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 Classe Chronomancer

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Requiem
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Date d'inscription: 19/01/2006

MessageSujet: Classe Chronomancer   Jeu 05 Mar 2009, 4:07 pm

Et bien je ne savais pas qu'ils avaient avorté la classe du chronomancer ainsi que les skills entk sa aurait été crissement malade. Je c'est que la véritable Livia au départ devait être un chronomancer égallement.

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MessageSujet: Re: Classe Chronomancer   Jeu 05 Mar 2009, 4:53 pm

C'était supposé être quoi? j'en ai jamais entendu parler

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Furby
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MessageSujet: Re: Classe Chronomancer   Jeu 05 Mar 2009, 5:42 pm

C'était censé être l'une des deux classes disponibles pour Utopia. L'autre classe étant l'Invocateur. Mais comme Utopia fut remplacé par GW:EN et GW2 et bien nous n'avons pas eu accès à ces classes. Quelques éléments de Utopia ont servi pour GW:EN

Guild Wars Utopia selon GuildWiki
Guild Wars Utopia selon GuildWarsWiki

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Dernière édition par Furby le Jeu 05 Mar 2009, 6:51 pm, édité 1 fois
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MessageSujet: Re: Classe Chronomancer   Jeu 05 Mar 2009, 6:23 pm

Un time mage donc? Ça aurait été assez bizare...

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Apoc
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MessageSujet: Re: Classe Chronomancer   Jeu 05 Mar 2009, 7:37 pm

Merde, quand j'ai vu ce sujet pis un nouveau post dans la section GW2, je pensais sincèrement qu'il y avait du nouveau pour GW2. Triste

Chronomancer? Que pourrait-il faire dans GW? J'imagine qu'il puisse annuler le temps de recharge/activation des skills des alliés et l'inverse pour les ennemis.

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Requiem
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MessageSujet: Re: Classe Chronomancer   Jeu 05 Mar 2009, 7:38 pm

Voila quelque image de GW: Utopia



Le fameu Chronomancer




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MessageSujet: Re: Classe Chronomancer   Jeu 05 Mar 2009, 7:45 pm

Voila les skills du Chronomancer:

. THE CHRONOMANCER

Background:

Chronomancers are an elite corps of ‘battle mages’. In combat, these warrior wizards rely upon martial and magical arts to expertly dispatch enemy soldiers. Protected by powerful armour, they are moving fortresses in combat. Chronomancers study the arcane and learn to manipulate the temporal plane. When entering the frenzy, their presence disrupts the very fabric of time; nearby enemies are paralyzed and allies move with bizarre quickness.

Function:

The Chronomancer is a melee class that warps time to his team’s advantage. He enters the fray and acts as a moving ward, affecting all characters around him. He is powerfully protected behind sturdy armour. At the expense of energy, he may bash adjacent opponents with magically charged attacks.

Attributes:

1) Temporality (primary) – Augments auras' effects by 0…25%.

2) Acceleration – Improves spells which speed up time.

3) Detention – Affects skills that slow and reverse time.

4) 'Was yet to be announced?'

Strengths:

1) Next to the warrior, the Chronomancer has the strongest armour in the game.

2) The Chronomancer has powerful auras which affect ALL surrounding players.

Weaknesses:

1) He does little damage. Truly effective attacks require lots of Energy.

2) The Chronomancer may only use one aura at a time.

3) Quick to fall fool to energy bankruptcy.


Originality:

Time Control

The Chronomancer’s first major innovation is time control. He may establish one aura at a time (essentially a self-targeted enchantment that is uninterruptible once in effect). Alternatively, he has a vast array of single-targeted skills. It is a powerful aspect of the class, and if used effectively, can wreak havoc on the battlefield. Although impressive, time manipulation has its costs. Auras are extremely expensive, require slow preparation, and affect ALL nearby players, including the Chronomancer himself!

TACTICS:

Pariah

The Chronomancer's most valuable role is that of a pariah. In group situations where his team is losing the fight, the Chronomancer is skilled at clearing out crowds so that his allies may regroup. He enters the fray until he is situated in the opponents' midst. At this point the Chronomancer casts Time Sink, Bystander and Repeat. All nearby players are slowed while the Chronomancer moves and attacks at normal speed, dealing double damage to his opponents. Melee fighters will try to escape the area, and if enemy ranged players decide to pummel the area with projectiles, the Chronomancer switches his aura to Stop or Reverse Flight, nullifying the incoming barrage.

Backline Support

Alternatively, the Chronomancer may stay back with the ranged and magic-using characters, greatly increasing their effectiveness. Although highly energy-consuming to the Chronomancer, simultaneously activating Augmented Regeneration, Instantaneous Magic, and Déjà Vu is well worth the cost. Mages and Monks are able to cast much more quickly. Spell Stagger could be thrown in to the mix, compounding the rapid succession of an ally's spell effects into one extremely powerful punch. Another option would be to stand directly in the middle of ally spellcasters and cast Revert, which returns their energy back to prior levels.

