User:Minionman/Geomancer take 2

This character is a 4 part hybrid (tanking, melee damage, ranged damage, and healing), using skills associated with earth, water, and, and nature abilities. It is me going back to my previous geomancer idea, and making a lot of changes to the details of how to class works to make it a bit more distinct in playing style, and overall flesh it out more. It uses the same general divisions of Earth=tanking, Water=melee damage and utility, Nature= utility and a bit of healing, and Air= ranged damage and movement.

For the purposes of describing skills, I will use Earth, Water, Nature, and Air as the skill divisions rather than using the talent divisions, this would not affect the mechanics in any way if the class were actually put into action, as divisions could easily be made to make the skill categories fit the talent categories.

Geomancer Background
Attempts at prediction and control of the elements of nature has existed in the history of most intelligent races, from humans to orcs to eredar, to others. In the current age, the shamans of the Kalimdor horde and the druids of the Night Elves and Tauren exemplify the current pinnacle of understanding and power of the natural world.

With the increase in trade in the years after the Battle of Mt. Hyjal, the skills of arcane magic, shamanism, and druidism have meant and intermingled, out of which has come new abilities in controlling and using the elements. Magically inclined orcs work with the shamans of their society to perfect their skills, reducing the temptation to seek demonic power, and magicall inclined Tauren and Trolls do the same. Dwarves, attempting to rediscover their connections to the Earth, have done the same, and among the Draenei geomancy is considered a molre respectable area of study than the broken associated shamanism. Fighters of all types among the races have, however, learned occasional geomantic abilities to enhance their own skills.

Although geomancers do not go through the ceromies that shamans and druids do to get in touch with the elements they draw power from, Geomancers have rarely, if ever, used their powers for evil purposes, and as a result have received the blessings of the elemental powers and nature, and routinely work as equals with druids or shamans, and are accepted among druids or shamans where others may not be.

General Gameplay of a Geomancer

 * Weapons: Axes (1 and 2 handed), Maces (1 and 2 handed), polearms, Bows, and Guns.  Geomancers can Dual Wield at level 20, and can use shields.


 * Armor: Geomancers can use up to leather armor, and can use Mail armor at level 40.


 * Power system: "Power" is the geomancer equivalent to mana, rage, energy, or runes, and is divided into four types:  Earth power, Water power, Nature power, and Air power, each of which is associated with certain types of abilities.  Geomancers would have 400 total power at all levels, with no buffs on them, this power would be divided evenly between all four types, Certain armor and weapon buffs would change the distribution of power to support different types of abilities.  The percent of geomancer power regenerated per second would probably be around 1/3-1/2 to amount of rogue energy regenerated per second, and would be distributed between Earth, Water, Nature, and Air in the same way that the total energy was distributed.  (for example, a geomancer with 150 earth, 100 water, 100 nature, and 50 air, would have 3/8 of their regeneration applied to earth power, 1/4 each to water and nature, and 1/8 to air).

I imagine the power graphic as being in the place of the mana bar, and divided into 4 parts, a brownish part for earth, dark blue for water, green for nature, and whitish-blue for air. As abilities were used, each colored section of the power bar would change to a lighter color, similar to some other "empty bar" effects in other games, but still with enough color showing through to show how the power was distributed.


 * Self Buffs: There are 8 of these (4 per element), that would give the geomancer certain bonuses, would not be dispellable (Even by mass dispell), would last until cancelled, and would change how power was distributed.  these would serve an equivalent purpose to warrior stances, druid forms, etc., in differentiating the role the geomancer was playing, but would not produce as heavy restrictions.


 * Self weapon buffs: These would be similar to the shaman abilities, but with a wider variety of effects. Weapon effects that directly changed something about the geomancer as a whole would not stack (so, for instance, and extra critical chance would just apply to the one weapon, and would stack, but the change in how power was split among the four types would not stack with two weapon abilities)


 * Armors: These are buffs castable on anybody, only one armor can be on a player per geomancer.  Geomancers cannot have an armor and a self buff on themselves, armors will fail to cast on a geomancer with a self buff on themselves, while a self buff will replace armors.  Armors will also have smaller bonuses than self buffs.

Earth
Background: Geomancers the learn to use the power of earth gain toughness, strength, the ability to create shockwaves and strike enemies with much harder blows. Skilled Earth Geomancers are known as tough and tenacious foes in combat, able to fight on equal terms with the strongest and toughest warriors.

