Jump to content

  • Curse Sites
Help
- - - - -

Concept Class: Friar


  • Please log in to reply
35 replies to this topic

#1 VanderBeltLegacy

VanderBeltLegacy

    Asuran Acolyte

  • Members
  • 148 posts
  • Location:Australia
  • Guild Tag:[DEAD]
  • Server:Henge of Denravi

Posted 11 November 2012 - 03:15 PM

O.K let’s make a few things clear:
1.My wording/grammar/spelling/sentence structure are below average, but I believe it all makes sense.

2.Yes Guardian and Elementalist and Engineer can all party wide heal/heal very well, but A LOT of people don’t like this because, ele’s recharge on water skill’s 3 and 5 “take to long”(funny I don’t find that to be the case) and there healing range “sucks”(what really?, I thought it was nice and skill 1 spam helps melee’s), or the party start spamming you for not damaging, but cry when they die and need armor repairs, most have found with guardian, there best healing is with the “elite tome skill” other then that, they ‘feel’ forced into support+minor heals, or the party makes them “tank”(player decision fault, I know), and for some reason, quite a few engineers have not figured out how to properly play healing support, and the ones that have, only want guild run’s, that all being said, their all excellent healers/heal support’s.

3.I already agree with the people who say this game doesn’t need a “dedicated healer”, but Its not just a healer..

4.I'd put it in with the ranks of staff-Mesmer in damage aspects of things.

5.Before anyone mentions trinity system crap, i wanna say if anet had no need for a trinity system in gw2, why can my level 80 mesmer in max armor(toughness/vitality)+Traits=25 vitality, 30 Toughness, 15 power cant tank in dungeons like a guardian or warrior, wearing magic find armor (me and a mate tested this) he never gets 1 shotted(not even by bosses), but alot can of bosses in dungeons, can still 1 shot me, and felt squishy against foes, needless to say but i dont run that set up, it was only a test and money well spent, keep mesmer at range+suppot/DPS

6.Im gonna clear a few thing's up, to avoid further confusion (it was my BAD, people are getting confused)
i HAVE NOT PUT- radius/range/heal amounts/damage amount's in(left major gap's for a reason) theres no way to know how O.P a skill is with certain range/radius/damage/heal amount's without testing, this class is more condition control then it's a healer.
plus weapons skills 2-5 all have recharges, some being long on professions, so it's not like they can auto attack+heal spam(ele can with water, and mesmer can spread boons+conditions with auto spam staff skill 1.
without In Game Testing the mechanics of each individual skill cant be given a range/radius/etc.

7.(weapon skills do not selfheal-but symbols can//when weapon skill’s heal allies in between, if at max range you can heal more: I.E=” Steel of justice” will heal more allies in front have bigger radius to the left and right.(diamond shape)

(FUN NOTE:A Friar is much like a Monk but of different race/belief, in the “real world”)  
Enjoy, I put a bit of effort into this, so I welcome constructive criticism.

Friar:(Light Armor/Scholar class)

Prayers(option a)
F1: Vital Soul: Boons you grant, conditions you remove, stuns you break and symbol you place heal allies they affect.

F2: Greater Guidance: You have +10% condition damage(50% chance), +15% Power(45% chance), +20% Precision(40% chance),and gain double Holy Points~(% chance per hit)
(“Attune” like Elementalist)


Sword (either hand)
1. Guided Slice (range): Shoot a holy sword at foe, removing conditions from allies in range.

2. Holy whirl (melee/Berserker): Spin forward at target foe, hitting foes and healing allies between.

3. Vital Kiss (melee): Hit target and adjacent foes causing Vulnerability (4 seconds), placing symbols at allies in range feat breaking stuns and giving rejuvenation.

4. Meditating blades (meditation): meditate for 4 seconds granting allies -20% damage reduction, you take 4 damage for each ally every second, you have 75% chance to block the next 4 attacks (ends if you’re hit).

5.White glamour(dome): place a dome, allies in this dome gain a random boon, allies shooting threw this dome deal +5% condition damage, foes in this dome become blind(4 seconds).

Wand (main hand)
1. Interception (range): shoot 3 beams back and forth between allies and foes, allies=grant boon, foes=burning (2 seconds) if above 50% there max health.

2. Symbols of trust(Symbols): place up to 3 symbols at any different location, each breaking on use, allies=rejuvenation+heal, foes=blind+damage.

3. Praying shield(spirit weapon): Summon a Spirit aegis to block next 3 hits; reflecting 40% of the damage back to the source for the following 3 hits, you gain a boon every time you’re meant to gain a condition.

Focus (off hand)
4. Prayers of Hope(dome): place a dome that reverses conditions back to their source.

5. Prayers of justice(dome): place a dome that reverses 25% of the incoming damage into healing.

Great Sword (2 handed)
1. Soul Cleansing Blades(range): shoot 3 blades at target foe dealing damagex3(+bleeding if above 50% health), removes 2 conditions for allies in between, causes blindness to foes hit in-between.

2. Steel of justice(range): Shoot a blade at target foe, Heals ally’s in-between, and damages foes hit in-between.

3. Symbol of Remembrance(symbol): Place a symbol at a location, allies in this symbol block 3 attacks before symbol shatters, deals dmg(+burning if foe is below 50% health) on shatter.

4. Air Cleansing Slices(range): Shoot up to 4 beam’s knocking foes back (adjacent foes) +cripple foes (Adjacent+ranged foes) and breaking stuns on allies in-between.

5. Holy Rays of justice(symbol): summon a symbol at target foes location causing blind+damage.

Self-Heal
Self-Devotion(Meditation spell): Heal yourself, gain +1% more healing for each condition on you.

Life Sheath(Aura): Activate to gain health and for 4 seconds gain health equal of the damage you deal.

Signet of Life(signet): (When activated) Heal yourself, (passive) Gain health every 3rd attack and rejuvenation on critical-hit.

Utility Skills
1.Smiters Signet(signet): (when activated)Knock down target and adjacent foes dealing holy damage, (Passive)every 5th attack causes vulnerability, you gain swiftness(15 second cool down).

2. Holy passage(wall): put a portal wall at your location, it converts the next 3 projectiles in to healing.

3. Prayer of Right’s(placement spell/stun): Summon a holy tornado at target location, foe’s being hit can’t move or attack until tornado ends (3 seconds).

4. Staff of Light(Spirit Weapon): The staff heals you every 3 seconds, when a friar shatters the staff it heals itself.

5. Wrathful Summon(Spirit Weapon): Summon a great sword by your side, it deals a 3 hit combo then shatter’s, if you shatter this weapon adjacent foes are crippled(5 seconds).

6. Forgotten Souls(Meditation spell): Meditate for 5 second’s(blocking the next 3 hit’s with a spirit aegis=shatters after 3 hits), if the spirit aegis shatters, a dome of soul’s is summoned at your location, dealing holy damage each second, ends after 4 seconds.

7. Anguished Signet(signet): (When Activated) Deal’s holy damage to all foes in range+Blind’s, (Passive) Knock’s down attacker every 5th hit you receive.

8. Holy Control(conversion): Your holy damage steals health.

9. Faired Forgiveness(conversion): For 6 seconds you cannot use weapon skills(skills 1-5) and for 3 seconds Target Foe cannot deal damage but heals for that amount instead (180 second cool down).

10. Prayer of Direction(dome): Summon a dome at target foes location redirecting there damage (5 seconds).

11. Signs of Sorrow(symbol): Place 2 symbols at 2 selected locations, granting Rejuvenation to allies and blind to foes.

12. Circulation of life(dome): Place a Dome at a selected location, reviving all dead allies to 100% Health and 50% Endurance, you get “Downed” for 1 second+1 second for each ally you revive and cannot be revived by an ally but are invulnerable (90 second cool down).

13. Signet of Resurrection(signet): (When activated)Revive a Downed or Fully Dead ally with 25% health and 0% endurance, (Passive)You revive allies 10% faster.

14. Holy Conundrum(Meditation spell): You knock down target foe and inflict crippling+Damage, in return you also are knocked down and crippled but do not take damage.

15. Sanctified Fields(dome): Place a Dome at a selected location Dealing damage every 2 seconds, and healing allies inside every 2 seconds, causes blind on ending to foes inside, and rejuvenation to allies inside.

