User:Rafael.Artslover

"The Arcanist" This is an idea I conjured while playing my favorite profession of all time, the Elementalist. I thought, "If Elementalists are supposed to be masters of magical aptitude, then why do they have to put magical energy into the forms of common powerful forces, such as the 4 Elements?" The Arcanist does not need to redirect and reconfigure magic, they instead harness the most powerful, but also hardest to control, energy of all, which is pure, bare, solid, arcane magical energy. Of course, they could never replace Elementalists, but would certainly have a great responsibility, and an important role in the team, when adventuring. I imagine the Arcanist as a wise, silent, powerful figure with great knowledge of magic and how to, not exploit it, but control it, flow with it, use it. There are many styles, though, that I'd be more than happy with, I've imagined an old European look, maybe with extravagant head pieces and clothing, or even a spacey, Asuran accent. The final look will be decided by ArenaNet. Also, I've recently discovered a small, 2D, online battle game called Arcanists, by the same creators as "Runescape"on "funorb.com". Since I don't want my heroes to be sued, I give full creative control of the final name of this profession, should it be used, to ArenaNet.

"Attributes" Arcanists use special weapons with arcane damage, this could be more stylized, but I'm perfectly content with just an Arcanist Staff. Arcanists use their "Pure Magic" attribute for direct damage, devastating energy siphoning, and controlling their own energy. the second attribute is "Force Fields" now, I realize the name could be better, but I am really proud of what I've come up with. Force Fields are an ability exclusive to the Arcanist, they are walls, fields, or bubbles of pure magical energy. These can sometimes be cast as large as a well, and around the entire party. Advanced Force Fields are able to completely absorb, or even reflect physical, and magical attacks. these will, of course be very energy consuming, and will require a constant flow of energy, which, if it is impossible somehow, to siphon from an enemy, would lead us to the next attribute. "Fake Energy". This is the Arcanist's Primary attribute, and it is used only for providing as much energy as the Arcanist needs without taking a devastating amount of their own energy. Here's how it works, a certain fake energy enchantment would give you a particular amount of energy that is regenerating extremely fast, after the enchantment has ended is when it takes the energy cost, but if you lack the amount of energy needed, it will be taken out of your health. Fake energy can only be exploited for Arcanist skills and spells. Remember though, Fake Energy is best used in a case of emergency, you can always just steal enemy energy, instead. The final attribute is "Telekinesis". I love this one. Telekinesis is mainly used for firing non-magic projectiles with 100% accuracy. Unlike Warriors and Rangers, who use bows to shoot arrows, and depend on their own aim and the wind and distance and many other things that can be unpredictable, the Arcanist would simply use Telekinesis to control the physical object [Knives, Arrows, Rocks, etc.] as it travels through the air towards the target and is able to hit the mark every time, without missing. Telekinesis is also used for stopping incoming non-magic projectiles, making it a powerful line of defense as well as offense.

"Gameplay" In battle, an Arcanist can easily defend themselves without the need for a Warrior or Monk. [Please leave Monks out of Guild Wars 2...] The versatile side to the Arcanist is that they, despite being a caster profession, can survive on the front lines like a Warrior, while still protecting their allies around them. Something interesting about the Arcanist is they can also siphon energy from minions, or pets. Though this would be unwise to do to a pet, who cares about Minions? For this reason, many Arcanists are secondary Necromancers, giving them a source of energy to feed on, without risking hurting themselves with Fake Energy. Arcanists have very few Hexes in their arsenal, and are poor tacticians, they prefer simple, pure magic, and are much closer to Elementalists than hex experts like Mesmers or Necromancers. Arcanists also have very little healing skills, they'd rather protect themselves before the damage impacts. Arcanists can be, to a very slight level, compared to Paragons, in the sense that they are a sort of "Fighter/Healer/Protector". But the idea of calling it a mixture of other already great professions is highly unappealing to me.