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Old Jul 29, 2006, 09:01 AM // 09:01   #1
Wilds Pathfinder
 
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Default My ideas... (para and derv)

First of all, this could very well go in Sardelac Sanitarium, but I'm not entirely sure, considering it was just my thoughts on Nightfall... Whatev.

Anyhoo, I was not entirely impressed with the Derv and the Para... I mean... I wasn't very impressed with their attribute abilities, that is. Seriously... I understand that allot of people like the Derv and the Para, and I'm not disputing the fact that they are a very nice new addition to the Guild Wars Saga. I just feel that a little more creativity could have been implemented when creating these new characters.

I know it's kinda retarded, but I included what I was expecting to see during this preview event. If you don't like it, that's chill. If you do like it, that's also chill. I'd like to hear what others have to say about their expectations, and how this event has affected those expectations.

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Paragon

Weapons: Gauntlets (Two-handed)
Profession-only Trait: Attack Speed
Character Basis: The Paragon acts as a superb support unit, aiding allies with guardian angels and protective barriers. However, the Paragon can also hold its own in a fight, dealing damage swiftly and efficiently to its opponents.

Palm Mastery: Palm Mastery increases the damage you do with gauntlets and your chance to inflict a critical hit when using gauntlets. Many Paragon skills, especially palm attacks skills, become more effective with higher Palm Mastery.
Guardian Summons: No inherent effect. Many Paragon skills, especially those dealing with summons, become more effective with higher Guardian Summons.
Protective Light: No inherent effect. Many Paragon skills, especially those dealing with defense and protection, become more effective with higher Protective Light.
Attack Speed: For each rank of Attack Speed you have, you attack 2% faster. Several skills related to gaining attacking become more effective with higher Attack Speed.

Archangel - Spell. Summon a level (1...8) Avatar. This Avatar's attacks deal (5...17) damage. This Avatar dies after (30...54) seconds. (Attrib: Guardian Summons)

Avatar of Dwayna - Elite Spell. Summon a level (3..21) Avatar of Dwayna. Non-Spirit allies within its range gain +(1...5) Health regeneration. This Avatar dies after (30...54) seconds. You can only have one Avatar Of Dwayna at a time. (Attrib: Guardian Summons)

Sacrifice - Elite Spell. Lose all but 5...41 Health. All non-spirit allies gain (35...47)% of their maximum Health and lose 1 Condition and 1 Hex. This Spell consumes all of your remaining Energy. (Attrib: Protective Light)

Ward of Vigil - Spell. Create a Ward of Vigil at your current location. For (8...18) seconds, non-Spirit allies in the area cannot be the target of hexes. (Attrib: Protective Light)

Pillar of Light - Spell. Create a Pillar of Light at target other allies' location. For 8 seconds, when allies in Pillar of Light would take damage, those allies gains that amount of Health instead, maximum (15...67). (Attrib: Protective Light)

Purge Traps - Spell. All enemy traps in the area are disarmed. (Attrib: Protective Light)

Internal Bleeding - Palm Attack. If this attack hits, the opponent begins Bleeding for (5...17) seconds. If this attack hits an attacking foe, that foe is knocked down. (Attrib: Palm Mastery)

Tiger Fist - Palm Attack. If this attack hits, you strike for +(1...4) damage and your target suffers from Weakness for 20 seconds. (Attrib: Palm Mastery)

Strike Raid - Stance. For 8 seconds, you attack 33% faster but deal (5...1) less damage in melee. (Attrib: Attack Speed)

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Dervish

Weapons: Scythe (Two-handed), Spear (One-handed)
Profession-only Trait: Self-Confidence
Character Basis: The Dervish is capable of dealing large amounts of damage to foes on the battlefield with ease. Some Dervish prefer close range combat with a Scythe, dealing quick, slicing damage. Others prefer to pelt their advisories from afar, penetrating armor and interrupting enemy attacks.

Scythe Mastery: Scythe Mastery increases the damage you do with a scythe and your chance to inflict a critical hit when using a scythe. Many Dervish skills, especially scythe attacks skills, become more effective with higher Scythe Mastery.
Spear Mastery: Spear Mastery increases the damage you do with a spear and your chance to inflict a critical hit when using a spear. Many Dervish skills, especially spear attacks skills, become more effective with higher Spear Mastery.
Versatility: No inherent effect. Many Dervish skills, especially those dealing with movement and attack skills, become more effective with higher Versatility.
Death Chants: No inherent effect. Many Dervish skills, especially offensive skills, defensive skills, and skills that aid your allies, become more effective with higher Death Chants.
Self-Confidence: For each rank of Self-Confidence, your maximum Health raises by 5. Several skills related to gaining Health or armor become more effective with higher Self-Confidence.


"Kamikaze!" - Elite Shout. All allies' spirits and animations within earshot die, dealing (10...50) damage to their adjacent foes. (Attrib: Death Chants)

"Feel My Wrath!" - Shout. For (3...5) seconds, when you are struck you "evade" the attack against you, and your attacker takes 20...68 damage. (Attrib: Death Chants)

Somersault - Melee Attack. Lose one Enchantment and flip over target foe. You deal +(5...17) damage. If you lose a Enchantment in this way, you deal an additional +(5...17) damage. (Attrib: Versatility)

Low Sweep - Melee Attack. All adjacent foes take +10 damage and are crippled for (3...12) seconds. (Attrib: Versatility)

High Sweep - Melee Attack. All adjacent foes take +(5...12) damage and are dazed for (5...17) seconds. (Attrib: Versatility)

Tornado Spin - Melee Attack. Perform a spinning attack striking for +5 damage to all adjacent opponents for (1...3) seconds. When Tornado Spin ends, you are spun to a random nearby location. (Attrib: Versatility)

Shovel Dirt - Scythe Attack. Target foe and foes adjacent to your target become "blinded" for (3...7) seconds. (Attrib: Scythe Mastery)

Gouge - Spear Attack. If this attack hits, the opponent begins Bleeding for (5...21) seconds. Gouge cannot be "blocked" or "evaded". (Attrib: Spear Mastery)

Vanquish Fear - Enchantment Spell. For 20 seconds you have an additional 90...258 Health. (Attrib: Self-Confidence)

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Old Jul 29, 2006, 09:19 AM // 09:19   #2
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Hmm......some of those skills sound very interesting, you should send them to ANet. Shovel Dirt will probably be my favorite skill :P
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Old Jul 29, 2006, 09:24 AM // 09:24   #3
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Personaly...I think that's stupid. But orginal none the less.
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Old Jul 29, 2006, 09:27 AM // 09:27   #4
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Quote:
Originally Posted by TheProject
Hmm......some of those skills sound very interesting, you should send them to ANet. Shovel Dirt will probably be my favorite skill :P
Quote:
Originally Posted by PlayNC.com
Question
Where should suggestions for Guild Wars be sent?

Answer
We encourage you to consider posting your suggestions on one of many of the Guild Wars Fansite message boards. A compiled list can be found at http://www.guildwars.com/community/fansites/. By posting on one of these message boards, other players can comment on your ideas, concerns, and suggestions, and development team members are able to catch up on what the community wants to see in Guild Wars. Fansite forums make it easy and efficient for us to learn from those playing the game. We regret that we are unable to accept suggestions directly.

Thank you for your efforts in assisting us to create the best gaming experience possible.
Unfortunately, ANet doe not seem to accept suggestions directly. ¬_¬ That's why i decided to just flop 'em here. C'est la vie.
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