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CLERIC

New Class for Guild Wars 2

(Role): Healer/ Melee/Caster Fighter hybrid

(Armor): Chain, Hide, Robes, Shields

(Weapons):Staves, One and Two-handed Maces, Polearms, One and Two-handed Swords, Rods

Clerics would be one of the main Healing classes. A great up front healer and support. Not as strongly armored as the Paladin and Warlord, but can still take a beating. They are Melee Skilled priest, with the will of a Paladin. Which gives them two directions to go in. Melee or caster ranged, for Damage builds. Not as skilled melee wise are Paladins and Warloards, but their Ranaged attacks and utility makes up for it.

'''LORE: Clerics were formed after the great Tremayal’s Monk order had taken a damaging hit from the start of the Dragon Bound. Tremayal’s Bishops decided the only way to survive such a savage onslaught was to take in the defensive arms training of a Knight. This was a vigorous task for his Monks, whom were weak at strength, but strong at heart. After countless years of exchanged Training between the Monks and Knight warriors, the Cleric and Paladin order was formed. Monks trained in arts of Melee Defense and usage of Heavy Armor became the Cleric and the Knight warrior trained in the mental and spiritual arts of the Bishop, thus the Paladin was formed. Tremayal created a new holy order, calling it, “The Sons of the Dragonborn” made up of Honored Clerics and Honored Paladins. Tremayal took his place as the order’s great Leader and Paladin. Only the most Honored and Respected members of the people are chosen to take place in the secret kept rituals in the Holy Training within the halls of the Dragonborn.''' --

Clerics are one of the Main Healer classes. They are similar to Paladins as they are Holy melee Fighters, but unlike Paladins, they cant wear the highest Armor. And they are more Caster Friendly both Offensively and Defensively in combat. They have the Melee Defense skills of a Knight, but with the Offensive Holy Caster Skills of a Bishop.

- No Way can a Cleric Tank- so bringing a Cleric to the group to tank is a bad idea. Clerics are Healers and Fighters. They Lead their group with Inspiration (Title Unlock): Monk, Priest,White Mage, Bishop, ---

''[B]Cleric's Companion: Angels.[/B] (Angels are summoned and bound to the ground similar to Shadow Knight's Lich companion, but unlike the Liches, the Angels have a freedom of Movement to a certain radius of the Bound point.)''

Angel of Protection- Angel with Shield and weapon, for up close Off Tanking combat.

Angel of Vengence- Angel that Dual Wield for Melee damage support.Has two different forms.

Angel of Valor-2hander Melee slow Burst Damage support.

Cleric Spell List:

Spiritual Weapon: Bound the Spirit of a lost soul into target's weapon, granting the targeted ally's melee attacks to activate a bonus effect for the next (X) swings.

Shield of Faith: Cleric raises up their shield with faith, reflecting (X)% all Shadow Damage back at the enemy for (Y)seconds[10 seconds max]

Spiritual Light:3sec cast- Cleric targets ground area, Healing (X) number of Party member in the targeted area for (Y)

Rebirth of the Dragonborn:30 min cooldown- you will resurrect with 30% of your total HP and Energy after you die.[/QUOTE]

Zealot Fire: Consumes the enemy in Holy flames dealing (X) Spirit damage and an additional (Y) Spirit damage over (Z) sec.

Holy Armor: The Holy Light fills the Cleric's armor, increasing armor by (X) for each hit recieved. Last (Y)[10max] damaging hits or 3min.

Symbol of Wrath: Channel cast- Cleric hold out a Blessed Symbol of the Sons of the Dragonborn, dealing (X) Holy damage per second to the enemy while the Cleric maintains this position. Last 3 seconds.

Holy Smite: Summon the Holy Light to smite the foe with Holy Vengeance, dealing (X) spiritual damage. Deals (Y) extra damage if the target is attacking.

Divine Aura: 3 min cooldown Activate aura, reducing damage of (X) nearby party members by (Y)%[35 max] for 10 seconds.And healing them for (Z) hp per second.

Divine Courage: 1min cool down Ward off the next Fear spell used on the target.

Spook the Dead: 30 second cool down. Cause the targeted Undead creature to run in fear for (X) seconds.

Mind Stun: 2 min cool down. Cleric mentally enters the target's mind and stuns them for (X) seconds.

Mind Sooth: Mentally Sooth the target's mind, reducing the Chance the target will target you by (X)% and Range the creature will attack you by (Y). Last (Z) seconds [10second max](PvP) you mentally enter the target's mind fading you out, making it harder for targets to see you and your correct info.

Strike of Tremayal: next melee- Strike the target dealing weapon damage as Holy Damage plus an additional (X) holy damage. This attack ignores armor.

Banish Evil: 3 second cast- Banish a Undead or Demon back to the Mist. Last (X) seconds[30 seconds Max]

Guardian: Places Target in a Holy Prism, absorbing (X) Damage. Last (Y) seconds [20seconds max] or until the total amount of Damage is absorbed.

