[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
(edited by Rym.1469)
Hey,
I recently got a code for 800 gems, but since I’m not planning on playing Guild Wars 2 in close future, I thought I could make a small creativity contest and giveaway that code to author of the best submission. Keep in mind it’s 100% subjective.
Long story short, from the time I made this post till 02.06.2016(June 2nd) you can post or link your submissions under this thread. After closing the contest, I will choose the winner and possibly some other entries that I like and comment on what I liked or not.
One person – one submission. Everyone is free to enter.
There are couple things I will pay a lot attention to such as:
Use numbers to indicate the general idea, they don’t have to be any balanced.
You can use that_shaman’s tooltip builder, templates, write word documents, whatever you like.
Couple of my older works if you’re not sure how to start:
Gl&Hf.
Rym
(edited by Rym.1469)
Here’s my submission: The Demon!
This is very cool, and I’ll definitely be participating. There are so many things in the gem store that I need and the gem conversion has been out of control!
Here is mine: the warlock.
Awesome contest idea. I have a fun idea that I will post when I get off work.
I made a concept a few months ago (its way from perfect, I dont know much about necro traits). Its based on summoning from dead bodies (I played a lot GW1) this is something that wont ever happen in GW2 but I had a lot of fun thinking about this, maybe you enjoy reading
https://www.reddit.com/r/Guildwars2/comments/48ulcs/my_first_ideas_for_a_new_necro_elite/
Here’s my entry (which I made a few months ago): https://forum-en.gw2archive.eu/forum/professions/necromancer/Suggestion-Elite-spec-Ritualist/first#post5969027
Bonedancer !
I hate that Necromancers just don’t feel like Necromancers… where are my skeletons and other mindless zombies?!
Weapon.. instead of a new one it revamps an old one! Axe no longer functions like the axe from base Necro or Reaper it is now a real melee weapon: #1 Cleaving auto attack – #2 a shlow channeled frontal cone attack like 100 blades but can move around – #3 A chop to the head does more damage with vulnerability on target
Shroud for Bonedancer is more utility for allies and minions and less on the damage
Bonedancer (and hopefully maybe base necro and reaper) can now command minions with hotkeys.
Heal> Summon a skeleton with guardian/monk like abilities that buffs and heals you and on command will do one big heal before shattering and splintering damage foes but healing energies go to you
Utility skills
Summon Zombie Mage a ranged minion
Summon Skeletons hold charges on this can have multiple of them up but they are not very strong and fall apart easily
Summon Zombie Knight a tanky ish zombie with taunts has no problem with agro
Elite
an elite well that damages foes and summons fragile skeleton minions under your control up to 10
kitten i’d have to think on traits more i’ll edit more later
I think this could totally exist ingame though
Antichristos
Bases of The Antichristos is the four horsemen of the apocalypse. Much like thieves got dodge abilities tied to their grandmaster traits your shroud would change depending on which grandmaster you took. Base for spec would be the first horsemen (pestilence) in which we would see no grandmaster trait taken, next would follow respectively
Pestilence (condi based horsemen):
1: strike target, cleaving foes, inflict bleeding 5s
Chain: swing your sword back, cleaving foes again, inflicting torment 3s
Chain: let a shadow burst emit from your blade blinding nearby foes 2s
2: Leap to target area (600 range) creating ring of spikes inflicting bleeding x3 5s and cripple 3s
3: Block incoming attacks, inflict fear 1s on foes you block within radius (360)
4: Pulse shadows from yourself, inflicting torment (3s) on foes they strike (1 shadow per foe within range up to five targets, pulses 5 times). (radius 300)
5: Release a blast of fire to target area burning nearby foes and creating a fire field.
War (siphon based horsemen):
1: Strike target siphoning x health
Chain: strike your target again on the backswing siphoning health and inflicting cripple 3s
Chain: Swing your sword at your target inflicting a siphon debuff 3s siphons are more potent
2: leap to target area (600 range) inflicting immobolize on foes in radius 2s
3: Absorb incoming damage 3 seconds turning it to life force.
Phase 2: may end skill early to release 1s fear (360 radius)
4: Pulse a pool of blood at you location (5s) enemies caught in radius are inflicted with chill allies within pool gain regen (pulses/s regen 2s, chill 2s).
5: Release a blast of all life force damaging all foes for x and heal yourself and allies. Damage and heal increased with percentage of lifeforce used.
Famine (support/debuff based horsemen):
1: Strike target foe, inflict chill 1s
Chain: strike target foe, inflict weakness 2s
Chain: strike target foe, removing 1 boon.
2: Leap to target area (600 range) inflict weakness on foes and protection to allies 5s.
3: Release shadows to armor 5 nearby allies, allies armored by shadows redirect 25% of damage taken to you 5s, shatter the shadows inflicting fear on foes in radius of allies 1s (Enemy may only be hit by 1 fear).
4: Pulse life force to nearby allies and foes, allies gain quickness (1s) foes are conditioned with slow.
5: Release a shadowy blast removing all boons from foes caught in its effect cause weakness 1s per boon removed, you gain retlaliation per boon removed.
Death (physical damage/burst spec):
1: Strike target foe, inflicting 1 stack vulnerability per target hit
Chain: Strike foe, apply 1 stack might per target hit
Chain :Strike foe, apply 1 stack fury per target hit
2: leap to target area 600 (600 range) gain stability, target is taunted for 2 seconds
3: Embrace the darkness, for 3 seconds you are a walking smokefield blinding nearby foes (1s) (240 radius) blowout the smoke to blind foes (6s) foes are also feared 1s
4: Pulse darkness outward from you (340 radius) each consecutive hit does more damage. (5x)
5: shadows burst out from your darkness grabbing foes and pulling them towards you (5 targets)
Only got the shroud skills thought of but after the fourth time my boss has given me kitten for being on non PCI compliant websites I decided I should probably listen, so rough Idea, hope you like it.
P.s. The numbers on skills (that are there) are way off, was going o attempt to make things balanced etc. but… well see para. above.. :P so, just imagine respective number and damage.
(edited by TheNickPrice.8457)
Siren
Utilities: Upkeeps: A new set of utilities that are now usable in Death Shroud, and has a different effect while in Death Shroud. Consumes health while in shroud, and life force while outside. (*Note: Syntax will be [Outside DS / In DS]). All upkeeps go on cooldown upon entering or leaving shroud (For the sake of balance).
Heal: Heart Palpations (Costs [4% Life Force/4% Health per second]): While active, regenerate [Health/Life Force] equal to [500 Health/3% LF] + 25% of all upkeep being consumed per second. CD 15s.
Utility examples: From within the Fog (Costs [5% Life Force/5% Health per second]): While active, a 600 range fog follows the player, granting 20% damage reduction from foes outside of the fog (600 range) and gain a stack (of some buff, up to 20) every second for each target within the fog (600 range). Upon the end of the upkeep, consume all stacks and restore 3% Health and 3% Life Force per stack. CD 20s.
Siren Call (Costs [5% Health/5% Life Force] per second): Every second, apply Charm (1s) onto enemies outside of 600 range (max 1500), which forces enemies to walk towards the player (but are still able to use skills). Enemies can only be charmed once every 3s. CD 15s.
Elite: Soul Burden (Costs [20% Life Force/15% Max Health] per second): Tether nearby enemies and force them to take a burden, taking damage equal to half of all your upkeeps. Regenerate 3% Life Force/2% Max Health per tether, max of 3. (Tether range 400; breaks if enemies get out of 600 range). CD 30s.
New Mechanic: Siren Shroud
1. Skill (Decided by traits, default Life Blast)
2. Unholy Chains – Ground Targeted aoe immobilize
3. Warning Cry – AoE fear, 1200 range cone.
4. Sweet Whispers – steal boons from nearby enemies and transfer conditions to enemies, 2x per second. Boons stolen are granted to nearby allies.
5. Siren Song – Gain stability and channel in place, damaging + poison + cripple AoE. Gain life force per enemy hit.
Trait Examples: Master trait line decides 1 skill
Charmer – all fear becomes charm. All fear effects now affect charm. 1 Skill is now applies noxious string, applies torment and poison.
Hunter – 1 skill is now a fast attacking harpoon (900 range). Always corrupts swiftness. Deal 15% increased damage to immobilized enemies.
Sweet Mistress – Siren Song grants massive boons and heals allies. Skill 1 becomes a slow (2s cast time) bouncing attack that takes conditions off allies and transfers it to enemies (5 bounces, last attack will prioritize enemies).
Grandmaster:
Undying Tides: Keeping up 3 upkeeps grants pulsing stability. Upkeeps cost less life force if under the hp threshold; less hp if under the life force threshold .
Heartstealer: Striking a charmed foe increases condition damage by 20% for 10s. Apply extra torment (2s) on hit while heartstealer is in effect.
Sirenlock: Siren Song now does massive damage upon finishing channeling. Chilling or crippling an enemy immobilizes them (20s icd).
Weapon: Torch – deals damage, charms.
The Shaman Elite Spec
A primitive conjurer utilizing forgotten alchemical magics to immolate his foes. Wielding a Torch in his offhand, the Shaman would burn his enemies with black fire, searing the flesh from their bones and leaving them with festering, infected wounds.
The Shaman would be a mid-range condition based brawler, focusing mostly on burning, with some secondary poison damage. It would offer an alternative play-style to the current condition / corruption builds that Necromancer uses. This style would be more straightforward — your goal is to simply annihilate your foes with fire, rather than spreading your own self-inflicted contagions around.
Utilizing ancient alchemy, the Shaman would gain access to Elixirs as the new utility type. Each Elixir would allow him some temporary combat benefits (similar to GW1’s Preparation abilities).
The Shaman would also learn to enter a new death shroud… sort of. Upon consuming enough life force, the Shaman will have collected enough power to consume his most dangerous – but powerful – elixir, the Blackwater Abomination.
