New Elite Specialization: The Cultist !

New Elite Specialization: The Cultist !

in Necromancer

Posted by: Aerick Blackmoore.8167

Aerick Blackmoore.8167

Greetings fellow Necromancers and Reapers !

With the addition of the Reaper we’ve seen a lot of positive changes to our class.
Yet, personally, I miss the support side our class used to have way back in Guild Wars 1.
We used to support through Enchantments and all sorts of good things in Tombs of Primeval Kings. All the while we had to manage our health, because of the Sacrifice mechanic.

So, I thought of The Cultist: An Elite Necromancer Specialization that uses the Hammer as a weapon and support while also granting the class the use of Glyphs.
With Sacrifice as a new mechanic as opposed to a new Shroud form.

Now, what is the Sacrifice mechanic you may ask.

Sacrifice is a resource cost required by a few skills, mostly from the necromancer profession. After successfully activating these skills, you forfeit a fraction of your maximum health, making it possible to sacrifice yourself to death.
Sacrifice counts as health loss and cannot be eliminated by any means, although you can reduce sacrifice costs by lowering your maximum health.

Now onto the Cultists Hammer Skills!

  1. 1 – Angorodon’s Gaze
    1s Activation time
    Blast a foe dealing 210 damage. You deal 65 more damage if you have a condition on you.
    Life Force: 2%
    Damage: 210 (0.95)?
    Number of Targets: 3
    Pierces
    Range: 1,200
  1. 2 – Awaken the Blood
    1/2s Activation time – 30s Recharge time
    Grant fury, might, and quickness to yourself and nearby allies.
    33% Sacrifice
    Fury (20s): 20% Critical Chance
    5 Might (20s): +150 Power, +150 Condition Damage
    Quickness (6s): Skills and actions are 50% faster.
    Number of Targets: 5
    Radius: 750
  1. 3 – Offering of Blood
    1/2s Activation time – 40s Recharge time
    Grant protection, stability, and resistance to yourself and nearby allies.
    20% Sacrifice
    Protection (8s): Reduces direct damage by 33%
    5 Stability (8s): Protects against control effects.
    Resistance (5s): Negates effects caused by conditions.
    Number of Targets: 5
    Radius: 750
  1. 4 – Vampiric Spirit
    1/2s Activation time – 25s Recharge time
    Grant swiftness, regeneration, and vigor to yourself and nearby allies.
    17% Sacrifice
    Swiftness (15s): 33% Movement Speed
    Regeneration(12s): Grants healing over time.
    Vigor (10s): Increases the endurance regeneration rate.
    Number of Targets: 5
    Radius: 750
  1. 5 – Dark Pact
    1s Activation time – 30s Recharge time
    Heals you and nearby allies for 1,840 (1.0)?
    8% Sacrifice
    Number of Targets: 5
    Radius: 750
  1. 1 – Angorodon’s Gaze: A ranged attack with a twist, our only way of dealing Direct Damage as a Cultist, powerful but with the same attack speed as the Revenant.
  1. 2 – Awaken the Blood # 3 – Offering of Blood # 4 – Vampiric Spirit: Different Group boons for different situations, very powerful but with long cooldowns and Sacrifice penalties to balance them.
  1. 5 – Dark Pact: A quick spot heal a little more powerful than a Druids, but with a twist because of the Sacrifice.

Dear Reader, if you made it this far, thank you so much.

I would greatly appreciate the feedback regarding this concept for the Necromancer, the idea of Hammer, Glyphs and Sacrifice as added mechanics. Also any feedback regarding the balancing of these skills is greatly appreciated.

Next week on the 7th of February I will continue with the Glyphs for the Cultist and the idea is to post the Traits on the 21st of February.

Kind regards,

Courage.

(edited by Aerick Blackmoore.8167)

New Elite Specialization: The Cultist !

in Necromancer

Posted by: Aerick Blackmoore.8167

Aerick Blackmoore.8167

As it turns out I was faster than expected, so here are the Glyphs, and they are an other old favorite of mine, Spirit Summoning!

Glyphs:
Glyphs summon spirits from the Underworld at the caster’s location to serve his/her bidding.

