Hello all.
Like a lot of you, I like creating new elite specialisations in my spare time.
Unfortunately, balancing is not exactly my strong suit, and I could use some constructive critisism in that department.
I hope I can achieve something for guardians among the lines of my specialisation for necro, The Envoy. ( link: https://forum-en.gw2archive.eu/forum/professions/necromancer/Elite-Specialisation-Idea-need-Feedback/first#post6277614 ).
That spec also started out as extremely overpowered, and is now, after community help, nearing a state of relative balance.
Without further ado I present:
The Seeker, the first condition damage specialisation for Guardians
Lore
After the shock of Sylvari being revealed as being minions of the Jungle Dragon, fear and mistrust spread through Tyria. People started to look at each other and other races with fear. Everyone they knew could be an agent for a new dragon. Innocent people fell victim to a true witch hunt, being accused of collaborating with the Sons of Svanir, Inquest, Nightmare Court or Bandits as a part of the plans of a new dragon. In this time of turmoil, several guardians took it upon themselves to form a new order, dedicated to separate the rumors from the truth. They became known as the seekers, seeking the truth behind every situation and accusation, their justice being relentless if found guilty, their methods ruthless to achieve reliable intel. Seekers deal in absolutes: You are either with the races of Tyria against the dragons…or you are against them, most likely branding you as the Seeker’s next victim. Seekers use experimental potions to weaken and debilitate their enemies before questioning, these unprecedented brews have even warped the way Seekers use their virtues.
Changed Virtues
Silencing Justice:
Passive: Inflict (1) burning (2s) every 5th attack.
Active: You become empowered by your quest for the truth, dazing (1s) foes (3) close to you (200 range) while applying (1) burn (4s). Foes activating skills that are struck by this effect suffer from additional (3) burning (5s) from this skill. Activation time: ¼s . Recharge: 20 seconds.
Cold Light Of Resolve:
Passive: Regenerate health.
Active: The Cold Lights Of Truth surround you, healing you and nearby allies while chilling (2s) and knocking back (450) foes (3) close to you (200 range). Foes not activating skills struck by this effect suffer from additional chill (3s). Activation time: ¾ s. Recharge: 45 seconds.
Blessed Courage:
Passive: Gain aegis every 40 seconds.
Active: You manifest your bravery in front of you, sending out a fast moving shield (600 range) that reflects projectiles and knocks down foes(1s) in its path. Foes that get struck by this skill while moving stay knocked down for a longer period of time (additional knockdown: 1s). Activation time: 1s. Recharge time: 60 seconds.
Weapon: Main hand dagger
Auto attack: Flashing Daggers: throw a dagger at your target, piercing foes in a line while applying bleeding (7s). Apply additional bleeding (7s)to each foe for each foe hit after the first. Max targets: 3. Combo finisher: projectile ( 20% chance). Range: 600.
Dagger 2: Wicked slice: Leap at your target, crippling (5s) them. If the hit connects, follow up with Infected veins. Activation time: ¾ second. Range: 600. Recharge: 5
Dagger 2: Infected Veins (3s): Thrust your dagger into your target, (3) poisoning them (5s). If your target was suffering from bleeding you inflict bonus (6) poison (5s) to your target and up to 2 nearby foes. activation time: ½ second. Range: 300. Combo finisher: leap.
Dagger 3: Alchemist’s Concoction: Stab your foe and evade ( ¾ s) backwards (450), dropping a flask that leaves a chemical field (5s) that (2)confuses (4s) enemies standing in it every second. If you successfully hit a target before evading, gain access to Volatile Combustion. Range: 130. Puddle radius: 360. Combo field: ethereal.
Activation time: ½ second. Recharge: 12.
Dagger 3: Volatile combustion (3s): Throw a specially prepared dagger into your chemical field, causing it to combust and applying massive(4) burning (3s) to foes standing inside the field with each tick. Using Volatile Combustion causes Alchemist’s Concoction to recharge longer ( + 100% recharge time) Range: 600. Activation time: 1 second. Combo finisher: Blast.
