User:Dalen / Create a Profession / Spy

=SPY=
 * The spy is a class designed to wreak havoc on enemy strategy. This class specializes in hand-to-hand attacks, cloaking, and disguises.

General Information

 * Health - 480
 * Energy - 35(+4 Regen)
 * AL - 50

Weapon
The spy uses unarmed combat, when it has to. A new class of melee weapons that includes items such as brass knuckles, garrotes, etc. Spies are typically more likely to run from actual combat, or sneak up and cause mass distractions.

Appearance and Armor
The basic appearance of these characters may be crossed between Assassins and Mesmers. However, this class does not have it's own armor. This class must select a secondary profession immediately, and uses that profession's armor. However, runes are class relevant (ie. S/Mo appears like a monk, but receives spy attribute bonuses not monk). This allows spies to change appearance based on their secondary profession. To upgrade armor, spies purchase they type they want of the secondary profession they are. If they switch secondary professions after purchasing a complete set, that armor set changes appearance to an equivalent type of the new secondary class chosen. Note that the armor bonuses are relevant to the spy, not the secondary profession, it is merely the appearance that the spy is using.

New Skills

 * Disguise - Temporarily affects target's allegiance.

If target was ally originally: It still appears as friendly, but may receive benefit of enemy and ally healing spells. Cannot be attacked until disguise wears out or it attacks. Friendly disguises must be used before enemies are within listening range. Therefore, they are typically long duration spells. If the target was enemy originally: Now appears as an enemy to both sides. These spells have a long casting time and require certain conditions to be met (such as blind/dazed).
 * Cloak - Temporary invisibility.

Allows character to be invisible to opponents. Cannot be attacked when invisible, but can be affected by AOE damage or conditions. Attacking ends cloak. The affect of spells cast on this character can be seen, and may give away position. Some spells may be able to cloak the entire team. Must be used before being attacked.
 * Decoy - Temporary images.

Creates a likeness of yourself (or entire team) at position where it was cast. Team may then move to another location. Decoys move and attack like the actual team, but do not deal damage, and are difficult to destroy. They may be used as blockers, or used in conjuction with team cloak to allow advanced team tactics. Depending on the spell, the team may follow the actual team or remain stationary.
 * Melee - Hand-to-Hand Combat

Essentially martial arts without weapons, or with smaller type weapons. Either bare hands, gloves, wrist wraps, garrotes, cestas, or brass knuckles.

Attributes and Example Skills
Deception - Primary Attribute: Lengthens duration of disguises, decoys, and cloaking. Gain additional 1 strike of adrenaline for every 3 ranks. A maximum of 1 decoy may be maintained of each teammate for each 4 ranks.
 * Skulking About - Stance. Doubles the duration of next cloak or disguise spell.
 * Friendly Fire - Enchantment. All damage directed at target ally is transferred to nearest disguised enemy.
 * My You Look Familiar - Stance. Allows two attacks before you break disguise.

Disinformation - Improves Decoy Skills.
 * Look! A Decoy - You cloak and appear to shadowstep. A decoy appears at target foes location.  This spell deals some damage to target foe.  Requires assassin secondary profession.
 * Quicksilver - You create a decoy of each team member at your current location, this will not break cloak or disguise.
 * Welcome Back - Target dead ally is ressurected and teleported to your current location. Leaves a decoy of him at the corpse.
 * Call in the Calvary - Creates a decoy team that follows you around.
 * Multiple Man - You Create a number of Decoys of Yourself that follow you around.

Infiltration - Improves Cloak Skills.
 * Now You See Me - Ends all disguises and cloaks in the area. For each revealing you gain some energy.
 * Now You Don't - Cloaks Entire team. -1 Energy degeneration for each teammate. Ends when your energy reaches zero.
 * Poof - You are cloaked.

Melee - Improves Hand-to-Hand Skills.
 * Drop Kick - Target foe is knocked over.
 * Finger in the Eye - Inflicts Blindness.
 * Dislocation - Inflicts Deep-Wound and Crippled.

Mimicry - Improves Disguise Skills. Gain 1 point of secondary profession's primary attribute for every 2 ranks.
 * This Stinks - You are disguised for a period of time.
 * There's Been a Dead Guy In It - Your entire Team is Disguised.
 * You are One of Us Now - Target Enemy is disguised and acts as an enemy of his own team. (Must be Blinded, cures blind)

Sample Build
 * Skulking About / Poof / Quicksilver / Finger in the Eye / You are One of Us Now / Drop Kick / Friendly Fire / Welcome Back

Additional Information
Spies themselves are not intended to deal large amounts of damage. Cloaking and Disguises are inteded to require large amounts of energy to maintain, with most melee skills using adreneline. The basic premise of the spy is to operate inside of the aggro-range of the enemy undetected. The above sample build, may be used to chain skulking about with poof, walk into aggro range (if not right into an enemies midst), cast quicksilver, and walk out in the ensuing chaos. The rest of the team meanwhile rushes in once the enemy has exhausted their stamina pool. Finger in the eye, you are one of us now, and friendly fire also work together as a means of rapidly taking down a specific foe, such as a tank. Welcome back confuses the enemy as to which foe they should be attacking. Most spy spells are maintained, thus insignia should allow for additional stamina regeneration points. The very low armor level forces the spy to make heavy use of decoys or cloaking, it is not a class intended to go head to head with anything. It is a class meant to win through utter confusion and disorganization of the opposing team.