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Legendary Togo and Xun Rao's Greatsword


Parthenos Polias.5683

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Legendary Togo and Xun Rao's Greatsword
 

The purpose of this topic is to consider the possibility of a legend based on Togo with a new mechanism centered on Binding rituals which are skills that summon a spirit from The Underworld.

 

Legendary Togo

 

First, considering that Master Togo is already playable in the Bonus Mission Pack of Guild Wars 1 and considering that we reuse the skills of Togo as Legend, here is what the legend of Togo should look like.

 

7 skills come from the playable Togo of Guild Wars 1 and 4 are rituals bindings of Guild Wars 1.
 

(damages are basic rules of 3 from standard Guild Wars 1 health to Guild Wars 2)

 


F2 Slot

Destruction - 10 Energy ¾ Activation time 20 Recharge time

Create a Spirit that dies after 10 seconds. When this Spirit dies, all foes in the area take 696 damage for each second the Spirit was alive (maximum 4976 damage).

 

F3 Slot

Call to the Spirit Realm - 3 Activation time 25 Energy 30 Recharge time

Create three Spirits. These Spirits deal 832 damage with attacks.

These Spirits die after 60 seconds.

 

F4 Slot (Summon an spirit based on the secondary legendary stances equipped)

 

With Legendary Demon

Disenchantment - ¾ Activation time 25 Energy 45 Rechage time

Create a spirit. This spirit deals 460 damage and anyone struck by its attack loses one boon.

This spirit dies after 30 seconds.

 

With Legendary Dwarf

Displacement - ¾ Activation time 15 Energy 45 Recharge time

Create a spirit. All allies within its range are enchanted with Aegis and Protection

Every time an attack is blocked in this way, this spirit takes 60 damage.

This spirit dies after 30 seconds.

 

With Legendary Assassin

Vampirism - ¾ Activation time 10 Energy 45 Recharge time

Create a spirit. Attacks by this spirit steal up to 290 Health, and you are healed for 580 Health.

This spirit dies after 30 seconds.

 

With Legendary Centaur

Recuperation - ¾ Activation time 25 Energy 45 Recharge time

Create a spirit. Allies within its range gain Regeneration. The spirit targets allies and heals them.
This spirit dies after 30 seconds.

 

Healing Slot

Mend Body and Soul - ¾ Activation time 10 Energy 10 Recharge time

Heals for 6000. Removes one condition for each spirit within earshot.

 

Utility Slots

Spirit Burn - 1 Activation time 5 Energy 6 Recharge time

Target foe is struck for 1565 lightning damage.

If any spirits are within earshot, Spirit Burn causes Burning for 3 seconds.

 

Essence Strike - 1 Activation time 5 Energy 8 Recharge time

Target foe is struck for 1900 lightning damage.

If any spirits are within earshot, you gain 8 Energy.

 

Dragon Empire Rage - 1 Activation time 15 Energy 30 Recharge Upkeep cost -6

Unleash the rage of the Dragon Empire bloodline, dealing 581 damage to all nearby enemies every second.

You gain 5815 barrier.

 

Elite Spell

Offering of Spirit - ¼ Activation time 5 Energy 15 Recharge time

Gain 17 Energy.

Activating this skill costs additional 17% of the base Health

If any spirits are within radius, you do not sacrifice Health.

 

 

Xun Rao's Greatsword

 

Who is Xun Rao ?

 

Xun Rao is an Ecclesiate of the Ministry of Purity from Guild Wars 1 Winds of change, a chapter of Guild Wars Beyond.

 

Xun Rao has never been seen in Game but got a concept art, a miniature, a long narrative on the official page and several weapons using his name.

 

https://www.guildwars.com/windsofchange/#character1

 

In a offical Rap Battle written by Arena Net, Xun Rao is considered "the biggest threat to Cantha".

 

Why Xun Rao's Greatsword ?

 

As you can see in the concept art, Xun Rao used a nice 2-hand katana, so this could be a greatsword in Guild Wars 2.

But, and this a huge "but", the ingame Xun Rao's katana named "Xun Rao's Justice" is actually a wand, a ranged weapon, despite its Katana skin.
 

https://wiki.guildwars.com/wiki/Xun_Rao%27s_Justice


So perhaps Revenant could get a Greatsword, but a long range greatsword, as the mesmer.

 

Thus, based on this assumption, this is a hypotetic list for Greatswrod skills, based on weapon spells, an unique mechanism from Guild Wars 1 Ritualist.

 

 

Greatsword skills

 

1- Ghostly Weapon ½ Activation time

405 Unblockable cannot be blocked

 

2- Splinter Weapon 1 Activation time 5 Energy 5 Recharge time

Attack deals 832 damage to up to 4 adjacent foes

 

3- Sundering Weapon 1 Activation time 5 Energy 10 Recharge time

Attack deals 1440. Next 3 attacks apply vulnerability and grant Fury.
 

