill haven’t we touched? Well, I just answered that with no pun intended. Touch skills.
Now I know what your all thinking, "Oh no more touch skills, this will so be abused!". Well iv tried to design this class with that in mind, most of the spells have a high spell cost and cooldown time, enough to stop them being abused by Ranger/Necro's ect, but at the same time make them fair enough to be implemented by other classes.
Background:
**Still in Development**
A very quick sum up as to not leave it Blank, still needs alot of work;
Harlequins are twisted individuals from (insert some dark not gone to place in Guild Wars). They see life as a play, battle's being the most important and exciting part of a play they often throw themselves into fights to please Lyssa and display a most wonderful play of blood and pain (aswell as on occasion run drama's for the dead or Grenth himself). They enjoy the degeneration of people or cultures, travelling in groups from town to town like a troupe or circus, they put on dark "plays" and Drama's of someone falling from power or even worse that shall not be told. As they see life as a Play, they almost always dance or strut, they are very egotistical and speak ever sentence as if it were the most important line preformed in a drama. They love to play tricks or jokes at other peoples expense, both in and out of battle.. How ever in battle it’s usually alot more painful and bloody.
A good general idea of these people would be The Dark Elf's, or if anyone is familiar with Warhammer 40k Background the Dark Elder.. just with alot less torture >.>" but retaining the lSadism, masochism and lust part still. (Unfortunately, since GW has many many young players.. :S iv obviously missed these bits of the story out hehe ^^)
Skill/Boss Color:
Black (or almost black) Purple
Emblem:

Followed God/ess/s:
Lyssa/Grenth
Armour Level
Light Armour, 75 AL /W +30Armour against Dark Magic(Chaos/Shadow Damage) Much like the Rangers +30 to elemental damage.
Some examples of Harlequin Armour;
Another example could be;

----Dyed--->
Mask;
Although alot like the Mesmer Masks, an example of a Harlequins masks would be;

They could also wear face paint (as show in pictures at bottom)
Weapons
Finger Claws (Couldn’t think of a better name hehe XD)
-Max Dmg: 7-21 (very varied range to represent the inconsistency during the “dance”), 1.33 Attack Speed. I’m thinking of having them as a double handed weapon, much like Daggers just without the double strikes.
Harlequins use long knife like claws reaching from their fingers, much like these;
They are excellent for soft nimble strokes across the enemy, dancing and feinting attacks whilst slowly picking and slicing away at their foes.
Or if not, a Jesters Club, one handed melee weapon /w offhand;


Never deal physical damage, always some form of Element like Shadow or Chaos.
Energy Level
Medium Energy, 25 Energy, 4 Energy Regen. Reasonably low energy but high regen.
Range Type
Melee, Claws/Touch Skills.
Explanation
Basically a Harlequin can play many roles, they have special "Dances" (stance/enchants) that allow them to reduce enemy performance or damage them. They use powerful touch skills in combination with attack skills to cause good damage and are Masters of condition manipulation.
Attributes:
Feint Craft; Primary- (Could also be called Choreography)
The Harlequin dances “feint” attacks, deceiving their opponent with false body language and fake strikes, exhausting their enemy’s energy to fight.
For each rank in Feint craft, when ever the Harlequin “hits” with an -attack skill- they gain 4% (per rank) of that skills energy back, aswell as 5%(per rank) of the Skills damage in health.
Claw Mastery- Claw Mastery increases the damage you do with Claws and your chance to inflict a critical hit when using Claws. Many skills, especially claw attack skills, become more effective with higher Claw Mastery.
Mime Craft- No inherent effect. Mime Art is heavy on touch and agile skills, allowing you to evade and inflict damage. Increased damage and effectiveness of skills.
Degradation Magic- No inherent effect. Degradation Magic increases the effectiveness of the Harlequin’s dances and rituals.
Skill Listing:
Feint Craft:
Signet of Lust.
