Elite spec:The Shaman(Mace, totem, & mantra)

Elite spec:The Shaman(Mace, totem, & mantra)

in Elementalist

Posted by: King Kai.4516

King Kai.4516

The Shaman
Controlling the elements like ancients from the long distant past, the shaman is ready to commune with the primal forces of fire, air, earth, and water. They use totems to channel the elements and mantras to dictate the flow of battle. Inspired by same named class in WoW. A frontline direct damage dealer/crowd control character that wields a mace into battle. If you feel a trait or skill is to strong then suggest a reasonable recharge time. Please rate and improve!
Class Mechanic
Elemental Totems-any time the shaman switches to an attunement a totem is left on the ground which corresponds to that element. If placed on an enemy or ally corresponding field, absorb that field and double effect. Totems last 6 seconds and up to 2 of the same type can be out at the same time.
Fire totem- (Fire field radius 180, effect radius 300) 150 Power, 150 Expertise
Air totem-(Lighting field radius 180, effect radius 300) 150 Prowess, 150 Ferocity
Earth totem-(New Earth field radius 180, effect radius 300) 150 Toughness, 150 Vitality
Water totem-(Water field radius 180, effect radius 300) 150 Healing, outgoing healing effectiveness Increased: 20%

New earth field
Blast finisher- Area magnetic aura
Leap finisher- magnetic aura
Projectile finisher- bleeding
Whirl finisher- serrated bolts

Weapon (Mace)
Fire
Flame flash- range 300, smash foes
Primal strike- range 600, leap forward striking down on enemies damaging and burning foes
Fire range- pulse burning around character

Air
Wind blast- range 300, it foes that causes 10% more damage if other foes were also hit
Wind fury- range 200, strike foes and gain seconds of fury for amount foes hit
Lighting impact- range 600, projectile finisher, strike a single enemy with a lightning bolt attack

Earth
Earth cracker- range 400, Hit ground that causes a claw-shaped fissure damaging foes infront of you spread at your foe.
Ground parry- Block up to two attacks, counter attack by whirling the amount of times your blocked
Terrestrial bound- 400 range, raise mace above your head and slowing all enemies then strike down damaging all enemies

Water
Ice bash- Range 300, heal for 20% of damage
Frost ride- range 600, Slide forward, damaging and chilling enemies
Slush shock- range 200, Explode around you damaging foes, Blast finisher

Utility – Mantras- press once for instant effect (10 second cooldown), hold down for 3 seconds for secondary larger effect (normal cooldown)
• Mantra of Rain (Heal Skill)- heal for 3000, if channel is complete then heal for all damage incurred during channel
• Mantra of spirit– cleanse a condition, if channel is complete cleanse 3 conditions and damage foes in area
• Mantra of storm- break a stun, if channel is complete grant 10 seconds of stability and super speed
• Mantra of fury- next attack is unblockable, if channel is complete grant fury, quickness
• Mantra of balance (Elite Skill)- stun nearby foes, if channel is complete refresh all attunements

Traits (Minor)
• Shamanism- become a primal elementalist that can use a mace, mantras, and totems
• Elemental quickness- Gain quickness whenever a combo finisher is used on a field
• Shamanistic rage- gain fury when quickness is gained, fury effectiveness increased: 20%

Traits (Adept)
• Enhanced weaponry- Mace skills grant fury when they hit foes that are dazed, knocked down, launched, or stunned. Reduces recharge on mace skills.
• Totemic persistence- allies have increased damage of 2% for each totem they are currently affected by
• Earthquake- when a foe attempts to control you by stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch, break stun and knockdown all foes in the area

Traits (Master)
• Primal chant- Mantras initial effect is activated again 1 second after the first effect. Activating a mantra gives stacking might.
• Totemic resonance- totems last 50% longer and radiate a daze effect within their area of effect every 3 seconds.
• Conductivity- Damage inflicted on a foe has a 50% chance of also hitting another nearby foe.

Traits (Grandmaster)
• Elemental power- having all 4 totems out grants a status that increases all stats by 15%
• Lightning defense- critical attacks have a chance to enact lighting shield buff, next 3 hits the character takes hit dazes the striking foe
• Storm flurry- When you activate a combo finisher, it activates twice.

(edited by King Kai.4516)

Elite spec:The Shaman(Mace, totem, & mantra)

in Elementalist

Posted by: Thorniss.2301

Thorniss.2301

I really like your idea, giving a rapid look just the master and grandmaster minor traits seems a bit OP to me, but the test may be ok with some little adjustment.

+1

Elite spec:The Shaman(Mace, totem, & mantra)

in Elementalist

Posted by: King Kai.4516

King Kai.4516

I really like your idea, giving a rapid look just the master and grandmaster minor traits seems a bit OP to me, but the test may be ok with some little adjustment.

+1

Thanks for the feedback!

Elite spec:The Shaman(Mace, totem, & mantra)

in Elementalist

Posted by: King Kai.4516

King Kai.4516

Update:
Elemental power- having all 4 totems out grants a status that increases all stats by 15% totems pulse a condition every 3 seconds which corresponds to its element:
fire totem-fire
Air totem-weakness
Earth totem-bleeding
water totem-chill

Elite spec:The Shaman(Mace, totem, & mantra)

in Elementalist

Posted by: Black Iris Flowers.3418

Black Iris Flowers.3418

Under the description of the totems, you say up to 2 can be out at the same time. Under the trait Elemental Power it says ’having all 4 totems out grants a …"

Is the max 2 or 4? Regardless, I would say the max would be one out at a time. Even for a 6 second duration that is a LOT of stat buffs without any skill sacrifice (ie how Warriors equip banners- each one takes a utility slot). I can just imagine someone quickly flipping through the attunements and stacking totems (normally attunements take 1.5 seconds to recharge, 10 seconds if it was the attunement you just switched from)

However I do really love the concept and enjoy the suggest of an earth field; it seems odd there’s not one in game already.

