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Old Aug 05, 2009, 02:51 PM // 14:51   #1
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Default The Binder

General
-Idea for a support class in guild wars 2 which utilizes a staff for a weapon and manipulates the state of things to gain an edge on the battlefield.

Explanation
-Utilizes maintainable enchantments and the new concept of "jinxes" which are maintainable hexes to create a web of damage relationships between your team and your opponents' team. Also boasts a variety of staff attack skills to both disable your opponent and protect any allies adjacent to you.

Class Role
-Like other weapon-based professions, the binder has an attribute to utilize attack skills while wielding his weapon, the staff, as well as the chance to critical, however unlike weapon-based professions, it does not require a minimum of 9 points placed into it to meet requirements to wield one but instead any existing staff will work. In other words, a staff which requires 9 points in Fire Magic in the Elementalist profession can be used to take full advantage of the attack skills available in the Staff Mastery attribute making it a flexible attribute for any existing caster profession, however its effectiveness while using these attack skills depends on the amount of attribute points placed into Staff Mastery.
-Many of the maintained enchantments and jinxes utilized by the binder focus on taking advantage of conditional situations which buffs your team or cripples your foes.

Armor Level
Caster Armor, 60 AL

Energy Level
High Energy, 30 Energy, 4 Energy Regen (Caster Energy)

Range Type
Ranged/Melee - Ranged with normal style attacks, however most staff attacks require melee range to execute.

Attributes
Binding Power - You gain 1 energy when you cast a spell for each maintained enchantment or jinx for a maximum of the rank of Binding Power divided by two. Several Binder skills become more effective with higher Binding Power.
Staff Mastery increases the damage you do with staves and your chance to inflict a critical hit when using a staff. Many Binder skills, especially staff attack skills, become more effective with higher Staff Mastery.
Crux Magic - No inherent effect. Many Binder skills become more effective with higher Crux Magic.
Empowerment Magic - No inherent effect. Many Binder skills become more effective with higher Empowerment Magic.

Example Skills
Spider's Glare - 10 energy, 2 second cast, 30 recharge. Spell. All allies under the effect of one of your maintained enchantments have poison condition removed from them and if a condition was removed in this way, all foes under the effect of one of your jinxes gain poison condition for 5..10..17 seconds. (Binding Power)

Chaos Channeling - 10 energy, 1 second cast, 15 recharge. Elite spell. One random hex affecting one of the allies under your maintained enchantment gets moved to a random foe under one of your jinxes. One random enchantment affecting one of the foes under one of your jinxes gets moved to a random ally under your maintained enchantment. 50% chance to fail with Binding Power 4 or under. (Binding Power)

Binder's Remedy - 5 energy, 1 second cast, 7 second recharge. Spell. Stop maintaining jinx on target foe and all allies under your maintained enchantments are healed for 30..100..150 divided evenly. (Binding Power)

Forcefield - 10 energy, 1 second cast, 20 second recharge. Enchantment spell. For 2..5..6 seconds, the next attack made against you is blocked. If that attack was a melee attack, that foe is knocked down. (Staff Mastery)

Leg Sweep - 5 energy, 1/4 second cast, 20 second recharge. Staff attack skill. If target foe is attacking and Leg Sweep is not blocked, foe is knocked down and your attack skills are disabled for 8..4..3 seconds. (Staff Mastery)

Bludgeoning Blow - 10 energy, 1 second cast, 8 second recharge. Staff attack skill. Deal +5..15..18 damage and inflict bleeding for 5..10..12 seconds. (Staff Mastery)

Malice - 10 energy, 2 second cast, 45 second recharge. Enchantment spell. For each new jinx cast on a foe, all foes under your existing jinxes take 5..12..17 damage. (Crux Magic)

Corrupt Talisman - 5 energy, 1 second cast, 20 second recharge. Elite Jinx spell. While you maintain this jinx, for every non-jinx hex cast on you, the same hex is cast on target foe with 20%..75%..100% of its original duration. (Crux Magic)

Wastrel's Falter - 10 energy, 1 second cast, 20 second recharge. Jinx spell. While you maintain this jinx, if you finish casting a spell and target foe is casting a spell, target foe is interrupted and you lose 15..6..5% life. (Crux Magic)

