User:Minionman/Arcanist

The arcanist idea came from mesmers in guild wars, and noticing that despite a large amount of equivalent anti magic, hex type spells in warcraft 3, this type of class didn't exist in guild wars. Priests and mages got several spells that this class would have gotten, but hopefully these new skills work differently enough. Aracnists have access to a lot of magic protections and counters, and various ways to manipulate mana.

Races for Arcanist: Gnomes, Blood Elves, Draenei (only if a horde race with this class were included), Naga. (gnomes because their smart, the others because magic is an important part of their history.)

Equipment: Cloth armor, wands, staffs, daggers.

Background
While many types of magicians on the worlds practice many types of magics, arcanists have learned to manipulated and understand the underlying energies of pure magic itself. While they do not shoot fireballs, throw around lightning, call on holy light to heal, their own raw arcane powers can be just as damaging, if not more. Arcanists also learn to manipulate energies as no one else does, being able to both remove magical energies of opponents, and replenish those of their allies. They also, through knowledge of the processes of spells and other energies, can disrupt enemies and protect them through their arcane powers.

General skill information
Arcanist spell interrupts share a cooldown. Arcanists also have a number of skills that have some effect if the target is casting a spell, these all share a cooldown, but this cooldown is separate from the spell interrupt cooldown. Some arcane enhancement spells cannot be cast on a target at the same time.

Arcane Damage skills
These do direct damage in various ways, would probably be the main grind spells. An arcanist specializing in these spells would likely play similar to a mage, warlock, or other ranged DPS class, though with almost all arcane damage, a couple of skills that do a lot of damage quickly but use up all mana just as fast, and more spell interrupts.

Arcane Bolt: deals direct arcane damage

Arcane Storm: A channeled AoE arcane damage spell

Spell Feedback: If the target is casting a spell, it takes damage (more than an arcane bolt at the same level). Instant cast. This would share a 6 second cooldown with spell leach

Arcane Counterattack: If target foe is attacking, that foe takes damage (probably not as much as spell feedback, but more than arcane bolt). 6 second cooldown.

Mana Storm: Channeled spell that consumes mana each second and deals higher damage than arcane storm each second. (The idea with this spells is that it will do a lot of damage, but burn through the arcanists mana.)

Mana Jet: Channeled single target damage spell that deals damage and consumes mana each second (It would probably do more damage than other single target spells in the same time, but again, would burn through the arcanists mana)

Arcane Burst: Instant arcane damage.

Sever Link: If target foe controls another creature (mind control, warlock/hunter with pet, shsmana with earth/fire elemental totems, etc.) Target foe takes damage, any summoned minions have a chance ot be set free, any hunter pets have a chance to be dismissed  (Player pets will not loose happiness if they are dismissed this way). 6 second cooldown.

Arcane Weapon: Adds arcane damage to target ally's weapon.

Magic Shock: If target is casting a spell, the target is interrupted and takes damage. This shares a 6 second cooldown with all other arcanist spell interrupts (It's a different cooldown that arcanist spells that "effect if target is casting a spell", these do not interrupt the target.) Instant cast.

Dispell Summoned: Deals a large amount of damage to an enemy summoned creature.

Enchantment Feedback: Removes a buff from target foe, oif a buff is removed, target takes damage.

Arcane Lightning: A direct damage, single target spell that deals nature damage and lowers target's resistances by a small amount for about 30 seconds. This debuff stacks up to 3 times.

Arcane Damage Talents
0 point Talents
 * Wand Specialization: Increases wand damage by 2/4/6/8/10%


 * Arcane Speed: Decreases the cast time of arcane bolt by .1/.2/.3/.4/.5 seconds.

5 point talents
 * Concentration: Reduces interrupt chance by 14/28/42/56/70% when casting arcane damage spells.


 * Improved Counterattack: Arcane counterattack has a 5/10/15% chance to stun the target for 2 seconds.


 * Spell Return: Critical hits with single target arcane damage spells give back 10/20/30/40/50% of the mana cost of the spell.  Damage over time and channeled spells return 2/4/6/8/10% of their mana cost with each critical.

10 point talents
 * Spell Reversals: All spell interrupts have a 33/66/100% chance to silence the target for 2 seconds.


 * Magical blast: Wand attack.  Hits the target for 250% of the wand's attack damage and increases the next source of arcane damage against the target by 50%  Uses the wand's damage type.  Cooldown 30 seconds.  Requires 5 points in wand specialization.


