ArenaNet:Guild Wars 2 suggestions/Invoker/Glyphcaster

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

Invoker/Glyphcaster (Discussion)

  • Description- This idea came to mind while playing the costume brawl and one of the quotes of Staci, Basically the Invoker would be a character who would use glyphs and runes to amplify certain skills. One of their attributes, Invoking (duh) would be a fairly generic spell set that would contain what would be the base of their combat ability, below I will outline a few example skills. After selecting a small number of skills 2-3 the Invoker would then add a few other Glyphs to the mix each invocation that is cast can have up to two glyphs added to it to make it stronger. The weaker the base the more power that can be added to it, that way the Invoker choose between strong invocations that can have one slot for a glyph to empower it or can use a second weaker invocation. A glyph is inscribed in the air around the Invoker and have very fast casting times(.25-.75 seconds) while the casting time of an invocation would be longer(1-2 seconds), and cannot be removed. However the glyph does nothing until it is consumed during an invocation at which point its power is added to that of the invocation. The invoker is incapable of dealing either conditions or hexes on his/her targets however some glyphs do have effects similar to hexes but cannot be removed, these effects are very short (5-10 seconds AT MOST) and not nearly as devastating or spammable. They also have no way of directly healing allies aside from themselves, which is a skill located under their primary attribute.
  • Playstyle- The Invoker would require ample forethought and is susceptible to interruptions while invoking thus does not perform well when under pressure. However when an Invoker can discharge a fully scribed invocation they can dramatically alter the tide of battle. That being said the profession would require something that is in very short supply in most fights, TIME without glyphs empowering an invocation the class is only performing at half of its power, but it needs time to apply glyphs to the invocations that make them worthwhile. The Invoker is capable of both defensive and offensive tasks by tapping into certain glyphs, however the profession is more adept at harming its enemies directly than healing allies their defensive abilities take place in the form of single target invocations that either reduce damage or prevent it. The Invoker uses a staff or a stylus and shield, shields and styli are tied to their primary attribute.
  • Equipment- The Invoker would have 60 armor and be capable of being in melee combat or distance depending on their primary attribute and their weapon choice. Their armor would grant an extra pip of energy regeneration and an additional 10 energy. Runes would be Runecaster's insignia which would grant +1 energy per 2 equipped glyphs, Insignia of Bold Scriptures which gives +1 Health per glyph equipped, or the Battlescribe's insignia which grants a +10 Armor bonus when under the effect of a glyph.
  • New Weapon Type- Stylus, not your average writing utensil. A stylus is a melee weapon that deals normally piercing damage and deals damage based upon the number of glyphs equipped, max damage per glyph (based on GW1 Stats) 3-5 minimum damage would be .5-2.
  • New Skill Type-
Invocations: similar to spells however consume glyphs when cast and are less powerful without a glyph strengthening it.
Glyph: Unlike the GW1 Glyph the invokers glyphs stack and add things such as damage, healing, or debuffs such as decreased armor or movement speed. Maybe even some combination of the above or others.
  • Attributes
Primary Attribute-Scribing: For each rank in Scribing you gain .5 extra armor for each glyph equipped and improves skill with weapons and shields.
Invoking-No inherent effect, the higher the rank in this attribute the more effective invocations become. (note there are NO invocations outside this attribute)
Attribute-Destruction Glyphs: No inherent effect, glyphs related to dealing damage become more powerful become more effective with higher ranks.
Attribute-Preservation Glyphs: No inherent effect, glyphs related to protecting allies and the Invoker become more effective with higher ranks
  • Lore
Ascalonian Elementalists, researching into spell augmentation, found ways to amplify current glyphs in the year 47 PC (Post Conquering[of Ascalon]). These new glyphs however did not work with their spells. For two years the project was suspended until one man, who's name was lost to time, began "reinventing the wheel" designing new spells to utilize glyphs effects, however they were unable to actually perform at any level without augmentation, and were again suspended. For a hundred years few people were even considering using glyphs as a form of combat, yet when all knowledge was nearly lost a young scribe with only limited magical ability stumbled across old research in the Royal Krytan Library. Applying the glyphs to small cantrips he was developing as a hobby he discovered that his rather unconventional spell development actually bypassed the former bar on the spells empowerment. In later years it was discovered that the scholar had constructed the spells he worked on by "writing" them in the air with his fingers in a runic pattern which the glyphs would connect to and then react discharging and consuming the magic. In modern days Invocations are still being scribed but with a tool that amplified and concentrated the energies of an invocation: the stylus. Each stylus has a crystal core fashioned by the Asuran Crystal and Rare Elements Krewe, or A.C.R.E. for short, these gems focus mystic energies and allow glyphs to visibly appear in front of the caster, called the Invoker (named after the new variation of spells), and effect the new spell. The Invokers made their mark in the wars against the Charr and other races such as Centaur and Tengu that other races either stole, traded, or in other ways acquired this new variation of combat magic. While unconventional Invokers have been sighted more and more recently and have made their mark on the field of battle.