Lay of Hand:10 min cool down- instantly Heals target for (X) and removes (Y) number of Conditions on the target. Target will be healed an additional (Z) health and gain (G)Armor per condition removed, last 15 seconds. [B]Spirit of Regeneration: [/B] Call a Spirit to mend the target's soul, healing them for (X) over 15 seconds.

Spirit Bond: Heal your Angel for (X) over 15 seconds.

Sanctuary: Channeled 5min cool down- Cleric targets ground area, Cleansing 1 Condition and 1 Hex effect from (X)[??Number of Party Member limit max] number of ally in the area per second. last 5 seconds.

Hammer of Wrath: Conjure a Holy Hammer, and hurl it at the enemy, dealing Holy Damage equal to weapon damage. 50% chance to jump to additional nearby foes.

Conjure Holy Water: Conjure a bottle of Holy Water from the Divine Spring, which heals and restores a small amount of your energy. The effect of Holy Water is more effective per point.

Holy Spring: Summon a Holy Spring to create consumable Holy Water which heals and restores a small amount of energy. last 20seconds or after 10 people picked up a Holy Water. The effect of Holy Water is more effective per point.

Air Walk: Cleric treads on air as if solid.

Seal of Wisdom: Every time you cast a spell you have a chance to heal yourself for (X) Hp. Last (Y) seconds.

Holy Word Death: ,Randonly paralyzes, blinds, weakens or deafens the enemy target.

Miracle: Bless the target, with a chance to Requests a deity’s intercession fully absorbing the next killing blow.

Brain Spider: Cleric enters target's mind, reading everything the target types to Message its ally. And can understand all racial Languages. last (X) seconds.

Hallow: The ground below your feet becomes Holy ground for (X) seconds. Damaging all enemies standing on it for (Y) holy damage per second.

Invisibility Purge: Dispel Stealth and Invisibility of nearby enemy. Range of Invisibility Purge increases per point and becomes less resistant.

Divine Favor: Increase Healing by (X) and all heals have a (Y)% chance to heal target 20% of the heal over 12 seconds. Your Damage is reduce by (X) and slows damage attacks and Spells cast by 10%. Last until cancled.

Ethereal Jaunt: 10second cool down. Instantly Heal group members for (X).

Sense the Dead: Passive Track Undead on your radar.

Halo of Light: 8second cool down Heals (X) ally within area of the target for (Y) hp.

Counteract Disease: Cleanse a Disease effect.

Atone: Increase target's Max HP for for (X) and increase damage asborbed by Shield by (Y) last 5 mins.

Dread of Night: Channel Take control of targeted Undead oriented summon creature. Last 20 seconds[/QUOTE]

Death Pact: (X)% of the damage taken by the target is taken by you instead. Also has a 25% chance for Debuffs placed on the target to instead transfer to the cleric.Death Pact last 30 seconds.[/QUOTE]

Divine Light: Fast Heal spell. Healing for (X).

Infuse Health: Heals the target for (X)% of your remaining health.

Glimmer of Light: instantly Heals ally near the Cleric for (X), and increase Resistants to Shadow damage by (Y) for 15 seconds.

Reckoning: All Damage attacks have a (X)% chance to deal (Y)% of the Damage back at the enemy as Holy Damage. Last (Z)second[60 seconds max] or untill (G) charges are used.

Divine Intervention: Save target's life, healing them for (X) health, and a additional (Y) health if the target is below 25% hp. If target dies within 5 seconds of using Divine Intervention, there is a 50% chance for them to return from the dead. This effect cant occur more then once every 10 mins per cleric.

Silent Dictation: Silence the target, preventing them from casting spells for (X) seconds. 50% chance to resist. If resisted, 1 of the next 3 spells casted by target will be silenced or backfire if a damaged spell is used.

Vow of Valor: Increase target's Melee stat by (X) for 3 min.[/QUOTE]

Aura of Purpose: 3 min cool down. Increase Spell Haste for up to (X)[3max]number of spells of each of the cleric's nearby Party members.

Ward of Reprisal: Add a Proc effect to whenever target takes damage, their is a chance to proc Ward of Reprisal for 10 seconds, and increasing chance for target to Parry attack the next (X) attacks by (Y)%.[/QUOTE]

Chromassault: 3 second cast- Damage the Target for (X) Spiritual Damage, and reduce target's Armor value by (Y) for the next 5 attacks.

Mark of the Unsullied: 2 min cool down- Decrease target's Block rate by (X)%, and damage absorbed by Shields by (Y). Last 10 seconds.

Abolish Corruption: Remove Hex effect on target, and cleanse 1 hex effect on the target every 3 seconds. Last 15 seconds.

Hand of Tremayal: 1min cooldown Absorb all Physical damage for the next (X)[3max] attacks on target. last 10 seconds.

Holy Contravention Strike: 10 second Cool down- Strike the target, increasing the haste and effect of your next Heal Spell.--Knighthonor 10:30, 5 February 2010 (UTC)