ArenaNet:Guild Wars 2 suggestions/Covenent

Covenant (Discussion)
The Covenant are said to be half gods, created when a greedy or power hungry god chose a mortal to bear a guardian who would fight for that god and claim the world for them. They are extremely powerful profession that specialize in melee the life of a covenant is to serve there god until death (which they believe is the strongest or wisest). They devote themselves entirely and will do anything to make sure their god is pleased. They hate any one who does not follow there teachings or does not follow there god. This is why they have hidden themselves from the world until now. They usually stay in groups who share the same gods or teachings and refer themselves as Covenant.

Although at one point each god had a covenant worshiping them there are now only three groups left;

The Coven of Balthazar; These covenants worship and study war, they can inflict direct melee damage bearing no weapon or enchant a weapon to cause horrible pain. The Coven of Dwayna; These covenants pride themselves to keep the peace not like monks where they heal theses covenant stop enemies from attacking and make sure allies are protected, they will often throw themselves in harms way for the sake of there friends.

The Coven of Lyssa; These covenants spend there entire life looking for the answer to life itself, they try to unravel the very fabric of life and thrive to find and know everything there is to know in this world. By doing so they believe the will be the wisest and conquer all. Unlike the dervish which can transform into there patron god the covenant instead summon the true wrath of the god they chose.

Attributes;
 * Worship (primary). Allows a covenant to make enchantments on them last longer with each point put in as well as increased amount of time avatars last due to their devotion for their god also increase insight skills.
 * Teachings of War (TOW) the covenant who follow the scripts of war follow the god Balthazar putting points into this att. increases melee damage, by 3 for each point also increases duration and weapon enchantments, also increases chaos skills
 * Teachings of serenity-(TOS) the covenant who follow these teachings follow the goddess Dwayna putting points into this att. increases amount of enchantments on allies (not yourself) and makes hexes on enemy targets last longer, also improves peace skills
 * Teachings of Lore (TOL) the covenant who follow the scripts of lore follow the goddess Lyssa putting points into this att. increases the damage of spells and heals you whenever you have a hex on you by 4 for each point also increases Arcane skills.

Armor and weapon

I imagined them with robes but not similar to the dervish. There main armor piece (like for elementals the crystals or for Mesmer the mask) would be a glove. they only were one glove on there left hand the other hand is wielding there weapon of choice which I decided would be a kriss ( its a type of sword with jagged edges look it up) now in addition tot he basics (boots,pants,etc.) on there main armor the glove is another part of there armor which would be a gem that goes in the middle of the glove (the gem could be red, white, or purple) so they fight using the kriss and when they cast they stick out there left hand and the gem lights and there spell is cast.

Energy and health They have the have about the same health of a necromancer and have about the same energy as a Mesmer (this make the profession somewhat balanced)

Insight Skills (example) Lord Almighty- Elite Enchantment- for 30..40 seconds all of your att. are increased by 2...4 Devoted am I- enchantment - for each Insight skill Equipped you gain 5 energy and 2 health

True Devotion you are enchanted with True Devotion if an avatar summoning spell ends prematurely the spell is automatically recharged Chaos Skills(Example)- War Within-elite hex- all enemies adjacent to you are hexed with War Within for 2...10 sec each time they attack they do double the damage back to themselves Fierce Signet- the next enemy you hit is knocked down for 5 sec and takes 12..18 damage

Wrath of Balthazar elite spell- summon a Balthazar avatar at your foes location the avatar wields a sword and shield, has 400 health and does 45-60 fire damage (melee attack with sword) avatar last for 20...45 sec (cannot move or attack while avatar is on field, if u do move avatar disappears) if avatar dies all enemies take 80 holy damage and all allies lose 80 energy

Peace Skills-Example Everlasting- enchantment- all enchantments on your allies only are recharged and you lose 5...30h health Light Within- Elite spell- for 20...30sec all foes adjacent to you cannot attack and all allies cannot use spells when this spell ends you take 180...200dmg Harms Way- for the next 10...20sec and damage an ally near you takes goes to you instead when this enchantment ends you gain 300 healths, if u die while this enchantment is on you; you instantly revive with full health and energy.

Wrath of Dwayna elite spell- summon a dwayna avatar at your location for 20...45 sec dwayna takes any damage done to you and your allies, (you can move, avatar has 600 health does not attack) you and your allies cannot use any skills. If avatar dies all enemies cannot use skills for 10 sec Arcane spells- example-

Knowledge of all enchantment- lasts4...10 sec you and your allies do not lose any energy when casting a spell, hex , etc. but lose 1...4 health every time you do cast a spell, hex , etc Forgotten Knowledge- all of your enemies spells are recharged and you and your entire party gain 200....400 health Tricky Portal- elite hex- the foe hexed with tricky portal moves 40% slower and you attack 80% faster, after 5...15 sec you and the enemy hexed are teleported to the same location and both suffer -4 degeneration.

Scripts of the Wise your entire party gains 65 energy and 80 health and for 4....10 sec you cannot attack and have 80% armor increase Wrath of Lyssa- summon a Lyssa avatar at your location lasts 30...40sec all spells done within range of the avatar are instantly recharged avatar has 300 health also anyone including enemies within range of the avatar cannot attack (melee) only ranged and spells hexes, etc. are allowed (you cannot move or summon ends) if avatar dies everyone’s actions r interrupted.

Why this is a good idea

 * uses gods from the original Guild wars Series
 * A more balanced profession
 * Works well as a second Profession
 * adds to story plot that already exists
 * flexible character if new gods are added to GW2 skills can change

Why it may not work out

 * We have no idea of anything new being added to GW2 like gods, Etc. --Some complicated spells
 * May not be a good balance char
 * may not fit with plot or races

This is all a working process please if u have any way of improving this email me. I also very much support the chronomancer idea as a profession. Excuse any misspelling and mistakes please. I’d like to hear your opinions