ArenaNet:Guild Wars 2 suggestions/Extraxi

(Discussion)
No Idea if I'm making this correctly, general wiki virgin... I don't mind keeping the specifics/updates on my userpage though n.n... this is pretty much what my userpage states atm...

Lore
Extraxi, a name derived from the Dragon. These individuals are blessed at birth with Otherworldly lineage from Dragons. They essentially are natural users of the spear, a somewhat slow but puissant construction capable of almost heartless domination. Many Extraxi Skills require remorseless stores of energy thus making use of the one in a million ability given to them before birth. Worldly manifestations of the Drake Soul gain natural highs from taking the spark from a foe's eye(s) and develop almost Diamond-Sheath skin making them able front-liners without the burden of bulky or ponderous armor weights. Also able to capture or manipulate souls and channel lineage to export mass destruction make the Extraxi formidable.

Spear Type Weapon
Maximum damage range: - Attack rate: 1.70 seconds. Pierce/Brandish: Per Rank in Spear Mastery you have a 3% chance to hit a foe either directly adjacent or directly behind target foe.

[Primary Att: Drake Soul]
With Each Rank in Drake Soul you gain +1 'Base Armor', Each time you deliver a finishing blow you gain 1 energy for every 2 ranks.

[Spear Mastery]
Spear Mastery increases the damage you do with spears and your chance to inflict a critical hit when using a spear. There is a 3% chance per rank of Spear Mastery that attacks from your Spears will Pierce/Brandish. Many skills, especially spear attack skills, become more effective with higher Spear Mastery.

[Mew Finesse]
Without Mew Finesse, you can control no more than one Soul Cage. For every two ranks of Mew Finesse, you can control one additional soul cage. Many Extraxi skills, especially those that confine souls, benefit fellow ally, and benefit combat, become more effective with higher Mew Finesse.

[Preeminence]
No inherent effect. Many Extraxi skills that involve destroying a certain type of monster, especially related Stances and Shouts become more effective with higher Preeminance.

Drake Soul Skills
Lesser Soul Bane - 20rec - 3/4 acti - Hex - Target touched foe is hexed with Lesser Soul Bane for 10 seconds. Your Spear Attacks deal 15...40% more damage.

Lesser Soul Discharge - 20rec - 3/4 acti - Hex - Target touched foe is hexed with Lesser Soul Discharge for 10 seconds. When hit with your spear attacks Target and adjacent foes take damage.

Vault - 15rec - 6 acti - Ranged Attack - You Vault to target foe's location and deal damage for each Soul Cage you have (maximum 45 bonus damage) if it hits.

Vault (PvP) - 15rec - 6 acti - Ranged Attack - You Vault to target foe's location and deal damage for each Soul Cage you have (maximum bonus damage) if it hits. This skill has half the range.

Dragon Sight - 30rec - 1 acti - Enchantment Spell - For 10..40 seconds you cannot be blinded. You lose a soul cage every 20 seconds or Dragon Sight ends.

Dragon Sight (PvP) - 30rec - 1 acti - Enchantment Spell - For seconds you cannot be blinded. You lose a soul cage every 10 seconds or Dragon Sight ends.

Grand Vault - 25rec - 10 acti - Ranged Attack - You Vault to target foe's location and deal damage for each Soul Cage you have (maximum 70 bonus damage) if it hits. Foes Adjacent take 3...15% of this damage.

Igneous Breath - 15rec - 3/4 acti -Touch Spell - Deals damage each second (5 seconds). Hits foes adjacent to targets initial location. Ends if you move or use a skill. End effect: You are crippled for 10 seconds.

Igneous Breath (PvP) - 15rec - 1 acti - Touch Spell - Deals damage each second (5 seconds). Hits foes adjacent to targets initial location. Ends if you move or use a skill. End effect: You move 50% slower for 10 seconds.

Bitter Breath - 15rec - 3/4 acti - Touch Spell - Deals damage each second (5 seconds). Hits foes adjacent to targets initial location. Ends if you move or use a skill. You suffer from exhaustion unless enchanted.

Bitter Breath (PvP) - 1 acti - Touch Spell - Deals damage each second (5 seconds). Hits foes adjacent to targets initial location. Ends if you move or use a skill. You suffer from exhaustion.

Draken Vigor - 45rec - 3/4 acti - Enchantment Spell - You have Health for 3 seconds. Renewal Effect: When you use an attack skill.

Drake Speech - 10rec - 1 acti - Touch Spell - Inflict Daze for 1...5 seconds. Only if target foe is under a Necromancer Hex.

Drake Speech (PvP) - 10rec - 1 acti - Touch Spell - Inflict Daze for 1...4 seconds. Only if target foe is under a Necromancer Hex.

