Profession Idea - Hierophant
LightningHell
Another problem ~ Since, from what I've heard, Inscriptions are weapon mods, should I change the name of "Inscriptions"? Runes, perhaps?
LightningHell
Added 4 no-attribute skills.
SOMEBODY COMMENT PLEASE.
SOMEBODY COMMENT PLEASE.
LightningHell
Sorry about doublepost, but I just thought this up...
Mesmer/Hierophant
Fast Casting: 7 +1
Domination: 8 +3 +1
Inspiration: 8 +1
Arcane Sorceries: 12
Mantra of Recall {E}
Phase Foe
Power Drain
Natural Phasing
Planar Control
Attune to Arcanum
Illusion and Reality
Resurrection Signet
Wouldn't it be a bit...overpowered perhaps?
Mesmer/Hierophant
Fast Casting: 7 +1
Domination: 8 +3 +1
Inspiration: 8 +1
Arcane Sorceries: 12
Mantra of Recall {E}
Phase Foe
Power Drain
Natural Phasing
Planar Control
Attune to Arcanum
Illusion and Reality
Resurrection Signet
Wouldn't it be a bit...overpowered perhaps?
TheBaron82
Wow Im very impressed, Good idea.
actionjack
Doing some fun concept sketch... here is one for Planewalker outfit
(the hand and feet will glow)
(the hand and feet will glow)
Dragonious
overpowered primary attribute and savage and d-shot distract spells and skills...
actionjack
In re-reading.
I do love the Phase Out ablity/new mechanic. It make this class lot more unique. I would modifed it a bit by making where you can be target, but physical damage will not harm you. However, elemental and holy/chaos damage will still hurt your hp. Make it where you won't be able to do regular attack, but can still cast spells. But to make it bit more interesting, add where while pahse out, should your Energy reach 0, it will kill you too (as now you are a being of energy). This make Mesmer to be a more powerful counter class to thise one (where this one is an counter class to the physical damager). Also make it where you are consider as a Spirit when phase, which allow certain skills to do more damage to you.
Feel the Natural Attribute is not too fitting with the overall theme of the class.
The Primary need some adjustment as well. maybe make the melee evade % same as the spell fail %. Afterall, you already got phase out to compensate for your weak armor.
Some skill's number need balance. But that is always a easy fix.
Runes sound interesting.. maybe could be developed more.
I do love the Phase Out ablity/new mechanic. It make this class lot more unique. I would modifed it a bit by making where you can be target, but physical damage will not harm you. However, elemental and holy/chaos damage will still hurt your hp. Make it where you won't be able to do regular attack, but can still cast spells. But to make it bit more interesting, add where while pahse out, should your Energy reach 0, it will kill you too (as now you are a being of energy). This make Mesmer to be a more powerful counter class to thise one (where this one is an counter class to the physical damager). Also make it where you are consider as a Spirit when phase, which allow certain skills to do more damage to you.
Feel the Natural Attribute is not too fitting with the overall theme of the class.
The Primary need some adjustment as well. maybe make the melee evade % same as the spell fail %. Afterall, you already got phase out to compensate for your weak armor.
Some skill's number need balance. But that is always a easy fix.
Runes sound interesting.. maybe could be developed more.
LightningHell
Good sketch, nice job.
Care to elaborate?
I know Savage and D-Shot distract both spells and skills, but I'm making Inscriptions that they're only affected by Power Leak, Power Drain, etc.
Actually, I'm thinking about splitting Phase Out. Make Phase Out as it is, but add another ability/new mechanic called Ethereal Form, which would be just transferring to the Ethereal plane. Phasing is bringing yourself out of time, and coming back into time some time later (bad pun unintended). It's ripped out of Magic: the Gathering, so I think their description will be most fitting...
There.
So most Phasing skills would be changed to Ethereal Form, while some (more powerful ones) would retain Phasing.
Although there aren't many Phasing skills anyway...*goes to make more skills*
Agree. I think I'll get most of the skills, reword them, rename them, and get a new name for the attributes.
Implemented.
Agree, especially about the skills. Although a tip or two on skills would be nice.
By the way, guess where did I get the No Attribute spells' ideas from. Cookie for correct guess.
Quote:
Originally Posted by Dragonious
overpowered primary attribute and savage and d-shot distract spells and skills...
|
I know Savage and D-Shot distract both spells and skills, but I'm making Inscriptions that they're only affected by Power Leak, Power Drain, etc.
