User:Intrepidtation/DAPChrn

The Chronomancer

Introduction
The Chronomancer or the Time Mage is one that controls the flow of time. Time is no object that man can manipulate easily. Time travel and time rewind, even with the most potent form of magic, is nigh impossible. Chronomancers “control” time by actually changing the speed in which it passes. Acceleration and deceleration of time is achieved by either speeding up or slowing down the air of magic around any and all beings in existence. Such practice exert a considerable amount of pressure on the Choronomancer,even the most powerful of time magi are exhausted after modifying time. Masterful Chronomancers can slow time so much that one might agree to say that he has indeed “stopped” time in that single instance. Chronomancers are followers of both Grenth and Melandru, *believing that the supreme cycle of life and death is simply run by the factor of time. Some Chronomancers worship Dwayna in belief that time manipulation can be used for delaying the festering of wounds suffered from combat. The display name for the Chronomancer is “C”

General use
The Chronomancer can be used in both PvP and PvE. The Chronomancer plays a good disruption and delay role. The Chronomancer does not outlaw or even equal the mesmer, This profession is aimed at delaying the ultimate outcome for the actions of your opponents,slowing down otherwise timely strikes and spells. The Chronomancer is to be a midline profession in GvG. Either snaring monks and flag runners or delaying warriors. The Chronomancer would serve as a “balancer”, slowing down monster pressure and leveling the play field in Hard Mode, where the monsters are considerably faster. Secondary profession choices range from Elementalist for extra snares and energy management to Mesmer for increased disruption and delay. Unlikely choices would be Ranger, Warrior and Assassin as the Chronomancer is unfit for melee combat. Monk and Ritualist would be quite suited as the Choronomancer is adept to using time magic to increase natural physical healing, as well as using it to delay damage.

Attributes
Energy Compulsion(Primary):For every 3 points in Energy Compulsion,You lose 1.7 less maximum energy to exhaustion. Many Chronomancer skills, especially those related to Energy modification, become more effective with higher ranks of Energy Compulsion. Temporal Mastery:No inherent effect, Many Chronomancer skills, especially those related to modifying speed of allies and foes, become more effective with higher ranks of Temporal Mastery. Continuum Mastery:No inherent effect. Many Chronomancer skills, especially those related to dealing chaos damage, become more effective with higher ranks of Continuum Mastery. Manipulation:No inherent effect. Many Chronomancer skills, especially those related to preservation, become more effective with higher ranks of Manipulation.

Armor and Weapons
The Chronomancer uses a wand and offhand focus to concentrate their powers. The Chronomancer's wand usually deal chaos or dark damage, but some have been observed to deal holy damage. Chronomancers have 60 AR like all spellcasters.

Armor Rating:60 Energy Total:40(20+3+3+3+6+5) Total Energy Regeneration: 4 pips Health Total: 480

All damage and attack speeds for Choronomancer wands and stave are the same as of current spellcasters.

Chronomancer Skills
The Chronomancer possesses two unique types of skills:Time Spell and Vortexes. Time Spell modify durations and speeds and often impact exhaustion and health loss. No more than two friendly and hostile(total four) Time Spells can be active on a target at the same time. Vortexes are ward-like, meaning they affect a location, are irremovable, but have a difference compared to wards-They are placed randomly and possess global effects, so both friend and foe in the Vortex will be affected by it. Quite a number of powerful Chronomancer skills cause exhaustion due to the unearthly amount of pressure they impact on the caster-convincing the cycle to move slower or faster is no mean feat.

Energy Compulsion
1.Pulsate Energy[5 energy, ¼ activation, 10 recharge] Elite Time Spell. For 5 seconds, you gain +1 energy regeneration and 1..3..3 energy per second. This spell causes exhaustion.'''

2.Lyssa's Pendulum [5 energy, ¼ activation, 8 recharge]Elite Time Spell. For 10 seconds, the next time target ally would lose energy due to a enemy spell,That ally gains that much energy instead.

3.Reckless Power[15 energy, 1 activation, 15 recharge] Elite Time Spell. Lose 15..13..5% health. Target foe gains 20 energy and casts spells 50% faster. After 5 seconds, he suffers from exhaustion and loses 15% health. This skill causes Exhaustion

4.Repulse [5 energy, ¾ activation, 15 recharge] Spell. Gain 1 point of energy for every 5% health lost and every 2 points of exhaustion.(Max 5..13..15 energy)

5.Essence Decay [10 energy, ¼ activation, 15 recharge] Spell. If target foe was casting a spell, he loses energy equivalent to 50% of the spell's cost (Maximum 2...10..12)

6.Accelerate Energy [10 energy, 1 activation, 10 recharge] Time Spell. For 5 seconds, Target ally has double base current energy regeneration. This skill causes Exhaustion.

7.Mindrazor [15 energy, 2 activation, 12 recharge] Time Spell. Lose 15..7..5% health. Target other ally gains 5..13..15 energy and casts spells 33% faster for 5..13..15 seconds. This skill causes Exhaustion

8.Wastrel's Haste [10 energy, ¼ activation, 10 recharge] Hex Spell. For 3 seconds, target foe is hexed with Wastrel's Haste. When Wastrel's Haste ends, target foe suffers from exhaustion. Wastrel's Haste end prematurely if target foe uses a skill.

Temporal Mastery
1.Temporal Explosion [25 energy, ¼ activation, 30 recharge] Time Spell. Lose 20..56..65% health. For 1..7..8 seconds, All creatures nearby move, attack and cast spells 90% slower. This skill causes Exhaustion.

2.Temporal Phase  [5 energy, ¼ activation, 5 recharge] Time Spell. For 10..4..3 seconds, target foe moves 33% faster. When Temporal Phase ends, target foe moves 50% slower for 3..9..10 seconds. This skill causes Exhaustion.

