[Class Suggestion] Theurgist — Guild Wars 2 Forums

[Class Suggestion] Theurgist

Regon Phoenix.8215Regon Phoenix.8215 Member ✭✭✭
edited July 15, 2018 in Professions

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).

F1
Send 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

F2
Call 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 1
Release 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 2
Summon 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 3
Rush 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 4
Call 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 5
Rush 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 1
Release 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 2
Weaken 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 3
Target 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 4
Strike 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 5
Gain 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 1
First 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 1
Second 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 2
Slash 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 3
Release 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 4
Release 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 5
Become 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 Trait
When 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 1
    Increase your total healing power by 3%.

  • Major Trait 2
    Increase your total vitality by 3%

  • Major Trait 3
    Your Staff abilities will now deal 3% more damage and 5% more healing. Increase healing received while downed by 25%.

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

Master Major Trait Line

  • Major Trait 4
    Healing done by you to allies other than yourself is increased by 7%.

  • Major Trait 5
    Increase healing received from other allies by 10%.

  • Major Trait 6
    Gain 8 sec of protection when you drop to or bellow 50% of your maximum health. Cooldown: 40 sec.

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

Grandmaster Major Trait Line

  • Major Trait 7
    Increase your vitality by 14% of your healing power.

  • Major Trait 8
    Increase your toughness by 14% of your vitality.

  • Major Trait 9
    Your Chants will now heal you for 500 (scales with healing power) health every time you use one of them.

-

STORMHOWLING

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

Adept Major Trait Line

  • Major Trait 1
    Using healing ability will give you 2 sec of shocking aura.

  • Major Trait 2
    While in combat automatically remove cripple, slow, chill and immobilize from yourself. Cooldown: 15 sec.

  • Major Trait 3
    Your next F1 will stun your primary target for 1 sec. Cooldown: 30 sec.

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

Master Major Trait Line

  • Major Trait 4
    Deal 10% more damage to disabled enemies.

  • Major Trait 5
    Evading an attack will release spiritual lightning at your attacker dealing 300 (scales with power) damage.

  • Major Trait 6
    Your Seals will deal 10% more damage and 15% more healing. Reduce cooldown of seals by 10%.

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

Grandmaster Major Trait Line

  • Major Trait 7
    Your Focus 4 now dazes all enemies hit for 1/2 sec. Increase duration of your dazes by 20%.

  • Major Trait 8
    Evading an attack will give you 4 sec of vigor.

  • Major Trait 9
    Increase 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 Trait
Your critical strikes have 20% chance to inflict 1 stack of burning for 5 sec.

Adept Major Trait Line

  • Major Trait 1
    Increase your critical strike chance by 10% against burning enemies.

  • Major Trait 2
    Your utility abilities will recharge 5% faster.

  • Major Trait 3
    Take 7% less damage from damaging conditions while you are at or above 50% of your maximum health.

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

Master Major Trait Line

  • Major Trait 4
    Your F1 will now inflict 3 stacks of burning for 5 sec on all enemies hit.

  • Major Trait 5
    Your Ash abilities will recharge 10% faster for every Ash ability in your ability bar. Only active while in combat.

  • Major Trait 6
    While in combat automatically remove 1 damaging condition from yourself. Cooldown: 20 sec.

Grandmaster Minor Trait
Increase 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 7
    Your Scepter 1 now inflict 1 stack of burning for 1 sec on all enemies hit. Increase damage caused by burning by 20%.

  • Major Trait 8
    Killing an enemy will reduce remaining cooldown of your elite ability by 10 sec.

  • Major Trait 9
    Reduce duration of conditions on you by 10%.



Elite Specialization (all numbers will represented max level numbers)

Embalmer

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

Adept Major Trait Line

  • Major Trait 1
    Your unblockable attack will now deal 7% more damage.

  • Major Trait 2
    Your F2 will convert up to 3 damaging conditions on you into boons when it ends.

  • Major Trait 3
    Deal 10% more damage while you are downed.

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

Master Major Trait Line

  • Major Trait 4
    Your critical strike penetrates blocking inflicting 25% of their damage.

  • Major Trait 5
    Your Stigmas will recharge 10% faster and they no longer cost health.

  • Major Trait 6
    Take 33% less damage while you are downed.

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

Grandmaster Major Trait Line

  • Major Trait 7
    Your 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 8
    Gain fury for 4 sec when a condition is removed from you.

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

-

F2
Call 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 Trait
Unlock 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 1
    Inflicting 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 2
    Your Drives now will recharge 20% faster while you are in combat.

  • Major Trait 3
    When you get disabled, then gain resistance for 3 sec. Cooldown: 30 sec.

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

Master Major Trait Line

  • Major Trait 4
    Using one of your shield abilities will cause your next attack to inflict 1 stack of torment for 5 sec.

  • Major Trait 5
    Your F2 now will instantly recharge whenever you kill an enemy.

