Showing Posts For Skystalker.2758:
The only reason I don’t agree is fact that these two classes were my favourite in GW1 and according to me they deserve to be a rightful separate classes in GW2
They were mine as well, and while I agree with your sentiment, it is far more likely that we’ll get a hybrid of two classes than either derv or rit alone
“Bolstered by the blessings of the gods, these holy warriors reap the benefits of multiple Enchantments. With a sharpened scythe, the Dervish can unleash a whirlwind of destruction.” -GW1 Dervish description-
“A living conduit to the Spirit world, the Ritualist spawns powerful Spirit allies that inflict harm on foes, and can channel restorative magic that heals and protects injured companions.” – GW1 Ritualist Description
This is my idea for a new proffession based on a hybrid between the Dervish and the Ritualist in GW1.
The Mystic would be skilled with the use of both magic and martial weapons.
[Greatsword, Longbow, Staff, Mace (main hand only), Sword (main hand only), Dagger (both hands), Scepter, and focus]
The Mystic would wear light armor but would gain a % defense bonus while enchanted based on the level of Mysticism
-skills-
Enchantments would be split into three types.
Restoration enchantments would be utility skills that grant minor defensive and healing effects to the mystic while active and grant boons to the mystic and nearby allies when they end.
Channeled enchantments would be utility skills that provide minor offensive boosts while active and have a significant aoe damage or control effect when they end.
Flash enchantments would be the profession skills and would add effects to the mystic’s attacks. I.E. 1-vulnerability, 2-chill, 3-life steal
Reaping would be a weapon skill that removes one enchantment from the mystic for a weapon specific effect. Reaping would also grant the end benefits of the enchantment removed. Reaping skills would have very short cooldowns but would require an active enchantment to execute.
Spirits would be the Mystic’s “pet” utility skills that apply conditions when they attack. (unlike rit spirits in GW1, these would follow you)
Ashes would work like Engineer’s kits and would replace weapon skills with those specific to the ashes being carried.
Mystics should probably not be able to swap weapons in combat (1 weapon set) as combining reap effects may be OP
-trait lines-
Blade Mastery – Power/condition dmg – traits add damage and effects to bladed weapons (sword/greatsword/daggers)
Channeling Magic – crit chance/dmg – traits add damage and effects to scepter and focus and buff channeled enchantments and add passive offensive buffs while carrying ashes
Communing – toughness/condition duration – traits add damage, defense, and other effects to spirits and passive defensive buffs while carrying ashes
Restoration Magic – vitality/healing power – traits add effects to staff and restoration enchantments and add passive support buffs while carrying ashes
Mysticism – dmg reduction while enchanted and boon duration – traits add bonuses to enchantments and passive buffs while enchanted.
I look forward to your feedback.
(edited by Skystalker.2758)
Back in GW1, the Dervish was pretty much the only class I really enjoyed playing mainly because of it’s versatility as both a spellcaster and melee, but also because they used the coolest weapon in the game, the scythe.
I was severely disappointed when I found out that dervishes wouldn’t be in GW2 but slightly comforted that the Guardian would be similar. However, the trademark weapon that I loved so much is completely absent.
Henceforth I am making a formal request to Anet to add scythes to the game.
