(I copy/put the old Protector as a reply, in case anyone want to read it)
Always had the Aura in mind (so not to say copying the recent trend of Aura based Concept classes), but I guess I am jumping the train wagon with it as well. Beta's Infernal Knight also help spark a few ideas.
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Class name: Templar
Special Weapons:
- Mace, a single hand blunt-damage melee weapon that has similar attack speed to axe, but a bit weaker in damage. Also include Smaller Hammer, Club, Morning Star, Flail, Balls-on a Chain type of weapons.
- Two hand Shield- As the name apply, a shield that require two hand to use. It much larger, often with a spike or blade around it. Offer much more defensive power than that of one hand shield, as well as more chance to block with it. Can also use to attack, but with low damage (12-18) and attack speed.
Energy: Same as that of a Warrior, Start at 20.
Armor: Similar to a Warrior, at about 80 to 90 AL range.
Juggernaut Set: 120 AL (but with decrease in movement and attack speed)
Defender Set: 80 AL with +20 against physical, but take extra damage against lighting.
Inferno Set: 80 AL with +20 against Dark magic, but take extra damage against Holy.
Angelic Set: 80 AL with +20 against Holy magic, but take extra damage against Dark.
Paladin Set: 90 AL when equip with a Blunt Weapon.
Premise:
A Templar is not just another Warrior clone. While it lack any major punch with its melee attack skills, it make up for its blocking ability, as well as the auras.
A Pure Templar build might follow such templet as
A Defender, the ultimate tanker, that equipe and use lots shield skills… or
A Paladin, that use the boosting light auras to protect self and ally… or
A Hell Knight, that use lots dark auras for AoE damage.
And unlike the current Paladin (W/M), much of its aura need to be constanly keep an eye on, for they have a lot heavier upkeeps, and is expected to turn them on and off as needed. The Mace mastery also offers a different way of interruption and conditions not found with other melee weapons.
(NOTE: Its actually a combination of two type of character, the Holy Knight (Paladins), and the Dark Knight (Hell Knights). Since I want to increase the scope of such class, and not restrict it to just dark or light.)
Attributes:
Influence (Primary)- For every rank in the attribute, you increase the range of effect of your Aura skills. Also include skills that will improve use of Aura skills.
Virtue- Holy Magic. Spells and Auras for helping/support/boosting team ally or self. Include most of the Awareness skills.
Vice- Dark Magic. Spells and Auras for dealing damage, and other purpose. Include most of the Corrosion skills.
Guardian – Skills in blocking and defending against melee or magical attacks. Also skills to protect team allies. Allow better use of Shield and Two-hand Shields.
Mace Mastery – Skills that allow you better use of Mace. Many skills in interruption and applying Headache or Confusion conditions.
Specials:
Aura:
Skills that have an AoE of effect centered around your character. It has a pretty short effect range (smaller than that of ward) but it is not stationary, and is move with the character. Aura skill are much like Enchantment, meaning once cast, will last as long as it is maintained, but can be turn off any time. It is also treated as Enchantment, meaning it can be strip by skills.
There are 3 different types of Aura skills that have different requirements.
Enchantment: just like that of Monks. Need 1 arrow of energy regen
Corrosion: Need about (9…4) arrows of HP regen to maintain. Depend on the skill and attributes.
Awareness: Need about (5…2) arrows of Energy regen to maintain. Depend on the skill and attributes.
The Corrosion and Awareness aura are design to be use for short terms, but with better effect.
(On a side note, I dislike the name Aura, since its somewhat overuse. But since I can’t find a better one, so will have to stick with it for now.)
Hold Block: Some shield skills in the Guardian attribute will require hold block. Hold block is like a short term stance, and its effect will last as long as you hold block (holding a shield out). You break the hold when you move, attack, or use skills. When hold block, most frontal attack will be absorb by the shield.
New conditions:
See here
http://www.guildwarsguru.com/forum/s...ad.php?t=99285
Confuse:
For the Duration, character’s movement are confused, which make it hard to orient them self. (moving you forward might move you to the left, moving to the left might move you to back, etc). Also for the duration the skills’ placement on the skill bar is mix as well.
Headache:
The Energy version of Deep Wound. Headache reduce the maximum energy of a character by 25% for the duration of the skill used against him/her. A more offensive version of Exhaustion.
Skill Examples:
Influence (Primary)-
Extend Influence:
5e | 1c | 20r: Extend all your current maintained aura’s influence’s range by double for the next (2…6) seconds.
Aura Burst:
5e | 1c | 20r: End all your current maintained auras. All foe whining your aura’s influence range take X damage for every Aura ended this way.
Corrosion Transfer:
10e | 1c | 30r: Reduce the HP degen arrow required by the next Corrosion skill by (1…3), but reduce your AL by (30…20).
Free Mind Trance:
15e | 2c | 45r: Your next Awareness skill require no Energy Arrow to Maintain as long as you are in the trance, but if you move, use skill, or attack, you will break out of the trance and end this skill.
Guardian:
Shield Bump:
9a | 0c | 0r : Knock back on a target, used up all you adrenalins. Must have a shield equipped.
Shield Toss:
5e | 0c | 15r : Throw your shield at the target and damage the foe for X damage. After the attack, you will be Disarm from your shield (can not use the shield) for the next 5 seconds.