Lesser Soul Toil - 20rec - 3/4 acti - Spell - For 3...10 seconds your next 1...5 Spear Attacks deal an additional damage.

Drake's Fury - 15rec - 1 acti - Enchantment - For 8...25 seconds you have an additional 5...30% chance to Pierce/Brandish when using a Spear. You have armor while under this enchantment.

Lyssa's Vault - 5rec - 1 acti - Skill - For 6 seconds you activate "Vualt" which shares the same icon and description as "Vault". Nothing Happens after "Vualt" activates.

Soul Arbiter - 30rec - 1 acti - Enchantment - You gain  whenever you erect a Soul Cage. This Enchantment Ends if your health drops below 50%

Soul Arbiter (PvP) - 30rec - 1 acti - Enchantment - You gain  whenever you erect a Soul Cage. This Enchantment Ends if your health drops below 70%

Draken Envoy - 45rec - 2 acti - Enchantment Spell - For 31...50 seconds. You gain plus 10...25% of the cost when you erect a Soul Cage.

Majesty Vault - 25% Health 30rec - 10 acti - 'Elite Ranged' Spear Attack - You Vault to target foe's location and deal damage for each Soul Cage you have (maximum bonus damage) if it hits. Foes Adjacent take 6...20% of this damage and are knocked down.

Spear Mastery Skills
Zealot Strike - 7rec - Melee Attack - Strike target foe damage. Deals double the bonus damage if you are in control of a Soul Cage.

Haunted Pike - 8rec - Spear Attack - Strike target foe for damage. You lose a Soul Cage or this skill fails.

Legion's Attack - 5rec - Melee Attack - If this attack hits, you deal damage. This damages 1 additional adjacent foe for each Soul Cage you control.

Redeemer's Finisher - 6rec - Spear Attack - Strike target foe for damage. If you land the finishing blow all party members are healed health.

Bitter Finisher - 6rec - Spear Attack - Strike target foe for damage. If you land the finishing blow and control more than 1 Soul Cage all nearby foes take damage.

Trine Assail - 10rec -  Spear Attack - Strike Target Foe 3 times. These attacks deal 100...99% less damage and gain no benefit from Enchantments or Signets. Any stance you are using ends.

Malevolent Pike - Health 8rec - 3/4 acti - Spear Attack - If target foe is activating a skill that foe takes 9...60 Chaos Damage. If this results in a finishing blow you lose all remaining energy.

Blasting Assail - 8rec - Spear Attack - Deals damage. Removes one enchantment. No effect unless you control a Soul Cage.

Distancing Finisher - 6rec - Spear Attack - Strike target foe for  damage. If you land the finishing blow you lose either 1 for each Soul Cage you control.

Distancing Finisher (PvP) - 6rec - Spear Attack - Strike target foe for damage. If you land the finishing blow you lose either 1 for each Soul Cage you control (Maximum 3 Soul Cages).


 * Why this is a good idea
 * It will allow ideas like the Spear Wielding Vanguard to come to fruition
 * Somewhat Unique Primary Ability
 * Would possibly include many appealing weapon skins
 * Being Hybrid may inspire different possible skill animations whilst in production
 * Dragons are apparently what GW2 is based upon in a bigger picture
 * Some elite armors could possibly require one or two Dragon parts (Quest Reward?) making a select few sets higly prestigeous?
 * Armor as an attribute effect looks original; brandish might be a good alternative for scythes


 * Why it may not work out
 * Spearman has already been suggested... this would add to the clutter.. <<< I agree, why not just add to the old ideas?
 * GW2 could have an entirely different skill/battle system all together making this page rather useless
 * Vault may possibly be an issue...
 * Seems unbalanced at the moment. 5 inherent attribute effects 3 of which on the same attribute seems too much.
 * Soul Cage needs some explanation I think. Does it work like adrenaline (if so, merge for simplicity)? Is it rather fixed to the attribute (if so merge with attribute)? And is it really worthwile enough to add a mechanism for (also means adding logical counter skills etc)?
 * Is Vaulting basically shadowstepping+attack? Could be explained a bit; also, shouldnt have too big effects with it then.
 * Shadowstep, multihit weapon, high hitting attacker, AoE damage skills... is it supposed to replace the sin and dervish? (can't imagine otherwise)
 * Spear and "skills that benefit allies" seem a bit overtaking the paragon... please specify if you wish to replace that one (too)?
 * Dragon lineage sounds more like a racial thing, and since the dragons are 'bad guys' I think that will either get complicated or poorly worked out. May be better to leave out (just my personal opinion)