Skills
Rock skin: Self buff. Adds armor, fixed damage reduction, and 15% aggro generation. The armor increase would be a fixed amount, enough to give the geomancer equivalent armor to full blown tanking classes at its level. Increases Earth power by 25, reduces air power by 15 and nature power by 10.

Armor of Earth: Increases resistances, stamina, and armor. Increases Earth power by 15, reduces air power by 10 and nature power by 5.

Stoneskin: Armor. Increases armor, adds some damage reduction. Armor increased somewhat by geomancer strength, damage reduction increased somewhat by geomancer stamina.

Earthen Vitality: Armor. Increases stamina, and increases healing effects somewhat on the target. Stamina bonus is increased with geomancer stamina, +healing improved somewhat by geomancer spirit.

Hardened Weapon: Increases Damage and adds 15% threat generation.

Stunning Weapon: adds a 5% chance to stun for 2 seconds per attack (will not be set off more than once within 5 seconds), and adds 15% threat generation.

Golem: Summons a rock creature with high armor, fixed damage reduction, and stuns.

Stunning Strike: Adds damage, stuns the target for 3 seconds. 10 second cooldown.

Crushing Attack: Adds damage to next attack, Causes extra aggro.

Earthen Sanctuary: Increases armor of target for 15 seconds, prevents spell interruption during that time. Armor bonus improves with geomancer strength. 1 minute cooldown.

Harden armor: Increases geomancer armor by a large amount, provides extra damage reduction, and has a 50% chance to prevent damaging attack from doing higher than normal damage (in other words, no critical hits or crushing blows) but halves attack speed for 15 seconds. 2 minute cooldown.

Shockwave: Deals AoE damage to enemies in front of the geomancer. 10 second cooldown.

Dazing Shock: Taunts an enemy to attack the geomancer. 10 second cooldown, usable from range.

Water
Background: Water is a flexible element, taking the forms of ice, vapor, calm oceans and streams, and rushing waterfalls. Geomancers using the ways of water gain a similar range of abilities. The fluidity, fast movement, and force of water enhance the speed and deadliness of geomancer melee combat, water's recovering properties are used to renew the power and health of allies, and the poweer of ice also makes its way into a geomancer's arsenal. A geomancer skilled in the ways of water makes an agile combatant, able to quickly react to attacks and exploit weak spots in the enemy, as well as support fellow fighters in their magical efforts.

Skills
Moisture covering: Self buff. Increases power regeneration, and the mana given by mana related buffs. Increases water power by 15, all other powers reduced by 5.

Water Armor: Self Buff. Increases attack power (Ranged and melee), dodge chance, and gives threat reduction for offensive abilities. Adds 25 water power, reduces air and nature power by 10%, earth by 5%.

Fluid Armor: Armor skill. Increases the dodge chance and attack power of the target. Dodge chance increased somewhat by geomancer agility, attack power increased somewhat by geomancer strength.

Replenishing Armor: Armor spell. Increases resistances, adds mana regeneration and allows some of it while casting, and reduces threat from spells. Mana regeneration increased by somewhat geomancer spirit, resistances increased by geomancer intellect.

Wave train Weapon:   Geomancer weapon buff. Increases attack power and critical hit chance. Adds 20 water power, reduces nature power by 20.

Replenishing Weapon: Increases power regeneration, removes magic debuffs every 15 seconds. Adds 20 water power, reduces air and earth power by 10 each.

Icy Attack: Slows the target and adds extra frost damage to the attack.

Shield reaction: Over the next 5 seconds, geomancer block chance is increased by 50%. 10 second cooldown.

Infusion: Gives back 20% of target’s mana, energy, or geomancer power to the target over 15 seconds. 1 minute cooldown. Party members of the target gain 20% of the target’ regeneration.

Bubbling spring: Acts similarly to consecrate, but recovers mana, energy, or geomancer power. Geomancer spell damage and +healing improves mana regenerated.

Cresting Strike: Deals some extra damage, has a 25% extra chance to be a critical hit.

Deluging attacks: Usable after a critical hit. Deals extra damage and causes a bleed effect.

Nature
Background: While geomancers have not learned to influence wild animals and large plants to the extent that druids have, they have become quite skilled in using the smaller plants of the world, from pond scum and other algae, to grasses, mosses, and other low level plants. Geomancers will often cause such plants to grow on allies, healing and protecting them until the plants disappear. While geomancers are not as widely noticed for their skills with such plants, these abilities can be just as powerful as their abilities involving one of the other elements.

Skills
Leafy Covering: Self Buff. Increases healing done by spells, threat from casted spells reduced.