Glyph Utility Skills:

Glyph of Recovery
1 1/4s Activation time – 35s Recharge time
Summons a Spirit that heals you and nearby allies
Initial Self Heal: 5,240 (1.0)?
Health per Second: 280 (0.4)?
Number of Targets: 5
Duration: 6s
Radius: 240

Glyph of Displacement
1 1/4s Activation time – 40s Recharge time
Summons a Spirit that grants you and nearby allies 75% chance to Evade.
Number of Targets: 5
Duration: 3s
Radius: 240

Glyph of Dissonance
1 1/4s Activation time – kitten Recharge time
Summons a Spirit that attacks and interrupts actions
Duration: 3s
Range: 900

Glyph of Agony
1s Activation time – 30s Recharge time
Summons a Spirit that attacks and removes 1 boon with each attack.
Duration: 4s
Range: 900

Glyph of Shelter
2s Activation time – 40s Recharge time
Summons a Spirit that grants you and nearby allies 50% chance to block incoming attacks.
Number of Targets: 5
Duration: 5s
Radius: 240

Glyph of Ritual Binding [ELITE]
2s Activation time – 90s Recharge time
Spirits you control Shadow Step to your location and gain Health.

These Spirits make up a few of the things the base Necromancer has been lacking, access to Evades and Blocks.

And yes they are ofcourse taken from the old Guild Wars 1 Ritualist.

Again, your feedback would be greatly appreciated.

Kind regards,

Courage

(edited by Aerick Blackmoore.8167)

New Elite Specialization: The Cultist !

in Necromancer

Posted by: Aerick Blackmoore.8167

Aerick Blackmoore.8167

Reserved for Traits on the 21st of February

New Elite Specialization: The Cultist !

in Necromancer

Posted by: Drarnor Kunoram.5180

Drarnor Kunoram.5180

Dragonbrand |Drarnor Kunoram: Charr Necro
http://www.twitch.tv/reverse830
I’m a Geeleiver

New Elite Specialization: The Cultist !

in Necromancer

Posted by: Aerick Blackmoore.8167

Aerick Blackmoore.8167

Thank you I wasn’t aware that a thread already existed, any further feedback would be appreciated.

New Elite Specialization: The Cultist !

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Posted by: Kodama.6453

Kodama.6453

As it turns out I was faster than expected, so here are the Glyphs, and they are an other old favorite of mine, Spirit Summoning!

Glyphs:
Glyphs summon spirits from the Underworld at the caster’s location to serve his/her bidding.

Glyph Utility Skills:

Glyph of Recovery
1 1/4s Activation time – 35s Recharge time
Summons a Spirit that heals you and nearby allies
Initial Self Heal: 5,240 (1.0)?
Health per Second: 280 (0.4)?
Number of Targets: 5
Duration: 6s
Radius: 240

Glyph of Displacement
1 1/4s Activation time – 40s Recharge time
Summons a Spirit that grants you and nearby allies 75% chance to Evade.
Number of Targets: 5
Duration: 3s
Radius: 240

Glyph of Dissonance
1 1/4s Activation time – kitten Recharge time
Summons a Spirit that attacks and interrupts actions
Duration: 3s
Range: 900

Glyph of Agony
1s Activation time – 30s Recharge time
Summons a Spirit that attacks and removes 1 boon with each attack.
Duration: 4s
Range: 900

Glyph of Shelter
2s Activation time – 40s Recharge time
Summons a Spirit that grants you and nearby allies 50% chance to block incoming attacks.
Number of Targets: 5
Duration: 5s
Radius: 240

Glyph of Ritual Binding [ELITE]
2s Activation time – 90s Recharge time
Spirits you control Shadow Step to your location and gain Health.

These Spirits make up a few of the things the base Necromancer has been lacking, access to Evades and Blocks.

And yes they are ofcourse taken from the old Guild Wars 1 Ritualist.

Again, your feedback would be greatly appreciated.

Kind regards,

Courage

Having spirits in this game would be kinda interesting. But I think their role is already filled with turrets (immobile minion type). Anet already mentioned that engineer is what they had in mind for ritualist back in gw1 times.

And another problem: The skill type shouldn’t be glyphes if they aren’t changing with some mechanic of the new elite spec like a new shroud. ^^
Typically, glyphes change what they are doing, if you are in a different stance. Elementalist glyphes change for their attunement, druid gylphes change if you are in celestial avatar mode. So if necromancers get glyphes, they should change if you are in shroud.

New Elite Specialization: The Cultist !

in Necromancer

Posted by: Aerick Blackmoore.8167

Aerick Blackmoore.8167

Having spirits in this game would be kinda interesting. But I think their role is already filled with turrets (immobile minion type). Anet already mentioned that engineer is what they had in mind for ritualist back in gw1 times.

And another problem: The skill type shouldn’t be glyphes if they aren’t changing with some mechanic of the new elite spec like a new shroud. ^^
Typically, glyphes change what they are doing, if you are in a different stance. Elementalist glyphes change for their attunement, druid gylphes change if you are in celestial avatar mode. So if necromancers get glyphes, they should change if you are in shroud.

See I knew there was a thing I was overlooking when thinking of Glyphs as a mechanic for the Cultist. Thank you for pointing it out! Back to the drawing table.