4- Weapon of Aggression - ¼ Activation time 10 Energy 12 Recharge time

Attack deals 558. Grants Quickness.

 

5- Dulled Weapon - 1 Activation time 15 Energy 20 Recharge time

Attack deals 183. Inflict weakness and blind foes in the target area

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Xun Rao would be interesting especially as almost the counter point to Shiro.  Two things are holding that back -

 

One, he would be another human;

 

Two he was the Ecclesiate of the Ministry of Purity.  The Ministry definitely plays a role in EoD and we aren't sure which side they're on.

 

Save for that would be pretty great.

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We already have an equivalent of Ritualist spirits on Renegade.

 

It's already bad enough that Greatswords allegedly have been found in Revenants' Beta gear boxes,

but getting the same kind of Utilities as an already existing elite specialization would be nothing short of an absolute failure.

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Why is there 2 legends that have absolutely no connexion between each other? I mean, Togo is as unsuited for Greatsword than Xao run is unsuited for Togo's spells, what is the logic behind all this exactly? There isn't even a F4 for Togo or Xao run...

 

I know that ANet want to "break the codes" but that doesn't mean that they will break logic.

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6 hours ago, draxynnic.3719 said:

I was wondering how long it would take for people to try to turn a greatsword spec into a ritualist spec... 🙄

Same here lol. At this point I'm hoping for a mix between melee GS and ritualist spec so I won't see more posts about "This is how the future ritualist spec should be".

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7 hours ago, Telgum.6071 said:

Same here lol. At this point I'm hoping for a mix between melee GS and ritualist spec so I won't see more posts about "This is how the future ritualist spec should be".

It won't stop. It's not possible to make something that actually feels like ritualist from a revenant elite specialisation, so if they do get a ritualist-themed elite specialisation, they'll still demand another.

 

If anything, it's more likely to be shut down if the upcoming elite clearly isn't ritualist-inspired, since then the people who enjoy revenant for what it is rather than viewing it as a ritualist substitute can point out that if Arenanet did view it as a ritualist replacement, they would have made a ritualist spec in the Canthan expansion. If Arenanet DOES do so, though, it opens the door for people to claim that having two ritualist-inpired elite specs shows that ArenaNet DOES view revenant as the successor to ritualist (similar to guardian being the successor to monk) and that it's therefore reasonable for revenant to continue catering to the ritualist refugees.

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Since you’re getting bombarded by the “anti-rit” crowd just want to say “good job and nice concept.”  I like the ideas and it shows that  even if people don’t think a Rit inspired spec belongs with Rev or Greatsword that it could work


Even if some don’t like it this is still a solid concept, even if it does have some flaws or things that would need fine tuning 

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Why do people keep asking for a ritualist espec on Revenant when it literally already got one with Renegade in PoF?!?

 

Renegade is, for all intents and purposes, a ritualist themed spec. Just because people don't like that it was done with Charr or that it was done in PoF instead of EoD, doesn't change the fact that mechanics and gameplay-wise, Revenant already has this playstyle covered!!!

 

PLEASE stop asking for something we literally already have.

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1 hour ago, Zeph.5927 said:

Why do people keep asking for a ritualist espec on Revenant when it literally already got one with Renegade in PoF?!?

 

Renegade is, for all intents and purposes, a ritualist themed spec. Just because people don't like that it was done with Charr or that it was done in PoF instead of EoD, doesn't change the fact that mechanics and gameplay-wise, Revenant already has this playstyle covered!!!

 

PLEASE stop asking for something we literally already have.

I would quite like seeing a Ritualist specialization that focusses on other parts of the Ritualists.

Spirits were only one part of the profession.

Having a few urns on the F-skills and weapon spells on 6 - 0 (or the other way around) would be neat to see.

Urns could work like kits or conjured weapons, while the weapon spells could work like Poisons.

Edited by Fueki.4753
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1 hour ago, Fueki.4753 said:

I would quite like seeing a Ritualist specialization that focusses on other parts of the Ritualists.

Spirits were only one part of the profession.

Having a few urns on the F-skills and weapon spells on 6 - 0 (or the other way around) would be neat to see.

Urns could work like kits or conjured weapons, while the weapon spells could work like Poisons.

It'd still feel less like a ritualist than renegade does. Weapon spells and urns were designed so that it was only really practical to have one, maybe two of each on your build, not a whole bar of them. Spirits were the core of the ritualist identity, and renegade already has those.

 

At this stage, you're not even asking for the ritualist playstyle at all, you're asking for something that'd end up feeling and playing completely different based off some leftovers from ritualist. I'm also pretty sceptical about Arenanet adding something kit-like, or even tome-like, to a profession that already has 20 skills in a single bar.

