THE SHRIFT:

http://i14.photobucket.com/albums/a3...newshrift4.jpg
As with all other Guild Wars classes, the Shrift is devoted to his god. However, the other professions' faith pales in comparison to his fervor. To commune with his deity, the Shrift explores his own mortality through suffering. He is covered in painful piercings which are constant reminders of his own corporeal flaws. The Shrift enters battle, redirecting opponents' damage towards himself. By basking in the agony, his faith is strengthened. All the while, he zealously preaches, forcing opponents to recognize their own humility.
As far as basic stats go, the Shrift has about Warrior level HP, armor, and energy. Damage from the flail (think anything from a free-swinging mace to a cat-o-nine-tails) would be 15-25, at a rate of one attack per 1.75 seconds.
These are the Shrift's four attributes:
1) Masochism (Primary Attribute) - Similar to Soul Reaping for Necromancers. Affects how much damage taken is converted into energy.
2) Flagellation - Determines the range of Flagellation enchantments (minimum: nearby, to maximum: 1/2 of the aggro circle). Only one Flagellation enchantment can be used at a time.
3) Penance - Affects mid-range calls/chants which target enemies, most of which target enemies that are dealing damage to the Shrift.
4) Condemnation - Affects spells which confuse opponents' skills.
Strengths:
1) The Shrift shines when he is truly getting wailed upon by as many people as possible. This allows him to maintain energy and use more Penance skills, which can weaken the attacking enemies to the point of uselessness. Very few Penance skills affect opponents' health, instead they focus on debuffing other stats.
2) Depending on the build, the Shrift can act as a tank, protecting squishies (secondary class Monk could help keep him alive while nullifying opponents' attacks), or as a debuff spammer.
Weaknesses:
1) A Mesmer can dominate the Shrift in many ways that render the Shrift useless (use your imagination). One quick example I thought up: by breaking the Shrift's Flagellation enchantment, the mesmer takes attention away from the Shrift back towards other players. Without being attacked, the Shrift does negligible weapon damage and has little energy, allowing him to sporadically cast Condemnation spells.
2) A Necromancer that uses Well of Silence or some such will shut down the Shrift's Penance skills. The result: he's a passive tank that gets beat upon but does nothing in return to his attackers except for the ocassional condemnation spell and minimal weapon damage.
3) The Shrift has little self-heal and is dependent upon a supporting class to be effective without dying.
4) An Area of Effect, Damage over Time spell could quickly drain the Shrift's health. For example, if the Shrift were protecting four teammates and an Elementalist cast Fire Storm on him and those he was protecting, the Shrift could conceivably take 1200 damage in 10 seconds.
HOW THE SHRIFT WORKS IN BATTLE:
The Shrift may enter the frenzy along with other point-blank attackers, increasing the likelehood to receive damage. Alternatively, the Shrift can hang back with the spellcasters, acting as a tank to protect them. After setting up a Flagellation enchantment, the received damage of allies in range is redirected towards the Shrift. As foes attack, damage received is converted into energy which the Shrift then uses to call out Penance shouts/chants, slowly rendering attacking foes useless. See further below in the thread for examples.
As well as drawing fire and crippling enemies, the Shrift may also blur the lines between friend and foe by using Condemnation skills (which aren't dependent upon being attacked). These skills can make enemy monks accidentally heal allies, make opponents deal damage to other adjacent opponents, etc. For examples of Condemnation skills, look further down in the thread.
So that's my idea. The main benefits that I can see:
1) Another class besides the Warrior tank which could take massive amounts of damage. Unlike the Warrior, the Shrift would be an actual tank, protecting his allies regardless of whether or not opponents choose to attack him.
2) The Mesmer would be most effective at shutting down a Shrift (which would otherwise be a pretty powerful damage negater/tank). This would reinvigorate a perpetually unpopular yet valuable class.
3) The role is original. The Shrift doesn't heal, does very little damage, doesn't exploit the dead, and doesn't buff allies. The Shrift casts hexes and opponent-targeted chants/shouts, but none do much damage and most are dependent upon getting beat on.
4) The Shrift also adds chance into Guild Wars (chance of mistargeting spells), which hasn't been introduced as of yet.
What is important is coming up with a fundamentally new role that works within the current framework, and I think the Shrift does the job. What do you guys think? Please, no flaming?