Feint Craft,
En:0 Ca:¾ Re: 30
Your next 1-3 touch skills cannot be Blocked.
True Feint.
Feint Craft, Elite
En:10 Ca:3/4 Re:45
Touch Skill: Touched for suffers from exhaustion, you also suffer from exhaustion.
Hand in Hand.
Feint Craft,
En:5 Ca:1 Re: 25
Stance: For 45 seconds if attacking foe has any form of attack speed bonus you also gain this bonus.
Claw Mastery:
Stroke of Agony.
Claw Mastery,
En:5 Ca:1 Re: 20
Skill: For the next 30 seconds your next 1…7 Attack or Touch Skills cause Bleeding for 3-8 seconds.
Applauded Strike.
Claw Mastery,
En:5 Ca:0 Re:4
Claw Attack: Your next attack hits for +10…26 damage, if that foe is attacking they are interrupted.
Pat on the Back.
Claw Mastery,
En:5 Ca:3/4 Re: 15
Claw Attack: Target foe suffers from weakness for the next 3…9 seconds, you also suffer from weakness for 7…3 seconds.
Needle-Jab.
Claw Mastery,
En:5 Ca:0 Re: 4
Claw Attack: This attack does an extra +12…38 damage if the foe is above 50% health.
Claw Rake.
Claw Mastery,
En5: Ca:0 Re:4
Claw Attack: This attack hits for +10…32 damage, target foe is also Crippled for 3…10 seconds.
Plague Stroke.
Claw Mastery,
En:5 Ca:1 Re: 4
Claw Attack: This attack strikes for +5…17 damage, Also transfer one negative condition and its remaining duration from yourself to attacked foe.
Expose Flesh.
Claw Mastery,
En:10 Ca:0 Re: 20
Hex Spell: If you next attack hits and the target foe has over 300armour, they are hexed for 5seconds. Whilst this hex is in effect their armour is reduced to 200(or lower) (or by 40%, not sure yet) and will remain so until the hex expires or is removed. (due to GW:EN just coming out this now could be counted as cracked armour maybe?)
“Dance with me”.
Claw Mastery,
Em:5 Ca:0 Re: 30
Shout: Party members within earshot gain “Dance with me”, For the next 3…8 seconds, if an ally is adjacent to you, your attacks cannot be blocked. (much like the rangers Crossfire)
Mime Craft:
Harlequin’s Kiss.
Mime Craft,
En:15 Ca:1 Re: 15
Touch Skill: Touched target takes for 15…38 damage and your target suffers from one of the following conditions: Dazed (for 5 seconds), Weakness (for 5 seconds), Bleeding (for 10 seconds), or crippled (for 10 seconds) or is Knocked Down (for 2 seconds).
Fiery Temper:
Mime Craft,
En:15 Ca:1 Re: 6
Touch Skill: Touched target takes 26…64 fire damage and is set on fire for 2seconds.
Surprise Shock:
Mime Craft,
En:15 Ca:1/2 Re: 10
Target touched foe is struck for 11...56 lightning damage and one random selected skill on their skill bar is disabled for 4…12 seconds.
Grip of Anger:
Mime Craft,
En:10 Ca:3/4 Re: 4
Touch Skill: Touched target takes 28…68 damage, if touched foe is suffering from a condition they take an additional +7…21 damage.
Hand of Darkness:
Mime Craft,
En:20 Ca:3/4 Re:10
Touch Skill: Touched target foe takes 34…71 shadow damage (armour ignore). This spell causes exhaustion.
Helping Hand:
Mime Craft,
En:10 Ca:3/4 Re:8
Touch Skill: Touched foe takes 27…54 cold damage, if the touched target is below 50% health you instead steal 31…67 health, if this attack kills the target you also gain +4-7 Energy.
Rip Magic.
Mime Craft,
En:10 Ca:1 Re:10
Touch Skill: A single enchantment on that target foe expires 33...66% faster and that target foe loses 5…10energy when it expires.
