MINOR HEART OF THORNS SPOILERS AHEAD
I thought of this elite spec while farming materials, so please forgive any inconsistencies. Names subject to change. I’m not good with numbers, so I won’t be putting any damage or healing on any of the skills or anything, and I might get some conditions off-bearing when it comes to balance. With that said, please enjoy!
The Justiciar – Your traversal through the Maguuma Jungle as you marched towards what would soon be Mordremoth’s final resting place, made you see just how much evil the world can bring upon the innocent. You vow to yourself to bring justice to these evils, and you will stop at nothing to do so.
Profession mechanic – You have been inspired by the Hope and Mercy of your friends and teammates, and have decided to use that Hope and Mercy to help others in the form of two new Virtues (F4 and F5). Placing Virtuous Wells swaps out each Well’s respective Virtue (i.e Well of Resolve will swap out Virtue of Resolve with something new, etc.) with a new skill that detonates the well in a blast of righteousness and purifying light. Using said replacement skill increases the cooldown of both the Virtue replaced and it’s respective Well by 50%.
- Virtue of Hope -
Passive – Your outgoing boons have increased duration. This duration increase affects boons distributed by this Virtue’s active effect. (Duration Increase: 15%)
Active – Copy all of your boons to nearby allies. (Max boon duration – 5 seconds. Max boon stack – 5 stacks. Targets: up to 5 allies. 45 second cooldown.)
- Virtue of Mercy -
Passive – Periodically transfer conditions from nearby allies to yourself. (Interval: 8s, Conditions Transferred: 1, Maximum Allies: 4, Combat Only)
Active – Grant nearby allies Justiciar’s Mercy for 10 seconds. (Justiciar’s Mercy: Incoming damage is reduced by 1% for every boon you. Cooldown: 75s)
New Weapon – Trident (yes, above-ground). The skills are pretty much the same as the underwater ones, just slightly tweaked.
Weapon Skills -
- Light of Judgement – Fire a ball of light that damages foes and heals allies. Damage: ?, Healing: ?, Number of Bounces: 5, Range: 900. Cast Time: 0.5s.
- Purify/Purifying Blast – Release an orb of cleansing light that homes in on your target and detonates on impact, burning enemies and curing conditions on allies in the blast radius. Damage: ?, Number of Targets: 5, Burning: 6s. Number of Allies: 5, Number of Conditions Cleansed: 2. Radius 300, Range: 900. Cast Time: 0.5s, Cooldown: 12s (Purifying Blast – Detonate the orb early to burn foes and cure conditions on allies. Same stats as Purify. Cooldown: 8s)
- Field of Light – Create a field of light at a target location that does damage every second at a target location. Damage (5x): ?, Number of Targets: 5, Duration: 5 seconds, Radius: 240, Range: 900, Combo Field: Light. Ground target skill. Cast Time: 0.5s, Cooldown: 15s
- Refraction – Create a bubble at a target location that absorbs hostile projectiles and pulses retaliation to allies. Retaliation: 2 seconds, Number of Targets: 5, Duration: 6 seconds, Radius: 240, Combo Field: Light. Ground target skill. Cast Time: 0.5s, Cooldown: 20s
- Weight of Justice – Crush your foe with the weight of justice, knocking them down. Applies a unique condition: Weight of Justice: Movement speed and attack speed are reduced by 33%, Duration: 5s. Cannot be removed with condition clears. Damage: ?, Knockdown: 2s. Cast Time: 1s, Cooldown: 30s.
Slot Skills – Virtuous Wells. You have found a way to channel your virtuous powers into wells of light that bolster allies, interfere with enemies, and can interact with your Virtues.
- Well of Resolve (Healing Skill) – Place a well that grants regeneration to allies, and converts conditions on allies to boons. Initial self heal: ?, Ending Heal: ?, Healing per Pulse: ?, Regenerationper Pulse: 2s, Conditions converted per Pulse: 1. Pulses: 5, Duration 5s, Radius: 300, Number of Allies: 5, Cast Time: 1/4s Combo Field: Water, Cooldown: 25s (37.5s if Smitten).
- Well of Justice (Utility Skill) – Place a well that damages enemies and applies burning every pulse. Damage per Pulse: ?, Burning per Pulse: 1.5s, Number of Pulses: 5, Duration: 5s, Radius: 300, Number of Targets: 5, Cast Time: 0.5s Combo Field: Fire, Cooldown 30s (45s if Smitten).
- Well of Courage (Utility Skill) – Place a well that pulses Aegis to allies and damages and removes boons from enemies. Damage per Pulse: ?, Damage on Final Pulse: ?, Boons Removed per Pulse: 1, Boons Removed on Final Pulse: 3, Aegis per Pulse: 2s, Pulses: 3, Duration: 6s Radius: 300, Number of Targets: 5, Number of Allies: 5, Cast Time: 0.5s Combo Field: Fire, Cooldown: 40s (60s if Smitten).
- Well of Mercy (Utility Skill) – Place a well that damages enemies and removes conditions from allies. Damage per Pulse: ?, Conditions Removed per Pulse: 1, Pulses: 4, Duration: 4s, Radius: 300, Number of Targets: 5, Number of Allies: 5, Cast Time: 0.5s Combo Field: Fire, Cooldown 30s (45s if Smitten).
