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[Suggestion] Propose the Next Elite!


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Everyone and their mother have taken a swing at the shapeshifter Espec for Ranger at this point, so I might as well do it too. But how to go about it? Resource-based transformation F5? Nope, Druid did that. Gaining the skills of your Pet by merging with it? Nope, Soulbeast did that. Oh, I know! Another Dodge replace!

Ranger - Wildwalker

Theme and Role

The Wildwalker channels the raw, primal forces of nature itself, shedding the veneers of society and progress in order to transport themselves, body and soul, back to an age where primal strength ruled supreme. They are in tune with the everchanging yet unadulterated world of Tyria that preceeded them, grow besides them and will long outlive them. Their form is fleeting and as varied as the kingdom of nature itself, able to shapeshift into animals or even plantlife at will.

The Wildwalker's primary role is a Spike Damage and CC specialist that works great as a Scout or Skirmisher. When they transform into beasts, surrounding enemies and even other players won't be able to tell them from normal, ambient mobs. Furthermore, their mobility is unmatched as they weave between the forms of beast and mortal mid-combat, keeping their enemies on their toes with quick maneuvers and punishing attacks.

Mechanic: Totem and Shapeshift

The Wildwalker gains the additional Option to select a Totem in their Pet Management window. This Totem decides what specific animal they will transform into when they Shapeshift. Shapeshift is an entirely new Dodge Animation that replaces their standard dodge skill. Visually, the Wildwalker leaps into the air, their form changing as they soar through the air, taking down on the earth again on four legs instead of two (If they touch it at all). The evade window is 3/4s, slightly longer than a regular dodge.

There are 4 Totems to choose from: Grey Wolf, Panther, Black Bear or Eagle. Norn are natural exceptions and choose between Alpine Wolf, Snow Leopard, Brown Bear or Raven, but this is only a visual difference harkening back to their culture. Each totem is considered Wolf, Stalker, Bear and Bird respectively, granting different skills and pulsing buff to the player while transformed. These buffs remain for a short time after transforming back to your original form.

  • Wolf Totem - Gain Dominion while transformed, increasing your Damage and Critical Damage by 10%. Grants +33% Movement Speed bonus while transformed.

    • Lunge - Leap at your Target, Knocking Down and Crippling them before Transforming back to your original form.
    • Howl - Howl to summon a pack of 2 wolves that absorb 33% of incoming Damage you suffer.
    • Find Tracks - Reveal enemies within a Large radius.
    • Rush - Rush in the target direction, gaining a massive surge of Speed while evading attacks.
    • End Transformation - Transform back into your original form.
  • Stalker Totem - Gain Ferality while transformed, increasing your Critical Hit Chance and Outgoing Condition Damage by 10%. Grants +33% Movement Speed Bonus while transformed.

    • Pounce - Pounce at your Target, Bleeding and Immobilizing them before returning to your original form. Deals additional Damage and Dazes when used from Stealth.
    • Stalk - Gain Stealth, Might and Fury.
    • Feline Reflexes - Remove Revealed and Movement-impairing Conditions from yourself.
    • Rush - Rush in the target direction, gaining a massive surge of Speed while evading attacks.
    • End Transformation - Transform back into your original form.
  • Bear Totem - Gain Grit while transformed, decreasing incoming Damage and Condition Damage by 15%. Grants +33% Movement Speed Bonus while transformed.

    • Charge - Charge your target, Launching and Weakening them with a Body blow before transforming back to your original form.
    • Staunt Spirit - Channel, pulsing Stability and Healing to yourself for a short time.
    • Tough Hide - Block all incoming attacks for 3s.
    • Rush - Rush in the target direction, gaining a massive surge of Speed while evading attacks.
    • End Transformation - Transform back into your original form.
  • Bird Form - Gain Longevity while transformed, increasing Endurance Regeneration by 25%. Grants +50% Movement Speed Bonus while transformed.

    • Swoop - Swoop down at your target, Stunning and Blinding them before transforming back to your original form.
    • Shriek - Sound a loud shriek, Dazing nearby enemies.
    • Flight - Fly high into the Sky and head for the target Area, evading all Attacks. Acts as a Teleport skill.
    • Rush - Rush in the target direction, gaining a massive surge of Speed while evading attacks.
    • End Transformation - Transform back into your original form.

As evident, these forms aren't designed for Combat but rather for Mobility, in order to engage or disengage enemies constantly during combat. Several traits in the Specialization line works to grant buffs and boons to the Wildwalker for Shapeshifting often in combat. The player needs to keep in mind that evading attacks will transform them and use that opportunity to punish their opponents with their new skills, as most engagement skills (1st Weapon Skill) carries a CC component with it.

Weapon: Hammer

The Hammer symbolizes everything it takes to stand at the very apex of a primal world: Strength, ferocity and a hardened foundation. It's a powerful CC-based Weapon with both Spike and sustained damage melded into its kit. With a heavy focus on AoE attacks, it makes a a great weapon for fending off multiple opponents and keeping them pinned down.

  • Feral Swing - Swing your Hammer with massive force, Damaging enemies in front of you and gaining Might for each target struck.
    • Primal Dominion - Swing your Hammer again, gaining more Might for each enemy struck.
    • Monarch's Deliverance - Swing your hammer downwards, sending out a Shockwave that pierces through enemies. Your Pet's next attack will cause an AoE burst of Damage around its target.
  • Apex Stride - Quickly pounce across a large area at your target, Blocking Attacks while Leaping and Crippling enemies on impact. If an Attack is Blocked, this skill becomes Unblockable. Acts as a Leap Finisher.
  • Boulder Toss - Launch a boulder at your target with a vicious uppercut, Dazing them on Impact. Acts as a Projectile Finisher.
  • Primal Eruption - Smash down and sunder the earth with a mighty blow, Crippling nearby enemies. After a short delay, Magma erupts at the target area and Launches enemies still within, leaving behind a Burning Firefield.
  • Devastate - Leap into the air and Hurl your Hammer down below you, creating a massive Shockwave that Knocks Down all nearby enemies and grants Stability to allies. Acts as Blast Finishers.

Utility Skills: Meditations

Wildwalker Meditations are transformation skills with a twist. They’re instant or night-instant effects that temporarily transform them into different plants and animals for a single ability, before transforming back into their original form. These meditations are offensive in nature and many carry a CC component, their primary use being to overwhelm enemies and leave them vulnerable for follow-up attacks, but there are also a few defensive ones designed to evade incoming attacks.

  • Spring Zephyr - Healing Skill. Merge with the wind, scattering yourself into verdant petals that blow past allies and enemies. Evades all damage as you retreat backwards, Healing yourself and Cleansing Movement-inhibiting Conditions from Allies you pass through, before reforming at your new position.
  • Overgrowth - Burrow into the ground, evading attacks and transforming into a cluster of Thorny vines that Strike out in all directions at the target Area. Enemies within stack Bleeding, Torment and Cripple. Acts as a Blast Finisher.
  • Arachnophobia - Transform into a Large Spider and lunge at your target, Knocking them Down and Poisoning them, creating a webbed Area on impact that Immobilizes enemies around the target.
  • Wild Stampede - Transform into a Dolyak and Charge forwards, gaining Stability and Launching enemies in your way. Wreak up a Dust cloud as your rush forwards, Blinding enemies behind you.
  • Feather of the Flock - Break Stun, transforming into a flock of birds that scatter in all directions, evading attacks. Converge at the target area, transforming back and removing Conditions from yourself.
  • Wyvernheart - Elite Skill. Transform into a Wyvern and take Flight, evading attacks and Breathing Flames that scorch into the ground to Burn, Daze and Cripple enemies within. Acts as a Firefield. Hits up to 10 enemies.

Specialization Line

  • Minor Adept: Primal Power - Replaces your Dodge ability with Shapeshift, grants access to Totems and Meditation Skills.
    • Apex Predator - Gain Stability (1 stack, 5s) when you have Unique Boons over the Threshold. Threshold: 5. ICD: 10s.
    • Bestial Aspect - Grant Boons to yourself and nearby allies when you Shapeshift, depending on which Totem you've chosen. Wolf Totem - Might; Stalker Totem - Fury; Bear Totem - Stability; Bird Totem - Vigor. Radius: 300. ICD: 10s.
    • Dizzying Ambush - Your Pet's first attack in Combat Dazes (1 1/2s) its target. This ability resets on Pet Swap.
  • Minor Master: Vagrant Soul - Your Pet now shares in the pulsing Buffs and Movement Speed bonuses you gain while Shapeshifted.
    • Indomitable Hunter - Damage increases by 10% while you have Stability. Stability you apply lasts 33% longer.
    • Pinnacle of Survival - Gain a Barrier whenever you Shapeshift.
    • Savage Law - Disabling an enemy grants you Fury (3s). Hammer Skills recharge 20% Faster. ICD: 10s.
  • Minor Grandmaster: Inherited Will - Gain increased Attributes depending on your chosen totem. Wolf Totem - 200 Power; Stalker Totem - 200 Precision; Bear Totem - 200 Vitality; Bird Totem - 225 Concentration.
    • Survival of the Fittest - Gain a Barrier when you apply Stability to yourself or it is Stripped from you.
    • Untrodden Paths - While Shapeshifted to Animal Form, the duration of incoming Conditions is reduced and incoming Movement-inhibiting Conditions are greatly reduced. Condition Duration Reduction: 33%. Movement-inhibiting Conditions Reduction: 100%.
    • Primordial Rage - Burning you apply now scales with Power instead of Condition Damage, but to a lesser extent. Increases Burning Duration by 20%.
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@nopoet.2960 said:You know... I sort of wonder how many elite specs are enough. I'm hoping that they stop at 3 (no more than 5) and figure something else out. The balance team is going to be tearing their hair out. Anyway would be kind of neat if they add an elite class that's just the core class but with very specific upgrades.

So I've had a similar thought about when is it enough or too many? I started thinking about a way to keep the idea of the elite specs alive because I like the concept of them, but I feel like they're starting to take away from the core profession and even from the other elite specs. One idea I had like nopoet was to have a 'True profession' elite spec that simply had empowered core traits or a spec line that would empower the others and unlock all the weapons for the core profession, but at this point why even bother having that as an elite spec and not just bake it into the core prof?

My other thought was that maybe elite specs are becoming too much of a focus and starting to draw too much away from the core professions themselves. Instead of having an actual elite spec trait line maybe there is another way to equip an elite spec to unlock the new weapons, mechanics, and skills, kind of like outfits. When an elite spec is equipped it changes some of the core traits so that you can still have different builds that revolve around the elite spec. The reasoning for this is to bring some identity back to core professions and to reduce the amount of balancing the balance team would have to do with all the different weapons, skills, traits, and spec combinations when a new elite is released, there would still be a lot balancing but not as much as there is currently or potentially could be depending on how many more expansions and elite specs are released.

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Right, time to finish off my list with something for Elementalist. Both Tempest and Weaver has great DPS, but to make Elementalist really feel at home I think a Nuker playstyle needs to be introduced as well, focusing on short rounds of massive burst damage rather than a steady stream of DPS.

Elementalist - Runemage

Role and Theme

The Runemage is a both a traditionalist and a trailblazer when it comes to utilizing magic. Masters of the Arcane, they condense their magic into powerful Runes in battle, capable of releasing this stored power whenever they please. They step into combat with several Runes prepared for casting, and most importantly their "Quickfire" Rune which releases a Burst of Arcane energy, instantly canceling the aftermaths of their spellcasting and readying them to instantly chain another spell into awestriking combos.

The Runemage focuses on massive Burst Damage, filling the role of a Nuker in organized groups. The excel at both targeted and AoE damage, using their new profession mechanics in order to chain together spells non-stop for short bursts of time, capable of massive destruction in the blink of an eye of left unattended to. They have access to Alacrity as well, in order to refresh their and allies' abilities to keep the barrages coming. Where the Tempest focused on bringing out the raw power of a single element and the Weaver combined the power of two in dance-like combinations, the Runemage simply blazes through everything they have to offer until nothing remains of their enemy.

Mechanic: Chain Spells and Quickfire Rune

The Runemage is an elementalist that specializes in chaining multiple spells in quick succession. They gain a new F5 skill called Quickfire Rune, which instantly Cancels all after-casts or channels in effect on the Runemage, allowing them to instantly cast another skill. A Grandmaster trait also grants them Quickness after using Quickfire Rune, allowing them to chain spells in quick succession. Quickfire Rune has 3 charges with no cooldown in between each use but each Charge takes a while to cool down, leaving it better used for Burst Damage when enemies are vulnerable.

The moment the Runemage activates their Quickfire Rune, a Chain Spell gauge attached to the skill fills completely and starts to rapidly drain over 1s after a 3/4s delay. While this gauge remains filled at least 1%, the Runemage's Attunements do not carry any Cooldown, allowing them to swap back and forth freely without incurring a cooldown.

Weapon: Pistol Main- and Offhand

Pistol skills are, more so than other Elementalist weapons, designed to work well with their new Quickfire Rune. Pistol skills have a Long range, between 900-1200, and generally have extremely short activation Times on their Weapon Skills while still having much impact. In return, they are less versatile than other Elementalist Weapons, focusing mostly on one thing. Additionally, each Weapon skill carries the same Activation time depending on slot, regardless of Attunement, in order to make them easier to keep track of. Weapon Skill 2 has 3/4s AT, Weapon skill 3 has a 1/2s AT and Weapon Skill 4 has a 1/4s AT, with Weapon Skill 5 being a Channeled Skill.

