Time is a river.
The door is ajar.
This profession and its Primary Mechanic is based on the Ritualist Weapon Spells from GW1
What Is The Enhancer?
The Enhancer relies on Weapon Enhancements (their primary mechanic) as their source of damage, control and support. The Enhancer would be a Soldier Profession, to make up the numbers.
What Is Their Primary Mechanic?
The Enhancer’s Primary Mechanic is Weapon Enhancements.
F1 – F3 will have interchangeable options, depending on the weapon you’re wielding. While some of the weaker Weapon Enhancements can be applied to all weapons, most of them are specific to each weapon. For example, Guided Weapon (with a focus on not being block-able and increasing attack speed) is exclusive to GS, while Vengeful Weapon (with a focus on applying Confused, Retaliation and Counterattacks, with very little attacking capability) is exclusive to Hammer.
When not using a Weapon Enhancement, weapons will only have a Chain Auto-Attack and no other skills. For example, the Hammer will have slow smashes with the last creating a Smoke field, while the Longbow will for 1 > 2 > 3 Arrows. The Staff will have an attack that will do more damage the more Weapon Enhancements that are on cooldown.
Pressing F1 – F3 will activate that Weapon Enhancement ability for a short amount of time, changing your skills to suit the weapon type. For example, most of Barbed Weapon abilities will be focused on bleeding, increased damage against bleeding foes, and a Cripple, while Vengeful Weapon focuses on applying Confusion and Retaliation, as well as Countering, rather than having direct attacks.
What Weapons Can The Enhancer Use?
Because the Enhancer relies on their Weapon Enhancements to adapt to each situation, they maximise the damage they can deal by using 2-handed weapons:
What About Utility Skills?
Utility Skills will all have differing effects, depending on whether you are under the effect of a Weapon Enhancement or not.
For example:
that sounds like an elementalist with their summoned weapons, and some new weapon choices.
Check out the ritualist from guild wars 1
Check out the ritualist from guild wars 1
That’s where I got the inspiration. I played mostly a Weapon Spell / Item Rit (just for a change from Spirit Bomber) in GW1, and enjoyed it immensely.
that sounds like an elementalist with their summoned weapons, and some new weapon choices.
It does a bit, doesn’t it?
I was just thinking how they could be adapted for GW2 (like the Mesmer clones, for example), and thought because of how the weapons work, why not have a mechanic based around choosing different Weapon Spells changing the skills?
Something I posted in another topic.
Ritualist : Heals/Buff/Dps
Special – 4 spirit spaces similar to mesmers clone bubbles, each with an active ability like rangers spirits , determined by utilities similar too engi.
Or
Urns : each 3 urns offense /defense /support
When picked up urn replaces all " attack" abilities with its unique attack, also provides auras with small radius (400-600?) offense(might), support(protection), defense(+aegis). Boons are quick but have fast ticks and promote you to stay near the urn. Dropping an urn produces a spell much like rangers spirits. Last for so many seconds on ground and act like banners (still provide bonus aura)
Urn TL:DR – banner+weapon kit+ranger spirit activate skill.
Staff – (2h) support
Dagger – (mh ) offensive / (oh) offensive (blood rituals – health for damage )
Scepter – (mh) defensive
Focus – (oh) defensive
Torch – (oh) support ( I like the idea of the rit guiding spirits with a torch)
Great sword – (2h) defensive – because every class deserves one
Heirlooms/Spirit Weapons : Similar to Ele with spiritual touch to them.
Rituals : Summon spirits / provide aoe effects
Spirit Forms : Take on spirit form similar to necro
Elites : elite weapon , elite spirit , elite urn
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