Balthazaar's Balance - 10 energy, 1 second cast, 15 second recharge. Jinx spell. While you maintain this jinx, whenever you are knocked down, your foe is knocked down. 50% chance to fail with Crux Magic at 4 or under. (Crux Magic)

Fool's Burden - 5 energy, 1 second cast, 10 second recharge. Jinx spell. If Fool's Burden is removed by a foe, foe which removed it takes 10..45..60 damage. (Crux Magic)

Life Link - 10 energy, 1 second cast, 5 second recharge. Maintained enchantment spell. You and target ally have health and max health equal to yours and his combined. Whenever you or target ally lose life in any way, target ally or you respectively lose the same life as well. When Life Link ends, you and target ally have life equal to your current health divided by two. (Empowerment Magic)
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Old Aug 05, 2009, 03:40 PM // 15:40   #2
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Quote:
Originally Posted by eyekwah2 View Post
General

Corrupt Talisman - 5 energy, 1 second cast, 20 second recharge. Elite Jinx spell. While you maintain this jinx, for every non-jinx hex cast on you, the same hex is cast on target foe with 20%..75%..100% of its original duration. (Crux Magic)

Life Link - 10 energy, 1 second cast, 5 second recharge. Maintained enchantment spell. You and target ally have health and max health equal to yours and his combined. Whenever you or target ally lose life in any way, target ally or you respectively lose the same life as well. When Life Link ends, you and target ally have life equal to your current health divided by two. (Empowerment Magic)
interesting class, but these two skills seem horribly broken.

plus, you speak of "maintained" enchants...do they still follow the usual -1 energy regen rule?
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Old Aug 05, 2009, 04:00 PM // 16:00   #3
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I've always liked the idea of melee stave attacks, but how is this class going to survive up close in melee?
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Old Aug 05, 2009, 05:26 PM // 17:26   #4
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nice... it's really cool. very smart, too. a few skills are overpowered but other then that I'd love to see this profession in GW2
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Old Aug 05, 2009, 05:30 PM // 17:30   #5
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A class with caster armor in melee range, that's always a bad idea. And alot of the skills are broken due to the fact that maintained enchantments must have a downside such as a -1 en regen or else the skills would be way to overpowered
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Old Aug 05, 2009, 08:29 PM // 20:29   #6
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Life Link + superior runes + blood is power = good trollings in ab
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Old Aug 05, 2009, 08:42 PM // 20:42   #7
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Thank you for the constructive criticism and the compliments.

I wanted to make a profession which would pair easily with any other caster class and provide a line of staff attacks which while they inflict damage, the central theme was a sort of passive defense. I wanted to throw in a few other spells like Forcefield which would heal adjacent allies and things of that nature.

Not that there would necessarily be an elementalist in guild wars 2, but an immediate idea I had for this class would be an elementalist/binder which utilizes staff mastery to provide a decent melee defense in addition to high damage fire magic close-range spells like inferno. I didn't make it to allow a caster to kick ass like a warrior, but merely give a caster a viable defense versus a warrior.

I do think it could use a bit of rebalancing. And yes, the maintained enchantments and jinxes use -1 energy degeneration, which makes Binding Power important for energy management (though you might could manage with Blessed Signet using Monk primary).

The Blood is Power I don't think would be in Guild Wars 2, though assuming it were, the loss of life condition is met even with life sacrifice, so you'd sacrifice 33% of both your life and the life of your target. It's really just a health pool such that you can guarantee that your target won't die until you die as well and vice versa.

Last edited by eyekwah2; Aug 05, 2009 at 08:49 PM // 20:49..
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Old Aug 14, 2009, 04:37 AM // 04:37   #8
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Love the idea

Fix the skills and make 80 armor or 70 armor and we're set.
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Old Aug 31, 2009, 01:05 PM // 13:05   #9
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Thought up some ideas for Empowerment Magic skills since I had really very few before. I'm sort of introducing a new concept called the "Worm" skills which are maintained enchantments which provide better overall advantages than normal skills but have a slight disadantage as well which may be conditional or not (think of it like a sort of simbiosis relationship).