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2 hours ago, Fueki.4753 said:

I would quite like seeing a Ritualist specialization that focusses on other parts of the Ritualists.

Spirits were only one part of the profession.

Having a few urns on the F-skills and weapon spells on 6 - 0 (or the other way around) would be neat to see.

Urns could work like kits or conjured weapons, while the weapon spells could work like Poisons.

Urns were easily the most uninteresting skills in the first game. They were just PBAoE spells in any way that matters, you just had to clunkily use the weapon swap button for "flavour". The whole idea of disabling your weapon could have been an interesting mechanic as a cost for an aura effect, and there were some that played with the concept, but the way that caster classes ignored that drawback pretty much completely meant that they could never be a real mechanic.

 

And yes, there's some design space for a similar mechanic in gw2, disabling your weapon skills for some benefit, effectively the opposite of shroud, and yes weapon spells could work like thief venoms, but at that point, that's but a husk of the original ritualist, just for the same of using the name ritualist instead of renegade.

 

40 minutes ago, draxynnic.3719 said:

 I'm also pretty sceptical about Arenanet adding something kit-like, or even tome-like, to a profession that already has 20 skills in a single bar.

To be fair, they did give ele conjure weapons.

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54 minutes ago, draxynnic.3719 said:

It'd still feel less like a ritualist than renegade does. Weapon spells and urns were designed so that it was only really practical to have one, maybe two of each on your build, not a whole bar of them. Spirits were the core of the ritualist identity, and renegade already has those.

 

At this stage, you're not even asking for the ritualist playstyle at all, you're asking for something that'd end up feeling and playing completely different based off some leftovers from ritualist. I'm also pretty sceptical about Arenanet adding something kit-like, or even tome-like, to a profession that already has 20 skills in a single bar.

What feels like a Ritualist and what doesn't is up to each individual player though.

To me, spirits were hardly more than a side note on my Ritualist builds.

To me, weapon spells, urns and even regular spells were more important.

 

Saying Renegade is enough to cover Ritualist is simply wrong.

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So just another spirit spammer, just like Kalla? Sorry, would bring nothing new and summoning spirits is just a brainless mechanism.

Not to mention that it can't get any more boring than using Togo as a legend.

 

We don't need another summoning spec. If you want to play with non-moving minions just play Kalla or reroll turret engineer. The playstyle already exists, we don't need it again.

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4 hours ago, Zeph.5927 said:

Why do people keep asking for a ritualist espec on Revenant when it literally already got one with Renegade in PoF?!?

 

Renegade is, for all intents and purposes, a ritualist themed spec. Just because people don't like that it was done with Charr or that it was done in PoF instead of EoD, doesn't change the fact that mechanics and gameplay-wise, Revenant already has this playstyle covered!!!

 

PLEASE stop asking for something we literally already have.


Excuse me sir, but if you've actually read my post, how many skills from the skill bar summon spirit ?
Answer is : Zero, none of them.

Actually, only F2 ; F3 and F4 summon spirits. And that's far better than the Renegade, cause you can use every legend you want, you still get access to spirits.

Moreover, the concept is based on the kind of ritualist Togo was.
And we know what kind he was, cause we could play Togo in GW1.

So guest what ? Togo skill bar only used two skills that summon spirit, only two.

That's why we may stop calling Renegade a ritualist spe, just because it does summoning.
Ranger does summoning, we do not call that being a ritualist.
Engineer does summoning (turrets), we do not call that being a ritualist.

Ritualist is a caster profession. Explain me how Renegade is a caster ? Using a bow and having no spell.
Ritualists channel energy to enhance themself or strike enemy. How many energy spell Renegade has ? None.

Another point,  Ritualists' spirits have long range, Renegade spirits use a 360 radius, almost like a dagger Ele, same radius as some ward. Basically they are destructible aoe with a max 10 s duration and funny animation.
How can you compare Renegade's spirits and Ritualists' one ?

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1 hour ago, RabbitUp.8294 said:

To be fair, they did give ele conjure weapons.

True. I think part of the reason they did that, though, is because elementalist is a no-weaponswap profession otherwise, and most of their weapons are optimised for use at a particular range. So bringing a conjure or two grants options for a dagger build to have long-range attacks, or for a staff/scepter build to fight in melee.

 

Revenant doesn't have that problem (hammer may be bad for a lot of content, especially for condi builds, but it nevertheless still exists, and maybe someday it'll get fixed, but don't hold your breath). Having a legend that has a conjure- or kit-like skill, however, on top of being able to swap out that legend for all the utilities of your core legend of choice, though, seems to me to be getting to the point of going over the top, let alone a whole bar of them. Similarly for having tome-like skills on the function bar, although at least that would avoid the "swap legend to swap in a new set of weapon skills" effect. One urn feels like it would be tokenistic in terms of bringing ritualist back, while multiple urns would be starting to get a bit silly.  