16. Focus of Union(Spirit Weapon): Summon a spirit focus, this focus absorbs 50% of incoming damage to yourself, shatters after absorbing “XXX” amount of damage, if you shatter focus it deals holy damage to foes in range upon shatter.

17. Forbidden Prayers(Meditation spell): Meditate for 8 seconds, for each second you meditate you open ‘unholy’ rifts at target foe’s location: Rift1=Stun(7 seconds), Rift2= Bleed(6 seconds), Rift3=Burn(2 seconds), Rift4=Vulnerability(3 seconds), Rift5=Chaos Damage, Rift6=Confusion(5 seconds), Rift7:Crippling(4 seconds), Rift8:Blind(8 seconds), you are easily interrupted meditating this spell.

18. Spiritual Awakening(Meditation spell): Your next 4 skill recharge instantly.

Elite Skills
1. Priests Boon(Conversion): For 20 seconds, you move around with a sonic ring healing allies+removing conditions and breaking stuns to all you become adjacent to, your weapons skills can only deal damage why this skill is in effect, you are healed every 4 seconds and have rejuvenation until this skill ends.

2. Smiters Aura(Aura): For 12 seconds your Holy damage hits for double your damage.

3. Selfless Prayer(Meditation spell): Meditate a holy wave that gives allies rejuvenation+Heals and damages foes+burn/blind/cripple/knock back/weakness.

Downed/Drowning
1. Unholy Life(range): damage target and adjacent foes, gaining 5 health for each foe.

2. Interventional Theft(range): Steal 25% of your max health from target for revive at 25% health 50% endurance and 3 second skill recharge to all skill, You stay revived if you kill target foe before your killed (“Downed” if break agro).

3. Insightful prayer(knock back): Knock adjacent foes back.

4. Bandage(selfheal): Call for help+rally health

1. Glimmering Light(range): Blind Adjacent foes+target foe.

2. Trapped Oxygen(knock back): Push foes back with bubbles stealing 15% of hit foes max health.

3. Desperate Prayer(swim?): Ascend closer to the surface.

4. Bandage(selfheal): Call for help+rally health



Traits
Smiting
Power   
Critical Damage

Tier
Name
Description
Adept
Holy Defence
Create a Ray of Light when your health drops below 25% (30-second cool down).
  
Master
Symbolic Price
Symbols apply blindness to foes(3 seconds) and you(2 seconds).

Grandmaster
Symbolic Prayer
Increases Condition Duration of symbols.
  
Adept
Binding Meditation
Breaking a stun on allies also applies vulnerability to adjacent Foes.
  
Adept
Holy Wrath
Increases Holy damage by 10%.  
  
Adept
Prayer of Impact
Create a Dome of Protection when you take falling damage. Take 50% less damage when falling.  
  
Adept
Honouring the Fallen
Cause’s burning+blind to adjacent foes while reviving downed allies.

Adept
Shattered Defences
When a boon you applied is removed, it burns nearby foes.

Adept
Weapon Mastery
Weapon skills recharge 20% faster.

Master
Great sword Prayer
A Great sword Spirit weapon is summoned every 5th attack(60 second cool down)

Master
Focused Mastery
Focus skills Heal for 10% more.

Master
SpiritualMeditation
Spirit weapon skill's now effect upto 4 allies in range, no longer just yourself.
  
Master
Eternal Prayer
Weapons Damage cause burning(2 seconds) every 5th attack.
  
Grandmaster
Wrathful Wishes
Increases Critical chance by 10%.

Grandmaster
Zealous Prayers
Great sword attacks heal you.



Compassion   

Precision

Condition Damage   
Tier
Name
Description
Adept
Meditation of the Third Eye
When activating a Utility Skill, nearby foes are blinded.
  
Master
Forgiven Soul
Removes all conditions when you kill a foe.

Grandmaster
Empowering Prayer
Deal more damage to foes inflicted with conditions.   
  
Adept
Healer's Retribution
Gain 2 seconds of Invulnerability when using a heal skill on ally with a condition.
  
Adept
Utility Mastery
Utility Skills recharge 20% faster.

Adept
Shimmering Meditation
Burn nearby foes  and selfheal for 100 health for each condition when your health reaches 25% (60-second cool down).

Adept
Cleansing Flames
When you are set on fire, you gain Rejuvenation.  
  
Adept
Holy Flames
When you deal holy damage to an foe, remove a boon. This effect can only trigger once every 20 seconds.  

Adept
Holy Exposure
Applying blind also applies vulnerability.
  
Master
Radiant Insight
Blinding foes confuses them.

Master
An answered prayer
Allies in range steal health every 3rd attack from foes with a condition.
  
Master
Inscribing Prayer
Using a utility skill cures a condition on you.

Master
Pray for Guidance
Stuns Deal -30% less damage to you  

Grandmaster
Critical Insight
Critical-hit chance to foes with a condition.

Grandmaster
Peaceful Meditation
Utility Skill effects are improved by 5%.


   Protection
Toughness
Condition Duration   
Tier
Name
Description
Adept
Valorous Prayer
Gain Rejuvenation when your health reaches 50%.
  
Master
Courageous Prayer
You grant +25% more health to allies you revive.

Grandmaster
Protecting Prayer
Gain Endurance when you block attacks.  
  
Adept
Meditation and Prayer
Meditations and Prayers recharge 20% faster.  
  
Adept
Flames Insight
Gain a 100% chance to burn attackers when blocking.

Adept
Ashes of the Fallen
Lose health 33% slower while downed.

Adept
Prayers in Numbers
Nearby allies gain +100 vitality.  

Adept
Confessions of impurity
Lose a condition every 10 seconds.

Adept
Retributive Ashes
5% of toughness is given as a bonus to Healing.  
  
Master
Ashes of Ancestors
Prayer shredding rate is Decreased by 15%.

Master
Glowing Boons
When you apply a boon to yourself or allies, Critical hits with a physical weapon have a 50% chance to chill their target for 4 seconds. This effect can only occur once every 35 seconds.
  
Master
Honouring Virtue
Sword and Great-sword  skills recharge 20% faster.

Master
Cleansed Mind
Meditation skills are instant.
  
Grandmaster
Balance of Healing
Applying a boon to allies heals you.
  
Grandmaster
Cleansing Focus
Using a meditation skill heals you.



   Devine
Vitality

Healing Power
Tier
Name
Description
Adept
Vigorous Aura
Nearby allies gain 1 second of vigor when they critical hit.
  
Master
Daring Aura
The end of nearby allies dodge roll heals them and allies near them.

Grandmaster
Insightful Lesser
Deal more damage at lower Health(no affect until you have 30% of your max health remaining).  
  
Adept
Forgiven Sins
Gives retaliation when you or nearby allies are knocked down.

Adept
Exemplars Aria
Shouts recharge 20% faster for Allies in range.
  
Adept
Exaltation Prayer
Symbols and Domes last longer.

Adept
Revivers Boon
When you revive an ally, you both gain Swiftness and regeneration for 10 seconds.  
  
Adept
Resolute Ashes
You have -10% Damage reduction.  
  
Adept
Dreams of purity
Spirit weapons heal on shatter.

Master
Persistent Prayers
Symbols Grant Swiftness.  
  
Master
Empowering Aura
Nearby allies gain Rejuvenation for 15s [sic] when you land a critical hit.  

Master
It takes two-Hands to pray.
Two-handed weapon skills recharge 20% faster.

Master
Merciful Pleas
All Signets heal allies.

Grandmaster
Purity Pledge
Allies affected by a symbol convert one condition to a boon.  
  
Grandmaster
Presence of Clarity
Nearby allies gain double damage effect for 6 seconds, can only occur once every 80 seconds.


Prayer
Prayer Recharge Rate*

Boon Duration

Tier
Name
Description
Adept
Inspired Insight
Switching Prayers now also apply the following boons: might, regeneration, protection to you and allies in range

Master
Retribution of Valor
Gain +15% Valor when you activate a Boon on an ally.  
  
Grandmaster
Virtuous Aura
Allies in range deal extra damage for each boon you have, you deal extra damage for each boon  nearby allies have.  
  
Adept
Unscathed Mind
Deal 10% more damage while under the effects of Boons.   
  
Adept
Vengeful Aura
Retaliation lasts 25% longer for you and allies in range..

