Here me out: New Profession Idea

Here me out: New Profession Idea

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

Here me out guys, but I just had an idea of a new profession that may actually work.

Before I get into it, some brief/recent history:

The Zephyrites are a peaceful, nomadic bunch with humans of Canthan and Elonians descent. They welcome anyone who has shared beliefs or the desire to learn their beliefs.

Their powers and such were gained from Glint after her death. In the form of air magic, they found the three aspects: Wind, Sun, and Lightning.

Ritualists were a profession long ago in the Canthan region, who employed mystic binding rituals and summoned allies from the void. They were similar to necromancers, except they used urns and ashes. While rangers can also commune with the spirit world, the ritualist is a master at it. One type of magic they used was Channeling Magic, which was related to lightning and energy.

Dervish served the gods, who are now silent as kitten, as holy warriors. Their power was to evoke the power of the gods while wielding scythes, making the use of whirling moves that summon the power of wind and earth.

Paragons were the champions of Elona, who used commanding voices and charismatic presence. Using the power of leadership and motivation, their commands would echo across the field of battle. Their powers often reflect that of the sun (in their abilities).

For those who played the original guild wars, you should already know this.

A few months ago, the Zephyrites were attacked, and recently, the master of peace died, as well as some aspect masters.

They are currently surrounded by the Pact members, composed of all 5 major races of Tyria.

Should they choose to, they are bound to end up fending for themselves, and thus, teach their ways to others, who would be more than willing to. Some of the pact members may even join them.

They hail from Canthan and Elonian Regions. Their asepcts hold similar binds the the professions of old.

If bits and parts of it were to be combined, they would fill a themed slot that hasn’t been done yet, and take the place of the new heavy armor class:

Ritualist… Dervish… Paragon…

So my idea, is the Primeval: in honor of the early forms of its origins and the first kings of Elona.

Primevals are leaders, wielding ancient magic and powerful enchantments that echo across the battle. When all hell breaks loose, the primeval shines as a beacon, as it has done long ago.

Soldier Profession

The Primeval’s special ability is the use of Enchantments. Each enchantment is a self buff that increases a specific aspect of your character. Only one can be active at a time.

The primeval draws from a resource called Energy, which replenishes over time constantly. All abilities and enchantments are affected by the energy, but do not require a minimum amount of energy to use. The more energy you have, the more powerful the effects will be.

(edited by WEXXES.2378)

Here me out: New Profession Idea

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

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)

Here me out: New Profession Idea

in Guild Wars 2 Discussion

Posted by: Mordeus.1234

Mordeus.1234

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.

Here me out: New Profession Idea

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

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.

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.