Wayfarer Profession Linking Rits and Dervs

Wayfarer Profession Linking Rits and Dervs

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Posted by: FacesOfMu.3561

FacesOfMu.3561

Wayfarers – Bringing Ritualists and Dervishes to GW2 in a unique way

Their motto:
“This land, this history, has a right to fight too!”

Wayfarers are defenders of the homestead and emissaries of the land. They wield hand-worn weapons from the fields and workshops to repel their foes. In strife they use their folkways to call on the spirits of ancestors to protect the land and people that they love. As vicious blade wielders or wrathful spirit channelers Wayfarers bring hurt and utility in plenty. In large battles they can cover large areas with devestation and enhance the automatic strikes of allies with weapon rites. Toe-to-toe they can sacrifice their own boons to get bursts of furious combat speed.

Background

The Wayfarer is a grass roots champion. Living in Tyria in wartime is hard for the people, and Wayfarers know this more than most. They cherish the beauty of Tyria, and value the quiet dignity of it’s people when faced with adversity. As Wayfarers come from lives of toil on farms and dirt they also believe in their right to defend what they love. When beaten down by the hardships of war and conflict, Wayfarers become empassioned by hearing and telling the deeds of great warriors gone by. They feel a great debt of gratitude to those who have fought and perished in the pursuit of peace. After sundown when the fields have had their due, they gather with their families and friends and gladly share the stories of the magnificent and empowered heroes of Tyria. They have collected all the bits of wisdom they can, and espouse these at every opportune time. Such is the way to honour the sacrifices of our ancestors.
If it weren’t for the threats to their loved ones and the land they nourish the Wayfarer would never think to take up the farming scythe or sickle to do harm. But the familiar feel of these homely tools coos the Wayfarer to take vengeance on the Dragons and their twisted ilk. Standing in the face of impending loss gives the Wayfarer the courage to place themselves between foe and friend, and their desire to keep the world safe makes them headstrong and heartdriven adventurers.

Abilities

The Wayfarer’s profession mechanic is the Urn of Remnants. The Urn of Remnants is an equippable weapon that can be crafted by artificers and slotted with special upgrade items called a Hero’s Remnant. The Wayfarer finds remanants of unique heroes across the land of Tyria, particularly in special lore locations such as statues to fallen heroes and grave sites. The Remnant within the Urn can be swapped out from the inventory screen, but not while in combat.

When an Urn with a slotted Remnant is equipped, the Weapon Swap button becomes the “Enshrine” button. When the Wayfarer activates the “Enshrine” skill, they form a small shrine on the ground to the hero whose remnant they carry. At the completion of this ritual a shrine object is created and the spirit of the Hero is summoned into battle.

The Hero Spirit is an uncontrolled NPC ally that represents a profession of Tyria and has a unique combination of profession skills available to them. Think of the ghosts of Ascalon: a blue, ephemeral person of times long past. While the Spirit is a wild and powerful companion, they a completely bound to the vicinity of the shrine (usually a range of 600 or so). The Spirit has no health and is not affected by any attacks on it or it’s location. Instead, the Shrine acts as a world object that can have health reduced to 0, at which point the Spirit is exorcised and disappears.
There are many Heroes of Tyria that can be found and honoured, and all professions are represented.

In addition to summoning a spirit, the Shrine also acts as an environmental weapon station usable by any ally. When engaged at the Shrine the player has access to new combat skills in their 1-3 slots, 4-5 only available to Wayfarers. These skills draw on the deadly and ethereal powers of channelling with the spirit world, directing powerful snaps of energy at foes and soothing resonances of the mists at allies. Some skills create rifts of power between the shrine and the spirit, affecting all who cross the line. Some strikes come in pairs from two directions, once from the Wayfarer and again from the Hero Spirit. These dual-projectiles can make the spiritual wrath of the Wayfarer hard to avoid.

