#32 The Occultist
I’ve seen this suggestion placed on other sites, but wanted to throw in my thoughts and ideas on the matter. I did do a search and got no results, so if I’m repeating someone else’s idea, I apologize.
ANet has already stated that there will likely be fewer classes in GW2 as the current system is somewhat cumbersome. The advantage of the occultist as suggested by others is that it would combine aspects of two classes into one, specifically the Necromancer and the Ritualist. It would reduce the number of classes while simultaneously enriching a newer class. Similarly, on this forum someone suggested a bard class, which I offered could be a support class combining aspects of the Mesmer and Paragon classes which would utilize skills similar to shouts and chants.
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Attribute: Necromancy
Due to the popularity of spirit spammers and minion masters, the occultist should utilize some similar type of build. On other sites people have suggested a demonologist type of attribute, however I feel it has two key downfalls. First, it is too similar to WoW, which we should probably avoid. Second is it is too dissimilar to the actual spammer and MM style, unless the occultist were to have a half dozen demons, which seems a little counter-intuitive to the demonologist style.
I, in fact, would suggest a combination of the current spammer and MM structure where the occultist summons free moving spirits (bound to the master, but not to the location) from exploitable corpses. Aesthetically this is similar to communing, but play would be similar to death magic. Bringing in more of the Ritualist into the build, a wider variety of spirits should be available, performing a number of different tasks.
Now at first this can seem terribly over powered, but really that’s simply a matter of game balance. Spirits could be considerably lower in level, fewer in number to the usual MM build, slower in performing actions etc., allowing for more interesting minions.
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Attribute: Voodoo
Voodoo would most likely be where the majority of the occultist’s enchantments and hexes reside. This is where your Spiteful Spirits and orders will be. While weapon spells differ from enchantments, it’s possible that those skills will be in this attribute as well. (On an aesthetic note, this skill group could likely involve small ceremonies, burning components in small bowls, throwing small bones, effigies, etc.)
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Attribute: Blood
The third attribute presents an interesting problem. We would likely want to keep both blood magic and restoration magic, but they seem dissimilar. However, we can do it via a couple of methods. The first is to utilize life stealing and blood sacrifice in such a way that either can be used independently or together. You can use life stealing as an armor ignoring attack, or as a way to recuperate from a blood sacrifice skill. Now, blood sacrifice skills can perform any action, as the sacrifice is really just a game balance tool, but there could be a strong set of heal/prot/resto skills that are powerful enough to create a worthwhile healer, comparable to a monk in power, but with a sacrifice aspect to it, requiring life stealing as a recuperation tool for the sacrifice. You would steal life from enemies to heal allies sort of thing. You could also include some other skills like bound spirits to perform some action without sacrifice to release some of the sacrifice pressure, but I feel the sacrifice healer would be a strong role.
As far as a life stealer dps build goes, I’m always in favor of that. I like life stealers. While they certainly aren’t tanks, they’re incredibly self sufficient.
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Primary attribute: Spawning? Reaping?
I’m a little unsure on this one. Perhaps a hybrid of both systems would be best. Spawning power would favor the MM builds too much I feel, unless it also powered the voodoo an blood builds as well (similar to how it lengthens weapon spells) but soul reaping is such a strong energy management system that it almost requires skills to be very expensive. I’m not sure on this aspect yet.
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Of course, these are just thoughts. Who knows what ANet is actually working on right now.
*Image is of my ritualist's current spamming armor*
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next time write this in the 'invent a new profession' topic. always look for specified topics before posting
Damnit, I knew about that topic too. Sorry, brain fart moment. I have the text saved, so if an admin wanted to delete it, I could re-post it over there.
As for sacrifice in necromancy and voodoo, I don't see why not as long as it's balanced for gameplay and not too difficult for players to manage their health.
And honestly, if they really do it right you could have a variety of minions. Instead of necromancy, it could be a netherworld magic with some demonologist tied in. Currently a MM gets up to 11 minions, my spammer usually has 7 spirits and warlocks in WoW have 1 demon. You could structure it where demons cost 10 attribute points, spirits cost three or four and meat bags cost two. Then the occultist can kind design their own little army. Some may have massive armies of mindless meat while others only a single demon with some support spirits, or any combination possible up to their attribute point level.
Even better: I'll just move it :) Thanks for the answer, Khaal.
Sweet, you rock.