Since my job is rather boring, I’ve been thinking about a few different directions that the devs could take the necromancer with future elite specializations. I’ve come up with 4 possible elite specs in that time with only 1 of them in a presentable form to be shown at the moment. However, I don’t wish to share the skills and traits of that elite spec because I suspect that it might already have been planned for the necromancer anyway. Though that’s kinda a Tin Foil hat belief so thats meh.
So the 4 elite specializations that I’ve come up with each work with what the necromancer has and what its missing to see what we can come up with. The 4 I’ve come up with are Ritualist, Lich, Witch and Vampire.
- Ritualist: This first idea was what I speculated would be the necromancer’s first elite specialization to which I was wrong. This elite specialization the concept behind it is pretty much complete with a full list of traits, skills, weapon and even spectral shroud. But I’m not going to show this one just yet, but rather tease it.
The Ritualist elite specialization is a heavily supportive profession that functions extremely well at long range. The spirits they summon having a 1,200 radius and providing both offense and defensive. 3 of the spirits were defensive while the other 3 were more offensive. I’ll give you two skills to show you have impactful they could be.
- Dissonance: Summon a spirit of dissonance. Every 3 seconds a condition on each allie is transfered to a foe in range. Dissonance loses health for each condition transfered this way.
^Agony: Sacrifice dissonance to convert boons on foes within range into conditions. 600 radius of the spirit. - Call to the Spirit Realm: Summon a Spirit of Anger, Hate and Suffering. These spirits each send out bolts, damaging your foes.
^Summon Spirits: teleport all your spirits within range to target location healing them. 10s cool down.
The spirits themselves are actually fairly fragile but have extremely powerful effects. Because of the health loss of Dissonance it can’t be maintained forever. It will kill itself rather quickly the more allies are in the area. Although health can be adjusted you can expect it to last long enough to seriously hinder your foes.
Call to the Spirit realm is the elite. And it has a dual function, giving you the power to move your spirits at will and heal them. Their abilities are nothing to take lightly. These aren’t your ranger spirits, these are ritualist spirits!
I’ll also give you a preview of a couple of the traits. One Minor and a two grandmaster to see where my thinking is.
- Minor: Spirit to Flesh: Whenever you would gain life force heal allies for a small ammount. 600 radius.
- Explosive Growth: Whenever you summon a creature lightning surges out from its location, damaging foes and healing allies.
- Sight beyond Sight: Stealthed foes have a blue flame around them while you’re in shroud. You are immue to blind while in shroud.
Ritualists are summoners. They were in GW1 and they should be in GW2. Explosive growth lets you combo with runes and sigils, Spirits and also the ever popular Minions! One thing that I really loved about the ritualist in GW1 was this ability to add abilities to their summons like damage or healing. It was something that made a ritualist minion master very unique when compared to a necromancer minion master. So I want to embody that idea in GW2. Giving you some very unique ways to play a minion master. The minor plays into the support aspect of the Ritualist. Letting you benefit and provide support to allies with some minor healing as you build to your spectral shroud. Sight beyond sight is just a total flavor bomb of a trait. Rather than revealing foes from stealth like other anti stealth abilities the ritualist can just SEE them. This gives them the knowledge to always know were their foe is but thieves can still back stab a ritualist.
- Lich: The second idea I had was the lich. Far more tanky than any other elite specialization the lich embodies the idea of being a wizard who has sold their mortality for an immortal body. The lich is the master of Minions, perfecting the art. Although the Lich also works in diseases and the sacrificial arts. I don’t yet have a shroud for them although I have considered the idea that their unique mechanic would be Orders and not a new shroud. They’d still have death shroud but they’d also gain access to new skills called orders which could modify your parties abilities similar to virtues but in a dark and twisted way.
The lich actually would use a shield as its weapon which its skills would actually count as minion skills or provide some benefit to minions. The skill 4 being a skill called Flesh wall which would summon an immobile minion that takes abuse and knocks foes back with it. Acting like a ward skill that can actually be killed. Their skill type would be sacrifice skills which would require a percentage of your health to be activated and have extremely risky and powerful effects.
The Lich elite specialization embodies 3 key ideas of lichs as we commonly see them. Corruption, Sacrifice and immortality.
- Corruption, the concept would be around this idea of spreading conditions and summoning horrors to do your biding in building tension and torment in the area. Along this lines, the Lich would get a new condition they could apply called Disease. Which would be an extremely low damage condition that stacks and spreads, though can’t be spread to the same target twice with the same application of disease. Minions would become carriers from this concept and the lich itself would have tainted flesh.