Quote:
I do love the Phase Out ablity/new mechanic. It make this class lot more unique. I would modifed it a bit by making where you can be target, but physical damage will not harm you. However, elemental and holy/chaos damage will still hurt your hp. Make it where you won't be able to do regular attack, but can still cast spells. But to make it bit more interesting, add where while pahse out, should your Energy reach 0, it will kill you too (as now you are a being of energy). This make Mesmer to be a more powerful counter class to thise one (where this one is an counter class to the physical damager). Also make it where you are consider as a Spirit when phase, which allow certain skills to do more damage to you. |
Quote:
Originally Posted by From wiki
450 years later, he was peacemaker after the Zhalfirin civil war. he continued his time-research in isolation until the day, 200 years before the events of Mirage he, his assistants and all the inhabitants of his Isle vanished (phased out) from Dominaria.
Teferi's disappearance lured three mages to his Isle: Jolrael, Mangara of Corondor and Kaervek of the Burning Isles. Then followed the time of Mangara's Harmony followed by Kaervek's War. Almost two hundred years after its disappearance, the isle returned to its origins. The people of the isle were unaware that any time had passed, and their first realizations that something was wrong came when one of Jolrael's dragons, drawn by the scent of people, attacked the isle. |
So most Phasing skills would be changed to Ethereal Form, while some (more powerful ones) would retain Phasing.
Although there aren't many Phasing skills anyway...*goes to make more skills*
Quote:
Feel the Natural Attribute is not too fitting with the overall theme of the class. |
Quote:
The Primary need some adjustment as well. maybe make the melee evade % same as the spell fail %. Afterall, you already got phase out to compensate for your weak armor. |
Quote:
Some skill's number need balance. But that is always a easy fix. Runes sound interesting.. maybe could be developed more. |
By the way, guess where did I get the No Attribute spells' ideas from. Cookie for correct guess.
LightningHell
I am going to...revamp the first page, so excuse my doubleposting, but I'd like to get a copy of the currently existing concept before replacing it.
Also, it'd be useful for comparisons.
~~~~~~~~~~~~~~~~~~~EDIT~~~~~~~~~~~~~~~~~~~~~~
Changed attributes: Divination (Primary), Arcane Sorceries, Planar Manipulation, Vital Magics.
There (should be) 75 skills; 4 Divination skills (3 Elites), 22 Arcane Sorceries skills (5 Elites), 22 Planar Manipulation skills (3 Elites), 21 Vital Magics skills (1 Elite), 9 No Attribute skills (2 Elites)
Some skills have changed from Phased Out to Ethereal.
Other than that...well, I did put some skills from Arcane Sorceries to Planar Manipulation -- basically, I took Arcane Sorceries and Nature Magics, renamed Nature Magic skills, and tossed them into two categories. Then I made some skills to fill up the remaining gap.
Comment...I did make the remaining skills rather quickly, and so may be not-quality.
So, this is nearly a complete profession. Well, I'd still have to draw a whole lot of stuff, etc, but I think I got the skills, attributes, and armor there. Wand and Foci are the same. (Chaos damage for wand.)
Also, it'd be useful for comparisons.
