ArenaNet:Guild Wars 2 suggestions/Disciple

Disciple (Discussion)
The Disciple idea grew from the monks. Basically, they saw the amount of chaos and pain caused by evil and they wanted to train themselves physically as well as mentally to defend their homeland. They train in the arts of the quarterstaff, the monk spade, and the hook sword. FYI, I got the inspiration for the Disciple from the Shaolin Monks. And the weapons that I said were all common weapons used by them. If you don't know what they look like, I suggest you look them up on wiki. This class is only available for humans, Asurans, and the Sylvari. The three weapons will have skills in similar template as those of warriors, in that you may only have one Art of The "weapon", you get my point. The other unique thing about Disciples is that they do not actively smite evil like the smiting monks, but rather, they set up clever protection circles or even traps to banish the undead. This was inspired by the lore that magical circles were used to ward off evil.

Uniqueness about the Disciple: The Disciple does less damage than average, but with his/her honed skills, they can survive longer than any other class. The main attribute contributing to their long survival rate is Inner Discipline. The only drawback to this attribute is that a lot of them reduce your ability to attack. These skills would we most beneficial when say, you are retreating, help support a team, or running routes. The Art of the Quarterstaff adds the defensive capabilities of the Disciple with skills like Staff Spinning Defense.

Their armor should be cloth and the max AL should be that of a monk. Since the Disciple doesn't rely on durable armor in battle but instead of disciplined skills.

Possible Attributes:

Inner Discipline (Main Attribute)
 * Peaceful Soul: Enchantment Spell. For the next 3...6...10 seconds, all incoming attacks are dodged, after this, you can't attack for 5 seconds.
 * Vow of Purity: Enchantment Spell. For each condition on you, you are healed for 30…45…50, maximum healing 150.
 * Vow of Pacifism: Enchantment Spell. For 15 seconds, you gain a +2...4…5 health regeneration. Vow of Pacifism ends if you attack in that 10 seconds.
 * Sacred Life: Enchantment Spell. For 30 seconds, this spell does nothing until your health drops below 30%, when it does, Sacred Life gives you +40...60...100 extra health.

Art of The Quarterstaff'Art of the Monk Spade'Art of the Hook Sword
 * Staff Spinning Defense: 5...10 seconds, you hold your quarterstaff in front of you and spin it, causing 75% blocking chance for all projectile attacks. This ends prematurely if you move.
 * Crane’s Kick: Using the quarterstaff as a support, you jump up and strike with a forceful kick to the enemy, causing knockdown.
 * Way of the Monkey: Using the quarterstaff, you quickly block the next melee attack and thrust the staff forward, causing dazed condition.

Protection Arts
 * Protection Circle: You caste a magical circle of protection around you that lasts for 4…6…8 seconds, all allies in the circle takes no damage from attacks. However, enemies can walk into the circle and attack. This spell is easily interrupted.

Art of Meditation
 * Mantra of Shielding: Enchantment Spell. For limited amount of time, your party get a 1…3…7 damage reduction from incoming attacks.
 * Chant of Healing: Your targeted ally gains 20...30...45 health.


 * Why this is a good idea
 * People who don't like their monk just for healing.
 * Brand new profession that has never been seen in other MMO games.


 * Why it may not work out
 * Limited concepts for the three weapons leading to low amount of skins for each weapon.