ArenaNet:Guild Wars 2 suggestions/Nature mages

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Guild Wars 2 Suggestions

Whatever their name, may it be Druid, Shaman, Nudist or Witchdoctor, this is the page.

Druid (Discussion)

okay i know we trying not to be like WOW and all...

but druids are the coolest profession!!! its like a ranger mingled with some magic that allows it to have tons of pets actualy CONTROL nature and actualy have the ability to transform into an animal!!

Why this is a good idea
  • adds more lifestyle
  • adds more magic and wilderness
  • adds more of a fun enviroment
  • This adds a much more nature oriented class, rather than the ranger, who's spirits were a sad attempt at creating a druid (Thanks for changing the name from Naturalist, btw, that was incredibly funny)
Why it may not work out
  • too close to ranger
  • may take away the purpose of the norn being able to transform into a bear.
  • Would be a clone of a Dervish except with a bow and a pet.
  • Would kill the ranger profession.
  • you can already make a character that fights just like you said.
  • more work for a class that would just be a dervish/ranger clone.
  • there already is a druid in Guild Wars

Shaman (Discussion)

It’s a caster with armor and energy regen. It revolves around diseases, lethal toxins and auras; which you maintain and allies gain the same effect as long as they’re within its radius, and Hallucinations; which only the affected victim can see.

It wields a dagger as a one-handed weapon and a voodoo doll as an offhand focus, deals piercing damage with a slow attack speed and use the dagger under spell animations such as when it sacrifice health and cast hallucinations.

Only the charr and the norn can become shamans.

Attributes:

Auras (main)

It’s where all auras are put, and only auras.

Art of Affliction

Revolves around hallucination causing diseases and damage over time poisons, some of which are contagious.

Art of Destruction

Revolves around more lethal toxins and diseases which directly inflict damage on its victims or punish them for actions.

Misantrophia Curses

The last attribute, it’s mainly focusing on curses which hinder actions and disturb enemies, it’s very passive and can’t cause damage.


Aura

You can only maintain one aura at a time, there’s several skills that can remove auras, they have long recharge times and the most of them are elite. If two or more allies maintain auras they stack as long as none of these auras are elite, if one of the auras are elite that aura cancel out every other aura.

Hallucination

Mainly diseases in the Art of Affliction attribute cause these, their effects depend on the skill that cause the disease. The weaker hallucinations may cause drunk-like effects and the stronger may change the whole environment or stop the time but only the foe under the hallucination can see the effect.

Disease

Is a skill type which causes a negative effect, the effects are either long and passive or short and cause a hallucination. Diseases can be removed by condition removal and count as conditions. Hallucinations caused by diseases doesn’t end if the disease is removed, however if the disease is removed before the hallucination occurs it doesn’t begin.

Why this is a good idea
  • Even more choices in proffesions
  • has some original skills and abilities
Why it may not work out
  • Guild Wars have professions similar to this
  • Not another annoyance class

Naturalist (Discussion)

Honestly, I dont think we can introduce a new race like the Sylvari without creating a new profession relating to the Sylvari. Although Canthans and Elonians are human, they felt different than Tyrians, and therefore, had their own special classes. I mean, Assassins and Ritualists just felt right for the land of Cantha, and Sunspears and Dervishes blended with Elona even better. Its just common sense that the Sylvari earn a new class as well.

This is not the WoW druid, as the druid's affinity to nature is to her animals and living creatures *hence the reason of shapeshifting* The Naturalist's affinity is to that of nature's flora, beauty, and harmony.

The Naturalist-A being who has been given a born affinity with nature. He uses nature spirits *much like the ranger* to communicate with nature. However, unlike Ranger spirits whose sole purpose is to simply alter the environment to the Ranger's advantage, the Naturalist is at one with both nature and her spirits and can use this affinity to nature to heal allies, snare and damage enemies, as well as support the Naturalist. For the Naturalist to perform as I have described, one of the following changes would need to be made to the gameplay.

1. Rangers and Naturalists are allowed 1 nature spirit per attribute instead of just 1 period

2. A new spirit type *Seasonal Spirit* 1 nature spirit and 1 seasonal spirit out at once

Attributes-

Affinity (Primary)-Describes the Naturalist's born affinity to nature. Nature spirits under this attribute grow stronger per rank. The Naturalist's affinity is a gift from Melandru from the Naturalist's time of birth. Affinity also effects the Naturalist's connection to nature, and therefore, the ability to maintain energy. The Naturalist gains 5...20 HP and 1...3 MP each time he summons a spirit.

Ruin-The destructive side of nature. Nature spirits under this attribute grow stronger per rank. Represents the Naturalist's ability to call upon the destructive forces of nature.

