User:Minionman/Geomancer

This class is not to though out well skill wise. I came up with it since my other two class ideas are more "magic race" oriented, so wanted to balance it out with a more physically based and elemental type of character. It has ended up sort of as a mix between warrior, hunter, and shaman (Which isn't too unique, but hopefully has some good elements to it). It has now been organized so that Earth is a tanking tree, with stuns and melee damage increase as well, water is a dispell, movement, snare and root, and melee DPS tree, probably playing similarly to an enhancement shaman, and Air is for ranged damage, spell AoE damage, movement, and more snares and roots, playing sort of like a hunter without a pet (possibly like a frost mage also.).

Races: Orc, Tauren, Naga, Dwarf, Night Elf, Furbolg/Sea Giant

Equipment: Axes, Maces, shields, 2 hand axes, 2 hand maces, bows, guns, corssbows

Background
Geomancers bring more of a magical focus than shamans to their command of the elements, instead of simply using elemntal spirits, the geomancers directly control the powers of elements. Despite this, they enjoy the support of the elemental spirits, and make sure to pay their respects when needed. The geomancers can command the powers of earth to defend themselves and produce crushing, powerful attacks. Water and nature powers allow them to move quickly, and fight with a fluid, fast style while shrugging off debilitating effects, and air powers give them the abilities to run faster then most others, and pummel their opponents with powerful ranged attacks and strong winds.

In General
Only one geomancer self buff armor (Cloud armor, cyclone armor, Algae skin, Earth armor, stone armor, and earthen shell) can be on the geomancer at a time. Only one geomancer ally buff armor (Earth skin, etc.) can be on a target at a time, and these will compete with geomancer self buff armors. The geomancer weapon skills work the same as shaman weapon skills, wizard oils, etc.

Earth Skills
Most of these are tanking, close combat, and defense skills

Earth Armor: Self Buff, increases armor and resistance to all magic. Only one armor spell can be active per geomancer on a person at a time.

Stone Armor: Self buff, increases armor and provides damage reduction.

Earthen Shell: Self buff, provides damage reduction and resistance to all forms of magic.

Earth Skin: Target gains resistance to all forms of magic, and a small amount of damage reduction. Less effective than earthen shell, but castable on allies rather than just self.

Stone Skin: Target gains some armor and damage reduction. Less effective than stone armor, but castable on others.

Stunning weapon: Self weapon enchant. Increases damage and gives a small stun chance.

Heavy Weapon: Self Weapon enchant. Adds damage and increases threat.

Stunning Strike: An attack that stuns the target and adds damage.

Painful Strike: An attack that adds damage and increases threat.

Piercing Strike: Reduces target's armor, and deals damage as if target had lowered armor.

Earthquake: A channeled, damage over time area effect spell. Deals physical damage.

Stone Skull: Increases armor by a small amount, and prevents spell interruption from damage.

Shockwave: Deals damage to up to 4 enemies in front of the geomancer, causes extra threat.

Focused Shock: Deals a small amount of damage to the target, and taunts it to the geomancer for 5 seconds. 10 second cooldown.

Earth Talents
0 point Talents
 * Shield Specialization: Increases block chance by 1/2/3/4/5%, increases the amount blocked by 5/10/15/20/25%


 * Brutal Attacks: Reduces the mana cost of all attacks by 1/2/3/4/5%

5 point Talents
 * Hardened Skins: Increases damage reduction by 4/8/12% on all geomancer spells that provide damage reduction.


 * Toughness: Increases armor value from items by 2/4/6/8/10%, and armor from earth skills by 1/2/3/4/5%


 * Skull Crushing: Increases stun duration of all stuns by 1/2 seconds.

10 point Talents
 * Hurl Boulder: A ranged attack that deals damage, stuns, and produces a very large amount of threat.


 * Threatening Attacks: All effects with increased threat gain 16/33/50% to the amount of extra threat produced.


 * Anticipation: Increases defense skill by 4/8/12/16/20

15 point Talents
 * Power of Earth: All attacks and weapon spells that increase attack damage gain 2/4/6/8/10% damage


 * Improved Earthquake: Reduces the chance that earthquake will have it's channeling interrupted from damage by 33/66/100%


 * Improved stunning Weapon: The stune chance is increased by 2/4/6% per attack.

20 point talents
 * Improved Shockwave: The mana cost of shockwave is reduced by 5/10/15%, and its threat is increased by 6/13/20%.


 * Combat Energy: The Geomancer recovers 1/2/3% of its maximum mana whenever it stuns or blocks.


 * Stone Shield: Shield spell (equivalent to a weapon spell for shields).  Increases the amount blocked by a fixed amount, and reduces the amount of extra damage that critical hits deal by 30% at all levels.

25 point talents
 * Stone Defenses: All shield and skin buffs from the geomancer have their effects increased by 2/4/6/8/10%


 * Magical Protection: Spell damage is reduced by 2/4/6% for self buffs, 1/2/3% for ally buffs.

