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[Class Suggestion] Theurgist


Regon Phoenix.8215

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Inspiration:

  1. The Paragon is a battle commander who wields a shield and throwing spears. The Paragon uses verbal commands to provide temporary boosts and can, through his insight, help aid allies against Hexes and Conditions. Paragons are the guardian angels of the Elonian people and serve as that land's champions against malevolent threats.
  2. The Ritualists are one of the oldest known professions on Tyria. Being unique to Cantha, they have existed long before the Exodus and the gods granting magic to the races. Before magic, the Ritualists focused on channeling spirits from the Mists. They relied upon the strength and wisdom granted to them by their powerful ancestors whom maintained a connection to their descendants. Through their spirits, the Ritualists were able to practice magic, or something close to it. When magic was granted by the gods, many of the original abilities were strengthened and merged into their modern form. Though still relying on the power of the dead, their original skills are no longer a visible part of the profession.

Theme: in far away north-west of discovered world a flying city appeared. Yet, is wasn't powered by technology or modern magic, but by an ancient slumbering being. In that city mostly humans, norms and sylvaris lived together in sorts of harmony. There people worship ancient powers and ancient beings, communicate with their ancestors and use special rituals to connect themselves with the mists. Because they lived in complete solitude from the rest of the world, so their entire flying town is both their home and graveyard for their dead ancestors. Living space was limited in their home, so they did what they could to save it and they burned their dead in ritualistic manner and used their ashes to build buildings.Asura envoys visited this city as it appear and they found culture, traditions and magic they never seen before. Among all strange and bizarre things asura envoys found that these people base all their life around ritualistic magicians who employ all sorts of magic. These magicians call themselves as Theurgists and they channel ancient and nearly divine energies, mixing them with powers from the mists and guidance of their ancestor spirits. Theurgists spend their time meditating, protecting public order and communicating with their ancestors alongside of practicing their magic crafts. Their magic centered around fire and lightning, but their true powers shined in manipulation of magical ash.Theurgists are able to peer into the future and they saw a grim future in which their flying city was under assault of monstrous beings and city crashed into volcano killing all who lived there. So, in order to save themselves, they guided the sleeping ancient being to drift closer to main continent in hopes to get help from anyone who is willing to help.Asura envoys returned from the city and a diplomacy council was established to help each mainland races and flying city dwellers to get what they want the most. Mainland representatives only agreed to help if Theurgists shares secrets of their magical crafts, and seeing no other options Theurgists agreed.

Class fantasy: a peace and solitude loving monk-like magician who acts as spiritual leader of small community and employs ritualistic magic to defend said community. People belonging to this class spend their time meditating, communicating with their ancestors and following traditions passed down through generations. They dislikes changes, chaos and outsides, but are willing to ask for help when in dire need. Theurgists rarely engage in combat and prefer to do things from a far with tranquil mind and focused spirit, but in dire need will engage into battle as a pillar of power dealing massive damage to enemies at medium range and heal any ally in need.First elite is Embalmer - this is Theurgist solely focused on putting dead to rest. It despises necromancy, but it itself uses special kind of necromancy to assault souls of undeads and quickly put them to rest.Second elite is Boneburner - this is anti-hero type of class, a theurgist who communicated with wrong spirits as was corrupted, but retained its sanity (for now). This elite is thematically focused in struggle between sanity and corruption.Core Theurgist uses green/cyan colored flames, lightning and spirit energies. Damaging abilities looks more ghostly/gray while healing abilities are more green colored.Embalmer elite specialization leave white energies on enemies hit.Boneburner elite creates violet/dark-red flames.

Class focus: support and damage, escape and damage evasion, tanking and sustain.Core builds are mostly for tanking and supporting with limited power and condition damage.Embalmer builds are mostly for power sustained damage and with limited supporting and tanking.Boneburner builds are mostly about condition (and maybe even power) burst damage with nearly no supporting and no tanking.



Unique Class mechanics (all numbers will represented max level numbers)

This class uses only one weapon set and can't switch weapons.This class wears light armor.This class have maximum health equal to Mesmer.

Ritual Force: when you heal and when you are healed, then gather energies as separate energy bar (about 5-15% of healing done/taken charges as Ritual Force). Maximum energy stored scales with your level and at max level you will have about 10k possible maximum Ritual Force. Spend this energy on either F1 or F2. Shared with elites, F1 is offensive ability and F2 is defensive one (except for boneburner).

F1Send ritualistic bolt of ancient magic to deal damage to your target. If this ability hit, then it will jump to closest nearby enemy dealing less damage with each jump. If this ability manages to hit 3 enemies, then gain surge of power regenerating Ritual Force over period of time.

  • Casting time: 3/4 sec
  • Cooldown: 10 sec
  • Range: 1200
  • Ritual Force cost: 6000
  • Damage: 600 (scales with power)
  • Maximum number of jumps: up to 3 (can't hit one target more than once)
  • Jump range: 600
  • Ritual Force Regeneration (if it hits 3 enemies) over duration: 3000
  • Ritual Force regeneration duration: 6 sec
  • Projectile

F2Call down spirits of your ancestors to heal nearby allies around you for a duration. This healing does not charge your Ritual Force.

  • Casting time: instant
  • Cooldown: 20 sec
  • Radius: 600
  • Ritual Force cost: 8000
  • Duration: 3 sec
  • Healing per sec: 300 (scales with healing power)


Weapons (all numbers will represented max level numbers)

Staff 1Release spirit bolt at your target dealing damage. If you target is in close range, then this bolt will return to you healing you.