All Shrines have a Weapon Rite in the fourth or fifth slot accessible only by an Wayfarer. These rites enchant the weapons of all nearby allies by either adding extra effects to their #1 skill or by adding a new skill to the #1 skill chain. For example, Brutal Rite adds damage to hits of the first weapon skill; Wailing Rite causes damage to all nearby foes on hit; Vengeful Rite causes 2s of Weakness and life steal on all nearby foes on hit; Ghostly Rite creates a new 3s chill chain and then a 2s fear chain skill. Some weapons spells also affect the weapons of enemies to debilitate them and reduce their impact.

People vary.

Wayfarer Profession Linking Rits and Dervs

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Posted by: FacesOfMu.3561

FacesOfMu.3561

When a Shrine is not established (on timer?), the Wayfarer keeps the remnant of a cherished hero close to them. This is called a Union, and provides the Wayfarer four unique skills in the f1-f4 slots based on the Hero. When the Hero is enshrined and summoned, these skills are no longer available, and the Enshrine button is used to deconstruct the shrine and unsummon the Spirit.

Finally, when the Wayfarer is not striking foes from afar with rift energies from the Staff and Scepter, they can equip sharp farmer’s tools to reap pain and vengeance on the plagues of the land. In melee combat the Wayfarer sweeps their scythe back and forth across the bodies of their foes, and speeds up this deadly dance by gaining bursts of quickness for ending boons.

The Wayfarer’s utility skills include powerful “Flash” skills/signets, instantly consuming boons to gain short spikes of quickness. Each Flash skill passively grants a boon every few seconds. When the signet is activated, the boon is removed and the player gains quickness for 2s.
The Wayfarer is also capable of turning their surrounds into whirling storms of chaos and magic, bringing harm to nearby foes and aiding allies. “Whirls” follow the Wayfarer wherever they move.
Finally, the Wayfarer is able bring vengeance up from the land itself. Spirits and energy seep up from the ground in the form of “Bindings”, allowing the Wayfarer to change the battlefield.

Special skill types (Prototypes!!)

Weapon Rites: Available to the Wayfarer in the 4th or 5th weapon slot when engaged with the Shrine.

  • Brutal Rite: Adds damage to every tick of damage caused by the next skill.
  • Wailing Rite: Causes damage to nearby creatures struck by the player.
  • Vengeful Rite: Causes 2s Weakness and steals life from all nearby foes on skill use.
  • Nightmarish Rite: Causes 2s fear and 3s chilled to the target of the next skill.
  • Spirit Light Rite: Give 3s Aegis to player and causes 3s blindness on foe.
  • Ghostly Rite: Next skill is unblockable and causes Vulnerability
  • Empowering Rite: The player gains Might and Regeneration on skill use.
  • Furious Rite: The player gains Fury and transfers all conditions to target on skill use.

Flash skills: Flash skills provide a boon every few seconds when not used. When the Flash Skill is activated (instant), the player loses the boon and gains 2s of quickness.

  • Harrier: Gain swiftness every 5 seconds for 3 seconds. Gain vigor every 7 seconds for three seconds. Lose vigor to gain quickness.
  • Cloak: Stealth every 20 seconds for 2 seconds. Lose stealth to gain quickness.
  • Thorns: Gain retaliation every 5 seconds for 2 seconds. Lose retaliation to gain quickness.
  • Conviction: Gain stability every 8 seconds for 2 seconds. Lose stability to gain quickness.

Whirls: Whirls create a storm of wind and earth around the Wayfarer, moving with them as they wind their way around the battlefield.

  • Mystic Twister draws all creatures to the Wayfarer, doing damage for the distance pulled. It applies the Wayfarer’s boons to nearby players, but with half duration.
  • Winds of Disenchantment removes a boon from foes every second and turns it into a condition.
  • Mystic Sandstorm does damage and applies 1 second of confusion every second.
  • Cloaking Winds grants stealth to all nearby players.

Bindings: Bindings cause the spirits of the earth to reach up and join the fight. They are targeted areas of effect that last for 5 to 15 seconds. If the Hero has been enshrined on the battlefield, bindings create large areas of effect between the Wayfarer, the Hero ghost, and the Shrine instead:

  • Dissonance: Foes are knocked down every 7 seconds (ethereal field)
  • Shadowsong: Foes gain 1 stack of confusion for every skill used within this binding (dark field)
  • Anguish: Deals damage and adds a stack of burning every second, and another stack everyime a condition is gained. (lightning field)
  • Preservation: For each foe within and entering the binding a ghost is summoned. The ghost attacks cause 1 second of fear on foes or 2 seconds of regeneration on allies (not spawned by this binding). (light field)
  • Restoration: Allies take half damage while downed in this Binding, and downed skills recharge 1/3 faster.