30 point Talents
 * Pulverize: Deals a large amount of high threat AoE damage to enemies around the geomancer.


 * Defensive reaction: If the geomancer goes below 30% health, it gains a 16/33/50% block chance, and cannot be critically hit for 2/4/6 seconds afterwards.


 * Resistant Skins: Gives the geomancer a 25/50% chance ot resist stuns, fears, and interrupts when an earth tree shield is active.

35 point Talents
 * Physical Fitness: Increases strength and stamina by 2/4/6/8/10%

40 point Talents
 * Rock Form: Increases strength and stamina by 25%, armor from all sources by 50%, damage reduction by 50%, and resistances by 50% for 1 minute.  Costs 60% of base mana, cooldown 5 minutes.  While in Rock form, the geomancer can only use melee attacks, earth buff spells, and hurl boulder.

Air skills
These skills mainly are for ranged damage with some slowing and crowd control.

Lightning shot: Adds nature damage to the next ranged attack.

Stunning Shot: A ranged attack that stuns the target for a shot time. Has a long cooldown. the stun is nature damage based.

Forked shot: A ranged attack that deals nature damage to the target and up to 2 nearby targets.

Freezing Downdraft: Deals a quick burst of AoE cold damage over a few seconds, plus slows all enemies in it's area of effect for 8 seconds. (Basically, it's a cold damage version of flamestrike, but would deal less damage in the "first strike" section", and would slow instead of dealing additional damage.)(I made up this spell when thinking of warcraft 3 hero possibilities, I though flamestrike was a cool spell and came up with a slightly different version of it for a weather related caster.)

Cold Arrow: Deals extra cold damage and slows the target for a short time.

Backing Wind: All ranged attacks made by the geomancer gain a small amount of damage, and ranged attacks against the geomancer loose some damage.

Gusting Wind: Target enemy moves slower.

Thunderstorm: Deals damage to up to 5 enemies every 2 seconds in it's area of effect. A fire and forget AoE spell.

Charged Shot: Target enemy and nearby enemies are dealt extra nature damage.

Freezing Shot: Arrow shot that freezes the target, making it unable to move. (It can still do other actions.)

Windwalk: Speeds up the geomancer by a large amount (150-200% or so) for about 5 seconds, and gives the geomancer a 50-75% chance dodge melee, ranged, and spell attacks during this time. 5 minute cooldown.

Pressure Wave: All enemies close to the geomancer take physical damage and are knocked back. 15 second cooldown.

Cloud Armor: Increases chance to dodge by 5%, by 15% vs. ranged attacks, and increases resistances to all magic schools. (though likely not as much as the earth resistance self buffs.)

Cyclone Armor: Increases move speed by 10%, increases armor vs. ranged attacks, and has a 25% chance to root melee attackers for 2 seconds.

Air Talents
0 point Talents
 * Lightning Channeling: All skills that cause nature damage have their mana cost reduced by 1/2/3/4/5%


 * Windy speed: All speed increase skills give an extra 1/2/3/4/5% speed.

5 point Talents
 * Combat Flow: Successful auto attacks have a 33/66/100% chance to increase ranged physical damage against the target by 2 for the next 5 attacks. Stacks up to 3 times.


 * Turbulence: Reduces all ranged damage against the geomancer by 1/2/3/4/5%


 * Wind Channeling: Reduces the mana cost of pressure wave, freezing downdraft, gusting wind, and backing wind by 3/7/10%

10 point talents
 * Lightning Rod: Deals unresistable lightning damage to the target, and causes a debuff that increases nature damage the target takes for 1 minute.  10 second cooldown.


 * Improved Stunning shot: Stunning shot cooldown reduced from 15 to 14/13/12 seconds.


 * Electric Spike: critical chance of non poison nature damage increased by 1/2/3/4/5%

15 point talents
 * Easy Shots: Ranged attacks vs. stunned, frozen, or otherwise immobilized targets increased by 3/6/9/12/15%, damage against slowed targets increased by 1/2/3/4/5%


 * Surge: Critical strikes of lightning shot, forked shot, and charged shot have a 33/66/100% chance to stun the target for 2 seconds.


 * Air circulation: Increases the slow duration of freezing downdraft and funnel cloud by 10/20/30%, increases the duration of thunderstorm by 10/20/30%

20 point talents
 * Storm Power: Magical damage by the geomancer is increased by 1/2/3% for 15 seconds after taking spell damage. This effect stacks up to 3 times.  Spell damage taken also regenerates 20% of the damage taken as mana.


 * Powered shot: A longer range shot that deals extra damage and stuns for 2 seconds, but takes 3 seconds to cast with a 10 second cooldown.


 * Air Pressure: Backing wind and gusting wind have their effects increased by 2/4/6%, pressure wave damage is increased by 3/6/9%

25 point talents
 * Ranged Power: Increases ranged physical damage by 2/4/6/8/10%


 * Improved Air Armors: Cloud armor and cyclone armor regenerate mana.

