Please note that this is a dramatically rehashed version of one of my older CCs, the Pioneer.
General:
Navigators focus on movement. They use their knowledge of the terrian, as well as complex equations, to turn any battlefield to the favor of their party.
Explanation:
Navigators use Flags and teleportation spells, Since you can't accomplish much with only teleportation, a Navigator will use percentage-based spells to deal damage.
Unique Functions:
Teleportation- Navigators have the most reliable teleportation skills, as most things they choose to port will be sent to the nearest Flag.
Flags- Flags are waypoints created by certain Navigator skills. For example, one Flag Skill might deal fire damage to all foes in the area, and place a flag. Many of a Navigators teleportation skills send the targets to a nearby flag. A Navigator can only have up to three flags active at a time. Flags are automatically disabled if their controllers leave go beyond radar range of them.
Class Role:
Support Caster. Their spells focus mostly on pushing foes back, pulling individual foes towards an area, or rescuing allies from harm by teleporting them to a safe place. They can deal damage, as well, though it is based on percentages of health and energy, so one cannot kill an enemy with a Navigator very easily.
Attributes:
Traversal- For each rank in Traversal, you move 2% faster. Additionally, for each 3 ranks you have in Traversal, you gain one energy whenever you teleport a target. Many skills related to increasing the movement speed of yourself and allies become more effective with more points in Traversal.
Trailblazing- No inherent effect. Many skills related to creating Flags and dealing direct damage become more effective with points in Trailblazing.
Exploratory magic- No inherent effect. Many skills related to teleporting and healing minor wounds become more effective with more points in Exploratory Magic.
Calculatory magic- No inherent effect. Many skills that deal damage based on percentages of an opponent's health and energy become more effective with points in Calculatory magic.
Weapons:
Wands and staves. They tend to take on the style of sextants, telescopes, spyglasses, and the like.
Armor:
60AL
Head-Glasses
Body-Blouse (The type worn by men in the 18th century)
Arms-Gloves
Legs-Leggings
Feet-Shoes
The Navigator: Geographical Mastermind
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Yeah, I always have trouble coming up with the primary attributes.
How about this:
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Farsight
For each rank in Farsight, your spells have 5% longer range.
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That would be useful for teleporting very distant targets, and could be useful for other professions, too.
How about this:
_____________________
Farsight
For each rank in Farsight, your spells have 5% longer range.
_____________________
That would be useful for teleporting very distant targets, and could be useful for other professions, too.
One thing I forgot to mention: A flag is a flag. Flag skills have certain effects when you place them, like AoE earth damage, but after that, they just serve as points to teleport to. I suppose they could act like wards, but wouldn't that make spirts and wards obsolete?
EDIT: I decided to make flags do things when enemies are teleported to them. Makes them more useful.
EDIT: I decided to make flags do things when enemies are teleported to them. Makes them more useful.
as long as you cannot teleport enemies...i can see it now
"Player: Hold on i am going to tele that monk here...spike in 3...2...1"
Being able to teleport allies would be quite the lifesaver in a ton of situations, although i can see it being HEAVILY abused in HA...relic runs anyone? why run..i will just tele you!
"Player: Hold on i am going to tele that monk here...spike in 3...2...1"
Being able to teleport allies would be quite the lifesaver in a ton of situations, although i can see it being HEAVILY abused in HA...relic runs anyone? why run..i will just tele you!
Quote:
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Originally Posted by Chronos the Defiler
as long as you cannot teleport enemies...i can see it now
"Player: Hold on i am going to tele that monk here...spike in 3...2...1" Being able to teleport allies would be quite the lifesaver in a ton of situations, although i can see it being HEAVILY abused in HA...relic runs anyone? why run..i will just tele you! |
I totaly agree on being able to port foes in a predicatable way, it would jsut lead to planting foes into lava or a circle of warriors.
hmm i could see alot of frustration and abuse comming from this in the pve side of things, and the primary attribute is indeed a bit overpowered, also the whole teleport mechanic may have many more heads spinning than shadowstepping does currently....would be good fun in pve but from the pvp side of things idk how well it would fly
i don't understand the whole class, in my head this is: A teleporter
I mean, can someone could explain clearly (and without insult) How he would deal damage and how the teleports (beside moving allies) could benefit the party?
I think it's an original class, it's kinda weird that phoenix tears didnt flame it yet.
I mean, can someone could explain clearly (and without insult) How he would deal damage and how the teleports (beside moving allies) could benefit the party?
I think it's an original class, it's kinda weird that phoenix tears didnt flame it yet.
Quote:
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Originally Posted by doudou_steve
i don't understand the whole class, in my head this is: A teleporter
I mean, can someone could explain clearly (and without insult) How he would deal damage and how the teleports (beside moving allies) could benefit the party? I think it's an original class, it's kinda weird that phoenix tears didnt flame it yet. |
Quicksand Marker
Flag Skill.
Place a flag at your location. Enemies that get teleported to this flag or walk adjacent to it are crippled for X seconds and take X earth damage.
Quote:
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Originally Posted by Chronos the Defiler
Being able to teleport allies would be quite the lifesaver in a ton of situations, although i can see it being HEAVILY abused in HA...relic runs anyone? why run..i will just tele you!
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