Harmony-The ability of nature to all operate in perfect harmony. Nature spirits under this attribute grow stronger per rank. Represents the Naturalist's abilities to use the harmony of nature to heal and support himself and allies.

Mystery *or something similar*-The unknown side of nature. Nature spirits under this attribute grow stronger per rank. Represents the Natualist's abilities to manipulate the mystery of nature to overcome foes with fear. Would probably incorporate hexes.


Weapon-Staves, Wands, Focus Weapons *probably earth dmg*

Energy-Caster regeneration, normal spellcaster mana pool

Armor-60, perhaps with insignia bonuses of +10 when spirit in range or something like that

Ideas for skill names along with a few effects *super basic names :P*

Summer *Affinity* Nature or Seasonal Spirit [Cast Time-5 sec, Recharge Time-60 sec, Energy-25] [Elite] [The rejuvenating warmth of summer envelops the area. Create a Lvl 1...16 spirit of Summer that lasts for 10...30 seconds, all characters within range of the spirit of Summer have their attack and casting speed increased by 5...20 percent.]


Autumn *Affinity* Nature or Seasonal Spirit [Cast Time-5 sec, Recharge Time-60 sec, Energy-15] [The blustery winds of Autumn envelop the area. Create a Lvl 1...16 spirit of Autumn that lasts 30...90 seconds,all characters struck by air dmg have a 5...20 percent chance of being knocked down and projectile attacks have a 25 pct to miss their target.]


Winter *Affinity* *change name of Ranger winter* Nature or Seasonal Spirit [Cast Time-5 sec, Recharge Time-60 sec, Energy-15] [The chilling cold of Winter envelops the area. Create a Lvl 1...16 spirit of Winter that lasts for 30...90 seconds, all characters within range of the spirit of Winter have their attack and casting speed reduced by 5...20 percent.]


Spring *Affinity* Nature or Seasonal Spirit [Cast Time-5 sec, Recharge Time-60 sec, Energy-15] [The soothing feeling of springtime envelops the area. Create a Lvl 1...16 spirit of Spring that lasts for 30...90 seconds, any healing done *by foes and allies* within range of this spirit is increased by 10...25 percent.]


Unseen Roots *Mystery* Spell [Cast Time-1 sec, Recharge Time 20 sec, Energy-10] [Target touched foe takes 35...80 earth dmg and is knocked down]


Sunset *Harmony*

Sunrise *Harmony*

Hurricane *Ruin* Spell [Cast Time-2 sec, Recharge Time, 30 sec, Energy-15] [A hurricane appears on target foe, damaging target foe and all foes in the area for 15...30 cold dmg per second for 5 seconds


Drought *Ruin* Hex Spell [Cast Time-2 sec, Recharge Time 30 sec, Energy-15] [Target foe and adjacent foes suffer from a Drought and take 2...5 health degeneration. If foes are within range of a Spirit of Summer, they also take 25...50 fire dmg]


Dust Storm *Ruin* Spell [Cast Time-1 sec, Recharge Time 15 sec, Energy-10] [Target foe is enveloped in a dust storm, blinding him for 3...8 seconds. If target foe is within range of a spirit of Autumn, the resulting winds spread the blinding dust storm to adjacent foes as well.]


Fog *Mystery* Nature Spirit [Cast Time-5 sec, Recharge Time 60 sec, Energy-10] [Create a Lvl 1...16 spirit of fog that lasts 30...90 seconds.] [The spirit of Fog provides a 10...25 percent chance that attacks miss their target.]


Eyes in the Dark *Mystery* Spell [Cast Time-0.5 sec, Recharge Time 10 sec, Energy-10] [The Eyes in the Dark suddenly appear in front of target foe, disrupting his action]


Refreshing Downpour *Harmony* Spell [Cast Time-2 sec, Recharge Time 25 sec, Energy-15 [A refreshing downpour begins to fall on target ally and all allies in the area, healing them for X-Y dmg, If a spirit of Spring is in range of healed allies, they are also cured of 1 condition


Natural Spring *Harmony* Spell [Cast Time-1 sec, Recharge Time 15 sec, Energy-5] [Target ally is placed in a Natural Spring, curing him of 1..3 conditions]


Shunned by Nature *Affinity* Enchantment Spell [Cast Time-1 sec, Recharge Time 60 sec, Energy-10] [For 15..45 seconds, target ally becomes shunned by nature, making him immune to the effects of Nature Spirits and Seasonal Spirits


Melandru's Grace *Affinity* [Elite] Enchantment Spell [Cast Time-.5 sec, Recharge Time 60 sec, Energy-5] [Melandru grants her grace on the Naturalist, reducing all dmg done to the Naturalist by 66 percent for 10...20 seconds.]