Elite spec:The Shaman(Mace, totem, & mantra)

in Elementalist

Posted by: King Kai.4516

King Kai.4516

Under the description of the totems, you say up to 2 can be out at the same time. Under the trait Elemental Power it says ’having all 4 totems out grants a …"

Is the max 2 or 4? Regardless, I would say the max would be one out at a time. Even for a 6 second duration that is a LOT of stat buffs without any skill sacrifice (ie how Warriors equip banners- each one takes a utility slot). I can just imagine someone quickly flipping through the attunements and stacking totems (normally attunements take 1.5 seconds to recharge, 10 seconds if it was the attunement you just switched from)

However I do really love the concept and enjoy the suggest of an earth field; it seems odd there’s not one in game already.

The first one means you can have up to 2 of the same type(example:two fire totems), where as the Elemental power buff comes in when you have all 4 of the different types of totems out.

The limitation will be you have to be pretty close to the totem to gain the benefits, the totems are stationary, and it only lasts 6 seconds.

Thanks for the input!

Elite spec:The Shaman(Mace, totem, & mantra)

in Elementalist

Posted by: Yannir.4132

Yannir.4132

Well, you certainly are getting better at ESpec crafting, as it’s not blatantly OP at first glance. However, I still have a few critiques.

1st: Not really a critique, just an observation. Earth Field. Isn’t that just a field? “The Shaman, catering to your agricultural needs in the new lands!” If I land a Water Field on my Earth field, can I grow my own crops?
Being serious, you could rename it. Like Magnetic Field?

2nd: This method of implementing mantras is horrible. Having 3s cast times on skills that need to be cast while in combat? DD’s will be having so much fun with this spec. Just invites to interrupt. The mesmer way is less fluid but atleast you can pre-cast them to be ready when needed.

Yannir for males. (guard,thief,war,ele)
Sonya for females. (necro,rev,ranger,mes,engi)
All classes lvl 80.

Elite spec:The Shaman(Mace, totem, & mantra)

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Posted by: musu.9205

musu.9205

suggest to op : theory crafting is fun , but keep in mind -

first :try not to add “new stuff ” to directly replace current meta build role in this case ps war or even quickness sharing mesmer . tome itself looks fun not gw2 does not need more raw stats stack . and ele doesnt need to be top of buffer .also we dont need more reflection for pvp sake
for example : make all tome a consumable buff which will actives when you do certain thing . fire tome : whenever you burn foes ,you consume fire tome for a flaming fire field around you which will do burn damage .
air tome :every third critical attack will consume air tome and summon a less air element.

second :try to focus on what ele actually needs : active defense for pvp ,maybe earth tome can be a decoy to absorb 1500 damage every 2 second for 6s . water tome :everytime you heal yourself you consume water tome for a burst healing (last 6s , and btw ele does not need more support potential , tempest is pretty strong for all game mode the only reason raid doesnt use tempest healer is that druid offer more dps buff ).

third :make powerful traits a trade off , minor traits should be more theme based or elite line defined .quickness or double fury effectiveness have nothing to do with shaman theme at all

forth : make the skills more shaman-ish . you added too many traits which only require general finisher . do we need more traits interact with combo , yes ,but for an elite line ,its too many therefore not much trade off.

last : stuff that should not be in gw2 for reasons no matter what .
perma quickness on almost all ele lousy rotation from weapon skills is a big no thank you . Passive Hard CC is awfully imbalanced .

Elite spec:The Shaman(Mace, totem, & mantra)

in Elementalist

Posted by: hashmonkey.2501

hashmonkey.2501

Update:

water totem-chill.

i want my regen!

Elite spec:The Shaman(Mace, totem, & mantra)

in Elementalist

Posted by: Conncept.7638

Conncept.7638

Good solid idea that takes advantage of RPG tradition, real world cultural inspiration, and recognizable tropes.

And ANets childish avante garde “better than thou” design attitude would make them never even consider it. If they made a shaman class, it would have to have nothing to do with how everyone knows (and already likes) shamans as they appear elsewhere, we’d end up with some hackjob pulling cthulu monsters out of space or something else completely nonsensical and contrary to the existing mythos.

(edited by Conncept.7638)

Elite spec:The Shaman(Mace, totem, & mantra)

in Elementalist

Posted by: Yannir.4132

Yannir.4132

Good solid idea that takes advantage of RPG tradition, real world cultural inspiration, and recognizable tropes.

And ANets childish avante garde “better than thou” design attitude would make them never even consider it. If they made a shaman class, it would have to have nothing to do with how everyone knows (and already likes) shamans as they appear elsewhere, we’d end up with some hackjob pulling cthulu monsters out of space or something else completely nonsensical and contrary to the existing mythos.

Yeah, and that’s exactly how druid turned out as well. Oh no wait…

Seriously, if as a consumer you don’t like how ANet executes their intellectual property, you are free to take your money elsewhere. As a general sidenote, many people get bored of the sorcerers and priests that are present in other games, which ANet takes advantage of in a good way.

Yannir for males. (guard,thief,war,ele)
Sonya for females. (necro,rev,ranger,mes,engi)
All classes lvl 80.