  • Fire

    • Flame Rune Shot - Fire a bullet that brand the target with a blazing rune which explodes after a short delay, Damaging nearby enemies. Acts as a Projectile Finisher (20%).
    • Blast Zone - Fire an Exploding shot at your target, Damaging all enemies around them. Acts as a Blast Finisher.
    • Blaze Burst - Fire 3 powerful shots from your gun, each shot propelling you backwards through the air while Evading attacks. Acts as a Projectile Finisher.
    • Chain Detonation - Fire a chaining fireball that jumps between targets, causing a Burning explosion at each enemy struck.
    • Firestorm Barrage - Channeled Skill. Form a rune of fire in front of your gun and unload the magazine through the seal, Barraging enemies in a cone in front of you with Blazing projectiles. Deals increased damage to and Burns enemies at close range.
  • Water

    • Frost Rune Shot - Fire a bullet that brands the target with a freezing rune which shatters after a short delay, Causing Vulnerability on them. Acts as a Projectile Finisher (20%).
    • Deluge - Form a rune of water in front of your gun and fire. The rune remains in place for a short time, bombarding your target with undulating Blasts of water that Heal allies it passes through with each shot.
    • Hailstorm - Unload several frozen shots at the target enemy, Making them Vulnerable with each shot. Acts as a Projectile Finisher (20%).
    • Icicle - Fire a sharp Icicle that Pierces through enemies and Chills them. Acts as a Projectile Finisher.
    • Diamond Dust - Channeled Skill. Spin around, conjuring several wisps of snow from your gun that circle around you and Chill nearby enemies. At the end of the Channel, all Wisps freeze into hail that fly out and Barrage your target enemy, stacking Vulnerability. Acts as a Whirl Finisher.
  • Air

    • Lightning Rune Shot - Fire a bullet that brands the target with a sparking rune which overloads after a short delay, Damaging the target. Acts as a Projectile Finisher (20%).
    • Windbore Shot - Fire a high-velocity, high damage shot of concentrated air at your target. Acts as a Projectile Finisher.
    • Storm Seal - Align 2 air runes on top of your target, creating a Whirlwind at their position that Pulls all enemies to its center.
    • Fulmination - Charge your pistol with electricity and fire an unblockable orb of lightning arcing to the target area. On Impact the shot erupts in a massive dome of Lightning that deals continuous damage to and stacks Vulnerability on those within. Acts as a Lightning Field.
    • Lightning Spear - Channeled Skill. Gain Shocking Aura and Focus a massive beam of high voltage lightning at your Target, causing them to pulse with Electricity that arcs to nearby enemies, dealing massive damage to all affected targets.
  • Earth

    • Earthern Rune Shot - Fire a bullet that brand the target with a quaking rune which triggers after a short delay, Damaging and Weakening them. Acts as a Projectile Finisher (20%).
    • Landslide - Fire a bullet into the ground that races towards the target enemy. Once it arrives, it erupts in a massive Pillar of sharp stones that Bleed and Cripple enemies around them. Acts as a Blast Finisher.
    • Magnetic Shot - Fire a Piercing, Unblockable shot that Bleeds enemies it passes through and Reflects Projectiles when fired. Acts as a Projectile Finisher.
    • Giant's Arm - Conjure 2 earthern runes on opposing sides of the target area, from which 2 massive fists of Earth strike out and crush enemies in between them, dealing Damage and Stunning enemies struck.
    • Avalanche - Channeled Skill. Rain massive rocks down over the target area, Crippling and Weakening enemies within. At the end of Channel, deal massive Damage and Knock them Down all targets still within.

Utility Skills: Mantra

Mantra skills were the natural direction for a Runemage, reciting lines of concentration as they draw the runes in the air with the elements, forming them into dormant, passive forms waiting to be activated instantly. Due to Mantra's instant-cast nature, they are perfect filler in order to keep their Chain Spell combo counting in order to release massive bursts of damage on enemies. A Runemage's offensive Mantras all have 1200 range and have 2 Charges. The First charge Pulses the Spell effect 1 time, but the Final charge Pulses the spell effect 3 times in quick succession, making the Runemage choose between low consistent damage or high burst damage.

  • Mantra of The Rain - Pour, Rain, Cascade! Healing Skill. Prepare a spell that gathers water around you and sends it pouring down around you, Healing yourself and cleansing 1 Condition from all nearby allies. Acts as a Waterfield. Radius: 240.
  • Mantra of The Wildfire - Rage, Blaze, Scorch! Prepare a spell that will surge enemies around your target with raging flames, Damaging and Burning enemies struck. Acts as a Blast Finisher. Radius: 240.
  • Mantra of The Winds - Whistle, Swirl, Rush! Prepare a spell that will Rush you a short distance in the target direction, riding on a gust that grants Swiftness to Allies at your Original position. Acts as a Leap Finisher. Radius: 240. Teleport Range: 450.
  • Mantra of The Blizzard - Shiver, Chill, Freeze! Prepare a spell that will Freeze your target solid, creating a Chilling air around them that strikes and damages nearby enemies. Radius: 240.
  • Mantra of The Stone - Hurl, Crush, Obliterate! Prepare a spell that will launch a stone Missile at your target, Destroying Projectiles as it flies and shattering on Impact to Bleed and Cripple all nearby enemies. Acts as a Projectile Finisher. Radius: 240.
  • Mantra of the Arcane - Invigorate, Empower, Energize! Prepare a spell that will instantly restore 1 charge of your Quickfire Rune and grant Alacrity to allies around you. Radius: 240.

Specialization Line

Each Column of traits carries a theme for the Runemage as well as each. The first Column lets them enhance their Chain Spell mechanic further, either making it easier to maintain or more rewarding to succeed with. The Second column empowers a basic aspect of their kit, such as Pistols, Mantras or Attunement swap. The Last Column enhances their Quickfire Rune, allowing them to use it for different purposes.

  • Minor Adept: Runecrafter - Gain access to the Quickfire Rune, Chain Spell gauge and Mantra Skills.

    • Spell Barrage - Whenever a Weapon Skill deals damage to an enemy while your Chain Spell gauge is active, you gain a stacking buff that increases Outgoing Damage by 2%. Stacks to 10. All stacks are lost when the Chain Spell gauge is empty.
    • Rejuvenating Chain - The Chain Spell gauge drains 20% slower. Heal yourself and cleanse 1 Condition when your Chain Spell gauge runs out.
    • Spellpower - Hitting enemies with at least 3 Weapon Skills while your Chain Spell gauge is active grants Alacrity (3s) to nearby Allies. Radius: 300.
  • Minor Master: Invigorating Runework - Gain Alacrity (1 1/2s) when activating your Quickfire Rune.

    • Gun Mage - Gain +150 Ferocity while wielding a Gun in either hand. 7% of your outgoing Critical Hit Damage is returned to you as Healing.
    • Elemental Overflow - Gain Quickness (1s) When you Swap Attunements while in Combat.
    • Runic Lore - Mantra and Mantra Charges recharge 20% faster. Mantra skills gain an increased radius. Radius increase: 120.
  • Minor Grandmaster: Quickening - Gain Quickness (1s) when activating your Quickfire Rune. Deal 10% more damage while under the effects of Alacrity or Quickness.

    • Decisive Rune - Gain 1 Additional Charge of your Quickfire Rune. Activating your Quickfire Rune increases the Critical Hit Chance of your next Weapon Skill. Critical Hit Chance: 100%.
    • Steadfast Rune - You gain Stability (1 stack, 3s) and Protection (3s) when you activate your Quickfire Rune. ICD: 3s.
    • Energizing Rune - Alacrity gained from Invigorating Runework is increased to 3s and is now shared with nearby Allies. Radius: 300.
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  • 5 months later...

Elite Name: ArsonistClass: ThiefWeapon unlocked: Torch (off-hand)

Weapon Skills::Torch 4: Combo field: fire:Torch 5: Combo finisher: whirl:Dual wield: all core main-hand weapons (dagger, pistol, sword) will have a finisher move (e.g. whirl, projectile, leap) when paired with torch

Skill Category unlocked: Bomb

Utility/Elite::Flash Bomb: Combo field: light:Viral Bomb: Combo field: poison:Pipe Bomb: Combo finisher: blast:Bomb Thrust: Combo finisher: leap (knockdown AOE + you leap back + evade):Fire Fiend: Transform into fire fiend for 15 secs. Cover yourself in fire shield, burning foes and gaining might when attacked. Take no damage from enemy fire field or burning condition. Instead, standing in any friendly or enemy fire field and burning conditions heal you instead.

Traits:: TBD

Role: Combo field and finisher

Mechanics::Profession mechanic: every combo field also counts as fire field for Arsonist combo finisher, for two combo effects (fire field counts twice).

Others:

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Name: InquisitorClass: Guardian

Theme: pretty much punisher type of class which focused on punishment of anyone who stray from laws and norms. Inquisitors are tyrannical police-like people raging from secretly bounty hunters to powerful religious leaders of southern tribes and isles focused solely on their brand of justice and order. Up until recently inquisitors refused to share their secrets with outsiders and their secrets were passed from parents to children for generations, but recently something changed and inquisitors agreed to teach their crafts to other guardians in exchange for their help.

Main builds:1) Power melee build (mostly single target) ->main build2) Condition anti-boon build (mostly single target) -> main build3) Tank build -> alternative build



Adept Minor Trait (Punisher of Heretics)Unlock Sword for off-hand and allow you to use Punishment abilities.Replace your Virtues with Edicts.

Adept Major Trait LineMajor Trait 1 (Harsh March of Inquisition)Using movement (includes blinks and teleports) ability will remove 1 damaging condition from you and grant 3 stacks of might for 5 sec.Major Trait 2 (Blinded by Righteousness)Inflict an enemy with 5 stacks of burn or more will corrupt 1 boon on that enemy into blindness for 5 sec. Cooldown: 6 sec.Major Trait 3 (Deny Heresy)When you block an attack via Aegis, then you gain 5 sec of regeneration.

-

Master Minor Trait (Resistance Against Corruption)When you get inflicted with damaging conditions, then you gain 3 sec of regeneration. Cooldown: 10 sec.

Master Major Trait LineMajor Trait 4 (Mighty Inquisition)Gain 80 bonus power while you have might. Might on you will last 33% longer.Major Trait 5 (Darkness for Those Who Oppose)Corrupting a boon on an enemy will blind it for 5 sec. Blinds you inflict now stack up to 2 times (new stacks refresh duration of older stacks, blinds of other players refresh duration on only the first stack of blind).Major Trait 6 (Bladed Crusader)Your Sword 4 will now grant Aegis for you for 5 sec.

-

Grandmaster Minor Trait (Inquisitor's Flames)Inflict blind for 5 sec when you burn an enemy. Cooldown: 10 sec.

Grandmaster Major Trait LineMajor Trait 7 (Kingdom of Solitude)Your F1 becomes a ward preventing enemies from exiting the affected area. Your F1 now deals 20% more direct damage.Major Trait 8 (Where it Burns the Most)Blinding an enemy will cause your next Punishment ability to corrupt 1 additional boon into 1 stack of burning for 5 sec on all affected enemies. Cooldown: 10 sec.Major Trait 9 (Undeniable Crusade)When you block an attack via Aegis, then you gain 5 sec of protection. Protection and regeneration will last 20% longer on you.



F1 (Edict of Justice)Passive: burn enemies with every few attacks.Active: plant sword of justice in your current location creating an area for a duration. Enemies in this area take damage and are burned with every pulse.

  • Casting time: 3/4 sec
  • Passive burn: 1 stack for 5 sec
  • Cooldown: 20 sec
  • Radius: 300
  • Duration: 8 sec
  • Pulses: 8
  • Damage (8x): 1800 (scales with power)
  • Burning per pulse: 1 stack for 1 sec

-

F2 (Edict of Resolve)Passive: regenerate health.Active: blind nearby enemies, jump backwards and heal yourself.

  • Casting time: 1/2 sec
  • Passive healing: 84 (scales with healing power)
  • Cooldown: 25 sec
  • Blind: 5 sec
  • Range: 300
  • Heal: 1800 (scales with healing power)
  • Leap combo finisher

-

F3 (Edict of Courage)Passive: gain aegis periodically.Active: create a ward in your current location for a duration. It will prevent enemies from entering and will destroy all projectiles.

  • Casting time: 1/4 sec
  • Aegis refresh: 40 sec
  • Cooldown: 40 sec
  • Radius: 240
  • Duration: 6 sec


Sword 4 (Crusader's March)Roll forward (to your target) evading all attacks, blind and damage nearby enemies when you complete the roll. Gain might for every enemy hit with this ability.

  • Casting time: 1/2 sec
  • Cooldonw: 12 sec
  • Range: 450
  • Blind: 5 sec
  • Damage: 800 (scales with power)
  • Might per enemy struck: 3 stacks for 8 sec

-

Sword 5 (Sword Jail)Throw several searing blades at nearby enemies and bind them. Bound enemies are burned and can't use movement (includes blinks and teleports) abilities.

  • Casting time: 3/4 sec
  • Cooldown: 20 sec
  • Radius: 450
  • Duration: 3 sec
  • Damage (3x): 900 (scales with power)
  • Burn: 2 stacks for 6 sec
  • Searing blades counts as projectiles
  • Projectile combo finisher


Healing Punishment (Blaze of Glory)Heal yourself. In addition, release a punishing flames corrupting 1 boon on nearby enemies into burning and heal yourself for every enemy struck.

  • Casting time: 3/4 sec
  • Cooldown: 25 sec
  • Radius: 450
  • Initial heal: 3800 (scales with healing power)
  • Burn: 1 stack for 6 sec
  • Heal per enemy struck: 500 (scales with healing power)

-

Utility Punishment 1 (Punisher's Brand)Punish your target converting up to 2 boons on it into burning. If your target was already burning, then reduce cooldown of this ability.

  • Casting time: 1/4 sec
  • Cooldown: 24 sec
  • Range: 300
  • Burning per boon converted: 1 stack for 4 sec
  • Cooldown reduction: 50%

-

Utility Punishment 2 (Sentence to Jail)Immobilize your target and covert 1 boon on it into burning. If target was already immobilized, then convert 1 additional boon into burning.

  • Casting time: 1/2 sec
  • Cooldown: 30 sec
  • Range: 600
  • Immobilize: 3 sec
  • Burning: 1 stack for 6 sec

-

Utility Punishment 3 (Burn the Heretics)Engulf your target in flames causing it and all other nearby enemies to burn with every pulse. Allies attacking the enemy affected by this ability gain might.

