User:Terra Xin/Fortune Teller

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The Fortune Teller, a profession based on mismatched theories on time and space, are a collective of peoples who strive as ushers for destiny and revelation. These are tellers of tales that have yet to be spoken of... those that propagate the mystery in fortune and misfortune to whomever they see fit. Their crystals are their preferred weapon in combat, as their multitude of shades reflect their purpose in their faith - to spread chaos amongst the good, and to mislead evil into isolation. Fortune Tellers are frail on sight, but can become powerful at the flip of a card, and can turn your tides upon the dip of the nearest star.

Attributes[edit]

The Covenant (Primary)[edit]

The Covenant is a mental and spiritual exchange where all Fortune Tellers can share information on how to effectively predict certain events. The Covenant is reserved for only the most dedicated Fortune Tellers, and the information that is exchanged teaches how best to communicate with the existing plane, and other planes.

Description: The Covenant enhances the Fortune Tellers efficiency in communing with their surroundings, and other planes. For each rank in The Covenant, the fortune teller gains 1 energy for each other Fortune Teller (ally or foe) within earshot, and skills that target those that are not Fortune Tellers cost 2% less energy.

Crystallomancy[edit]

Crystal reading was never popular amongst Fortune Tellers for trying to predict events, but it does provide a means of ensuring that the events predicted take place... through direct and devastating means.

Description: Crystallomancy improves the Fortune Teller's ability to manipulate crystals for destructive purposes. Crystallomancy introduces special attacks that work with all staves. However, if you have attributes in both Crystallomancy and Fire Magic for example, the base damage will not stack.

Tarot Reading[edit]

Tarot reading is one of the ways that Fortune Tellers use to predict a certain player's destiny. This type of reading is immediate, providing a fast, yet short-sighted way of predicting your own fortune.

Description: All tarot skills affect the caster and targets in the vicinity of the caster. The types of skills range from self healing to pbAoE damage and healing.

Star Gazing[edit]

Most of the time, a person's destiny is determined right from birth, even before they are born. Star gazing involves the movement of the stars and planets, in order to predict what will happen at certain periods of time. This is a slower way of predicting the future, but depending on how long you wait, different effects can happen.

Description: Star Gazing cannot be used on the self, but apart from some skills that augment other skills, they can be used regardless if the target is an ally or foe. Star Gazing introduces trap-like skills, called predictions, that are set/placed by targeting an ally or foe, and the effect of such skills will activate once a condition is met, or until a skill that will trigger predictions is used. Predictions are visible while they are active on the field.

Skills[edit]

The Covenant (Primary)[edit]

  • Greater Revelation 5e|3c|5r

Elite Spell. Deal 1...5 damage to target foe. This damage is multiplied for each condition, hex and enchantment on that foe.

  • Lapse of Fortune 5e|1/4c|5r

Hex Spell. For 1...5 seconds, the next spell that you use against target foe ignores all enchantments on that foe.

  • Cosmo Memory 5e|1c|15r

Enchantment Spell. For 10 seconds, the next time you use a Hex or Enchantment spell, that spell will cast instantly, but it will be delayed for 5...1 seconds.

  • Whispering Gospel 5e|1c|8r

Enchantment Spell. For 10 seconds, the next spell you use that targets a foe also heals nearby allies for 10...100 health, but you can only cast it at half range.

  • Limited Moon 15e|2c|30r

Elite Spell. For 6 seconds, target foe and all foes in the area take 10...40 damage every 2 seconds, and you are healed for 10...40 health every other second. The effects of this skill renews itself if it strikes a foe.

Crystallomancy[edit]

  • Imbue Moonstone 10e|2c|20r

Elite Enchantment Spell. Imbue your staff with the power of the Moonstone for 20...45 seconds. If you are wielding a dark or chaos damage weapon, that weapon deals +1...14 damage and if it strikes a moving foe, that foe is blinded and crippled for 1...4 seconds.

  • Imbue Aquamarine 10e|1c|25r

Elite Enchantment spell. Imbue your staff with the power of Aquamarine for 1...20 seconds. Your skills deal cold damage. Foes struck by your attacks also send out a burst of healing waters, healing adjacent allies for 10...50 health.

