(edited by Orpheal.8263)
A unique Derv Redesign possible? - The Mystic
Very cool idea! I mean the amount of effort you put in inventing all those things is awesome man! I didn’t think about any new class so far but this looks really cool! +1
Lol, this is something I came up with just in like 10 minutes of brainstorming after having made my last posting in that Reaper Thread …
This here isn’t fully fletched out by far, its more likel only a kind of “frame vision” I had for dervishs beign also inspired by the current living story of the zephyrites and their aspects and the games lore from the priory of durmand, where the line appears from a norn npc about the priories Mystics….
Mystics to me as a profression are always a mixture of scholars and adventurers, that seek out for wisdom (what totally fits the goal of the priory).
But what about “forbidden wisdom” and their resulting skills?
Forbidden Skilsl are always mysterous secrets – wisdom that normaly isn’t shared to others and what makes a profession that is able to use them mysterious and unpredictable, what are for me two of the most important key facts about Mystics.
They need to be mysterious and unpredictable to be truly mystical. They need to have secrets and how can you add secrets to a class was my thought…. my answer was always regardless of how i erequestioned myself – something that is forbidden to use.
But that alone makes a playable class not interesting enough. They need to have also weapons, that make them unique. Chakrams and the Chain Sickle as also a Quarterstaff will surely bring this into play, because I think bows and pistols/rifles would absolutely not fit to such a class. Mystics are more about Magic, than about Technic Stuff and ranged battles.
But none the less, I know they need to have it still to be equal to all other classes, so I thought the best thign for wide range battles would be Stakitten , while for more midrange battles would be flying dual chakrams awesome
(Kingdoms of Amalur anyone – Chakram Mage ???)
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However, enough of this, I’ll put more details soon into this and descriptions as also some weapon skills examples to showe more about how i believe a dervish could get revamped for GW2, without having that kind of childish grim reaper-style attached to it what made the Derv always to me a stupid gimmick class for wannabe cool bad a** players that try hard to be “Death”, cause its sooooo cooool…ergh , nooo xD
I want something unique for GW2, not Death Clones running everywhere around …
Next Part:
Stigmatas & Seals Gameplay regarding to the Esoteric Scrolls.
While Esoteric Scrolls are the Mystics Main Feature, Stigmatas and Seals are two Types of Utility Skills that the Mystic possesses.
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Seals
Seals have a Dual Effect.
Their first usage is for every Seal the same. They all can be placed upon Esoteric Scrolls to seal away their Mystic Arts, what is part.
Mystics have 5 Seal SKills, 4 which are part of the Utility Skills and a Basic Seal, that is always in usage, if the player uses no other of the Utility Skills, that gets automatically replaced by the Utility Skill Seal, if the player uses one..
The other Effect of a Seal is, that if a Seal gets used on an Esoteric Scroll, that in regard of the Seal/Scroll Combo the player will receive passive Stat or Boon Effects.
For Example:
Esoteric Scroll of Sins +Seal of Pain = passive Effect of gaining Protection, whenever a Condition on you ends or gets cured by you and for xx Seconds increased Toughness of xxx Points based on the Characters Maximum Level for xx Seconds.
Esoteric Scroll if Sins + Seal of Fear = passive Effect of gaining Regeneration, whenerver you get Feared, Stunned or Chilled and increased Vitality of xxx Points based on the Characters Maximum Level for xx Seconds
This way of combinating Esoteric Scrolls with Seals will result in alot of passive Effects that the Mystic can use, while he places a Seal onto a Scroll. Those passive effects disappear, if the Mystic breaks a Seal with a Stigmata to unseal its Mystic Arts for the Weapon Skills..
4 Scrolls * 5 Seals = 20 different passive effects that the Mystic can theoretically use, but maximum only 3 of them can be placed to the mystic due to the Utility Skill Limit of 3.
However, at any given time, always only 1 Esoteric Scroll can be unsealed. While 1 Scroll has been unsealed, no Stigmata can be used in that time to break another seal.
The player can break another seal only then again, once the last used Esoteric scroll has been sealed off again.
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So that would be the description of one of those Seals:
Seal of Pain
Seals the Esoteric Scroll’s Mystic Arts to which this Skill has been attached to.
Passive: Gives in regard to which Scroll it has been attached to a different Boon and Stat Bonus Effect, while the Seal is working
Active: If this Seal gets broken by a Stigmata, surrounding Allies will gain for some time Protection and Enemies that hit such protected Alliies will receive Torment Stacks per Hit.
Stun Breaks also if the Seal gets broken by a Stigmata.
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Stigmatas on the other hand work like this:
They also have dual effects basically.. one weaker version and one strogner version of the same effect.
