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Old Mar 01, 2007, 12:31 AM // 00:31   #1
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Default Anamist/Wyrd

Animism is a belief system that combines body and soul as unified and inseperable. They are the same, both spirit and matter. It maintains the belief that personalized souls are found in all things: animals, plants, and other material objects, and that these souls/spirits govern daily lives and fated events.

It is a belief system that is ancient and crosses multiple cultures (both modern and early) from every corner of the globe. In terms of early Anglo-Saxon cultures in the pre-Christian tribes, this unification was thought to be present in the natural landscape as a sort of life-force called the Wyrd (pronounced weird). Offshoots of this belief system extend to modern Neopagans, Native Americans and Buhdists...that all things are connected. Oddly, this is supported by quantum mechanics as well, but that's another discusion all-together.

The idea for a Profession draws from the Shamanistic practices such as autohypnosis, astral projection and clairvoyance (literally: clear seeing). While the Shamen are a narrow band within Animistic belief, they are specifically about the task of diagnosing ills brought about by spirits, where as an animist may employ a shaman, their spectrum of spiritual belief is a much braoder one. This broader belief, is the basis for my proposal for two reasons: character flexibility (precludes the steryotypical healer class) and broader range of potential offensive/defensive skills.

Druids, a polytheistic group with similar beleifs in the connection of man and nature, are generally seen as a group for whom the body, mind and soul are seperate....but they see spirits as being more-or-less in all things. After researching Druidic beliefs, it seems a more primitive/primeval cultural reference was in order...something not quite savage, but tribal. So, while liking Druids and Shamen and Clerics...I thought to tweak the mold a bit and propose something unique:

The Wyrd:

A practitioner of stoicism that believes that self-control, fortitude and detachment from distracting emotions allows one to become a clear thinker, level-headed and unbiased. A primary aspect of his character would be be to improve his/her spiritual well-being through physical rigor as body and soul are one. Virtue, reason, and natural law are prime directives. By mastering passions and emotions, the Wyrd believes it is possible to overcome the discord of the outside world and find peace within oneself.

Weapon of choice: the flail

Armor: Because the Wyrd is attuned to the spirits of the natural world, covering his/her body with little as possible allows for quicker access to the great reserves of mana that can be drawn from their surrounding environment. Tatoos made from plants of the earth and animal skins prepared in a way that honors the animal from which they came are all they are likely to wear.

Attributes:

Clairvoyance: "Clear Seeing" This attribute functions as most primary attributes in that the higher the rank, the more effective other skills become. In this case, the higher the rank, the more mana you can draw from your surroundings, and the more focused that mana becomes...thereby increasing the effectiveness of spells. Think "critical hits" for spells.

Spirit Walking: Essentially astral projection...differentiated from shadow stepping in that the caster leaves his/her body behind temporarily. Spirit walking skills would include defensive measures that preclude the use of physical attack skills (as you have left your body behind) but allow reduced damage, healing, while still being able to call upon forces of nature to attack enemies. The character would appear "entranced" and stationary, their body taking litlte or no damage while ghost form is vulnerable to all but physical attacks and would be free to move about within a short radius for a limited time...unable o manipulate physical objects directly (can't pick up drops, pull levers, etc).

Flail Mastery: The weapon of choice, includes whip an mace-like weapons...variations of damage types can extend from slashing, blunt and peircing damage. Attack speed similar to a hammer and well and similar (but lesser) damage...advantage however is that the character may hold a focus or sheild as the flail is a single-handed weapon.

Animism: Skills in this attribute allow the Wyrd to call on the forces of nature, wether by calling a swarm of flies to blind the enemy or to take on the characteristics of a tree (hard to hurt, easy to burn), animal or object. Animism allows the Wyrd to strike quickly like the snake, take the form of a stone, or cause the very earth to shake. Unlike the ritualist, the spirits called upon by the Wyrd are often unseen and are of the natural world.

The Wyrd is a casting mele hybrid capable of standing toe-to-toe with Dervishes and Warriors, but relying on spells rather than armor for protection...


Feel free to pick it apart...
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Old Mar 01, 2007, 01:10 AM // 01:10   #2
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yeah, sounds really nice, some sort of nature magician or so, but a flail oO ?
really "wyrd" XD LOL


somehow this sonds to me too, like a idea from a Hippy out of the 70'ties ^^, not personal meant, "Flower power rulez" XD


my version would be more like an Elementalist, but using the power of animals and plants, like summoning douzens of thorny poisonous roots out of the earth, which will slash then enemies in their near like whips ^^ or using a spell, that maniputes the weather, so that it begins to rain, which will increase at example for a while the might of ice elemental attacks and spells or so ....

(this reminds me a bit on ragnarok onlines sage/scolar) XD
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Old Mar 01, 2007, 05:42 PM // 17:42   #3
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The identity is very unique, but the skills seem like they are put together just for the sake of something to offer. A very simple guideline to abide by when making class ideas is whether or not this class is going to be widely appealing to exsisting and new players........

I mean, a Wyrd........... it's just a pain to play, I'm not interested, so I will likely start playing it just to use through the next chapter, and be pissed that they made another chapter with characters that arn't really interesting and satisfying to use. Can someone please come up with a good class idea.
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