User:Eronth/Phantomeer

 Phantomeer (Ph)  A “Phantomeer” is a magic heavy, User:Eronth/halberd|halberd wielding, melee class that calls phantoms from other worlds or dimensions in order to aid them in battle several different ways. A phantom is an enchantment or hex that can be given a short boost by the presence of a realm gate. Phantomeers are known to summon phantoms to both hinder the foe and boost their own abilities at the same time, while using a realm gate to increase the effectiveness of their phantom.

Realm Gates are powerful Arcane Mastery Skills which usually cost quite a bit of energy to cast, and can end up costing 2 to 6 energy pips in order to manage the skill. Realm gates have effects that can be applied to foes, allies, or anyone within the area. Some realm gates require a spirit, nature ritual, or minion as a sacrificial target in order to pull the realm gate into the Phantomeer's realm. Realm gates can be destroyed many different and unique ways. (e.g. One realm gate may, called upon by a foe, is a hex gate that hexes your team. The gate however counts as an ally, and using a couple of hex removals on it will send it back to where it came from.)

Most gates will collapse after a certain amount of time even if you still have enough energy to manage them. If the realm gate caller dies before a gate collapses or is released from this realm (un-called) the realm gate shatters reality for a split second as it returns to its origional realm, the shatter is known as a shatter shock, and it leaves bits of the effects of the gate on random people in range of the shock (slightly larger than spell casting range). Some Arcane Mastery Hex or Spell skills require a generic realm gate to called upon in order use them to their full potential.

Chaoism Talent is your ability to cause chaos with your halberd and chaos damage spells. There are many Lunge skills for the halberd, which are special skills that are able to reach a foe that is just outside of melee range, and occasionally cause a short daze or knockdown. Since the tops of halberds are pointed, lunges usually deal peircing damage. These abilities make a lunge skill a great start for a chain of attacks. This allows you to effectively hit another melee foe just before you are in range, and cause a temporary condition. Another ability of this is that you can stand behind some body blockers, and although you may be hit with some AoE skills, you can still evade most of the attackers damage, and still deal a fair amount of damage from right behind the front row. You can easily take over as part of the front row drops as well.

Halberd’s max damage range is 15-30, attack interval is 1.5 seconds, and attack range is melee range (with exception of lunge attack). A halberd usually deals slashing damage (excluding piercing lunges).

Taking Phantomeer as a secondary can be useful for both melee and caster types, due to the professions deep usage of both magic and martial skills. (most magic skills are weapon or melee attacks that deal chaos damage)

The Primary Phantomeer's base armor provides 70 armor. A starting Primary Phantomeer can expect to have 25 Maximum Energy and 2 Energy Recovery.

A Phantomeer worships Lyssa and Unseen Ones.

Attributes

 *  | Arcane Mastery: (primary) For every 2 ranks you have in Arcane Mastery you gain 1 energy. For every 5 ranks you have in Arcane Mastery you receive +1 Energy Recovery.  Arcane Mastery influences your ability to call upon realm gates and it reduces the shatter shock of a gate a small amount.
 * Chaoism Talent: Increases damage dealt with a halberd. Increases the effectiveness of many skills related to halberd, chaos spells, or chaos melee skills.
 * Seizment: No inherent effect. Increases abilities of skills related to hexing a foe. Seizment hexes are usually a infestation of phantoms inside a foe’s body. They include abilities to lower armor, reduce attack damage, and reduce speed; among other abilities.
 * Infusition: No inherent effect. Increases effectiveness of skills related to self infusion with phantoms, which raises defense, attack speed, attack strength, or movement speed; among other things.

Insignias and Runes
Armor insignias and runes include:

Phantom Infuser’s Insignia |+5 armor for each phantom you are infused with| Boundarian’s Insignia |+15 armor when the area is void of realm gates| Slider’s Rune |+3 energy per realm gate supported by you(non-stacking)(max +9)|

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