  • Casting time: 1/2 sec
  • Range: 1200
  • Damage: 650 (scales with power)
  • Range threshold: 300
  • Healing: 100 (scales with power)
  • Projectile
  • Projectile combo finisher: 20%

Staff 2Summon spirit guide who will take damage in your place while within range. This guide will take double damage when damaged directly.

  • Casting time: 1/4 sec
  • Cooldown: 12 sec
  • Guide's health: 5500
  • Radius: 600
  • Duration: 3 sec

Staff 3Rush to your target. If it is an ally, then heal it. If it is an enemy, then damage it and knock it back.

  • Casting time: instant
  • Cooldown: 10 sec
  • Range: 600
  • Evasion: 1/2 sec
  • Heal: 800 (scales with healing power)
  • Damage: 500 (scales with power)
  • Knock back distance: 300
  • Blast combo finisher

Staff 4Call down spirit enemy to rain in targeted area dealing damage and creating light field for duration.

  • Casting time: 3/4 sec
  • Cooldown: 14 sec
  • Range: 1200
  • Radius: 240
  • Duration: 4 sec
  • Damage (4x): 1000 (scales with power)

Staff 5Rush backwards dealing damage and stunning all nearby enemies.

  • Casting time: instant
  • Cooldown: 18 sec
  • Range: 450
  • Damage: 500 (scales with power)
  • Stun: 1 sec
  • Blast combo finisher

-

Scepter 1Release blast of spiritual flames in front of you dealing damage to all enemies in front of you.

  • Casting time: 3/4 sec
  • Range: 600
  • Number of enemies hit: up to 3
  • Damage: 350 (scales with power)

Scepter 2Weaken and burn your target.

  • Casting time: 3/4 sec
  • Cooldown: 8 sec
  • Range: 600
  • Damage: 200 (scales with power)
  • Weakness: 3 sec
  • Burn: 2 stacks for 4 sec
  • Projectile

Scepter 3Target an area and create sacred area for a duration. Enemies in this area are burned and conditions from allies are removed with every pulse.

  • Casting time: 3/4 sec
  • Cooldown: 14 sec
  • Range: 600
  • Radius: 160
  • Duration: 4 sec
  • Pulses: 5
  • Burn per pulse: 1 stack for 3 sec
  • Conditions removed per pulse: 1

-

Focus 4Strike your target and all enemies between and your target with spiritual lightning. Enemies damaged by this attack are crippled.

  • Casting time: 1/2 sec
  • Cooldown: 12 sec
  • Range: 600
  • Damage: 550 (scales with power)
  • Cripple: 3 sec

Focus 5Gain special effect which reflects projectiles and removes conditions with every pulse.

  • Casting time: 1/4 sec
  • Cooldown: 20 sec
  • Duration: 3 sec
  • Pulses: 3
  • Conditions removed per pulse: 1

-

Dagger require Embalmer Elite specialization

Dagger 1First hit of two hit chain. Slash your target's spirit dealing damage instantly and after a delay. Delayed damage is unblockable.

  • Casting time: 1 sec
  • Range: 900
  • Direct damage: 350 (scales with power)
  • Delay: 1/2 sec
  • Delayed damage: 350 (scales with power)

Dagger 1Second hit of two hit chain. Rend your target's soul dealing damage and copy one of your target's boon for yourself.

  • Casting time: 3/4 sec
  • Range: 900
  • Damage: 600 (scales with power)

Dagger 2Slash into your target's soul dealing damage and dazing it. This attack is unblockable.

  • Casting time: 1/2 sec
  • Cooldown: 12 sec
  • Range: 900
  • Damage: 550 (scales with power)
  • Daze: 3/4 sec

Dagger 3Release several spirit projections of yourself to circle around your target creating a special zone. If your original target moves out of this zone, then he/she will suffer damage. Damage part of this ability is unblockable.

  • Casting time: 1 sec
  • Cooldown: 24 sec
  • Range: 900
  • Radius: 160
  • Duration: 3 sec
  • Damage: 1200 (scales with power)

-

Shield require Boneburner Elite specialization

Shield 4Release dark ancestral flames in a cone in front of you while channeling. Enemies in these flames are burned and crippled.

  • Casting time: instant
  • Channel duration: 3 sec
  • Cooldown: 10 sec
  • Range: 600
  • Damage per 1/2 sec: 100 (scales with power)
  • Burn per 1/2 sec: 1 stack for 3 sec
  • Cripple per 1/2 sec: 1 sec

Shield 5Become stationary and after fully casting release a beam of concentrated rage of mad spirits dealing damage to all enemies in its path and burn them.

  • Casting time: 1 sec (can't move while casting)
  • Cooldown: 20 sec
  • Range: 600
  • Damage: 900 (scales with power)
  • Burn: 3 stacks for 8 sec


Core Traitlines (all numbers will represented max level numbers)

SPIRITUAL MAGIC

Adept Minor TraitWhen you yourself remove a condition from yourself, then gain regeneration for 3 sec. Grant 1 sec of regeneration to allies when you remove a condition from them.

Adept Major Trait Line

  • Major Trait 1Increase your total healing power by 3%.
  • Major Trait 2Increase your total vitality by 3%
  • Major Trait 3Your Staff abilities will now deal 3% more damage and 5% more healing. Increase healing received while downed by 25%.

Master Minor TraitCasting F2 will heal nearby allies instantly for 700 (scales with healing power) health. Radius: 600.