Adept
Desecrated Aura
Allies in range with a condition have +15$ Vitality.
  
Adept
Retaliators Aura
You and Nearby Allies Gain 3 seconds of retaliation whenever you are dazed, stunned, knocked down, knocked back, or feared. (60 second recharge)  
  
Adept
Improvised Guidance
Spirit weapons last 50% longer.



Adept   

Master of Medicines
Boons cause ally skills recharge 20% faster.



Master

Ashes of the Elite
Elite skills last longer.



Master

Resolve of Justice
Rejuvenation causes burning(2 seconds) to foes adjacent to allies(can only occur once every 60 seconds.



Master

Peaceful Resolution


Activating Elite skills removes three conditions.


Master   

A Tigers Courage
Gain Health every 5th attack you receive.



Grandmaster   

Noble Fears
Weapon Skills no longer provide healing to allies, but instead steal 50 health.



Grandmaster   

Mind over Matter
Activating Signets also breaks stuns.



OR

F1.Holy Point's      <<personal thanx to Reason On Cooldown and Action Jack for the idea's!!  
"holy points are to be the 'ammo' for skills to be more powerful, consume an entire stack on a target for a more powerful effect (like gaining all boons for a few seconds, or dropping an AOE heal zone, or AoE zone of damage)"
(Holy Point's, build's up from hitting enemies/applying conditions or applying boons/healing allies.)

all weapon skills 2-5 require X# amount's of Holy Points to be used, but holy points are not used to change/buff there effect, and the required amount of holy points for skills, uses that much to activate said skills (I.E=if the skill requires 100% holy points(full bar) it uses all the holy points earned, and with out in game testing, i cant make exact number yet, so instead applied a "x#" to number them for now and skills that have "x# of seconds" im thinking of having sync with every 2-3 holy points.

Sword (either hand)
1. Guided Slice (range): Shoot a holy sword at foe, removing conditions from allies in range.

2. Holy whirl (melee/Berserker): Spin forward at target foe, hitting foes and healing allies between.

3. Vital Kiss (melee): Hit target and adjacent foes causing Vulnerability (4 seconds), placing symbols at allies in range feat breaking stuns and giving rejuvenation.

4. Meditating blades (meditation): meditate for 4 seconds granting allies -20% damage reduction, you take 4 damage for each ally every second, you have 75% chance to block the next 4 attacks (ends if you’re hit).

5.White glamour(dome): place a dome, allies in this dome gain a random boon, allies shooting threw this dome deal +5% condition damage, foes in this dome become blind(4 seconds).

Wand (main hand)
1. Interception (range): shoot 3 beams back and forth between allies and foes, allies=grant boon, foes=burning (2 seconds) if above 50% there max health.

2. Symbols of trust(Symbols): place up to 3 symbols at any different location, each breaking on use, allies=rejuvenation+heal, foes=blind+damage.

3. Praying shield(spirit weapon): Summon a Spirit aegis to block next 3 hits; reflecting 40% of the damage back to the source for the following 3 hits, you gain a boon every time you’re meant to gain a condition.

Focus (off hand)
4. Prayers of Hope(dome): place a dome that reverses conditions back to their source.

5. Prayers of justice(dome): place a dome that reverses 25% of the incoming damage into healing.

Great Sword (2 handed)
1. Soul Cleansing Blades(range): shoot 3 blades at target foe dealing damagex3(+bleeding if above 50% health), removes 2 conditions for allies in between, causes blindness to foes hit in-between.

2. Steel of justice(range): Shoot a blade at target foe, Heals ally’s in-between, and damages foes hit in-between.

3. Symbol of Remembrance(symbol): Place a symbol at a location, allies in this symbol block 3 attacks before symbol shatters, deals dmg(+burning if foe is below 50% health) on shatter.

4. Air Cleansing Slices(range): Shoot up to 4 beam’s knocking foes back (adjacent foes) +cripple foes (Adjacent+ranged foes) and breaking stuns on allies in-between.

5. Holy Rays of justice(symbol): summon a symbol at target foes location causing blind+damage.

Self-Heal
Self-Devotion(Meditation spell): Heal yourself, gain +1% more healing for Holy Point you Have.

Life Sheath(Aura): Activate to gain health and for x# seconds gain health equal of the damage you deal.(X#=numbers that are dependant of Holy Points)

Signet of Life(signet): (When activated) Heal yourself, (passive) Gain health every 3rd attack and rejuvenation on critical-hit.

Utility Skills
1.Smiters Signet(signet): (when activated)Knock down target and x# adjacent foes, (Passive)every 5th attack causes vulnerability, you gain swiftness(15 second cool down).(X#=numbers that are dependant of Holy Points)

2. Holy passage(wall): put a portal wall at your location, it converts the next x# projectiles in to healing.(X#=numbers that are dependant of Holy Points)

3. Prayer of Right’s(placement spell/stun): Summon a holy tornado at target location, foe’s being hit can’t move or attack until tornado ends (3 seconds).(uses/requires 100% Holy Points)

4. Staff of Light(Spirit Weapon): The staff heals you every 3 seconds, when a friar shatters the staff it heals itself.

5. Wrathful Summon(Spirit Weapon): Summon a great sword by your side, it deals a 3 hit combo then shatter’s, if you shatter this weapon adjacent foes are crippled(5 seconds).

6. Forgotten Souls(Meditation spell): Meditate for 5 second’s(blocking the next 3 hit’s with a spirit aegis=shatters after 3 hits), if the spirit aegis shatters, a dome of soul’s is summoned at your location, dealing holy damage each second, ends after 4 seconds.(uses/requires 100% Holy Points)

7. Anguished Signet(signet): (When Activated) Deal’s holy damage to X# foes in range+Blind’s, (Passive) Knock’s down attacker every 5th hit you receive.(effects use Holy Points=only when activated, more holy points=more foes to be hit)


8.Holy Control(conversion): your damage Steals "xxx" health for each holy point, but skills used while conversion is in effect, no longer heal or grant boons to allies and no longer apply conditions to foes.(you lose 2 holy points per health steal)

9. Faired Forgiveness(conversion): For 6 seconds you cannot use weapon skills(skills 1-5) and for 3 seconds Target Foe cannot deal damage but heals for that amount instead (180 second cool down).(requires 100% holy points)

10. Prayer of Direction(dome): Summon a dome at target foes location redirecting there damage (x# seconds for every 2 holy points).

11. Signs of Sorrow(symbol): Place X# symbols at x# selected locations, granting Rejuvenation to allies and blind to foes.(50% Holy=1 symbol,, 100% Holy=2 symbols)

12. Circulation of life(dome): Place a Dome at a selected location, reviving all dead allies to 100% Health and 50% Endurance, you get “Downed” for 1 second+1 second for each ally you revive and cannot be revived by an ally but are invulnerable (280 second cool down, cooldown is reduced for each holy point).

13. Signet of Resurrection(signet): (When activated)Revive a Downed or Fully Dead ally with 25% health and 0% endurance, (Passive)You revive allies x#% faster for each holy point.

14. Holy Conundrum(Meditation spell): You knock down target foe and inflict crippling+Damage, in return you also are knocked down and crippled but do not take damage.(you are not crippled if have more then 50% Holy Points, you are not knocked down if have 100% Holy Points)

15. Sanctified Fields(dome): Place a Dome at a selected location Dealing damage every X# seconds, and healing allies inside every X# seconds, causes blind on ending to foes inside for x# seconds, and rejuvenation to allies inside for x# seconds.
(X#=numbers that are dependant of Holy Points)

16. Focus of Union(Spirit Weapon): Summon a spirit focus, this focus absorbs X#% of incoming damage to yourself, shatters after absorbing “X#” amount of damage, if you shatter focus it deals holy damage to foes in range upon shatter.(X#=numbers that are dependant of Holy Points)

17. Forbidden Prayers(Meditation spell): Meditate for 8 seconds, for each Holy Point you use, you open ‘unholy’ rifts at target foe’s location: Rift1=Stun(7 seconds), Rift2= Bleed(6 seconds), Rift3=Burn(2 seconds), Rift4=Vulnerability(3 seconds), Rift5=Chaos Damage, Rift6=Confusion(5 seconds), Rift7:Crippling(4 seconds), Rift8:Blind(8 seconds), you are easily interrupted meditating this spell.