  • Casting time: 3/4 sec
  • Cooldown: 40 sec
  • Range: 600
  • Radius: 240
  • Duration: 4 sec
  • Pulses: 4
  • Burning pr pulse: 1 stack for 3 sec
  • Might per attack: 1 stack for 5 sec
  • Major Trait 5 (Darkness for Those Who Oppose): only initial cast will convert a boon into burning.

-

Utility Punishment 4 (Righteous Nova)Gain might and after short delay release unblockable explosion dealing damage to nearby enemies and corrupt 1 boon on them into burning. This explosion will deal more damage based on stacks of might you have.

  • Casting time: instant
  • Cooldown: 40 sec
  • Might: 4 stacks for 10 sec
  • Delay: 1 sec
  • Radius: 240
  • Damage: 900 (scales with power)
  • Damage increase per stack of might: 10%
  • Burning: 1 stack for 4 sec
  • Blast combo finisher
  • Stunbreaker

-

Elite Punishment (Bound to Burn)Bind nearby enemies for a duration. Bound enemies take more direct and more burning damage. You can reactivate this ability once to pull all bound enemies to you and stun them, but doing so will unbind affected enemies.

  • Casting time: 3/4 sec
  • Cooldown: 60 sec
  • Radius: 600
  • Duration: 6 sec
  • Damage increase: 7%
  • Max pull range: 900
  • Stun: 1 and 1/2 sec
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Name: Plagued ConquerorClass: Necromancer

Theme: "Then I saw when the Lamb broke one of the seven seals, and I heard one of the four living creatures saying as with a voice of thunder, “Come.” I looked, and behold, a white horse, and he who sat on it had a bow; and a crown was given to him, and he went out conquering and to conquer." — Revelation 6:1-2

Main builds:1) Range power build2) Condition/boon control build3) Zone control anti-burst build



Adept Minor Trait (Spectral Ranger)Unlock Shortbow and allow you to use Traps.Replace your Death Shroud with Crowned Shroud. You can't access this shroud directly, but you can access it through F1, F2 and F3 (and Unholy Sanctuary).

Adept Major Trait LineMajor Trait 1 (They Will Fall)Increase damage caused by your F1 by 25% and now it gets 500 bonus ferocity.Major Trait 2 (Plague Spreads)Your F2 now inflict 1 stack of poison for 10 sec for every boon stolen.Major Trait 3 (World at its End)Inflicting an enemy with cripple or weakness will now also inflict 1 sec of slow (cooldown: 2 sec). Slows you inflict will last 33% longer.

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Master Minor Trait (Master of Conquest)Performing a combo finisher will increase all damage you cause by 1% for 5 sec. Stack up to 5 times.

Master Major Trait LineMajor Trait 4 (Blessed by Vile Gods)Your Shortbow abilities will now deal 5% more damage and +1% more damage for every boon on you.Major Trait 5 (Deprived Charity)When you steal or corrupt a boon, then apply a copy of it to one closes ally (radius: 450). If no ally is present, then heal yourself for 200 (scales with healing power) instead.Major Trait 6 (There Will be no Resistance)When you inflict slow or weakness on an enemy, then you will also corrupt protection, resistance and regeneration on that enemy. Cooldown: 5 sec.

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Grandmaster Minor Trait (Long Reach of the Pestilence)Gain +300 range for F1, F2 and F3 abilities for 10 sec whenever you corrupt or steal a boon.

Grandmaster Major Trait LineMajor Trait 7 (Vampiric Rain)While in Crowned Shroud your Shroud 1 arrow rain will leech health with every hit dealing 100 (scales with power) damage and healing you for 80 (scales with healing power) health.Major Trait 8 (Untouched by Plague)When you enter Crowned Shroud, then you grant 5 sec of resistance for yourself and 2 sec of resistance for all nearby allies. Radius: 450.Major Trait 9 (Let Them Come)Your Traps become instant cast and their cooldown is reduced by 10%.



F1 (Fall with Pestilence)Deal damage yo your target and inflict cripple on it. After successfully using this ability 3 times it morphs into Crowned Shroud until this ability goes off cooldown or until you enter Crowned Shroud.

  • Casting time: 1/4
  • Cooldown: 10 sec
  • Range: 900
  • Life force cost: 2000
  • Damage: 700 (scales with power)
  • Cripple: 4 sec

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F2 (Deprive the Blessings)Steal boons from your target. After you steal at least 6 boons from any enemy via this ability this ability morphs into Crowned Shroud until this ability goes off cooldown or until you enter Crowned Shroud.

  • Casting time: 1/2
  • Cooldown: 15 sec
  • Range: 900
  • Life force cost: 2500
  • Boons stolen: up to 2

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F3 (Unholy Divider)Knock away nearby enemies and inflict slow on them. If this ability knocks back at least 3 enemies, then this ability morphs into Crowned Shroud until this ability goes off cooldown or until you enter Crowned Shroud.

  • Casting time: 1 (can't move while casting)
  • Cooldown: 35 sec
  • Radius: 300
  • Life force cost: 4500
  • Knock back distance: 300
  • Damage: 1000 (scales with power)
  • Slow: 2 sec
  • Blast combo finisher

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Crowned ShroudEnter into shroud for a duration. When you enter this shroud you gain short duration of invulnerability. While in shroud your life does not drain periodically and damage is not redirected to your life force, but you will take 50% less damage and heal yourself for 5% of all damage you do. While in shroud you can exit it by pushing F1, F2 or F3. While in this shroud you can use all of you healing, utility and elite abilities as you normally do.

  • Casting time: instant
  • Cooldown: 0 sec
  • Duration: 15 sec
  • Invulnerability: 1 and 1/2 sec


Shroud 1 (Plague Arrows)Strike your target with spectral arrow. If this ability hits, then cause spectral arrows to rain down at location of your target after short delay (this effect does not tract your target's location after initial hit). These raining arrows inflict poison every time they hit.

  • Casting time: 3/4 sec
  • Range: 900
  • Damage: 400 (scales with power)
  • Delay: 1/2 sec
  • Radius of rain: 100
  • Damage of rain (2x): 400 (scales with power)
  • Duration of rain: 1 sec
  • Poison: 1 stack for 3 sec
  • Projectile combo finisher: 20% chance for initial hit, 10% chance for arrow rain

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Shroud 2 (Dismount and Disengage)Stun nearby enemies and rush backwards. You can reactive this ability in a short time frame to rush back to the location where you used this ability (can't rush back if sight to your original location is blocked).

  • Casting time: 1/4 sec
  • Cooldown: 12 sec
  • Stun: 1 and 1/4 sec
  • Range: 600
  • Duration for reactivation: 5 sec
  • Perform blast combo finisher at your starting location when you active this ability

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Shroud 3 (Visions of What's to Come)Corrupt boons on your target and inflict of fear on it.

  • Casting time: 1/2 sec
  • Cooldown: 25 sec
  • Range: 900
  • Boons corrupted: up to 2
  • Fear: 2 sec

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Shroud 4 (Call Down the White Horse)Summon spectral horse in targeted area to steal boons from nearby enemies with every pulse. This spectral horse is not a minion and it can't be attacked.

  • Casting time: 3/4 sec
  • Cooldown: 30 sec
  • Range: 900
  • Radius: 200
  • Duration: 3 sec
  • Number of pulses: 3
  • Boons stolen per pulse: 1
  • Targets affected: up to 3

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Shroud 5 (Arrow of the End)Shoot a special arrow at your target. If this ability hits, then immobilize and slows enemy hit. This ability deals more damage per stack of poison on your target.

  • Casting time: 3/4 sec
  • Cooldown: 20 sec
  • Range: 900
  • Damage: 800 (scales with power)
  • Damage per stack of poison: 20%
  • Immobilize: 2 sec
  • Slow: 4 sec
  • Projectile combo finisher


Shortbow 1 (Disease Spreading Shot)Shoot an arrow at your target dealing damage. If your target is poisoned, then inflict poison as well.

  • Casting time: 1/2 sec
  • Range: 900
  • Damage: 600 (scales with power)
  • Poison: 1 stack for 8 sec
  • Projectile combo finisher: 20% chance

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Shortbow 2 (Necrotic Destroyer)Shoot very slow moving arrow at your target. When it reaches its target, then it will explode poisoning nearby enemies.

  • Casting time: 1/2 sec
  • Cooldown: 10 sec
  • Range: 900
  • Damage: 250 (scales with power)
  • Poison: 2 stacks for 6 sec
  • Blast combo finisher
  • Projectile combo finisher

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Shortbow 3 (Unholy Barrage)Rapidly fire at all enemies in front of you dealing damage and slowing them.

  • Casting time: instant
  • Channel time: 1 sec
  • Cooldown: 12 sec
  • Hits per sec per target: 4
  • Targets hit: up to 3
  • Range: 900
  • Damage per hit: 200 (scales with power)
  • Slow per hit: 1/2 sec

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Shortbow 4 (Flesh Destroying Bolt)Shoot spectral arrow at your target dealing damage to it. If your target crippled, slowed or chilled, then hit enemy will also be immobilized.

  • Casting time: 1/4 sec
  • Cooldown: 15 sec
  • Range: 900
  • Damage: 450 (scales with power)
  • Immobilize: 3 sec
  • Projectile combo finisher

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Shortbow 5 (Rider of the White Horse)Turn into spectral ghast gaining invulnerability and super speed while transformed. You can't attack while transformed. You can exit this transformation by reactivating this ability. Steal boons from nearby enemies when you exit this transformation.

  • Casting time: instant
  • Cooldown: 20 sec
  • Duration: 3 sec
  • Boons stolen per target: up to 3
  • Targets hit: up to 3
  • Radius: 450


Healing Trap (In the Swamp)Heal yourself and place a trap. If an enemy triggers this trap, then it will spawn poison field and immobilize all enemies hit.

  • Casting time: 1/4 sec
  • Cooldown: 30 sec
  • Healing: 3800 (scales with healing power)
  • Duration of trap: 30 sec
  • Radius: 240
  • Duration of field: 5 sec
  • Immobilize: 3 sec

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Utility Trap 1 (Unearth and Punish)Stun break yourself and place a trap. If an enemy triggers it, then this trap will damage nearby enemies and perform several blast combo finishers.

  • Casting time: 1/4 sec
  • Cooldown: 40 sec
  • Duration of trap: 30 sec
  • Duration after triggering: 2 sec
  • Radius: 200
  • Damage (3x): 800 (scales with power)
  • Number of blast finishers performed: 3

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Utility Trap 2 (Gather Wild Toxins)Remove conditions from yourself and place a trap. If enemy triggers it, then it will apply those conditions to nearby enemies. If no conditions were removed, then it will inflict blindness and poison instead.

  • Casting time: 1/2 sec
  • Cooldown: 25 sec
  • Conditions removed: 4
  • Duration of trap: 30 sec
  • Damage: 350 (scales with power)
  • Blindness: 5 sec
  • Poison: 2 stacks for 6 sec

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Utility Trap 3 (Call of the Unholy One)Place a trap. If any enemy triggers it, then it will steal boons from nearby enemies and daze them.

  • Casting time: 1/2 sec
  • Cooldown: 25 sec
  • Duration of trap: 30 sec
  • Boons stolen per target: 3 sec
  • Daze: 1 sec

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Utility Trap 4 (Swamplands)Place a trap. If any enemy triggers it, then it will spawn a poison combo field and damage nearby enemies.

  • Casting time: 3/4 sec
  • Cooldown: 20 sec
  • Duration of trap: 30 sec
  • Radius: 240
  • Duration of combo field: 8 sec
  • Damage: 750 (scales with power)

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Elite Trap (Conquest Through Pestilence)Place a trap. If any enemy triggers it, then inflict slow, poison and heavy damage to nearby enemies instantly, and after delay knock back all nearby enemies stealing boons from them.

  • Casting time: 3/4 sec
  • Cooldown: 60 sec
  • Duration of trap: 30 sec
  • Radius: 240
  • Slow: 5 sec
  • Poison: 3 stacks for 10 sec
  • Damage: 1000 (scales with power)
  • Delay: 1 and 1/2 sec
  • Knockback distance: 400
  • Boons stolen per target: up to 3
  • Initial hit and knockback acts as blast combo finishers
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Name: Sea WitchClass: Necromancer

Theme: a necromancer joined a crew of pirates, but the ship he was on was attacked and sank together with all the crew. As necromancer was dying, strange new dark powers emerged from the deep and transformed him into Water Lich. He resurrected his crew as some sort of undead fishmen and toke over lark portions of sea trading routes. Some heroes banded together and eventually killed this Water Lich, but they also gained knowledge (dairies, notes, items) how to turn necromancer into something similar to a Water Lich. From that knowledge a new school of water-based necromancy was born.

Main builds:1) Single target mid-low range power bruiser (spear) -> main build2) Single target long range bleed build (trident) -> main build3) Tank build (any weapon) ->off build


Adept Minor Trait (Master of Dark Seas)You now can use Trident and Spear on land and allow you to use Tide abilities.Replace your Death Shroud with Witch's Shroud.

Adept Major Trait LineMajor Trait 1 (Whale Terror)Increase you toughness by 100 and concentration by 100 while wielding a Spear on land.Major Trait 2 (Master of Undead Piranhas)Increase your condition damage by 180 while wielding a Trident on land.Major Trait 3 (Dark Water Barrier)Gain 5 sec of aegis when you take critical damage (cooldown: 5 sec). Gain 3.5% of your maximum life force every second while you have aegis in combat.

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Master Minor Trait (Bringer of Souls Lost in the Sea)Allow you to use your utility abilities while in shroud.

Master Major Trait LineMajor Trait 4 (Aspect of Death: Hunger)Your shroud 1 now also leech health dealing 90 (scales with power) damage and 110 (scales with healing power) healing.Major Trait 5 (Aspect of Death: Exsanguination)Inflicting 8 or more stacks of bleed on a target will also deal 900 (scales with condition damage) direct damage to that target. Cooldown: 10 sec.Major Trait 6 (Dark Liquid Fortress)Gain aegis when you enter combat (cooldown: 20 sec). Cooldown refresh when you dodge in combat.

