General:
A master of battlefield adaptation, the Symbolist makes use of a variety of arcane symbols, drawn with a magic tool, to manipulate magic into a seemingly infinite variety of spells. By using these symbols in different combinations, the Symbolist can convert his or herself into any variety of roles on the battlefield, acting as a Damager or Supporter at any given time.
Explanation:
The Symbolist can heal, attack, hex, or enchant based off of the combination of symbols that he strings together and then ends. Depending on the symbols that he decides to equip, he can serve as a caster, ranged or melee fighter, or even a healer. At its base form, the Symbolist can accomplish very little, but once more symbols and combinations are learned, it can become a potent class.
Class Role
The Symbolist acts as a supporter or damage dealer, depending on its usage.
Armor Level
Light Armor - 70 AL
Energy Level
High Energy
Range Type
Melee (When using Compass.)
Attributes:
Offensive Symbols: No inherent effect. Many symbols, such as those that deal direct damage or lead to damage dealing, are made stronger by increased rank in Offensive Symbols. Weapon symbols draw their power from your rank in Offensive Symbols.
Defensive Symbols: No Inherent effect. Many symbols, such as those that heal or prevent damage from being taken, are made stronger by increased rank in Defensive Symbols.
Compass Mastery: A higher rank in Arcane Mastery leads to more damage done by your Arcane Compass. Skills that deal with Compass damage are increased with higher ranks here.
General Symbols: No inherent effect. Many basic symbols or enchantments to aid you in creating symbol chains are made stronger with increased rank in General Symbols.
Symbolism (Primary): For every one rank in symbolism, ending a symbol chain results in one energy gained. For every three ranks in symbolism, ending a symbol chain results in one health gained. And for every 12 points in Symbolism, one additional skill slot is gained for usage.
Notes on Attributes:
• The Additional Skill slot in Symbolism is there to grant a slot for the “End Chain Signet” which is pretty much necessary for using this class, but it would suck to have to waste a slot on it.
• Weapon Spells, such as “Bow Symbol,” conjure that weapon for the symbolist to use. At this point, the weapon, a bow in this case, would treat the rank in Offensive Symbols exactly like a rank in Marksmanship. Weapon-Attribute-Linked Skills would not be affected by this, only the weapon itself.
Weapon:
Compass. The Compass looks not like a mathematical compass, but instead like a thin, metal wand. Although very similar to daggers, the Compass is a single-hand weapon, and you may only wield one. Slashing Damage (7-17)
Note on Weapon: The Compass is by no means meant to be the weapon of a melee Symbolist. They would rely on Weapon Symbols to do their damage.
Behind the Class: The key to a successful build in guild wars is chaining skills that go well together. The Symbolist takes this strategy to an extreme. Imagine a skill as a molecule, and a particular chain of skills as something made of those molecules. The symbolist uses symbols, the atoms that make up the moleules that are skills. Because of this, Symbolists are less able to make skill chains, so their skills are typically more powerful than the average skills to offset this.
Note on Symbols: Symbols are not considered spells, so they are not affected by skills like Backfire. However, once a chain is ended by expiration or by the “Chain Ending Signet,” there is a casting time for the chain that is equivalent to .25 seconds x (Number of Symbols Used in Chain (max of three)). This is considered a spell and can be interrupted. Like Assassins, a symbolist can string together three symbols to make a spell. Symbols are divided into the following categories: Primary, Following, and Conclusive. Following symbols must follow a Primary symbol, and Conclusive symbols must follow a Following symbol. Chains expire after two seconds without adding a skill, after using a Conclusive symbol, or by using a Chain End Signet.
Sample Skills:
(I don't have costs, recharge, etc. yet.)
Offensive Symbols:
- Flame Symbol: Primary Symbol. Conjures Flame. When used alone, Flame Symbol strikes opponent for 10...46 fire damage.
- Symbol of Air: Primary Symbol. Conjures Lightning. When used alone, Lightning Symbol strikes opponent for 5...30 lightning damage
- Ice Symbol: Primary Symbol. Conjures Ice. When used alone, Ice Symbol strikes opponent for for 5..30 cold damage.
- Symbol of Earth: Primary Symbol. Conjures Earth. When used alone, Earth Symbol strikes opponent for 4-20 earth damage.
- Sword Symbol: Following Symbol. Conjures Sword. The conjured sword lasts for 10..40 seconds and replaces the current wielded weapon.
- Axe Symbol: Following Symbol. Conjures Axe. The conjured axe lasts for 10...40 seconds and replaces current wielded weapon.
- Hammer Symbol: Following Symbol. Conjures Hammer. The conjured hammer lasts for 10...40 seconds and replaces current wielded weapon and focus.
- Longbow Symbol: Following Symbol. Conjures Longbow. The conjured longbow lasts for 10...40 seconds and replaces current wielded weapon and focus.
- Scythe Symbol: Following Symbol. Conjures Scythe. The conjured Scythe lasts for 10...40 seconds and replaces current wielded weapon and focus.