Secondly, I'll just go through a bit of logic.
Here are the classes - I have included the assassin and also actionjack's alchemist because I think it's so great.
- Warrior
- Ranger
- Monk
- Elementalist
- Mesmer
- Necromancer
- Assassin
- Alchemist
Eight.
I feel that having a Warrior and an Assassin should be enough for hand-to-hand classes.
The ranger is the bowman, with good damage long-range.
Then there are the elem, monk, mesmer and necro, who are all casters and use staffs/wands.
And finally, the alchemist, which is something different - I think it was said they would use a kind of staff thing but I'm not sure. He's half caster, half something which is different from all the others.
Now. In many fantasy worlds, there are not only wizards who use the power of the elements, but often there are the wise men who use great ancient powers and see all and know all. They are the sages of their villages, that protect their communities with their wisdom from powers that others cannot see.
This is the sage.
The attributes are:
Knowledge (Primary Attribute): For each point in Knowledge, whenever you use a skill (EDIT) you gain +1 wisdom (a statistic listed somewhere), meaning that during that mission the next time you use the skill it recharges 0.1% (ie 10 wisdom= 1%) faster and casting the same.. This means that during the mission the Sage gets more powerful as skills have lesser recharge.
Natural Powers: No inherent effect. Many Sage skills, especially skills which focus on the use of the force and ancient wisdom of nature, become more effective with higher Natural Powers.
Synthetic Powers: No inherent effect. Many Sage skills, especially skills which focus on the power of creation, control and protection, become more effective with higher Synthetic Powers. (EDIT: Added - teleportation! Some skills you can use to teleport (away from the warrior ), and move others.)
Philosophical Powers: No inherent effect. Many Sage skills, especially skills which focus on the power of the mind, intellect and mental defence, become more effective with higher Philosophical Powers.
Basically, Knowledge is like the wisdom of the sage, his ability to maintain his great powers.
Natural Powers can be related to the Druid, but I was thinking the sage could do things like awaken plants and fossils, and use powers from his natural surroundings.
Synthetic Powers. I thought this could be like using great wisdom to create things, like formless birds that fly at the enemy, or metal rain falls down from the air. Also you could have limited powers to control these creations. And finally, you could also create protections for allies.
And lastly, Philosophical Powers. Another way of putting it is mind power. You can use skills to mind read the enemy's skills and disable or weaken them, or use skills to weaken them mentally so they do less damage with their weapon or keep missing. Also you could use skills that are based around the wisdom of the sage, and skills that 'mentally' protect you and you allies.
In the game, the Sage would come in in Cantha. Their appearance is old, maybe with beards, and they are plumper and wear hats that make them look wise. They would be the elders of the villages from around Cantha, with their wise powers, and are joining the adventurers in their new story.
Now, for some skills.
(these are only some examples)
Knowledge:
(DELETED because of overpower, being worked on)
Natural Powers:
Awaken Fossil - energy cost 10, cast time 2, recharge 10. Spell.
You awaken a fossil from a random position in the ground nearby. This forms a small live creature and charges at the nearest enemy and deals 56...98 damage, then sinks back into the ground.
Enpower Roots - energy cost 10, cast time 3, recharge 20. Spell.
You enpower roots under the ground at a random position to quickly grow into a small tree above the ground, causing a ground tremor that knocks down all nearby enemies and deals 45-76 damage to them.
Ancient Soil - energy cost 10, cast time 2, recharge 30. Spell.
For 10...17 seconds, you move 50% faster, and all moving enemies take 10...27 damage per second.
Bark Skin - energy cost 15, cast time 1, recharge 60. Enchantment.
For 25...49 seconds, all members of your party are blessed with bark skin, gaining 14...30 armor but moving 45...25% slower.
Synthetic Powers:
Virtual Bird - energy cost 10, cast time 2, recharge 15. You create a virtual bird in the air, which flies out to a random foe, dealing 60...94 damage to that foe and 30...65 damage to all adjacent foes.
Metal Rain - energy cost 15, cast time 2 recharge 30. You create a metal rainstorm centred on target foe, that for 7...14 seconds deals 13...22 damage per second to foes in the area and causes weakness to those affected. This spell causes exhaustion.
Power of Creation - enchantment, energy cost 5, cast time 3/4, recharge 30. For 14...28 seconds, all your creations form twice as fast and cost 5 less energy to cast.
Virtual Forcefield - enchantment energy cost 10, cast time 2, recharge 20. For 7...14 seconds, all allies in the area of the forcefield have a 30% chance to evade attacks and take 34...57 less damage from elemental and chaos damage.
Philosophical Powers: (will do later)
Eye candy:
For the second one, let's say it's a woman, and don't look at the sword.
EDIT: The first picture, which was far better, seems to have disappeared.
Comments
Feel free to call this an elementalist/necro/mesmer or whatever, and feel free to express your critical views. Also, feel free to compliment, /sign and add to the whole idea
Over to y'all
EDIT: Attached picture