Quote:
Originally Posted by Hierophant, Before
Hierophant
Divination (PA) Natural Magics Arcane Sorceries Vital Magics Armors: Forestwalker’s Vest/Gloves/Leggings/Shoes – Gives protection from Elemental damage (reduces) Planeswalker’s Cloak/Gauntlets/Breeches/Boots – Gives protection from Physical damage (reduces) Episcopal’s Raiment/Wrappings/Leggings/Sandals – Gives protection from Light/Dark/Chaos damage. (reduces) Arcanist’s Attire/Gloves/Leggings/Boots – Gives more max energy. Inscriptions: The Hierophant inscribes magical runes on the floor. Cannot be interrupted by non-spell interrupts, such as Savage Shot and Distracting Shot. However, can still be interrupted by Power Spike and the like. Phase Out: Remove from reality for a limited duration. You cannot do anything when you are phased out, and you do not regain energy and health; however you cannot be targeted, cannot be attacked, et cetera. You drop all objects that you are currently holding, and lose all enchantments and hexes. They are reapplied (with their current duration) after the Phasing out. I ripped off from Magic: the Gathering. :P Ethereal Form: Transfer to Ethereal plane for a limited duration. You cannot attack nonethereal beings in this form, nonelemental attacks fail, and you are immune to all damage except elemental, holy, dark, and chaos damage. When your Energy reaches 0 in this state, you die. You are considered a Spirit while in Ethereal Form. Divination: For each Divination attribute, you gain a X% chance to evade attacks and Y% chance that incoming spells fail. Table: Evade Attacks/Level 3%/1 5.5%/2 7.8/3 10%/4 13.2%/5 16.5%/6 18.7%/7 20.4%/8 22.1%/9 23.7%/10 24.6%/11 26%/12 26.8%/13 27.5%/14 28.3%/15 29%/16 Failing Spells/Level 0.5%/1 0.9%/2 1.6%/3 2.3%/4 2.9%/5 3.2%/6 3.6%/7 4.1%/8 4.6%/9 5%/10 5.4%/11 5.8%/12 6.2%/13 6.5%/14 6.8%/15 7.1%/16 Anticipate Maladies {E} 10e, 1c, 5r Enchantment For 7…21 seconds, target party member is immune to conditions. Whenever the target is attempted to be inflicted a condition, you gain 1…2 energy. If, in that time, nobody attempted to inflict conditions on the target, Anticipate Maladies inflicts Bleeding, Poison, Crippled, Blindness, and Disease on the target when it ends. Anticipate Spells {E} 20e, 3c, 45r Enchantment For 30 seconds, spells against target ally have a 45…85% chance to fail. If a spell fails this way, you gain 1…2 energy. If, in that time, nobody attempted to spellcast against the target, Anticipate Spells disables all spells that the target has for 10 seconds. Anticipate Assaults {E} 15e, 2c, 25r Enchantment For 10…25 seconds, target ally has a 75% chance of evading incoming melee attacks. Whenever the ally evades an attack this way, you gain 1…2 energy. If the target was not attempted an attack during the period that the Enchantment was on it, Anticipate Assults deals 200…110 damage to the target. Anticipate Distractions 5e, 1/4c, 10r Enchantment For 10-25 seconds, your next skill is cast at 150%...110% of its normal cast time, but cannot be interrupted. Natural Magics Windgust 25e, 5c, 60r Enchantment Spell For 10…25 seconds tornado surrounds you, dealing 5…25 damage to nearby foes once per 2 seconds and knocking them down once per 7 seconds. Surround with Vines 5e, 1c, 12r Hex Spell For 2…16 seconds target foe moves 75% slower, but has a 25% chance to evade attacks. Thorns 15e, 1.5c, 8r Inscription For 5…7 seconds, whenever a foe hits an ally within the vicinity of this inscription in melee, the foe is dealt 5…42 damage. Vine Wall 15e, 3c, 30r Spell After 3 seconds, this spell creates a Vine Wall at the area where the spell was cast. The Vine Wall lasts for 5…18 seconds. The Vine Wall is considered an obstructing device. Acid 10e, 1c, 10r Spell Target foe takes 10...55 damage. Undead, Spirits, and Avatars are immune to this spell. Essence of Life 10e, 2c, 10r Inscription For 0...12 seconds, all Natural Magics spells cast during this inscription's vicinity recharges 33% faster. Natural Unreality 10e, 1c, 20r Spell Target non-spirit is phased out for 3 seconds. Natural Affinity {E} 15e, 2c, 30r Create 1...4 level 1...13 Treants from your current position. They have difference according to the place they were created; if created on sand or rock they have 80 AL instead of 60; if created on ice they deal ice damage; if created in lava they are immune to conditions; if created on grass they have +30 armor against elemental damage. Naturalist's Magemark 10e, 1c, 30r Inscription For 15 seconds, whenever you are within the vicinity of this inscription, your Natural Magics skills cost 5 less energy. Inscriptions of Dawn 15e, 2c, 25r Inscription For 10 seconds, party members gain 