Morpher Abreviation-Mor
This class would start out perfectly for new players,but get hard enough due to the difficulty of controlling the skills that even experts wouldn't be perfect with it.
This class's skills would be based on the other classes.
Morpher Attributes
Morph(Main)-transforms you into a basic class or a monster.
Warrior-warrior based skills.
Ranger-ranger based skills.
Monk-monk based skills.
Elementalist-elementalist based skills.
Mesmer-mesmer based skills.
Necromancer-necromancer based skills
A Morpher's second class would just enable more skills for that profession, otherwise the class that you transform into would have basic skills.
The weapons for the Morpher would be a magical sword,axe,or hammer and a bow. The bow is used only when you transform into a ranger, the hammer, axe, or sword is used for the warrior, and the magic is used for all the rest.
Skills(Note that all of these except for the Morph Magic would be elite skills.)
Morph Magic
(ranger,monk,etc.) Morph
15 Energy(E) 5 Cast(C) 45 Recharge(R) Enchantment
Transforms your class into a ..... and gives you basic skills for that class.
Morph Burst
10 E 1 C 30 R Spell
Transforms you from another class back to a Morpher to deal (10...50) extra damage for your next attack. All Morph Magic skills are disabled for (45...25) seconds.
Skill Morph
5 E 5 C 10 R Hex Spell
Switches this hex spell with an enemies hex for (20...35)seconds.
[U]Warrior Abilities[U]
"Death to All!"
10 E 1 C 30 R Shout
Doubles your character's attack for (10...30) seconds.
Counterslash
15 E 1 C 25 Stance
For (20...30),add the last amount of damage that you took to your next attack.
Ranger's Abilities
Melandru's Prize Arrow
10 E 1 C 15 R Spell
Cripples or blinds enemy and adds (5...10) damage to your next attack.
Spoil Trap
5 E 5 C 25 R Trap
Makes a monster drop spoils when it walks on to trap.
Monk's Abilities
Divine Light
10 E 5 C 10 R Spell
Heals all allies by (10...20) and hurts all nearby enemies by 10.
Life's Gift
15 E 10 C 35 R Spell
Takes away (5...10)% of a death penalty.
Elementalist's Abilities
Elemental Attack
15 E 5 C 20 R Spell
Hurts (1...4) enemy(s) with either cold,fire,earth,or lightning damage.
Wildfire
5 E 1 C 10 R Hex Spell
All nearby enemies have a health degeneration of 10 for (5...10) seconds.
Mesmer's Abilities
Suicidal Trance
10 E 5 C 15 R Hex Spell
The strongest nearby enemy has a health degeneration of 10 and doesn't move for (10...25) seconds.
Phantom Muscles
10 E 1 C 20 R Hex Spell
Enemies attack speed is reduced by half for (5...15) seconds.
Necromancer's Abilities
Poisoned Blood
5 E 1 C 10 R Hex Spell
Target enemy is poisoned for (5...15) seconds.
Dead Heart
10 E 1 C 20 R Enchantment Spell
Bone Fiend's and Bone Horror's health degeneration is reduced by half for (5...10) seconds.
It isn't perfect but it's a start.If you have any comments, submit them.
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