Disruptor

Yet another tactic is that of a disruptor. The Chronomancer can effectively nullify enemy spellcasters, particularly when they are grouped together. Once nearby, he casts Detained Minds, hindering the enemy mages' effectiveness. In order to avoid suffering the aura's effects, the targets will try to retreat rather than fight back. While some may be able to flee, a selected target has no chance of escape. Unfortunately for the victim, the Chronomancer is adept at pursuit. By simply casting Time Sink and Timewalker, the foe is now hopelessly slow. Easily catching up to his prey, the Chronomancer will incapacitate the target with powerful spells.


SKILLS:

Temporality

Timewalker – Elite Aura. For the next 1...8 seconds, you and nearby allies are immune to time-related effects.

Chronological Attunement – Enchantment. For the next 5…25 seconds, auras' time-related effects on you are increased by 110%...200%.

Bystander – Enchantment. For the next 4…16 seconds, you are impervious to auras’ effects.

Temporal Vigor - Enchantment. For 60 seconds, whenever one of your auras ends, you gain 2...7 energy.


Acceleration

Time Vortex – Aura. For the next 3…10 seconds, you and all nearby allies move and attack 25% faster.

Swift Thoughts – Aura. For the next 2…8 seconds, you and all nearby allies’ casting times are 25% faster.

Augmented Regeneration – Aura. For the next 10 seconds, you and all nearby allies’ health and energy regenerate 25%...100% faster than normal.

Instantaneous Magic – Enchantment. For the next 5 seconds, target ally casts spells 25%...100% faster.

Swift Shooting – Enchantment. For the next 2…7 seconds, target ally’s projectiles are twice as fast.

Déjà Vu – Elite Enchantment. For 1...6 seconds, target ally’s next spell is cast twice and costs 5...10 less energy.

Time Loop – Hex. For 5… 10 seconds, target enemy casts his next spell twice instead of once. Afterwards, all skills with the same attribute are disabled for 5… 10 seconds.

Repeat - Aura. For 5...17 seconds, whenever an adjacent enemy takes damage, he is hit twice.


Regression

Lapse – Enchantment. In 3…10 seconds, target ally’s health and energy will revert to their current levels unless he or she is killed.

Revert – Elite Enchantment. In 3...10 seconds, the health and energy of you and all nearby players reverts back its current status unless player is killed.

Stop – Enchantment. For the next 4…12 seconds, all nearby projectiles in the area, even those of your allies, are nullified.

Reverse Flight - Enchantment. For the next 3...10 seconds, all nearby projectiles in the area, even those of your allies, return and deal damage to their source.

Instant Aging – Aura. For the next 5…17 seconds you and all nearby enemies’ health and energy regenerate 25% slower.

Detained Minds – Aura. For the next 3…10 seconds, you and all nearby enemies’ skills recharge and casting times are 25% slower.

Time Sink – Aura. For the next 4…14 seconds, you and all nearby enemies move and attack 25% slower.

Return to Youth - Elite Aura. For the next 10 seconds, the primary attribute of you and all adjacent enemies drops 1...5 levels.

Spell Stagger – Enchantment. For the next 5…10 seconds, target ally's spells have no effect. When this enchantment ends, all spells' effects occur simultaneously.

Temporal Prison – Elite Spell. For 5…10 seconds, target other player moves and attack 75% slower but evades all attacks and spells.

Entk c'est vraiment juste triste qu'ils ne fassent pas une petite expansion cool de Utopia un genre de mini expansion comme la Fournaise.

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Furby
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MessageSujet: Re: Classe Chronomancer   Jeu 05 Mar 2009, 8:10 pm

On ne sait pas grand de l'update d'avril ainsi que des suivantes aux quatre mois...

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Apoc
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Date d'inscription: 24/04/2006

MessageSujet: Re: Classe Chronomancer   Jeu 04 Juin 2009, 6:43 pm

Quelques designs d'armures pour Utopia:

Mesmer débutant:


Mesmer "Coatl":


Elle est à l'origine de l'armure Norn.

Mesmer "Tower:


Monk débutant:


Monk "Coatl":


Monk "Tower":



http://merekatcreations.com/

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MessageSujet: Re: Classe Chronomancer   Ven 05 Juin 2009, 12:12 am

Hum joli.

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MessageSujet: Re: Classe Chronomancer   Ven 05 Juin 2009, 8:06 am

Les armures mesmers sont très jolies. Cependant, les armures monks ressemblent à des vêtements amérindiens.

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Apoc
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MessageSujet: Re: Classe Chronomancer   Ven 05 Juin 2009, 8:52 am

Oui, parce que Utopia devait se passer dans un environnement maya/aztèque.

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Classe Chronomancer

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