I have always loved martial arts, and i feel as though it would be a great fit for guild wars 2. The warrior having the prime base we need could work perfectly to step away from simple strikes, to a more intricate and well powerful role. This being the next eliet spec for them should focus on two things, damage raw and unhindered meshing perfectly with their already easily applicable and unused potential for tanking. As well as the self sustain to carry them to easily the best for holding agro, as well supporting their friends.
The Monk: This specialization is focused on brutally smashing your foes with combo streaks that grow ever larger, while also granting agile focus on staying on the target. Crow control heavy and ready for the front-lines, monks come with three potential spec-lines that can be useful in combat.
The Destroyer: The top row of traits are the raw dps that just keeps coming for more, offering perks to keep you in the fray for longer while constantly pushing out burst aoe damage. These traits will make you faster, make you able to get out quicker and have faster reaction time making you able to keep up and in some cases over power your enemy’s. This trait-line is more malevolent and based around the idea of crushing your foes, the dark intention is in the list below.
Destruction: Upon being struck you reflect 10% of the damage dealt to you, boosted to 20% when struck with conditions.
Titan’s Wrath: Upon being rooted three sets of shock-waves emit from the player, knocking back enemy’kitten by them.
Devastating Strikes: Your blows now pierce and hit multiple targets in a cone in-front of you for three to four feet.
Lambs to the Slaughter: When a foe is half health or lower gain a buff that gives you speed, and deal 25% more damage to the victim. You are also granted 25% run speed increase while having this tactic active as a passive benefit.
Mesatsu: If you are under the threshold (90%) when you kill an enemy, shout gaining health regeneration and ferocity. This also fears enemy’s near you when you finish off opponents
The Savior: The middle trait-line is focused on healing while TAKING damage, the more damage you take equals out to the more healing you push out for your party. When a Monk is running this build it is important to focus them last to ensure the win, if you do so with their team up you are going to have a bad time. This trait line being more benevolent granting boons, and being used heavily for team support on the front lines.
Traits:
Ever onward: When taking damage burst heal for 5% of all damage taken for each hit received, a bonus 10% for condition damage.
Never falter: For each potential CC placed upon you, you gain might, ferocity, quickness and stability while also breaking your part members out of the CC.
Death before Dishonor: Upon death create a healing field around you that causes regeneration and continues to pulse with burst healing for five seconds.
Vangaurds ascension: Upon hitting fifty percent health shout and burst burst heal allies with all enemy’s in earshot gaining fear.
Vigilance: Grants the player the ability upon dieing to remain on the battlefield as a specter with full use of their utilities for four seconds. Upon finally dieing the specter explodes dealing damage in a 360 aoe bubble around the specter.
Warden: This trait-line is based around the premises of protecting you friends and holding off your foes, those trained in this portion of the spec are hard to kill. And hard to separate from their team, alone they are hard pressed to defeat multiple foes. But together with their team they can easily pave the way to victory if played properly.
Traits:
Wardens Gaze: Upon entering combat gain retaliation and stability while granting your friends protection and applying weakness to nearby foes.
No one left behind: Upon using a CC based ability grant swiftness to your allies nearest you, while also taunting your foe.
Hide of Dragons: Your flesh hardens and for every hit you take you are granted regeneration equal to the number of damage you would of taken from each strike. When conditions are applied during the duration, you cleanse yourself and allies .
Slayers Prize: Beneficial buffs last 25% longer while debuffs last 25% less, at 50% health you are granted immunity to damage for five seconds.
Enlightenment: You permanently are granted a passive 10% damage reduction, once dropped below 50% health this increases to 20% reduction with empowerment.
Weapon: Fist weapons((please)) or Bo-staff. The skills would depend on what you choose to give them, i feel fists would be cooler to make them have more of the offensive feel.
Utilities:
Healing skill:
Battle-scars: Leap upwards into the air while taking a stance, once in the stance be granted a break bar and gain health as you are shielded from damage. All damage done is redirected as healing for yourself and allies in pulsations of AoE heals equal to 5% of the intended damage. The other 5% of the damage is reflected back onto the attacker which also applies a stack of torment for each attack mitigated.
Utilities 7-9:
Blitz-spear: Teleport to a foe and open into them with a ten striked attack, this attack scales in damage for each hit successfully landed. Each strike applying a stack of weakness while also causing bleeding.
Roundhouse kick: Launch a devastating kick at your foe that will knock them prone, while providing swiftness to yourself.
Oni’s Demise: Launch you foe into the air and attack them with a flurry of blows, dealing extra damage while they are in the air. After five strikes appear above them and spin punch them back to the ground, knocking back any enemy’s below.
Elite Skill:
Ruination: Dash forward while taking a stance and deliver flurry of strikes from all sides, dashing through your foe and dealing extra damage for all enemy’s around you. If the attack should hit multiple foes rather than one, the burst pull at the end will pull enemy’s together and cause an explosion at their feet. (( negated entirely if dodge of course, with a limit of five enemys.))
F2/F3 ability:
Wrath: Taking your adrenaline to the next level you push past your limits and fine yourself granted with empowerment, ferocity, stability and retaliation. Like wise you are unable to be critically hit while your Wrath is in use, once however the timer runs out and it is expended you suffer minor fatigue. This skill has a 15 second timer from when it ends to when it can be activated again, as well your F2 abilties become single target damage dealers like no other. This increases their effectiveness against a single target and makes them a gap closer, making it easier to finish off your foes before they escape.