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Grandmaster Minor Trait (Smell of Blood)Increase you critical strike chance by 10% when you are attacking a bleeding enemy.

Grandmaster Major Trait LineMajor Trait 7 (Crushing Waves)Gain fury for 2 sec when you score a critical hit. Increase your toughness by 100 while you have fury.Major Trait 8 (Sharp Reef)Disabling an enemy will inflict it with 3 stacks of bleed for 8 sec on it.Major Trait 9 (Master of the Tides)Increase your toughness by 3%. Gain 150 toughness for 6 sec when you enter a new tide.



F1 (Witch's Shroud)Enter the shroud. While in this shroud you retain range of your main-hand weapon.Cooldown: 5 sec



Land Spear 1 (True Impale)First hit of two hit chain. Impale your target dealing damage and inflict bleeding.

  • Casting time: 3/4 sec
  • Range: 300
  • Damage: 550 (scales with power)
  • Bleed: 1 stack for 5 sec

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Land Spear 1 (Spear Through)Second hot of two hit chain. Impale your target dealing damage and inflict vulnerability.

  • Casting time: 3/4 sec
  • Range: 300
  • Damage: 650 (scales with power)
  • Vulnerability: 2 stacks for 10 sec

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Land Spear 2 (Nasty Whirlwind)Block all attacks while channeling. Counter-attack any enemies who strike you in melee range.

  • Casting time: instant
  • Channel duration: 2 sec
  • Cooldown: 30 sec
  • Damage: 300 (scales with power)

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Land Spear 3 (Spear form the Dark)Throw your spear at your target, bleed and deal damage to it. If this ability hits, then your target will be pulled to you. Unblockable.

  • Casting time: 3/4 sec
  • Cooldown: 20 sec
  • Range: 900
  • Damage: 900 (scales with power)
  • Bleed: 1 stack for 15 sec

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Land Spear 4 (Whirlpool)Whirl your spear around knocking all nearby enemies down.

  • Casting time: 1 sec
  • Cooldown: 25 sec
  • Radius: 300
  • Damage: 400 (scales with power)
  • Knockdown: 1 sec
  • Whirl combo finisher

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Land Spear 5 (Gut and Devour)Leech health from nearby enemies.

  • Casting time: 1/2 sec
  • Cooldown: 18 sec
  • Radius: 300
  • Leech damage: 250 (scales with power)
  • Leech healing: 320 (scales with healing power)

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Land Trident 1 (Hungry Fishes)Cause your target to bleed by summoning a swarm of spectral piranhas.

  • Casting time: 1/2 sec
  • Range: 1200
  • Damage: 300 (scales with power)
  • Bleed: 2 stacks for 10 sec
  • Not a projectile

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Land Trident 2 (Gloomy Waters)Bleed enemies in targeted are and spawn a water field.

  • Casting time: 1/2 sec
  • Cooldown: 12 sec
  • Range: 1200
  • Radius: 240
  • Bleed: 4 stacks for 10 sec
  • Field duration: 3 sec
  • Water combo field

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Land Trident 3 (Rushing Pulse)Blast enemies around your target launching them into air.

  • Casting time: 1/2 sec
  • Cooldown: 20 sec
  • Range: 1200
  • Radius: 130
  • Damage: 440 (scales with power)
  • Blowout duration: 1 and 1/2 sec
  • Blast combo finisher

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Land Trident 4 (Tides Against the Reef)Knock nearby enemies away from yourself and bleed them.

  • Casting time: 1/4 sec
  • Cooldown: 28 sec
  • Radius: 300
  • Knockback distance: 400
  • Damage: 400 (scales with power)
  • Bleed: 2 stacks for 12 sec

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Land Trident 5 (Water of the Underworld)Surround you with dark waters. Inflict fear and chill on the next enemy who strike you.

  • Casting time: 1/2 sec
  • Cooldown: 30 sec
  • Duration: 4 sec
  • Fear: 1 sec
  • Chill: 3 sec


Shroud 1 (Spectral Piranha)Cause spectral piranha to attack your target.

  • Casting time: 3/4 sec
  • Range: (equal to your main-hand weapon's autoattack range)
  • Damage: 600 (scales with power)

Shroud 2 (Waverider)Ride a wave forward knocking enemies to the sides.

  • Casting time: instant
  • Cooldown: 20 sec
  • Range: 600
  • Damage: 300 (scales with power)
  • Knock back distance: 300

Shroud 3 (Deep Sea Anomaly)Throw a mutated spectral piranha at your target fearing and bleeding it. If possible, this piranha will jump to another nearby enemy.

  • Casting time: 1/2 sec
  • Cooldown: 35 sec
  • Range: (equal to your main-hand weapon's autoattack range)
  • Jump range: 130
  • Maximum number of jumps: 3
  • Fear: 1 and 1/2 sec
  • Bleed: 4 stacks for 6 sec

Shroud 4 (Shore of the Underworld)Create a water field under your feet. Enemies in this field take damage and allies in this area are healed every second.

  • Casting time: 1/2 sec
  • Cooldown: 20 sec
  • Radius: 240
  • Duration: 4 sec
  • Damage per sec: 250 (scales with power)
  • Healing per sec: 140 (scales with healing power)

Shroud 5 (Unholy Abyss)Launch your target into the air in a bubble of dark water dealing damage to your target.

  • Casting time: 3/4 sec
  • Cooldown: 40 sec
  • Range: 300 +(equal to your main-hand weapon's autoattack range)
  • Blowout duration: 2 sec
  • Damage: 800 (scales with power)


Healing Tide (Spring's Tide)Heal yourself and enter into state of healing tides. Exit all other states connected to tide abilities.

  • Casting time: 1/2 sec
  • Cooldown: 10 sec
  • Healing: 3000 (scales with power)
  • Healing tides: heal yourself by 5% of damage you do

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Utility Tide 1 (Winter's Tide)Gain aegis and enter into state of frozen tides. Exit all other states connected to tide abilities.

  • Casting time: 3/4 sec
  • Cooldown: 15 sec
  • Aegis: 10sec
  • Frozen tides: chill enemies who strike you in melee range.
  • Chill: 1 sec

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Utility Tide 2 (Tropical Tide)Bleed nearby enemies and enter into state of crimson tides. Exit all other states connected to tide abilities.

  • Casting time: 1/2 sec
  • Cooldown: 12 sec
  • Radius: 450
  • Bleed: 3 stacks for 6 sec
  • Crimson tides: bleeds you inflict will last 33% longer.

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Utility Tide 3 (Calm Tide)Gain protection and enter into state of steel tides. Exit all other states connected to tide abilities.

  • Casting time: instant
  • Cooldown: 20 sec
  • Protection: 5 sec
  • Steel tides: gain 150 bonustoughness
  • Stunbreaker

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Utility Tide 4 (Storm's Tide)Fly to targeted area and enter into state of swift tides. Exit all other states connected to tide abilities.

  • Casting time: 1/2 sec
  • Cooldown: 25 sec
  • Range: 900
  • Swift tides: your other utility abilities will recharge 20% faster

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Elite Tide (Unholy Tide)Knock down nearby enemies, gain stability and enter into state of dark tides. Exit all other states connected to tide abilities.

  • Casting time: 3/4 sec
  • Cooldown: 40 sec
  • Radius: 450
  • Stability: 2 stacks for 4 sec
  • Knockdown: 1 sec
  • Damage: 400 (scales with power)
  • Dark tides: gain 4% of your maximum life force every second while you are in combat
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Name: CannibalClass: Necromancer

Theme i am going with: A tank who constantly chases some pray to devour and gets stronger the more creatures it devours.It will have special kind of tanking by trying to maintain specific amount of hunger to balance negative and positive effects. Also, it will also have an option two options outside of playing as a tank: shroud condition dps and bruiser.Tank: damage avoidance, damage reductions, self healing, vitality and power.Condition dps: getting all shroud based traits, condition damage, bleeds and poisons, no need for defensive stats.Bruiser: vitality, healing power, self-healing, damage avoidance, shroud.This elite should work wonder with all core trait lines, especially with Death Magic, Curses, Blood Magic and Spite.


Adept Minor Trait (Live as Hungry Undead)Unlock Mace for you main-hand and off-hand and allow you to use Rage abilities.Replace Death Shroud with Gourmet's Shroud.Replace you Life Force with Hunger. Hunger slowly grows while in combat (4% of maximum hunger per sec + 3% of maximum hunger per sec while you are being attacked) and abilities who used to grant life force now will reduce your hunger instead (effectiveness reduced by 50%). Hunger slowly decrease while you are out of combat. Hunger is independent of your maximum health and maximum hunger is 20.000 (at maximum level). Grow more vulnerable and more dangerous as hunger grows (these effects are disabled while in shroud):At 33% of hunger: you will take 5% damage from all source and you will deal 5% damage and healing with all attacks and conditions.At 66% of hunger: you will take 10% damage from all source and you will deal 10% damage and healing with all attacks and conditions, and you will lose 3% of your maximum health every sec.At 99% of hunger: you will take 15% damage from all source and you will deal 15% damage and healing with all attacks and conditions, and you will lose 6% of your maximum health every sec.

Adept Major Trait LineMajor Trait 1 (Aware Flesh)Gain 3 sec of protection every 3 sec while at or above 66% of hunger. Your weapon abilities no longer reduce your hunger.Major Trait 2 (A Chef Just Got to Eat)While you are in Gourmet Shroud you will retain positive boosts from your hunger.Major Trait 3 (Well Grounded Meat)Hitting an enemy with one of your mace abilities will reduce your hunger by 1% of your maximum hunger. Mace abilities will recharge 10%.

Master Minor Trait (Building Immunity)Every 5 sec turn one random damaging condition on you into 1 stack of might for 5 sec.

Master Major Trait LineMajor Trait 4 (Learn by Tasting)Consume 1 condition on yourself every 5 sec to heal yourself for 400 (scales with healing power) health while at or above 66% of hunger. Take 25% less periodic damage from high hunger.Major Trait 5 (Well Prepared for the Feast)Extend duration of your shroud by 2 sec and exiting shroud will grant 2 stacks of stability for 6 sec.Major Trait 6 (Keep Some Room for the Dessert)Your rage abilities will grant you 3 sec of regeneration and they will reduce your hunger additionally by 5% of your maximum hunger.

Grandmaster Minor Trait (Am i Satisfied?)Killing an enemy will suppress all negative effects from hunger for 5 sec.

Grandmaster Major Trait LineMajor Trait 7 (Abandon Reason and Let the Feast Begin)While you are at or above 99% hunger you will have fury, alacrity and swiftness. These boons last as long as you have sufficient hunger and they can't be removed.Major Trait 8 (Gather the Ingredients)While in shroud you siphon health from nearby enemies dealing 130 (scales with power) damage every second and healing for 90 (scales with healing power) health. Radius: 600.Major Trait 9 (A Meal on the Floor)Allow you to feast on downed enemies dealing damage to them, reducing your hunger and healing you every second while feasting. Damage: 20% per sec. Hunger reduction: 2% of maximum hunger per sec. Healing: 5% of you maximum health per sec. (Heal you for 10% of your maximum health when you kill an enemy while in pve environment)


F1 (Gourmet's Shroud)This shroud does not cost Hunger to enter and does not drain hunger passively. Instead, it have fixed duration of 7 sec. While in the shroud you take greatly reduced damage .Cooldown: 20 sec.Damage reduction: 33%


Mace 1 (Grind Some Flesh)Hit enemies in front of you and cripple them if they are at or bellow 50% of their maximum health.Casting time: 3/4 secRange: meleeTargets hit: up to 3Damage: 500 (scales with power)Cripple against enemies at or bellow 50% of their maximum health: 5 secHunger reduction: 2% of maximum hunger per enemy struck

Mace 2 (Prepare the Meat)Jump forward (towards your target) and pummel the first enemy you meet dealing damage and daze it. Reduce hunger it this ability hits an enemy.Casting time: 1/4 secCooldown: 15 secRange: 600Damage (3x): 800 (scales with power)Daze: 1 secHunger reduction: 5% of maximum hunger

Mace 3 (Natural Earthy Spices)Slam your mace into the ground creating a shockwave which will cripple and poison all enemies in its path.Casting time: 3/4 secCooldown: 10 secRange: 900Cripple: 4 secPoison: 2 stacks for 8 sec

Mace 4 (Seasoning Before Cooking)Release toxic energy to chain between enemies poisoning every enemy hit and healing for every enemy struck. In addition, increase your hunger.Casting time: 1/4 secCooldown: 18 secRange: 900Maximum range between chains: 600Maximum number of chains: 5 (can't chain to same enemy twice)Poison: 3 stacks for 10 secHealing: 100 (scales with healing power)Hunger increase: 3% per enemy hit.