Algae skin: Self Buff. Adds Health regeneration and armor to the geomancer, and removes a debuff every 10 seconds. Adds 10 nature and 10 water power, reduces Earth and Air power by 10 each.

Mossy Armor: Armor skill. Increases effectiveness of all health recovery effects on the target, adds a small amount of regeneration to the target. Improved somewhat by geomancer spirit and +healing. Lasts 15 minutes.

Cleansing Weapon: Weapon spell. Increases the healing done by healing spells, gives the geomancer a small bit of health regeneration, even in combat. Adds 20 nature power, removes 10 earth and air power.

Poison Weapon: Weapon Spell. Adds a poison effect to melee attacks that deals damage and reduces enemy damage dealt. Adds 15 nature power, reduces other powers by 5.

Growth: Works the same way as consecrate, but heals party members in the area rather than doing damage.

Green Covering: Lasts 15 seconds. Adds a small amount of armor, adds some healing per second, and removes a magic debuff or curse every 5 seconds.

Green protection: Lasts 15 seconds, increases magic resistance by a bit, removes a poison or disease affect every 5 seconds, and adds a small heal over time effect.

Bodily Healing: the geomancer direct healing spell, similar to healing wave or healing touch.

Poison attack: Puts some poison on the target that lasts 12 seconds and stacks up to 3 times. Cooldown 3 seconds.

Speedy Renewal: Removes a geomancer buff from the target, and heals the target   More mana efficient than Bodily Healing.

Supported Heal: Direct heal, heals for extra for each buff on the target, subject to diminishing returns. Geomancer buffs provide a larger healing increase than other buffs.

Air
Background: Weather, wind, lightning, and frost are the areas of expertise of air oriented geomancers. The power of air allows geomancers to move faster and more freely than others, and to effectively attack from farther away with ranged weapons, supporting such attacks with wind, lighting, and frost. The most well known, and spectacular geomancer abilities include calling in downdrafts and creating powerful vortexes and tornados to attack enemies with, or in more peaceful times, bring in rain or wind to help in food growing or travel.

Skills
Lightning skin: Self buff. Increases air power regeneration, adds nature damage to all attacks. Increases air power by 50, Reduces Earth power by 25 and Nature power by 25.

Cloud Armor: Self buff. Increases resistances, move speed, and reduces aggro generation. Increases air power by 25, decreases Earth power by 15 and Nature power by 10.

Charged Weapon: Geomancer weapon buff. Gives a 5% chance per attack to stun attackers for 2 seconds, Adds nature damage to ranged attacks. Increases air power by 15, decreases Earth, Water, and nature power by 5.

Coating of Air: Armor. Increases target unit’s agility, gives them a 25% chance to resist movement impairing effects. Agility increase is improved somewhat by geomancer agility. Lasts 15 minutes.

Escape: Gives target unit 25% dodge chance and a 20% movement speed increase for 15 seconds. Dodge chance increases with geomancer agility. 2 minute cooldown.

Windwalk: Removes any movement impairing effects, and causes the geomancer to move at +50% speed for 10 seconds, ends when the geomancer attacks. 5 minute cooldown.

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

Cold Arrow: slows target, adds frost damage to the attack. 6 second cooldown.

Windblown shot: Attack that takes 2 seconds to do, but deals extra damage.

Air funnel: The next shot debuffs the target with an effect that increases ranged and nature damage dealt to the target by a certain amount.

Purging shot: Deals extra damage, removes a buff from the target.

Shock Arrow: Interrupts spellcasting, deals ½ normal damage as nature damage. 6 second cooldown.

Freezing downdraft: Works similarly to Flamestrike, except slows targets in the area rather than doing extra damage.

Heavy Combat talents
0 point talents
 * Weapon Impacts: Increases critical hit chance with melee weapons by 1/2/3/4/5%


 * Deflection: Increases parry chance by 1/2/3/4/5%

5 point talents
 * Shield specialization: Increases chance to block by 1/2/3/4/5%, increases the amount blocked by 10/20/30/40/50%.


 * Painful attacks: Adds 5/10/15% threat when stunning weapon or hardened weapon are active.


 * Precision: Increases chance to hit by 1/2/3%

10 point talents
 * Dexterous Movements: Water skill. With a shield equipped, blocks the next attack used against the geomancer within 5 seconds.  Otherwise, the next attack the geomancer does within the next 5 seconds is a guaranteed critical.  15 second cooldown.