I feel like this would be a good parallel to the current cold-themed / power based Reaper spec. It would also help expand upon the fairly limited condition based options that Necromancer’s have right now. I think a primitive alchemist archetype would fit nicely in GW2, and the Necromancer is the prime candidate for it.
Drinking nasty ichors and fermented toxins, throwing cursed flames at foes, and ultimately absorbing enough souls to effectively consume a “suicide” drink and go all “flaming hulk mode” sounds fun to me!
I guess the theme is like support, cc and neutrality and stuff. I’d call it the Sealmaster or something else that denotes a dude using magical seals. It uses mace mainhand. Color scheme for the new shroud would be light grey and spectral-ish. Anyway. Pics below has skills in them.
Edit: I forgot to explain how I envisioned Seals to be working. Basically they’re like kinda like Mesmer mantras. First you use the skill to put a seal down then you get a flip skill to activate it. The seal itself will do nothing unless activated.
Mace skills
Shroud skills
Utilities
I couldn’t be bothered to make a thingy for traits so this will do.
Minor traits
Adept:
You can now equip maces and gain access to Sealmaster seals. Death Shroud is replaced with Empyrean Shroud which has more supportive skills and crowd control.
Master:
When you grant yourself Might, grant it to nearby allies as well.
Might(5s)
ICD: 1s
Grandmaster:
Incoming healing effects are more effective on you. Gain Toughness based on your current health:
Healing Effectiveness Increased: 10%
Toughness above 75% Health: 200
Toughness below 75% Health: 300
Toughness below 50% Health: 500
Traits
Adept:
1. Entering Empyreal Shroud gives nearby allies Resistance(3s)
2. Deal extra damage to disabled foes(10%).
3. Reduces recharge of Seal skills(20%)
Master:
1. Increase vitality by 150 points for nearby allies
2. Gain 1% life force per incoming healing effect while in Empyreal Shroud
3. Seals give boons upon activation.
Grandmaster:
1. Heal nearby allies when you are afflicted by a condition
2. Your Mace skills hit twice. Reduces recharge of Mace skills(20%)
3. Your Seals can be activated twice.
Ples gib gems.
(edited by Aktium.9506)
I think i lost my mind while reading the soul binder stuff. The words to describe, i can’t even…
You would make a pretty good game designer if you arent one already. Maybe replace the comedians designing the necro.
(edited by Ragion.2831)
Death Knight
“Unliving, Undying, Eternal.”
Calling upon spirits to aid them in battle, Death Knights wield shields to protect themselves with razor shards of bones and unleash angry spectres upon any foe that would desecrate the graves of their fallen comrades. With the help of their ghostly allies and necromantic magic, Death Knights support allies while chanting sacred Mantras, reaffirming the vows that bind them to their sacred cause.
Death Knights gain Spirit Bond as their profession mechanic in addition to Death Shroud.
Spirit Bond (Instant Cast, 10 sec cooldown, requires 10% life force to activate, degenerates life force at 4% per second) – Call spirits to you, feeding them life force in exchange for reducing damage by 20% for nearby allies.
>>Sever Bond – Release the spirits bound to you and end Spirit Bond.
Death Knights gain access to the shield.
Spectral Wrath (1/2 sec Cast, 25 sec cooldown) – Release a swirling mass of spirits that damage and chill foes they touch.
>>Release – Release the spirits with a blast, corrupting a boon and gaining life force for each foe struck.
Bone Shield (1/2 sec Cast, 30 sec cooldown, 10 sec duration) – Gain a shield of bone that blocks three attacks. On the third attack the shield explodes applying cripple, bleed, and torment to nearby foes.
Death Knights gain access to mantras, sacred utterances that sequence into vows. While charging a mantra gain 600 toughness. Charging a mantra grants two charges of the associated vow.
HEAL:
Mantra of Hunger <Thirst, Hunger, Feast> (2 3/4 sec cast, 15 sec cooldown) – Meditate, charging a vow that will instantly heal you and allow you and allies to siphon health.
>>Vow of Hunger – Instantly heal yourself and grant Hunger to nearby allies. [Hunger (5 sec duration) – Siphon health from the next opponent you hit.]
UTILITY 1:
Mantra of Corruption <Bend, Twist, Corrupt> (2 3/4 sec cast, 25 sec cooldown) – Meditate, charging a vow that will corrupt boons and harvest life force.
>>Vow of Corruption – Corrupt a boon from your target and nearby enemies, gain life force (2%) for each boon corrupted.
UTILITY 2:
Mantra of Consumption <Wither, Writhe, Thrive> (2 3/4 sec cast, 20 sec cooldown) – Meditate, charging a vow that will consume conditions and grant energy to nearby allies.
>>Vow of Consumption – Consume two conditions and grant 15 energy to nearby allies for each condition consumed.
UTILITY 3:
Mantra of Darkness <Shadow, Darkness, Night> (2 3/4 sec cast, 25 sec cooldown) – Meditate, charging a vow that will break stun and blinds nearby opponents.
>>Vow of Darkness – Break stun and blind (5 sec) nearby opponents.
UTILITY 4:
Mantra of Pestilence <Disease, Famine, Plague> (2 3/4 sec cast, 1 sec cooldown) – Meditate, charging a vow that afflicts poison, bleed, and torment on your foe and nearby enemies.
>>Vow of Pestilence – Afflict your foe and nearby enemies with poison (2 stacks for 5 sec), bleed (2 stacks for 5 sec), and torment (2 stacks for 5 sec).
ELITE:
Mantra of Undeath <Unliving, Undying, Eternal> (2 3/4 sec cast, 60 sec cooldown) – Meditate, charging a vow that grants stability, quickness, and superspeed.
>>Vow of Undeath – Gain stability(3 stacks for 3 sec), quickness (3 sec), and superspeed (3 sec).
MINOR:
Spirit Vows – Gain access to Spirit Bond, shield, and mantras.
Protective Spirits – Spirit Bond applies protection to nearby allies when activated.
Lingering Spirits – Apply regeneration and vigor to nearby allies when Spirit Bond is severed.
ADEPT:
Spirit Hunger – Each time a mantra you charge is activated gain a stack of Hunger. [Hunger (5 sec duration) – Siphon health from the next opponent you hit.]
Corrupter’s Rejuvenation – Poison damage you deal heals you (50% of damage).
Plague Touch – Life blast becomes Plague Blast.
MASTER:
Blood Flows – Siphoning life grants a stacking increase to the effectiveness of regeneration you apply.
Death’s Decay – Shield skills inflict poison and have reduced cooldowns.
Soul Siphon – Applying vulnerability grants life force.
GRANDMASTER:
Blood Knight – Spirit Bond increases the healing of life siphons and shares incoming healing from life siphons with nearby allies.
Plague Knight – Spirit Bond grants nearby allies Contagion. (Pulses every second) [Contagion (5 sec duration) – Poison the next opponent you hit.]
Grave Knight – Spirit Bond’s damage reduction applies to condition damage as well and activating Spirit Bond casts Vow of Darkness.
The concept opens up more supportive options for the Necromancer while still allowing for more traditional roles to be played and allowing for greater build diversity. A primary goal was to provide a viable option away from Soul Reaping without necessarily removing potential synergy.
Blood Knight healing is offered up as a possibility while still maintaining the aggressive support nature of the Necromancer. Here healing is primary oriented towards heal over time coupled by momentary bursts of enhanced or rapid heal over time while maintaining damage reduction on allies.
More classic terrormancer builds may find use in the “poisonmancer”, or Plague Knight, attributes from the Death Knight, allowing for team fight aggression alongside the sustain needed under pressure assuming proper positioning and condition application.
The Grave Knight is meant to be a sort of “classic image” of what you might expect from a Death Knight while attempting to increase the viability of the underused axe mainhand weapon through trait synergy. Here is the potential for a power bruiser/burster.
Due to the nature of Spirit Bond, Death Knights not only bring great utility to a team fight but also solo as a minionmancer due to the inherent synergy of the mechanic and associated traits.
All of this is performed while still maintaining classic weaknesses of the Necromancer class, namely difficulty with focused cc and burst, so as to try and maintain the balance built around the class over time.
(edited by Allarius.5670)
Well, I might as well toss in my idea for this. I wanted to create a Necromancer Elite Spec that was drastically different from the core Elite Spec that focused only on the fear and terror of death. So here, have the Spiritualist.
Necromancer – Spiritualist
Weapon: Shortbow
Skills: Spirits
Mechanic: Death Shroud is replaced with Spirit Shroud, which is a more benevolent and team-play oriented Shroud focusing on Healing and buffing Allies, while Weakening enemies.
Mechanic: Spirit Shroud
The Spiritualist focuses less on the darkness of death, but rather the emotions and impressions left by those who went before. Some are vengeful, some are protective, some are angry and some are very, very angry… And all of them colour the Spiritualist to some extent.
Weapon
The Spiritualist’s weapon of choice is the Shortbow, with which she can attack enemies and support allies from any range. Channeling brave spirits who don’t hesitate to lend their power for a good cause, she fires off barrages of spectral arrows that carry the will of those who went before with them.
Utility Skills
Unsurprisingly, the Spiritualist gets to summon Spirits to aid them and their allies. Unlike the Nature Spirits that Rangers summon, these Spirits are those of regular people who simply cannot move on. By calling their aid, the Spiritualist can then release them from their torment, sending them to the other side at long last. The thankful Spirit then ascends, leaving behind a benign effect to aid nearby Allies.
Specialization Line
Minor Traits
Adept Traits
Master Traits
Grandmaster Traits
Rune of the Spiritualist
New Stat Combination: Shephard’s Amulet
Costume Piece – Spirit Wraps
Gloves. Talismans wrapped around the wrists and upper arm, forming intricate arcane patterns that help the Spiritualist communicate with spirits on the other side of the Mists.
(edited by TheSwede.9512)
Everyone is talking about souls, and so am I.
Here, Banshee elite specialization, based on summoning and souls.
