User:The Gates Assassin/Newerprof

A general description of the Profession
Profession Icon:


 * Choronomancers- Have the ability to warp time and space to bring beings fom the past to aid the party in battle and to warp the very battle field it's enemies fight on.

One Primary Attribute

 * Bonding- For each point in Bonding, your summons last one extra second.

Three-Four Secondary Attributes

 * Summoning- No inherent effect. Many Summoning Skills, especially those related to summoning creaters, become more effective with higher summoning.


 * Warping- No inherent effect. Many Warping Skills, especially those related to causing negative effects to a large area, become more effective with higher Warping.


 * Control- No ingerent effect. Many Control Skills, especially those related to slowing down and speeding up different actions of allies and enemies, become more effective with higher Control.

Weapon
The Weapon is a Staff/Wand/Offhand

Maximum damage range
11-22

Damage type
Holy

Attack rate
Staff Speed

Armor Class
60 Armor

Amount of Energy
20 + 10 naturally

Amount of Health
480

Profession-specific Skill-types
Summon- Calls forth an ancient creature. Unremoveable, unless it is killed. These show up as allies, however you have no control over their skill usage. You do however have control over who they attack. The have a maximum of 3 set skills. Only one summon can be on the field at a time.

Warp- Works like a hex that effects all nearby foes, but you can walk out of it. They are usually weak effects that last for about 10 seconds.

Time Manipulation- Short powerful skills that effect all creatures within earshot as opposed to just enemies. These don't last very long, however they are completely unremovalable.

Bonding

 * Powerful Connection- Enchantment spell. Your summon has +10..75 health for 1..40 seconds.

Cast: 1

Recharge: 25

Energy: 5


 * Master at Work- Enchantment Spell. Your Summon deals +1..15 damage with attack skills for the next 1..20 seconds.

Cast: 1

Recharge: 30

Energy: 10


 * Aura of Swiftness- Shout. You move 25% slower but your summon moves 25% faster for 5..20 seconds.

Cast: 0

Recharge: 25

Energy: 5


 * Other World- Elite Enchantment Spell. As long as you maintain this enchantment, you can have up to two summons on the field, but they have 50..25% less health.

Cast: 1

Recharge: 60

Energy: 10

Summoning
Note: Attributes show 1..12 spreads.


 * Essence of Glint- Summon. Summon the Essence of Glint for 10..80 seconds. She has 300..800 health, 10..30 energy, and 40..70 armor. She has Crystal Bonds, Crystal Haze, and Jagged Crystal Skin. This skill is disabled for 120 seconds.

Cast: 5

Recharge: 20

Energy: 25


 * Crystal Skin- Hex Spell. Target foe loses one enchantment and moves 25% slower for 10 seconds.

Cast: 1

Recharge: 10

Energy: 10


 * Crystal Haze- Hex Spell. Target foe and all adjacent foes suffer 1 energy degeneration for 10 seconds.

Cast: 3/4

Recharge: 20

Energy: 15


 * Jagged Crystal Skin Stance. For 8 seconds, whenever you are hit by physical damage, all adjecent foes take 25 damage.

Cast: 0

Recharge: 20

Energy: 15


 * Essense of the Great Giants- Elite Summon. You summon the essense of the Great Giants. It has 300..800 health, 20..30 energy, and 30...80 armor. This summon moves 50% slower than normal. They have the skills Stomp, Maul, and Colossal Smash. This skill is disabled for 120 seconds.

Notes: They attack at the speed of a hammer.

Cast: 5

Recharge: 30

Energy: 15


 * Stomp- Attack Skill. All adjacent foes are knocked down and take +10 damage.

Cast: 2

Recharge: 20

Energy: 5


 * Maul- Attack Skill. Target foe takes +20 damage.

Cast: 1.75

Recharge: 8

Energy: 10


 * Colossal Smash- Attack Skill. Target foe takes +40 damage and is knocked down for 1 second.

Cast: 3

Recharge: 20

Energy: 10


 * Focus Enchantment spell. Your next summon cannot be interupted, but once cast, it is disabled for an additional 30 seconds.

Cast: 2

Recharge: 30

Energy: 5


 * Power of the Essence Enchantment Spell. For 1..18 seconds, you have 20..80 more health while one of your summons are active on the field.

Cast: 1

Recharge: 30

Energy: 5

Warping

 * Black Hole- Elite Warp. Create a Black Hole at target foe's location. Foes in the area cast 50...200% slower. This warp ends after 15 seconds.