 * Mana Consumption: Increases the damage of mana jet and mana storm by 2/4/6/8/10%, while increasing the mana cost per second of channeling by 4/8/12/16/20%.

15 point talents
 * Magic spike: Increases the critical strike chance of arcane spells by 1/2/3/4/5%, and reduces threat from arcane damage spells by 3/6/9/12/15%


 * Improved Arcane Lightning: Arcane lightning reduces the target's nature resistance by .33/.66/1x the target's level, and convertsall arcane damage to nature damage.


 * Attackers loss: Arcane Counterattack has a 20/40/60/80/100% chance to shut down all of target's attack skills for 2 seconds.

20 point talents
 * Fast Casting: Spell criticals have a 33/66/100% chance to make the next arcane damage spell with less than 5 seconds of casting time instant cast.


 * Magical Flare: The arcanist casts a magic flare in the center of target area.  Whenever an enemy casts a spell in target area, they are struck for a large amount of damage.  (This is the "mana flare" fairy dragons had in warcraft 3.  unlike that spell, the arcanist does not have to channel this one, and it is ground target rather than point blank.  The damage would also be higher, as spellcasting is rarer, and the amount of enemies fighting is smaller.)  Requires 5 points in magic spike.


 * Instant Power: Instant cast spells cost 10/20% less mana.

25 point talents
 * Arcane Mastery: Improves all arcane damage by 2/4/6/8/10%


 * Minion destruction: Sever Link has a 2/4% increased chance to free a minion, Dispell summoned has a  2/5% chance to completely destroy a minion.

30 point talents
 * Magical storm: Channeled AoE that lasts 5 seconds, deals damage to all foes, and interrupts all spells being cast in the area.  2 minute cooldown.  Requires magical flare  (The damage and mana cost would be similar to arcane storm, the bonus interrupt vs. spellcasters)


 * Penetration: Reduces the chance enemies will resist your spells by 2/3/6/8/10%

35 point talents
 * Concentrated energy: You spells have an extra 1/2/3/4/5% chance to critical against attacking foes. Also, all arcane spells gain an extra 3/6/9/12/15% of bonus spell damage effects.

40 point talents
 * Arcane Weakening: AoE spell that deals damage and lowers resistances.  This does overrides and does not stack with arcane lightning, but does stack with resistance lowering debuffs of other classes.  Requires Concentrated energy.

Energy Manipulation
These spells include various ways to gain or loose energy, or cause enemies to loose energy. Although priests have mana burn and feedback, paladins blessing of wisdom,and druids innervate, the arcanist spells are designed to provide a lot more options for these types of abilities. Energy manipulation skills would also allow the arcanist to use things like mana storm and mana jet somewhat effectively and often.

Energy Drain: Drains a certain amount of rage, energy, or mana from target foe and gives the arcanist an equivalent amount of mana. (The amount of energy rage, and mana wouldn't be the same, but would have some proportions to them so that a late game arcsnist stealing 20 rogue energy would end up with more than 20 mana returned from the spell.)

Energy Burn: Removes a certain amount of rage, energy, or mana from the target, and target takes damage proportional to the energy, rage, or mana removed.

Energy Transfer: If cast on a foe, steals and stores a certain amount of rage, energy, or mana. If cast on an ally, gives them the stored rage, energy, or mana. This stacks up to 2 times. (Sort of like the blood elf racial skills, onlywith rage and energy effected as well as mana.) (There would be the same proportion between rage, energy, and mana as the steals, and one form would be transferrable to another, so an allied warrior could be given rage from an enemy with mana.)

Regenerate mana: Causes the arcanist to regain a certain amount of mana over 3 seconds. After the regeneration is finished, the the arcanist suffers from an unremovable debuff that lowers mana gain from all sources except arcanist spells by by 10% for 5 minutes. This debuff stacks up to 10 times. Cooldown 6 seconds on this spell.

Gift of Mana: Channeled spell. The arcanist transfers mana to an ally, the ally gains a percentage of the mana transferred. (This percentage would be something like 30-50%.)

Feedback: Weapon spell. Whenever target ally hits, they burn a small amount of mana, rage, or energy on target foe for extra damage.

Drain Strength: Channeled spell. Target enemy moves and attacks slower, and the arcanist gains mana.