New weapon – Torch off-hand.
Should work for both condi and power necro. Even healer one!
Enjoy:
http://imgur.com/mWXvcmy
Hi everyone!
Here is my contribution – The Archenemy
You are able to use a sword as main-hand weapon and your new skill utilities are Manipulation skills.
The central theme for this elite specialization is that you are possessed by a demon (The Archenemy).
You are able to pass through enemies while dealing damage and use dark portals for increased mobility and enemy manipulation. Further, it gives you the new ability to “abandon” enemies. It gives them the illusion of being deserted, leaving them more vulnerable.
Death Shroud is replaced by the “Demon Shroud” whereby your inner demon is released and haunts his enemies.
Have fun.
Welp, finally got it done. I love doing experiments like this. Theorycrafting is one of my favorite past times, and the reason I’m so poor in game.
Design Goals:
1) Retaliation
2) Orders as Venoms
3) Interrupts
4) ???
The Demogogue
Weapon: Mace
Mace 1a: Vile Strike .5 – Strike your foes 202 (0.6) and inflict Torment 4s
Mace 1b: Plague Swipe .5 – Strike your foes 241 (0.5) and inflict Poison 4s
Mace 1c: Lifebane Strike .75 – Smash foes to steal life 406 and inflict Poison 6s
Mace 2: Putrid Bile .5 8s – Create a Poison Field 5s at your location dealing damage 308 (0.6) and inflicting poison 5s.
Mace3: Gaze of Contempt .75 15s – Daze 1s foes in front of you 450u. Deal damage 487 (1.3) and gain lifeforce for each foe stuck 5%.
Shroud Skills:
Shroud 1: Oppresive Gaze .75 – Gaze forward 600u dealing damage 246 (0.6 ) and inflicting Cripple 2s on foes.
Shroud 2: Reckless Haste 1/2 12s- Dash forward 450u, dealing damage 485 (0.5) and knocking back foes you hit 120u.
Shroud 3: Shadow of Fear .25 15s – Send your shadow forward 1200u, inflicting Fear 3s on foes.
Shroud 4: Rising Bile 2.75 30s – Cause bile to rise up (130u), dealing damage 9x 412 (0.33), 240u radius.
Shroud 5: Cacophony 1 40s- Command enemies to depart 600u, dealing damage, and flinging enemies away. Blowout 250u. Grants Light Aura to allies.
Utility Skills
Healing: Order of Vampirism 1 40s – Gain health 6210 (0.5). Steal Health 465, 5 stacks
Utility 1: Order of Undeath 0 40s – Attacks Transfer Conditions, 3 Stacks
Utility 2: Order of Pain 0 40s – Attacks automatically crit and inflict Vulnerability 10s, 5 stacks
Utility 3: Order of Subversion 0 40s – Inflict Confusion 3s, 3 stacks
Utility 4: Order of Oppression 0 40s- Attacks inflict Slow 1s and Cripple 2s, 3 stacks
Elite: Order of Apostasy 1 40s – Cause Fear 1s and corrupt Boons, 3 stacks
Traits
Minor 1: One of the Elite You can equip maces and use demogogue orders. Death shroud is replaced with demogogue’s shroud, which has more crowd control oriented skills.
Minor 2: Envenomed Disruption Inflict Poison 5s on foes you interrupt
Minor 3: Deft Retaliation Retaliation lasts 25% longer and gain Retaliation 3s on Interrupt.
Adept 1: Dazzling Mantle Gain Light Aura when entering Shroud
Adept 2: Poisoned Heart Deal more damage 10% to Poisoned foes. Poison 5s foes who strike you (5s)
Adept 3: Blinding Diversion Cause Blindness 3s when attacking from behind or the side (10s)
Master 1: Soul Barbs Orders grant Retaliation 4s to allies they affect.
Master 2: Weaken Knees Mace Skills deal 5% more damage and Touch of Agony Knocks Down instead of dazes.
Master 3: Corrupt Enchantment Corrupt a boon whenever you interrupt an enemy. deal 538 (0.2) damage if target foe has no boons.
Grand Master 1: Spoil Victor Steal health 135 (0.025) when struck while under the effects of Retaliation.
Grand Master 2: Intoxifying Presence Cause a poison field (3s Poison every 3s, 180u) to follow you when entering shroud. Poison deals 20% more damage.
Grand Master 3: Vocal Minority Orders recharge 10% faster plus 3% faster for each ally they affect
Rune: Rune of the Demogogue
1: +25 Toughness
2: +10% Retaliation Duration
3: +50 Toughness
4: Gain 3s Retaliation on hit (25% chance, 20s cooldown)
5: +100 Toughness
6: +20% Retaliation Duration. Grant nearby allies Light Aura on Elite Skill use (45s cooldown)
Notes:
(edited by Ghotistyx.6942)
I refuse to believe all necros have to be lumbering “sticks in the mud.” So I would appreciate a more mobile, evasive elite specialization. “Cultists” (Occultists/something similar/better) quickly harass foes with debilitating and impairing conditions while supporting allies at a variety of ranges; often at the expense of oneself. Cultists utilize pistols as “modern age” conduits of magic for afar confrontations while conjuring a ghostly blade to eviscerate those nearby. Dabbling in the dark arts, Cultists enchant their weapons to inflict debilitating and horrific effects upon their adversaries. These practitioners attempt to support their fellows as well, if only to further their foes’ demise.
Shroud and Pistol Skills:
Shroud Skills:
1a. Phantom Blade: Lash out at your foes with a ghostly blade.
-Damage (x2): x
-Number of Targets: 2
-Range: 300
-Cast Time: 0.5s
1b. Spectral Strike: Strike your foes again.
-Damage: x
-Lifeforce: 1%
-Number of Targets: 2
-Range: 300
-Cast Time: 0.25s
1c. Nefarious Slash: Slash foes around you, gaining fury for each foe struck.
-Damage: x
-Fury: 1s
-Number of Targets: 5
-Range: 300
-Cast Time: 1.25s
-Combo Finisher: Whirl
2. Ghastly Blade: Stab the phantom blade into foes, leeching lifeforce from each foe struck (20s cooldown).
-Damage: x
-Lifeforce: 6%
-Targets: 3
-Range: 300
-Cast Time: 0.75s
3. Dread: Teleport to your foe, inflicting heavy damage and fearing them (30s cd).
-Damage: x
-Fear: 1.5s
-Number of Targets: 1
-Range: 900
-Cast Time: 0.75s
4. Despair: Send out withering shadows toward your foes (40s cd). (something similar to the Thief elite Trick Dagger Storm)
-Damage (x12): x
-Weakness: 4s
-Number of Targets: 5
-Range: 900
-Channel time: 4s
-Projectile Finisher: 100%
5a. Mournful Dusk: Envelop yourself in shadows becoming a mobile dark field, gaining lifeforce and retaliation every second (50s cd).
-Retaliation: 2s
-Lifeforce: 7%
-Radius: 180
-Duration: 5s
-Cast Time: 1.5s
-Combo Field: Dark
5b. Rending Shadows: Cast off the shadowy cloak, blinding and crippling enemies.
-Damage: x
-Blind: 7s
-Crippled: 7s
-Number of Targets: 5
-Radius: 600
-Cast Time: 0.5s
Pistol Skills:
4a. Field of Dismay: Fire a shot, causing shadows to rupture at the target location, pulsing damage every second and generating lifeforce for each foe struck (28s cd).
-Damage (x4): x
-Lifeforce: 1.5%
-Number of Targets: 5
-Range: 1200
-Radius: 240
-Duration: 4s
-Cast Time: 0.75s
-Combo Field: Dark
4b. Shadowed Traversal: Teleport to the field, consuming the shadows and gaining lifeforce.
-Liferforce: 12%
-Range: 1200
5. Whispering Twilight: Shoot a burst of four shrouded shots; the first inficts blind, the second weakness, the third crippled, and the fourth inflicts fear (32s cd).
-Damage (per projectile): x
-Blind: 7s
-Weakness: 5s
-Crippled: 6s
-Fear: 1s
-Number of Targets: 1 (per projectile)
-Range: 1200
-Channel Time: 1.75
-Projectile Finisher: 100%
Enchantment Skills (Essentially Venom skills, but with the caveat of one “charge” only hits one foe):
Healing Skill:
Enchantment of Leeching: Your next attacks leech health (42s cd).
-Siphon Damage: 1200
-Siphon Heal: 2300
-Number of Targets: 1
-Cast Time: 1.5s
-Charges: 3
Utility Skills:
Enchantment of Withering: Your next attacks inflict weakness and crippled (42s cd).
-Weakness: 6s
-Crippled: 9s
-Number of Targets: 1
-Cast Time: 1.5s
-Charges: 3
Enchantment of Gouging: Your next attacks inflict blind and remove boons (42s cd).
-Blind: 7s
-Boons Removed: 2
-Number of Targets: 1
-Cast Time: 1.5s
-Charges: 3
Enchantment of Horror: Your next attacks summon jagged horrors (42s cd).
-Jagged Horrors Summoned: 1
-Number of Targets: 1
-Cast Time: 1.5s
-Charges: 3
Enchantment of Agony: Your next attacks transfer conditions (42s cd).
-Conditions Transferred: 3
-Number of Targets: 1
-Cast Time: 1.5s
-Charges: 3
Elite Skill:
Enchantment of Dread: Your next attacks inflict fear (42s cd).
-Fear: 1.25s
-Number of Targets: 1
-Cast Time: 1.5s
-Charges: 3
Traits:
Minor Adept:
Occult Emissary: Gain access to Cultist’s shroud, pistols, and enchantments.
Major Adept:
Writhing Shadows: Your dark fields last longer and generate lifeforce upon being cast. Casting a dark field has a chance to blind you.