Mace 5 (Yesterday's Lunch)Slam your mace into your stomach and release poisonous acid in front of you inflicting damage, poison and vulnerability to every enemy struck. Deals more damage and inflict more conditions based on your hunger.Casting time: 1/2 secCooldown: 20 secRange: 900Targets hit: up to 5Damage bellow 33% of hunger: 300 (scales with power)Damage between 33% and 66% of hunger: 500 (scales with power)Damage above 66% hunger: 800 (scales with power)Poison bellow 33% of hunger: 2 stacks for 8 secPoison between 33% and 66% of hunger: 3 stacks for 8 secPoison above 66% hunger: 5 stacks for 8 secVulnerability bellow 33% of hunger: 3 stacks for 10 secVulnerability between 33% and 66% of hunger: 6 stacks for 10 secVulnerability above 66% hunger: 10 stacks for 10 sec


Shroud 1 (Precise Bite)Take a bite from your target dealing damage and inflict bleeding. Also, inflict poison against an enemy who is at or bellow 50% of its health.Casting time: 1/4 secRange: 200Damage: 350 (scales with power)Bleeding: 1 stack for 10 secPoison: 1 stack for 5 sec

Shroud 2 (To the Table)Jump to targeted location and apply vulnerability and cripple to enemies in targeted area.Casting time: 3/4 secCooldown: 14 secRange: 900Radius: 240Vulnerability: 10 stacks for 5 secCripple: 5 sec

Shroud 3 (Meat Separation)Change to your target and rip out massive amount of flesh from your target dealing damage, stunning and bleeding it.Casting time: 1/2 secRange: 450Cooldown: 15 secDamage: 800 (scales with power)Stun: 2 secBleed: 1 stack for 10 sec

Shroud 4 (Whirlpool of Meatcleavers)Draw blood from nearby enemies dealing damage to them while channeling. Deal more damage against bleeding enemies.Casting time: instantChanneling duration: 3 secCooldown: 20 secRadius: 600Damage (6x): 600 (scales with power)Damage against bleeding enemies (6x): 1200 (scales with power)

Shroud 5 (Blood Devouring Spices)Release noxious gasses dealing damage to nearby enemies and transform all bleeding stacks on them into stacks of poison of equal duration.Casting time: 3/4 secCooldown: 30 secRadius: 600Damage: 450 (scales with power)


Rage healing (Devour Everything)Heal yourself and reduce you hunger. In addition, for next few second heal yourself for 5% of damage taken by nearby enemies.Casting time: 1/2 secCooldown: 30 secHealing: 3000 (scales with healing power)Hunger reduction: 15% of your maximum hungerHealing from damage taken by nearby enemies: 5 secRadius: 600

Rage utility 1 (Desperate Feast)Take a bite of your target dealing damage to it, reduce your hunger and transferring 1 condition from yourself to your target. You can use this ability on one of your minions. Using this ability on a minion will instantly kill it and remove up to 3 conditions from you.Casting time: 1/4 secCooldown: 12 secRange: 200Damage: 650 (scales with power)Hunger reduction: 10% of your maximum hungerHunger reduction when used on a minion: 20% of your maximum hunger

Rage utility 2 (Throw Out Unfit Ingredients)Lash out against your target dealing damage to it, reduce your hunger and knock it back. You can use this ability on one of your minions. Using this ability on a minion will instantly kill it and grant you 5 sec of alacrity.Casting time: 1/4 secCooldown: 20 secRange: 200Damage: 550 (scales with power)Knock back range: 600Hunger reduction: 8% of your maximum hungerHunger reduction when used on a minion: 16% of your maximum hunger

Rage utility 3 (Devouring the World)Devour essence from nearby enemies to greatly reduce your hunger. This ability deals more damage when used at or above 66% of your maximum hunger.Casting time: instantCooldown: 15 secRadius: 600Targets hit: up to 5Damage: 250 (scales with power)Damage while at or above 66% of hunger: 500 (scales with power)Hunger reduction: 45% of your maximum hunger

Rage Utility 4 (Lets Feast)Stunbreak yourself and all nearby allies.Casting time: 1/4 secCooldown: 30 secRadius: 600Hunger reduction: 15% of your maximum hunger

Rage elite (The Last Supper)Rapidly rush to your target and inject it with special acid. Target of this ability will get stunned after a delay. You can use this ability on one of your minions. Using this ability on a minion will instantly kill it and grant you you boons.Casting time: 1 sec (you can't move while casting)Cooldown: 50 secRange: 900Damage over 3 sec: 600 (scale with power and condition damage)Delay before stun: 3 secStun: 2 secRetaliation on minion kill: 5 secStability on minion kill: 2 stacks for 6 secResistance on minion kill: 3 secProtection on minion kill: 8 secRegeneration on minion kill: 10 sec

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Name: ManiacClass: Thief

Theme: something like that classical bizarre fighter who wears no armor, carry oversized sword and perform reckless yet very fast attacks devastating enemies enemies like a madman. A class fantasy about a rogue like character who went insane, picked the most massive weapon available and started jumping, slashing, cutting, crashing, spinning and destroying everything around him/her.

New mechanic: charges (the will circle around your main-hand weapon and each individual charge will last for 20 sec; Similar how Assassin's charges looked in Diablo 2). There are three charges with different colors and charges can only be generated while you are in combat. Each color shows what that charge is all about: red - direct damage, blue - condition damage, green - healing. Thief can have up to 3 charges regardless of their color (for example you can have 3 green charges or 2 red charges and 1 green charge, but you can't have more that 3 total charges). In addition, steal gets replaced by burst (still counts towards all steal related traits) which works very similarly to warrior's burst, but with a tiny difference. Burst skills use up charges to gain additional power. More charges get used up = stronger burst you will get. Also, just like with warrior, this burst skill depends on your weapon choice.


Adept Minor Trait (Abandon Reason)Unlock Greatsword and allow you to use Charge-up abilities.Replace Steal with Burst.

Adept Major Trait LineMajor Trait 1 (Red Means Power)Scoring a critical hit against an enemy will give you Red Charge. Cooldown: 3 sec.Major Trait 2 (Blue Means Degeneration)Inflicting an enemy with a poison will grant you Blue Charge. Cooldown: 5 sec.Major Trait 3 (Green Means Retreat)When you enter stealth you gain Green Charge. Cooldown: 10 sec.

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Master Minor Trait (Power Charges Up)Every time you reach 3 charges you gain 5 stacks of might for 3 sec.

Master Major Trait LineMajor Trait 4 (Unstoppable Mobility)While you have Greatsword equipped your movement abilities will remove 1 damaging condition and 1 non-damaging condition.Major Trait 5 (Tactics? Nahhhh)Conditions inflicted through your Blue Charge will last 30% longer.Major Trait 6 (Temporal Sanity)When you get downed you will instantly consume all your Green Charges reviving yourself by 12% per charge consumed.

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Grandmaster Minor Trait (Ready Again)Your burst skill refresh 10 points of initiative.

Grandmaster Major Trait LineMajor Trait 7 (Overcharged)Your Charge-up abilities will now generate 1 bonus charge of same color and increase the maximum number of charges you can have to 4.Major Trait 8 (Only Madness Spreads)When your burst skill consumes a Blue Charge you will transfer 2 conditions from you to every enemy hit by your burst ability. Consuming more Blue Charges will transfer more conditions.Major Trait 9 (Madness Fuel)When you about to get downed, the you will enter into state of mania, allowing you to fight for 5 sec with new health pool of 10k health. While in this state you can't be healed and if you run our of health you will get downed instantly. When this state ends, then you will get downed.


Greatsword Burst (Hunting the Pray)Jump forward (to your target) and anchor you greatsword into the ground while evading attacks and performing overhead attack against nearby enemies dealing damage to them and consuming all your charges.

  • Casting time: 3/4 sec
  • Cooldown: 14 sec
  • Range: 900
  • Radius: 240
  • Evasion: 3/4 sec
  • Damage: 400 (scales with power)
  • Per red charge consumed: deal 200 (scales with power) bonus damage
  • Per blue charge consumed: inflict 2 stacks of bleeding for 6 sec
  • Per green charge consumed: leech health dealing 100 (scales with power) damage, healing 200 (scales with healing power
  • Leap combo finisher

Shortbow Burst (Flashing Barrage)Shadow step around your target launching attacks at it.

  • Casting time: 1/2 sec
  • Cooldown: 14 sec
  • Range: 900
  • Damage: 250 (scales with power)
  • Number of attacks: 2
  • Per red charge consumed: increase number of attacks by 1
  • Per blue charge consumed: inflict 1 stack of poison for 3 sec and 1 stack of bleed for 5 sec
  • Per green charge consumed: regain 4 initiative

Sword Burst (Snatch Steal)Slice your target dealing damage and stealing boons.

  • Casting time: 1/2 sec
  • Cooldown: 14 sec
  • Range: 140
  • Damage: 750 (scales with power)
  • Number of boons stolen: 2
  • Per red charge consumed: steal 1 more boon
  • Per blue charge consumed: immobilize enemy hit for 2 sec
  • Per green charge consumed: gain regeneration for 3 sec and fury for 2 sec

Dagger Burst (Mosquito Bite)Shadowstep to your target and poison your target.

  • Casting time: instant
  • Cooldown: 14 sec
  • Range: 600
  • Damage: 350 (scales with power)
  • Poison: 2 stacks for 10 sec
  • Per red charge consumed: daze your target for 3/4 sec
  • Per blue charge consumed: inflict 1 stack of poison for 10 sec
  • Per green charge consumed: after performing the attack gain 2 sec of stealth

Pistol Burst (God Slayer Bullet)Shoot your target with deadly titanium bullet.

  • Casting time: 1/2 sec
  • Cooldown: 14 sec
  • Range: 900
  • Damage: 650 (scales with power)
  • Per red charge consumed: deal 150 (scales with power) bonus damage
  • Per blue charge consumed: stun your target for 3/4 sec
  • Per green charge consumed: gain 4 stacks of might for 10 sec

Greatsword 1 (Vertical Swing)First hit of two hit chain. Hit several enemies in front of you.

  • Casting time: 3/4 sec
  • Range: 200
  • Enemies hit: up to 3
  • Damage: 500 (scales with power)

Greatsword 1 (Heavy Spin)Second hit of two hit chain. Perform a spinning attack hitting all enemies around you. Generate a Red Charge if this ability scores a critical strike.

  • Casting time: 3/4 sec
  • Radius: 200
  • Enemies hit: up to 5
  • Damage: 550 (scales with power)
  • Charge generation cooldown: 8 sec

Greatsword 2 (At their Ankles)Roll forward evading all attacks and cripple all nearby enemies.

  • Casting time: instant
  • Initiative cost: 4
  • Evasion: 1/2 sec
  • Range: 300
  • Cripple: 4 sec

Greatsword 3 (Hook and Heavy Swing)Hit an enemy with your fist. If first strike hits, then perform an arching attack (after 3/4 sec from initial hit) in front of you knocking back all enemies in front of you.

  • Casting time: 1/2 sec
  • Initiative cost: 6
  • Range of first hit: 140
  • Range of second hit: 200
  • First strike damage: 200 (scales with power)
  • Second hit damage: 500 (scales with power)
  • Knockback distance: 300

Greatsword 4 (A wall of Steel)Remove 2 conditions from yourself and guard yourself from all attacks for a duration. Generate Green Charge if you block an attack.

  • Casting time: instant
  • Duration: 2 sec
  • Initiative cost: 8
  • Charge generation cooldown: 6 sec

Greatsword 5 (Mad Tornado)Spin around hitting nearby enemies several times dealing damage and bleeding them. Reflect projectiles while you are spinning.

  • Casting time: instant
  • Channel time 2 sec
  • Radius: 240
  • Initiative cost: 8
  • Number of hits: 4
  • Damage (4x): 1200 (scales with power)
  • Bleed per hit: 2 stacks for 6 sec

Healing Charge-up (Gather Health)Heal yourself and generate a Green Charge. Heal more per existing Green Charge on you.

  • Casting time: 1/2 sec
  • Cooldown: 10 sec
  • Healing: 2000 (scales with healing power)
  • Healing increase per Green Charge: 15%

Utility Charge-up 1 (Generate Force)Knock all nearby enemies away and generate a Red Charge.

  • Casting time: 1/2 sec
  • Cooldown: 12 sec
  • Radius: 140
  • Knockback distance: 240

Utility Charge-up 2 (Generate Aggression)Spit into your target's face blinding it and generate a Blue Charge.

  • Casting time: 1/4 sec
  • Cooldown: 8 sec
  • Blind: 3 sec

Utility Charge-up 3 (Generate Power)Generate 3 Red Charges.

  • Casting time: 1/2 sec
  • Cooldown: 16 sec

Utility Charge-up 4 (Generate Escape)Remove cripple, chill, slow and immobilize from you, gain stealth and superspeed. Generate a Green Charge.

  • Casting time: 1/2 sec
  • Stealth: 3 sec
  • Superspeed: 2 sec

Elite Charge-up (Generate Madness)Gain special effect based on weapon in your main hand.

  • Casting time: 1/2 sec
  • Cooldown: 40 sec
  • Greatsword: generate 3 Red Charges and refresh your Burst skill.
  • Shortbow: generate 3 Blue Charges and gain quickness for 3 sec.
  • Sword: remove all conditions from yourself and generate a Red Charge for every condition removed.
  • Dagger: generate 3 Blue Charges and your attacks becomes unblockable for 3 sec.
  • Pistol: generate a Red Charge, a Blue charge and a Green charge, and gain 5 stacks of might for 10 sec.
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Name: VanguardClass: Warrior

Theme: a warrior focused on rushing at the crowds of enemies, scattering them around and focusing on one single enemy to occupy it and kill it while at the same time being defensive and quite mobile. A warrior focused on defense and disabling one enemy practically eliminating it from the fight.

Main builds:1) Tank anti-range build (main build)2) Tank anti-condition build (main build)3) Condition build (off build)



Adept Minor Trait (Single Unit Army)Unlock Shield for your main-hand and allow you to use Brawl abilities.Grant new F2 ability.

Adept Major Trait LineMajor Trait 1 (Shield Against Danger)Take 5% less damage from projectiles while wielding a shield. Gain 100 additional toughness while wielding two shields.Major Trait 2 (Unbreakable Immunity)Take 10% less damage from damaging conditions.Major Trait 3 (Dangerous Warfare)When you inflict a damaging condition, then also inflict 1 stack of vulnerability for 10 sec.

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Master Minor Trait (Dive into the Front-line)Gain 5 sec of superspeed when you enter combat. Resets when you use one of your bursts.

Master Major Trait LineMajor Trait 4 (Juggernaut of Steel)Disabling an enemy will grant you 3 sec of protection (cooldown: 4 sec). Increase your toughness by 3%.Major Trait 5 (Immunity Rush)Using one of your Brawl abilities will grant you 2 sec of resistance.Major Trait 6 (Biological Warfare)Deal 80 (scales with condition damage) direct damage every time you inflict a damaging condition.