  • Major Trait 6
    Hitting an enemy who is at or bellow 50% of its maximum health will grant you 2 sec of resistance. Cooldown: 20 sec.

Grandmaster Minor Trait
Increase your power by 10% of your condition damage.

Grandmaster Major Trait Line

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

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

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

-

F2
Become 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 Chant
Remove 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 1
Remove 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 2
Remove 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 3
Gain resistance and stunbreak yourself.

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

-

Utility Chant 4
Stunbreak yourself and gain stability.

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

-

Elite Chant
Become 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 Seal
Heal 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 1
Release 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 2
Damage, 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 3
Strike 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 4
Stunbreak 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 Seal
Gather 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 Ash
Heal 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 1
Stunbreak 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 2
Grant 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 3
Daze 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 4
Create 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 Ash
Entomb 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 Stigma
Bleed 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 1
Bleed 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 2
Bleed 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 3
Bleed 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 4
Bleed 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 Stigma
Bleed 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 Drive
Heal 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 1
Rush 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 2
Stunbreak 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 3
Release 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 4
Teleport 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 Drive
Corrupt 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.

Comments

  • Star.8401Star.8401 Member ✭✭

    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.

  • @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.

  • Star.8401Star.8401 Member ✭✭
    edited April 15, 2018

    @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.

  • 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.

  • @Star.8401 said:

    @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?
    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 class
    POF - no new class
    Next expansion - new class

  • @Regon Phoenix.8215 said:

    @Star.8401 said:

    @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.

  • @DKShang.8792 said:

    @Regon Phoenix.8215 said:

    @Star.8401 said:

    @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.

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

  • ArmageddonAsh.6430ArmageddonAsh.6430 Member ✭✭✭✭

    @Regon Phoenix.8215 said:
    HOT - new class
    POF - no new class
    Next 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.

  • 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.

  • @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.

  • @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.

  • @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.

  • @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:

    @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.

    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.

  • 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.

  • @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.

  • Yes, that is precisely the point you seem to be missing.

  • @DKShang.8792 said:
    Yes, that is precisely the point you seem to be missing.

    The point that you are making off-topic comments?

  • 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.

  • @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.

  • 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.

  • DKShang.8792DKShang.8792 Member ✭✭
    edited April 28, 2018

    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.

  • @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.

  • Made minor changes to numbers.

  • @Riranor.6315 said:
    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.

    It honestly feels like you can't make a comment with constructive criticism in it, so you will just gonna comment how you feel. Are you feelings somehow connected with the concept?

    @Riranor.6315 said:
    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.

    This class is based on classes from GW1. Thus, i could very well fit within the game.

    @Riranor.6315 said:
    The lore is thrown together for the sake of the class making it feel very forced.

    Again, how are your feelings connected to any of this? I can't change how you feel. Your feelings are your business.

    @Riranor.6315 said:
    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.

    Never say never.

  • Riranor.6315Riranor.6315 Member ✭✭
    edited July 15, 2018

    @Regon Phoenix.8215 said:

    @Riranor.6315 said:
    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.

    It honestly feels like you can't make a comment with constructive criticism in it, so you will just gonna comment how you feel. Are you feelings somehow connected with the concept?

    @Riranor.6315 said:
    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.

    This class is based on classes from GW1. Thus, i could very well fit within the game.

    @Riranor.6315 said:
    The lore is thrown together for the sake of the class making it feel very forced.

    Again, how are your feelings connected to any of this? I can't change how you feel. Your feelings are your business.

    @Riranor.6315 said:
    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.

    Never say never.

    You never addressed my mentioning of the sylvari tho?

    Edit: and by forced I meant the whole city concept. That city is what cheapens the entire thing. Those classes you mentioned are native to Crystal Desert, not the city you designed.

  • @Riranor.6315 said:

    @Regon Phoenix.8215 said:

    @Riranor.6315 said:
    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.

    It honestly feels like you can't make a comment with constructive criticism in it, so you will just gonna comment how you feel. Are you feelings somehow connected with the concept?

    @Riranor.6315 said:
    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.

    This class is based on classes from GW1. Thus, i could very well fit within the game.

    @Riranor.6315 said:
    The lore is thrown together for the sake of the class making it feel very forced.

    Again, how are your feelings connected to any of this? I can't change how you feel. Your feelings are your business.

    @Riranor.6315 said:
    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.

    Never say never.

    You never addressed my mentioning of the sylvari tho?

    Can't really address what we don't know. Until Anet confirms everything about everyone - there will still be speculations.

    @Riranor.6315 said:
    Edit: and by forced I meant the whole city concept. That city is what cheapens the entire thing. Those classes you mentioned are native to Crystal Desert, not the city you designed.

    So, creating a new area, which haven't been previously visited, cheapens the concept? Well, i guess then all elites are cheap then.

  • Riranor.6315Riranor.6315 Member ✭✭

    @Regon Phoenix.8215 said:

    @Riranor.6315 said:

    @Regon Phoenix.8215 said:

    @Riranor.6315 said:
    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.