-Self Blind: 2s
-Lifeforce: 7%
-Duration Increased: 1s
-Chance: 33%
Dread Paranoia: You can use Dread twice before it goes on cooldown. Whenever you inflict a foe with fear, you have a chance of fearing yourself.
-Self Fear: 1s
-Chance: 12%
Soul Bound Sorceries: Enchantments have reduced cooldowns and grant you and nearby allies fury, but now consume available lifeforce upon being cast.
-Fury: 4s
-Lifeforce Consumed: 5%
-Number of Targets: 5
-Radius: 360
-Cooldown Reduced: 20%
Minor Master:
Rising Conspirator: Your critical hits grant you retaliation when striking foes above the health threshold.
-Retaliation: 3s
-Health Threshold: 75%
-Cooldown: 1s
Major Master:
Spectral Blade: Phantom blade skills (shroud 1 and 2) have increased range and generate lifeforce for each foe they strike but do less damage when you are below the lifeforce threshold.
-Lifeforce: 1%
-Range Increased: 150
-(Self) Damage Reduced: 15%
-Lifeforce Threshold: 50%
Midnight Traversal: Field of Dismay and Shadowed Traversal have significantly increased ranges but reduced durations and increased cast times.
-Range Increased: 600
-Duration Decreased: 2s
-Cast Time Increased: 0.25s
Gnashing Coalition: You and nearby allies gain a stack of “Gnashing Coalition” whenever you are struck while under the effects of retaliation. You take increased damage while under the effects of retaliation.
-Gnashing Coalition (8s): Gain increased ferocity.
-Ferocity per Stack: 20
-Maximum Stacks: 10
-Number of Targets: 5
-Radius: 360
-(Self) Damage Increased: 10%
Minor Grandmaster:
Enraging Contingency: While below the health threshold your attacks grant fury.
-Fury: 2s
-Health Threshold: 33%
Major Grandmaster:
Spectre of Mourning: While under the effects of fury you take less damage and your critical hits reduce the cooldown of your shroud and Mournful Dusk. Fury has significantly reduced effectiveness on you.
-Cooldown Reduced: 1s
-Damage Reduced: 12%
-Effectiveness Reduced: 50%
Revitalizing Dark Arts: Enchantments can now be cast instantly, breaking stun and restoring health but have one less charge.
-Healing: 1000
-Charges Removed: 1
-Stun Break
Rend the Wolves; Tend the Flock: Despair and Whispering Twilight have reduced cooldowns and ricochet to additional targets while granting struck allies retaliation. However, the skills cripple you and consume available lifeforce upon being cast.
-Retaliation: 6s
-Self Crippled: 3s
-Lifeforce Consumed: 10%
-Additional Bounces: 1
-Cooldown Reduced: 20%
Additional Notes:
-Any (all) mentioned numbers are “guesstimates”.
-Ironically, I was already thinking of something with “venom” skills, impairing conditions, and retaliation; so similarities to others are merely coincidental.
-I believe “self-harming/trade-off” skills/traits would be interesting beyond Corruptions and this attempts to satiate that desire in part.
-Edits are for clarification/adjustments and correcting typos.
(edited by Dignified Loser.7689)
All numbers used are only examples. The whole idea is just concept and nothing more. Let’s not fool ourselves its for fun and not getting implemented
Ritualist
Mechanics:
-Sacrifice: [F2] When triggered the necromancer get “Sacrificial aura”. It alters the effect of some of your utility skills. If the necromancer enter Shroud or press [F2] again, Sacrificial aura ends (10s cd)
-“Sacrifice Rituals” skills gain retaliation on use and use Life force for activation. They only can be used while under the effect of “Sacrifice”
-“Sacrificial Offerings” are another option for your utility skills.
-The Necromancer gain “Soul Shroud” instead of Death Shroud.
-Leaving Shroud gives 3s of retaliation.
-Retaliation is center piece in this Specialization. Its both offensive and defensive. When traited it also heals every second.
-Vigor is another addition to the Ritualist. Its another defensive tool that allow the necromancer to dodge more often.
[[Skills]] Sacrificial Offerings and Sacrifice Rituals.
-Offerings and rituals share the same utility slots. You can use Offerings at any time and Sacrifices only while under the effect of “Sacrifice”
-Sacrifice Rituals drain your Life force. Some skills drains fixed amount and others drain constantly until its duration ends or the Life force is depleted.
-All sacrifice skills affect up to 5 allies in 360 radius and has low or no CD.
-You can use Sacrificial Offering and then use Sacrifice Ritual, but not the other way around. Because you gain ICD which prevent the instant swap around all option.(for Balance purpose)
Ritual of Blood – Blood Renewal
(Ritual Offering)Ritual of Blood:
Offer sacrificial item that replace your weapon skills for 5s. You gain 2 new skills. (1s cast)
Skill1: Drop the item and heal the caster and up to 2 additional allies
Skill2: Drop the item Slow(2s) foes and gain 50% Life force
(Sacrifice)Blood Renewal:
10% Initial Life force cost. Channeling heal(4s) that drain 5% Life force per pulse. Last pulse heal for large amount and grant vigor. (5s) (10s CD)[Channel skill]
Ritual of Pain – Order of Pain
(Ritual Offering)Ritual of Pain:
Offer sacrificial item that replace your weapon skills for 5s. You gain 2 new skills. (1s cast)
Skill1: Drop the item, blind and damage foes.
Skill2: Drop the item, Daze foes (1s)
(Sacrifice)Order of Pain: 20% Life force. Grant 10% damage increase for 5s. (4s CD).[Instant cast]
Ritual of Offering – Masochism
(Ritual Offering)Ritual of Offering:
Offer sacrificial item that replace your weapon skills for 5s. You gain 2 new skills. (1s cast)
Skill1: Drop the item and break stun for up to 5 allies. Grant protection(3s)
Skill2: Drop the item, Taunt (2s) and Retaliation (5s)
(Sacrifice)Masochism: 3% Life force drain per sec. Pulse stability and break stun
Ritual of Cure – Flesh of my Flesh
(Ritual Offering)Ritual of Cure:
Offer sacrificial item that replace your weapon skills for 5s. You gain 2 new skills. (1s cast)
Skill1: Drop the item and Remove 3 conditions.
Skill2: Drop the item and grant regeneration and vigor to allies.
(Sacrifice)Flesh of my Flesh: 20% Life force. Remove up to 1 condition and transfer all boons with their remaining durations from you to nearby allies
Ritual of Anguish – Suffering
(Ritual Offering)Ritual of Anguish:
Offer sacrificial item that replace your weapon skills for 5s. You gain 2 new skills. (1s cast)
Skill1: Drop the item and damage, poison and torment foes.
Skill2: Drop the item and damage and Knock down foes.
(Sacrifice)Suffering: 5% Life force per sec. Constantly apply conditions to foes[radius 220]. Torment, Poison, Cripple
Elite:
Ritual of Darkness – Blackout
(Ritual Offering)Ritual of Darkness:
Offer sacrificial item that replace your weapon skills for 5s. You gain 2 new skills. (1s cast)
Skill1: Drop the item and create Dark field that heavily damages and daze foes (4s)
Skill2: Drop the item and Stun foes for 2 sec. Gain 20% Life force.
(Sacrifice)Blackout: Sacrifice 25% Life Force. Pull foes to you, daze them, cripple then, apply torment.[60s cd]
((Alternative Blackout)): Similar to “Toxic Pollen” in Kessex hill, the screen become dark almost black. Daze foes(2-3s), cripple and make them disoriented. During this effect foes cannot target you or your allies (4s.)(Still can use AoEs to hurt you)
SOUL SHROUD [F1]
The animation is again black and instead of weapon you gain 2 spirit claws.
-Its melee range and it hits moderately fast.
skill 1a. Claw Slash: Hit up to 3 foes with your left claw. (range170)
skill 1b. Claw Gash: Hit up to 3 foes with your right claw and bleed them.(range170)
skill 1c. Plunge forward with both claws and hit up to 5 targets in front of you for double damage and rip their soul, healing nearby allies(300) for small amount and gain Life force per target.(range300)
skill 2a. Charge at your target (similar to Death’ Charge). Avoiding damage for 1s and cripple up to 3 targets for(3s) in your way(range600)
skill 2b. Step backward reaping your target and bleeding it heavily (few stacks). Avoid damage for 3/4s.(range300)
skill 3. Daze surrounding foes for 2s. Become mobile dark cloud for 4s. pulsing blindness and torment. If you finish the cast you stun break up to 5 allies and gain 2 stack of stability
skill 4. Healing Siphon. Channel healing for 5 sec. Every pulse heal for 10% more and gain 3% Life force. If you finish the channeling you gain 10% Life force and 3sec of retaliation.
skill 5. Bind up to 5 nearby allies to you for 8sec. Healing them and gain 1 stack of stability every time you get hit.
[[Weapon]] – SHIELD
-When you equip the shield it get black flames as animation.
skill 4. Engulf surrounding area with dark matter, 4s. Foes get damaged every 0.5s. allies gain protection and retaliation. [25 cd]
skill 5. Infuse your shield with Dark energy. Block for next 2s and heal you and nearby allies every time you block. Channel skill (similar to revenant) [30 cd]
Traits
Minor 1: You can use Shield. You gain 33% chance to gain 2s retaliation when you are hit. Gain access to Rituals and Sacrifices.
Adept:
1: Every 3th auto attack heal nearby allies for {…}
2: Whenever you apply bleed you apply Blood aura to your party. Blood aura grant retaliation [2s] when hit bleeding foe.[5s cd]
3: When you use Ritual or Sacrifice you cast “Feast for the Dead”. 4s. Area of Effect[radius 220], pulsing cripple and bleed. Siphon 1% Life force per hit.
Minor 2: Every time you heal an ally you have the chance to gain vigor and retaliation [8s cd]
Master:
1: Heal nearby allies when enter Shroud. Shroud skills have 33% chance to heal allies for moderate amount.
2: Life force Drain in Shroud is reduced by 50%. Sacrifice skills cost 33% less Life force.
