Now, Mesmers and Rangers and some other classes to a lesser degree are all capable of disruption and interference and other combat controlling abilities. What I am trying to shoot for is something along the lines of the original Enchanters from Everquest (don't hit the back button yet!).
Unfortunately one of the main problems I have right now with my idea is that a lot of my skills will be completely worthless in either PvP or PvE. But, instead of figuring out ways to make the skills workable in both, I will simply present them as-is and maybe other players will get ideas from them.
So without further ado:
The Tactician
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Armor: 60AL max
Attributes:
Manipulation, Trickery, Formations (all secondary attributes with no inherent effects)
War Veteran: The primary attribute for the Tactician (which secondary Tacticians cannot get). This spell has the inherent ability as follows: *For every 5 points of War Veteran you have, all of your primary and secondary attributes get +1 bonus.*
Now for some sample skills (energy/activation/recharge):
**Manipulation**
Oooo....Shiny! (10e/4s/60s) - Drop a shiny object at current location. In 10 seconds this will emit an interesting pulse to non-humanoid foes in a large radius. Each creature, and all adjacent foes, have a 50%..75% chance of being attracted to the shiny object and will remain there for 8..22 seconds. (This spell has no use in PvP)
Pacify (5e/2s/5s) - Target foe and all nearby foes will not attack target ally for 10..45 seconds. Pacify ends if any affected foe takes damage. (This spell has no use in PvP)
Threat To None (5e/0s/30s) - Your "aggro radius" shrinks to 50%..10% its normal size for 10..25 seconds. (This spell has no use in PvP)
Charm Beast (25e/10s/120s) - You take control of target non-humanoid foe and may move it and use its skills as though they were your own for 60..150 seconds. You are immobile during this process and cannot defend yourself. If your health falls below 75%..50% this spell ends. This spell has half the normal range. (This spell has no use in PvP beyond Ranger Pets)
Charm Rival (25e/10s/120s) - You take control of target non-ally player and may move it and use its skills as though they were your own for 30..90 seconds. You are immobile during this process and cannot defend yourself. If your health falls below 75%..50% this spell ends. This spell has half the normal range. (This spell has no use in PvE)
**Trickery**
Bend Light (5s/0.25s/60s) - For 15..55 seconds, non-ally players cannot see your avatar. This spell ends if you attack or use any skill. (This spell has no use in PvE)
Minor Presence (5s/0s/45s) - For 20..60 seconds, non-ally players cannot see your dot on their radar. This spell ends if any foe attacks you at melee range. (This spell has no use in Pve)
Clever Disguise (25e/4s/120s) - For 60..240 seconds, you assume the apperance of target non-ally player and appear as a friendly dot on that players' and its allies' radars. This spell has double the normal range and causes Exhaustion. This spell ends if you use any skills. (This spell has no use in PvE)
**Formations**
Armor To The Front! (8e/1s/25s) - For 10..35 seconds, all of your allies below 50% health gain 1..4 Health Regeneration and all of your allies above 50% health gain 1..3 Energy Regeneration.
Stay At Range! (10e/0.75s/30s) - All allies gain 1..4 Health and Energy Regeneration for 10..20 seconds. This spell ends immediately if any ally falls below 75..30% Health.
Lure (25e/4s/60s) - Drop a Level 3..18 Lure Totem at current location. This totem is invisible to non-allies. When any ally falls below 25..5% Health, this Totem bonds with that ally and becomes visible to all. Bonded ally is invincible to all forms of damage. This totem crumbles in 45..300 seconds.
Target Dummy (25e/4s/60s) - Drop a Level 1..12 Target Dummy Totem at currect location. All foes in the area have a 30..90% chance of changing targets to Target Dummy. This totem crumbles in 20..45 seconds. (This spell has no use in PvP)
**War Veteran**
Forced March (10e+Upkeep/1s/25s) - Target ally moves 33% faster while you maintain this enchantment and takes 75%..33% more damage from any attack.
Get Over Here! (15e/0.5s/15s) - Teleport target foe adjacent to your current location. This spell has a 25%..75% chance of success and does not work on bosses. This spell has double the normal range.
Effective Influence (25e/8s/60s) - Target foe becomes an allied henchmen for 15..50 seconds. You may call out targets for this henchmen.
Hope some of you enjoyed this!