 * Earthen Wall: For 5 seconds after successfully blocking attack, all attacks against the geomancer have a 25/50/75% chance to be reduced to 80% of their normal damage.  This reduction is applied after other armor and damage reduction effects.  (The “normal damage” part means that such reduced effects prevent critical hits and crushing blows, while still allowing attack skills, other weapon effects, etc. to work against the geomancer.)  Requires 5 points in shield specialization.


 * Regenerating combat: Melee critical hits and blocks have a 33/66/100% chance to regenerate 20 geomancer power, plus an extra 5 earth and water power.

15 point talents
 * Earthen toughness: The armor bonus from Rock skin and Armor of earth is increased by 50%, and the skills increase armor from items by 2/4/6/8/10%


 * Fluid movements: Increases geomancer attack speed by 3/6/9/12/15%, block chance by 2/4/6/8/10%, and move speed by 2/4/6/8/10% afor 5 seconds after getting a critical hit.


 * Improved Shocking: Reduces the cooldown of dazing shock by ½ seconds, Makes golem stuns last for ½ seconds longer, and gives shockwave and pulverize 10/20% extra damage.

20 point talents
 * Pulverize: Earth Skill.  Deals high damage by up to 5 enemies near the geomancer.  5 second cooldown, high cost.


 * Watery gift: Critical hits and blocks give party members 1/2/3% of their maximum mana.  This cannot occur more than once per 6 seconds.  Requires 3 points in regenerating combat.


 * Unbreaking Skin: Gives the geomancer 16/33/50% damage reduction vs. bleed effects, and a 5/10/15% chance to resist stuns.


 * Improved Weapon Imbuing: Increases attack power bonus of Wave Train weapon and Hardened weapon by 10/20/30/40/50%, and the stun chance of stunning weapon by 1/2/3/4/5%

25 point talents
 * Melee specialization: Improved melee weapon damage by 2/4/6/8/10%


 * Earthen Rejuvenation: Increases the effect of all healing effects on the geomancer by 3/6/10%

30 point talents
 * Combat gifts: Increases the damage reduction of rock skin by 5/10/15%, the stamina increase of Armor of earth bhy 5/10/15%, and the attack power bonus of fluid armor by 3/6/10%.


 * Magic Absorption: reduces magic damage taken when an Earth or Water armor is on the geomancer by 3/6%


 * Fluid motion: Water skill.  When used, increases block chance by 75%, and increases attack speed by 30% for 15 seconds.  8 minute cooldown.

35 point talents
 * Physical Power: Increases strength, stamina, and agility by 1/2/3/4/5%.

40 point talents
 * Bonebreaker: Instant earth attack, adds damage, reduces the enemy’s chance to avoid weapon damage by 5%, and reduces their chance to deal higher than normal attack damage (criticals, crushing blows) by 5% for 5 seconds.  (I’m not actually sure how this would be programmed, though hopefully it gets across the idea that the target gets easier to hit and reduces the spikyness of their damage.).  10 second cooldown.

Healing Talents
0 point talents
 * Faster recovery: Increases the casting speed of bodily healing and supported heal by .1/.2/.3/.4/.5 seconds.


 * Lingering support: Increases the duration of geomancer buffs by 1/2/3/4/5 seconds.

5 point talents
 * Ally Support: The cost of geomancer buffs is reduced by 5/10/15/20/25%


 * Nature’s protection: The geomancer has a 5/10/155 chance to resist silence effects, and geomancer healing has a 10/20/30% chance to ignore healing reduction effects.


 * Growths: Improves health regeneration given by algae skin, green protection, and green covering by 1/10/15%

10 point talents
 * Health Infusion:  Nature spell.  Instant cast heal, a bit less efficient than other geomancer heals, but relatively powerful.  (Pretty much a heal that trades efficiency for time, and an emergency skill).


 * Rejuvenating Armors: Mossy armor’s health regeneration is increased by 50/100/150% (the health regeneration would be in the demon armor range or so, so this hopefully would not be overpowered), Replenishing armor’s mana regeneration is increased by 2/4/6%.


 * Deft Touch: Reduces threat from heals by 2/4/6/8/10%, reduces the chance that geomancer abilities will be dispelled by 3/6/9/12/15%

15 point talents
 * Gift of Health: Geomancer heals give the healed character a percentage of their maximum mana, rage, or energy equivalent to 4/8/12/16/20% of the percentage of health healed.  (This description may be a bit confusing, as an example, if a geomancer with 5 points in this talent heals a mage for 25% of the mage’s health, the mage will also get 5% of their maximum mana back.  A warrior healed for 20% of its health would get 4 rage, etc. this would also apply to pet focus, death knight rune cooldowns, or any other resource needed to use abilities that changes with class.)