3: When you enter Shroud you cast “Order of Pain”. Dealing increased damage for 5s, but sacrifice 15% Life force. If there is not enough Life force this effect doesn’t trigger
Minor 3: Retaliation you apply to yourself and allies heal for {…} every time it triggers.
Grant Master:
1: Outgoing healing is increased by 20%. Shield Skills CD is reduced by 25% and their effectiveness is increased by 20%
2: Whenever you apply boon to ally, you also heal them and damage nearby foes.
3: Foes who attack you while under the effect of retaliation take double damage
Some of the core Utility skills also change their effects while under the effect of “Sacrifice”.
Minions:
-Minions become stationary binding ritualistic creatures and get additional effects. All Binding Rituals deal ranged damage.
Blood Feind – Blood Song: Steal health from up to 3 foes and heal up to 3 allies for small amount.
Command it to explode, heal the caster for large amount and remove up to 3 conditions from up to 5 allies.
Bone Fiend – Agony : Foes around it lose constantly health.
Immobilize foes, while curing chilled, crippled and immobilized.
Bone Minions – Pain: Deal moderate amount of damage.
Explode dealing high damage and blast and heal for small amount up to 3 nearby allies.
Flesh Wurm -> Union: Deal damage and poison target.
Swap places with the Wurm. After 1 sec it explodes, creating dome for 5s. that convert projectiles into healing. (radius 220)
Shadow Fiend – Shadow Song: Damage and blind its target with every 5th attack (2s)
Explode, dealing damage and blind foes x2 blinds (6s)
Flesh Golem – Destruction: Deal damage and Cripple its target.
Explode in high damage, stunning (2s) and crippling up to 5 foes (5s). This explosion summon different binding ritual, Life.
Life: It doesn’t do anything for 5sec. After that if its still alive if explodes and heal and partially resurrect allies in range.(Radius 360)
Spectral Skills: All spectral skills get alternative effects.
Spectral Wall: Heal allies crossing it (with ICD), Cripple foes (2s)
Spectral Armor: Grants block and Retaliation to caster and allies. Grants 8% LF with every hit.
Spectral Walk: Gain swiftness and leave trail behind you. Allies who cross the trail are healed (with ICD), Cripple foes (2s)
Spectral Grasp: Pull your target to you and chill them. Grant 5s. of Retaliation.
Lich Form: Grant 2 stacks of stability every 3s.
1.Deathly claws: Send out grasping claws to damage your foes. Heal allies when pass through them.
2.Marked for Life: Inscribe a mark that chill cripple foes and grant regeneration and Vigor to allies.
3.Soothing Wind: Chill foes and heal allies for moderate amount.
4.Mark of Horror: No changes here.
5.Grim Spectral: Become mobile Well of Power and Corruption, pulsing every sec.(5s) Convert conditions on allies into boons and convert boons on foes in to conditions.
Wells: Wells become mobile area of effects surrounding the caster. Their radius decreased to 200. All wells affect up to 5 allies and foes.
Well of Blood: Conjure a well of blood to heal allies and grant vigor(5s).
Well of Suffering: Target area pulses, damaging foes and grant might(5s).
Well of Corruption: Target area pulses, converting boons on foes into conditions and grant retaliation(2s).
Well of Power: Target area pulses, converting conditions on allies into boons and grant regeneration(2s).
Well of Darkness: Target area pulses, blinding and grants quickness(1s) with each pulse.
PS: Spoilers doesn’t work properly on this forum. So the end product is Wall of Text, sorry!
(edited by mazut.4296)
Harbinger of Dhuum
Introduction:
Your bonds to the realms of the underworld have grown stronger. This didn’t go unnoticed.
Countless enemies have been vanquished by your hands, and by the strength given to you by your true master.
You have proven to be worthy! He, who was gone but never left, will allow you to be his vessel – his harbinger, foretelling his return to our plane of existence.
As a harbinger, you will force your foes to see their true destiny, giving them visions of what is yet to come.
You also have the power to turn visions into prophecies. Prophecies are stronger and will affect every enemy close enough to be enlightened.
Specialization mechanisms:
Harbingers of Dhuum will be using illusions as their specialization skills. They are split between visions and prophecies.
Visions are bound to a single foe and will only affect this enemy. They are mobile with low health and follow their target. As only the foe affected can see the vision offered to him/her, he/she is also the only one who can cause damage to the vision.
Prophecies are stronger versions of visions, affecting all enemies in their AoE radius. As trade-off, they are stationary and can be attacked by all enemies.
As specialization mechanic (F1), the necromancer will change into a Harbinger of Dhuum. You will not be able to use any healing, utility or elite skill while transformed, but you will keep your weapon skills and swap.
Every vision you have cast and is currently alive will turn into a prophecy and will stay as long as you are in your Harbinger transformation.
While being transformed, you are using lifeforce instead of your regular health. If you or a prophecy receive damage, your lifeforce will be partly drained.
The signature weapon of the Harbinger of Dhuum is the torch, burning with the strength of your master.
Skills:
Vision of Fiery Purification: When cast, the caster is healed my a medium amount of health. If there is a target, a vision will appear, burning it for X damage each second it is alive.
-> Prophecy of Fiery Purification: The prophecy is pulsing a burning condition every second in a 360 radius. All damage will be converted to health for up to 5 players in the area of effect.
Vision of Dhuum’s Weight: A vision appears that causes cripple, chill, slow and poison to its target every second.
-> Prophecy Dhuum’s Weight: The prophecy is pulsing cripple, chill, slow and poinsen in a 360 radius.
Vision of Dhuum’s Judgement: A vision appears and causes direct damage to the target every second, as well as burning.
-> Prophecy of Dhuum’s Judgement: The prophey is pulsing direct damage and burning every second in a 360 radius.
Vision of Dhuum’s Touch: A vision appears that steals health from it’s target and transfering it as lifeforce towards the caster. If a target dies under the effect of this vision, the vision will automatically turn into a prophecy.
-> Prophecy of Dhuum’s Touch: The prophecy is continously stealing life from it’s target, generating lifeforce for the caster and health for up to 4 other allies in range (360).
Vision of Dhuum (Elite): A vision appears, causing fear, confusion and torment to its target.
-> Prophecy of Dhuum: The prophecy causes fear, confusion and torment to all target in a 360 range radius.
Torch 4: Set yourself on flames and create a mobile fire field. Cause burning to every enemy you strike or that strikes you.
Torch 5: Create a dome of fire that will reflect all damage. Projectiles will cause burning.
Traits:
*Minors: *
Adept: Allows you to transform into a Harbinger of Dhuum. You now can equip a torch in your off-hand.
Master: You deal more damage to burning foes (1% per stack, up to 20%).
Grandmaster: While in your harbinger transformation, bunring conditions on you will instead heal you. Cause burning to nearby foes with every weapon skill that has a cooldown while transformed.
Major:
Adept 1: Illusions have more life, cooldown on visions reduced by 20%.
Adept 2: Gain might when hitting a burning foe.
Adept 3: Transforming in and out of Harbinger of Dhuum will remove all movement impairing effects.
Master 1: For every prophecy active when leaving your transformation, gain lifeforce (5%).
Master 2: When cast, visions will blind targets around them.
Master 3: Your illusions gain a life bond. All visions and prophecies share one healthpool.
Grandmaster 1: For every of your illusion alive, you and your illusions deal more damage.
Grandmaster 2: If a vision dies, it instantly respawns once.
Grandmaster 3: Your visions are immune to damage, as long as your life is above the threshold (80%).
I hope you like the idea. ^^
Necromancer specialisaton: Envoy
Envoys are shepherds of the souls of the dead. When a mortal dies, an envoy will appear before the newly released soul to guide them into the Mists. All envoys were once wicked criminals in life, forced by the Oracle of the Mists to serve as soul shepherds as penance for their mortal crimes. Envoys appear to possess tremendous power, including the ability to control souls and influence the dead, while also channeling the essence of their crimes into powerful vices.
*Philosophy:
_ Trying to open up new playstyles for damage, condition damage, control and support options._
New F2, F3 and F4 skills: Vices
Vices are for an Envoy what virtues are for a guardian. During their life as a criminal, the envoys have seen a lot of vices and sins, and are now able to channel those into abilities that boost allies, and debilitate enemies.
Vice Of Wrath 25 sec CD
Passive: Give quickness when attacking ( every 5th attack, give 1 second of quickness ).
Active: Mark your target with a Vice Of Wrath ( 5 seconds). Allies attacking the target gain quickness for each successful attack ( 1 second) . The target affected by the mark gets taunted ( 1 second) and vulnerable ( 10 stacks 5 seconds).
Vice Of Envy 40 sec CD
Passive: Deal damage in an area around you every few seconds ( 103 damage every 3 seconds, scales with power).
Active: Mark Your Target with a Vice Of Wrath (10 seconds). Allies attacking the target deal , additional damage ( increase: 10%). The Target affected by the mark gets taunted ( 2 seconds) and chilled ( 5 seconds).
Vice Of Gluttony 60 sec CD
Passive: Increase condition duration for nearby allies (20%)
Active: Mark your target with a Vice of Gluttony ( 15 seconds ). Allies attacking the target siphon health ( 117 lifesteal, scales with power). The target affected by the mark gets taunted ( 4 seconds ) and slowed ( 3 seconds).