 

Urns and weapon skills are a mechanic that I'd really much rather see on a 'regular' profession, where they could provide a set of skills and let the player decide which they'll actually take. 

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5 hours ago, Fueki.4753 said:

What feels like a Ritualist and what doesn't is up to each individual player though.

To me, spirits were hardly more than a side note on my Ritualist builds.

To me, weapon spells, urns and even regular spells were more important.

 

Saying Renegade is enough to cover Ritualist is simply wrong.

I’d say you were in the minority of ritualists then if you felt that the spirits were just a side note to the profession. Like, VAST MINORITY.

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4 hours ago, Parthenos Polias.5683 said:


Excuse me sir, but if you've actually read my post, how many skills from the skill bar summon spirit ?
Answer is : Zero, none of them.

Actually, only F2 ; F3 and F4 summon spirits. And that's far better than the Renegade, cause you can use every legend you want, you still get access to spirits.

Moreover, the concept is based on the kind of ritualist Togo was.
And we know what kind he was, cause we could play Togo in GW1.

So guest what ? Togo skill bar only used two skills that summon spirit, only two.

That's why we may stop calling Renegade a ritualist spe, just because it does summoning.
Ranger does summoning, we do not call that being a ritualist.
Engineer does summoning (turrets), we do not call that being a ritualist.

Ritualist is a caster profession. Explain me how Renegade is a caster ? Using a bow and having no spell.
Ritualists channel energy to enhance themself or strike enemy. How many energy spell Renegade has ? None.

Another point,  Ritualists' spirits have long range, Renegade spirits use a 360 radius, almost like a dagger Ele, same radius as some ward. Basically they are destructible aoe with a max 10 s duration and funny animation.
How can you compare Renegade's spirits and Ritualists' one ?

It’s still the same flavor/concept of class. Most sane people don’t want ritualist 2.0 for Revenant because we’ve already got that in Renegade. Just because you take the other aspects of the ritualist class doesn’t mean it won’t feel like a rehash for most people who play Revenant.

 

This may be hard for you to wrap your brain around, but most people want the new espec to be something entirely different to what we’ve had before. Not just another reiteration on something we already HAVE.

Edited by Zeph.5927
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Not gonna comment on the whole "ritualist" part, that has been talked about enough.

 

But... what you thought about here is super boring.

It is nothing more then a mesmer with some special flavor.

Spiriits instead of clones, summoning on F-skills, not weapon or utilities,while the shatters move to the utilities.

 

Sorry, absolut boring concept and already there.

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On 8/22/2021 at 12:03 PM, Fueki.4753 said:

What feels like a Ritualist and what doesn't is up to each individual player though.

To me, spirits were hardly more than a side note on my Ritualist builds.

To me, weapon spells, urns and even regular spells were more important.

 

Saying Renegade is enough to cover Ritualist is simply wrong.

 

GW2 Revenant is basically a Ritualist that specialized himself in using urns. It's the point of the whole legend swaping thing. Dropping urns's effect can be replaced by core's ancient echo. It can also be seen as changed from "dropping the urn" to "taking the urn" with the various trait effects that happen on invoking a legend. Weapon skills cover some of the most famous ritualists spells with their own twists.

 

Herald cover weaponspells (be it facet of nature, true nature or glint's facets, they are "weaponspells" in gw2 style, the same way that gw curses and enchantment are mostly covered by gw2 boons and conditions).

 

Renegade cover a few things as well, spirits amongst others (Kallah offering both offensive and supportive "spirits". F2/F3/F4 are bonafid spells with ritualist's taste since I don't see any other profession opening a portal throught the mist of time to bombard an area for example).

 

I, honestly, wouldn't be against something similar to his F4 skill because it continue to feed into the ritualist with the unique revenant's twist (only similar because both disenchantment and recuperation already exist in game, even displacement look awfully like fanstasmal defender). However, the whole Togo/Xun Rao thing is too incoherent. It's either one or the other but not both and togo generally isn't associated to GS even in his youth.

 

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21 minutes ago, Klowdy.3126 said:

This is a better version of what I was wanting. I was thinking defensive GS, with permanent, disposable minions, that could be sacrificed for defensive boons/support. If we could have 1 permanent spirit, I would be ecstatic.

No thank you ! You have Renegade if you want a spirit/summon. Now we need an offensive spec, and GS fits quite good there.

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11 minutes ago, SidewayS.3789 said:

No thank you ! You have Renegade if you want a spirit/summon. Now we need an offensive spec, and GS fits quite good there.

Those function like wells. They don't really work the way I'm imagining. All good though, you just like the idea. I still do. It's all opinion on subjective matters, so no one is wrong.

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