    It honestly feels like you can't make a comment with constructive criticism in it, so you will just gonna comment how you feel. Are you feelings somehow connected with the concept?

    @Riranor.6315 said:
    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.

    This class is based on classes from GW1. Thus, i could very well fit within the game.

    @Riranor.6315 said:
    The lore is thrown together for the sake of the class making it feel very forced.

    Again, how are your feelings connected to any of this? I can't change how you feel. Your feelings are your business.

    @Riranor.6315 said:
    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.

    Never say never.

    You never addressed my mentioning of the sylvari tho?

    Can't really address what we don't know. Until Anet confirms everything about everyone - there will still be speculations.

    @Riranor.6315 said:
    Edit: and by forced I meant the whole city concept. That city is what cheapens the entire thing. Those classes you mentioned are native to Crystal Desert, not the city you designed.

    So, creating a new area, which haven't been previously visited, cheapens the concept? Well, i guess then all elites are cheap then.

    "1302 AE The sylvari first appear along the Tarnished Coast, sprouting from the Pale Tree." This is the canon first sylvari according to Anet. Anet has confirmed the oldest Sylvari to be 29. It is a indisputable fact. It's not something that "we don't know." It's something you didn't know. Trying to claim they might be lying is a straw man argument, especially when Anet does foreshadow really well and doesn't blatantly lie for the plot (you fight the shadow of mordremoth literally first thing in the sylvari starting area.)

    Going off this point this means HoT was also foreshadowed and not random, disproving your other point. PoF is also not random, it literally had a precedent back from GW1, it makes sense to go back to fight Balthazar because in GW1 the crystal desert is a war zone for the gods.

    I am trying to be constructive here, just blunt with you as well. The skills are completely fine, but I personally thinking trying to force in a random city foreshadowed doesn't make much sense. Also the age of your city matters to, as Humans are actually aliens from another dimension brought to Tyria but the gods a couple thousand years ago (again check the GW2 timeline) so you're gonna want to figure out how ancient it is. I think what would worm better for you honestly is a more Atlantis themed plot. The crystal desert used to be an ocean but then it burnt up during a war with the gods. There are ruins all over the desert. Maybe an ancient previously underwater city could be found that is now empty but translated scriptures teach people to harness the powers of your class. It doesn't contradict any existing lore, it is foreshadowed by the history of Crystal Desert that is canon, and ties the classes you mentioned back to their original zone.

    But Anet still doesn't want a new class. This is a fun topic, but if Anet went back on what they said I'd be shocked, and actually annoyed with the new inbalance. There are no signs of them changing their mind too.

  • @Riranor.6315 said:

    @Regon Phoenix.8215 said:

    @Riranor.6315 said:

    @Regon Phoenix.8215 said:

    @Riranor.6315 said:
    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.

    It honestly feels like you can't make a comment with constructive criticism in it, so you will just gonna comment how you feel. Are you feelings somehow connected with the concept?

    @Riranor.6315 said:
    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.

    This class is based on classes from GW1. Thus, i could very well fit within the game.

    @Riranor.6315 said:
    The lore is thrown together for the sake of the class making it feel very forced.

    Again, how are your feelings connected to any of this? I can't change how you feel. Your feelings are your business.

    @Riranor.6315 said:
    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.

    Never say never.

    You never addressed my mentioning of the sylvari tho?

    Can't really address what we don't know. Until Anet confirms everything about everyone - there will still be speculations.

    @Riranor.6315 said:
    Edit: and by forced I meant the whole city concept. That city is what cheapens the entire thing. Those classes you mentioned are native to Crystal Desert, not the city you designed.

    So, creating a new area, which haven't been previously visited, cheapens the concept? Well, i guess then all elites are cheap then.

    It's something you didn't know. Trying to claim they might be lying is a straw man argument, especially when Anet does foreshadow really well and doesn't blatantly lie for the plot (you fight the shadow of mordremoth literally first thing in the sylvari starting area.)

    Please, contain your projection. You are only one here who doesn't know such basic things like mysterious origins of this race:
    "The origin of the sylvari is still unclear. What is known is that the Pale Tree was born of a fist-sized seed from a cave which Ronan, a human soldier, found. This cave was said to have been guarded by monstrous plant-creatures, though any details on them or the location of the tree is unknown, even to modern sylvari who have been looking for this cave since their race's birth from the Pale Tree. "
    "In 1325 AE, a sylvari named Malyck was discovered who did not emerge from the Pale Tree or share in the Dream"

  • Riranor.6315Riranor.6315 Member ✭✭

    @Regon Phoenix.8215 said:
    "In 1325 AE, a sylvari named Malyck was discovered who did not emerge from the Pale Tree or share in the Dream"

    My argument still stands tho, we don't know his age. The burden of proof that Malyck is old enough for your city is on you, not me. At this point there is a Devil's proof, as neither of us can provide anything to support or deny Malyck's age, however since you're trying to use Malyck to prove your own point that burden is on you. How old is your city meant to be anyway? I'm curious for the sake of the humans that are meant to be on it since that was a point I brought up in a previous post.