3.Upwelling  [15 energy, 3 activation, 20 recharge] Vortex. Open an Upwelling at a random nearby location for 5..18..20 seconds. Creatures in the Upwelling cannot have their conditions removed, cannot gain energy and adrenaline. This skill causes Exhaustion

4.Suspension Matrix [15 energy, 3 activation, 20 recharge] Vortex. Open a Suspension Matrix at a random nearby location for 5..18..20 seconds. Creatures in the location of the Suspension Matrix move and cast spells 33% slower. This skill causes Exhaustion

5.Celerity Rift[15 energy, 3 activation, 20 recharge] Vortex. Open a Celerity Rift at a random nearby location for 5..18..20 seconds. Creatures in the location of the Celerity Rift move and cast spells 33% faster. This skill causes Exhaustion

6.Amplification Vortex [15 energy, 3 activation, 20 recharge] Vortex. Open an Amplification Vortex at a random nearby location for 5..18..20 seconds. Hexes and enchantments cast in the location of the Amplification Vortex last 10..33..39% longer. This skill causes Exhaustion

7.Need For Speed [10 energy, 2 activation, 10 recharge] Time Spell. For 1..7..8 seconds, target ally moves and cast spells 10..33..39% faster. This spell causes Exhaustion.

8.Temporal Rip [15 energy, 1 activation, 20 recharge] Vortex. Open a Temporal Rip at a random nearby location for 5..18..20 seconds. Creatures in the Temporal Rip have 50% chance to cast 20% faster and 50% chance to cast 20% slower. This skill causes Exhaustion

Continuum Mastery
1.Fanatic Speed [10 energy, 1 activation, 10 recharge] Time Spell. For 10 seconds, target ally has Fanatic Speed. He attacks and moves 33% faster, but suffer from weakness for 10..4..3 seconds when this skill ends. This skill causes Exhaustion.

2.Melandru's Grip [5 energy, ¼ activation, 8 recharge] Time Spell. For 10 seconds, target ally cannot move or cast spells faster. This skill causes Exhaustion.

3.Continuum Instability [10 energy, ¼ activation, 8 recharge] Time Spell. For 5 seconds, the next time a hex would be removed from target foe, the hex is instead transferred to the remover. The hex lasts for an additional 1..7..8 seconds. This skill causes Exhaustion.

4.Unguarded Haste [10 energy, 1 activation, 10 recharge] Time Spell. For 1..7..8 seconds, Target foe cannot block but activates skills and attacks 33% faster. This skill causes Exhaustion.

5.Enhance Aura [10 energy, ¼ activation, 25 recharge] Spell. All enchantments on target ally last 33% longer (Max 3..10..12 seconds)

6.Tenacious Acceleration [15 energy, 1 activation, 10 recharge] Time Spell. Lose 15..7..5% health. For 8 seconds, Target foe activates skills 15..50..59% faster but his skills take 15..50..59% longer to recharge. This skill causes Exhaustion.

7.Timebender's Focus [5 energy, 0 activation, 45 recharge] Stance. For 5..30..36 seconds, If you have more than 15 points of Exhaustion, you cannot be interrupted.

8.Revoke Speed [10 energy, 3 activation, 25 recharge] Spell. Remove a speed modification skill from target foe. This skill causes Exhaustion.

Manipulation
1.Slow Decay  [10 energy, 1 activation, 15 recharge] Time Spell. Lose 15..7..5% health. For 20 seconds, if target ally suffers from any form of degeneration, that degeneration is -2 pips weaker but lasts 50..30..25% longer.

2.Remit Health  [5 energy, ¼ activation, 1 recharge] Spell. If target ally was below 50% health, he regains 15% of his health but his current conditions last 50..30..25% longer. This skill causes Exhaustion.

3.Accelerated Regeneration [5 energy, ¼ activation, 5 recharge] Time Spell. If target ally was not attacking or activating a skill, he gains full natural health regeneration. This regeneration ends if he receives or deals damage or if he becomes hexed. This skill causes Exhaustion.

4.Disperse Harrows[10 energy, 1 activation, 10 recharge] Time Spell. Any negative timed effect lasts 15..30..35%. This skill causes Exhaustion.

5.Palliate Wounds [10 energy, ½ activation, 10 recharge] Time Spell. Lose 15..7..5% health. All current conditions on target other ally have their remaining durations set to 3 second. After 4 seconds, target other ally suffers from a random condition that is not dazed, burning or bleeding for 3..13..15 seconds. This skill causes Exhaustion.

6.Temporal Shield [25 energy, 3 activation, 30 recharge] Time Spell. For 3..10..12 seconds,Target ally has 20..50..58% chance to block all projectiles, and all projectile type spells fly 30..70..80% slower toward target ally. This skill causes Exhaustion. 7.Time Damper [1 energy, ¼ activation, 60 recharge] Time Spell. Lose all Energy and 15..7..5% health. For 1..7..8 seconds,All hexes and conditions applied on target other ally last 66% shorter. This skill causes Exhaustion.

8.Accelerated Metabolism [15 energy, ¼ activation, 15 recharge] Time Spell. Bleeding, Deep Wound, Dazed, Blind and Crippled remaining durations are set to 1 on target ally. That ally suffers from weakness for 15..7..5 seconds. This spell causes Exhaustion to the caster and recipient.

Primary Exclusive Insignias

 * Timebender's Insignia (+10 armor while under a Time Spell)
 * Unyielding Insignia (+5 armor while suffering from 5 points of exhaustion, +5 armor while suffering from 10 points of exhaustion,+5 armor while suffering from 15 points of exhaustion)
 * Havoc's Insignia (+15 armor while casting a Vortex)