Three things to remember about this class:
1. It's a 2nd Draft
2. It's 3:41 AM when I'm posting this, late-night brainstorm.
3. I WANT feedback, but not "this is WAY to complex for me to think about so I'll just say no." feed back. More in the way of "I have a few more actual "numbers"/ideas that will help you tweak the original concept to be more balenced, one way or another.
Now to come up with this class I examined what we already HAVE/WILL HAVE in the game
Warrior- Melee Physical
Ranger- Ranged Physical
Elementalist- Fireballs and lightning storms, basic elements magic user
Necro- Death Causing, Death Weilding...the death dude.
Mesmer- Energy Master
Monk- Your basic Healer/Protector
Assassin- Self Movement/Speed
Ritualist- Area Based Buffer, a mild combo of the necro and monk.
So then I looked for a little while and came to two conclusions:
1. There's no class that positively effects the movement of other members of a team.
2. All these classes are overall, singular entities against which you can focus all attacks.
And so I came up with a class that will in essence, be the former, and not be the latter. At the same time. Presenting!
(The) Celestialist
Abilities: Can seperate portions of Health and Energy out into seperate crystals on the battlefeild, and can also choose to teleport other party members.
Attributes:
Heavenly Attunenment: Each level of attribute increases the base armor value of Heavenly Crystals by 2, all crystals begin with a base armor value 3/4s that of the players.
Universal Symmetry: Increases the base armor value of the Energy Heavenly Crystal by 4% for every level, adds effectiveness to energy retaining/restoration skills.
Etherial Grace: Increases the base armor value of the Health Heavenly Crystal by 4% for every level, adds effectiveness to health retaining/restoration skills.
Temporal Wrath: Adds effectiveness to damage causing and defensive spells.
Spacial Enlightenment: Decreases the amount of time any Heavenly Crystal stays at a particular spot before teleporting to a nearby location (and breaking all target locks on it), increases the amount of time applied to moving other players to different locations(allows a teleported player/group to stay in that location longer).
Weapon: Celestial Staff, works like a normal staff.
Off-hand: Meteor Fragments, can boost the armor of specific crystals a medium/large amount, of all crystals low/medium amount, or can grant the basic off-hand bonuses.
Summary:
The Celestialists role on the battlefeild is somewhat opposite the Assassin's and is also very unique in its own right. A Celestialist can choose to be the movement specialist of a team or, might choose to be a direct damage person. The thing that makes this class unique is two fold, first off are the Heavenly Crystals.
Playere may choose to seperate portions of their energy, health, or a combination of the two into seperate crystals. The practical application is to make it so that one can force opponents to strategize more on how to take you down. Having "yourself" all over the place provides a major defense against spike damage.
How the Crystals Work:
Health: You can use health 2 ways. The first is you set a crystal for which you temporarily sacrifice small amounts of health (think of a necromancer health sacrifice). These act as temporary storage devices for health that don't effect your max health. Sort of like a Heal on Reserve.
The second function are crystals where you sacrifice amounts of your max health. These are heavy reserves, instead of healing you, they act as a backup you. If you have one of these crystals on the feild, and your health hits 0, you are teleported to the location of the crystals with that much health. These Major Crystals consume 1 pip of energy regen, much like an enchant, but can not be stripped or removed by any means other then destruction.
Energy: The purpose of Energy splitting is for management/protection. They act as holding spots for energy, you sacrifice a portion of energy, if your energy ever hits 0 you gain the highest valued amount of energy back. The price for using an energy crystal is some exhaustion.
Combo: These Crystals are special, as they cost you a portion of both max health and energy and cost 1 pip of energy to maintain. These Crystals act as a second self, you can control them to attack in the front lines while you stay back, they can also act as a platform from which you can cast offensive spells from afar. If these are killed your max health/energy stats are restored along with regen. But you don't get the health or energy back till they regen normally.
Buffs: You may buff any of the crystals in various ways, to be described below.
Subclass usage: You may use the subclass to enhace only your normal form and skills, they can not effect crystals.
The second thing that sets the Celestialist apart from other classes and put it on the opposite end of an Assassin is their ability to move OTHER party members for short periods of time, either directly to enemies, allies, friend/foe crystals, or random locations of varying distances. Celestialist may NOT teleport crystals, as they move on their own.
Modifications:
I made Crystals optional, this lessens some of the micromanagement/complexity. Allows for subclass status/usage.
Reformed the Off./Def. Crystal into the only real "managable" crystal, this is again to reduce complexity.
I left in the crystal the health/energy crystal auto-teleport, it seemed sound, considering the lower armor.
I left all but 1 skill as they are, they mainly only deal with armor values, specific skills areas anyway.
The staff now functions as all other staffs do.
(Skills still in the works, to be posted soon)
If you want to post a skill, for this class, please do so in the following format:
Name:
Attribute
Cost:
Recharge:
What it does:
Rules of Skill Suggestion:
1. Keep the name in the spirit of the class.
2. I reserve the right to tweak any suggested skills concerning Cost/Recharge/What it Does.
3. I will compile a list of all suggested/tweaked skills and release them later, and I will give recognition to the person who suggest a skill I keep and/or tweak.
K

