The Navigator: Geographical Mastermind

1 pages Page 1
Cosmic Error
Cosmic Error
Frost Gate Guardian
#1
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
Itokaru
Itokaru
Academy Page
#2
Sounds unique. The primary attribute seems a bit overpowered...I would immediately start using it to kite =O Constant +34% move speed? Yes pl0x.
Cosmic Error
Cosmic Error
Frost Gate Guardian
#3
Yeah, I always have trouble coming up with the primary attributes.

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.
Massive Impulsa
Massive Impulsa
Jungle Guide
#4
tbh, would liked if this could be like "warder" guy whit like

All foes inside this "flag" areas skills recharge and is casted 10% faster etc..

Just seem that the guy can be a little useless , and maybe some snaring here?
And a skill like - Teleport target ally to your position etc sounds kewl:P
Cosmic Error
Cosmic Error
Frost Gate Guardian
#5
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.
Chronos the Defiler
Chronos the Defiler
Desert Nomad
#6
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!
System_Crush
System_Crush
Jungle Guide
#7
Quote:
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!
You drop flags/relics when shadow stepping, why would it be different for getting warped.

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.
C R A F T
C R A F T
Frost Gate Guardian
#8
The next professional runner!

Add to Ranger or Dervish to gain speed skills.
Action Jacson
Action Jacson
Academy Page
#9
And we shall never be lost!
TrippieHippie89
TrippieHippie89
Lion's Arch Merchant
#10
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
doudou_steve
doudou_steve
Lion's Arch Merchant
#11
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.
Cosmic Error
Cosmic Error
Frost Gate Guardian
#12
Quote:
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.
Damage is provided by Calculatory magic, which deals damage based on the enemies current health. Flags also inflict harm to an enemy when they are teleported to a flag. Example:

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.
doudou_steve
doudou_steve
Lion's Arch Merchant
#13
ohhhh okkk. Wow now i really love the idea.


big /signed
Tearz1993
Tearz1993
Wilds Pathfinder
#14
Quote:
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!
If you teleport you drop what you're holding, but you could still teleport back to the relic after capping it.
doudou_steve
doudou_steve
Lion's Arch Merchant
#15
Quote:
If you teleport you drop what you're holding, but you could still teleport back to the relic after capping it.
Well maybe the range of the teleportations could be limited.
Tuckiozi
Tuckiozi
Pre-Searing Cadet
#16
Limited range could work. If it wasnt limited, it would be way overpowered.
T
Thizzle
Banned
#17
This class is also known as ranger.
doudou_steve
doudou_steve
Lion's Arch Merchant
#18
Quote:
Originally Posted by Thizzle
This class is also known as ranger.
Oh yeah

-Rangers can teleport
-Rangers have 60AL
-Rangers can put flags

/sarcasm

You fail.
T
Thizzle
Banned
#19
Quote:
Originally Posted by doudou_steve
Oh yeah

-Rangers can teleport
-Rangers have 60AL
-Rangers can put flags

/sarcasm

You fail.
Your avatar is very old, unique, and you suck at being sarcasm script.

hakon
hakon
Pre-Searing Cadet
#20
Quote:
Originally Posted by Thizzle
Your avatar is very old, unique, and you suck at being sarcasm script.

yes ranger can flag its called spirits