- Sacrifice, this concept builds more into your power specs. Sacrifice skills will play a heavy part in one potential build while normally you might only want one maybe 2 sacrifice skills on your bar. This type of build would put your life on the line to quite literally becoming stronger the lower your health drops. High risk and high reward from this play style, eating away at your own health to chew through your foes. Vitality becomes an important part of this play style, giving you traits that will modify the effectiveness of your sacrifice skills based on how high your vitality is.
- Immortality isn’t what you think. This concept isn’t literally making the lich immortal. But rather modifying their defenses in such a way they can almost gain a second life. One such trait idea I had would actually halt the decay rate of your life force as long as you are below 25% health. There was a second part to that trait, but I don’t want to spoil it. This path would modify your abilities with a shield and make you difficult to control as well. Though you can still die, you’ll just be harder to take down with this concept.
The Lich needs allot of work. Its concepts aren’t nearly complete and I have allot of ideas for the elite specialization to work out on paper and in theory before feeling it’ll be good enough to show off. But the basic concepts and points I wanted to touch on are all there.
- Witch: This is where things get really interesting. The witch doesn’t actually change death shroud at all. It uses the exact same death shroud as the core necromancer. Rather they get a new condition and new F2-4 abilities. Witches are known for a few things in mythology and how we present them in our culture. Hexes, transforming people into toads, potions and insane cackling. With this elite spec I touch on all of that.
Hex: Hex is the brand new condition that the witch gains access to. This hex deals similar damage to poison and also stacks in intensity with no secondary effect. So whats so special about this condition though? Well, hex does whatever the witch wants it to. Thats right, when a witch has hexed you she can change the debilitating effect that it might cause those suffering from it. The new F2-4 abilities are called Hexes and each of them when activated will cost some of your life force to use and they’ll add or change what hex is doing for a short duration. Suddenly the foe that is hexed might pulse out protection to foes that are around it. Or perhaps their attack suddenly cause them to stumble and daze them for a half second. Or maybe their actions physically harm their allies. Hex is the witch’s tool box condition that can do anything and everything she wants and can be further modified through traits.
The witch also uses Elixirs as their utility skill. But this is where I run into a problem with the witches design. You see, to really embody the flavor and usefulness of this elite specialization the necromancer would need to have utility in death shroud. The elixirs I have designed have a dual function. outside of death shroud the witch drinks them to provide some unusual effects. While in death shroud she tosses them at foes to cause all sorts of chaos such as her powerful hex condition, fear or even turning someone into a toad!
The Witch is something I’d love to play even more than the Ritualist because of how unique and just silly it could get with its traits and skills.
- Vampire: The last idea I had was of a vampire elite specialization. “But Lily! We already have blood magic! What could a vampire possibly do that wouldn’t step all over blood magic.” Lots actually. You see there are allot of aspects of the vampire that the necromancer currently doesn’t touch on at all. Although the necromancer does do life stealing, transformations, and creating minions there is more to them than just that. The Vampire elite specialization would be far more along the lines of modifying bleeds, transforming and gaining supernatural abilities unseen before on the necromancer. The Vampire elite specialization could have a spear as its weapon and rage skills to give it max possible flavor.
The Vampire would embody these aspects. Blood, rage and transformation.
- Blood as a concept would be about bleeding and modifying your attacks against bleeding foes or even grant you new abilities while in range of foes who are bleeding outside of just damage reduction or increased damage. A bleeding foe might invigorate the vampire giving them vigor. Thats right! I said vigor! The vampire elite specialization would give the necromancer access to a boon we’ve all been craving for a while. Vigor! Blood would also modify bleeding on foes to increase its damage or change skills that would normally daze a foe to full on stun them.
- Rage would be more along the lines of the vampire moving extremely fast and entering a hyper aware state where they can react much quicker and move at inhuman speeds. So super speed and quickness would be given to this elite specialization further emphasizing that this is a supernatural create you are playing as.
#Transformation is a bit of an interesting idea. The necromancer already does this with lich form, plague and their shroud. So this line would focus on your vampiric shroud a bit more as well as give you interesting ways to move throughout the world. Your evade would change you into a cloud of bats rather than jumping out of the way. I don’t think I’d add anything to that, just as a cosmetic thing for the elite spec would be cool. It would also be embodied through the vampire’s elite skill which I’ve yet to design. Though want it to modify shroud in some way similar to my Lich form suggestion a while back.
The vampire would be allot of fun to play and I imagine it would probably be more popular than my other ideas in practice because you’d be more in line with a blood raged monster that really gets people blood pumping.
What do you guys think of these ideas? Do you like them? Have some of your own? Let me know in the comments. Mind you this discussion is just to speculate on where out profession could go. And what is flavorful to our design and were we can expand on.