    @Riranor.6315 said:
    "Also the age of your city matters to, as Humans are actually aliens from another dimension brought to Tyria but the gods a couple thousand years ago"

    "Humans arrived on the Tyrian continent in 205 BE (305 CC, -5 DR). Since their arrival, three major human polities have arisen, Ascalon, Kryta, and Orr. Orr was the first region colonized." So Humans have only been around for 1536 years. So not a couple thousand of years but long enough for an ancient city I suppose.

  • Regon Phoenix.8215Regon Phoenix.8215 Member ✭✭✭
    edited July 17, 2018

    @Riranor.6315 said:

    @Regon Phoenix.8215 said:
    "In 1325 AE, a sylvari named Malyck was discovered who did not emerge from the Pale Tree or share in the Dream"

    At this point there is a Devil's proof, as neither of us can provide anything to support or deny Malyck's age

    Literally 2 comments ago: "Can't really address what we don't know. Until Anet confirms everything about everyone - there will still be speculations."

    And to that your response was:

    @Riranor.6315 said:
    It's not something that "we don't know." It's something you didn't know. Trying to claim they might be lying is a straw man argument, especially when Anet does foreshadow really well and doesn't blatantly lie for the plot (you fight the shadow of mordremoth literally first thing in the sylvari starting area.)

    So, you don't know, but you pretend to know. And you dare to talk about strawmen.
    [Because this forum is a safe space and offending people in any way, shape or form isn't allowed, so the further part of comment was removed, because it might offend someone and offense is basically violence for these people]

    P.S. "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. " if you had at least read literally the second sentence you would learned these basic things:
    1) The city is ancient, most of residents aren't
    2) City was created in ancient times around ancient creature, but nowhere did i state it was build by either humans or any other current race
    3) While most common citizen of city fall to 3 races, it still states that "In that city mostly" thus it means that other race and other creatures live there who could be first inhabitants, but these other creatures exists in small numbers
    4) Nowhere did i state that sylvani lived there for thousands or even hundreds of years, i only stated that this city was isolated for quite some time

  • Dace.8173Dace.8173 Member ✭✭✭✭

    I'm going to side with the others, it makes for an interesting Elite attached to Revenant or Guardian, or even possible Necromancer (maybe even stretch and say Elementalist) but as a stand-alone profession ....... Nevermind the nightmare in development time it would create. Basically adding this is committing ANet to three new professions, not one. The logic and justification for Revenant included the idea of symmetry. Scholar and Adventure had three professions so Solider needed a third too. So based on that prior statement the fans of the game will hold ANet to their symmetry logic and want an additional Adventure and Solider. So that would mean that in the next expansion they would add this profession and three elites to it. The next one they would add another new profession and then for new elites for that one. The fifth expansion would then add a new profession and five new elites for that profession. That's on top of designing new elites for everyone else. The more professions you add though, the more trouble you have creating balance between the professions. So you're going to have Revenant and Necromancer players who will think this profession and any additional ones are a waste of time and resources that could have been spent on buffing up those two professions.

    ANet breathes new life into this game mechanically with Elites and that's actually the best way to do it if they don't want to start creating more issues for themselves. I really would love to see an Elite rework of this profession. It doesn't have to be just one Elite as segments of it could be filtered out to multiple professions where appropriate. I would drop most of the story background elements as some of it clashes with where the game is currently at and where it appears to be heading next. I would instead work to fit the Elites into the current setting more seamlessly. The Embalmer could be a Necromancer Elite and the Boneburner could be a more villainous Legend for the Revenant.

  • @Dace.8173 said:
    I'm going to side with the others, it makes for an interesting Elite attached to Revenant or Guardian, or even possible Necromancer (maybe even stretch and say Elementalist) but as a stand-alone profession ....... Nevermind the nightmare in development time it would create. Basically adding this is committing ANet to three new professions, not one. The logic and justification for Revenant included the idea of symmetry. Scholar and Adventure had three professions so Solider needed a third too. So based on that prior statement the fans of the game will hold ANet to their symmetry logic and want an additional Adventure and Solider. So that would mean that in the next expansion they would add this profession and three elites to it. The next one they would add another new profession and then for new elites for that one. The fifth expansion would then add a new profession and five new elites for that profession. That's on top of designing new elites for everyone else. The more professions you add though, the more trouble you have creating balance between the professions. So you're going to have Revenant and Necromancer players who will think this profession and any additional ones are a waste of time and resources that could have been spent on buffing up those two professions.

    ANet breathes new life into this game mechanically with Elites and that's actually the best way to do it if they don't want to start creating more issues for themselves. I really would love to see an Elite rework of this profession. It doesn't have to be just one Elite as segments of it could be filtered out to multiple professions where appropriate. I would drop most of the story background elements as some of it clashes with where the game is currently at and where it appears to be heading next. I would instead work to fit the Elites into the current setting more seamlessly. The Embalmer could be a Necromancer Elite and the Boneburner could be a more villainous Legend for the Revenant.