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Grandmaster Minor Trait (Beatdown)Disabling an enemy will grant you 4 stacks of might for 6 sec. Cooldown: 4 sec.

Grandmaster Major Trait LineMajor Trait 7 (Mirror Fortress)Your F2 now reflect projectiles. Gain 2 stacks of stability for 4 sec when you finish channeling F2.Major Trait 8 (Golden Fortress)Your F2 now reflect conditions. Gain 4 sec of resistance when you finish channeling F2.Major Trait 9 (Walking Fortress)You now can move while channeling F2.



Shield 1 (Grand Slam)Slam a target with your shield dealing damage to it and grant protection to you if this ability hits.

  • Casting time: 3/4 sec
  • Range: 130
  • Damage: 400 (scales with power)
  • Protection: 1 sec

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Shield 2 (Colossal Push)Ram enemy with your shield and knock it back.

  • Casting time: 1/4 sec
  • Cooldown: 10 sec
  • Range: 130
  • Damage: 200 (scales with power)
  • Knock back distance: 300

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Shield 3 (Wave Motion Rushing Force)Rush forward (to your target) and release an explosion of force dealing damage to enemies in front of you and bleed them.

  • Casting time: 1/2 sec
  • Cooldown: 12 sec
  • Range of rush: 450
  • Range of explosion: 450
  • Damage: 500 (scales with power)
  • Bleed: 3 stacks for 6 sec


Shield Burst (Super-heavy Rush)Rush to your target and carry any enemy you rush into alongside of you as you rush (counts as pull) until you reach maximum distance of this ability, collide with environmental obstacle or reactivate this ability. Deal more damage and increase range of the rush per adrenaline consumed. If you push an enemy into environment, then inflict bleeding on it. Unblockable.

  • Casting time: 1/2 sec
  • Cooldown: 8 sec
  • Level 1 range: 600
  • Level 1 range: 900
  • Level 1 range: 1200
  • Level 1 damage: 400 (scales with power)
  • Level 2 damage: 550 (scales with power)
  • Level 3 damage: 700 (scales with power)
  • Bleed if you push an enemy into environmental obstacle: 6 stacks for 10 sec

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F2 (Final Fortress)Create a done around yourself while channeling, and you can't move or perform any other actions while channeling. While channeling you block all attack, and knock away all nearby enemies with every pulse. Increase duration of this ability by amount of adrenaline consumed. Reactive this ability to cancel it.

  • Casting time: instant
  • Cooldown: 30 sec
  • Radius: 240
  • Level 1 duration: 2 sec
  • Level 2 duration: 3 sec
  • Level 3 duration: 4 sec
  • Knock back distance: 200
  • Pulse: 1 pulse every 1/2 sec


Healing Brawl (Super-Flex)Knock away all enemies from yourself and heal yourself. This effect is unblockable.

  • Casting time: 1/4 sec
  • Cooldown: 30 sec
  • Radius: 240
  • Knock back distance: 200
  • Healing: 4500 (scales with healing power)

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Utility Brawl 1 (Omega Bomb)Charge a short distance to your target and daze it. If your target is already disabled, then deal damage to it and knock it down.

  • Casting time: 1/4 sec
  • Cooldown: 30 sec
  • Range: 300
  • Daze: 1 sec
  • Damage on disabled enemy: 500 (scales with power)
  • Knock down: 2 sec

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Utility Brawl 2 (Dragon's Whip)Charge at your target and knock it back. If you knock an enemy into environmental obstacle, then bleed it.

  • Casting time: 1/2 sec
  • Cooldown: 20 sec
  • Range of charge: 450
  • Knock back distance: 450
  • Bleed if you knock your target into environmental obstacle: 4 stacks for 6 sec
  • Stunbreaker

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Utility Brawl 3 (Chest Burster)Perform an attack against your target. If your target is disabled, then deal more damage.

  • Casting time: 1/4 sec
  • Cooldown: 15 sec
  • Range: 130
  • Damage: 350 (scales with power)
  • Damage to disabled enemy: 1000 (scales with power)

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Utility Brawl 4 (The Showdown)Taunt nearby enemies to attack you. Taunting disabled enemies will knock them down.

  • Casting time: 1/2 sec
  • Cooldown: 40 sec
  • Radius: 450
  • Taunt: 1 and 1/2 sec
  • Knock down: 2 and 1/2 sec
  • Stunbreaker

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Elite Brawl (Titan's Grip)Suppress your target (counts as a stun) for a short duration while channeling (you can't perform any other actions while suppressing an enemy, except you can look around). You can reactive this ability to launch suppressed enemy at the direction you are facing. If launched enemy comes into contact with other enemies, then those enemies will suffer damage and will be stunned. If launched enemy collides with environmental obstacle, then he/she will take massive damage and suffer bleeding.

  • Casting time of initial suppression: 1/2 sec
  • Cooldown: 80
  • Range of suppression: 130
  • Suppression: 2 sec
  • Launch range: 900
  • Secondary damage: 400 (scales with power)
  • Stun: 3/4 sec
  • Damage if target collides with environmental obstacle: 900 (scales with power)
  • Bleed if target collides with environmental obstacle: 8 stacks for 12 sec
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Name: Legend-KeeperClass: Warrior

Theme: keeper of legendary weapons and fragments of legendary weapons. This warrior keeps these things away from evil and use them to fight against forces of evil, demons, elder dragons and any other creatures who threaten the world. These warriors not only keep these artifacts on them, but also are entrusted to keep them by divine spirits and blessed to be the only ones who are capable to to wield these artifacts.

And on these weapons:FocusMaceAxeGreatswordThese skins

Main builds:1) Boon based power build (main build);2) Condition build based around torment (alternative build);3) Anti-burst bruiser build focused on fighting high burst enemies (main build).


Adept Minor Trait (Keeper of Forbidden Artifacts)Unlock Focus for your off-hand and allow you to use Artifact abilities.Replace your Burst ability with Reforge abilities.

Adept Major Trait LineMajor Trait 1 (Inspiring Tales)Gain 2 sec of quickness whenever you use an Artifact ability.Major Trait 2 (Corrupted Artifacts)Increase your condition damage by 100 and your damaging conditions will last 10% longer.Major Trait 3 (Blessed with Long Life)Heal yourself for 50 (scales with healing power) health whenever you gain adrenaline.

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Master Minor Trait (Eternal Keeper)When you gain 4 different boons, then you also gain 6 sec of regeneration. Cooldown: 5 sec.

Master Major Trait LineMajor Trait 4 (Focused on the Single Goal)Your focus abilities will recharge 3% faster for every boon on you.Major Trait 5 (Demonic Influence)Whenever you inflict a damaging condition (doesn't work when you inflict torment or when you inflict more than 2 stacks of burning) you inflict 5 stacks of torment for 10 sec instead. Cooldown: 14 sec.Major Trait 6 (Surprise Recovery)Whenever you lose 30-40% of your maximum health (the less health you have the bigger percentage is) over 3 sec or faster, then you gain 4 sec of protection and 6 sec of regeneration.

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Grandmaster Minor Trait (Endless Blessings)Gain 30 toughness and 20 healing power per unique boon on you.

Grandmaster Major Trait LineMajor Trait 7 (Blessed Artifacts of the Gods)Your F1, F2, F3 and F4 grants boons when you activate them before they hit.Major Trait 8 (Corrupted Artifacts of the Demons)Your F1, F2, F3 and F4 inflicts conditions on all hit enemies.Major Trait 9 (Hidden Powers of the Artifacts)Your F1, F2, F3 and F4 gain unique functions.


F1 (Reforge the Eternal Sun)Reforge an ancient greatsword of blazing sun and deliver a spinning attack against all nearby enemies. This attack is unblockable.

  • Casting time: 3/4 sec
  • Cooldown: 35 sec
  • Adrenaline cost: 20
  • Radius: 240
  • Damage: 900 (scales with power)
  • Whirl combo finisher
  • Blessed Artifacts of the Gods: gain 15 stacks of might for 1 sec
  • Corrupted Artifacts of the Demons: inflict 5 stacks of burning for 6 sec
  • Hidden Powers of the Artifacts: evade all attacks for 2 sec (begins when you start casting this ability)

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F2 (Reforge the Codex Evil)Reforge an codex of forbidden texts and release a wave of darkness around yourself dealing damage to nearby enemies and torment them.

  • Casting time: 1 sec
  • Cooldown: 35 sec
  • Adrenaline cost: 20
  • Radius: 450
  • Damage: 300 (scales with power)
  • Torment: 4 stacks for 8 sec
  • Blast combo finisher
  • Blessed Artifacts of the Gods: gain 4 sec of resistance
  • Corrupted Artifacts of the Demons: inflict 3 stacks of poison for 5 sec and 2 stacks of confusion for 4 sec
  • Hidden Powers of the Artifacts: knockdown all hit enemies for 2 sec

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F3 (Reforge the Crystal Star)Reforge a crystal mace hardened by planet's core to perform a heavy slam to damage enemies in front of you and stun them.

  • Casting time: 3/4 sec
  • Cooldown: 35 sec
  • Adrenaline cost: 20
  • Range: 300
  • Damage: 500 (scales with power)
  • Stun: 2 sec
  • Blessed Artifacts of the Gods: gain 4 sec of retaliation
  • Corrupted Artifacts of the Demons: inflict 2 stack of confusion for 6 sec and 10 stacks of vulnerability for 6 sec
  • Hidden Powers of the Artifacts: create a lightning combo field in front of you for 3 sec which will destroy enemy projectiles

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F4 (Reforge the Star Cleaver)Reforge a cosmic axe of celestials and leap to your target (or leap forward) performing AOE attack against all enemies in area of your target.

  • Casting time: 3/4 sec
  • Cooldown: 35 sec
  • Adrenaline cost: 20
  • Range: 1200
  • Radius: 200
  • Damage: 650 (scales with power)
  • Leap combo finisher
  • Blessed Artifacts of the Gods: gain 6 sec of fury
  • Corrupted Artifacts of the Demons: inflict 4 stacks of bleeding for 10 sec
  • Hidden Powers of the Artifacts: instantly refresh this ability if this ability hits at least 4 enemies

Focus 4 (Sharing the Will of the Keepers)Grant might, fury and swiftness to yourself and one closest ally.

  • Casting time: instant
  • Cooldown: 15 sec
  • Radius: 600
  • Might: 3 stacks for 10 sec
  • Fury: 6 sec
  • Swiftness: 12 sec

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Focus 5 (Bind the Intruders)Grant protection to yourself and bind up to 2 closest enemies. If bound enemy moves more than certain distance from you, then he/she will get inflicted by torment and cripple.

  • Casting time: 3/4 sec
  • Cooldown: 25 sec
  • Radius: 600
  • Protection: 6 sec
  • Duration of bind: 5 sec
  • Range threshold: 600
  • Torment: 4 stacks for 10 sec
  • Cripple: 6 sec

Healing Artifact (Legendary Ring of Restoration)Heal yourself. Gain bonus healing for every boon on you. This ability can be used while you are disabled, but it will not brake these disables.

  • Casting time: 3/4 sec
  • Cooldown: 30 sec
  • Healing: 3500 (scales with healing power)
  • Bonus healing per unique boon: 500 (Scales with healing power)

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Utility Artifact 1 (Legendary Cloak of Thieves)Evade all attacks and remove movement impairing condition (cripple, chill, immobilize) from yourself. This ability can be used while you are disabled, but it will not brake these disables.

  • Casting time: 1/4 sec
  • Cooldown: 30 sec
  • Evasion: 2 sec

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Utility Artifact 2 (Legendary Boots of the Titans)Perform blast finisher 3 times at your current location. This ability can be used while you are disabled, but it will not brake these disables.

  • Casting time: 1/2 sec
  • Cooldown: 20 sec

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Utility Artifact 3 (Legendary Gloves of the Lightning Molding)Create lightning field under your feet and daze nearby enemies. This ability can be used while you are disabled, but it will not brake these disables.

  • Casting time: 1/2 sec
  • Cooldown: 30 sec
  • Radius: 240
  • Duration: 5 sec
  • Daze: 1 sec

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Utility Artifact 4 (Legendary Helmet of the Courageous)Gain an unique effect protecting you from fear, daze, stun and confusion. This ability is a stunbreaker.

  • Casting time: instant
  • Cooldown: 60 sec
  • Duration: 5 sec
  • Stunbreaker

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Elite Artifact (Legendary Armory)Gain an unique effect protecting you from boon removal and it will grant adrenaline every time you gain a boon. This ability is also affected by your grandmaster trait.

  • Casting time: instant
  • Cooldown: 90 sec
  • Duration: 5 sec
  • Adrenaline per boon: 2
  • Blessed Artifacts of the Gods: grant 5 stacks of stability for 5 sec
  • Corrupted Artifacts of the Demons: instead of protecting you from boon removal, it will now instead prevent condition removal form nearby enemies (radius: 300) and grant adrenaline when you inflict a condition instead
  • Hidden Powers of the Artifacts: reduce all damage you take by 33% while this ability last
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Name: WorldbreakerClass: Warrior

Theme: colossal powerhouse with massive AOE and rapid growth in power while fighting. I wanted to make something who either focus exclusively on offense or exclusively on defense. Someone who can't just build both and deal good damage and self-healing, and would rather build only for single purpose.


Adept Minor Trait (Tree Wielding Colossus of Doom)Unlock Staff and allow you to use Calamities.Increase your maximum adrenaline by 10.

Adept Major Trait LineMajor Trait 1 (Might for Mighty)Might on you will grant you bonus 10 precision and 10 ferocity per stack of might.Major Trait 2 (Muscle of Steel)Might on you will grant bonus 10 toughness and 10 healing power per stack of might.Major Trait 3 (Living Disaster)Might on you will grant bonus 20 condition damage per stack of might.

Master Minor Trait (Lust for Worthy Battle)Gain 1 stack of might for 10 sec every 5 sec while you are in combat.