18. Spiritual Awakening(Meditation spell): Your next "X#" skills recharge 5% faster.(number  of skills and recharge rate depends on your holy points)

Elite Skills
1. Priests Boon(Conversion): For 20 seconds, you move around with a sonic ring healing allies+removing conditions and breaking stuns to all you become adjacent to, your weapons skills can only deal damage why this skill is in effect, you are healed every 4 seconds and have rejuvenation until this skill ends.

2. Smiters Aura(Aura): For 12 seconds your Holy damage hits for double your damage.

3. Selfless Prayer(Meditation spell): Meditate a holy wave that gives allies rejuvenation+Heals and damages foes+burn/blind/cripple/knock back/weakness.

Downed/Drowning
1. Unholy Life(range): damage target and adjacent foes, gaining 5 health for each foe.

2. Interventional Theft(range): Steal 25% of your max health from target for revive at 25% health 50% endurance and 3 second skill recharge to all skill, You stay revived if you kill target foe before your killed (“Downed” if break agro).

3. Insightful prayer(knock back): Knock adjacent foes back.

4. Bandage(selfheal): Call for help+rally health
/
1. Glimmering Light(range): Blind Adjacent foes+target foe.

2. Trapped Oxygen(knock back): Push foes back with bubbles stealing 15% of hit foes max health.

3. Desperate Prayer(swim?): Ascend closer to the surface.

4. Bandage(selfheal): Call for help+rally health



Traits
Smiting
Power   
Critical Damage

Tier
Name
Description
Adept
Holy Defence
Create a Ray of Light when your health drops below 25% (30-second cool down).
  
Master
Symbolic Price
Symbols apply blindness to foes(3 seconds) and you(2 seconds).

Grandmaster
Symbolic Prayer
Increases Condition Duration of symbols.
  
Adept
Binding Meditation
Breaking a stun on allies also applies vulnerability to adjacent Foes.
  
Adept
Holy Wrath
Increases Holy Point gain to double gain.  
  
Adept
Prayer of Impact
Create a Dome of Protection when you take falling damage. Take 50% less damage when falling.  
  
Adept
Honouring the Fallen
Cause’s burning+blind to adjacent foes while reviving downed allies.

Adept
Shattered Defences
When a boon you applied is removed, it burns nearby foes.

Adept
Weapon Mastery
Weapon skills recharge x#% faster for holy points.

Master
Great sword Prayer
A Great sword Spirit weapon is summoned every 5th attack(60 second cool down)

Master
Focused Mastery
Focus skills Heal for x#% more for each holy point.

Master
SpiritualMeditation
Spirit weapon skill's now effect upto x# allies in range for each Holy Point.
  
Master
Eternal Prayer
Weapons Damage cause burning(2 seconds) every 5th attack.
  
Grandmaster
Wrathful Wishes
Increases Critical chance by x#% for each Holy Point.

Grandmaster
Zealous Prayers
Great sword attacks heal you.



Compassion   

Precision

Condition Damage   
Tier
Name
Description
Adept
Meditation of the Third Eye
When activating a Utility Skill, nearby foes are blinded.
  
Master
Forgiven Soul
Removes all conditions when you kill a foe.

Grandmaster
Empowering Prayer
Deal more X# damage to foes inflicted with conditions.(X#=numbers that are dependant of Holy Points)   
  
Adept
Healer's Retribution
Gain 2 seconds of Invulnerability when using a heal skill on ally with a condition.
  
Adept
Utility Mastery
Utility Skills recharge x#% faster for each Holy Point.

Adept
Shimmering Meditation
Burn nearby foes  and selfheal for 100 health for each condition when your health reaches 25% (60-second cool down).

Adept
Cleansing Flames
When you are set on fire, you gain Rejuvenation.  
  
Adept
Holy Flames
When you deal holy damage to an foe, remove a boon. This effect can only trigger once every 20 seconds.  

Adept
Holy Exposure
Applying blind also applies vulnerability.
  
Master
Radiant Insight
Blinding foes confuses them.

Master
An answered prayer
Allies in range steal health every 3rd attack from foes with a condition.
  
Master
Inscribing Prayer
Using a utility skill cures a condition on you.

Master
Pray for Guidance
Stuns Deal -x3% less damage to you for each holy point you have.  

Grandmaster
Critical Insight
x#% Critical-hit chance to foes with a condition.(X#=numbers that are dependant of Holy Points)

Grandmaster
Peaceful Meditation
Utility Skill effects are improved by x#% for each Holy Point.


   Protection
Toughness
Condition Duration   
Tier
Name
Description
Adept
Valorous Prayer
Gain Rejuvenation when your health reaches 50%.
  
Master
Courageous Prayer
You grant +25% more health to allies you revive.

Grandmaster
Protecting Prayer
Gain Endurance when you block attacks.  
  
Adept
Meditation and Prayer
Meditations and Prayers recharge x#% faster for Each Holy Point.(X#=numbers that are dependant of Holy Points)  
  
Adept
Flames Insight
Gain a 100% chance to burn attackers when blocking.

Adept
Ashes of the Fallen
Lose health 33% slower while downed, affects x# more aliies for each Holy Point.

Adept
Prayers in Numbers
Nearby allies gain +100 vitality.  

Adept
Confessions of impurity
Lose a condition every 10 seconds.

Adept
Retributive Ashes
5% of toughness is given as a bonus to Healing.  
  
Master
Ashes of Ancestors
you deal x#% more damage for each Holy Point.

Master
Glowing Boons
When you apply a boon to yourself or allies, Critical hits with a physical weapon have a 50% chance to chill their target for 4 seconds. This effect can only occur once every 35 seconds.
  
Master
Honouring Virtue
Sword and Great-sword  skills recharge x#% faster for each holy point.

Master
Cleansed Mind
Meditation skills are x#% more effective with the more holy points you build up.
  
Grandmaster
Balance of Healing
Applying a boon to allies heals you.
  
Grandmaster
Cleansing Focus
Using a meditation skill heals you.



   Devine
Vitality
Healing Power
Tier
Name
Description
Adept
Vigorous Aura
Nearby allies gain 1 second of vigor when they critical hit.
  
Master
Daring Aura
The end of nearby allies dodge roll heals them and allies near them.

Grandmaster
Insightful Lesser
Deal more damage at lower Health(no affect until you have 30% of your max health remaining).  
  
Adept
Forgiven Sins
Gives retaliation when you or nearby allies are knocked down.

Adept
Exemplars Aria
Shouts recharge 20% faster for Allies in range.
  
Adept
Exaltation Prayer
Symbols and Domes last longer.

Adept
Revivers Boon
When you revive an ally, you both gain Swiftness and regeneration for 10 seconds.  
  
Adept
Resolute Ashes
You have -10% Damage reduction.  
  
Adept
Dreams of purity
Spirit weapons heal on shatter.

Master
Persistent Prayers
Symbols Grant Swiftness.  
  
Master
Empowering Aura
Nearby allies gain Rejuvenation for X#s, when you use 100% Holy Points(can only occur every 80 seconds).  

Master
It takes two-Hands to pray.
Two-handed weapon skills recharge x#% faster for each holy point.(X#=numbers that are dependant of Holy Points)  

Master
Merciful Pleas
All Signets heal allies.

Grandmaster
Purity Pledge
Allies affected by a symbol convert x# conditions to boons for each holy point you have.(X#=numbers that are dependant of Holy Points)
  
Grandmaster
Presence of Clarity
Nearby allies gain double damage effect for 6 seconds, can only occur once every 180 seconds.


Prayer
Prayer Recharge Rate*

Boon Duration

Tier
Name
Description
Adept
Inspired Insight
Switching Prayers now also apply the following boons: might, regeneration, protection to you and allies in range.

Master
Retribution of Valor
Gain +15% Valor when you activate a Boon on an ally.  
  
Grandmaster
Virtuous Aura
You gain double Holy Points.  
  
Adept
Unscathed Mind
Deal 10% more damage while under the effects of Boons.   
  
Adept
Vengeful Aura
Retaliation lasts 25% longer for you and allies in range..

Adept
Desecrated Aura
Allies in range with a condition have +15 Vitality.
  
