INTRODUCTION:
The Chronomancer is a class concept that I have been working on to balance the Guildwars 2 classes as a new heavy armor “Soldier Class.” While the Mesmer is a master of manipulating and controlling the minds of enemies, the Chronomancer is able to reach into the mists to bend the very fabric of time and space itself, altering the normally accepted rules of “cause and effect” in the favor of himself and his allies during a heated battle.
The Chronomancer is designed to be a heavy armor control class that excels in debilitating the enemy to the point of ruin, where they then unleash powerful attacks that erase the existence of their foes from the time stream altogether. The Chronomancer relies on positional setups and high conditional stacks to setup an enemy for large damage spikes. Unlike the necromancer, the Chronomancer is a burst damage class that starts off doing very little damage but then is capable of high spike damage once its enemies are softened and properly setup. When fighting a Chronomancer, it is important to avoid him from getting large stacks of his class specific conditions on you in preparation for unleashing big damage.
The Chronomancer also has a wide array of supportive utility skills to grant allies an edge against overwhelming odds. The Chronomancer excels at field control and can force the enemy to break formation with its wide array of pulls, pushes, stuns, and area of effect attacks.
Artistically, Chronomancers wear Magitech armor adorned with gizmos, gears, clocks, and hourglasses. Infinity symbols, circular shapes, dials, and steampunk designs are common in Chronomancer gear. Some sets may sport a chiseled runic look akin to Asuran architecture. Weapons designs might include swords that look like clock hands with sand running through their glass hilts.
CHRONOMANCER MECHANICS:
New Condition: Slow
Chronomancers have access to a new condition called “Slow” that stacks in intensity. Each stack of slowness reduces the enemy’s skill animations. Many Chronomancer abilities deal more damage or have added effects against enemies that have high stacks of Slowness on them. Slow counts as a condition and can be removed through condition removal. Slowness affects animations but not movement speed.
New Condition: Stasis
Some Chronomancer abilities have the ability to freeze an enemy in stasis. Stasis has the same mechanics as a stun with the exception that any enemy who is under stasis gains stacks of slow when struck by enemy attacks. Stasis count as a control effect and can be broken by a stunbreaker. Unlike a stun, enemies trapped in Stasis can also burn a dodge to break out of it.
New Combo Field: Time
Time combo fields cause slowness through projectiles and blasts. Leap finishers and allied blast effects grant a projectile reflection buff to allies.
Temporal Shielding
Some abilities grant the Chronomancer temporal shielding, which reduces all damage done to 1. Conditions can still be applied on the Chronomancer and deal their full effect.
(edited by lordhelmos.7623)