Cool Breeze *Harmony* Spell [Cast Time-1 sec, Recharge Time 3 sec, Energy-5] [Target ally feels the comfort of a cool breeze, healing him for X...Y dmg. If a spirit of Spring is in range of the healed ally, adjacent allies are healed for 1/2 X...1/2 Y]


Infection *Mystery* Hex Spell [Cast Time-1 second, Recharge Time 20 sec, Energy-10] [Target foe is afflicted with an infection of the wilderness, causing 2..5 health degeneration over 5...10 seconds]


Acid Rain *Ruin*

Signet of Growth *Affinity* [Cast Time-1 second, Recharge Time 45 sec] [Target ally experiences a sudden growth of power, as like a sprout suddenly shooting up from the ground. That ally gains +3 to each attribute over his next 1..3 skills]


Wildfire *Ruin* Spell [Elite] [Cast Time-3 sec, Recharge Time 45 sec, Energy-15] [Target foe and adjacent foes are engulfed in a wildfire, taking 70...100 fire dmg and burning for 3...5 seconds. If target foe is within range of a spirit of Summer, the wildfire spreads to all foes in the area]


Tornado *Ruin* Spell [Cast Time-1 sec, Recharge Time 10 sec, Energy-5] [A tornado consumes target foe, inflicting 40...70 air dmg.]


Flood *Ruin* Spell [Cast Time-2 sec, Recharge Time 20 sec, Energy-10] [A flood sweeps across target foe and all foes in the area, decreasing their movement speed by 50 pct. If target foe is within range of a spirit of Spring, the flood also inflicts 30...50 cold dmg to each foe hit by the flood.]


Changing of the Seasons *No Attribute* Spell [Cast Time-0.25 sec, Recharge Time-10 sec, Energy-5] [Destroy target foe's Seasonal Spirit, your next Seasonal Spirit is cast instantly]

Added by Other

  • Pandemic- cause health degen(Mystery)
  • Ravaging Hunger- for a limited time, causes enemy to attack eachother(Mystery)
  • Cry of the Night- scatter the enemies with a wave of panic(Mystery)
  • added skills from willing contributor now above*


You get the picture :)

A little lore I just thought of on the origin of the naturalist in Guild Wars 2.

The world torn asunder by the awakening of the 5 dragons, Melandru picks a handful of babies from each of the races and blesses them with the affinity to nature. These Naturalists are the chosen agents of Melandru,whose agenda is to restore the world to its former glory. Each race *aside from humans* focuses on a specific attribute of the naturalist.

Human-being fickle beings capable of both good and evil, humans have no specific focus attribute of Naturalism

Norn-Blessed by Bear with strength, and Raven with cunning, the Norns focus on the Harmony of Naturalism. This perfect harmony allows them the ability to shapeshift.

Charr-Although ferocious beasts, the Charr are not blood-thirsty beings seeking to conquer the world. They are simply trying to reclaim what they believe is their rightful lands. They embrace the power of Ruin to do so. They believe it is the Titans who give them their strength in Ruin; however, Charr Naturalists know it is given to them by Melandru. Charr Naturalists do not worship the titans as normal Charr and are seen in some ways as traitors to the Charr race. Although Charr Naturalists are attempting to rebuild the earth, their carnal heritage strives for the power of Ruin. This inner struggle between racial and class heritage is a force the Charr Naturalist must learn to control.

Asura-Asurans are creatures who strive to understand everything;however, Asuran Naturalists turn away from the mechanized stereotype to instead pursue the Mystery of nature. They will do whatever it takes to unlock these hidden secrets.

Sylvari-Being the only race born from the earth itself, Sylvari are naturally bound to the earth. Sylvari Naturalists embrace this heritage even further and therefore create a perfect Affinity with nature and Melandru herself, since it is by Melandru's grace that the Sylvari come into existence.

The above is just some lore I created. I don't think the idea of a focus attribute per race should be integrated into the actual gameplay. I just devised it to provide a background and storyline for the origin, purpose, and nature of the Naturalist in each race.


If anyone likes my idea of a Naturalist and would like to expand upon it by creating some example skills and effects, please do so :) I greatly appreciate any criticism.

  • Looking for more examples of Mystery skills, thanks for your help :)*


Why this is a good idea
  • A great healer hybrid
  • A new class that intertwines with the introduction of the Sylvari
  • Introduces the purpose of restoring the earth *not just slaying the dragons*
Why it may not work out
  • Possible balance issues
  • Creation of a whole new spirit type