    For some reason people seem to think i that i don't get Anet's idea about class symmetry. I do understand philosophy behind it.
    However, until Anet officially announce that they will never add any new class ever - there still exists possibility.

  • Dace.8173Dace.8173 Member ✭✭✭✭

    @Regon Phoenix.8215 said:

    @Dace.8173 said:
    I'm going to side with the others, it makes for an interesting Elite attached to Revenant or Guardian, or even possible Necromancer (maybe even stretch and say Elementalist) but as a stand-alone profession ....... Nevermind the nightmare in development time it would create. Basically adding this is committing ANet to three new professions, not one. The logic and justification for Revenant included the idea of symmetry. Scholar and Adventure had three professions so Solider needed a third too. So based on that prior statement the fans of the game will hold ANet to their symmetry logic and want an additional Adventure and Solider. So that would mean that in the next expansion they would add this profession and three elites to it. The next one they would add another new profession and then for new elites for that one. The fifth expansion would then add a new profession and five new elites for that profession. That's on top of designing new elites for everyone else. The more professions you add though, the more trouble you have creating balance between the professions. So you're going to have Revenant and Necromancer players who will think this profession and any additional ones are a waste of time and resources that could have been spent on buffing up those two professions.

    ANet breathes new life into this game mechanically with Elites and that's actually the best way to do it if they don't want to start creating more issues for themselves. I really would love to see an Elite rework of this profession. It doesn't have to be just one Elite as segments of it could be filtered out to multiple professions where appropriate. I would drop most of the story background elements as some of it clashes with where the game is currently at and where it appears to be heading next. I would instead work to fit the Elites into the current setting more seamlessly. The Embalmer could be a Necromancer Elite and the Boneburner could be a more villainous Legend for the Revenant.

    For some reason people seem to think i that i don't get Anet's idea about class symmetry. I do understand philosophy behind it.
    However, until Anet officially announce that they will never add any new class ever - there still exists possibility.

    Ok, but they did. That's why folks have been suggesting you turn this work and make them Elites instead of a profession. ANet has, in fact, stated they are not going to add any more professions. They have stated that Elites, moving forward, is how they want to further develop the professions. They have stated that they only wanted to add Revenant in order to give everyone 3/3/3.

    We like your ideas, we just think you should work them into Elites, which are far more likely to be picked up than an entirely new profession (that doesn't slide into the story easily anyway) that Arena Net has stated won't happen. That's what we've been telling you this entire time.

  • @Dace.8173 said:

    @Regon Phoenix.8215 said:

    @Dace.8173 said:
    I'm going to side with the others, it makes for an interesting Elite attached to Revenant or Guardian, or even possible Necromancer (maybe even stretch and say Elementalist) but as a stand-alone profession ....... Nevermind the nightmare in development time it would create. Basically adding this is committing ANet to three new professions, not one. The logic and justification for Revenant included the idea of symmetry. Scholar and Adventure had three professions so Solider needed a third too. So based on that prior statement the fans of the game will hold ANet to their symmetry logic and want an additional Adventure and Solider. So that would mean that in the next expansion they would add this profession and three elites to it. The next one they would add another new profession and then for new elites for that one. The fifth expansion would then add a new profession and five new elites for that profession. That's on top of designing new elites for everyone else. The more professions you add though, the more trouble you have creating balance between the professions. So you're going to have Revenant and Necromancer players who will think this profession and any additional ones are a waste of time and resources that could have been spent on buffing up those two professions.

    ANet breathes new life into this game mechanically with Elites and that's actually the best way to do it if they don't want to start creating more issues for themselves. I really would love to see an Elite rework of this profession. It doesn't have to be just one Elite as segments of it could be filtered out to multiple professions where appropriate. I would drop most of the story background elements as some of it clashes with where the game is currently at and where it appears to be heading next. I would instead work to fit the Elites into the current setting more seamlessly. The Embalmer could be a Necromancer Elite and the Boneburner could be a more villainous Legend for the Revenant.

    For some reason people seem to think i that i don't get Anet's idea about class symmetry. I do understand philosophy behind it.
    However, until Anet officially announce that they will never add any new class ever - there still exists possibility.

    Ok, but they did. That's why folks have been suggesting you turn this work and make them Elites instead of a profession. ANet has, in fact, stated they are not going to add any more professions.

    Really? Can you link it? This aspect of the concept could have been moved over with a single link, but nobody provided one.

  • Riranor.6315Riranor.6315 Member ✭✭
    edited July 17, 2018

    This was my original post before yours got removed. And I'm not providing strawman. I'm providing facts from the timeline. I've said it before burden of proof is on you and claiming we don't know enough about Malyck is saying "I can't use Malyck to form an argument." It only proves my point.