  • Imbue Hawkeye 5e|1c|10r

Enchantment Spell. Imbue your staff with the power of Hawkeye for 1...10 seconds. Your skills deal earth damage and cannot be blocked. This skill lasts for an additional 10 seconds if any of your attacks fail to hit.

  • Shardstorm 5e|2c|7r

Staff Attack. Shoot out a shard that deals 10...40 lightning damage, 10...40 fire damage and 10...40 cold damage to target foe and adjacent foes if it hits.

  • Piercing Light 10e|1/4e|6r

Staff Attack. Interrupt target foe's action. If that foe was attacking, that foe and nearby foes take 20...100 piercing damage if it hits.

  • Flawless Projection 10e|2e|5r

Staff Attack. Shoot out a shard that deals +10...25 damage. If you are not under the effects of an enchantment, this skill cannot be blocked, and you cannot be blinded while using this skill.

  • Reversal of Light 5e|4r

Staff Attack. If this attack hits, you deal +6...18 damage. If this attack misses, the attack is redirected back to you. If you are struck this way, you and nearby allies are healed for the amount of damage instead.

  • Catastrophe 10e|3/4c|12r

Elite Staff Attack. If this attack hits, target foe and nearby foes take 1...20 earth damage, 1...20 cold damage, 1...20 fire damage and 1...20 lightning damage. You gain 7 energy and this skill recharges instantly if that foe is near any other foes.

  • Reflective Strike 5e|6r

Staff Attack. If this attack hits, you deal +10...20 damage. This attack cannot be obstructed.

Tarot reading[edit]

  • Wheel of Fortune 0e|3c|30r

Signet. One random skill on your bar recharges instantly. If this skill recharges itself, this skill is disabled for 60...20 seconds, and 2...4 of your other skills recharge instantly (does not work on Resurrection Signet).

  • The Tower 10e|3/4c|20r

Elite Spell. All nearby foes take 10...100 lightning damage. If there are any dead foes within earshot, all foes within earshot take 10...60 lightning damage.

  • Justice 10e|3/4c|12r

Spell. All nearby foes take 10...100 earth damage. If targets take less than 10...75 earth damage from this attack, then those foes take an additional 10...100 earth damage.

  • The Hermit 10e|1/4c|20r

Spell. If you are adjacent to a foe, you teleport to a random nearby location and that foe and all nearby foes are knocked down.

  • The World 25e|2c|60r

Spell. All foes within range take 10...50 lightning damage. All allies within range are healed for 10...50 health. This spell fails if you are within earshot of an ally when activating this skill.

the range extends to the edges of the radar. The failure is set for earshot so that you don't get a full team trying to spam it while out of the enemy's range.
  • The Sun 5e|1c|8r

Elite Spell. All allies within earshot are relieved of blind and cripple. If no conditions are removed this way, then 1...2 hexes are removed from all allies within earshot instead.

approximate range to that of a longbow
  • The Moon 5e|1c|6r

Spell. Nearby foes that are already blinded become crippled for 1...7 seconds, and foes that are already crippled become blinded for 1...7 seconds.

This skill does not apply any conditions if the targets are not suffering from any conditions"
  • The Magician 5e|1/4c|90r

Spell. For 10 seconds, the next time you take damage, that damage is tripled. If you are killed due to the damage taken, you are immediately resurrected with full health and energy.

  • The Fool 10e|3c|8r

Spell. You are healed for 100...300 health. You take 50 damage if you are interrupted while activating this spell.

  • Death 15e|4c|15r

Elite Spell. You die and become inactive for 60...10 seconds. After this time, you are resurrected with the same health and energy prior to dying and are healed for 1...10 health and 0...1 energy for each effect that you were previously under.

The term 'effect' includes hexes, enchantments, conditions, stances, other skills and environmental effects. Has similarities to purge signet.
  • The Hanged Man 0e|3c|30r

Signet. Your max health and energy are switched for 5...20 seconds. All effects that cause health loss depletes your energy instead, and armor rating still applies. This skill ends if your energy reaches below 100. You cannot gain energy or energy regeneration during this time.

Anything that causes health regeneration or general health gain will affect your health, not energy.