Master Major Trait Line

  • Major Trait 4Healing done by you to allies other than yourself is increased by 7%.
  • Major Trait 5Increase healing received from other allies by 10%.
  • Major Trait 6Gain 8 sec of protection when you drop to or bellow 50% of your maximum health. Cooldown: 40 sec.

Grandmaster Minor TraitIncrease your raising speed by 20%. Gain 400 bonus healing power while F2 is active.

Grandmaster Major Trait Line

  • Major Trait 7Increase your vitality by 14% of your healing power.
  • Major Trait 8Increase your toughness by 14% of your vitality.
  • Major Trait 9Your Chants will now heal you for 500 (scales with healing power) health every time you use one of them.

-

STORMHOWLING

Adept Minor TraitDisabling an enemy will cause spiritual lightning to strike it for 350 (scales with power) damage.

Adept Major Trait Line

  • Major Trait 1Using healing ability will give you 2 sec of shocking aura.
  • Major Trait 2While in combat automatically remove cripple, slow, chill and immobilize from yourself. Cooldown: 15 sec.
  • Major Trait 3Your next F1 will stun your primary target for 1 sec. Cooldown: 30 sec.

Master Minor TraitHeal yourself for 3% of all damage you cause. Share 50% of this healing with nearby allies. Radius: 600.

Master Major Trait Line

  • Major Trait 4Deal 10% more damage to disabled enemies.
  • Major Trait 5Evading an attack will release spiritual lightning at your attacker dealing 300 (scales with power) damage.
  • Major Trait 6Your Seals will deal 10% more damage and 15% more healing. Reduce cooldown of seals by 10%.

Grandmaster Minor TraitEvade all attacks for 3 sec when you get downed.

Grandmaster Major Trait Line

  • Major Trait 7Your Focus 4 now dazes all enemies hit for 1/2 sec. Increase duration of your dazes by 20%.
  • Major Trait 8Evading an attack will give you 4 sec of vigor.
  • Major Trait 9Increase all damage you cause by 10% while you are at or bellow 50% of your maximum health. Increase all healing you cause by 5% while you are above 50% of your maximum health.

-

ANCESTRAL FLAMES

Adept Minor TraitYour critical strikes have 20% chance to inflict 1 stack of burning for 5 sec.

Adept Major Trait Line

  • Major Trait 1Increase your critical strike chance by 10% against burning enemies.
  • Major Trait 2Your utility abilities will recharge 5% faster.
  • Major Trait 3Take 7% less damage from damaging conditions while you are at or above 50% of your maximum health.

Master Minor TraitIncrease your precision by 100. Double this bonus while you are at or above 50% of your maximum health.

Master Major Trait Line

  • Major Trait 4Your F1 will now inflict 3 stacks of burning for 5 sec on all enemies hit.
  • Major Trait 5Your Ash abilities will recharge 10% faster for every Ash ability in your ability bar. Only active while in combat.
  • Major Trait 6While in combat automatically remove 1 damaging condition from yourself. Cooldown: 20 sec.

Grandmaster Minor TraitIncrease your condition damage by 10% of your ferocity. Your critical attacks will heal you for 5% of their damage.

Grandmaster Major Trait Line

  • Major Trait 7Your Scepter 1 now inflict 1 stack of burning for 1 sec on all enemies hit. Increase damage caused by burning by 20%.
  • Major Trait 8Killing an enemy will reduce remaining cooldown of your elite ability by 10 sec.
  • Major Trait 9Reduce duration of conditions on you by 10%.


Elite Specialization (all numbers will represented max level numbers)

Embalmer

Adept Minor TraitUnlock Dagger for your main-hand and allow you to use Stigmas.Replace your F2 with new ability.

Adept Major Trait Line

  • Major Trait 1Your unblockable attack will now deal 7% more damage.
  • Major Trait 2Your F2 will convert up to 3 damaging conditions on you into boons when it ends.
  • Major Trait 3Deal 10% more damage while you are downed.

Master Minor TraitWhile downed you slowly consume your Ritual Force (1000 Ritual Force per sec) reviving yourself by 10% every sec.

Master Major Trait Line

  • Major Trait 4Your critical strike penetrates blocking inflicting 25% of their damage.
  • Major Trait 5Your Stigmas will recharge 10% faster and they no longer cost health.
  • Major Trait 6Take 33% less damage while you are downed.

Grandmaster Minor TraitIncrease your maximum Ritual Force by 3000 and reduce cooldown of your F1 by 2 sec.

Grandmaster Major Trait Line

  • Major Trait 7Your dagger critical strikes leaves spiritual wounds for 3 sec. Enemies with these wounds take 10% more damage from critical strikes from any source.

  • Major Trait 8Gain fury for 4 sec when a condition is removed from you.

  • Major Trait 9Allow you to move at 66% of your normal speed while you are downed.

F2Call down spiritual guides to help you in combat creating a special zone around yourself. Allies in this zone are healed with every pulse, downed allies are slowly revived and downed enemies are slowly executed. This ability persists even while you are downed. Healing done by this ability do not charge your Ritual Force.

  • Casting time: instant
  • Cooldown: 30 sec
  • Ritual Energy cost: 9000
  • Radius: 450
  • Duration: 5 sec
  • Pulses: 5
  • Healing per pulse: 200 (scales with healing power)
  • Revive per pulse: 7%
  • Execute per pulse: 10%


Elite Specialization (all numbers will represented max level numbers)

Boneburner

Adept Minor TraitUnlock Shield for your off-hand and allow you to use Drives.Replace your F2 with new ability. You now will gain Ritual Force from damage caused instead of healing caused.