New Shroud: Envoy Shroud
The Envoy Shroud focusses on spirits and souls. spirits and souls are killable. souls will die on their own after 7 seconds or when destroyed, around as much health as a phantasm. Spirits last about 2-3 auto attacks maximum
Shroud auto attack: Soul Twisting:
Tear at the fabric of your target’s soul with a hateful spirit, dealing damage. The hateful spirit lingers, dealing damage. Up to three hateful spirits can be summoned to attack the same target using this attack. spirit duration: 5 seconds, deal 25% auto attack damage, 500 range
Shroud 2 : Wanderlust:
Teleport to target area, taunting enemies near you and creating a hateful spirit and a Wanderlust Soul upon impact. The Wanderlust Soul deals no damage but knocks down moving foes. Combo finisher: blast. 1/4 cast time, 10 CD
Shroud 3: Suffering:
Create a hateful spirit and a soul of suffering, fearing foes ( 1 second). This soul deals no damage but applies taunt and 5 stacks of a random damaging condition for 5 seconds every few seconds ( every 5 seconds). 0.5 casting time, 20 CD
Shroud 4: Spirit Channeling:
Channel the spirits of the deceased creating a hateful spirit and up to 4 Souls Of Soothing at your location. Souls Of Soothing deal high damage ( auto attack damage) and pulse stability ( 1 stack for 2 seconds every 3 seconds) to nearby allies. 2 second casting time, 30 CD
Shroud 5: Storm of Souls:
Create a storm of rampaging souls moving through the area, summoning more souls the longer you channel ( 1-10). Souls passing through allies reset the boons on those allies, Souls passing through enemies taunt those enemies and summon a vengeful spirit ( 5 seconds) to attack them. 3 second channel, 40 CD)
New Weapon, Mainhand Torch:
Follow the light:
swipe your torch at your target,burning them . gain lifeforce.
Burn in the light:
smack your torch at your target, burning them. Gain lifeforce.
The light fades:
Extinguish your torch by bashing it at your target, applying blind and damage in an area. Deal bonus damage if target foe is burning ( 10% bonus damage).
Torch 2: Gaze From Beyond:
Show your targets flashes of the underworld, dealing heavy damage while knocking them down. 1 sec casting time, 25 CD, knockdown 2 seconds.
Torch 3: Rupture Soul:
Rupture your target’s soul from it’s body, dealing damage and stunning ( 1 second) them. After a few seconds, release the soul back into the body, pulling them to you. ( combo finisher: blast), 1 sec casting time, 30 CD
Utility skills: Desecrations
Desecrations function a lot like a guardian’s consecrations, it puts an effect on a certain area. This area now grants positive effects to allies. However, invoking a desecration needs the help of a spirit from the underworld. When the desecration is done, the spirit departs to the underworld again, causing an effect unique to each desecration upon departing
Healing consecration
Defiant Was Xinrae.
Call upon the spirit of Defiant Xinrae, desecrating an area around you for 3 seconds. For 3 seconds, all incoming damage gets converted into a damage boost. When this desecration ends, Defiant Xinrae heals you a, leaving hehind a waterfield ( 5 seconds ).
Defiant Xinrae: effect: damage gets converted into a damage boost. Deal + 1% damage for every 1k of damage absorbed. 0.5 second casting time, 35 CD
Elite consecration
Grasping Was Kuurong.
Call upon the spirit of Grasping Kuurong, desecrating the target area for 10 seconds. For 10 seconds, the area increases attributes on allies ( 10%) and increases boon effectiveness ( boons are 50% more effective, so might gives 50% more damage bonus, regeneration heals 50% more, protection decreases damage by 50%, etc). When the desecration ends, Grasping Kuurong performs multiple leap finishers, fully resurrecting downed allies and finishing downed enemies. ( leap finishers: 3). 1 second casting time, 180 CD
Utility consecration 1
Vengeful was Kanhei.
Call upon the spirit of Vengeful Kanhei, desecrating the target area for 8 seconds. For 8 seconds the area pulses resistance ( 2 seconds) and retaliation (2 seconds) every 2 seconds to allies. When the desecration ends, Vengeful Kanhei performs a blast finisher and transfers conditions from nearby allies to the nearest foe ( conditions pulled: 2 from each ally). Combo Finisher: blast. 1/4 second casting time, 30 CD
Utility consecration 2
Destructive was Glaive.
Call upon the spirit of Destructive Glaive, desecrating the target area for 8 seconds. For 8 seconds the area pulses fury ( 10 seconds) and might ( 5 stacks, 10 seconds) to allies every 2 seconds. When the desecration ends, Destructive Glaive performs a whirl finisher, pulling foes in while dealing high damage. Combo Finisher: Whirl (10x, maximum 3 targets). 1 second casting time, 60 CD
Utility consecration 3
Attuned Was Songkai.
Call upon the spirit of Attuned Songkai, desecrating the target area for 7 seconds. Foe 7 seconds the area pulses vigor ( 1 second) and stability ( 1 stack 2 seconds) to nearby allies every second. When the desecration ends, Attuned Songkai restores all endurance to allies while providing both aegis and protection for a short duration. ( aegis 5 seconds, protection, 5 seconds). 0.75 second casting time, 50 CD
Traits:
Minor: Soul Shepherd:
Gain access to the Envoy specialization, the Torch, Vices, desecrations, and Envoy Shroud.
Adept trait 1: Harbinger Of Desecrations
Reduces recharge of desecrations (20%). Your desecrations periodically grant quickness ( 1 second every 3 seconds) to allies standing in them and periodically taunt foes ( 0.5 seconds every 3 seconds) standing in them.
Adept trait 2: Spirit’s Strength
Deal increased damage for each active spirit ( damage increase 2% per spirit. Spirits last longer (last 50% longer ).
Adept Trait 3: Scholar Of Sins
Your vices now break stuns to nearby allies upon activation. Targets marked by one of your vices deal decreased damage ( 10% less). Vices now apply resistance to allies attacking the target ( 1.25 seconds).
Master: Spirit’s Gift
Increase the condition damage of nearby allies ( 150 points ).
Master Trait 1: Icy Lights
Reduce the recharge of torch skills (20%). Whenever you inflict chill, you also inflict burn ( 1 second), and when you inflict burn, you inflict chill ( 1 second). Gain fury ( 1 second) while striking a burning foe, gain quickness ( 1 second) while striking a chilled foe.
Master Trait 2: Mi Ling’s Purity
Whenever you enter or exit Envoy Shroud, grant resistance ( 5 seconds) to nearby allies. Whenever you grant resistance you also give protection (3.5 seconds). Envoy Shroud skills have decreased casting times ( cast 50% faster ).
Master Trait 3: Daoshen’s Cruelty
Your critical hits have a chance to inflict taunt ( 1 second ). Taunt deals damage ( scales with condition damage, fully maxed condition damage character should get 700 dmg p/tick). Chance to inflict upon critical hit: 33%.
Grandmaster: Challenge From The Grave
Taunt lasts longer ( 50%), reduce the recharge of your vices when hitting a foe affected by taunt ( recharge reduced by 1 second for each hit).
Grandmaster Trait 1: Tsungrai’s Generosity
Spirits called to perform desecrations now grant boons to allies when they have finished their task.
Xinrae: apply regeneration ( 6 seconds).
Glaive: apply might ( 8 stacks, 12 seconds).
Kanhei: apply resistance ( 6 seconds).
Kuurong: apply quickness ( 4 seconds).
Songkai: apply vigor ( 6 seconds).
Grandmaster Trait 2: Weapon Of Souls
Your weapon attacks strike up to two additional targets for 50% of the damage to the original target.
Targets struck by this effect suffer from bleeding ( 5 seconds ).
Grandmaster Trait 3: Vengeance Of The Fallen
Summon a hateful spirit whenever you successfully stun or taunt an enemy. When a Soul or Spirit dies it deals damage in an area ( 300 damage, scales with power).
Blood Mage
It’s what it sounds like. Your own health is a resource. It synergizes nicely with the Blood Magic nicely without stepping on any toes. The sword summons minions so it could work with Death Magic. I can see it working nicely with a build using Parasitic Contagion. I did run into a problem with the traits Path of Corruption and Transfusion. As written those two traits won’t work with this elite spec at all because I didn’t use shroud skills.
—
Class Mechanic: Death Shroud is replaced by Blood Shield. When Blood Shield is activated a percentage of the damage you take is automatically reflected to your attacker through life blast (triggering Reper’s Might, Unyielding Blast and Dhuumfire if traited). Your weapon t skills don’t get replaced but you can activate the following skills. The toggles can stay on until you deactivate them.
Blood Oath (F2) – When toggled you transfer heath to nearby injured allies
Frightening Speed (F3) – When toggled you gain quickness but slowly loose health
Soul Sear (F4) – High damage nuke that severely burns you target. Cost 85% of your current health. The more health used the higher the direct damage. If the attack kills your opponent some of your health is returned and you gain regeneration.
—
Sword – range on attacks is 600 units
1. Cull/Slice/Sever – Attack chain. The first attack removes one stack of bleeding from your target to siphons health. The last attack causes bleeding
2. Scourge – Summon jagged horrors to attack your target
3. Shattered Blade – Shatter your sword attacking your target with the shards; causes bleeding (projectile finisher).
—
Utilities: Manipulations
Illusion of Weakness (healing skill): Passive: When you are at full health, to your enemy, you look like you are about to die and when you are about to die you look like you are at full health. Active: Siphon health over time from your target.
Die Alone: Short daze. Inflict fear if you interrupt your target. (would be really neat if in PVP all of your targets allies would become invisible for a short while)
Spike of Pain – You prevent your enemy from taking any damage for x seconds. When the duration expires the target takes all the damage that was avoided plus an additional percentage.
Blood Plague – Infect your target with a parasite that siphons heath and transfers it allies in melee range. If the target dies while the parasite is still active additional parasites will infect nearby foes.
Infusion – Consume a percentage of your heath to reset your cool downs
Illusion of Vitality (Elite): Your target siphons life from its nearby allies to heal damage and causing heavy bleeding to those affected. (Thought this was a humorous way to do AOE damage especially in PVP. Guy is thinking how did I survive that…then turns around to see all of his teammates dead)
—
Traits – Might come back to this but essentially the first line focuses on spreading and using the bleed condition. The second focuses on improving the sword and blood shield mechanic. The third line is about exploiting your enemy’s overconfidence
ive been working one this for a very long time
i call it the revenant.
ive been working one this for a very long time
i call it the revenant.