Master Major Trait LineMajor Trait 4 (Remove Limiter)Increase direct damage of your burst skills by 10%.Major Trait 5 (Flesh to Steel)Using one of your burst skills will grant you protection for 5 sec and resistance for 2 sec. Cooldown: 12 sec.Major Trait 6 (Unnatural Calamity)Conditions and disables inflicted by your burst skills and Calamities will last 20% longer.

Grandmaster Minor Trait (Might Above the Thousand Men)Your burst skills grant you 10 stacks of might for 10 sec.

Grandmaster Major Trait LineMajor Trait 7 (Growing Colossus)Your Staff damaging abilities will deal 1% more damage per stack of might on you.Major Trait 8 (Only the Hardest Steel)Gain 200 toughness while wielding an off-hand weapon. Gain 100 concentration while wielding two-handed weapon.Major Trait 9 (Disaster Bringer)Inflicting a condition with one of your weapon abilities will deal 80 (scale with condition damage) instant damage to affected enemies. Cooldown: 1 sec.


Staff Burst (Savage Tornado)Hit all enemies around you with devastating blow, blind and cripple them. Deal more damage at higher adrenaline. This ability have bonus ferocity.Casting time: 3/4 secCooldown: 8 secRadius: 400Level 1 damage: 450 (scales with power)Level 2 damage: 550 (scales with power)Level 3 damage: 650 (scales with power)Level 4 damage: 750 (scales with power)Blind: 5 secCripple: 5 secBonus ferocity: 300Whirl combo finisher

F2 (Colossal Will)Enter special state for a duration based on adrenaline used. While in this state boons on you can't be removed and you periodically gain might.Casting time: instantCooldown: 30 secLevel 1 duration: 4 secLevel 2 duration: 5 secLevel 3 duration: 6 secLevel 4 duration: 7 secMight per sec: 2 stacks for 8 sec


Staff 1 (Force Bringer)First hit of two hit chain. Swing at your target hitting several enemies in front of you.Casting time: 1/2 secTargets hit: up to 5Damage: 500 (scales with power)Range: 200

Staff 1 (Force Slam)Second hit of two hit chain. Slam your staff in front of you dealing damage to all enemies. Cripple enemies on critical strike.Casting time: 1/2 secDamage: 600 (scales with power)Range: 200Cripple: 3 sec

Staff 2 (Shoulder Rush)Rush a short distance dealing damage to all enemies you encounter and knock them back.Casting time: instantCooldown: 10 secDamage: 300 (scales with power)Range: 450Knock back distance: 300

Staff 3 (World Break)Gather all your might into one massive hit while channeling. When you fully channel this ability perform an attack against all foes in front of you. You can reactive this ability to perform the attack early.Casting time: instantChannel duration: 2 secCooldown: 10 secDamage: 300 - 900 (scales with power)Range: 300Blast combo finisher

Staff 4 (Soil Destroyer)Slam your staff into the ground creating a dust cloud which blinds enemies who remain in the cloud and the cloud destroys projectiles.Casting time: 3/4 secCooldown: 15 secDuration: 4 secBlind per sec: 1 secRadius: 300Smoke combo field

Staff 5 (Bad Luck Wave)Project heavy wave of negative energy in front of you inflicting torment and confusion on enemies hit.Casting time: 1 secCooldown: 8 secTorment: 3 stacks for 5 secConfusion: 1 stack for 5 secRange: 600


Calamity healing (Stomp and Quake)Heal yourself and shake the ground beneath your feet hitting enemies, cripple and weaken them.Casting time: 3/4 secCooldown: 25 secHealing: 5000 (scales with healing power)Radius: 600Damage: 100 (scales with power)Cripple: 5 secWeakness: 5 secBlast combo finisher

Calamity utility 1 (Bringer of Ice-age)Cause a blizzard to fall down at your current location chilling and damaging enemies every second.Casting time: 3/4 secCooldown: 30 secDamage per sec: 200 (scales with condition damage)Chill per sec: 3 secRadius: 600Duration: 3 secIce combo field

Calamity utility 2 (Bringer of Eruption)Cause fiery lava to erupt beneath your feet at your current location damaging and burning enemies every second.Casting time: 3/4Cooldown: 30 secDamage per sec: 100 (scales with condition damage)Burn per sec: 2 stacks for 3 secRadius: 600Duration: 3 secFire combo fieldStunbreaker

Calamity utility 3 (Bringer of the Mists)Tear a rift open at your current location cause vile mist to rush around it dealing damage to nearby enemies and inflict torment on them every second.Casting time: 3/4Cooldown: 30 secDamage per sec: 150 (scales with condition damage)Torment per sec: 2 stacks for 6 secRadius: 600Duration: 3 secDark combo field

Calamity utility 4 (Bringer of the Storm)Cause massive winds to swirl in your current location creating area in which every enemy who enter this area get knocked out of this area.Casting time: 3/4 secCooldown: 30 secRadius: 450Duration: 3 secLightning combo field

Calamity elite (Bringer of the End of the World)Cause a gravitational anomaly to manifest itself at your current location dealing damage to nearby enemies, inflict slow, vulnerability and confusion on them every second.Casting time: instantCooldown: 80 secDamage per sec: 200 (scales with power and condition damage)Slow per sec: 1 secVulnerability per sec: 5 stacks for 10 secConfusion per sec: 1 stack for 5 secRadius: 600Duration: 3 secEthereal combo field

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Name: MusicianClass: Mesmer

Theme: musician focused on magic of will and sound.

Builds:1) Power bruiser build focused on dealing power damage and healing yourself;2) Support build focused on healing nearby allies;3) Condition build focused on control, condition transfer and confusion.


Adept Minor Trait (Tuned for Combat)Unlock Shortbow and allow you to use Melody abilities.Replace Shatter abilities with with Festival abilities.Gain 1 Tempo when you summon a clone. Your Festival abilities will turn all your clones into Tempo and will consume all your Tempo. You can have up to 6 tempo, but you now can only have up to 2 clones at one time. Lose all Tempo when you exit combat.

Adept Major Trait LineMajor Trait 1 (Slow Notes)Your Shortbow 1 have 25% chance to slow an enemy on hit for 1 sec. Slows you inflict will last 33% longer on weakened enemies.Major Trait 2 (Refreshing Tune)When you grant regeneration to yourself then grant regeneration for 3 sec to nearby allies. Radius: 600.Major Trait 3 (Deadly Charms)Disabling an enemy will also corrupt 1 boon on it. Cooldown: 2 sec.

-

Master Minor Trait (Accent)Gain 100 concentration and 100 expertise.

Master Major Trait LineMajor Trait 4 (Demoralizing March)Deal 7% more damage to weakened enemies.Major Trait 5 (Healing Melodies)Take 3% less damage while you have regeneration. Increase regeneration duration on you by 20%.Major Trait 6 (Melodies of War)Your Melody abilities will also inflict 1 stack of confusion for 5 sec on affected enemies. Direct healing done by your Healing Melody becomes 20% greater.

-

Grandmaster Minor Trait (Attune to Life)When you heal yourself you also heal nearby allies for 10% of healing you took. Double this effect when you heal yourself through regeneration.

Grandmaster Major Trait LineMajor Trait 7 (Aria for the Weak)Steal 1 boon from an enemy you inflict weakness or slow on. Cooldown: 4 sec.Major Trait 8 (Bard of Light)Increase your healing power by 100 and gain 30 bonus healing power for each nearby ally (illusions and minions doesn't count). Radius: 600.Major Trait 9 (Cleansing Festivals)Your Festival abilities transfer 1 condition from you to nearby enemies when you trigger them. Radius: 600.


Shortbow 1 (Magical Note)Release slow moving magical note at your target and hit first enemy it comes into contact with. Then, this note rapidly bounce back at you and heal you for some health.

  • Casting time: 3/4 sec
  • Range: 600
  • Damage: 400 (scales with power)
  • Healing: 100 (scales with healing power)
  • This ability have 20% chance to summon a clone

-

Shortbow 2 (Special Notes)Release several magical notes to either health nearby allies or weaken nearby enemies.

  • Casting time: 1/2 sec
  • Cooldown: 10 sec
  • Radius: 600
  • Target's effected: up to 6
  • Healing: 250 (scales with healing power)
  • Weakness: 2 sec

-

Shortbow 3 (Phantasmal Musician)Phantasm. Summon a phantasm which will perform a symphony granting boons to nearby allies.

  • Casting time: instant
  • Channel duration: 2 sec (done by your phantasm)
  • Cooldown: 30 sec
  • Radius: 600
  • First pulse: 1 stack of stability for 2 sec
  • Second pulse: 2 sec of resistance
  • Third pulse: 2 sec of protection
  • Forth pulse: 2 sec of regeneration

-

Shortbow 4 (Perfect Tuning)Tune with your surroundings reflecting light to gain stealth and remove up to two damaging conditions from yourself. Leave a clone after yourself.

  • Casting time: instant
  • Cooldown: 20 sec
  • Stealth duration: 2 sec

-

Shortbow 5 (Bewitching Note)Stun your target with demoralizing note and confuse your target.

  • Casting time: 3/4 sec
  • Cooldown: 25
  • Range: 600
  • Stun: 3 sec
  • Confusion: 4 stacks for 6 sec

F1 (Festival of Power)Consume all your tempo to create a festival at your current location. This festival will deal damage to enemies inside of this area every second. The more tempo you consume the bigger radius and damage of this festival will be.

  • Casting time: instant
  • Cooldown: 20 sec
  • Duration: 3 sec
  • Tempo 1 radius: 350
  • Tempo 2 radius: 400
  • Tempo 3 radius: 450
  • Tempo 4 radius: 500
  • Tempo 5 radius: 550
  • Tempo 6 radius: 600
  • Tempo 1 damage (3x): 400 (scales with power)
  • Tempo 2 damage (3x): 500 (scales with power)
  • Tempo 3 damage (3x): 600 (scales with power)
  • Tempo 4 damage (3x): 700 (scales with power)
  • Tempo 5 damage (3x): 800 (scales with power)
  • Tempo 6 damage (3x): 900 (scales with power)

F2 (Confusing Festival)Consume all your tempo to create a festival at your current location. This festival will confuse enemies inside of this area every second. The more tempo you consume the bigger radius of festival will be and the more longer it will last.

  • Casting time: instant
  • Cooldown: 30 sec
  • Confusion per sec: 1 stack for 4 sec
  • Tempo 1 radius: 350
  • Tempo 2 radius: 400
  • Tempo 3 radius: 450
  • Tempo 4 radius: 500
  • Tempo 5 radius: 550
  • Tempo 6 radius: 600
  • Tempo 1 duration: 1 sec
  • Tempo 2 duration: 2 sec
  • Tempo 3 duration: 3 sec
  • Tempo 4 duration: 4 sec
  • Tempo 5 duration: 5 sec
  • Tempo 6 duration: 6 sec

F3 (Festival of Chaos)Consume all your tempo to create a festival at your current location. This festival will have chance to daze enemies inside of this area every second. The more tempo you consume the bigger radius and chance to daze of this festival will be.

  • Casting time: instant
  • Cooldown: 50 sec
  • Daze: 1 sec
  • Duration: 2 sec
  • Tempo 1 radius: 350
  • Tempo 2 radius: 400
  • Tempo 3 radius: 450
  • Tempo 4 radius: 500
  • Tempo 5 radius: 550
  • Tempo 6 radius: 600
  • Tempo 1 chance: 25%
  • Tempo 2 chance: 40%
  • Tempo 3 chance: 55%
  • Tempo 4 chance: 70%
  • Tempo 5 chance: 85%
  • Tempo 6 chance: 100%

F4 (Festival of Inspiration)Consume all your tempo to create a festival at your current location. This festival will grant distortion to allies and heal them every second. The more tempo you consume the bigger radius of this festival will be and the more it will heal.

  • Casting time: instant
  • Cooldown: 70 sec
  • Distortion: 1 and 1/2 sec
  • Duration: 3 sec
  • Tempo 1 radius: 350
  • Tempo 2 radius: 400
  • Tempo 3 radius: 450
  • Tempo 4 radius: 500
  • Tempo 5 radius: 550
  • Tempo 6 radius: 600
  • Tempo 1 healing over duration: 500 (scale with healing power)
  • Tempo 2 healing over duration: 650 (scale with healing power)
  • Tempo 3 healing over duration: 800 (scale with healing power)
  • Tempo 4 healing over duration: 950 (scale with healing power)
  • Tempo 5 healing over duration: 1100 (scale with healing power)
  • Tempo 6 healing over duration: 1250 (scale with healing power)

Healing Melody (Melody of Regeneration)Heal yourself instantly and after short delay release tune of harmony granting regeneration to you and nearby allies.

  • Casting time: instant
  • Cooldown: 40 sec
  • Radius: 600
  • Healing: 4000 (scale with healing power)
  • Delay: 3 sec
  • Regeneration to yourself: 10 sec
  • Regeneration to nearby allies: 4 sec

-

Utility Melody 1 (Melody of Weakness)After delay release demoralizing tune inflicting weakness and immobilize on nearby enemies.

  • Casting time: instant
  • Cooldown: 30 sec
  • Radius: 600
  • Delay: 2 sec
  • Weakness: 3 sec
  • Immobilize: 1 sec

-

Utility Melody 2 (Melody of Duality)After delay release special tune damaging nearby enemies and heal nearby allies.

  • Casting time: instant
  • Cooldown: 35 sec
  • Radius: 600
  • Delay: 2 sec
  • Damage: 550 (scales with power)
  • Healing: 350 (scales with healing power)

-

Utility Melody 3 (Melody of the Basilisk)After delay release shocking tune stunning nearby enemies.

  • Casting time: instant
  • Cooldown: 40 sec
  • Radius: 600
  • Delay: 2 sec
  • Stun: 2 sec

-

Utility Melody 4 (Melody of Ailments)After delay release shinning tune removing 1 condition from nearby allies and corrupting 1 boon on nearby enemies.