Adept Major Trait Line

  • Major Trait 1Inflicting 3 or more burns on an enemy will corrupt 1 boon on it into 1 stack of torment for 8 sec. Cooldown: 10 sec.
  • Major Trait 2Your Drives now will recharge 20% faster while you are in combat.
  • Major Trait 3When you get disabled, then gain resistance for 3 sec. Cooldown: 30 sec.

Master Minor TraitWhen a boon is removed/corrupted from you, then gain resistance for 2 sec. Cooldown: 40 sec.

Master Major Trait Line

  • Major Trait 4Using one of your shield abilities will cause your next attack to inflict 1 stack of torment for 5 sec.
  • Major Trait 5Your F2 now will instantly recharge whenever you kill an enemy.
  • Major Trait 6Hitting an enemy who is at or bellow 50% of its maximum health will grant you 2 sec of resistance. Cooldown: 20 sec.

Grandmaster Minor TraitIncrease your power by 10% of your condition damage.

Grandmaster Major Trait Line

  • Major Trait 7Inflicting Burning on enemy will also inflict it with 1 stack of torment for 4 sec.

  • Major Trait 8Instantly heal yourself for 15% of your missing health whenever you kill an enemy.

  • Major Trait 9Deal 10% more damage while you have resistance.

F2Become a living bonfire for a duration. While under effect of this ability burn nearby enemies with every pulse. Gain resistance when you active this ability and when this ability ends.

  • Casting time: instant
  • Cooldown: 10 sec
  • Radius: 450
  • Ritual Force cost: 5000
  • Duration: 3 sec
  • Pulses: 3
  • Burn per pulse: 1 stack for 6 sec
  • Resistance: 1 sec


Chants (healing, utility, elite)

Healing ChantRemove bleeding and poison from yourself and heal yourself. For a short duration become immune to bleeds and poisons. In addition, grant regeneration to nearby other allies.

  • Casting time: 1/2 sec
  • Cooldown: 20 sec
  • Healing: 4800 (scales with healing power)
  • Duration: 4 sec
  • Regeneration: 4 sec

-

Utility Chant 1Remove confusion, torment from yourself and stunbreak yourself. For a short duration become immune to torment and confusion.

  • Casting time: instant
  • Cooldown: 30 sec
  • Duration: 4 sec

-

Utility Chant 2Remove vulnerability, weakness, immobility, chill, slow, cripple and gain swiftness. For a short duration become immune to vulnerability, weakness, immobility, chill, slow and cripple.

  • Casting time: 1/2
  • Cooldown: 40 sec
  • Swiftness: 10 sec
  • Duration: 4 sec

-

Utility Chant 3Gain resistance and stunbreak yourself.

  • Casting time: instant
  • Cooldown: 40 sec
  • Resistance: 5 sec

-

Utility Chant 4Stunbreak yourself and gain stability.

  • Casting time: instant
  • Cooldown: 40 sec
  • Stability: 2 stacks for 5 sec

-

Elite ChantBecome immune to all conditions and disable effects for a short time.

  • Casting time: 1/2 sec
  • Cooldown: 90 sec
  • Duration: 5 sec


Seals (healing, utility, elite)

Healing SealHeal yourself while evading attacks. Also, heal nearby other allies.

  • Casting time: 1 and 1/2 sec
  • Cooldown: 40 sec
  • Evasion: 1 and 1/2 sec
  • Healing: 5400 (scales with healing power)
  • Ally heal: 1000 (scales with healing power)

-

Utility Seal 1Release charged spiritual lightning bolt damaging and stunning your target. If your target have stability, then remove all stacks of stability from it instead of stunning.

  • Casting time: 1/2 sec
  • Cooldown: 25 sec
  • Range: 600
  • Damage: 700 (scales with power)
  • Stun: 2 sec

-

Utility Seal 2Damage, daze and immobilize nearby enemies with spiritual lightning. If any of damaged enemies have swiftness of superspeed, then remove these boons.

  • Casting time: 1/2 sec
  • Cooldown: 35 sec
  • Radius: 600
  • Damage: 500 (scales with power)
  • Daze: 1/2 sec
  • Immobilize: 2 sec

-

Utility Seal 3Strike your target with spiritual lightning while channeling. If all attacks hit, then deal addition burst of damage.

  • Casting time: instant
  • Channel time: 2 sec
  • Cooldown: 20 sec
  • Range: 600
  • Damage (4x): 800 (scales with power)
  • Bonus damage: 800 (scales with power)

-

Utility Seal 4Stunbreak yourself, knock all nearby enemies into air with burst of spiritual lightning and deal damage to them.

  • Casting time: instant
  • Cooldown: 35 sec
  • Radius: 450
  • Launch duration: 1 sec
  • Damage: 600 (scales with power)

-

Elite SealGather spiritual lightning to deal damage to your target and launch it into air. While target is in the air you can reactivate this ability to pull it to yourself.

  • Casting time: 3/4 sec
  • Cooldown: 100 sec
  • Range: 600
  • Damage: 1200 (scales with power)
  • Launch duration: 2 sec
  • Maximum pull range: 900


Ashes (healing, utility, elite)

Healing AshHeal yourself and gain barrier as a favor from your ancestors. Nearby other allies are healed as well.