Adept
Retaliators Aura
You and Nearby Allies Gain 3 seconds of retaliation whenever you are dazed, stunned, knocked down, knocked back, or feared. (60 second recharge)  
  
Adept
Improvised Guidance
Spirit weapons last x#% longer.(X#=numbers that are dependant of Holy Points)



Adept   

Master of Medicines
Boons cause ally skills recharge x#% faster.(X#=numbers that are dependant of Holy Points)



Master

Ashes of the Elite
Elite skills last longer.



Master

Resolve of Justice
Rejuvenation causes burning(2 seconds) to foes adjacent to allies(can only occur at 100% Holy Points).



Master

Peaceful Resolution
Activating Elite skills removes x# conditions for each holy point.(X#=numbers that are dependant of Holy Points)

Master   

A Tigers Courage
Gain Health every 5th attack you receive.



Grandmaster   

Noble Fears
Weapon Skills no longer provide healing to allies, but instead steal 50 health.



Grandmaster   

Mind over Matter
Activating Signets also breaks stuns.







EDITS=SO MANY NOW, but all in the name of balancing/and other's suggestions.

Edited by VanderBeltLegacy, 12 November 2012 - 07:48 AM.


#2 Sundreamer

Sundreamer

    Fahrar Cub

  • Curse Premium
  • Curse Premium
  • 18 posts

Posted 11 November 2012 - 03:28 PM

i love healing, especially on my elementalist :3

so of course i'm intrigued...i hope they add something like that or the monk to the game later on

#3 stefanplc

stefanplc

    Sylvari Specialist

  • Members
  • 527 posts

Posted 11 November 2012 - 03:32 PM

lol, not trying to be mean, but you have a lot of free time

#4 VanderBeltLegacy

VanderBeltLegacy

    Asuran Acolyte

  • Members
  • 148 posts
  • Location:Australia
  • Guild Tag:[DEAD]
  • Server:Henge of Denravi

Posted 11 November 2012 - 03:40 PM

View PostSundreamer, on 11 November 2012 - 03:28 PM, said:

i love healing, especially on my elementalist :3

so of course i'm intrigued...i hope they add something like that or the monk to the game later on
same, love healing with my ele, almost lvl 30 on guardian, so cant wait to test the healing tome elite skill i heard so many things about.

View Poststefanplc, on 11 November 2012 - 03:32 PM, said:

lol, not trying to be mean, but you have a lot of free time
lol that aint mean ;)

#5 NuclearDonut

NuclearDonut

    Sylvari Specialist

  • Members
  • 684 posts

Posted 11 November 2012 - 03:46 PM

Just bring back Monk but make it a kung-fu melee class with heals, like the Monk from D3.

#6 VanderBeltLegacy

VanderBeltLegacy

    Asuran Acolyte

  • Members
  • 148 posts
  • Location:Australia
  • Guild Tag:[DEAD]
  • Server:Henge of Denravi

Posted 11 November 2012 - 03:49 PM

View PostNuclearDonut, on 11 November 2012 - 03:46 PM, said:

Just bring back Monk but make it a kung-fu melee class with heals, like the Monk from D3.
no i seen that post..and NO!!, thats just horrible for GW2's style of play...and D3 was one of the biggest fails ever sorry.

http://www.guildwars...rofession-monk/

Edited by VanderBeltLegacy, 11 November 2012 - 03:51 PM.


#7 actionjack

actionjack

    Vigil Crusader

  • Members
  • 3659 posts

Posted 11 November 2012 - 05:09 PM

wow.. someone putted in more than little effort.... :)

Very good concept.  Some very nice skills in there.

But some thematic stuff... why give them more use of swords, instead weapons like hammer and mace?  And surprise that don't see Staff in the weapon line-up.

The main mechanic feel a bit flat.  Does it just function like another skill?  Also would hope to see it still be combat-ready (for DPS role as well), thus if you do have 5 of Friar, they can still pass a dungeon.

I would lean more toward a charge-up bar idea (much like warrior's adr)  That as you do "good things" (heal, remove, protect, etc), the bar charges up.  You can select one of 3 prayer to use, which grant you passive bonus as the bar charges up.  But also you can use a burst skill once the bar fully charges, that grant better damages and effects.  The bar would be more "liquid" than warrior's adr, where it charge up faster, but loose faster too.

#8 Wifflebottom

Wifflebottom

    Vanguard Scout

  • Members
  • 493 posts
  • Guild Tag:[SOL]
  • Server:Jade Quarry

Posted 11 November 2012 - 05:15 PM

Ooh ooh now come up with a new soldier profession because ya know there's only two and we already have 3 scholars and adventurers.

#9 actionjack

actionjack

    Vigil Crusader

  • Members
  • 3659 posts

Posted 11 November 2012 - 05:16 PM

View PostMr_Original, on 11 November 2012 - 05:15 PM, said:

Ooh ooh now come up with a new soldier profession because ya know there's only two and we already have 3 scholars and adventurers.

Hmm.. maybe I will try that challenge... but need help coming up with all the details :)

#10 Al Shamari

Al Shamari

    Sylvari Specialist

  • Members
  • 718 posts
  • Location:United States
  • Guild Tag:[DR]
  • Server:Darkhaven

Posted 11 November 2012 - 05:26 PM

This basically sounds to me like what they would have done to "rework" the Monk, if they were to bring it back in Guild Wars 2. Which is why I don't think we'll quite see anything like this.

#11 VanderBeltLegacy

VanderBeltLegacy

    Asuran Acolyte

  • Members
  • 148 posts
  • Location:Australia
  • Guild Tag:[DEAD]
  • Server:Henge of Denravi

Posted 11 November 2012 - 05:32 PM

View Postactionjack, on 11 November 2012 - 05:09 PM, said:

wow.. someone putted in more than little effort.... :)

Very good concept.  Some very nice skills in there.

But some thematic stuff... why give them more use of swords, instead weapons like hammer and mace?  And surprise that don't see Staff in the weapon line-up.

The main mechanic feel a bit flat.  Does it just function like another skill?  Also would hope to see it still be combat-ready (for DPS role as well), thus if you do have 5 of Friar, they can still pass a dungeon.

I would lean more toward a charge-up bar idea (much like warrior's adr)  That as you do "good things" (heal, remove, protect, etc), the bar charges up.  You can select one of 3 prayer to use, which grant you passive bonus as the bar charges up.  But also you can use a burst skill once the bar fully charges, that grant better damages and effects.  The bar would be more "liquid" than warrior's adr, where it charge up faster, but loose faster too.
well in gw1 many loved the Monk+sword/shield-focus combo(until voltic spear, lol) so i couldnt help myself. cus i loved sword+focus in gw1(didnt effect skills but), also i didnt wanna make a "light armor" guardian(assumed thats what people would call it), and Friars IRL dont use a staff, like Monks IRL, so it was a well thought pro and con to having a staff.


The main mechanic feel a bit flat.  Does it just function like another skill?  Also would hope to see it still be combat-ready (for DPS role as well), thus if you do have 5 of Friar, they can still pass a dungeon.
thats what i tried to intend F2 towards, the DPS, where as F1 would keep you support/heals, so i assumed it would be as easy as 5 guardians doing it, just less tanky.

I would lean more toward a charge-up bar idea (much like warrior's adr)  That as you do "good things" (heal, remove, protect, etc), the bar charges up.  You can select one of 3 prayer to use, which grant you passive bonus as the bar charges up.  But also you can use a burst skill once the bar fully charges, that grant better damages and effects.  The bar would be more "liquid" than warrior's adr, where it charge up faster, but loose faster too.
that would render it mainly support as a main mechanic, so i avoided ideas like this to keep the lone wolf adventurers happy(it crossed my mind and similar ideas)

View PostMr_Original, on 11 November 2012 - 05:15 PM, said:

Ooh ooh now come up with a new soldier profession because ya know there's only two and we already have 3 scholars and adventurers.
I'll leave that to ActionJack, but will help him if he needs/wants with ideas.

Quote

This basically sounds to me like what they would have done to "rework" the Monk, if they were to bring it back in Guild Wars 2. Which is why I don't think we'll quite see anything like this.
it's not always "has" to be implemented, some of us just love coming up with concept classes, and yeah it basically was, but my vision of it...but the Assassin got renamed ;)

Edited by VanderBeltLegacy, 11 November 2012 - 05:38 PM.