 * Regrowing power: Increases nature and water power regeneration by 7/14/20%

20 point talents
 * Reenergize: Water ability.  Doubles the rate of nature and water regeneration for 15 seconds, and regenerates party member’s energy, mana, and rage for for 1/5 of the percent of geomancer water power regenerated in a second.  (Again, if this is confusing, if a geomancer gains back 25% of their nature power a second when using this skill, party members would gain back 5% of their maximum rage, energy, or mana each second.)  Cooldown 10 minutes.


 * Power flow: Increases the effect of mana regeneration abilities by 5/10/15%


 * Living Tissue: all geomancer healing spells have a 20/40/60/80/100% chance to increase all healing effects on the target by 5% for 6 seconds.  Stack up to 3 times.

25 point talents
 * Natural gift: Increases geomancer healing by 2/4/6/8/10%


 * Geomantic energy: Increases the effect of geomancer attributes on buffs by 5/10/15%

30 point talents
 * Nature’s renewal: Nature skill.  Heals over time for 10 seconds, increases healing effects on the target, and causes all heals used in the target to heal party members for  8% of the healing done on the target.


 * Improved armors: Geomancer armor effects are increased by 5/10/15% of the geomancer’s attributes in theat area.  (For example, Stone Skin, that increases armor, would increase that armor by 15% of the geomancer’s armor with 3 points in this talent.)


 * Gift of Health: Increases geomancer healing by 1/3/5% of geomancer health.  (I am not sure how much health would be needed to make this work, or how much health geomancers would likely have, so the numbers could likely be way off.)

35 point talents
 * Supported heals: Supported heal’s bonus healing per buff is increased by 4/8/12/16/20%.

40 point talents
 * Touch of Nature: Nature skill, provides some health regeneration and causes the party to gain mana equivalent to 8% of the healing done on the target.  (sort of like a healing vampiric touch.)

Distance Talents
0 point talents
 * Improved Air funnel: Increases the effect of air funnel, and causes 20/40/60/80/100% of its effect to apply to cold damage as well.


 * Freedom of Movement: 3/6/9/12/15% chance to resist stuns, slowing, and rooting effects.

5 point talents
 * Skilled aim: Improves ranged critical chance by 1/2/3/4/5%


 * Improved Windwalk: Increases the damage of the first attack used during or after a windwalk by 33/66/100%


 * Frost coating: Increases cold duration by 10/20/30%, increases the slowing effect by 4/7/10%. (a.k.a. geomancer permafrost)

10 point talents
 * Avoidance: Air ability.  Gives the geomancer a 75% chance to dodge for 10 seconds.  4 minute cooldown.


 * Grace of Air: Reduces threat from ranged damage and offensive spells by 5/10/15%


 * Storm channeling: Reduces the cost of air abilities by 3/6/10%

15 point talents
 * Wind Circulation: Increases the damage of freezing downdraft and Vortex by 5/10/15%


 * Ensnaring: Abilities that slow the target have a 5/10/15% chance to hold the target in place for the duration instead.


 * Far shooting: Increases air ability range by 7/14/20 yards, increases chance ot hit for air abilities by 1/2/3%

20 point talents
 * Backing Wind: Air ability.  When used, increases the geomancer’s ranged damage by 10% and decreases ranged and spell damage dealt to the geomancer by 10% for 15 seconds.  2 minute cooldown.


 * Speed of Air: Air armors and self buffs give +5/10/15% movement speed, and increase dodge chance by 1/2/3%


 * Storm’s intensity: Ranged criticals give back air power.  This is a 5 point talent.

25 point talents
 * Evasion: gives the geomancer a 10/20% chance to avoid damage while moving.


 * Target striking: Increases ranged weapon and shot damage by 2/4/6/8/10%

30 point talents
 * Improved Air armors: Cloud armor increases ranged damage, Lightning armor increases spell damage. 3 point talent.


 * Vortex: air spell.  Deals AoE damage each second in a medium area, each hit of damage has a 5% chance to stun the target for 2 seconds.


 * Blessing of Storm: Geomancer damage criticals Increase ranged and spell damage of party members for 6 seconds.

35 point talents
 * Power of air: Increases ranged attack power by 15/30/45/60/75% of +spell damage.

40 point talents
 * Air elemental: Air spell.  Summons an air elemental that lasts for 1 minute. The elemental shoots lightning to attack, and uses a vortex effect when enemies get close (that deals cold damage and slows the enemy. 3 minute cooldown.