Hello all. This is my first specialization project: Withblade. 90% of my playtime Necro is pvp so create some skills for this game mode (elite).
The Witchblade is a specialization that mainly focuses on increase effectivity of basic necromancer specializations . Witchblade can buff their defenses, attacks or use his auras to benefit minions.
Ps. English is not my native language.
(edited by Galin.6378)
I’ll be closing this in about 24h hours, so submit your entries if you haven’t already.
Necromancer Elite Spec – Heretic
Lore – The Heretic revels in choas and destruction as much as death and taboo magic. He seeks to defile the land and deceive his foes using the living flames he animates with his life force.
Description – Grants access to torches and area desecrations. Death Shroud is replaced by Flame Shroud, granting the necromancer mobility and tricks.
Elite Weapon – Main Hand Torch
Skill 1 – Dark Conflagration – Autoattack ~1s cast time, projectile finisher 20% chance, range 900, increases duration of burning on target by 1s (if already burning).
Skill 2 – Ring of Fire – Draw a circular line of fire on the ground, radius 300 around your cast location, burns foes that cross.
Skill 3 – Ignition Trick – Invert torch, swinging it at and blocking the next projectile within 2s.
Elite Mechanic – Flame Shroud – Replaces Death Shroud. Shroud skills 1-5 replace utility skills (6-10), retaining weapon skills while active.
Skill 1 – Effigy – Summon a flame shrouded clone of yourself at target location.
Skill 2 – Crossfire – Change places with nearest clone, leaping to each other and burning the ground between you in a line. Uses a little life force.
Skill 3 – Spark – Teleport forward a short distance on a short cooldown. Uses some life force.
Skill 4 – Smolder – Place a smoke field at your location for 4s, gain stealth for 3s. Uses a lot of life force.
Skill 5 – Spitfire – Consume all remaining life force to fire a projectile at target enemy, duration of effect increased by life force consumed
Elite Skills – Desecrations – Pulses an effect in 240 radius every second for 10s, and an additional effect if the enemy is stationary. Long cooldowns.
Heal – Blood Mist – Heal yourself and create a projectile absorption field at your location.
Utility 1 – Miasma Cloud – Pulses weakness, pulses poison to stationary foes; smoke field.
Utility 2 – Crypt Gas – Pulses slow, pulses fear to stationary foes; smoke field.
Utility 3 – Melted Ground – Pulses cripple, pulses burning to stationary foes; fire field.
Utility 4 – Spiteflame – Pulses torment, pulses blindness to stationary foes; fire field.
Elite – Infernal Gates – Pulses minions that attack pulsed targets, pulses vulnerable to stationary foes; fire field.
Minor Talents
Adept – Anarchistic – Torch + Flame Shroud + Desecrations
Master – Blazing Speed – Gain 5s swiftness on entering shroud
Grandmaster – Funeral Pyre – Burning duration increase increased while over 50% life force. Life force gain increased by 50% while shroud is active.
Adept Talents
Major 1 – Flame in your Heart – Gain 0.5% life force each second while at least one target is affected by your burning (or self-burning).
Major 2 – From the Ashes – Clones burn nearby enemies on expiration, defeat, or self-destruct.
Major 3 – Nowhere to Hide – Desecration skill cooldowns reduced.
Master Talents
Major 1 – Searing Frenzy – Life force gain increase increased from 50% to 100% while in shroud.
Major 2 – Shadow Puppets – Shroud skill 5 casts shroud skill 4 at your location.
Major 3 – Trick Wick – Reduce recharge on torch skills.
Grandmaster Talents
Major 1 – Desanctify – Desecration skills pulse their stationary effect (or on absorption effect), as well.
Major 2 – World on Fire – Burning duration increase cap raised from 100% to 150%.
Major 3 – Volatile Body – Ignore one instance of CC every 60s, casting torch skills 2 and 3 at your location.
Rationale
Clarifications
(edited by antm.8352)
This was a lot of fun. Great seeing the creativity of everyone here. Apologies in advance for any formatting ugliness, I’m doing this on a phone. Also I didn’t thoroughly read through all the suggestions already made so this may well step on the toes of things already said.
My idea started with creating a necromancer/ranger feeling elite spec as homage to my first gw1 character but ended up with a bit of guardian in the mix.
Meet the Barrow Warden, a necro ES who gives up the defences of shroud in order to instead use the accumulated life force of his bar to call the spirit of a long dead king or queen to the field (think a mix of customisable ranger pet, engi turret and ventari’s tablet). [Flavour] Charged with the task of defending their associated barrow from defilers, be they bandit treasure seekers or pesky archaeologists, the Barrow Warden forms a bond through communing and research with a specific barrow (ancient burial mound/tomb) and projects an echo of that ruler/civilisation into the field to aid them in their cause.
[Mechanically] This gives up the necromancer’s main form of defence in exchange for a second set of attacks and skills that occupy the f1-4 slots.
Shroud:
Necromancer shroud becomes the life bar of the spirit being called into being. A spirit can be called at any point above 50% life force, and the necromancer can continue to accumulate life force to add to the spirit’s health after summoning (max spirit health = normal life force threshold).
F1 summons the spirit at the necromancer’s location (traits still affect F1). After the cooldown on F1 has elapsed the necro can hit it again to add the life force accumulated in that time to the spirit’s health bar (retriggering F1 traits at necro’s location).
Spirits are stationary, have their own stats, a ranged autoattack (which inherits traits from Shroud skill 1 traits), and attack the necromancer’s current target or the closest enemy to the spirit if the necromancer’s target is currently out of range.
F2 is a special attack (to keep the format the same as ranger pets) which is an AoE fear centred on the spirit,
F3 moves the spirit ala ventari’s tablet, stealing life from enemies it passes through, and inherits traits from dark path,
F4 unsummons the spirit and a portion of the life force remaining in it gets given to the necromancer as health (also inherits traits from shroud skill 4). Necromancers keep their weapon skills while the spirit is summoned.
If a spirit dies (ie. the energy tying to them to the location becomes disrupted) they lose their ability to attack and be moved but any pulsing effects associated with them continue at the point of their death for a short duration.
Weapon: shield.
(In order to make up for the loss of defence from losing shroud and in keeping with the name warden, provides defence and area support)
4: block 2s, cancel block to send conditions to target
5: aoe protection and weakness
Traits:
The idea behind the traits is that each level provides a customisation option to represent differences between the particular barrows the necromancer can be tied to, represented mechanically as variations of spirit’s powers.
Minor1: access to shield, spirit, utility skill category etc.
Minor2: small (or conditional?) endurance regen
Minor3: shield skill 5 at 75% health
Major1: based on barrow location terrain
Frozen north: pulsing chill in an area around the spirit. F2 also creates a chill field.
Marshland: pulsing poison in an area around the spirit. F2 also creates a water field.
Fertile soil: pulsing regeneration in an area around the spirit. F2 also creates a light field?
Major2: based on type of barrow/holy site
Sacred Grounds: allies the spirit passes through when moving gain protection. Allies near spirit gain boon duration.
Sealed Horrors: enemies the spirit passes through while moving are blinded. Spirit has a vampiric aura (or allies near the spirit have a chance for their attacks to steal life with a more powerful effect ala ranger spirits).
Forgotten by Time: enemies the spirit passes through when moving become confused. Allies near the spirit have a chance for their attacks to inflict blindness.
Major3: based on the type of ruler buried there. Affects spirit stats.
Vengeful tyrant: + spirit power, spirit auto attack gains aoe component.
Solemn and Wise: + spirit toughness, spirit auto attack steals life ( health given to necro ).
Decayed into madness: + spirit condition damage, tormet on spirit auto attack.
Utility skills:
Honestly had the most trouble coming up with these. Consecrations would probably be thematically appropriate and help augment support/group defence role but necromancers don’t particularly lack for aoe things (between marks and wells). Other options included single target curses/benedictions that would function a bit like mantras or just listing a bunch of varying skill functionalities that were tied together by theme rather than category but I went with consecrations in the end.
Heal:
Spiritual Guardians: Minion skill, functions a bit like Rise but affects allies. Allies in the area gain a spirit. These spirits don’t attack but do absorb 50% of the damage their bonded ally would otherwise take. You heal a small amount, plus a portion of the damage the spirits absorb.
Utilities/Elite(whichever sounds strongest really):
Spiritual Winds:
Enemies in the area are knocked back and a wall that reflects projectiles forms around the area.
Curse of Desecration:
Mark an area as sacred, allies gain retaliation, enemies entering this area gain Curse of Desecration, a time delayed damage spike.
Sands of Time:
Rapidly age the targets in the area, giving them slow/cripple and weakness conditions, possibly inflicting confusion?
Tomb Guardian:
Minion skill, place a ward on an area that, when an enemy trespasses into it, summons minions. Their attacks grant you life force. If your spirit is summoned, the life force their attacks generate gets added directly to the spirit’s health bar.
Fool’s Gold:
Enemies around your spirit become taunted by the spirit as they see a glimmer of the wealth they crave. Spirit gains retaliation.
(edited by Rashagar.8349)
Sorry I’m late to the party, I don’t check forums as frequently as I should. Without further ado, here is my submission The Wraith .. it is what it is.
I’m closing it. Thanks for all the submissions, I will check all the entries and pick a winner in following days.
Just wanted to do a bit of statistics very fast. Don’t over blame me if my counts are wrong.
Here it is, good luck to all and thanks Rym for organizing this fun contest.
(edited by Silverkey.2078)
I see I was late to the party and don’t have time to finish my concept, but I figured I have to at least throw up what’s been done after spending the time to craft it.
Elite Spec: The Cabalist
The cabalist utilizes forbidden arcana to invoke words of dark power against their foes.
Support Focused, introduces glyphs and symbols to the necromancer.