#12 Valkaire

Valkaire

    Sylvari Specialist

  • Members
  • 673 posts
  • Guild Tag:[Fire]
  • Server:Sea of Sorrows

Posted 11 November 2012 - 05:46 PM

View PostAl Shamari, on 11 November 2012 - 05:26 PM, said:

This basically sounds to me like what they would have done to "rework" the Monk, if they were to bring it back in Guild Wars 2. Which is why I don't think we'll quite see anything like this.

Added to that, the guardian is basically the crossover of paragons and monks and I personally feel any profession that attempts this "holy warrior/supporter" feel is going to clash and come to close to guardians to be really effective or "pop" as a class. With the examples the OP gives of the big healers in GW2, engineers, eles and guardians, they all have different themes to them. Even while all providing similar things to the group, they do it in a different way. Guardians, although their lore says their power isn't all holiness but mostly protecting people in general, look like holy warriors. Their skills sound, act, and look like holy skills, which makes sense considering quite a few of their skills are crossovers from monk skills in GW. Having another profession that can heal would be great but the thing with adding a holy warrior or monk type class is that the theme would just crossover too much with guardian and you get a state of looking the same, doing near the same things but with a different name.

#13 VanderBeltLegacy

VanderBeltLegacy

    Asuran Acolyte

  • Members
  • 148 posts
  • Location:Australia
  • Guild Tag:[DEAD]
  • Server:Henge of Denravi

Posted 11 November 2012 - 06:02 PM

View PostValkaire, on 11 November 2012 - 05:46 PM, said:

Added to that, the guardian is basically the crossover of paragons and monks and I personally feel any profession that attempts this "holy warrior/supporter" feel is going to clash and come to close to guardians to be really effective or "pop" as a class. With the examples the OP gives of the big healers in GW2, engineers, eles and guardians, they all have different themes to them. Even while all providing similar things to the group, they do it in a different way. Guardians, although their lore says their power isn't all holiness but mostly protecting people in general, look like holy warriors. Their skills sound, act, and look like holy skills, which makes sense considering quite a few of their skills are crossovers from monk skills in GW. Having another profession that can heal would be great but the thing with adding a holy warrior or monk type class is that the theme would just crossover too much with guardian and you get a state of looking the same, doing near the same things but with a different name.
i'd personally say it nothing like a guardian(wich is all melee+shield/or 2 range+focus(&staff/focus aint that ranged TBH), also, kinda get the feel(with my guardian) its more like a dervish+war/paragon/Ritaulist/smite monk(mostly by names), even the elite skill tome seems very rit to me. while the Friar has the scholar trait of most skills working from range(with like 2 melee skills(much like mesmer) and nowhere near as tankish. to me i tried to make the Friar more of a Monk/Rit feel, with minimal melee(just to keep gw2 style of play)

Edited by VanderBeltLegacy, 11 November 2012 - 06:03 PM.


#14 Milennin

Milennin

    Vigil Crusader

  • Members
  • 3670 posts
  • Location:Europe
  • Guild Tag:[TB]
  • Server:Gandara

Posted 11 November 2012 - 06:07 PM

Can't have a holy class without the mace...=P

#15 VanderBeltLegacy

VanderBeltLegacy

    Asuran Acolyte

  • Members
  • 148 posts
  • Location:Australia
  • Guild Tag:[DEAD]
  • Server:Henge of Denravi

Posted 11 November 2012 - 06:14 PM

View PostMilennin, on 11 November 2012 - 06:07 PM, said:

Can't have a holy class without the mace...=P
theres many games, holy classes dont have mace...prime example=GW1 (Monk and Dervish and Paragon(kinda holy), and this is GW2, not wow2/swotr2/d4 etc.

Edited by VanderBeltLegacy, 11 November 2012 - 06:15 PM.


#16 Reason on Cooldown

Reason on Cooldown

    Vanguard Scout

  • Members
  • 404 posts
  • Server:Isle of Janthir

Posted 11 November 2012 - 06:55 PM

I'll leave aside the fact that I'm not keen on a "better" healing class (better being an understatement from what I'm reading).  I'll just focus on the class itself.

Personally it sounds way OP.  I mean the first weapon skill I read was a ranged, AOE condition removing auto-attack.  In fact just about everything seems to be AOE--and has multiple effects.  Were there any simple, direct damage skills?  A lot of the weapon skills sound more like something you would trait into, but rather you get it by default as a weapon skill.  A couple of those utility skills sounds like elites.  It seems conditions we be worthless against a group with a Friar, and direct damage would be healed in moments, even with a group of glass cannons.

I think some of the skills that allow multiple ground targeting is an awkward but too powerful mechanic (if mastered).

Also, what is Holy damage?  You've introduced a new concept to the game without defining it.  Is it a new condition (doesn't sound like it, but an interesting idea)?  Is it just white damage with a new classification just so you can apply certain skills to it?

And if you're going to reuse the Spirit Weapon idea (which I do find intriguing), you should stick with the mechanic.  It has a passive attack/effect, and then you command it for a more active final attack/effect.  Guardian spirit weapons don't do anything if they time out before you command them.

I think you need to scale way back on this class' power to make it viable and allow its mechanics to be better assessed.

#17 VanderBeltLegacy

VanderBeltLegacy

    Asuran Acolyte

  • Members
  • 148 posts
  • Location:Australia
  • Guild Tag:[DEAD]
  • Server:Henge of Denravi

Posted 11 November 2012 - 07:44 PM

View PostReason on Cooldown, on 11 November 2012 - 06:55 PM, said:

I'll leave aside the fact that I'm not keen on a "better" healing class (better being an understatement from what I'm reading).  I'll just focus on the class itself.

Personally it sounds way OP.  I mean the first weapon skill I read was a ranged, AOE condition removing auto-attack.  In fact just about everything seems to be AOE--and has multiple effects.  Were there any simple, direct damage skills?  A lot of the weapon skills sound more like something you would trait into, but rather you get it by default as a weapon skill.  A couple of those utility skills sounds like elites.  It seems conditions we be worthless against a group with a Friar, and direct damage would be healed in moments, even with a group of glass cannons.

I think some of the skills that allow multiple ground targeting is an awkward but too powerful mechanic (if mastered).

Also, what is Holy damage?  You've introduced a new concept to the game without defining it.  Is it a new condition (doesn't sound like it, but an interesting idea)?  Is it just white damage with a new classification just so you can apply certain skills to it?

And if you're going to reuse the Spirit Weapon idea (which I do find intriguing), you should stick with the mechanic.  It has a passive attack/effect, and then you command it for a more active final attack/effect.  Guardian spirit weapons don't do anything if they time out before you command them.

I think you need to scale way back on this class' power to make it viable and allow its mechanics to be better assessed.

Holy damage has been around since gw1, and was OP against Undead. it's like "cold/fire/earth/lightning damage" -http://wiki.guildwar...m/wiki/Holy_Dmg
"Cold damageEarth damageFire damageLightning damage -Blunt damagePiercing damageSlashing damage - Chaos damageDark damageHoly damageShadow damage "
given how quick i see conditions re-applied, and HAVENT even put in a radius on the skills range, it's not OP as 1 would think, it would have as much radius as a symbol (given i imagined this when i typed it up, but some mechanics are best left to In Game Test)

direct damage, doesnt seem to be the style of the game, everything seems to hit for an aoe(minus a few skills).(everything about guardian seems AOE to me, since i can round up 5 melee+3 ranged centaur, and smash them in 4 skills=all aoe.

healed in moment's, i think your over imagining how much they'll be able to heal for even when traited, and to be fair i can heal like you explained:"direct damage would be healed in moments, even with a group of glass cannons", using a staff water ele, switch to finish low health foe's by nuking, and in my head, these guys wont heal as heavy as a ele can.

mastering them, yeah maybe(but depends on how OP you wanna imagine them, again Range etc. will all come into effect), and it would be no less awkward then mesmer portal's(place location there, place there)

why would i copy the exact mechanics of a guardian?, i think a new version of spirit weapons adds some variety and also, guardians spirit weapons mechanics fit there play style, as i have suited this to fit friars play style.

so with out radius/range/heal amounts/damage amount's even been hinted at(left major gap's for a reason) theres no way to claim it's O.P, and anything close to O.P i put long cooldowns/recharges on them, rejuvenation is not as OP as people think either(considering gaurdians do that passively), and considering this class is more condition control then it does healing.
plus weapons skills 2-5 all have recharges, some being long on professions, so it's not like they can auto attack+heal spam(ele can with water, and mesmer can spread boons+conditions with auto spam staff skill 1.

it all is how people are imagining the mechanics right now, and to be fair, without In Game Testing, the mechanics of each individual skill cant be given a range/radius/etc.


