User:Intrepidtation/DAPSage

The Sage

Introduction
Originating from the line of elementalists,The Sage is a hermit that has mastered communication to the natural world. With extreme dedication and perseverance can they only wield the powers of mother nature itself. Do not be fooled, behind the leafy wrappings is a body strengthened by exposure to the wilderness. They wield stave's to channel their magical powers, draw magic circles and defend themselves. Though blessed with a solid exterior, they are rather slow in movement, which is a weakness in the otherwise indomitable Sage. (inherent -10% speed on armor.[non-stacking])The display name for the Sage is “Sa”.

General Use
Sages, although slow, contain a host of possibilities due to their ability to snare and spread conditions on multiple foes. They specialize in dealing of earth and ice damage. Although more powerful than the elementalist in terms of spell damage,their lackluster energy is often a problem that cannot be overlooked.

The Sage is a formidable support character. Conditions that are easily applied on multiple target simultaneously, leaving the opposition scrambling to remove them. The Sage can easily force the enemy healer to run out of energy if the enemy rushes to remove these minor aliments. Blessing of Earth applies degenerative conditions while Ice applies restrictive conditions. Sages are not to be looked down upon in hand-to-hand combat. Though slow, the Sage's calculated strikes can easily cause a foe to fumble.

Through Nature's Blessing can the Sage also aid his allies, giving them additional buffs temporarily. These Blessings are short however, but no matter the duration, the blessing itself is a miracle granted to the Sages by Mother Nature.

Sages may see use with Professions like the Elementalist or Mesmer to manage precious energy. Secondaries like the Warrior, Paragon,Dervish or Assassin will undoubtedly improve the Sage's melee poweress,  although speed is a major liability.

Monk, or even Ritualist Secondaries will help to buffer the Sage's healing abilities, although not as effective as the two in Primary.

Unfortunately, Necromancer and Ranger might not be as likely to aid the Sage greatly, excluding a select few skills from both professions.

Attributes
Nature's Blessing(primary):For every point in Nature's Blessing, you gain 2 armor. Many Sage skills,related to enforcing the health of your allies,improve with higher ranks of Nature's Blessing.

Staff Mastery:No inherent effect. Staff Mastery increases the damage you do with axes and your chance to inflict a critical hit when using an staff. Many Sage skills,Especially staff attack skills, become more effective with higher Staff Mastery.

Blessing of Earth:No inherent effect. Many Sage skills,Especially spells which deal earth damage and restrict your foes, improve with higher ranks of Blessing of Earth.

Blessing of Ice:No inherent effect. Many Sage skills, Especially spells which deal ice damage and  hinder your foes, improve with higher ranks of Blessing

Armor and Weapons
The Staff is the Sage's weapon. Usually fashioned out of wood, they have learned to use it to defend themselves from the wild, as well as channel nature's blessings through them. The armor they wear is equal to those of a spellcasters' – Materials of the wild are not as strong as steel or iron.

Armor Rating:60

Energy Base:30 Total Energy Regeneration:3 pips Health Total:500(480+2+2+2+4+6)

All Stave have an inherent +10 energy(scales if not max weapon) and +8 armor(fixed). Damage:11-22 (Blunt Damage) Attack Interval:1.6 Stave are counted as Martial Weapons, have the the respective Inscriptions.

Sage Skills
The Sage possess a unique type of skill – the nature blessing. It is a powerful, short-duration party-wide buff. Most Blessings are linked to Nature's Blessing, but there are few in Blessing of Earth and Blessing of Ice. These Blessings are the ultimate mark of a Sage, and require much devotion and concentration to cast and maintain. Thus when the Sage has applied a Blessing, He is unable to move, cast spells or attack for the duration of the Blessing.

Skills
A 0...12...15 attribute level progression range is used for skills.

Primary Exclusive Insignias

 * Nature Bound Insignia (+10 armor vs Elemental damage)
 * Saviour's Insignia (+15 armor while using a Nature Blessing)
 * Hermit's Insignia (+5 armor (req. 9 Nature's Blessing) +5 armor (req. 9 Blessing of Earth) +5 armor (req. 9 Blessing of Ice))