1...3 health regeneration and physical damage dealt by party members deal Holy damage instead. Herbal Medicines 10e, 3c, 15r Skill For 15 seconds, target touched ally gains 105...170% benefit to healing. This skill causes Exhaustion. Signet of Nature 2c, 30r Signet For 10 seconds, your next 1...5 Natural Magics skills do not cost energy but recharge twice as slowly. Arcane Sorceries Push into Arcanum 20e, 2c, 10r Spell For 5…25 seconds, target ally cannot be damaged by attacks. If the ally is attempted an attack, you lose 6…1 energy per attack. Arcane Mists {E} 25e, 8…1c, 60…10r Spell For the next 5…15 seconds, foes near the place where this spell was cast have a 50% chance of spell failure. Arcane Inscription {E} 5e, 3c, 7r Inscription For the next 10 seconds, spells cast by allies within the vicinity of this inscription recharge 25% faster. Positive Surge 10e, ¾c, 10r Spell Target foe takes 1...52 damage. Double this damage if the foe was an Undead or a Spirit. Mana Shield {E} 10e, 4...1c, 60...5r Enchantment Spell For 1...13 seconds, target ally cannot move but all spells cast against the target fails. Manastorm 25...10e, 2c, 15r Hex Spell For 2...8 seconds, if target foe casts a spell that foe loses 1...10 energy and Manastorm ends. Alter Reality {E} 10e, ¾c, 60r Skill For 7...20 seconds, you lose energy instead of health when you are damaged. You lose 1 energy for each 10 health lost. Phasing 10e, 1c, 10r Skill You Phase Out for 5 seconds. Dual Reality {E} 10e, 2.5c, 15r Skill You Phase Out for 1...13 seconds; however, you can move during this time. Auratheft 15e, 1c, 15r Spell All skills you have are disabled for 5 seconds. Target foe loses an enchantment; you gain that enchantment and the remaining duration. Attune to Arcanum 15e, 1c, 30r Enchantment Spell For 30 seconds, Spells you cast recharge 50% faster. (50% failure with Arcane Sorceries 4 or less.) Phasing Aura {E} 15e, ¾c, 20r Maintain:3...0 Enchantment Spell Phasing Aura does nothing. When you stop maintaining Phasing Aura, you phase out for 5 seconds and you phase in at the location where Phasing Aura was cast. Arcanist's Magemark 10e, 1c, 30r Inscription For 15 seconds, whenever you are within the vicinity of this inscription, your Arcane Sorceries skills recharge at 33% normal speed. Return to Reality {E} 10e, ¾c, 20r Spell All Phased Out creatures stop becoming Phased Out. Phase Foe 15e, ¼c, 5r Spell Target foe becomes Phased Out for 2...6 seconds. Signet of Scripting 2c, 45r Signet For 10 seconds, Inscriptions you create cost 1...13 less. Phasing Signet ¼c, 20r Signet For 5 seconds, target foe cannot be Phased Out. Natural Phasing 10e, ¾c, 20r Spell All other spells you have are disabled for 7...1 seconds. Target hostile creature is Phased Out for 1...7 seconds. If it is not an organic creature, it is destroyed instead. Planar Predictions 10e, 10r Stance For 5...10 seconds you have a 25...67% chance for all projectiles to be evaded, and 1...13% to evade any attack (does not stack with above). (50% skill failure if Divination is 9 or less) (Yes, I know this is the Arcane line.) Vital Magics Spiritual Restoration {E} 15e, 2c, 25r Spell Creates a Spirit that, if not destroyed, will heal nearby allies for 5…25 health each seconds. The spirit lasts 5…12 seconds. Natural Restoration 10e, 3c, 30r Skill You gain 20…80 health. Nearby allies are healed for 5…25. Life from the Loam 10e, 5c, 10r Spell Resurrect target ally with 15% health and 5…50% energy. Foes near resurrected ally are knocked down for 1…2 seconds, and for each foe knocked down, the resurrected ally gains 5…40 health. Vitality 10e, 2c, 7r Inscription After 3 seconds, allies near this area gain 5...60 health and Vitality ends. Restore to Health 15e, 6c, 10r Inscription For 7 seconds, whenever an ally dies in the vicinity of the inscription, instead that ally is healed to a quarter of his maximum health instead. Curing Touch 5e, ¼c, 5r Skill Touch target ally to remove a condition from that ally. Restoring Touch {E} 10e, ¼c, 10r Skill Touch target ally to remove 10 exhaustion from that ally. Unreal Healing{E} 10e, ¾c, 7r Spell Target ally is Phased Out for 5 seconds. He gains 10 health regeneration during that period of Phased Out time. Supposed Death 15e, ¼c, 20r Spell Target ally drops dead. This death gives no Death Penalty. After 10 seconds, the ally is resurrected with the same amount of health that the ally had before and the same amount of energy that the ally had before. (Failure with Vital Magics 4 or less.) Restorer's Magemark 10e, 1c, 30r Inscription For 15 seconds, whenever you are within the vicinity of this inscription, your Vitality Magics skills cannot be interrupted. Signet