  • Casting time: instant
  • Cooldown: 55 sec
  • Healing: 3000 (scales with healing power)
  • Barrier: 4000 (scales with healing power)
  • Ally heal: 1000 (scales with healing power)

-

Utility Ash 1Stunbreak yourself, gain barrier and burn nearby enemies with hot ash.

  • Casting time: instant
  • Cooldown: 55 sec
  • Radius: 600
  • Barrier: 2000 (scales with healing power)
  • Burn: 2 stacks for 10 sec

-

Utility Ash 2Grant barrier made of ancestral ashes to yourself and all nearby allies. In addition, remove 1 damaging condition from all affected allies.

  • Casting time: instant
  • Cooldown: 75 sec
  • Radius: 900
  • Barrier: 3500 (scales with healing power)

-

Utility Ash 3Daze and blind your target with searing ash and all other enemies around your target.

  • Casting time: instant
  • Cooldown: 65 sec
  • Range: 900
  • Damage: 200 (scales with power)
  • Daze: 1 sec
  • Blind: 5 sec
  • Radius: 240

-

Utility Ash 4Create armor of ash around yourself reducing all damage you take for a duration. This reduction is twice as effective while you have barrier.

  • Casting time: instant
  • Cooldown: 85 sec
  • Damage reduction: 33%
  • Duration: 5 sec

-

Elite AshEntomb your target in searing ashes stunning, dealing damage and inflict burning to it. Entombed enemy can't gain boons, be healed or gain barrier, but it still can stunbreak.

  • Casting time: instant
  • Cooldown: 180 sec
  • Range: 900
  • Stun: 2 sec
  • Damage (4x): 2000 (scales with power)
  • Burning per 1/2 sec: 1 stack for 6 sec


Stigmas (healing, utility, elite) - require Embalmer Elite specialization

Healing StigmaBleed yourself and gain a special effect causing you to heal for all damage you take and cause.

  • Casting time: 1/4 sec
  • Cooldown: 20 sec
  • Health cost: 500
  • Self-Bleed: 1 stack for 10 sec
  • Duration: 6 sec
  • Damage taken converted to healing: 60%
  • Damage done converted to healing: 40%

-

Utility Stigma 1Bleed yourself and gain fury, quickness and might.

  • Casting time: 1/4 sec
  • Cooldown: 30 sec
  • Health cost: 1000
  • Self-Bleed: 1 stack for 10 sec
  • Fury: 10 sec
  • Quickness: 4 sec
  • Might: 5 stacks for 10 sec

-

Utility Stigma 2Bleed yourself, stunbreak yourself and gain stability.

  • Casting time: instant
  • Cooldown: 40 sec
  • Health cost: 1000
  • Self-Bleed: 1 stack for 10 sec
  • Stability: 3 stacks for 3 sec

-

Utility Stigma 3Bleed yourself and cause your next 3 attacks to score a guaranteed critical strike with additional ferocity.

  • Casting time: 1/4 sec
  • Cooldown: 20 sec
  • Health cost: 1000
  • Self-Bleed: 1 stack for 10 sec
  • Duration: 6 sec
  • Bonus ferocity: 200

-

Utility Stigma 4Bleed yourself and when you are about to get downed heal yourself instead.

  • Casting time: 1/4 sec
  • Cooldown: 50 sec
  • Health cost: 1000
  • Self-Bleed: 1 stack for 10 sec
  • Duration: 8 sec
  • Heal: 1800 (scales with healing power)

-

Elite StigmaBleed yourself and deal damage to your target. This ability instantly execute downed enemies.

  • Casting time: 1 sec
  • Cooldown: 60 sec
  • Health cost: 1500
  • Self-Bleed: 1 stack for 10 sec
  • Damage: 700 (scales with power)


Drives (healing, utility, elite) - require Boneburner Elite specialization

Healing DriveHeal yourself through powers of dark spirits. This heal is stronger for every nearby enemy. If you use this ability without enemies nearby, then you will burn yourself.

  • Casting time: 3/4 sec
  • Cooldown: 40 sec
  • Radius: 600
  • Healing: 5000 (scales with healing power)
  • Healing increase per nearby enemy: 10%
  • Self-Burn: 1 stack for 6 sec

-

Utility Drive 1Rush forward with blazing madness (to your target) damaging and burning all enemies in your path. If this ability doesn't hit at least one enemy, then burn yourself.

  • Casting time: 1/2 sec
  • Cooldown: 30 sec
  • Range: 9000
  • Damage: 600 (scales with power)
  • Burn: 2 stacks for 4 sec
  • Self-Burn: 1 stack for 6 sec

-

Utility Drive 2Stunbreak yourself and release fiery chaos burning and tormenting nearby enemies. If this ability doesn't hit at least one enemy, then burn and torment yourself.

  • Casting time: instant
  • Cooldown: 40 sec
  • Radius: 600
  • Burn: 1 stack for 6 sec
  • Torment: 3 stacks for 8 sec
  • Self-Burn: 1 stack for 6 sec
  • Self-Torment: 1 stack for 6 sec

-

Utility Drive 3Release a fiery mad spirit to rush in front of you until it hits an enemy or reaches its maximum distance. If this ability hits and enemy, then it will corrupt 1 boon into torment, return to you and grant you resistance. If it doesn't hit any enemy, then it will return to you and inflict torment on you.

  • Casting time: 1/2 sec
  • Cooldown: 20 sec
  • Range: 900
  • Torment: 3 stacks for 8 sec
  • Resistance: 3 sec
  • Self-Torment: 1 stack for 6 sec

-

Utility Drive 4Teleport to targeted location and torment nearby enemies. If this ability doesn't hit at least on enemy, then torment yourself.

