ArenaNet:Guild Wars 2 suggestions/The Witch

The Witch (Discussion)
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I think that this profession will be a combination of the professions Ritualist, Ranger, and Elementalist. The profession can be seen as a combination of Dark and Natural aspects, and with the aspect to 'fly' (discutabel).

The name Witch suits very well for this profession, because a Witch was/is a person who was/is connected with nature. And my idea is maybe the same...

The Witch can be played as supporter or a sort of nature mage. But also dark magic is one of the ways the witch can take. The weapon used by the witch is a Staff, or Wand/Focus combination. This is not new, but it suits the witch very well. The weapon deal dark damage or natural damage (based on the aura of nature). The Armor is based on a gothic style and has a rating of 60. (because that is normal for casters). Energy level is 60.

The Witch would have 4 Attributes. They would be:

For each ranks of Natural contact, you become closer to nature. This results in that you move 25% faster in a Forest area. Energy goes +2. Skills from this attribute focus on buffing you and other people. Example skills:
 * Natural contact (Primary)

Aura of Nature Enchantment spell. For 5...20 seconds. You are enchanted with Aura of Nature. You can’t get any conditions. Energy cost: 10. Recharge time: 20 seconds.

Spirit of Nature Enchantment spell. For 2...20 seconds. Target ally is protected by the Spirit of Nature. Target ally can’t get damage from earth magic and Natural Magic. When this enchantment ends, loose 10 energy. Energy cost: 10. Recharge time: 15 seconds.

Song of Nature Chant. For 2...15 seconds. All allies in ear shot are healed for 10...60 Health when they use a spell. When this chant end all allies get 2...8 energy. Energy cost: 5. Recharge time: 40 seconds.

Natural Whisper Enchantment spell. For 4...15 seconds. Every time you cast a spell you get 10 Health. Energy cost: 5. Recharge time: 30 seconds.

One with the Wind Enchantment Spell. For 4...20 seconds. You move 25% faster and you have 25% change to block air damage. Energy cost: 5. Recharge Time: 25 seconds.

Natural Promise Elite Spell. You are healed for 10...100 health. If you are under attack, you block the next 1...4 physical attacks. Energy cost: 5. Recharge time: 30 seconds.

No inherent effect. Skills from this attribute mostly focus on damage enemies and casting spirits. Example skills: Perfect Harmony Elite Nature Ritual. For 10...40 seconds. Create a level 1...10 spirit. All damage is changed in natural damage. You and all allies in ear shot take 50% less damage from natural damage. Energy cost: 10. Recharge time: 50 seconds.
 * Natural Magic

Curse of Nature Spell. Target enemy takes 10...90 natural damage. If target enemy is in a forest area this spell does +50 natural damage. Energy cost: 5. Recharge time: 20 seconds.

Magic Leafs Spell. Target enemy takes 20...100 natural damage. If this enemy was under the effect of disease, the target start bleeding for 2...15 seconds. Energy cost: 10. Recharge time: 7 seconds.

Living Ranks Elite Hex spell. For 5...20 seconds. Target enemy is hexed with Living Ranks. Target enemy can’t move. Energy cost: 10. Recharge time: 10 seconds.

Ranks of Spikes Hex Spell. For 5...25 seconds. Target enemy is hexed with Ranks of Spikes. Target enemy start bleeding and move 25% slower. Energy cost: 10. Recharge time: 20 seconds.

Pearls of Light Spell. Target enemy takes 10...100 natural damage. If that foe is under the effect of a hex, target enemy lose 1...2 enchantments. Energy cost: 10. Recharge time: 7 seconds.

Confusion Herbs Nature Ritual. For 15...60 seconds. Enemies in the area who suffer from bleeding are blinded, but cleared from 1 hex spell. Energy cost: 10. Recharge time: 40 seconds.

No inherent effect. Skills from this attribute mostly focus on damage enemies and quick moving. Example skills:
 * Dark Magic

Crucify Spell. Target enemy takes 20...50 piercing damage. If the target is under the effect of bleeding, the target takes 20...70 dark damage. Energy cost: 5. Recharge time: 20 seconds.

Dark Wings Elite Skill. For 10...70 seconds. (You are in the air) You move 30% faster and all the damage you get is transferred in dark damage. If this skill end, adjacent enemies take 20...70 dark damage. Energy cost 10. Recharge time: 60 Seconds.

Dark Roses Spell. Target enemy starts bleeding for 5...20 seconds. If target enemy already is bleeding, target enemy takes 10...50 dark damage. Energy cost: 5. Recharge time: 7 seconds.

Curse of Darkness Spell. Target enemy takes 10...90 dark damage. If target enemy is under the effect of an enchantment this spell does +50 dark damage. Energy cost: 5. Recharge time: 20 seconds.

Total Darkness Spell. Target enemy takes 5...60 dark damage. Target enemy and all adjacent enemies are blinded for 20 seconds. Energy cost: 10. Recharge time: 10 seconds.

Song of Sorrow Elite Ritual. For 2...10 seconds. All enemies nearby take 10...80 dark damage each second and suffer from bleeding for 5...20 seconds. You can't move for 2...10 seconds. Energy cost: 5. Recharge time: 40 seconds.

The Howling Ritual. For 2...10 seconds. All enemies nearby are dazed for 2...20 seconds. If this ritual hit an enemy who is allready dazed, this enemy takes 2...20 dark damage. You can't move for 2...10 seconds. Energy cost: 15. Recharge time: 30 seconds.

Run in Darkness Skill. For 5...15 seconds. You move 25% faster and you are covered by darkness. You have 25% to block ranged attacks. Energy cost: 5. Recharge time: 25 seconds.

No inherent effect. Skills from this attribute mostly focus on damage enemies and protect allies. Example skills:
 * Runes

Fear Rune. For 2...10 seconds. Enemies in the area attack 20% slower, but move 20% faster. Moving enemies in the area loose 1...2 energy each second. Energy cost: 5. Recharge time: 10 seconds.

Destroy Rune. For 2...10 seconds. Each second adjacent enemies take 2...20 dark damage. Energy cost: 10. Recharge time: 10 seconds.

Luck Rune. For 2...10 seconds. Each second adjacent allies get 2...20 health. Each second adjacent enemies loose 1...10 health. Energy cost: 10. Recharge time: 15 seconds

Safeguard Rune. For 2...10 seconds. Each second allies in the area has a 50% change to block elemental damage. Energy cost: 5. Recharge time: 10 seconds.

Song of Runic Powers Elite Ritual. For 2...10 seconds. All your Runes are recharged. All adjacent enemies take 10...60 dark damage each second. You can't move for 2...10 seconds. Energy cost: 5. Recharge time: 40 seconds.

Mark of the Deceiver Rune. For 2...10 seconds. All nearby foes suffer from a random condition for 2...20 seconds. Energy cost: 5. Recharge time: 15 seconds.


 * Races

Every race has access to this profession ---


 * Why this is a good idea
 * A new sort play style with flying
 * More in touch with nature then Rangers
 * New gothic look can be great with the engine of GW
 * I have been waiting for this, you to?
 * Sounds very good.
 * Why it may not work out
 * Maybe unbalanced
 * Maybe a little bit overpowered
 * The flying aspect is maybe difficult to make real