(i think im answering all your Questions, if not, tell me what i missed)

and to be fair, ALOT of class utility's seem more elite then there elite skill's.(IMO)

and as i said in original post+another post

Quote

t's not always "has" to be implemented, some of us just love coming up with concept classes
^^for a prime example^^

Edited by VanderBeltLegacy, 12 November 2012 - 03:55 AM.


#18 Reason on Cooldown

Reason on Cooldown

    Vanguard Scout

  • Members
  • 404 posts
  • Server:Isle of Janthir

Posted 12 November 2012 - 04:25 AM

I'm no expert in meta-gaming, and you're right, nothing can be for certain without in game testing.  I've said my piece, you've responded (thanks), so no need to go back and forth like these types of threads usually do.  Just two points I want to respond to.

As someone who never played GW1, I was not aware there were different damage types.  However, that mechanic hasn't really been brought into GW2 (yet).   Unless I'm missing something, there's only direct damage and three types of damaging conditions.  However, I think coming up with a mechanic for holy as a new type of condition has interesting possibilities.  And could still be worked into your mechanics where you use holy damage.

Second, about spirit weapons.  Several skill classes cross platforms, but keep the basic mechanic.  Signets, shouts....  I think Spirit weapons should be no different.  It's not so much copying the guardian mechanic, but copying the spirit weapon mechanic.  Actually I like the effects your spirit weapons have--although your staff and focus have the same absorb 50% damage to you and allies.  I just think the effect when the spirit weapon ends/shatters, should have to be triggered by the friar, not something that happens by default when the weapon times out or is destroyed.  That's what I meant by keeping with the Spirit Weapon mechanic.  I also think--maybe--the effects should only affect the friar, and have it trait to affect allies.  But that's another one of the "needs in game testing" to be sure issues.

#19 VanderBeltLegacy

VanderBeltLegacy

    Asuran Acolyte

  • Members
  • 148 posts
  • Location:Australia
  • Guild Tag:[DEAD]
  • Server:Henge of Denravi

Posted 12 November 2012 - 04:40 AM

View PostReason on Cooldown, on 12 November 2012 - 04:25 AM, said:

I'm no expert in meta-gaming, and you're right, nothing can be for certain without in game testing.  I've said my piece, you've responded (thanks), so no need to go back and forth like these types of threads usually do.  Just two points I want to respond to.

As someone who never played GW1, I was not aware there were different damage types.  However, that mechanic hasn't really been brought into GW2 (yet).   Unless I'm missing something, there's only direct damage and three types of damaging conditions.  However, I think coming up with a mechanic for holy as a new type of condition has interesting possibilities.  And could still be worked into your mechanics where you use holy damage.

Second, about spirit weapons.  Several skill classes cross platforms, but keep the basic mechanic.  Signets, shouts....  I think Spirit weapons should be no different.  It's not so much copying the guardian mechanic, but copying the spirit weapon mechanic.  Actually I like the effects your spirit weapons have--although your staff and focus have the same absorb 50% damage to you and allies.  I just think the effect when the spirit weapon ends/shatters, should have to be triggered by the friar, not something that happens by default when the weapon times out or is destroyed.  That's what I meant by keeping with the Spirit Weapon mechanic.  I also think--maybe--the effects should only affect the friar, and have it trait to affect allies.  But that's another one of the "needs in game testing" to be sure issues.
oh, i never noticed the staff and focus(THANX HEAPS/good eye), i'll fix that right away.

also with ele attunements+ice bow+lightning hammer+fire axe/mesmer/thief/necro i THINK that "Chaos/Dark/Cold/Fire/Lightning/Earth" damage would be around, and would think there'd still be "blunt(hammers), piercing(bows/guns), slashing(swords/axes/daggers)" damage, well i thought there was. and i am trying to think how holy damage could be condition(we have plenty of them: Bleed/Blind/Burn/Chill/Cripple/poison/confusion/fear/etc.) so im having trouble implementing it as a condition.
(chill still feels like a gw1 water ele hex to me)

"That's what I meant by keeping with the Spirit Weapon mechanic.  I also think--maybe--the effects should only affect the friar, and have it trait to affect allies.  But that's another one of the "needs in game testing" to be sure issues.
oh now i understand what you mean about spirit weapons...and actually the "trait to effect allies" would be better IMO, and give a better trait bonus option..im gonna spend a few a minutes implementing this...heads up.

and again thanx heaps, this is why i welcomed the constructive criticism :)

i made the edit's, i'm not sure how they sound to other people and ill quote the edit's, so you dont have to search for them. (criticism again please, you been most helpful)

Quote

4. Staff of Light(Spirit Weapon): The staff heals you every 3 seconds, when a friar shatters the staff it heals itself.

5. Wrathful Summon(Spirit Weapon): Summon a great sword by your side, it deals a 3 hit combo then shatter’s, if you shatter this weapon adjacent foes are crippled(5 seconds).


16. Focus of Union(Spirit Weapon): Summon a spirit focus, this focus absorbs 50% of incoming damage to yourself, shatters after absorbing “XXX” amount of damage, if you shatter focus it deals holy damage to foes in range upon shatter.

Master
SpiritualMeditation
Spirit weapon skill's now effect upto 4 allies in range, no longer just yourself.


Edited by VanderBeltLegacy, 12 November 2012 - 05:13 AM.


#20 Reason on Cooldown

Reason on Cooldown

    Vanguard Scout

  • Members
  • 404 posts
  • Server:Isle of Janthir

Posted 12 November 2012 - 06:03 AM

How about instead of dealing holy damage, those skills which mention it apply a stack of holy damage.  Stacks in intensity, like bleeding, and does damage over time.  Then skills affected by holy damage, instead are applied based on stacks of holy damage.

For example, change

Quote

8. Holy Control(conversion): Your holy damage steals health.
to

Quote

8. Holy Control(conversion): Steals health for each stack of holy damage.
either to a target or to all targets within range.

Or

Quote

Holy Flames
When you deal holy damage to an foe, remove a boon. This effect can only trigger once every 20 seconds.
to

Quote

Holy Flames
When you apply holy damage to an foe, remove a boon (20% chance).

Another addition could be to consume a stack of holy when one of these effects trigger.  So holy stacks can be the 'ammo' for powerful skills to be applied.  Maybe even long cooldown skills (probably not elites) that can consume an entire stack on a target for more powerful effects (like gaining all boons for a few seconds or dropping an AOE heal zone).

#21 VanderBeltLegacy

VanderBeltLegacy

    Asuran Acolyte

  • Members
  • 148 posts
  • Location:Australia
  • Guild Tag:[DEAD]
  • Server:Henge of Denravi

Posted 12 November 2012 - 06:12 AM

View PostReason on Cooldown, on 12 November 2012 - 06:03 AM, said:

How about instead of dealing holy damage, those skills which mention it apply a stack of holy damage.  Stacks in intensity, like bleeding, and does damage over time.  Then skills affected by holy damage, instead are applied based on stacks of holy damage.

For example, change

to

either to a target or to all targets within range.

Or

to


Another addition could be to consume a stack of holy when one of these effects trigger.  So holy stacks can be the 'ammo' for powerful skills to be applied.  Maybe even long cooldown skills (probably not elites) that can consume an entire stack on a target for more powerful effects (like gaining all boons for a few seconds or dropping an AOE heal zone).

this is why i say i need more then 1 brain and 2 eye's, these idea's are marvelous and could easily be implemented(with time), it will take a bit(maybe a day) to re-work the skill's to implement this(mainly going threw them 1by1), so stay tuned, i'll update this.

edit: Done, but the lazyway

edit2: Done properly  

(note, any1 feel free with suggestions--just not the Kung-fu monk concept, theres a thread for that already, link is in 3rd post from top)

Edited by VanderBeltLegacy, 12 November 2012 - 08:00 AM.