  • Casting time: 1/2 sec
  • Maximum count: 3
  • Count recharge: 30 sec
  • Cooldown: 6 sec
  • Range: 900
  • Radius: 240
  • Torment: 2 stacks for 10 sec
  • Self-Torment: 1 stack for 6 sec

-

Elite DriveCorrupt all boons on yourself and instantly transfer all conditions from yourself to your target. If transference fails to hit, then all conditions will return to you.

  • Casting time: 3/4 sec
  • Cooldown: 60 sec
  • Range: 900


Personal notes:

  1. To craft this elite it too me nearly 3 days.
  2. Yes, i think 3 core traitlines are very fitting for this class, because this class itself is very limited. Other classes evolved through out the world with different races, different tribes and different natural conditions around them, thus creaming great variety of abilities and weapons available for other classes. This class, however, evolved in one isolated location knowing only one type of environment and all races practicing this class lived together in said isolated location.
  3. Core - for pve as a tank/support hybrid and for pvp as a bunker to defend points. Embalmer - for pve as a sustained damage dealer and for pvp as range dps with great, but limited support. Boneburner - for pve as a condition based burster and for pvp as a condition based burster.
  4. Staff theme - tranquil healer and tank. Scepter+focus theme - dangerous protector against invaders.
  5. Embalmers were created when Theurgists went into Heart of Thorns locations and found group of evil necromancers raising armies of undead. In there Theurgists found new ancient beings and borrowed their powers to fight against undead threat.
  6. Boneburners were created when Theurgists went into Path of Fire locations (mainly desert) and were befriended by scourges. Together they tried to create new rituals and communicate with necromancer's from the past, but some evil spirits attacked and twisted everyone involved.
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Interesting take on a profession. Lore wise I dont see it working especially since we have revenants now that channel spirits from the mists. Also lore wise it wouldn't make any sense for sylvari to be living in this floating city. Traits and skills also remind me alot of ones in game currently across various professions.

All in all an interesting read and idea but I don't see it fitting in.

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@Star.8401 said:Interesting take on a profession. Lore wise I dont see it working especially since we have revenants now that channel spirits from the mists.

Yeah, but revenant only uses mists. This class uses lots of ancient powers from divine energies left by gods to mists to power of their ancestors to literal remains of their ancestors. This is sort of mixture of all types of different powers creating a bit unstable, but powerful raw magic channeled using all sorts of rituals. Very similarly like ritualist used to do in gw1.

@Star.8401 said:Also lore wise it wouldn't make any sense for sylvari to be living in this floating city.

Why? City dvelers need to eat, but they can't have many animals, so what would they eat? Maybe fruits, vegetables and berries, and who else is better at tending to plants than Sylvani? Also, lore wise Sylvani are already pretty keep on whole ancestors thing.

@Star.8401 said:Traits and skills also remind me alot of ones in game currently across various professions.

Well, yes. Class do need to fit with others class. I can't simply make something which would not fit the game.

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@Regon Phoenix.8215 said:

@Star.8401 said:Also lore wise it wouldn't make any sense for sylvari to be living in this floating city.

Why? City dvelers need to eat, but they can't have many animals, so what would they eat? Maybe fruits, vegetables and berries, and who else is better at tending to plants than Sylvani? Also, lore wise Sylvani are already pretty keep on whole ancestors thing.

Sylvari are only born from the pale tree. We know roughly the whereabouts of the firstborn and the sylvari that followed. There is no place lore wise for an entirely new floating city to the north to appear populated with sylvari.

And yeah this sounds a lot like the revenant; could take some of the ideas and turn into an elite spec. I say that because I dont think anet will ever be adding a new profession to the game as they've gone the elite spec route which in my opinion is better.

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Actually, Star.8401, there are Sylvari not born from the Pale Tree, such as Malyck. So, from that point of view it could be possible for Sylvari to be on a floating tower who are not from the Pale Tree. I'm on my phone and it's not easy to go into details right now; however, I do agree that there are lore issues that are not in lines with Guild Wars.

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@Star.8401 said:

@Star.8401 said:Also lore wise it wouldn't make any sense for sylvari to be living in this floating city.

Why? City dvelers need to eat, but they can't have many animals, so what would they eat? Maybe fruits, vegetables and berries, and who else is better at tending to plants than Sylvani? Also, lore wise Sylvani are already pretty keep on whole ancestors thing.

Sylvari are only born from the pale tree. We know roughly the whereabouts of the firstborn and the sylvari that followed. There is no place lore wise for an entirely new floating city to the north to appear populated with sylvari.

And yeah this sounds a lot like the revenant; could take some of the ideas and turn into an elite spec. I say that because I dont think anet will ever be adding a new profession to the game as they've gone the elite spec route which in my opinion is better.

Ok, fair enough. But how about alternative way for Sylvani to be born? Is there any lore to state that they can't find an alternative?And i doubt that they will not add new class. I think during next expansion. They have to mix things up a little bit to keep players interested in playing or else they will lose players. And it think it looks sort of typical:HOT - new classPOF - no new classNext expansion - new class

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@Regon Phoenix.8215 said:

@Star.8401 said:Also lore wise it wouldn't make any sense for sylvari to be living in this floating city.

Why? City dvelers need to eat, but they can't have many animals, so what would they eat? Maybe fruits, vegetables and berries, and who else is better at tending to plants than Sylvani? Also, lore wise Sylvani are already pretty keep on whole ancestors thing.