Spell Steal: If target is casting a spell, it is interrupted, and the arcanist gains energy. Instant cast, shares a cooldown with other spell interrupts.

Spell Leech: If target foe is casting a spell, the arcanist steals mana. This shares a cooldown with spell feedback.

Energize: Target ally gains mana regeneration, some of it in combat.

Energy Manipulation Talents
O point talents
 * Energy Storage: Increases maximum mana by 1/2/3/4/5%


 * Improved Energy Drain: Reduces the cast time of energy drain by .1/.2/.3/.4/.5 seconds.

5 point Talents
 * Magical Recovery: Wand attacks have a 20/40/60/80/100% chance to restore 2% of maximum mana to the arcanist


 * Replenishment: Increases the rate the arcanist recovers mana from stamina by 15/30%


 * Improved Gift of mana: Increases the percentage of mana successfully transfered by 5/10/15% (This is in addition to the regular tranfer effeciency, so that, for a 30% effecient mana transfer, 3 points in this talent would bring it to 45%)

10 point Talents
 * Spell absorption: the arcanist gains 2/4% of the mana cost of any spell cast on it (enemy or friendly.)


 * Improved Drain Strength: Spell channeling time reduced by 10/20/30%, with the same mana gain in total as the longer channeled spell.


 * Improved Feedback: Feedback has a 5/10/15/20/25% chance to give 50% of the burnt energy/mana/rage (with the conversion amounts described in other places) back to the person with the weapon spell on them.

15 point Talents
 * Power loss: All spell interrupts cause the target to loose 10/20/30% of the spell's mana cost when interrupted.


 * Utilization: Skills that transfer mana to allies have their mana cost reduced by 5/10/15/20/25%

20 point Talents
 * Energy Tap: For 1 minute, whenever target casts a spell, the arcanist steals mana from them.  Requires 3 points in power loss.


 * Combat recovery: The arcanist gains 5/10/15/20/25% of their mana regeneration rate in combat.

25 point talents
 * Dissipation: All spells that cause targets to loose energy, cause them to loose 2/4/6/8/10% more. (Any effects are increased along with the energy, so if energy burn would normally burn 10 mana for 10 damage, 5 points in this talent would make it burn 11 mana for 11 damage.  These numbers are just for an example, other numbers would of course be much higher.)


 * Master of energy: All spells that cause the arcanist or an ally to gain mana cause them to gain 2/4/6/8/10% more.

30 point talents
 * Brilliance aura: This aura speeds up party member's mana regeneration.  (The warcraft 3 archmage hero aura.)  This aura would work like trueshot aura, requiring a mana cost tho use it, than lasting a long time.  Requires 5 points in combat recovery.


 * Spell Effeciency: All spells cost 1/2/3/4/5% less mana to cast.

35 point talents
 * Flux: Energy burns steal 2/4/6/8/10% of the energy, rage, or mana burnt. Energy steals cause damage equivalent to burning 2/4/6/8/10% of the energy stolen.

40 point talents
 * Energy Collapse: Causes the target to loose mana, rage, or energy (about 2/3 that of an equivalent steal or burn), take equivalent damage to an energy burn, and suffer a debuff that causes any energy loss (besides spellcasting) to be increased by 20%. The arcanist gains mana equivalent to an energy steal.

Arcane Enhancement
These spells are various buffs and magical protections. They would be more focused on magic and spell oriented effects than priest, paladin, or shaman buffs, though will still have ones for all categories. Spells in the same groups will replace each other if cast on the same target.

Casting Enhancement spells
Focused energy: Target ally casts spells for less energy. (Short duration, medium to high mana)

Fast Casting: Target ally casts spells faster. (Short duration, medium to high mana)

Magical Resistance spells
Willpower: Target ally gains resistance to mind control, fear, sleep, and other similar effects. (long duration, medium mana cost, small resistance increase) This and magic resistance can't be on the same person at the same time from the same arcanist.

Magic Resistance: Target ally gains a small amount of resistance to all types of magic. This and willpower can't be on the same target at the same time from the same arcanist.

Focused Casting: Target ally gains some resistance to spell interruption. (High/medium mana cost, low duration.)

Magical Prevention Spells
Spell Shield: Absorbs a certain amount of magic damage done to target ally, and prevents one non-damage spell effect from an enemy (fear, debuff, sleep, etc.)  Only one magic prevention spell can be up at a time, and target cannot have another spell shield cast on them for a minute.

