The Technomancer
Through a mastery of techno-magic the Technomancer combines elemental and arcane magic for powerful yet explosively unstable results! This is a simple to learn yet hard to master elite specialization which focuses on back line support\healing. I left out recharge times on purpose. If you feel a trait or skill is to strong then suggest a reasonable recharge time. Please rate and improve!
Class Mechanic
Elemental Alchemy-replaces tool belt with Elemento-crown which grants 5 skills: 4 elements instant cast skills (earth, water, lighting, and fire) plus 1 arcane lock skill. Activating an elemental skill grants 4 seconds of that associated aura (fire shield, frost aura, magnetic aura, shocking aura) each on a 10 second cool down. Any time the Technomancer has at least 2 auras of the four above on themselves they can click the arcane lock skill (blast finisher,10 second cool down) to detonate and loose both auras for the below combo effect.
Elemental Alchemy Aura list:
Fire+Frost=smoke blast finisher
Fire+Mag=lighting blast finisher
Fire+Shock= light blast finisher
Frost+Mag= poison blast finisher
Frost+Shock=dark blast finisher
Mag+Sock=ethereal blast finisher
Weapon (Staff)
• Energy surge (auto-attack) – 1200 range Fire a high speed energy ball orb of arcane energy that damages enemies
• Phase advance – 1200 range teleport(leap) forward granting 3 seconds of swiftness
• Disruptor bomb – ground targeted Up to 900 range gather energy into staff and decimate an area. Allies hit gain stability.
• Distortion field – grant blur effect for 2 seconds while granting random aura at end
• Repulse wave – 300 range pulses 3 times damage and pushing enemies away while granting vigor to allies
Utility – Arcane (all count as arcane locks)
• Arcane recovery (Heal Skill) – Heal 300 area on activation, heals even more per aura detonated.
• Arcane flux – Upon activation damage nearby enemies and steal their auras.
• Arcane cleanse – Cleanse conditions then grant buff on to have attacks guarantee 100% critical damage for as many conditions healed
• Arcane impulse – Absorb critical attacks for next 3 seconds then do half that damage in 300 range
• Arcane bounty – Nearby allies next attack will be critical attack (up to 5 allies)
• Arcane reclamation (Elite Skill) – Grant 4 random auras and refresh weapon skill recharge rates
Traits
Traits (Minor)
• Elemental Alchemy -Give engineer staff, arcane traits, and Elemental Alchemy trait line
• Aura Bor Ealis – The 4 elemental Auras grant 2 seconds of fury
• Assembled criticality – Your critical hits heal around you for small amount
Traits (Adept)
• Brilliant detonation -. Any time you detonate 2 auras gain a random boon
• Field trip – When disabled by stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch, you break out and use Distortion field
• Chaotic magics – Blast finishers also cause bolts effects around allies and enemies effected
Traits (Master)
• Arcane regulations – Gain more Concentration and Expertise for 5 seconds when you use an arcane skill.
• Control rod mastery – Staff skills recharge 20% faster, Immobilize for 2 seconds on hit
• Anticipate anomaly – a random aura is applied to you every 30 seconds for 4 seconds
Traits (Grandmaster)
• Helix healing – heal only allies for every boon you have applied to them
• Arcane shift – Blast finishes now cause damage and random conditions to nearby enemies
• Technoresonance – arcane skills recharge 20% faster, Gain stability on arcane skill use
(edited by King Kai.4516)