Sylvari are only born from the pale tree. We know roughly the whereabouts of the firstborn and the sylvari that followed. There is no place lore wise for an entirely new floating city to the north to appear populated with sylvari.

And yeah this sounds a lot like the revenant; could take some of the ideas and turn into an elite spec. I say that because I dont think anet will ever be adding a new profession to the game as they've gone the elite spec route which in my opinion is better.

Ok, fair enough. But how about alternative way for Sylvani to be born? Is there any lore to state that they can't find an alternative?

I answered this in my post right before yours.

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@DKShang.8792 said:

@Star.8401 said:Also lore wise it wouldn't make any sense for sylvari to be living in this floating city.

Why? City dvelers need to eat, but they can't have many animals, so what would they eat? Maybe fruits, vegetables and berries, and who else is better at tending to plants than Sylvani? Also, lore wise Sylvani are already pretty keep on whole ancestors thing.

Sylvari are only born from the pale tree. We know roughly the whereabouts of the firstborn and the sylvari that followed. There is no place lore wise for an entirely new floating city to the north to appear populated with sylvari.

And yeah this sounds a lot like the revenant; could take some of the ideas and turn into an elite spec. I say that because I dont think anet will ever be adding a new profession to the game as they've gone the elite spec route which in my opinion is better.

Ok, fair enough. But how about alternative way for Sylvani to be born? Is there any lore to state that they can't find an alternative?

I answered this in my post right before yours.

Yes, it seems you did.Through, regarding lore everything can be easily changed.

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@Regon Phoenix.8215 said:HOT - new classPOF - no new classNext expansion - new class

I think that was because Revenant was SO poorly thought out, designed and implemented. I dont think they will add another class because of that. It was too much work needed for them and it showed that they clearly didnt get enough time. The class and specs are a mess and even by the time they do another expansion Revenant will STILL be a mess.

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Pretty sure the devs, maybe it was Mo before he left, said they won't be adding anymore professions and will be developing only elites now that they have their even selection with 3 soldiers, 3 adventurers, and 3 scholars. With that said there is nothing stopping this from being an elite. Taking it from that point of view this could go either to warrior or revenant but my opinion is that revenant would be a closer fit. It's been a while since I pulled out Guild Wars and played it but I may dust my copy off and fire it up tonight. This and the other thread about the differences between GW and GW2 is giving me a case of nostalgia.

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  • 2 weeks later...

@DKShang.8792 said:Pretty sure the devs, maybe it was Mo before he left, said they won't be adding anymore professions and will be developing only elites now that they have their even selection with 3 soldiers, 3 adventurers, and 3 scholars. With that said there is nothing stopping this from being an elite. Taking it from that point of view this could go either to warrior or revenant but my opinion is that revenant would be a closer fit. It's been a while since I pulled out Guild Wars and played it but I may dust my copy off and fire it up tonight. This and the other thread about the differences between GW and GW2 is giving me a case of nostalgia.

Well, every game need something new to breath new life. And every games tries to do it with introduction of new class (hint: it nearly always works), so i see no reason why Anet couldn't do the same thing on the next expansion.

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@Regon Phoenix.8215 said:

Well, every game need something new to breath new life. And every games tries to do it with introduction of new class (hint: it nearly always works), so i see no reason why Anet couldn't do the same thing on the next expansion.

Because of the way the class system in the game is structured, it is very likely a new class itself will be added. Not only would the base class have to be established, Anet would have to decide whether or not to go back to every expac they released and re-add collections and rewards specifically for that class or elite spec. They would also have to develop multiple elite specs at once, which as seen by the revenant, even creating a new class isn't easy. Many people still complain how rev is seen a broken and the base class being useless without any elite spec. At least for every other base class they are very much playable.Reiterating Regon Phoenix, Anet seems to be done with wanting to make any new classes. The revenant was released to have 3 classes of each armor type and from the ways have been looking, they are fully committed to just releasing new elite specs. This class idea would be great as an elite spec, but would be far too tedious and time consuming to build it as a new class from the ground up.

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@Regon Phoenix.8215 said:Well, every game need something new to breath new life. And every games tries to do it with introduction of new class (hint: it nearly always works), so i see no reason why Anet couldn't do the same thing on the next expansion.

Not really. As @"AlexndrTheGreat.8310" pointed out the logistics of adding a new profession would be massive. It just isn't logical for ANet to add a new profession when they are already adding new elites. ANet is already "adding new life" by giving us Living Season updates and expansions and nine new elites with every expansions.

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@DKShang.8792 said:

@Regon Phoenix.8215 said:Well, every game need something new to breath new life. And every games tries to do it with introduction of new class (hint: it nearly always works), so i see no reason why Anet couldn't do the same thing on the next expansion.

Not really. As @AlexndrTheGreat.8310 pointed out the logistics of adding a new profession would be massive. It just isn't logical for ANet to add a new profession when they are already adding new elites. ANet is already "adding new life" by giving us Living Season updates and expansions and nine new elites with every expansions.

+

@AlexndrTheGreat.8310 said:

Well, every game need something new to breath new life. And every games tries to do it with introduction of new class (hint: it nearly always works), so i see no reason why Anet couldn't do the same thing on the next expansion.

