That's not to say that a good suggestion should not be well thought out. It should - if anyone inquires as to your pet class's skills you should be able to talk their ear off and get as technical as they want. That information, though, shouldn't need to be present to "get" the concept class. If an idea is good enough others won't need a skill listing; they'll be coming up with their own on the fly and no matter how hard you try your own skills won't be able to compete anyway.
With that said, I sure do hope my money is where my mouth is.
What makes a good class, or more specifically, what does a new class have to bring to the field to avoid being (just another X)?
- Individuality - The new class must be and appear unique. It must play differently (if only slightly) from everything else, and require different counters to be beaten. Ideally it must have unique lore as well - it shouldn't be "this other place's equivalent of a warrior."
- PvP enchancements - I'm an RPer at heart, but let's face it: Guild Wars == PvP. After learning what <Class> brings to the table it should be impossible to think about PvP without noticing a <Class> shaped hole in it.
- PvE enchancements - Secondary to PvP, if a class significantly adds to PvE it's always a bonus. A lack of emphasis in this category combined with a narutarded generation of adolescents is what has lead primarily to the absolute suckage of Assassins in PvE, with subsequent and well-deserved hate.
- Setting - Any new class must mesh with the game it's set in without redundant overlap. A guy with a laser blaster does not fit into a fantasy RPG no matter how you spin it. Likewise, it must not resemble any other class to the point where their niches are interchangeable.
Onto the meat of this topic - The Dervish
Consider the warrior as a balance between three desirable traits: offensive power, defensive power, and battlefield agility. He is dangerous enough that you don't want him attacking you (but not always an "omfg I'm dead" situation), defensive enough that despite his offense his priority in the enemy's kill-list is reasonably low, and fast enough to give chase if needed (but not so fast as to make escape impossible). Now picture the assassin to one side of the warrior. Sins are the result of a simple tradeoff: sharply reduced defense in return for increased offensive capabilities and vastly improved movement options. Now suppose the Assassin is but one side of a triangle, centered on the Warrior. Sins' corner has reduced defense, but increased offense and agility. The other two corners hold empty slots for a fast, tough but weak character, and a dangerously durable yet slow character. This last one is the Dervish.
For those unfamiliar with the historical significance of the term, Dervish traditionally refers to Muslim monk-equivalents who, among other things, are often associated with the trance-like states that some Dervish orders use as part of their religious practice. This would of course make the Dervish a good class for Campaign Three, although I expect I'm well past the cut-off date for new classes. (Note to GW: give us a theme earlier than six months before release!) "Dervish" is also used to denote a person with limitless and frenzied energy.
A few youtube clips of Whirling Dervish dances, which should be the primary graphical inspiration for the Dervish class (as opposed to those Dervishes who beg on the streets or stab themselves with red hot needles):
http://www.youtube.com/watch?v=4Z32hDXXkyM
http://www.youtube.com/watch?v=a1NsVD9qsUU
http://www.youtube.com/watch?v=bIpHdbSq_04
Note the use of knockdown in the second link. Clearly, these are men to be feared.
What I envision Dervishes bringing to Guild Wars is the Trance ability. Similar in execution to stances (to the point that anything which removes stances can remove both), trances would be activated in a manner more similar to adrenaline skills - some number of consecutive melee hits without a block, evasion, miss or knockdown enables the trance to be insta-cast (in other words, the Dervish works himself into a frenzied trance).
Once active the trance runs until completion, which may not be a good thing. I would hope for trances that are double edged swords: conferring some significant bonus but locking player control in some fashion. Say you have a trance that adds +20 damage to every hit, with the downside that while the trance is active you cannot break from combat, change targets, or cast any spells with a casting time. Or a trance that deals damage to all adjacent foes in addition to your normal attacks, but you move 90% slower.
I'd also like to see a Dervish attribute focusing primarily on shouts (reminiscent of the Howling Dervishes, another well-known order) that boost himself and allies, particularly allies adjacent to the Dervish. Properly done, a well-built Dervish should be able to significantly increase the lifespan of a caster under his wing and tremendously toughen fellow warriors by his side. This would help make caster builds that are currently too risky to play (close-range fire ele) much more effective with the proper teamwork.
Attributes:
Trancery {P}
Weapon mastery (most likely some type of sword [perhaps the shamshir?])
Defensive and healing skills
Howling
The best trances of all kinds should be found in the first attribute, mostly offensive trances in weapon mastery, mostly defensive and healing trances in Defense, and Howling could really be anything, though I'd like to see some excellent hex and condition self-removal in keeping with the defensive bent (Empathy, when cast at the beginning of an uninterruptable offensive trance, might be extremely fatal otherwise).
How the Dervish will enhance PvP and PvE:
PvP
I'm by no means a PvP player - I have precisely one fame - but warriors pressuring the monk is one of the few constants I have rarely seen a game without. The addition of Dervishes would provide the potential for a monk safe haven at the cost of decreased motile damage. Alternately, a Warrior/Dervish or Dervish/X would be able to keep up with the other Warriors in terms of sheer damage while additionally boosting the grunts' durability (at the cost of reduced speed and a reasonable chance that your trance will work against you).
PvE
The PvE tanking scene is pathetic. Seven classes of squishies and only one tank? There's even two healing-types now! Dervishes would be a tremendous boon to PvE tanking, providing variety and allowing Warriors to better explore their damage options instead of being forced to tank mission after mission. Not to mention that the AI will be much less capable of making their trances work against them, and lack of speed skills is not much of a punishment when mobs wait patiently for you to approach and rarely run away.