- Well of Hope (Elite Skill) – Place a well that damages enemies and transfers boons on them to nearby allies, and heals allies and transfers conditions from them to nearby enemies. Damage per Pulse: ?, Boons Transferred per Pulse: 1. Healing per Pulse: ?, Conditions Transferred per Pulse: 1. Pulses: 5, Duration: 5s, Radius: 300, Number of Targets: 5, Number of Allies: 5, Cast Time: 1.5s, Combo Field: Fire, Cooldown 90s (135s if Smitten.)
Profession Mechanic Interaction – Whenever you place a Virtuous Well, it’s respective Virtue (i.e. Virtue of Resolve’s respective Virtue is Virtue of Resolve, Well of Justice’s is Virtue of Justice, etc.) gets temporarily replaced for the duration that the well is on the ground with a new skill called a ‘Smite’. Activating a Smite will cause the Virtue’s respective Well on the ground to explode with a blast of righteousness and purifying light, which has a different effect depending on the Well that was blasted. Smiting a Well will cause the Well to go on an extended cooldown (increased by 50%). (Smiting a Well will cause it to activate a blast finisher on a fire field, as the Wells are fields.) Here are the effects:
- Smite of Justice – Smite your Well of Justice, causing it to erupt in righteous fire that burns nearby enemies. Damage: ?, Burning: 5 stacks for 10s. Number of Targets: Blast Radius: 500, Cast Time: 1s Combo Finisher: Blast, ICD: 50s.
- Smite of Resolve – Smite your Well of Resolve, causing it to unleash purifying light that heals and removes conditions from nearby allies. Healing: 25% more than Initial Self Heal on the Well, Number of Allies: 5, Conditions Removed: 5, Blast Radius: 500, Cast Time: 1s, Combo Finisher: Blast, ICD: 70s.
- Smite of Courage – Smite your Well of Courage, causing it to release a blast of righteous fury that damages nearby enemies, and grants stability and might to nearby allies. Damage: ?, Stability: 3 stacks for 5s, Might: 5 stacks for 5s, Number of Targets: 5, Number of Allies: 5, Blast Radius: 500, Combo Finisher: Blast, Cast Time 1.5s, ICD: 90s
- Smite of Hope – Smite your Well of Hope, causing it to release an explosion of righteous light that transfers all conditions on nearby allies to nearby enemies, and all boons from nearby enemies to nearby allies. Conditions Transferred: 13, Boons Transferred: 11, Number of Targets: 5, Number of Allies: 5, Blast Radius: 500, Combo Finisher: Blast, Cast Time: 2.5s, ICD: 240s.
- Smite of Mercy – Smite your Well of Mercy, causing it to explode with purifying fire, damaging and burning nearby enemies, and granting Resistance to nearby allies. Damage: ?, Burning: 3 stacks for 5s, Healing: ?, Resistance: 5s, Number of Targets: 5, Number of Allies: 5, Blast Radius: 500, Combo Finisher: Blast, Cast Time 1s, ICD: 90s.
Traits -
- Minor Adept – Justiciar’s Path: You have been inspired by the Hope and Mercy of your allies, and have decided to use the Hope and Mercy to help others in the form of two new Virtues. Grants access to the Trident on ground, and Virtuous Wells.
- Major Adept – Hopeful Invigoration: Virtue of Hope’s passive Boon Duration Increase is now 20%.
- Major Adept – Merciful Resistance: Virtue of Mercy’s passive effect now grants 2s of Resistance for every condition transferred.
- Major Adept – Wells of Weakness: All wells now apply Weakness (1.5s) to enemies every pulse, and have reduced recharge times. (Recharge Reduced: 25%)
- Minor Master – Burning Light: Your Light of Judgement skill now applies Burning (1s) to every enemy it bounces off of.
- Major Master – Smitten Attraction: Taunt (3s) an enemy who is affected by one of your Smites. (60s ICD, Maximum Targets: 1)
- Major Master – Justiciar’s Hope: Nearby allies gain up 150 Healing Power (6s) based on your effective level. (Interval: 3s, Radius: 600, Combat Only)
- Major Master – Trident Mastery: Your Trident skills have increased range and reduced cooldown. (Range Increase: 300, Recharge Reduction: 20%)
- Minor Grandmaster – Critical Healing: You healing now has a chance to critically heal. (Critical Heal Chance: 50% of you Critical Chance. Critical Healing Amount: 50% of your Critical Damage.)
- Major Grandmaster – Smiting Defender: Blocking an attack reduces all Smite cooldowns by 1 second. (15s ICD)
- Major Grandmaster – : Wells have reduced recharge, and all incoming boons from your Wells have increased duration. (Cooldown Reduction: 25%, Duration Increase: 25%)
- Major Grandmaster – Righteous Reach: Wells have an increased radius, and all outgoing conditions from your Wells have increased duration. (Radius Increase: 100, Duration Increase: 25%)
(edited by gamerinachair.4057)