Cast: 2

Recharge: 30

Energy: 25


 * Time Dilation- Warp. Create a Time Dilation at target foes location. For 3..13..14 seconds, all allies in Time Dilation next spell casts 50% faster and all foes in Time Dilation next spell casts 100% slower. This Time Dilation ends after 1..10 seconds.

Cast: 2

Recharge: 30

Energy: 15


 * Gravity Well- Warp. Create a Gravity Well at target foe's location. Foes move 50% slower. This warp ends after 1..10 seconds.

Cast: 2

Recharge: 30

Energy: 15


 * Worm Hole- Elite Warp. Create a Worm Hole at target foe's location. Foes move 25% faster but lose 1..3 energy and 1..5 health per second they are in the Worm Hole. This Worm Hole closes after 1..10 seconds.

Cast: 2

Recharge: 20

Energy: 25

Control

 * Reflex- Enchantment Spell. For 3..5..6 seconds, the next time you are attacked, that attack takes 50..150...155% longer to activate and has a 50% chance to miss.

Cast: 0

Recharge: 20

Energy: 5


 * Slow Motion- Time Manipulation. For 1..5..6 seconds, all creatures within earshot move 33% slower.

Cast: 2

Recharge: 30

Energy: 10


 * Fast Motion- Time Manipulation. For 1..5..6 seconds, all creatures within earshot cast move 33% faster.

Cast: 2

Recharge: 30

Energy: 10


 * Time Stop- Elite Hex. For 1..3..4 seconds, target foe moves 90% slower. If that foe was already suffering from a hex, that foe cannot move.

Cast: 2

Recharge: 10

Energy: 10


 * Manipulate- Hex Spell. For 1..3 seconds, target foe moves 25% faster. After 1..3 seconds, target foe moves 66% slower for 1..3 seconds.

Note: This works like two seperate hexes.

Cast: 1

Recharge: 20

Energy: 10


 * Reaction Time- Time Manipulation. For 1..15 seconds, all creatures within earshot have -10 armor whenever they recieve a critical hit.

Cast: 2

Recharge: 30

Energy: 10

PvE Only Skills

 * Essence of Kuunavang- Elite Summon. Summon the Essence of Kuunvang. She has 400..1000 health, 20..40 energy, and 30..60 armor. She has Dark Chain Lightning, Renewed Corruption, and Exploding Spores as her skills. She returns after 30..80 seconds. This skill is disabled for 120 seconds.
 * Dark Chain Lightning- Spell. Target foe takes 300 damage and is knocked down. This spreads to all adjacent foes and does 15% less damage with each hit.

Cast: 3

Recharge: 20

Energy: 10


 * Renewed Corruption- Stance. For 30 seconds, whenever a creature in the area dies, Kuunavang gains 50 health.

Cast: 0

Recharge: 40

Energy: 5


 * Exploding Spores- Spell. Kuunavang releases 3 Exploding spores in the area. When these spores die, all foes adjacent to them take 100 damage.

Cast: 5

Recharge: 30

Energy: 15


 * Reverse- Skill. The last skill you used is recharged.

Cast: 2

Recharge: 45

Energy: 10


 * Essense of Abaddon- Elite Summon. Summon the Essence of Abaddon. He has 400..1000 health, 20..40 energy, and 40..70 armor. He has Corrupt Power, Words of Madness and Nightfall as his skills. He returns after 30..60 seconds. This skill is disabled for 120 seconds.


 * Corrupt Power- Skill. All foes infront of Abaddon take 20 damage every second for 10 seconds.

Cast: 2

Recharge: 20

Energy: 10


 * Words of Madness- Skill. Target foe and all nearby foes take 120 damage and are knocked down.

Cast: 3

Recharge: 20

Energy: 15


 * Nightfall- Skill. All foes within earshot are dazed and suffer from - 7 health degeneration.

Cast: 1

Recharge: 20

Energy: 10

Common Usage

 * In PvE, such summons as Abaddon or other strong in game bosses (As a PvE only Skill) would easily be a great help to any party. Also the use of Warps makes snaring and dealing damage easy.


 * In PvP, warps would be the most popular, and Summons more so in Pressure type builds. Warps give the ability to cause people to spread out of wards and with some, restrict movement at vital times. Also the many hexes and time manipulations in the Control attribute would be effective for doing just as the title says, controling the enemy, very much like the domination attribute.