Frontal Block:
5e | 0c | 10r : Allow to Hold Block for 2…6 seconds. In duration of hold, you gain +X AL.
Arrow Blocker:
10e | 0c | 5r : Allow to Hold Block for 2…6 seconds. In duration of hold, you and nearby ally gain X% to block arrow attacks.
Block Magic:
4a | 0c | 0r : Allow to Hold block for 1..3 seconds, you block the next incoming elemental attack, and this skill ends.
Strike Blocker:
4a | 0c | 0r : Allow to Hold block for 1..3 seconds, you block the next incoming melee attack, and this skill ends.
Armor Shredding Burst:
5e | 1c | 15r : Deal X piercing damage against all nearby foe. (the damage will be depended to how much AL you have at the moment) After the skill, your AL will be reduced by Y% for next 5 seconds.
Ramming Bash:
5e | 1c | 15r : Deal X blunt damage to target foe. (the damage will be depended to how much AL you have at the moment) After the skill, both you and target foe is knock down, and your AL will be reduced by Y% for next 5 seconds.
Virtue-
Aura of Defense:
15e | 3c | 45r: Enchantment Aura: Increase the AL of all nearby Ally by (6…12).
Aura of Healing:
15e | 3c | 45r: Enchantment Aura: All who is effect by the aura will receive X% more hp from healing.
Focus Shelter:
10e | 2c | 45r: Awareness Aura: take (5…2) energy regen to maintain. All ally within your aura’s influence will increase their AL by 50…60.
Grant Blessing:
10e | 2c | 45r: Awareness Aura: take (5…2) energy regen to maintain. All ally within your aura’s influence will increase X energy regen and Y HP regen.
Boosting Attack:
10e | 2c | 45r: Awareness Aura: take (5…2) energy regen to maintain. All ally within your aura’s influence will increase attack power by X.
Holy Aura
10e | 2c | 45r: Awareness Aura: take (5…2) energy regen to maintain. All ally within your aura’s influence will gain +X Holy damage to their attack, and receive Y AL against Dark magic.
Lay of Hand
5e | 2c | 45r: Awareness Enchantment: take (5…2) energy regen to maintain. Target a Ally at touch range. Target ally gain X HP for every second it is maintained.
Persistent Protection
5e | 2c | 45r: Awareness Enchantment: take (5…2) energy regen to maintain. While Enchanted, Target ally will not suffer any new conditions.
Vice -
Aura of Thorn:
10e | 3c | 15r: Corrosion Aura: take (9…5) HP regen to maintain. All foe withing your aura’s influence will take X damage every 3 seconds.
Unholy Burn
10e | 3c | 15r: Corrosion Aura: take (9…5) HP regen to maintain. For ever 5 seconds, all foe within your aura’s influence will suffer Burn for 1…3 seconds.
Conjure Dark Flame
10e | 3c | 15r: Corrosion Enchantment: take (8…4) HP regen to maintain. Enchant your weapon with Dark Flame, dealing X extra damage per strike.
Dark Grasp
5e | 2c | 10r: Corrosion Hex: take (7…3) HP regen to maintain. Hex your target with Dark Grasp, reducing their attack and movement speed by 50%.
Fell Plague
10e | 3c | 15r: Corrosion Aura: take (9…5) HP regen to maintain. All foe within your aura’s influence will suffer –1…3 HP degen. When end this skill, all foe within your aura of influence will suffer Disease for T seconds.
Unholy Energy
10e | 3c | 15r: Corrosion Enchantment: take (9…5) HP regen to maintain. You gain +(1…3) energy regen when you maintain this enchantment.
Soul Sucker
10e | 3c | 15r: Corrosion Aura: take (9…5) HP regen to maintain. You steal X hp from all foe withing your aura’s influence.
Mace Mastery:
Head Bash:
6a | 0c | 0r : Deal X damage on next attack. If target is confuse, will deal Y more damage (but target will be heal of confusion)
Head Knocker:
7a | 0c | 0r : Cause Confuse on the target foe for (2…5) seconds on the next attack.
Armor Cracker:
8a | 0c | 0r : Break target’s body armor, reduce it by X% for T seconds.
Knee Breaker:
8a | 0c | 0r : Target is Cripple for T seconds. In the duration of T seconds, if target is Knock down, will require 1 more second to get up.
Black Jack
5e | 0c | 20r : Cause Headache on target foe for (3…12) seconds.
Flashing Star:
8a | 0c | 0r : Deal no damage, but interrupt target’s current action. If target is casting a spell, will cause Confusion for 3 seconds, follow by Headache for T seconds.
Balancing Issues:
Pro: Great Armor, good defense. Team support. Interruptions.
Con: Lack of energy. Very little attack power. Difficult timing with blocking. Short range of Auras. Weak against armor penetration attacks, DoPs, and Hexs. Need to be mindful of the aura maintaince.
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I like the girls from 99 Nights... cause she have Wing (armors). Also a good Templar/Holy Knight look
And why does it look so much like Nevin's Cleric CC? http://www.guildwarsguru.com/forum/s....php?t=3018684
I don't know... but I am pretty sure I didn't copy from him...

Comments are welcome. Please point out to the major blance issues or concern if you find any. Keep the flame to Hot Dog BBQ level. Thxs for reading.