The Weaker version’s effect comes into play, if the player uses the Stigmata Skill onto an enemy directly. The Effect is weaker, but the effect also recharges quicker, than the strogner version.
The stronger version has the advantage, that it needs no direct target, is more AoE like, but it requires the player to use the Stigmata Skill on a Seal that is placed on an Esoteric Scroll.
So if you break a Seal with a Stigmata, then the Stigmatas effect will be stronger and more of an AoE Skill.
The Mystic will have 4 Stigmatas.
2 examples:
Stigmata of Ether Exchange
Weak: Recovers some Stamina for every Boon on you and lets also the targeted Enemy loose Stamina per Boon on you.
Strong: Lets on wide range loose all enemies in range Stamina and you as your nearby Allies receive Stamina in regard of how many Boons are on you.
Stigmata of Mystical Avatars
Weak: Summons a Mystical Avatar at your side that empowers temporarely your Aspect Skills and counterattacks with environmental attacks, if being attacked.
Strong: The Summon has more Health and some stronger Counter Attacks.
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So to explain it in brief, 2 of the utility scills are cycled areound the gamplay of esoteric scrolls as they are usede to place the seals onto them and to break the seals off of them again. Both of these utlity skills have dual effect.
1, that is passive, while Seals are working and active, if the seal gets broken.
The other with one and the same effect, weak and stronger version, where the strogner version comes into play, if the stigmata gets used onto a seal to break it for the mystic arts. I hope that was understandable xD
So this are all utility types as a quick list to make it better understandable in a whole:
- Seals (basically works also similar like Signets, thats why this Class has no Signets like all other classes))
- Stigmatas
- Aspects
- Mystic Rituals
Part 3:
What are Mystic Rituals and Aspects
As said above, the Mystic has mastered the Aspects of Nature, so these 4 Utility Skills are the Aspect of Land, Sea, Sky and Sun. But in a different way than a Ranger’s Nature Magic that is more correspondign to flora and fauna. The Aspects of Nature from a Mystic are more correspondign to the world’s nature itself as nature is more than just only flora and fauna.
The Aspects of Nature all will give the Mystic 5 Skills that replace the weapon skills with “Mystic Forces”
For example:
Aspect of Land
- Sand Shards (Skill 1)
The Mystic shifts the land to create huge Sand Shards from the ground like a sand snake following a targeted player transforming at the end into really a big Sand Snake that bites its victim and causes bleeding and poisoning to it. Hits all enemies in its way while homing into the target.
- Rock Walls (Skill 2)
The Mystic creates some Rock Walls which crumble and cause some Dust Clouds at the place where enemies will get blinded in them, once those walls crumble. Projectiles shot through these Dust Clouds also cause Blindness for example or Stealth, if a Thief rushes through them. Nearby enemies to the walsl receive damage, if the walls crumble in their near. As long the Rock Walls didn’t crumble, so long do they block projectiles and can block of ways for players.
- Quicksand (Skill 3)
The Mystic turns the ground into Quicksand (ground target skill, same as the walls), that will cause immobilize first, then cripple enemies and suck them in. if a player sinks in totally, then they receive some high damage and receive torment.
- Dust Cloak (Skill 4)
The Mystic covers hisself into a Dust Cloak from collected dust of the land, which will protect for a certain amount of hits the mystic and causes enemies to receive blindness.
- Mystic Sandstorm (Skill 5)
The mystic shifts the land to massive amounts of sand to conjure up a huge sand storm that will deal over time damage, weakens enemies that are in that storm and dazes enemies every few seconds also. This Skill can be used also a Combo Finisher for Combo Fields to create some massive AoE Combos.
You see where I’m coming from? Good ^^
Bump it up.
No thoughts about this so far ?
- Is there a difference between your “quarterstaff” and the current staff that’s already in the game?
- Also, even if the answer to the above is no, you’re still talking 2 new weapons with the profession. That’s not really a good idea, considering that you would pretty much have to spread the access to the other professions. And that’s a ton of extra work.
- I’m not sure that the idea of combining your F-skills with utilities is a good way to go. It just sounds like something that would be extremely prone to pigeonholing.
- Pretty sure Aspects are already tied to the Zephyrites. Better go for a renaming, unless you want your profession to be accessible once a year.
1) The Quarterstaff is a Staff made for melee battles. its no Mage Staff with that you you shoot like elemental balls like in GW1 or with that you cast Magic Spells.
A Quarterstaff is something like the traditional “Bo” with that you fight like this:
Ok, the GW2 version will surely look not so extreme martial artistic like hehe, but you’ll get what I mean LOL (thats more the stuff for the thief ^^)
2) I have never said, that these new weapons should be for the Mystic alone.
