ArenaNet:Guild Wars 2 suggestions/Support Mage Profession

From Guild Wars Wiki
Jump to navigationJump to search
Guild Wars 2 Suggestions

Support Mage (Discussion)

Intro; Why this idea?

To start with, I am looking from the 6 core professions baseline. At that point, most basic 'jobs' in the game are covered in my opinion. One that slightly lacks is a supportive mage, aside from a few monk and elementalist skills. Nice as that is, monks usually are expected to heal or protect, and plenty of parties die finding out too late that they got themselves a smiting monk. Same for elementalists: you dont want to find out halfway a wipe that your nuker was atually a warder. A distinct profession would decrease the need for other professions to do such extra jobs.

As such, I consider that one of the few jobs that actually have a use of implementing. In current GW1, this role is covered a bit by monks, eles, ritualists and paragons, the latter two however have jobs much alike core professions, and monks like said are expected to keep up alive. As such it might be a nice option. The job of a Support Mage is simply that, to enhance their allies powers.

Basic Principles

My suggestion is not to make a new profession since it is unnecessary work. Either the Paragon or the Ritualist could be changed towards this role quite well (the other would be redundant and removed in my opinion); I would prefer the ritualist since she doesnt throw spears (which is an extra attribute and role), doesnt use echo's and chants (shouts alone I find enough in that gameplay area), and I feel it's a fitting role. Most attributes and skill types could stay the same, some skills can remain. Weapon spells are a nice example since they are limited (one per target) and yet effective, though they should not be too powerful. Spirits can well be used to buff a party. More enchantments would be added. Spells would do the rest. Shouts I think dont fit well with the profession.

Examples of buffs that the skills could give: Increased attack speed, damage increase, Energy regeneration increase (battery), armor increase, shorter cast time, quicker spell recharge, movement speed increase, block rate increase, unblockable attacks, etcetera. As for attributes, Communing (spirits) and Spawning Power (Spirits/Weapons) can stay. Channeling would mainly involve enchantments (unless a better name is developed). Restoration would be dropped. I'd offer meditation as a new fourth, mainly consisting of long-casting spells. Of course that distrubution is not exclusive, many skills would cross them, it is just a baseline.

Alternatively, the attributes could be strongly renewed. Spawning power would remain and would have skills that increase effectiveness in spirit/weapon use; the inherent effect makes spirits and weapons last longer. Ghostly Wrath would involve around skills improving combat effectiveness. Spirit Guide would involve around skills that improve allies in other ways. Meditation has spells with mainly long casting times (3-5 seconds) with strong end effects in many ways.

Elaboration on Changes

Why such modifications? For one, healing has been dropped. That should be a monk's work. Slight health regen and a selfheal would be possible, but this is purely for support and the self preservation that all professions have. Few spells should affect minions, so that MM doesnt become a standard choice. These changes are simply to keep the profession in its role: support. Not a direct damage dealing elementalist-clone either, though they can indirectly increase damage a lot, possibly alltogether adding up to more than any seperate profession could, which is in my opinion the more unique part of the ritualist's profession.

Mechanisms Used

The Support Mage would basically use already existing mechanisms. The first is simply enchantments. These would be the backbone of the profession with a usually relatively short casting time and mediocre effects, but can be stripped easily as well. Second would be Spirits, with a long cast, but good effect on many players as long as the spirit stays alive. Possibly their effect area should be limited a little since they should not end up buffing a hundred players during events, for instance they could have a smaller area of effect, or a maximum number of players affected. Third will be weapons, with a short to mediocre casting time (1 second) so they can be interrupted, but hard to remove; in return, their effects and duration are smaller than the enchantments. Spells are the fourth branch. Many have a long casting time but also strong effects if they dont get interrupted, others have a short cast but also small effect.

Playing with the Profession

Weaknesses of the profession: The profession's main weakness is its dependance on groups. Individually, their greatests strengths are limited, though enough skills remain to hold their own. Teamwork is essential to them, knowing which allies are most benefitted by which buffs. It takes some skill to get the best out of the class. Also some players might consider it boring just like monking, and after all you wont be killing much yourself. Another 'weakness' is that opponents may well consider them a priority target to soften up the rest.

Strengths are their impact on a team, especially on an experienced team. As said, when all is added up, they may essentially cause more damage than the best nukers, as well as helping indirectly to keep the party alive. Good players will much appreciate their work, making it a grateful job. It's a great job for dedicated team players since it requires knowing your team. Plus it is simply a job that isnt that well covered in GW1, so it's relatively a change. Another nice touch is that with many supportive powers, many professions can be combined with it, and as such overpowering is a bigger risk than underpowering.

Finally I would like to add that this is just a rough idea, and comments are very welcome.

Evaluation

Why this is a good idea
  •  A distinct job, that was probably not well defined in GW1
  •  Thus renewing without insane ideas (in my opinion)
  •  Adding no completely new game mechanics, just keeping weapon spells, thus relatively simple
  •  A big emphasis on teamwork, which the MMO players will probably appreciate
  •  Requires some skill and teamwork to gain the full benefit
  •  No truely new profession, thus less fuzz, less designing work
  •  Hopefully gives a new dimension to probably one of the least appreciated professions in GuildWars.
Why it may not work out
  •  It's still a rough concept which would need a lot more thought, and quite some balancing when most skills need to be reworked
  •  It may be a boring job
  •  The profession is relatively dependant on others, so a bad choice for solo players
  •  Takes away much of the original Ritualist class (Best magic user ever), and probably all use for the paragon (Also an awesome profession and a shining beacon of awesome).
  •  

Suggestions/Changes

Feel free to add suggestions for improvement under here on or the discussion page. Also feel free to ask questions or elaboration (please check first if it's not already answered on the page, of course).

  •  Made a few slight adjustments in layout, also added a mechanisms section, and an alternative attribute option.
  •