Star Gazing[edit]

  • Bull's Horns 10e|1c|15r

Prediction. Set a prediction at target's location. For 5...15 seconds, the next time any target within the area of the prediction is knocked down, all nearby targets are knocked down also. Allied targets cannot take damage while they are knocked down this way.

this skill is more effective defensively, as an enemy can counter this by running away. A good tactic against KD based professions. If you become knocked down, the attacker also becomes knocked down, and you simultaneously become immune to spike damage as a result of KD's
  • Centaur's Bow 5e|1c|12r

Prediction. Set a prediction at target's location. After 2 seconds, one target takes 50 piercing damage. If that target was an enemy, then two nearby targets also take 10...80 piercing damage. If that target was an ally, then two nearby allies are healed for 10...100 health.

  • Sliver Fish 10e|1c|40r

Prediction. Set a prediction at target's location. For 20 seconds, the next time a target standing adjacent to the prediction uses a skill that deals elemental damage, that skill automatically redirects to a random nearby target (Skill failure at rank 7 or under).

  • Constellation Shift 5e|2c|4r

Elite Prediction. Set a prediction at target's location. After 1 second, one nearby target of this prediction loses a hex, and that hex is transferred to another nearby target.

  • Lion's Roar 10e|0c|20r

Shout. All foes within earshot that are below 75% health lose 1...6 energy.

  • Virgin Wail 10e|0c|20r

Shout. All allies within earshot that are at full health gain 1...5 energy.

  • Scorpion Tail 5e|1c|12r

Prediction. Set a prediction at target's location. For 20 seconds, the next time a target standing next to this location is knocked down, that target also teleports to a random nearby location and transfers 1 condition to the attacker (skill failure at rank 7 or under).

  • Shoting Star 10e|3c|12r

Prediction. Set a prediction at target's location. After 1 second, all nearby foes are struck for 500 damage. If this damage would result in any target dropping below 50% health, then this skill will have no effect.

A good counter vs high health targets such as bosses, or warriors with endure pain.

No Attribute[edit]

  • Shuffle Deck 5|1/4c|0r

Spell. Randomly deal 1 to 52 damage towards target foe. If you deal 52 damage, you gain all of your energy. If you deal 1 damage, target foe is knocked down for 3 seconds.

  • Last Resort 5|1/4c|2r

Spell. You lose all energy and adrenaline. You are healed for 10 health for each point of energy lost this way.

Additional Information[edit]

Fortune Tellers wear lots of loose multicolored cloth that wraps and dangles across their body. They also wear long necklaces, pendants and beads. Their headgear is a cloth-wrap that does not cover the eyes and their hands are covered in rings for their gloves. Clothing theme is based on indian/egyptian cloth wearing, especially for nomadic people.

Their primary weapon is a magic orb that uses both left and right hands (ranged dark damage). For the crystallomancy attribute, Fortune tellers wield a two handed crystal-handling staff that deals chaos damage. For tarot reading, a Deck of Cards is held as a weapon, where a card is thrown at foes for dark damage, and a papyrus is held in the offhand. Finally, a sextant is held in the stargazing offhand and a wand is held as the weapon for light damage.

Judging[edit]

  • Very nice! I would have liked to see some Insigna/Rune ideas. I could see this as a working profession in-game! Great Job! Score: 8 --Shadowphoenix Happy Halloween 17:07, 10 October 2008 (UTC)
  • The attributes are complex, which I like. This would force players to THINK about what they want to do with the class, similar to what paragons and assassins used to demand (of course, before people figured them out). I think judging the skill balance was difficult since you didn't use the icons, but wiki skill holds no weight here. I think the skills have very neat and different effects, which is something GW2 could really use. Overall, I like this and would roll one to attempt if it existed. Score: 7 - VanguardUser-VanguardAvatar.PNG 17:26, 12 October 2008 (UTC)
  • A nice fighter/spellcaster cross without the hamstorm warrior feeling. Nice ideas, wouldn't mess with current game system too much and most of it would be possible to implement. Score: 9 - Y0_ich_halt User Y0 ich halt sig.png 19:16, 12 October 2008 (UTC)

Total[edit]

  • 24