    1) if the people living there aren't ancient or didn't build it how come we are just now discovering this place? If they found it surely one human would have gone back and told the others by year 1300?

    2) then tell me who built it then. Maybe if you do you can tie it into existing lore another way and then it won't feel so forced like I've been saying. This point here can make your lore better is what I mean if it makes sense.

    3) some point as above. Tell me who these are exactly. A writer knows what races you can find in a town so they can show up.

    4) so the sylvari live there after it's discovered? Your original post implies we discovered them living there after we discovered the town because thats the order you listed the information in.

    Really? Can you link it? This aspect of the concept could have been moved over with a single link, but nobody provided one.

    edit: So I've searched the old threads for a little bit but this honestly isn't worth my time to continue, and this will be my last point regardless of what you address. Those of us who've been playing since HoT remember that somewhere it was said. I spent the last half hour checking the archives and news post but it's hours of info to go through just to prove something to you that more than one person remembers being said. W're all just trying to help you by letting you know new professions aren't happening but I'm done trying. For all I know though it could've been a live stream it was said on (watched them every time one was on back when HoT was being countdown). Someone at Anet has said that they don't want to add more professions though at some points. If this has changed at all we would have no idea but those of us here posting have been telling you at one point they did say "no more." I can't prove where that was said, or if all of Anet agreed with that one persons statement since it wasn't on the dev tracker (I spent most my time searching that.) so, there is the possibility, but it's highly doubtful, illogical, and would be hard to integrate.

  • Dace.8173Dace.8173 Member ✭✭✭✭

    @Regon Phoenix.8215 said:

    @Dace.8173 said:

    @Regon Phoenix.8215 said:

    @Dace.8173 said:
    I'm going to side with the others, it makes for an interesting Elite attached to Revenant or Guardian, or even possible Necromancer (maybe even stretch and say Elementalist) but as a stand-alone profession ....... Nevermind the nightmare in development time it would create. Basically adding this is committing ANet to three new professions, not one. The logic and justification for Revenant included the idea of symmetry. Scholar and Adventure had three professions so Solider needed a third too. So based on that prior statement the fans of the game will hold ANet to their symmetry logic and want an additional Adventure and Solider. So that would mean that in the next expansion they would add this profession and three elites to it. The next one they would add another new profession and then for new elites for that one. The fifth expansion would then add a new profession and five new elites for that profession. That's on top of designing new elites for everyone else. The more professions you add though, the more trouble you have creating balance between the professions. So you're going to have Revenant and Necromancer players who will think this profession and any additional ones are a waste of time and resources that could have been spent on buffing up those two professions.

    ANet breathes new life into this game mechanically with Elites and that's actually the best way to do it if they don't want to start creating more issues for themselves. I really would love to see an Elite rework of this profession. It doesn't have to be just one Elite as segments of it could be filtered out to multiple professions where appropriate. I would drop most of the story background elements as some of it clashes with where the game is currently at and where it appears to be heading next. I would instead work to fit the Elites into the current setting more seamlessly. The Embalmer could be a Necromancer Elite and the Boneburner could be a more villainous Legend for the Revenant.

    For some reason people seem to think i that i don't get Anet's idea about class symmetry. I do understand philosophy behind it.
    However, until Anet officially announce that they will never add any new class ever - there still exists possibility.

    Ok, but they did. That's why folks have been suggesting you turn this work and make them Elites instead of a profession. ANet has, in fact, stated they are not going to add any more professions.

    Really? Can you link it? This aspect of the concept could have been moved over with a single link, but nobody provided one.

    I'm honestly not invested in this discussion enough to do the google work for you. If I felt you were actually listening to the things people were saying to you I might go dig through old information to find the exact quote but at present most of your responses have been about how this idea should be made exactly as you want it and not about how to actually mold it to fit the game.

    Even if they didn't say it adding a new profession is a logistical nightmare that will not pay off for them.

  • @Dace.8173 said:

    @Regon Phoenix.8215 said:

    @Dace.8173 said:

    @Regon Phoenix.8215 said:

    @Dace.8173 said:
    I'm going to side with the others, it makes for an interesting Elite attached to Revenant or Guardian, or even possible Necromancer (maybe even stretch and say Elementalist) but as a stand-alone profession ....... Nevermind the nightmare in development time it would create. Basically adding this is committing ANet to three new professions, not one. The logic and justification for Revenant included the idea of symmetry. Scholar and Adventure had three professions so Solider needed a third too. So based on that prior statement the fans of the game will hold ANet to their symmetry logic and want an additional Adventure and Solider. So that would mean that in the next expansion they would add this profession and three elites to it. The next one they would add another new profession and then for new elites for that one. The fifth expansion would then add a new profession and five new elites for that profession. That's on top of designing new elites for everyone else. The more professions you add though, the more trouble you have creating balance between the professions. So you're going to have Revenant and Necromancer players who will think this profession and any additional ones are a waste of time and resources that could have been spent on buffing up those two professions.

