Concept Profession: Spiritualist
Introduction:
Since the waters surged, and the drowned city of Orr rose from the depths, Canthan Ritualists have been evolving. The Ritualist, finding themselves cut off from their ghostly ancestors by some unknown force, have evolved, learning to harness their own spirits in battle. The Ritualist has become the Spiritualist, and the Spiritualist rushes into battle with their soul tied to their Soul Orbs.
Profession symbol (inspiration)
http://i41.photobucket.com/albums/e286/amravinhome/digital%20thoughts/Picture13.png
Once garbed in light clothes for easy of movement, the now heavily built ritualist relies on armor to protect his soul-deficient body.
Mechanics:
Soul Orbs:
• Health receptacles that spin around the spiritualist, containing 10% of their total health.
• A Spiritualist may have a maximum of 4 Soul orbs at any one time.
• The mainhand weapon defines the type but not number of soul orb that is summoned
• When a Spiritualist is hit to 0 health, They are teleported away and a soul orb is destroyed
• The soul orb provides them with 10% health.
Soul Orb types:
The f1-f3 skills are soul orb mechanics.
F1 summons a orb
F2 activates the innate effect
F3 destroys the last-cast orb
Soul orb inspiration:
http://i.ytimg.com/vi/IWuqqwJ7xIc/0.jpg
http://i.ytimg.com/vi/IHHF1ke5I00/0.jpg
http://i.ytimg.com/vi/ygpzcGlFOjU/0.jpg
http://i.ytimg.com/vi/yrI_qKDSCww/0.jpg
The Spiritualist can have a maximum of 4. A trait will activate the aggressive effect (in parentheses).
• Mace – Bai : The Defensive Orb. Pulses, (knocking back enemies and) provides Protection
• Sceptre- Chi : The Offensive Orb. Pulses, (causing bleeding and) providing Might
• Staff-Qing: The Supportive Orb. Pulses, (causing poison and) providing Regeneration
• Dagger-Shen: The Speed Orb. Pulses, (causing cripple and) providing Swiftness
These have no cool downs out of combat, and will remain passive until activated or the Spiritualist enters into combat
Possible combinations:
- 4 orbs that grant ability x (1 weapon)
- 2 orbs that grant ability x, 2 that grant ability y (2 weapons)
- 1 orb that grants ability x, 3 that grant ability y (2 weapons)
- 3 orbs that grant ability x, 1 that grant ability y (2 weapons)
- 4 orbs that grant ability y (1 weapon)
You would have to choose between those 4 weapons and their respective boosts, and decide upon which 2 you like more, or you can simply stick with 1.
Rituals:
Weapon skills 2 and 5 are both rituals, long channel skills. Skill 2 will require max 2 Orbs, and skill 5 will require max 4 orbs to be fully charged. The more orbs the spiritualist has, the stronger the ritual will be. Rituals do not require a sacrifice of orbs.
Dolls:
Environmental weapons that allow for the casting of curses or blessings. Curses punish enemies for making choices, blessings reward players for the same. Eg:
see further in the thread for examples
Doll types
Greater Dolls are specific to target. Lesser dolls are not specific (AoE). Greater Dolls will not work on any target they were not specifically summoned for. That being said, Greater dolls are much stronger.
Grave Markers:
Place a grave marker upon the ground, and have a small AoE effect. The spirit of the dead aids you. Think reverse banners.
Eg: Baoyi the wise- reduce cooldowns by 10%
Minghei the blind- forces opponents out of stealth for 1 sec every 3 sec
Curse Markers:
Create a cursed object, and dangle it from a tree, watch as your enemies whiten and flee
Eg: Gaomei’s last breath: immobilise all foes within range
Kakai the white snake: Create a line in the sand. enemies who cross are plagued by the demon Kakai, and will suffer poisonous ague
Death masks:
Utility skills that copy the skills of an opposing profession. Each will copy a certain type of skill, such as a damage, control or support mask.
(edited by redrex.9634)