Strength Transfer - 10 energy, 1 second cast, 5 second recharge. Maintained enchantment spell. Target ally gains immunity to weakness condition and moves 6..33% faster. You move 2..11% slower and gain weakness condition whenever you are struck. Cannot self-cast. (Empowerment Magic)

Mage Worm - 5 energy, 1 second cast, 6 recharge. Maintained enchantment spell. For every 8 seconds target ally is affected by Mage Wyrm, a hex is removed. If no hex is present on ally, every 8 seconds an enchantment is removed instead. (Empowerment Magic)

Demonic Worm - 5 energy, 1 second cast, 6 recharge. Maintained enchantment spell. For every second target ally is affected by Demonic Wyrm, target ally gains 2..15 health every second. If Demonic Wyrm is removed by a foe, target ally loses 230..75 life and receives Deep Wound condition for 10 seconds. (Empowerment Magic)

Gladiator Worm - 5 energy, 1 second cast, 6 recharge. Maintained enchantment spell. Target ally gains 20%..100% more adrenaline. If target ally does not receive damage within 2..8 seconds of the last time target ally has received damage, target ally loses all adrenaline. (Empowerment Magic)

Ward Worm - 5 energy, 1 second cast, 6 recharge. Elite maintained enchantment spell. Target ally gains immunity to all conditions but receives -2 health degeneration. (Empowerment Magic)
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Old Sep 02, 2009, 05:14 PM // 17:14   #10
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Quote:
Originally Posted by eyekwah2 View Post
utilizes a staff for a weapon
It's physically impossible to utilize a staff as a weapon.

You can use a staff as a weapon, but you can't utilize a staff as a weapon because a staff is already a weapon.
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Old Sep 03, 2009, 09:50 AM // 09:50   #11
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I assume you mean that I can't make a class which uses a staff as an attackable weapon? Why not? That's sort of the whole point. Adding attack abilities for the staff allows any profession who wields a staff capable of utilizing these skills. I see nothing wrong with that.

Don't get me wrong, you'd have to use attribute points to make them effective. Not only would I need to put at least 9 into the staff prerequisites, but I'd also probably want at least 9 in Staff Mastery so that the skills I bring become more effective. What you *won't* see is a staff which requires 9 in Staff Mastery, which means a Binder Primary can use any old staff he finds for Staff Mastery skills.

Last edited by eyekwah2; Sep 03, 2009 at 09:56 AM // 09:56..
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Old Sep 03, 2009, 07:50 PM // 19:50   #12
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nice idea, but i think it's too much like a ritualist/monk
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Old Sep 03, 2009, 09:21 PM // 21:21   #13
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So now 2 forms of hexes, I want to get away from hex spam in GW2.
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Old Sep 04, 2009, 02:20 AM // 02:20   #14
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Quote:
Originally Posted by eyekwah2 View Post
I assume you mean that I can't make a class which uses a staff as an attackable weapon? Why not? That's sort of the whole point. Adding attack abilities for the staff allows any profession who wields a staff capable of utilizing these skills. I see nothing wrong with that.
You seem to think utilize and use mean the same thing
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Old Sep 05, 2009, 06:04 PM // 18:04   #15
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http://thesaurus.reference.com/browse/utilize

You're obviously using a definition of utilize that I've never heard of before.
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Old Oct 04, 2009, 05:23 AM // 05:23   #16
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Wow, I TOTALLY mispronounced the class name.

I'd like the idea of a staff that gets used as a caster weapon at range but a melee weapon up close...
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Old Oct 04, 2009, 07:44 AM // 07:44   #17
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Thy thinks this is a good idea, however one should use a pole not staff. The worm spells concern me as thy can kill OTHER players. However it is great for revenge on a weakling away from his keyboard post. Thy looks forward to seeing the growth and destruction of the poor profession.

Beware Binders, Halloween can shatter the strongest of binds.
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Old Oct 10, 2009, 11:46 PM // 23:46   #18
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very nice idea but some stuff needs buffing and nerfing :P otherwise great idea for a new prof. i hope to see this in gw2
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Old Oct 30, 2009, 10:30 PM // 22:30   #19
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I believe GW2 has already released something saying you can choose which kind of armor your character uses... that armor isn't profession based in GW2...
If I'm incorrect... spank me... my bad...


If so... could be really cool for this class... interesting concept.. Kinda Necro/Mesmer/Rit thing that bangs on stuff with a staff... I dig it.
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