User:M3G/Sandbox

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Some concepts
2 Primary attributes accessible only for the class selected and are exclusive to each other(picking one would prevent to invest point into other one). 3-4 Secondary attributes. 3 types of armor : NB : Skills put under each category are just to give a clue of the general behavior of the attribute branch.
 * Light/normal : +0 AL, 0% ims, +20 energy, +2 energy regen, +0 health.
 * Reinforced : +10 AL, -15% ims, +5 energy, +1 energy regen, +10 health.
 * Heavy/Plated : +20 AL, -25% ims, 0 energy, +0 energy regen, +25 health.

Warrior
Primary attributes : Mainly Self buff Skills that improve combat effectivness Secondary attributes Mixing all weapons into one melee weapon class would allow warriors to switch weapons more frequently and during combat. Deals + damage. Inflicts Bleeding condition ( seconds). Requires a slashing dmg weapon. Deals + damage and causes knock-down if target foe is Weakened. Requires a blunt dmg weapon. Deals + damage if target foe's health is below 50%. Requires a piercing dmg weapon. Not equipping a shield would mean that weapon is 2 handed(if can be) and rise the base damage by 50%. You could have a weapon in each hand but dual wielding would lower base damage by 50% also increase ias by 33%. Shields would have a fixed 5-20% chance to block(depending on size of shield) ONLY if requirement is met. Blocking double the armor provided by the shield, it doesn't cancel the damage. Total block rate can't exceed 35%.
 * Strength (for each rank add armor 1% armor penetration, +5 max hp and negate 2% of armor ims penalty)
 * Tactics (for each rank add 1% to block and add 1% ias)
 * Melee mastery (swords, maces, axes, daggers, bare hands, ...)
 * Ranged weapon mastery (bows, crossbows, javelins, ...)
 * Polearm Mastery (lances, scythes, staves, etc..)
 * Guerilla (shouts, traps and preparations)

Elementalist
Primary attributes : Energy recuperation and glyphs Increase effectivness of elemental skills Increase lightning damage you deal by % Increase fire damage you deal by % Increase earth damage you deal by % Increase cold damage you deal by % Secondary attributes :
 * Energy Management (for each rank add 4 points to max energy and gives 2% energy back when you cast a spell)
 * Elemental Attunement (for each rank add +1% damage and reduce 1% of elemental damage taken for every 2 ranks)
 * Fire Magic
 * Water Magic
 * Earth Magic
 * Air Magic

Monk
Primary attributes : Enchantment for seconds, each time you take damage adjacent foes are struck for  fire damage. Increase effectivness of Monk skills Secondary attributes : Create a ward that last seconds. Undead creatures in this ward take fire damage every second. Target undead creature takes holy damage. (No effect if target is not undead). For seconds, target other ally cannot be the target of ennemy hex. Hex against target other ally miss, you lose energy.
 * Fanatism (when you cast a spell all adjacent foes take 2 holy damage and the damage you take from undead foes is reduced by 1 for every 2 ranks of fanatism)
 * Mysticism (for each rank your monk prayers last 2% longer and return 1 energy point for every 2 ranks when they end)
 * Healing Prayers
 * Protection Prayers (damage mitigation, damage prevention, remove conditions, ...)
 * Combat Prayers (combat buff, auras, and include some forms?)
 * Exorcism Prayers (hex removal and spell protection)

Necromancer
Primary attributes : Improve summoned creature quality Convert souls to energy, exploit corpses to create wells Secondary attributes :
 * Spawning Power (for each rank add +10% to minion/spirit life. Add +1 to spirit/minion cap for every 2 ranks.)
 * Soul Absorbsion (for every 4 ranks, creatures dying around give you 1 energy point and 5 health points)
 * Death Magic (rise minions and spirits, when a minion/spirit dies the owner recieve 1 energy point back. Add +1 to spirit/minion cap)
 * Blood Magic (sacrifices and life stealing, life degen)
 * Curses (requires an action from the target to be triggered, remove enchants, debuffs)
 * Dark Rituals (weapon spell, etc...)

Mesmer
Primary attributes : Reduce recharge and cast time of skills. Mainly anti hexes branch. Secondary attributes : Enchantment for seconds, each time you cast a spell, you steal 1 energy point to all nearby foes.
 * Fast Casting (for each rank reduce the recharge time of skills by 3% and descrease the casting of skills by 1%)
 * Mind Twisting (for each rank hexes cast on you expire 3% faster and for every 4 ranks you get 1 point of energy when they end)
 * Illusion Magic (Failure to cast spells, Failure to hit, Increase casting/recharge time...)
 * Domination Magic (Control mind of ennemies, Prevent cast/attack, interrupts...)
 * Energy Denial (Energy steal, Adrenaline denial, Signet denial...)
 * Mimic Magic (echo,...)

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