Because of the way the class system in the game is structured, it is very likely a new class itself will be added. Not only would the base class have to be established, Anet would have to decide whether or not to go back to every expac they released and re-add collections and rewards specifically for that class or elite spec. They would also have to develop multiple elite specs at once, which as seen by the revenant, even creating a new class isn't easy. Many people still complain how rev is seen a broken and the base class being useless without any elite spec. At least for every other base class they are very much playable.Reiterating Regon Phoenix, Anet seems to be done with wanting to make any new classes. The revenant was released to have 3 classes of each armor type and from the ways have been looking, they are fully committed to just releasing new elite specs. This class idea would be great as an elite spec, but would be far too tedious and time consuming to build it as a new class from the ground up.

I would disagree. I looked up stuff from old GW1 game, read up through some of the lore and found several reason and things that could be added as new classes. Base design, as you can see from my suggestion, could be made easily. My new class could nearly be playable even today with added correct classing to abilities. I made whole concept: from abilities to thematics to color pallet to even distinctive builds for core/elite specs; i am only one single person. If i can do that, then Anet could do that, but even better (if they put more time into the game instead of banning people for answering accusatory comments).I personally like revenant, even if it is a bit of a mess. And there are lots of people who like it as well. And adding it actually got lots of people excited about the game.P.S. whether they will ad new class or not is purely speculations. They can change their policy about new classes literally at any day of the week. You can't confirm or deny their policy classes/elites, and you don't know what will new expansion bring.

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True statement. I'm just looking at GW2 history. GW2 was released in 2012. Since then we have had one new profession and 18 elites added to the game. Finally, we have someone on the ANet team saying elites where the way they are going to be going with future expansions, wish I could find that comment now. Just saying, things aren't looking good for adding a whole other profession, which would unbalance the current system of three soldiers, three adventurers, and three scholars. I guess we will have to agree to disagree.

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@DKShang.8792 said:True statement. I'm just looking at GW2 history. GW2 was released in 2012. Since then we have had one new profession and 18 elites added to the game. Finally, we have someone on the ANet team saying elites where the way they are going to be going with future expansions, wish I could find that comment now. Just saying, things aren't looking good for adding a whole other profession, which would unbalance the current system of three soldiers, three adventurers, and three scholars. I guess we will have to agree to disagree.

Do you know the future? Do you know how their design philosophy might change? Yes, currently they are focused solely on new elites, but after quite some time new elites will not be enough or they simply do not attract enough players. Just like Blizzard was adamant about not adding demon-hunter.

Also, don't you think a discussion about speculating about what will or won't be added is a bit off-topic? This is a class suggestion, not a thread about what will or won't be added, so all comments should be about this class.

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The point is that neither of us know what ANet has for the "future". In other words, your point is a two way street. Thus my comment that you seem to be missing the point. As for their design philosophy it has been stated as expansions and elites.

Regarding being on or off topic you have made a mistake. I am precisely on topic. You are suggesting that this be implemented as a new profession. I am suggesting that this be implemented as a new elite. I am providing my opinion and backing that opinion up with what we have seen from ANet thus far; which is, one new profession, 18 elites, and the comment by ANet that they will be developing elites.

Please try to keep an open mind and remain respectful. You may not agree with my point of view but I am entitled to share it. Everyone has their point of view and sharing thoughts is what makes this community superior to others. We can all share our thoughts and opinions.

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@"DKShang.8792" said:The point is that neither of us know what ANet has for the "future". In other words, your point is a two way street. Thus my comment that you seem to be missing the point. As for their design philosophy it has been stated as expansions and elites.

Regarding being on or off topic you have made a mistake. I am precisely on topic. You are suggesting that this be implemented as a new profession. I am suggesting that this be implemented as a new elite. I am providing my opinion and backing that opinion up with what we have seen from ANet thus far; which is, one new profession, 18 elites, and the comment by ANet that they will be developing elites.

Please try to keep an open mind and remain respectful. You may not agree with my point of view but I am entitled to share it. Everyone has their point of view and sharing thoughts is what makes this community superior to others. We can all share our thoughts and opinions.

Well, to which class this would work as elite and which traitline would be reworked into 1 elite? As i already presented, this class have many different play styles and distinctive abilities.

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I agree with a prior commitment about this fitting revenant; however, I think a very strong argument could be made for guardian. The flavor of the seals, chants, and such scream guard to me and, since guardian doesn't use a dagger, this would slot right in for the new elite weapon.

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Let me add that I think this would be great if it was focused down into a support and healing elite. Now, I'm not saying druid 2.0 ( =) ), but something along those lines would be great. Running into battle reciting chants and casting seals. Man, I can just imagine it now.

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@DKShang.8792 said:Let me add that I think this would be great if it was focused down into a support and healing elite. Now, I'm not saying druid 2.0 ( =) ), but something along those lines would be great. Running into battle reciting chants and casting seals. Man, I can just imagine it now.

Firebrand already offers support for guardian. It have healing and boons. So, it would not fit guardian as firebrand already does everything this class could do.

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  • 2 months later...

It honestly feels like you're upset with the fact people told you "ANET doesn't want new classes" instead of praising this and wishing it was in the game. Honest opinion from me is that the concept is cool but with no precedent for it your lore actually cheapens it all and is unneeded. The lore is thrown together for the sake of the class making it feel very forced. We are already aware of the mists and their strange ways which is why the revenant worked, it was a class for the lore not the other way around (which is why it feels funny). Also to note it's been mentioned there are other pale trees, but the oldest sylvari is only 29 years old. They can't be an ancient race, we don't even know if they die from old age yet.

However anet doesn't want anymore classes, to much reworking old stuff and including achieves, it will hit the meta harder than new elite specs, and it will throw off armor balance.

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