Traits

A Wayfarer has five trait lines to choose from:

  • Zeal : Increases Power and Condition Duration
  • Prayers : Increases Precision and Boon Duration
  • Communion : Increases Toughness and Condition Damage
  • Restoration : Increases Vitality and Healing Power
  • Mysticism : Increases Critical Damage and Union Skill cooldowns
People vary.

(edited by FacesOfMu.3561)

Wayfarer Profession Linking Rits and Dervs

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Posted by: FacesOfMu.3561

FacesOfMu.3561

Equipment

The Wayfarer is an adventurer profession, and thus wears medium armor. They fight with melee weapons, defend their shrine, and strike with ranged magic.

Weapons

Two-handed

  • Greatsword: A Greatsword in the hands of a Wayfarer is a deadly scythe used for mowing down wheat and foes alike. With a scythe the Wayfarer attacks in a full sweep from left to right and back again. The Wayfarer can maintain painful doses of bleeding on foes surrounding them, and cripple those that want to get away. The Wayfarer’s strikes with the scythe become more powerful as enemies weaken.
  • Staff: A staff provides the Wayfarer a way to channel pure spiritual energy at foes. The Wayfarer strikes the foe with projeciles of lightning and blasts of ethereal energy. Some traits duplicate some staff skills by either the Hero Spirit or the Shrine, or both.

Main-hand

  • Axe: An Axe in the hands of a Wayfarer is a deadly sickle for plucking fruit and rending enemies. With a sickle the Wayfarer is capable of striking and parrying in a successive series, cutting wide gashes in an arc smaller than the Scythe. A rapid flurry in front of them causes weakness and vulnerability. The sickle can also do more damage the more boons the Wayfarer has.
  • Scepter: A Scepter provides a conduit of spiritual energy for a long range single attack, an unblockable burning of the spirit, and the drawing of health from the Wayfarer or Hero Spirit to heal self and allies.

Off-hand

  • Sword: As a sickle this weapon can root a foe to the ground until the player moves, or removes conditions from the foe to deal damage.
  • Focus: The focus is capable of summoning a companion of the Ancestral Ghost for melee or ranged damage, and create rift of spiritual agony across the ground.
  • Torch: A torch can be used to remove a condition from nearby allies and deal damage to foes, or summon a Spirit of the Land to provide healing around it.

Aquatic

  • Trident: A ranged weapon suitable for thinning the barriers between water and the mists.
  • Spear: A halberd-like melee weapon for doing sweeping attacks, reaping conditions for extra damage.

Crafting

The following crafting disciplines can create items that are useful to the engineer:

  • Weaponsmith: Axes, Greatswords, Swords, Spears.
  • Huntsman: Torches.
  • Leatherworker: Medium armor.
  • Jeweler: Jewelry.
  • Artificer: Urns, Staves, Scepter, Trident.
  • Chef: Food.

Personal story

In the biography step of character creation, Wayfarers may choose a great Hero that interests them.

People vary.

(edited by FacesOfMu.3561)

Wayfarer Profession Linking Rits and Dervs

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Posted by: FacesOfMu.3561

FacesOfMu.3561

Some concept images copied from the nets.
1) A Wayfarer with spirits
2) A Hero Spirit
3) An Enshrined Remnant (would be more than a little rock grave, probably something like a small elegant kneeling table, but you get the idea).
4) A Scythe-bearing Wayfarer

Attachments:

People vary.

(edited by FacesOfMu.3561)

Wayfarer Profession Linking Rits and Dervs

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Posted by: Ryld.1340

Ryld.1340

This is neat and deserves a look at.

Wayfarer Profession Linking Rits and Dervs

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Posted by: Orpheal.8263

Orpheal.8263

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside