Feedback:User/MisterMister/Synergist Profession

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Lore:[edit]

The Asura, driven into the Maguuma jungle by the Destroyers and then the Dragons came across the new race in Tyria, the Silvari who seemed to have a powerful connection to nature and all the other Sylvari. A young Asura named Martt decided to investigate this and after stealing a Sylvari corpse and being promtly chased back to Asura territory delved into the brain of the Sylvari. After performing a few minor operations on an unfortunate volunteer he managed to alter their brain enough to give them astounding powers over others. He was able to delve into their minds and control their bodies and thus the first Synergist was born!

Descrption:[edit]

Synergists have the power to enter the minds of other beings and thus control them or shield them from harm with the sheer force of their mind. The only side effect is that their body is extremely vunerable while they are in the mind of another being.

Weapons & Armour:[edit]

Synergists use the basic caster weapons (staves, wands and offhand focusses) but their weapons are usually 'grown' by themselves by controlling the growth of a tree and thus their weapons should be woody and natural looking. They have the energy amounts of a caster aka. 30 energy and 4 regen and have the basic caster armour (60 max)

Attributes:[edit]

Synergy(Primary): For every 3 Ranks in Synergy, all Synergist skills cost 2.5% less energy to cast and the amount of damage the body takes while in 'Full Control' is reduced by 5%. Many skills involving protecting beings become more effective with higher Synergy.

-Synergy increases your synergy with other beings

Control: For every 4 Ranks in Control, you can control 1 extra creature over the base limit of 1 creature. Many skills involving controlling other creatures become more effective wth higher Control.

-Control amplifies the amount of control you have over other beings

Persuasion: No inherent effect. Many skills involving healing your allies or making them more effective in combat become more effective with higher Persuasion.

-Persuasion increases your persuasiveness allowing you to convice your allies' minds that they aren't hurt or thet they can, say lift a huge boulder.

Mental Capacity: Every Rank in Mental capacity grants you 2 extra energy and every 3 Ranks decreases the amount of energy it costs to attack with a controlled creature by 1. Many skills involving altering minds become more effective with higher Mental capacity.

-Mental Capacity increases the 'brain power' of your character, allowing them to perform better in combat using other creatures.

Important Information:[edit]

A Synergist can control other creatures wth its mind, rather like a minion crossed with a pet, for every controlled creature it has following it, its energy regen is decresed by 1 (like maintaining an enchantment). Every time a controlled creature attacks, the Synergist loses 5 energy or it loses control and the creature dissapears.

They can also go into 'Full Control' of a being(monster only). This allows the character to move and attack with the controlled monster and full access to its skills. While a monster is controlled, it's energy has a degen of 1, when it hits 0 the control ends and the Synergist is dazed for X amount of time(depends on the skill).

Skills:[edit]

Mental Barrier Enchantment; 5 enrgy, 3/4 acti, 20 chrg. For 20...30...40 seconds, target ally has +5...15...25 armour. (Attribute: Synergy)

Self Preservation Enchantment; 10 enrgy, 1 acti, 30 chrg. For 20...40...60 seconds, you have a 0...25...50% chance to doge attacks and an aditional +5 armour. every time you doge an attack in this way, lose 5...3...1 energy or Self Preservation ends. (Attribute: Synergy)

Nature Attunement Elite Enchantment; 10 energy, 2 acti, 30 chrg. For 60 seconds, your Synergist skills cost an additional 5...20...35% less than usual and you take an additional 1...5...10% less damage while in Full Control.

Capture Spell; 15 enrgy 5 acti, 60 chrg. Take control of target monster. (Attribute: Control)

Full Control Spell; 25 enrgy, 2 acti, 30 chrg. Go into full control of target creature, when control ends, you are dazed for 30...20...10 seconds. (Attribute: Control)

Perfect Synergy Spell; 25 enrgy, 2 acti, 45 chrg. Target foe is set to full health and energy, go into full control of target foe. When control ends, target foe is set to full health and energy and you are dazed for 5...3...1 seconds. (Attribute: Control)

"That didn't hurt!" Shout; 5 enrgy, 1/4 acti, 1 chrg. Heal all allies in earshot for 20... 40...60 health. (Attribute: Persuasion)

Clarity of Mind Spell; 10 enrgy, 3/4 acti, 5 chrg. Remove 1...2...3 condition(s) from target ally (Attribute: Persuasion)

"Death's no Problem!" Elite Shout; 15 enrgy, 1 acti, 60 chrg. Lose all energy, all dead allies in earshot are ressurected with 25...50...75% health and no energy. Live allies in earshot are healed for the same amount of energy as you lost. (Attribute: Persuasion)

Energy Pool Enchantment; 5 enrgy, 1/4 acti, 30 chrg. For 60 seconds you have 5...15...25 more energy. For 5...3...1 second you cannot use any skills. (Attribute: Mental Capacity)

Psyche Drain Hex; 10 enrgy, 1 acti, 10 chrg. For 10...20...30 seconds target foe is hexed with Psyche drain. Whilst hexed, target foe suffers -1...2...3 energy regen and you gain +1...2...3 energy regen (Attribute: Mental Capacity)

Pain Threshold Elite Hex. 10 enrgy, 1 acti, 30 chrg. For 1...4...8 seconds, target foe takes +20...50...80 damage from any source. (Attribute: Mental Capacity)

Races that can use:[edit]

-Sylvari. They have a natural synergy to nature and each other

-Asura. They have the technology to make a brain Synergetic

-Norn. They perform a sort of synergy when they become a totem spirit and so can train their minds to be Synergetic

Why this is a Good Idea:[edit]

-It adds an exciting new twist to gameplay

-It will add access to all those neat monster only skills

-A very versatile class (much like the Ritualist)

Why this might not Work:[edit]

-It will be near useless in PvP seeing as you can't control any of the playable races

-Easily killable when in another body (or at any other time come to think of it...).



Please feel free to add any good and bad idea points you can think of in the above two sections!