Tap on the Shoulder.
Mime Craft,
En:15 Ca:1 Re: 20
Touch Skill: Touched foe is interrupted and suffers from dazed for 1…4 seconds, if that skill was a spell you gain 2…5 energy.
Whisper in the Ear.
Mime Craft,
En:10 Ca:1 Re: 15
Skill: If the target foe is enchanted or hexed, he suffers an additional -2 Energy Degen for 2…6 seconds.
Bewildering Speed.
Mime Craft,
En:5 Ca:1 Re: 15
Stance: For 5…12seconds you run 33% faster and your next attack skill recharges instantly.
Invisible Box:
Mime Craft,
En:5 Ca:1/4 Re: 8
Skill: The next time you would take physical damage, that damage is negated and you gain 21…57 health at the cost of 5…3 energy.
Shimmer of Dance:
Mime Craft, Elite
En:10 Ca:1/4 Re: 60
Enchantment Spell: For the next 8…27 seconds you dance in a shimmer of light and double image’s, any foe attacking you or casting a spell takes 50% longer to do so.
Degradation Magic:
Applauding Audience:
Degradation Magic, Elite
En:15 Ca:3 Re: 50
Enchantment Spell: For 13…42 seconds, whenever an nearby foes suffer any form of degen, for each -2points of degen they are suffering you gain as +1 (Maximum +1-7)
The Slightest Touch:
Degradation Magic,
En:10 Ca:1 Re: 20
Hex Spell: If the foe is suffering from a condition, the next 1-2 touch spells do an extra +11…34 damage.
Smile of the Warlock:
Degradation Magic,
En:5 Ca:1/2 Re: 5
Spell: Swap a condition or hex with target foe. (Calculated in trading your longest duration for their lowest and the highest degen in the case of conditions).
Dance of Death:
Degradation Magic,
En:5 Ca:1/4 Re:45
Enchantment Spell: For the next 20 seconds you have a 75% chance to block attacks from foes that are below (10…30%) Health.
Egotistical Dance:
Degradation Magic,
En:5 Ca:1 Re:15
Stance: For the next 5seconds this stance does nothing, but if you are hit in melee the attacker suffers from Cripple and Blind for the next 5seconds, this stance ends.
(long cool down/short effect time, making it fair)
Dance of Disease:
Degradation Magic,
En:10 Ca:1 Re:30
Stance: You become Diseased for 10seconds, each second any adjacent foes to you also suffer disease for 10seconds (until the stance ends). Whilst the stance is active (10seconds) the disease is not contagious to adjacent allies. (but if it is removed, i.e. Wild Blow then you suffer disease for the remainder 10seconds and adjacent allies CAN catch it from you).
Hallucinogen:
Degradation Magic,
En:10 Ca:2 Re:15
Skill: Adjacent foes suffer from poison for 16…27 seconds. You suffer from Dazed for 10…4 seconds.
(the dazed is basically you seeing crazy things whilst everyone else is affected worse by the toxin)
Dance of the Jester:
Degradation Magic,
En:10 Ca:2 Re:25
Enchantment Spell: For 7…21 seconds when ever a aggressive Spell or attack Skill is used against you, you gain (1-2) Energy.
(please not it says SKILL not normal attacks ^^)
Two Left Feet:
Degeneration Magic,
En:5 Ca:2 Re:10
Skill: If target foe is currently using a stance, the effect of that stance is negated and they instead suffer -1…6 health degen for the reminder of that stance’s duration.
(since we only have like.. 2 spells(wild blow…s, and that ranger shot xD) I can think of that effect Stance’s I thought id make a skill that punishes people for using one)
Pictures:
Conclusion:
Now I know they may resemble Mesmers alittle, also I know the skills need alot of fine tuning or their are some similar ones out there, but being my first CC I hope you enjoy reading it ^^; and that afew things iv added are original.
Oh and please keep in mind:
***Background will be comming soon!***
Thankies! Pinky -xXx-