Yeah, I posted this once before, a while ago. I've since revised some of it, and want to give it a fresh start on the boards (BTW, mods, if you could delete the last version, a few pages down, I'd be grateful. Thanks.)
So I was thinking about the various skills and pieces of equipment the other day, and I got to thinking "What are some of the least used, least respected skill types in the game?" Signets. I started thinking, jokingly, about a caster class who specialized in signets. Then I realized that it actually had potential, if designed properly. Signets can do almost anything, from cripple, to heal, to harm, to restore energy, to rez.
What else gets no respect? Using wands/staves solely as weapons. Again, if given an attribute and maybe some skills, this too could go from being a joke to being an amusing yet playable possibility.
Yes, signets are its primary ability, but look too at its other abilities and its potential as a secondary class.
Artificer
Ar/
Description: Intended as a versatile caster, able to support/shoot/buff/debuff, but without the specialization of the existing classes. Equipment and items that others might simply use, these masters excel at. Focus on Signets and wands/foci/staves. Will treat caster weapons the way a ranger treats a bow.
Attributes:
Primary: Signets: Runs the gamut, from healing, to smiting, buffing, rezzing, hexing, you name it. Each level of this attribute not only increases the power of the signet effects, but also lowers the recharge time by 5% (anybody who's been subjected to a chain of smiting sigs from a monk knows that this has serious potential). Also includes a handful of skills/spells to buff signet usage
Smithy: Hexes/enchantments/weapon spells to degrade your opponents weapons/armor, and temporarily upgrade your own. Each point of Smithy also grants +1 armor vs. Physical and +2 armor vs. Elemental.
Wand Mastery: Much like a warrior's weapons, wands and staves are the Artificer's best friends. Various skills can produce extra effects on attacks, from interrupts, to burst-damage on impact, to energy denial. Levels of this attribute increase damage done per attack, and grant a 3% increase in attack speed per level while wielding a wand.
Staff Mastery: Much like a warrior's weapons, wands and staves are the Artificer's best friends. Various skills can produce extra effects on attacks, from interrupts, to burst-damage on impact, to energy denial. Levels of this attribute increase damage done per attack, and grant a 2% chance to block incoming attacks/level while wielding a staff.
Max armor: probably 65, not including skill bonus. They are a caster class, but because of their reliance on signets and equipment, they probably won't have any energy enhancements, so they only have the 2 pips of energy regen.
Skills:
-Signets: As I said, signets can do just about anything in the game. Really this would be renaming and reusing the existing sigs, but with acess to a wide range of effects. Sig of Disruption, Sig of Agony, sig of Judgement, midnight, bane, barbed, unnatural, etc.. I know the idea of reusing old skills is frowned upon, but many of these never get used at all. A few more would have to be added. Most damage dealers should be either Chaos damage or Shadow damage. How about:
Signet of Striking
cast time: 1 seconds
Recharge time 16 seconds
Sends out a bolt of energy. If it hits, target takes {2...14} chaos damage and {2...14} shadow damage.
Darkning Ring
Signet
Cast time: 1
Recharge: 30
Target foe takes {5...25} Shadow damage and {5...25} Lightning damage. All foes in the area take an additional {1...5} Lightning damage and are blinded for {5...10} seconds. You are blinded for {5...1} seconds.
Overwhelming Signet
signet
cast time: 2 seconds
recharge time 30 seconds
Target foe takes {5...45} shadow damage and is knocked down and exhausted. You are exhausted.
Signet of barriers
Signet
Cast time 2 seconds
recharge time 20 seconds
Target ally moves and attacks 25% slower, and gains {2...32} armor for {5...22} seconds.
Enchanted Gauntlet
Elite Stance
Energy cost: 15
Cast time: 1/4 second
recharge time 90 seconds
All your signets become recharged. All foes within melee range take (5...50) chaos damage. For the next (5...25) seconds you have a (10...50)% chance to block any incoming attacks. All non-signet skills you possess are disabled for (10...1) seconds. You begin bleeding for {5...1} seconds. You become exhausted.
-Wands/staves: Aside from damage dealing sigs, these will be a major offensive capability for Artificers. Many of the skills will probably have to be re-hashes of warrior or ranger skills (Distracting blow/shot, crude swing, etc) Yes, some of these will use adrenaline. Any damage done by these skills is the same type of damage as the wand/staff being wielded. Here's some skill ideas:
Staff Blast
attack skill
Attribute: Staff Mastery
5 adrenaline
If this attack hits, it deals equal damage in a burst to all {ground zero...in the area} foes
power flash
attack skill
Attribute: Wand Mastery
5 energy
If this attack hits, target foe becomes blinded for {1...15} seconds
Overcharge
Elite preparation
Attribute: Staff Mastery
15 energy
For the next {5...30} seconds, you suffer 3 damage for every attack you make with a staff, and each attack costs +1 extra energy. Every staff attack you make deals +{2...16} damage, and negates 3 energy from the target hit.
-Smithy: Primarily buffs/debuffs themed/based off of equipment.
Reinforcing Runes
Enchantment spell
Energy cost: 10
Cast time: 4 seconds
recharge time: 30 seconds
while you maintain this enchantment, target ally's armor ignores armor penetration effects, and target ally cannot suffer Weakness or Deep Wounds.
Weight of the World
Elite Hex spell
Energy: 5
Cast time: 1 second
Recharge: 15 seconds
The caster imbues one foe's weapons with the weight of the world for {5....20} seconds Their weapons increase in mass and require a great deal more effort to wield. Each attack exhausts the hexed character, and removes one strike of adrenaline. All the target's attacks have a 20% miss chance and do +5 damage.
Bulk
Hex spell
energy: cost 10
cast time: 1 second
recharge time: 10 seconds
For {5-15} seconds, target foe moves and attacks 5% slower for every 10 points of armor they possess.
Tetanus
Elite hex spell
energy cost: 5
cast time: 1 second
Recharge time: 15 seconds
For {1...32} seconds, target foe suffers -1 degen for each piece of armor he or she is wearing. This ends prematurely if target uses a signet. If target uses a signet, he or she takes 15 damage.
Sympathetic Smithing
Enchantment spell
Energy cost: 15
casting time: 3
recharge time: 35
Duration: 25 seconds
Target ally attacks 10% faster. Every time that ally deals damage, all allies in the area gain {1..3} strike{s} of adrenaline and deal cumulative +1 damage for {2...8} seconds.
Now, I'll address some of the criticisms I received last time I posted this (BTW, Mods, please delete the last version. Thank you.)
Rust: Yes, the rust spell will put a serious hurt on the over-signeted builds. But stop and think, how many people take the rust spell? Really? You hardly ever see it in PvP anymore. You see it some in some areas of PvE, but the monsters who use it don't use it well, and it is essentially useless. This class gives it back its reason for existing. The same goes for the other anti-sig spells/rituals/skills.
The name: Can you think of a better name for someone who relies on items and artifacts? I'm open to suggestions.
The skills: I tried to balance each positive skill with a hindrance or drawback, that's why some of them have serious negative effects on the caster. You have to choose whether the benefit is worth the cost, not just in energy.
Please, I'm open to almost any comments or suggestions.
------>Note: I edited Overcharge to reduce the damage dealt 3:31 PM, UAS Central time, 7-8-06<-----
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