    ANet breathes new life into this game mechanically with Elites and that's actually the best way to do it if they don't want to start creating more issues for themselves. I really would love to see an Elite rework of this profession. It doesn't have to be just one Elite as segments of it could be filtered out to multiple professions where appropriate. I would drop most of the story background elements as some of it clashes with where the game is currently at and where it appears to be heading next. I would instead work to fit the Elites into the current setting more seamlessly. The Embalmer could be a Necromancer Elite and the Boneburner could be a more villainous Legend for the Revenant.

    For some reason people seem to think i that i don't get Anet's idea about class symmetry. I do understand philosophy behind it.
    However, until Anet officially announce that they will never add any new class ever - there still exists possibility.

    Ok, but they did. That's why folks have been suggesting you turn this work and make them Elites instead of a profession. ANet has, in fact, stated they are not going to add any more professions.

    Really? Can you link it? This aspect of the concept could have been moved over with a single link, but nobody provided one.

    I'm honestly not invested in this discussion enough to do the google work for you.

    Translation: i made things up and i will not prove they exists.

  • ChartFish.1308ChartFish.1308 Member ✭✭✭
    edited July 18, 2018

    @Regon Phoenix.8215 said:

    I'm honestly not invested in this discussion enough to do the google work for you.

    Translation: i made things up and i will not prove they exists.

    Yknow I had a person once tell me something similar about demon stance unyielding anguish. I knew that during beta it inflicted self-cripple, but they refused to believe me because "only necro has self corrupts". It was obviously removed later but i was new and didn't know where to find proof, so i was left with only what I absolutely knew to be true without proof.

    Turns out I was right. Unyielding Anguish did inflict self-cripple. @Riranor.6315 obviously knows what he's talking about, so I'm more inclined to believe their rational posts rather than yours, as you clearly refuse to have a open discussion, happily talking down on others. If you want people to listen to what you have to say, then you've got to not be so pricey about it. It's no good being condescending to others.

  • @ChartFish.1308 said:

    @Regon Phoenix.8215 said:

    I'm honestly not invested in this discussion enough to do the google work for you.

    Translation: i made things up and i will not prove they exists.

    Yknow I had a person once tell me something similar about demon stance unyielding anguish. I knew that during beta it inflicted self-cripple, but they refused to believe me because "only necro has self corrupts". It was obviously removed later but i was new and didn't know where to find proof, so i was left with only what I absolutely knew to be true without proof.

    Turns out I was right. Unyielding Anguish did inflict self-cripple. @Riranor.6315 obviously knows what he's talking about, so I'm more inclined to believe their rational posts rather than yours, as you clearly refuse to have a open discussion, happily talking down on others. If you want people to listen to what you have to say, then you've got to not be so pricey about it. It's no good being condescending to others.

    You don't know how burden of proof works? Just claiming stuff aren't evidence. If anything, refusing to provide proof of what you claim to be true is open admission of lying.

  • Dace.8173Dace.8173 Member ✭✭✭✭

    @Regon Phoenix.8215 said:

    @Dace.8173 said:

    @Regon Phoenix.8215 said:

    @Dace.8173 said:

    @Regon Phoenix.8215 said:

    @Dace.8173 said:
    I'm going to side with the others, it makes for an interesting Elite attached to Revenant or Guardian, or even possible Necromancer (maybe even stretch and say Elementalist) but as a stand-alone profession ....... Nevermind the nightmare in development time it would create. Basically adding this is committing ANet to three new professions, not one. The logic and justification for Revenant included the idea of symmetry. Scholar and Adventure had three professions so Solider needed a third too. So based on that prior statement the fans of the game will hold ANet to their symmetry logic and want an additional Adventure and Solider. So that would mean that in the next expansion they would add this profession and three elites to it. The next one they would add another new profession and then for new elites for that one. The fifth expansion would then add a new profession and five new elites for that profession. That's on top of designing new elites for everyone else. The more professions you add though, the more trouble you have creating balance between the professions. So you're going to have Revenant and Necromancer players who will think this profession and any additional ones are a waste of time and resources that could have been spent on buffing up those two professions.

    ANet breathes new life into this game mechanically with Elites and that's actually the best way to do it if they don't want to start creating more issues for themselves. I really would love to see an Elite rework of this profession. It doesn't have to be just one Elite as segments of it could be filtered out to multiple professions where appropriate. I would drop most of the story background elements as some of it clashes with where the game is currently at and where it appears to be heading next. I would instead work to fit the Elites into the current setting more seamlessly. The Embalmer could be a Necromancer Elite and the Boneburner could be a more villainous Legend for the Revenant.

    For some reason people seem to think i that i don't get Anet's idea about class symmetry. I do understand philosophy behind it.
    However, until Anet officially announce that they will never add any new class ever - there still exists possibility.

    Ok, but they did. That's why folks have been suggesting you turn this work and make them Elites instead of a profession. ANet has, in fact, stated they are not going to add any more professions.

    Really? Can you link it? This aspect of the concept could have been moved over with a single link, but nobody provided one.

