(edited by WEXXES.2378)
Here me out: New Profession Idea
Their traits follow the ancient traditions:
Agility – Their prowess with weapons involving taking on many enemies at once with whirling sweeps and devastating flurries is an ancient art carried on.
Ex: Whirling Winds (Minor Trait): All melee attacks can hit 2 more targets.
Aspects – The three aspects of Wind, Sun, and Lightning, are imbued in the primeval’s abilities and attacks.
Ex: Rising Sun (Major Master Trait): Activating an aspect applies blindness(5s) and burning(2s) on nearby enemies.
Leadership – The charismatic chants of the primeval help to overcome overwhelming odds.
Ex: Echo (Major Grandmaster Trait): Chant effects can activate 1 more time before ending.
Communing – The magic of binding rituals call upon the spirits to either aid allies or hinder enemies.
Ex: Spiritual Relations (Major Adept Trait): Binding Rituals have 20% shorter cooldown. Restore a minor amount of energy when a binding ritual is activated.
Enchantments – The power of their enchantments allow them to boost themselves when needed.
Ex: Power of the Primeval (Major Grandmaster Trait): When an enchantment ends before the duration is up, an effect occurs around the enchanted target. (ex: Aura of Thorns: Cripple(8s) enemies around the target.)
Types of skills at their disposal:
Binding Rituals which summons from the underworld to do your bidding.
Ex: Shadowsong: Summons a spirit that deals damage and inflicts blindness on the target foe.
Chants are similar to shouts but they have longer term effects.
Ex: Anthem of Guidance: The next successful hit made by allies affected is unblockable and grant energy.
Hexes mostly apply non-condition effects that hinder your enemy.
Ex: Painful Bonds: All foes affected that take damage also deal a portion the damage to those that are linked.
Signets are the only primeval ability that has nothing to do with their resource (energy). They provide passive effects which are lost when activated to achieve a greater effect.
Ex: Signet of Binding: Increases binding ritual damage by 20%. Activate to gain control of target summon for 10 seconds.
(The original owner can still command it but it won’t affect “enemies” and will attack allies with normal attacks based on what the primeval is attacking. Cannot bind a target already binded.)
Aspect utilize the power of Wind, Sun and Lightning.
Ex: Path of the Sun: Become invulnerable while moving forward quickly a set distance. Gain energy for each enemy you pass through, up to 5.
Enchantments are the class mechanic of the primeval. Energy drains when the enchantment’s effect is activated, whether or not it does anything (being blinded and missing will still drain energy. Multi-hit attacks will drain energy per hit, etc.). You can select an ally to give an enchantment to them. Applying an enchantment to a character who already has one on will replace it.
Ex: Rending Aura: All successful hits made by you on disabled enemies remove a boon and deals damage. Damage is based on current energy. Each hit, successful or not, drains energy.
Ex: Pious Renewal: Drains energy to heal yourself over time, healing based on current energy. Each hit you take drains energy.
Ex: Aura of Thorns: Drains energy over time, dealing damage to enemies who attack you. Each hit you take drains energy.
Balancing Concerns:
-Most primeval attacks, if mitigated, hinder them greatly. Any missed, blocked, or dodged attack could severely reduce their output. In short, their effects are very minor at less than 30% energy, and a bit dangerous at over 70%. Using 100% of the energy’s effect is usually for only the first “tick” or “hit” as it will drain over time while the enchantment is in effect. Also, taking hits while using certain enchantments may severely reduce the effects.
-Despite that, some number crunching would make this class not as overpowered as you would think. Also, I basically took all these examples from existing guild wars skills and made minor modifications to some of them. Signet of Binding sounds OP as kitten. But 10 seconds… the owner won’t get the benefit of like 1-2 auto attack chains from their summon, big woop. Also, enemies might accidentally heal/buff it, who knows.
A lot of this is wishful thinking but I did my bit of research and it could be a possibility but highly unlikely.
What do you guys think?
(edited by WEXXES.2378)
I think it sounds a little too lore heavy. The current professions are fairly generalized to the point where you could tailor your own personal lore to them. In GW1 many of the professions did have detailed backstories surrounding them, but I don’t think that approach really suits GW2.
I also see it as being a bit of a hybrid between the Guardian/Elementalist/Necromancer/Ranger etc… which I don’t personally like. Especially since the current professions are so distinct from each other, where none of their individual roles are really shared amongst them.
I think it sounds a little too lore heavy. The current professions are fairly generalized to the point where you could tailor your own personal lore to them. In GW1 many of the professions did have detailed backstories surrounding them, but I don’t think that approach really suits GW2.
I also see it as being a bit of a hybrid between the Guardian/Elementalist/Necromancer/Ranger etc… which I don’t personally like. Especially since the current professions are so distinct from each other, where none of their individual roles are really shared amongst them.
This is fairly generalized based on the expansions of GW1. The only reason I use certain naming schemes is to relate: the idea is still there. In fact, many of the GW2 skills use the same names and stuff as GW1.
You also can’t include the ranger. Spirits can either be by nature or by bind, two very different themes. The way they work would be different too. I guess here your spirits don’t really follow you around but an enemy or an ally.
A lot of the things the Primeval could excel at is individual support and wide melee AoE, which is something that this game heavily lacks (Hammer warrior… pretty much it). Chants aren’t too good for large groups because the effects generally tailor to be used for a specific moment rather than just a buff like boons.
Being based on dervish origins, wide sweeping melee AoE attacks wouldn’t be surprising to see.