#22 VanderBeltLegacy

VanderBeltLegacy

    Asuran Acolyte

  • Members
  • 148 posts
  • Location:Australia
  • Guild Tag:[DEAD]
  • Server:Henge of Denravi

Posted 12 November 2012 - 02:09 PM

dear Mods, can i please get title changed to "Concept Class:Friar" since i actually dont want or see this being implemented into the game.

dear Community, your suggestions are welcome to make this seem more balanced/viable as a "playable" class.

#23 ShezuTsukai

ShezuTsukai

    Vanguard Scout

  • Members
  • 481 posts
  • Location:Coast of Nebraska
  • Profession:Thief
  • Guild Tag:[Soul]
  • Server:Fort Aspenwood

Posted 12 November 2012 - 02:26 PM

Quote


theres many games, holy classes dont have mace...prime example=GW1 (Monk and Dervish and Paragon(kinda holy), and this is GW2, not wow2/swotr2/d4 etc.

The monk was based off of oriental/shaolin, the dervish or whirling dervish was middle eastern, and the paragon was a mix of central/southern African tribal and Greek classic (Spartan) soldiers; none of which would have used a mace.

The Friar otoh is European holy man that most definitely would have used simple weapons-mace and hammer over complex soldier weapons-sword, spear, or bow.

On a side note I think classes should get a bonus in one appropriate crafting skill and friars would be Cooking (barley).

Anyway good luck with the Anet convince Friar Tuck.

#24 VanderBeltLegacy

VanderBeltLegacy

    Asuran Acolyte

  • Members
  • 148 posts
  • Location:Australia
  • Guild Tag:[DEAD]
  • Server:Henge of Denravi

Posted 12 November 2012 - 03:09 PM

View PostShezuTsukai, on 12 November 2012 - 02:26 PM, said:

The monk was based off of oriental/shaolin, the dervish or whirling dervish was middle eastern, and the paragon was a mix of central/southern African tribal and Greek classic (Spartan) soldiers; none of which would have used a mace.

The Friar otoh is European holy man that most definitely would have used simple weapons-mace and hammer over complex soldier weapons-sword, spear, or bow.

On a side note I think classes should get a bonus in one appropriate crafting skill and friars would be Cooking (barley).

Anyway good luck with the Anet convince Friar Tuck.
if you read my friend, i actually do not want this as a class in my game, Friar's used "Charm's/Earns/Beads/Medalions/"Focus" items ...atleast on the page i read about them(but man still need combat)...plus you have the guardian as a "holy warrior" with mace/hammer etc.

Friars differ from monks in that they are called to live the evangelical counsels (vows of poverty, chastity and obedience) in service to a community, rather than through cloistered asceticism and devotion. Whereas monks live in a self-sufficient community, friars work among laypeople and are supported by donations or other charitable support. A monk or nun makes their vows and commits to a particular community in a particular place. Friars commit to a community spread across a wider geographical area known as a province, and so they will typically move around, spending time in different houses of the community within his province.(sounds more "explorey" then a monk, lol...i cant find the page i first read about them)

and LOL @ robin hood reference

#25 RAD

RAD

    Indecisive

  • Moderators
  • 542 posts
  • Location:SoCal
  • Server:Sorrow’s Furnace

Posted 12 November 2012 - 04:47 PM

View PostVanderBeltLegacy, on 12 November 2012 - 02:09 PM, said:

dear Mods, can i please get title changed to "Concept Class:Friar"

Done.
Something on your mind? Question about Moderation or anything else? Talk to Me.

#26 VanderBeltLegacy

VanderBeltLegacy

    Asuran Acolyte

  • Members
  • 148 posts
  • Location:Australia
  • Guild Tag:[DEAD]
  • Server:Henge of Denravi

Posted 12 November 2012 - 05:07 PM

View PostRAD, on 12 November 2012 - 04:47 PM, said:

Done.
thank you very much.

#27 ShezuTsukai

ShezuTsukai

    Vanguard Scout

  • Members
  • 481 posts
  • Location:Coast of Nebraska
  • Profession:Thief
  • Guild Tag:[Soul]
  • Server:Fort Aspenwood

Posted 12 November 2012 - 09:21 PM

True about what friars used historically that's why mace and hammer are better than sword and shield. The first are simple weapons requiring very little training to use. While the latter require years of training and are much more expensive to produce. Both are reasons why an individual given to vows of poverty and asceticism would only have access to the former weapons.

Dont get me wrong, i like your ideas. I am just trying to encourage further differentiation between the Guardian and your friar. You give the friar swords and they appear to be guardian light rather than a new snowflake.

#28 VanderBeltLegacy

VanderBeltLegacy

    Asuran Acolyte

  • Members
  • 148 posts
  • Location:Australia
  • Guild Tag:[DEAD]
  • Server:Henge of Denravi

Posted 13 November 2012 - 03:45 AM

View PostShezuTsukai, on 12 November 2012 - 09:21 PM, said:

True about what friars used historically that's why mace and hammer are better than sword and shield. The first are simple weapons requiring very little training to use. While the latter require years of training and are much more expensive to produce. Both are reasons why an individual given to vows of poverty and asceticism would only have access to the former weapons.

Dont get me wrong, i like your ideas. I am just trying to encourage further differentiation between the Guardian and your friar. You give the friar swords and they appear to be guardian light rather than a new snowflake.
yes but Friars Descended originally from Spain, who's Medieval choice was not Mace or Hammer, but short sword's and halberds(axes with a stabbing tip) were, since the Mace/flail was more european originated(even egyptians had a crack), early friars would not have mastered a weapon the did not have access to(and would be more exspensive), and as for the hammer, that is more Parisian then anything(but vastly world wide)
so i do believe a Friar would master a sword before Mace and Hammer.

I am just trying to encourage further differentiation between the Guardian and your friar
By giving them 2 weapons the guardian has already?(and his originates are more likely to wield the 2)

You give the friar swords and they appear to be guardian light rather than a new snowflake
Nothing alike, guardian is close range/extremely Melee and more protection+burning, where as friar is mainly range more of a healer+condition control....to be fair you might aswell say the "Paladin and Monk" are a copy of one another in WoW(which it is not) if your gonna put these two in the same book...


on another note, i could see adding a MH:Axe and OH:Dagger to the line up, but also do not think they deserve to be that versatile.

Edited by VanderBeltLegacy, 13 November 2012 - 03:57 AM.


#29 ShezuTsukai

ShezuTsukai

    Vanguard Scout

  • Members
  • 481 posts
  • Location:Coast of Nebraska
  • Profession:Thief
  • Guild Tag:[Soul]
  • Server:Fort Aspenwood

Posted 13 November 2012 - 02:26 PM

I don't look at WoW for any reference. And the mention of Halberd is historically and culturally inaccurate. Halberds originated in Switzerland, the Spetum was Spain. The halberd was a very expensive and unwieldy weapon mostly used for show guards or to defend against Calvary.

If you are looking to make sword a ranged weapon, I think leaving the campy ranged gsword to the Mesmer is the best choice.

I agree the Guardian already have those weapons but there is overlap and different uses everywhere in this game. Throw the mace or hammer; I'm not talking Thor either just a different way to use the simple blunt weapons.

#30 VanderBeltLegacy

VanderBeltLegacy

    Asuran Acolyte

  • Members
  • 148 posts
  • Location:Australia
  • Guild Tag:[DEAD]
  • Server:Henge of Denravi

Posted 19 November 2012 - 05:31 AM

View PostShezuTsukai, on 13 November 2012 - 02:26 PM, said:

I don't look at WoW for any reference. And the mention of Halberd is historically and culturally inaccurate. Halberds originated in Switzerland, the Spetum was Spain. The halberd was a very expensive and unwieldy weapon mostly used for show guards or to defend against Calvary.

If you are looking to make sword a ranged weapon, I think leaving the campy ranged gsword to the Mesmer is the best choice.

I agree the Guardian already have those weapons but there is overlap and different uses everywhere in this game. Throw the mace or hammer; I'm not talking Thor either just a different way to use the simple blunt weapons.
do some research on Spanish using Halberds, before replying, because now I find your information not even creditable.
also the Friar GS is all ranged,, the  single sword is 2 melee+1 range+Meditate+caster style, read skills better+know caster style of play before commenting(mes=2melee, 1 caster, 1 block, 1 illusion).
for the last time i have no interest in making a caster guardian, you go make one.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users