Both, the Quarterstaff as like the Chain Sickle are predestined to be also usable with other classes. Both weapons would be for example also usable for Thiefes and Rangers.
The Quarterstaff would be usable for Warriors also, the Chain Sickle would come handy as new weapon for the Necromancer and Elementalist.
Just examples but I think Anet would know best how to give other classes also some profit from the new weapons, so I think this is nothing about what we should worry us…
3) I don’t think so. To me this is just the ultimate way for the Mystic to combine skilsl with their main mechanic to combinate their effects and create that way build diversity. It also adds depth to the class and makes them not so extremly predictable, because you’ll never know, with which kind of esoteric combination effects they will attack you and which mystic arts they will unseal at any given moment by breaking the Seals from their Scrolls with a Stigmata to unleash the true forbidden powers from their Esoteric Scrolls for some time until their Seals renew and lock away again the Mystic Arts. Without the ability to combinate the Seals with your Esoteric Scrolls to receive different effects, the class would feel alot more shallow and not very versatile.
4) If this needs really to get renamed, then we might call it instead “Essences”, or “Principles” or “Connections”
Choose something out :P hehe ^^
(edited by Orpheal.8263)
Some Skill Examples:
Sword:
Main Hand
Auto: Aura Slicer (1) > Banishing Strike (2) > Chilling Victory (3)
1) Hits up to 3 targets and removes a boon from them. Every removed boon gets placed upon you. Damage: 150, Range: 130
2) One stronger Hit against one traget with an arcing strike from above that cuts through everythign evil with a shining blade. Deals 250 Damage + Extra 350 Damage if it hits a summoned enemy. The extra damage causes also surrounding enemies to Burn for 3 seconds Range 130
3)You perform a quick icecold whirl attack by an enlarge icy blade aura around your sword, that causes chill to any enemy beign hit and bleeding for 3 seconds. The chill condition will last 5 seconds longer, if the enemy(ies) had lesser than 50% health and you will lose a boon on you getting healed for the lost boon. Damage: 300, Range 200
Eremites’s Attack
An attack, which is by itself not very powerful, but grows more powerful in regard of how many boons are on you and how many conditions are on the enemy.
Damage: 300 + 25 for every boon on you, + 50 for every condition on your enemy.
This attack can’t hit critical, but when it hits, will it make boons last 1 second longer.
Recharge: 8 seconds, Range: 130
Eremite’s Zeal
A quick dash attack, which hits multiple enemies in a line of sight and each consecutive hit becoming stronger each time by 33% + additional 5%, if that enemy had boons on itself stacking up for up to 3 boons of additional damage boosting.
If the mystic loses a boon at the end of this skill or lost one, while this skill got executed, will the Mystic teleport back akittens old position 2 seconds after the skill got used. In these 2 seconds, the Mystic exists only in a kind of shifted reality, which lets him evade attacks, before his body shifts back into reality at his old position.
Range: 1200, Recharge: 20 seconds
Off Hand
Heart of Fury
A quick double attack with a horizontal strike and a stabbing, that grants the Mystic Might and Fury for 20 seconds. Recharge: 30 seconds, Range: 200
Heart of Holy Flame
A quick double attack with vertical strike and a quick burning backhand whirl strike that sets enemies on burning for 6 seconds and weakens them at the same time, if the health was above 50% of the enemy. Cures a condition and heals you then every second while the enemy is burning.
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Mystic Arts of the Main Hand Sword (if you break the Seal of an Esoteric Scroll)
(Esoteric Scroll of Sins)
1) Aura of Sins
When using Aura of Sins as Auto Attack, the Mystic creatse an refletive Aura around hisself to gain Retaliation. While holding up this Aura every condition damage you are suffering on meanwhile, will also suffer on all nearby enemies around you. For every enemy that suffers on the same conditions as you while Aura of Sins is used, will you receive healings. Condition Damage of those reflected conditions onto enemy will be increased by 50%.
2) Bloody Rage
A hack n slash of alot of quick executed attacks that can hit multiple targets which deal not high damage in itself, but will each put a stack of Bleeding onto the enemy and the Mystic receives for every stack of bleeding on the enemy a stack of might, fury, swiftness or vigor at random chance
3) Sinful Intervention
A Mystic Art with that you parry an incoming attack. It will negate the damage, repell the damage you would normally have received with 1,5x the power back to the attacker and if that attack would have dealt also conditions onto you, 10% of the dealt damage will you receive as heals and lose up to 2 conditions.
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(Esoteric Scroll of Punishment)
coming next
(edited by Orpheal.8263)