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E-spec: Thaumaturgist


Ayakaru.6583
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Another random idea, the Thaumaturgist. The engineer of his own miracles.In a world where the gods forsook us, where magic runs rampant, and prophecies of ancient dragons do a lot more harm than good, its time the engineerslay claim on the fabrics of this world, and weave their own miracles.

Weapon: focusStyle: condition based damage. The Thaumaturgist is a very stationary build because it relies on tapping into the leylines. It creates pylons that create an AoE of effects, positive for your team, negative for your enemies. These pylons generate stored magic in a similar way to adrenaline, that it decays slowly when nit being generated. But unlike adrenaline it decays slowly, and always, even in combat, when its not being generated. For being a stationary class, it relies on barriers and damage mitigation to survive.

Skills:Pylons, 4 charges on the F5 skill, for being in range of 1 pylon you generate 1 unit of magic, most miracles will cost magic when summoned, and will occassionally draw more magic to continue existing. If you dont have enough magic to keep a Miracle alive, it will automatically be withdrawn. A miracle can also break, of which some will have a new effect when it does.

New type of skills: Miracles.Miracles are a new type of skill that when active drain your generated magic, so make sure you have pylons to generate that magic.

Stationary Miracles

  • (Heal) Miracle of Sanctuary: grants restoration and toughness to nearby allies. Enemies in range suffer extra from bleeding and cripple.
  • (Base) Miracle of Grace: allies benefit more from swiftness and quickness. Enemies suffer more from slow and chill.
  • (Base) Miraclemof Glory: allies benefit more from might and fury. Enemies suffer more from weakness and take extra retaliation damage.
  • (Base) Miracle of Purification: pulsates; cleanses a condition on all allies every 5 seconds. Takes a charge of corruption for every condition it cleansed. When it breaks, or is withdrawn, the remaining energy blasts out inflicting random conditions on nearby enemies (max 3 per enemy).
  • (Base) Miracle of Nature: draws in elementals to fight for you. Elementals become neutral violent if any persist when the pylon breaks, but dissipate when it is withdrawn.
  • (Elite) Miracle of Prophecy: generates random boons on allies, and random conditions on enemies. Regulates its own Condition Damage and Duration based on the Engineer’s stat (it starts at like 50%), as it slowly increases over time (up to 125%). MoP will knock down a random enemy every 7 seconds (has the same CC power as Headbutt)

Enchantment MiraclesF1

  • Miracle of Mhenlo: Scriptures of an old monk preaching protection and love for friends and enemies alike. Enchant an ally to grant them barrier and healing.

F2-4

  • Miracle of the Khan-Ur: enchant the ferocity of an ally by the graces and teachings of the last Khan-Ur. Attacking faster, and more violent, than ever before.
  • Miracle of Li Ming: being enchanted by Li Ming grants you increases resistant to conditions. When it ends it cleanses 3 conditions on the ally, and 1 on nearby allies.
  • Miracle of the Celestials: (interchangeable by clicking on the skill)Phoenix: deals extra BurningKirin: inflicts TormentTurtle: inflicts confusionDragon: inflicts weakness and vulnerability

Reasoning lore and mechanics:Lorewise, magic is going rampant in Tyria. If we dont learn to control it, we will eventually fall victim to it, to its not understanding. As for the mechanics, I believe this playstyle harnesses some of the elements of the original Ritualist, creating spirits with a small range which inflict conditions or boon allies. But since we dont have 30-40 spirits like in gw1 I had to compress their uses into 4 base skills, plus a heal and Elite.

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@"Ayakaru.6583" said:Style: condition based damage. The Thaumaturgist is a very stationary build because it relies on tapping into the leylines. It creates pylons that create an AoE of effects, positive for your team, negative for your enemies. These pylons generate stored magic in a similar way to adrenaline, that it decays slowly when nit being generated. But unlike adrenaline it decays slowly, and always, even in combat, when its not being generated. For being a stationary class, it relies on barriers and damage mitigation to survive.

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Should also be noted that we already have several skills that work like the ol' Spirits.

  • Engineer Turrets are basically Ritualist Spirits, just reskinned. Especially true since they can be traited to passive grant Boons to allies within range.
  • Renegade literally summons spirits to attack enemies or support allies within a limited radius.
  • For Passive Spirits, we have Ranger Spirits instead which grants a passive buff effect to allies, and can be traited to grant Boons as well.
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