    I'm honestly not invested in this discussion enough to do the google work for you.

    Translation: i made things up and i will not prove they exists.

    Translation: It is not worth the time to find something you could google for yourself, more so if all you are going to do is call people liars. I have no need to make stuff up. This is a discussion about a make believe profession in a make-believe game that will never be made. There is exactly zero incentive to lie about this, zero. So unless you are going to call everyone a liar (because everyone has said the same thing) then you have no leg to stand on. And if you are going to call us liars then you are really just coming up with any excuse to justify your profession against critique and displaying the fact that you didn't post it to actually have a discussion about it but to be praised for your "ideas."

    @Regon Phoenix.8215 said:

    @ChartFish.1308 said:

    @Regon Phoenix.8215 said:

    I'm honestly not invested in this discussion enough to do the google work for you.

    Translation: i made things up and i will not prove they exists.

    Yknow I had a person once tell me something similar about demon stance unyielding anguish. I knew that during beta it inflicted self-cripple, but they refused to believe me because "only necro has self corrupts". It was obviously removed later but i was new and didn't know where to find proof, so i was left with only what I absolutely knew to be true without proof.

    Turns out I was right. Unyielding Anguish did inflict self-cripple. @Riranor.6315 obviously knows what he's talking about, so I'm more inclined to believe their rational posts rather than yours, as you clearly refuse to have a open discussion, happily talking down on others. If you want people to listen to what you have to say, then you've got to not be so pricey about it. It's no good being condescending to others.

    You don't know how burden of proof works? Just claiming stuff aren't evidence. If anything, refusing to provide proof of what you claim to be true is open admission of lying.

    That's not how burden of proof works. Opting not to provide it does not mean the statement is a lie. Nowhere does burden of proof maintain that failure to provide proof makes the statement a lie, unlike cake (if you want to get technical about burdern of proof the burden of proof is on you to justify a need for this profession in the first place since you are the one who made the initial claim that this profession should be added to the game). I'm not going to get the information because I don't think you are worth the time. I also happen to agree with @Riranor.6315 that it was likely something said during a live stream. Which would mean that there is nothing to link you too. But if you did the reseach you would see numerous times when players reference a discussion the Devs had in which they stated that Elites is how they want to do new class mechanics moving forward. But since you would rather call people liars you've pretty much confirmed, you are not here to discuss anything. You just want to be praised.

    No one is invested in this argument enough to be baited by you calling them liars. At the end of the day, we all walk away from this knowing that this will never see the light of day. We tried to help you and all you've done is rebuke people for being honest with you. It's amusing that you call honestly lying but hey .... that's life.

  • @Dace.8173 said:
    Translation: It is not worth the time to find something you could google for yourself, more so if all you are going to do is call people liars. I have no need to make stuff up. This is a discussion about a make believe profession in a make-believe game that will never be made. There is exactly zero incentive to lie about this, zero. So unless you are going to call everyone a liar (because everyone has said the same thing) then you have no leg to stand on. And if you are going to call us liars then you are really just coming up with any excuse to justify your profession against critique and displaying the fact that you didn't post it to actually have a discussion about it but to be praised for your "ideas."

    Translation: i made stuff up and now i can't prove their existence, so now i will go all defensive about it.

    @Dace.8173 said:
    That's not how burden of proof works. Opting not to provide it does not mean the statement is a lie. Nowhere does burden of proof maintain that failure to provide proof makes the statement a lie

    Really? Then i can fly and shoot lasers out of my eyes, and i also have met Batman on several occasions. I even have several selfies with him, but i will show them. I will not show my flying abilities or my laser eyes. Opting not to provide it does not mean the statement is a lie. Nowhere does burden of proof maintain that failure to provide proof makes the statement a lie

  • DKShang.8792DKShang.8792 Member ✭✭
    edited July 19, 2018

    @Dace.8173 said: I also happen to agree with @Riranor.6315 that it was likely something said during a live stream. Which would mean that there is nothing to link you too.

    It was a live stream and I am pretty certain it was Colin pre-HoT release.

  • Dace.8173Dace.8173 Member ✭✭✭✭

    @DKShang.8792 said:

    @Dace.8173 said: I also happen to agree with @Riranor.6315 that it was likely something said during a live stream. Which would mean that there is nothing to link you too.

    It was a live stream and I am pretty certain it was Colin pre-HoT release.

    See I was pretty sure it was a live stream too.

  • ProtoGunner.4953ProtoGunner.4953 Member ✭✭✭✭

    Holy kitten... some people just have too much time and/or nothing to do. I mean, why are you taking hours to write this down? Anet won't use it anyways. That said, it's a cool idea nonetheless, credits for that.

  • @ProtoGunner.4953 said:
    Holy kitten... some people just have too much time and/or nothing to do. I mean, why are you taking hours to write this down? Anet won't use it anyways. That said, it's a cool idea nonetheless, credits for that.

    As you said, too much free time.

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