  • Example Skills
Glyphic Restoration, Skill;

5 Energy1 Activation time6 Recharge time The caster is healed for 10...22...25 health per glyph equipped. (Attribute: Scribing)

Impel, Attack Skill;

5 Energy0 Activation time7 Recharge time Stab the target discharging the uppermost glyph and dealing 1...6...7 bonus damage. (Attribute: Scribing)

Glyph of Inferno, Glyph;

1 Energy.25 Activation time10 Recharge time When discharged this glyph adds an additional 15...43...50 fire damage to the target and adjacent foes. (Attribute: Destructive Glyphs)

Glyph of Paranoia, Glyph;

5 Energy.5 Activation time25 Recharge time When discharged this glyph deals an additional 1...16...20 damage and causes the target to move and attack 15% slower for 5...7...7 seconds. (Attribute: Destructive Glyphs)

Glyph of Wounding, Glyph;

1 Energy.25 Activation time2 Recharge time When discharged this glyph adds an additional 1...12...15 damage.(Attribute: Destructive Glyphs)

Glyphic Fist, Invocation;

10 Energy2 Activation time4 Recharge time This invocation deals 10...34...40 damage and consumes two glyphs discharging them on the target.(Attribute: Invoking)

Evocative Touch, Invocation; Touch the target to grant them an additional 5...17...20 armor for 20 seconds, cannot self target, this discharges one glyph. (Attribute: Invoking)
Glyph of the Defender, Glyph;

1 Energy.5 Activation time5 Recharge time When discharged this glyph protects the target absorbing the next 5...49...60 damage taken.(Attribute: Preservation Glyphs)

Invocation of Frost, Invocation

5 Energy1 Activation time15 Recharge time This invocation deals 5...37...45 Cold damage and slows the target's movement speed by 20% for 5 seconds if a glyph is discharged. This consumes one glyph. (Attribute: Invoking)

Glyph of Haste, Glyph;

5 Energy.75 Activation time10 Recharge time When discharged the next skill you use has its recharge reduced by half. Fails with Preservation Glyphs of 4 or less. (Attribute: Preservation Glyphs)

Glyph of Vigor, Glyph;

10 Energy.5 Activation time15 Recharge time When discharged both yourself and the target gain 3...9...10 energy. (Attribute: Preservation Glyphs)

Guardianship, Elite Invocation;

5 Energy1 Activation time3 Recharge time Protects the target with a shield negating the next 15...63...75 damage. Discharges one glyph. (Attribute: Invocations)

Shocking Thrust, Elite Melee Attack;

5 Energy0 Activation time5 Recharge time Discharges two glyphs and adds an additional 5...11...12 damage per glyph discharged, this attack also converts your damage type to lightning damage. (Attribute: Scribing)

Sound of Thunder, Elite Invocation;

10 Energy2 Activation time10 Recharge time Deals 15...35...40 Lightening damage to your target and enemies adjacent to it and discharges two glyphs, for each glyph discharged those enemies are dazed for 0...2...2 seconds. (Attribute: Invocation)

Why this is a good idea
  •   A class that amplifies a pair or trio of spells rather than using many different ones is new to the Guild Wars Universe
  •   A profession with new mechanics adds to the new feel of GW2
  •   Versatile class that can function in both melee and spell casting combat.
Why it may not work out
  •  Potential abuse of unremovable debuffs, no matter how temporary, just like the buffs we all know and love/hate.
  •   The feeling that a spell caster should not be on the front line.

Notes

Impel is a word

  • This class was made by me Weaponmaster 10:57, 29 October 2008 (UTC)
  • Did a little revision added a few new skills and a typo. Also added another Insignia, and reduced the minimum damage of starters Stylus's.
  • Added a Lore section.
  • Couple more typo fixes.