30 point talents
 * Funnel cloud: Deals frost damage to all enemies next the geomancer, knocks them down for 2 seconds, and slows them by 50% for 5 seconds. 15 second cooldown.


 * Weather systems: Increases the damage of thunderstorm, funnel cloud, and freezing downdraft by 2/4/6/8/10%

35 point talents
 * Magical Arrows: Spell damage gives 3/6/9/12/15% of its effects to lightning shot, cold arrow, charged shot, and forked shot.

40 point talents
 * Air elemental: Summons an air elemental that has low hit points and armor, medium resistances, and good ranged damage.  It's regular attack is to shoot hight damage lightning bolts, it also has a funnel cloud effect that acts as a less powerful version of the geomancer talent, it also can cast a spell that gives a friendly target a 25% chance to freeze attackers in place for 3 seconds, and otherwise slows movement speed and attack speed by 10% and movement speed by 20%.  (similar to frost armor.)

Nature/Water spells
I decided that water skills should have a combination of utility and DPS, so a water geomancer will be sort of like an enhancement shaman or DPS warrior with extra utility. I still don't have most of the skills worked out yet.

Poison Strike: Deals a poison DoT that stacks up to 5 times.

Sweeping Strike: Adds extra direct damage.

Algae skin: Increases armor by a small amount and adds health regeneration. Cannot be used at the same time as the earth shields.

Mud: Point blank AoE, for several seconds, enemes in the mud area move slower.

Corroding Strike: Lowers armor, stacks up to 3 times. Competes with sunder armor

Fluid Speed: Speeds up the geomancer's movement speed by 30% for a certain duration. This cannot be on at the same time as fluid attacks.

Growth: Point blank AoE spell. Provides a small amount of healing in the area.

Wavecrest Weapon: Adds extra damage to each attack.

Rooting Strike: Attack that pins the target in place for a short time. 10 second cooldown.

Purify: Removes one debuff of any kind from a friendly target.

Icy weapon; Attacks do some extra damage and slow the target for a short time.

Fluid attacks: Increases attack speed for a short time. Cannot be used at the same time as fluid movement.

Cleansing Pool: Ground target AoE. Lasts 6 seconds, removes 1 curse, poison, disease, or magic effect every 3 seconds for any ally in the area.

Poison Weapon: Weapon spell. The geomancer's weapon has a chance to deal a DoT poison attack that stacks up to 3 times. (The damage for each poisoning would probably be about 2/3 that of a poison strike.)

Nature/Water Talents
0 point talents
 * Improved Sweeping Strike: Reduces the cost of sweeping strike by 2/4/6/8/10%


 * Evasion: Increases dodge chance by 1/2/3/4/5%

5 point talents
 * Snaring attacks: Effects that slow have the time they last increased by 1/2/3 seconds, effects that root have the time increased by .5/1/1.5 seconds.


 * Improved algae skin: Algea skin gains a 1/2/3% chance to completely resist a debuff.


 * Accuracy: Increases the chance to hit with weapons by 1/2/3/4/5%

10 point talents
 * Noxious Liquids: Increases the damage of poison strike by 3/6/9%, increases the damage of poisoned weapon by 2/4/6%, increases the armor reduction of corrode by 4/8/12%


 * Dual Wield; allows the geomancer to dual wield.


 * Improved Purify: Purify has a 4/8/12% chance to remove a second debuff from a target.

15 point talents
 * Natural Accuracy: Gives an extra 1/2/3/4/5% chance to critically hit with attacks.


 * Watery rejuvenation: Growth gives back mana equivalent to 5/10/15% of it's healing, cleansing pool gives back mana equivalent to 10/20/30% of its mana cost.

20 point talents
 * Unending Attacks: Critical hits have a 33/66/100% chance to recharge all "fluid" spells.


 * Fluid motions: Gives a 30% increased attack speed, 20% speed boost, and a 5% extra dodge chance for 15 seconds. 5 minute cooldown.


 * Watery weapons: Wavecrest weapon, icy weapon deal 7/14/21% increased extra damage.

25 point talents
 * Melee mastery: All damage from melee weapons is increased by 2/4/6/8/10%


 * Cleansing Spells: All cleansing spells add a 2/4/6% chance ot resist future debuffs for 15 seconds after a debuff is removed. Stacks up to 3 times.

30 point talents
 * Regenerate: All critical hits regenerate 1% health for party members with 1 talent point, 1% health and mana for all party members with 2 talent points.


 * Free Movement: Increases resistance to roots and snares by 10/20%


 * Weaken: An attack that reduces target's attack damage by 10%, and increases the damage they take from poisons danage by 10%, for 15 seconds.

35 point talents
 * Water Pummel: Increases strength, agility, and stamina by 1/2/3/4/5%

40 point talents
 * Tidal Strike: Hits with all equipped weapons, deals extra damage and increases damage taken from the next 5 attacks in 6 seconds.