  • Casting time: instant
  • Cooldown: 20 sec
  • Radius: 600
  • Delay: 2 sec

-

Elite Melody (Legendary Melody)After delay release legendary tune slowing, weakening and damaging nearby enemies while also granting regeneration to nearby allies.

  • Casting time: instant
  • Cooldown: 70 sec
  • Radius: 600
  • Delay: 3 sec
  • Slow: 2 sec
  • Weakness: 5 sec
  • Damage: 700 (scales with power)
  • Regeneration: 8 sec
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Since there is a topic,... i re-post my idea

NAME : WEAPON MAGE (temporary name, i'm open to suggestions )LORE: Ritualists from Cantha once knew how to imbue weapon with powerful magic and energy. Most of their knowledge had been lost but Tyrian Mages recovered what was left. By combining with their own art, they made extraordinary improvements in enchantment spells. But the art only reached its top after it was mastered by those who could make the most of it: the fighters. Those who chose to study it turned it into an instinctive, powerful form of magic that matched perfectly their needs and takes benefits from the particular links those fighters had with their weapon.

PRINCIPLE : DPS-oriented specialization wich is pretty good at ignoring debuff and adversaries' protection. Also possesses a support component with some traits.

PROFESSION MECHANIC : Call of weapons: The weapon mage gain access to special slot in the equipment panel that can be filled with a main-hand or two handed weapon. He can use the burst skill "Call of weapons" (F2): wield your extra weapon for 10s and gain quickness(4s). Recharge weapon snap for nearby allies (radius: 180). Snaping weapon cancels the effect.Adrenaline cost: 10. Cooldown: 25s. Cast: instantNotes: it is considered a weapon snap for traits, sigils, ect,... if the warrior takes a main hand weapon, he keeps his current off-hand weapon if he has one, or the one of his other set if there is one.

NEW WEAPON: STAFF: a brillant weapon when correctly wielded, whose magic potential advantages the weapon mage's incantation. Offers a good set of defensive and offensive skills. All attaks have a range of 180.

  • Burst: Deadly point: Charge your foe (range 900), ignoring movement impeding conditions and impale him. Leap finisher.Damage increase with the level of adrenaline (2.0 , 2.5 , 3.0)
  • 1 Staff thrust: hit your foe with the point of the staff. (cast 1/2, damage 0.8)Staff swing: hit your foe with a swing of the the staff. (cast 1/2, damage 0.8)Staff strike: bash your foe with a powerful blow from above, ganting you fury (3s). (cast 1/2, damage 1.1)the whole sequence takes 2.2s. All attaks cleave.
  • 2 Guard breaker: unblockable staff strike (damage 0.7). Remove stability and aegis. Inflict vulnerability instead (5 stacks, 8s) for each of these boon not on the target.(cast 3/4, cooldown 8s). 2 targets.
  • 3 Mace staff: Strike your ennemy one the head, stunning them (1s). (cast: 3/4, cooldown 12s). 1 target
  • 4 Slashing tornado: Rush continually toward your foe (similar to tsunami rush) and deliver a succession of slashing strikes (damage 5.0 (x10)). Cast: 2+1/2 s. Cooldown: 15s.) range: 450. Whirl finisher
  • 5 Staff stance: Block incoming attacks for 2s. Gain retaliation(5s) at the end of the stance. (Cast 2, Cooldown 20s)

NEW SKILLS: WEAPON SPELLS: Those utility grant special effects to the player. Only one weapon spell can be active at a time. Once activated, a weapon spell skill can become a new skill depending on the weapon wielded.

  • healing skill: resilient weapon: 12s. Heal (1400) and gives endurance (10) every two seconds. Allied version: 500 heal and 5 endurance every two seconds.cast 1/2, cooldown 30s.if sword: avenging blade: slash your foe two times, stealing life and transfering a condition with each strike.Damage per strike: 0.6. Stealing per strike: 0.6. Healing per strike: 1000. cast 1/2, cooldown 12sif greatsword or spear: vital blade: Strike foes in front of you (1.2). You gain a barrier proportionnal to the number of power stacks you have (250 per stacks). cast 1/2, cooldown 12s
  • utility 1: splinter weapon: 12s. Your attacks deal damage to your target and foes surrounding it (radius 180, 5 target max). Damage: 0.3 . Allied version: Damage 0.15. cast 1/2, cooldown 45s.if longbow: furious volley: Taunt your target (3/2s) and shot a volley of six arrows to him. (damage 2.1, range 1200). The blast of splinter weapon inflicts burning (2s).cast 3/2 s , cooldown 12sif axe: spinning axe: Throw an axe that bounce up to three foes before returning to you (range 900, damage 0.8). Pull the ennemies within the range threshold (450). Grant swiftness (5s). cast 1/2, cooldown 12s

  • utility 2: merciless weapon: Your attacks corrupts boons into vulnerability (5 stacks for 8s). Conditions durations and disabling effects duration are increased against boonless foes (+20%). 3s of interval. allied version: 4s of interval, +10% duration. cast 1/2, cooldown 45s.if rifle or harpoon gun: fatal shot: inflict fear to your target (2s) then fire a deadly shot that poison him (8s). Damage and stacks of poison increase with range (0-300/300-600/600-900/900-1200). Damage: 1.0/1.4/1.8/2.2, poison: 2/3/4/5. cast 1+1/4s, cooldown 12sif mace: ensured breaking: Charge your foe (range 900), immobilize him when close enough (300) and strike him (damage 1.8). Destroy the totality of a barrier. cooldown 12s

  • *utility 3: unyielding weapon: 12s. You are immune to weakness, blind, fear and slow. allied version: immune to weakness and blind. cast 1/2, cooldown 60s.if staff: control pain: Break out of stun and gain 50% condition damage reduction(8s). Gain power (2 stacks, 8s) when you lose an alteration.cast instant, cooldown 12sif shield: cautious move: Raise your shield to defend yorselves for 8s. When you're disabled while casting a skill, the effect is canceld, you strike your foe with your shield (cast 1/2, damage 1.0), the cooldown of your skill is reset and you immediatly begin to recast it. The effect is canceled if you no longer wield a shield. cast instant, cooldown 12s

  • utility 4: warmonger weapon: 12s. Your attacks daze foes (1/2s, interval: 3s). Grant you power (3 stacks, 6s) when you interrupt a foe. allied version: interval 6s cast 1/2, cooldown 60s.if hammer: quick metal: Strike your foe several times with a surprisingly light hammer, inflicting daze (1/2s) with each strike. (damage: 2.5 (x5))cast 2+1/2s, cooldown 12sif warhorn: storm of war: Invoke a zone of instable climate on your position (radius 300). Inflict damage to foes inside and chills them(1s). (Damage: 3.2 (x8)). Grant stealth (3s) to allies present in the zone when activated. Projectiles entering the area are destroyed. Ice field combo. cast 1s, cooldown 12s

  • elite skill: armor spell: 12s. Grant you alacrity (2s) and retaliation(2s) every two seconds. Your boons cannot be removed, stolen or corrupted. Allied version: 1s of alacrity and retaliation every 2s. cast 1s, cooldown 120s.bonus compétence: OPEN TO SUGGESTIONS

TRAITS: Minor traits increase damage. Line 1 provide defense. Line 2 is focused on weapon spell and support. Lin 3 is for call of weapons and boons.

  • minor proficiency: staff proficiency you can wield staffs

  • minor adept: enhanced weapon: you cain access to weapon spells and call of weapons

  • major adept 1: weapon of shadow: your attacks inflict blind (4s) (cooldown 10s)

  • major adept 2: weapon of renewal: weapon spell grant regeneration(5s) and adrenaline(5) when granted.

  • major adept 3: weapon blessing: convert 7% of your power into concentration

  • minor master: weapon link: you gain a stack of weapon link every second for 12s while affected by a weapon spell or call of weapons. Each stack increase by 1% your outgoing damage and critical hit chance. 10 stack max.

  • major master 1: weapon of agression: increase your attack speed by 15% while affected by a weapon spell or call of weapons. Staff skills cooldown is reduced by 20%.

  • major master 2: gift of weapons: when you activate a weapon spell, also affects nearby allies (radius 240) with lesser effects.

  • major master 3: guided weapon: after snaping weapons or activating call of weapons, your attacks cannot be blocked or dodged for 2s. (cooldown: 9s).

  • minor grandmaster: weapons master: while affected by a weapon spell or call of weapons, you gain bonus stats depending on weapons wielded (cumulable): sword +120 condition damage, axe +120 précision, mace +120 power, greatsword/spear +240 ferocity, hammer +120 power and +120 ferocity, longbow +120 condition damage and +120 expertise, rifle/harpoon gun +120 power and +120 précision, staff +120 power and +120 concentration, shield +120 toughness, warhorn +120 concentration

  • major grandmaster 1: vengeful weapon: when struck below 50% health, you break out of stun and gain a charge or revenge for 10s, allowing you to steal life with your next successful attack, depending on how much life you have lost. Damage: 15% missing life, Heal: 25% missing life. Cooldown: 45s.

  • major grandmaster 2: Reinforced weapons: you can be affected by two weapon spells at a time. Weapon spell bonus skills recharge 33% faster.

  • major grandmaster 3: Weapon of warding: activating call of weapons grant you 10 adrenaline and boons (protection, resistance and 3 charges of stability for 4s).

I also had an idea about about a warrior using companions like a weaper version of ranger's pet granting access to companions burst (which uses habilities from various professions). But on second thought, it would have been quite problematic to balance

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  • 1 month later...

Elite Name: Warblade

Class: Revenant

Idea: A Magic Warrior or Eldritch Knight archetype, who utilises magic to enhance his combat skills. Is able to materialise legendary swords from history through the Mists.Gameplay: Power based, mid-range, good CC and Defense potential, limited access to boons, slow movement.

Weapon: Greatsword

Weapon Skills:

  1. Warp Slash: Magically lifts up and strikes with the greatsword.
    • Warp Cut: Strike again, from another direction.
    • Warp Strike: The sword flies up and strikes from above. (Slow attack speed)
  2. Seeker: The Warblade throws his greatsword, impaling enemies from range. (Projectile finisher, short CD.)
  3. Blademist: The Warblade disappears into the Mists for a short period of time (evade, 0.5s), leaving misty silhouette behind, and 3 ghostly swords thrust at his location.
  4. Vorpal Lock: Mid-range magic attack, summoning two swords in front of the enemy that blocks their way, interrupting and slowing them.
  5. Enclose: Swings the greatsword in a circle around the caster, damaging surrounding enemies. (High damage, Whirl finisher)

Class mechanics:

F2: EmpowerThe Warblade empowers his/her next attack, but doubles its cooldown.

Utility:

Heal: Upkeep skill, healing the Warblade for a small amount while it is active.Utility 1: (legendary sword name) - Materialises a giant sword in front of the caster that blocks the next incoming attack.Utility 2: (legendary broken sword name) - Several sword-pieces rain down at the enemy (mid-range), crippling them.Utility 3: (legendary sword name2) - A giant sword crashes down to the battlefield in front of the caster, knocking back enemies.Elite: (ultimate legendary dual sword name) - Summons dual swords above the caster, for 3 seconds, attacks deal extra damage and the Warblade gaint protection and stability.

(This is just a general idea, without numbers or any maths involved, but I think it looks cool. I believe Renegade is missing a spec that allows it to shine without sacrificing too much from its utilities or dps.)

Let me know what you think!

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Elite Name: SamuraiClass: ThiefWeapon unlocked: 2h swordWeapon Skills:_-Slash: relatively slow cone attack that does increased damage to a single target if there are no other targets.-Gouge: Faster attack, hits single target, interrupts if casting, (can be traited to cause bleed on interrupt)-Parry/counter:_ Hold up a defensive stance that blocks the next attack for X seconds. (becomes counter, which doesnt automatically cast, needs to be activated again within 2 seconds or reverts to Parry w/ longer cooldown) Slash downward, opening the target to advantage, pushing back if they are casting) If no attack is Parried, or if you don't cancel Parry (by pressing it again or moving), opens you up for disadvantagePress: Move forward around target in whatever direction you press (left has you quickly rotating around them to the left 90°, right does the same for the right side, forward has you run through them so you are 180° away) With advantage, automatically casts Gouge once you land/stop.Disengage/(with advantage)Engage (becomes Engage if you are at a distance, but does not enjoy the attack bonus without Advantage) Retreat/roll backward/ crouch into a defensive position and charge (with advantage casts Slash on arrival)

Skill Category unlocked: Tactics: stances without passives that give a bonus whenever you have advantage (or remove disadvantage). So you activate Tactic x and you have + Power when you have advantage, and then you activate Tactic Y and you lose +power, but now if you get advantage again while you already have advantage, you don't lose it (can be Traited to be able to store up to 2 more advantages). Tactic z might just give you advantage, or remove disadvantage, and if someone attacks you within a couple seconds after removing it, you gain advantage from the feint.Utility/Elite: Samurai: Take on the spiritual appearance of a great samurai warrior (basically gives you an almost barely visible ethereal set of armor for as long as it's active) And gain 5 stacks of advantage. 2 minute cooldown. (can be traited to reduce cooldown whenever advantage is used.Traits:: 2nd automatic trait gives 2h attack speed. 3rd gives Advantage whenever you kill someone. top row grants offensive bonus with advantage, bottom grants defensive bonus with advantage, middle grants decreased cooldowns on advantage use and minor defensive/offensive bonus without advantageF1 changes: Use/don't use advantage (also keeps track of advantage charges with hashmarks, and disadvantage with glowing red flame) allows you to only press your advantage at the opportune moment, or use it automatically the next time you use something that consumes it. Pressing the advantage gives you an offensive bonus if you leave it on, leaving it off will grant you an defensive bonus that stays even after you turn it on, as long as you turn it back off within 5 seconds.Role: Mobility tank/dpsMechanics: Advantage: grants access to additional, automatic abilities when advantage is pressed/ disadvantage: if struck after you gain disadvantage, interrupts current ability

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