Ok, so I’ve been sort of brainstorming ideas about upcoming new specializations, and thought I’d share my idea for the Revenant one here to get some feedback. For me, the ritualist is a natural fit for the rev; lore-wise they aren’t a perfect math, but I’d rather have this thread be about my proposed ideas in general rather than whether or not the revenant and ritualist have enough in common to warrant a ritualist spec. Sorry if the format looks weird, I’ll fix it if I can. Obviously, idea is somewhat unfinished, but the core is there. Let me know what you think!
Revenant Specialization: Ritualist
Other Possible Names: Medium, Spiritualist, Channeler, Anchor.
Description: The Ritualist specialization grants access to the legendary ritualist Master Togo, the ability to summon bound spirits to the battlefield, and use of the scepter in the mainhand. The utility skills granted by Master Togo will be familiar in either name or form to many players of Guild Wars 1, and often have double effects that apply to both you and any spirits you’ve summoned.
Profession Mechanic:
Legendary Ritualist Stance: Invokes the power of the legendary ritualist Togo, changing your utility skills.
Additional Mechanics:
Spirit Binding: Grants access to profession-specific skill above your weapon skill bar (would appear to the right of Facet of Nature). This skill allows the Revenant to create up to three stationary Bound Spirits at your location. Each Bound Spirit has an auto attack with longbow range at a rate of 2 seconds and 20% chance of being a projectile finisher. Summoning a Bound Spirit has a 1 second cast time and acts as an uncancelable (I know, not a real word) upkeep skill that ticks at -1 energy, for max of -3 (for 3 Bound Spirits). Boons and conditions can apply to Bound Spirits, and they can be targeted by enemies, but cannot be summoned within radius of 180 of each other. Attempting to summon a new bound spirit when 3 are up causes the first to dissipate and a new third to be summoned at your location. Running out of energy while in Legendary Ritualist Stance or swapping to another legend causes all Bound Spirits to dissipate.
Skills:
Healing: Soul Mending
Heals you. For every summoned Bound Spirit, cleanse one condition. If no Bound Spirits are summoned, gain 10 energy (upkeep energy, not dodge).
Utility 1: Splintered Presence (radius 240)
Your next 7 attacks also deal damage to up to 5 enemies adjacent to your character. Your Bound Spirit’s next 3 attacks bounce between 3 enemies. For every Summoned Spirit effected, lose 1 tick of Splintered Presence on your character.
Utility 2: Quick Was Hamato (radius 600)
Upkeep Skill at -5. Gives the player character an urn to hold. Cannot use weapon skills while holding the urn. While holding, grant quickness, vigor, and swiftness to nearby allies (these boons would stagger on application, sort of like pulsing every other second. So second 1, you get quickness, second 3, you get vigor, second 5, you get swiftness, repeat. Should keep it balanced). Your Bound Spirit’s attacks inflict slow while holding the urn. You may drop the urn at any time, or force drop the urn when you swap legends or run out of energy. When you drop the urn, stun any nearby enemies.
Utility 3: Sheltered Union (radius 240)
Create an aura around each Bound Spirit that blocks incoming projectiles for 4 seconds. If a Bound Spirit blocks a projectile, when the aura ends, the Bound Spirit pulls nearby enemies. If no projectile is blocked, the Bound Spirits next 3 attacks inflict vulnerability and siphon health.
Elite: Spirit Rift (radius 240)
On player character’s location and at every summoned Bound Spirit, release a ball of mist energy that over 3 seconds slowly rises from the ground. After 3 seconds, the ball detonates, dealing massive damage and applying weakness and burning to all enemies in range.
Weapon Skills:
Scepter 1: Essence Strike (range 900)
Strike your foe with mist energy
-> Essence Smite (range 900)
Smite your foe with mist energy, gaining 2 energy (upkeep energy, not dodge)
-> Essence Sunder (range 900)
Sunder your foes with mist energy, burning your foe.
Scepter 2: Echoing Anguish (range 900, radius 240)
Ground targeted AoE. A large burst (blast finisher) of mist energy damages and confuses foes, followed by a medium damage burst that torments foes, and finally a small damage burst.
Scepter 3: Mist Ward (range 540)
Displace target (enemy shadow step distance 360) and apply cripple and weakness. Your next 5 attacks siphon health from foes.
*Balancing and numbers and such needs work, and I’m also working on traits, but again: let me know what you think of the basic concept. Thanks
(edited by Aegrahm.4952)