Glyphs alternate ability depending on whether in or out of shroud. Glyphs offer boons and support that vary between offensive or defensive, and would be the first and only utilities that work inside shroud. The idea is to pump out as much support as you can in Eldritch Shroud before bouncing back, because each ability consumes a sizable chunk of lifeforce.
The shroud and hammer both also introduce symbols to the necromancer, as well.
The hammer provides some mobility through having a charge attack and offering the chance for necros to gain vigor reliably.
Weapon: Hammer
New Shroud: Eldritch Shroud
incomplete
Offers support and utility as its skillset, and is the only shroud that allows extended utility slots through glyph skills. It would likely give up major strength for the sake of versatility.
New Skills: Glyphs
I hadn’t decided which would be the elite since I hadn’t finished them all, but the shroud versions of Bones and Horrors seem a bit over the top and could certainly qualify for elites. But also, either can be balanced by consuming pretty much the entire shroud bar
Glyph of Souls:
Normal: Heal yourself over three pulses. Gain more health and lifeforce for each nearby ally.
Shroud: Heal nearby allies over three pulses. Grant stability to nearby allies. Consumes lifeforce.
Glyph of Bones: ground target
Normal: Strike an enemy with an engraved pillar of bone, stunning it and transfering one condition from each nearby ally onto it.
Shroud: Protect allies with an engraved pillar of bone, breaking stuns and granting resistance and regeneration to nearby allies. Consumes lifeforce.
Glyph of Horrors:
Normal: Summon a vampiric horror that will siphon health to nearby allies when attacking.
Shroud: Summon an eldritch horror plus another horror for each nearby ally. These horrors siphon health to nearby allies when attacking, and upon death will explode, granting might and a small amount of healing. Consumes lifeforce. think shadow tentacles
Glyph of Mysteries:
Normal: All nearby allies transfer conditions to you. You gain quickness for a few seconds.
Shroud:All nearby allies gain converted boons based on the conditions afflicting you. You are inflicted with weakness. Consumes lifeforce.
Glyph of Whispers: incomplete.
New Traitline: Dark Secrets
*The traitline would focus on boosting hammer and symbols, Eldritch Shroud, and promoting boon-sharing through condition cleansing.
I see I was late to the party and don’t have time to finish my concept, but I figured I have to at least throw up what’s been done after spending the time to craft it.
I too have spent some time on a concept but never finished it; behold the monstrosity I call the venomancer!
The general idea was heavy poison play (theme – the plague doctor during the black death plague epidemic or something) on the necromancer and the enemies, but with the spec you’d gain temporary resistance for incoming poison while in shroud.
New skills would be venoms with some unique mechanics in combination with the elite venom and the grandmaster traits.
(this is an early draft, obviously unbalanced, a lot of typos, ugly formatting)
I’m kinda excited to see who won, there are a lot of interesting concepts here.
Thanks Silverkey for summary and both of you guys who posted their submission even after I closed the contest.
I just want to say that I’m reading through these, but due to being busy with studying for finals irl, it may take two more days or so untill I announce the winner.
Ok so while we wait I wanted to ask a question. Did anyone else think the current core necromancer trait list severely limits how creative Anet can be with elite specs in the future? I’m specifically looking at the 20 or so traits that relate to shroud. It feels like a lot. It’s enough that all future necromancer specs will have to have an active shroud state. When you think about future specs do you guys think that good design?
I have a strong opinion about the few traits that enhance shroud skills. They shouldn’t exist. Traits like reaper’s might, path of corruption, transfusion, unyielding blast and dhuumfire are like traiting for staff one or four. They are just too specific to exist and will cause problems for the designers when they think though future elite specs. What do you all think?
Ok so while we wait I wanted to ask a question. Did anyone else think the current core necromancer trait list severely limits how creative Anet can be with elite specs in the future? They are just too specific to exist and will cause problems for the designers when they think though future elite specs. What do you all think?
Yeah, I believe they definitely will cause some problems. However, in my opinion, that’s okay. Some of the incredibly specific traits, like Transfusion, are some of my favorites simply because of their potent yet specific enhancement(s). If anything it would be rather bland without them and I probably wouldn’t mind one or two more specific traits (not necessarily related to shroud/shroud skills). The designers could leave the traits as is and simply make some elite specs incapable of interacting with those traits. Well, incapable of interacting so long as the specs have other (equally) desirable qualities/traits/skills/whatever. But, yeah, I still think they might cause issues in the end.
Ok so while we wait I wanted to ask a question. Did anyone else think the current core necromancer trait list severely limits how creative Anet can be with elite specs in the future? I’m specifically looking at the 20 or so traits that relate to shroud. It feels like a lot. It’s enough that all future necromancer specs will have to have an active shroud state. When you think about future specs do you guys think that good design?
I have a strong opinion about the few traits that enhance shroud skills. They shouldn’t exist. Traits like reaper’s might, path of corruption, transfusion, unyielding blast and dhuumfire are like traiting for staff one or four. They are just too specific to exist and will cause problems for the designers when they think though future elite specs. What do you all think?
I find a problem not in the specific enhanced skills, but by the very small amount of option per trait line with only nine traits. And the minor traits are just pointless. They should merge all 3 minor traits in 1 and put it in front the trait line. And then add 4th and 5th column with 3 traits each. that way we will have 3 rows of 5 traits each for total of 15 traits.
(edited by mazut.4296)
My initial design idea was to have “shroud skills” as F1-F4 and always available. But I had to change it to “first activate shroud and then have access to shroud skills F1-F4” because of the traits based on entering or leaving shroud.
But after a while, I felt that this was better and this helps keeping the necromancer identity. So I am fine with most. Unholy sanctuary was actually the most difficult problem because it forces us to have shroud as a second life bar (while in my design it isn’t since I think shroud as a life bar is sometimes a curse).
Honestly necro is fine. I have much more problems with mesmer class mechanics…
If an elite spec wanted to use Shroud as something other than a transform, then obviously there will need to be some tweaking in design to make it happen. For my entry I kept it simple and just had another transform. However, I thought a lot about having 1 single, large summon (like a super phantasm, or the Elite Ranger Spirit). Many traits would still work fine, but others (like interacting with X skill in Shroud) would need some subtle changes. Afaik the only skills specifically traited in Shroud are 1, 2, and 4. In the case of a pet-like Shroud summon, those could easily be mapped to either pet aa/F2, F3, and F4 depending. Shroud might only be shown in its’ two examples to be a transform, but it could functionally be something completely different.
Why do you want to get rid of Shroud? I find it really good. Its esentially another weapon set and More HP on top of that. There is nothing negative about that. Except some skill behaviour and 1-2 Death shroud skills that need buff.
If an elite spec wanted to use Shroud as something other than a transform, then obviously there will need to be some tweaking in design to make it happen. For my entry I kept it simple and just had another transform. However, I thought a lot about having 1 single, large summon (like a super phantasm, or the Elite Ranger Spirit). Many traits would still work fine, but others (like interacting with X skill in Shroud) would need some subtle changes. Afaik the only skills specifically traited in Shroud are 1, 2, and 4. In the case of a pet-like Shroud summon, those could easily be mapped to either pet aa/F2, F3, and F4 depending. Shroud might only be shown in its’ two examples to be a transform, but it could functionally be something completely different.
Great minds =)
The other entry I was considering was a Tome/Grimoire/Necronomicon themed necromancer with traits representing different entries in the Book of Souls (or whatever) but it was harder to advance that concept into something that I found satisfying.
Why do you want to get rid of Shroud? I find it really good. Its esentially another weapon set and More HP on top of that. There is nothing negative about that. Except some skill behaviour and 1-2 Death shroud skills that need buff.
Nothing is wrong with shroud but they way the traits are set up all future elite spec will be required to have an active shroud state with at least 4 skills. That might be fine but it would be cool if the devs had more creative leeway. As it is now if you are creating a spec for a necromancer your first question is ok … what should the shroud state do? Seems really limiting but might be ok so future spec wont stray to far from the original design; see ranger → druid.
Why do you want to get rid of Shroud? I find it really good. Its esentially another weapon set and More HP on top of that. There is nothing negative about that. Except some skill behaviour and 1-2 Death shroud skills that need buff.
Shroud is a strength, but we pay it with severe weaknesses: no mobility/escape potential, no block/evades/invuln… All of this makes us the easiest target in a team fight. If we want to have different role, this is something we need to get rid of in some elite spec. Which is why in my suggestion, the shroud is still there (for traits) but does not act as second life bar.
Aktium.9506 is the winner. Congratulations!
I will post more specific response at the weekend, where I will comment on other proposed concepts I loved and also give more specific reasoning why I picked that submission.
For now, thanks to everyone who participated and sorry for the delay, irl stuff.
(edited by Rym.1469)
Super rad, man. Thanks for hosting the competition. Glad you liked my idea as well.
I’m eagerly awaiting feedback. I bet the focus on retaliation killed it for me, because no one seems to like retaliation. Aktium and my ideas weren’t too far off from each other though. We both had a focus on CC, support, and mace. You could even consider my focus on interrupts being influenced by Mesmers, while his Seals were outright admitted to be. There were a few things I wouldn’t consider kosher, but maybe that was all forgotten when he explicitly asked for gems.
If I would’ve gotten the gems I would’ve put them towards getting a third Necro. Maybe I should’ve mentioned that.
while his Seals were outright admitted to be.
Well, initially I had the seals thought up as trap skills but I tried to think about it from a gameplay perspective and realized it would have been too similar to the wells we already have. Adding more fast casted aoespam would just be bad for the game. Making them more like mantras with those long activation times and the flip skill to activate the effect felt like it would be more unique rather than just more of the same.
There are some seriously good ideas in this thread. I don’t envy Rym on having to pick a winner. Grats Atkium! If there are any devs around it would be awesome if you could share some of your crazier ideas that didn’t make the final cut when designing the elite specs.
Just bumping to remind Rym we are waiting for more details
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