of Vitality 1c, 30r Signet Target ally loses all enchantments. For each enchantment that ally lost, that ally gains 2...14 health. Spiritual Regeneration 1c, 7r Skill Target touched ally gains 3...39 health and 1...5 energy. That ally's skills are disabled for 3 seconds. No Attributes Rise and Fall {E} Spell 10e, 2r If this targets a dead ally, resurrect that ally at 60% health and 30% energy, and this has 4 cast time. If this targets a living ally, that ally is healed for 50 health, and nearby foes are knocked down, and this has 1 cast time. If this targets a foe, that foes and all foes in the area are knocked down, and this has ¼ cast time. This is an elite spell. (50% failure chance if total Hierophant levels are 12 or less) Fire and Ice Spell 10e, 1c, 5r If this targets an ally, that ally gets +40 armor against fire and cold damage. If this targets a corpse, exploit it and create an Elemental that deals Fire damage, and foes attacking it are slowed 50% for 5 seconds. If this targets a foe, that foe is struck for 5...51 Fire damage and moves 50% slower for 2...5 seconds. (50% failure chance if total Hierophant levels are 12 or less) Illusion and Reality Spell 10e, ¼c, 2r If this targets an ally, that ally cannot be target of Phasing by foes. If this targets a foe, that foe becomes Ethereal for 10 seconds. (50% failure chance if total Hierophant levels are 12 or less) Hide and Seek Spell 10e, ¼c, 10r If this targets an ally, that ally becomes Ethereal for 10 seconds, and foes near that ally move 25% faster for 5 seconds. If this targets a foe, that foe is Phased Out for 3 seconds. (50% failure chance if total Hierophant levels are 12 or less) Supply and Demand Spell 10e, 1c, 2r If this targets an ally, that ally gains 3 Energy regeneration for 1...6 seconds. If this targets a foe, that foe gains 3 Energy degeneration for 1..6 seconds. (Total Hierophant levels divided by 3, rounded down/Energy Regeneration Change 0/1 1/1 2/2 3/2 4/3 5/3 6/4 7/4 8/5 9/5 10/6 11/6 12/7 13/7 etc.) |
~~~~~~~~~~~~~~~~~~~EDIT~~~~~~~~~~~~~~~~~~~~~~
Changed attributes: Divination (Primary), Arcane Sorceries, Planar Manipulation, Vital Magics.
There (should be) 75 skills; 4 Divination skills (3 Elites), 22 Arcane Sorceries skills (5 Elites), 22 Planar Manipulation skills (3 Elites), 21 Vital Magics skills (1 Elite), 9 No Attribute skills (2 Elites)
Some skills have changed from Phased Out to Ethereal.
Other than that...well, I did put some skills from Arcane Sorceries to Planar Manipulation -- basically, I took Arcane Sorceries and Nature Magics, renamed Nature Magic skills, and tossed them into two categories. Then I made some skills to fill up the remaining gap.
Comment...I did make the remaining skills rather quickly, and so may be not-quality.
So, this is nearly a complete profession. Well, I'd still have to draw a whole lot of stuff, etc, but I think I got the skills, attributes, and armor there. Wand and Foci are the same. (Chaos damage for wand.)
LightningHell
Changed some names.
I'd have thought 75 skills that desperately need number/name changes would attract the populace more...
I'd have thought 75 skills that desperately need number/name changes would attract the populace more...
LightningHell
There are some skills I'm thinking of turning into Elite.
Also, how do you think of the XXX and YYY skills (no attribute)?
Also, how do you think of the XXX and YYY skills (no attribute)?
actionjack
I like the split between phase out and ethreal form.
In phase out, I would still make them targetable, but just ignor all damage.
Also would be interesting if you can pass through character/monster while you are phase out (so you can pass them and attack them on the back side or such) I also like how it could also be apply to the enemy to momentary take them out of the fight. And did a good job in keeping the phase out time short.
I would also suggest another name for the class (as it has change alot) and put it in a new thread up in the sub fourm.
In phase out, I would still make them targetable, but just ignor all damage.
Also would be interesting if you can pass through character/monster while you are phase out (so you can pass them and attack them on the back side or such) I also like how it could also be apply to the enemy to momentary take them out of the fight. And did a good job in keeping the phase out time short.
I would also suggest another name for the class (as it has change alot) and put it in a new thread up in the sub fourm.
LightningHell
One minor point - when a character is phased out, he/she can't do anything, and that includes moving.
Going to move thread to subforum now.
Going to move thread to subforum now.