Spell Block: Block the next 3 harmful spell effects. Only one magical protection spell can be on at a time, and the target cannot be the target of another magical protection spell for 1 minute.

Defensive Skills
Magical Speed: Increases target's dodge chance.

Powered shield: Shield spell, increases block chance. Cannot be used on a target with "arcane speed" on it.

Physical Shield: Absorbs 3-5 (depending on rank) crushing blows or critical hits. Cannot be used again on the target for 1 minute.

Other (These do not interact with each other.)
Arcane Shield: Channeled spell that absorbs damage, but costs the arcanist mana per damage absorbed.

Powered Weaponry: Weapon enhancement. Increases attack power, attack speed, and chance to hit. (would likely work similarly to a seal of the crusader, except with an extra chance to hit tacked on.)

Energy Shield: Self cast on arcanist. Converts all damage to mana loss. (Pretty much a copy of Mana Shield)

Remove Magic: Removes one magic debuff ofr curse from target.

Teleport: Moves the arcanist a short distance away. (Pretty much a copy of Blink)

Arcane Enhancement Talents
0 point Talents
 * Ease of enhancement: 2/4/6/8/10% reduced mana cost on arcane enhancement spells.


 * Arcane subtlety: For 2 minutes, the arcanist reduces threat by 10% from all sources.  10 minute cooldown.


 * Improved arcane subtlety: Increases the duration of arcane subtlety to 4/6/8/10 minutes.

5 point talents
 * Longevity: Increases all arcane enhancement buff duration by 2/4/6/8/10%


 * Magical protection: Increases all arcanist magical resistance by 2/4/6/8/10


 * Energy Shields: Decreases the mana cost per damage absorbed of arcane and energy shields by 16/33/50%


 * Improved Spell Shield: Increases the spell damage absorbed by spell shield by 20/40/60%

10 point Talents
 * Improved Physical shields: All arcanist physical shields provide 2/4/6% damage reduction.


 * Mana recovery: If a spell from the arcanist ends on a friendly target without being dispelled, it gives 2/4/6/8/10% of the cost of the spell to the character it was cast on.


 * Magical Swiftness: The next arcane non-channeled spell is cast instantly.  3 minute cooldown (sort of like nature's swiftness).

15 point talents
 * Protected mind: Gives the arcanist a 15/30% chance to resist mind controls, fears, and spell interrupts.  (spell interrupts in this case are kick, counterspell, etc., not damage that slows down casting.)


 * Arcane weaponry: Increases all bonus damage, or attack power, of arcanist weapon spells by 4/8/12%


 * Wand Shooting: All arcanist weapon spells have 50/100% of their effect applied to ranged weapons (wands, bows, guns, thrown weapons, crossbows.)

20 point talents
 * Bouncing Weapon: Weapon spell.  Increases parry chance, and deals damage to an opponent when an attack is parried.


 * Brainpower: Increases intellect by 2/4/6/8/10%


 * Attachment: Reduces the chance for arcane enhancement spells to be dispelled by 20/40/60%

25 point talents
 * Spells of avoidance: Spells that increase dodge, block, and parry chance have their effects increased by 10/20/30/40/50%


 * Spells of absorbance: Spells that absorb harmful effects (not damage), have the amount of effects they can absorb increased by 1/2/3


 * Spells of dissipation: Spells that prevent damage prevent 5/10/15% more.

30 point Talents
 * Shield Renew: All party members who have effects that disallow buffs have those effects removed. (this means that effects from spells such as divine shield, power word:shield, ice barrier, etc. that prevent them being cast on a person again are removed.)


 * Spell powered weapons: 3/6/9% of +spell damage on the arcanist effects weapon spells as well (I assume the +spell damage would apply directly to each attack, but do not know the numbers well enough to actually know a good way to make this work.)


 * Damage to mana: When spell shields absorb damage, the target of the damage gains 5/10% of the mana cost of the spell.

35 point talents
 * Brilliant casting: Damage absorption spells gain 1/2/3/4/5% to their damage absorption per 25 points of intellect, damage increasing spells gain a +critical chance effect of 10/20/30/40/50% of the arcanist's critical chance from intellect, and the arcanist has their own spell damage increased by 1/2/3/4/5% per 40 points of intellect.

40 point talents
 * Reflecting shield: Absorbs magic damage, has a chance ot reflect other harmful effects. (This counts as a magic reflection spell.)