Utility Skills: Elixirs
Utility Elixir 1
Flask Of Experimental Fire.
Inflict (2) burning (3s) and (1)torment(4s) with attacks (6s). Every unique skill you use while this elixir is active increases its duration (1s).
¼ activation; 30 CD
Utility Elixir 2
Flask Of Experimental Frost.
Inflict chill (2s) and (2)poison (4s) with attacks (6s). Using a virtue while this elixir is active drastically improves the elixir’s effects ( chill: now 4s, now 5 poison (6s).
¼ activation, 45 CD.
Utility Elixir 3
Flask Of Experimental Lightning.
Inflict (2) bleeding (4s) and (3)vulnerability (5s) with attacks (6s). If you dodge while this elixir is active, gain quickness (3s).
¼ activation, 45 CD.
Elite:
Flask Of Experimental Goo
Inflict daze ( ¼ s) and (2) confusion (3s) with attacks (6s). Recharge the elixir with the longest current cooldown and inflict immobilize (1s) with your next elixir in addition to its regular effects.
¼ activation, 60 CD.
Heal:
Flask Of Experimental Rejuvenation
Heal (6400) and gain retaliation (4s). For 6 seconds, gain additional retaliation ( ¼ s) whenever you inflict a condition. Activation time: 1s. Recharge: 30
Traits
Minor 1:Seeker Of Truth:
Get access to the Seeker specialization, the dagger mainhand Weapon and Elixirs.
Adept 1: Seperate Lies From Facts
Whenever you give protection to allies you also grant resistance (3s). This trait has a 15 second ICD.
Adept 2: The Truth Is Ugly
Virtue’s effects now apply additional conditions to enemies with their passive effects.
Justice Passive: every 5th attack, apply (1) confusion (2s)
Resolve passive: apply (1) poison (3s) every pulse to up to 3 nearby foes while in combat.
Courage passive: apply (2s) bleeding (5s) every time Courage’s effect renews or when aegis blocks an attack while in combat.
Adept 3: Theoretical Mixtures
Gain retaliation (4s) and deal bonus damage while under the effects of an elixir ( 5%).
This effect stacks.
Minor 2: Defender’s Zeal.
Regain endurance when hit by attacks while blocking( endurance regained: 10) and inflict (2) bleeding (4s) upon your attackers if your endurance is full. This trait has a 1 second ICD
Master 1: Balthazar’s Pendulum.
The next time you are the target of crowd control, mirror the effect back to your attacker. ICD: 30
Master 2: Heart Of Holy Flame.
Whenever you grant a boon to an ally, foes near that ally (300) take damage ( 277) and start burning (3s). This trait has a 5 second ICD.
Master 3: Surgical Incisions
Dagger attacks now cripple (2s) enemies ( 10 second ICD). Deal bonus damage to foes depending on the amount of conditions currently on them ( bonus damage: 3% per condition, maximum bonus 15%).
Minor 3: Unwavering Martyr
Retaliation heals you ( 200 hp/ sec).
Move 25% faster while under the effects of retaliation.
Grandmaster 1: Mystic Vigor
Combo finishers you perform in any combo field now heal you (220).
Grandmaster 2: Flaskmaster
Reduce the recharge on elixirs (20%).
When using an elixir, share it’s effects with nearby allies.
Grandmaster 3: Tainted body, pure spirit
All virtues are now ground targetable shadowsteps with 400 range.
Silencing justice now makes your attacks unblockable (3s) with it’s active.
I have tried to create a spec that is able to unload a lot of conditions within a short timeframe, while being mobile within a small range. This is a guardian with mobility from close to midrange, keeping the class its original weakness of being unable to go long-range effectively. While many would want to see this otherwise, I feel everything should have an achilles heel.
Is this balanced?
Probably not, I am not that great at initial balancing.
That is where you guys come in.
Please give me feedback, both positive and negative ( as long as it’s constructive).
Hopefully, with the help of the community, I can transform this from an initial idea into a balanced spec that’s fun to play.
Enjoy the (long) read
(edited by Wielder Of Magic.3950)