User:Skakid9090/Acoustimancer

Introduction
The Acoustimancer is a class that, like the Paragon, utilizes shouts to amplify it's effectiveness.

Unlike a Paragon, the majority of an Acoustimancer's shouts affect you and your party offensively rather than defensively.

It uses a combination of spells and shouts to be effective.

It maintains "rhythms" on characters, the first non-enchantment skills with an upkeep cost. These provide a power benefit to you or your allies, but if they stray from earshot for too long the bonus is lost.

Characteristics

 * 60 AL.
 * Uses Wand/Offhand.
 * +4 energy regeneration.

Attributes

 * Amplification (Primary): For every 4 attribute points spent in Amplification, your shouts' range increases by 1/6.
 * Hostility: Shouts and spells in this attribute hinder your opponent.
 * Intensity: Shouts and spells in this attribute are focused on pure damage.
 * Vibrancy: Shouts and spells in this attribute strengthen you or your allies.

Amplification

 * Arpeggio (Elite) - 10e, 1/4c. 30r - Enchantment Spell. For 10...20 seconds, every time you use a shout, it has a 50...80% chance of being 4 attribute points stronger.

Hostility

 * "Screech!" - Shout 15e, 10r 3 random foes in earshot are interrupted. Interrupted foes are Dazed for 3...5 seconds. If no foes are interrupted, this skill is disabled for an additional 15 seconds.


 * "No, you!" - 10e, 10r - Shout. After 1 second, if target foe is casting a spell, that spell fails and is disabled for 15 seconds.


 * "Idiotsayswhat?" - 5e, 15r - Shout. For 7...15 seconds, the next time target foe uses a Shout, that shout fails and the user suffers from Cracked Armor for 5...13 seconds.

Intensity

 * "Roar!" - 5e, 5r - Shout. Target foe takes 35...50 damage and suffers from Cracked Armor for 10...18 seconds.


 * "Don't Look Down!" - 10e, 8r - Shout. For 3...5 seconds, the next time target foe is knocked down that foe suffers from Deep Wound for 10...20 seconds.

Vibrancy

 * "Try more, fail less!" - 10e, 20r - Shout. The next spell that targets a foe cast by each ally in earshot has a 5...15% chance to recharge instantly.


 * Energize - 5e, 2s, 10r - Spell. The next shout used by you returns 10...15 energy.


 * Rhythm of Honor - 10e, -1e, 2s, 80r - Rhythm. As long as you maintain this rhythm, target ally deals +6...15 damage with attacks. If that ally leaves earshot for more than 10...20 seconds, this Rhythm is dropped.