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Old Feb 29, 2008, 07:30 AM // 07:30   #141
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Goodbye Assassin
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Old Feb 29, 2008, 07:43 AM // 07:43   #142
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Quote:
Originally Posted by wetsparks
instead of "chopping" classes, eliminate some skills. we have well over 1000 skills between the classes and some are duplicates, just different names and others are very similar, just slightly tweaked. that way you can keep all the classes and it would be easier to balance because there isn't such a mind blowing complexity of skill combinations that could be exploited that Anet could never think of.

edit: according to this wiki page (http://gw.gamewikis.org/wiki/Skill) there are 1235 different skills, get that down to a more manageable number and it will be easier to balance and no need to get rid of classes. and quite frankly, no matter which class they get rid of, people will be mad and do we really need hundreds of whine threads about their favorite class going?
I propose an implementation of Morrowind's classless attribute/skill system. It would allow everyone to eventually become 100% able to fill out any role and shift the focus of the game away from cookie cutter builds and into battle formations, tactics, timing, etc.
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Old Feb 29, 2008, 08:01 AM // 08:01   #143
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I want to be able to use ALL my skills at any time like the other online games. This restriction to just 8 skills through the whole zone and mission area is pretty stupid. Why make you start completely over just because you brought the wrong skill? When I played EQ I could change a skill out in a matter of seconds, would usually do this for buffing then back to combat skills. Thas what we need in GW2.
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Old Feb 29, 2008, 08:13 AM // 08:13   #144
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Quote:
Originally Posted by 6am3 Fana71c
As much as I like this statement, I won't agree with it simply because, if I do, I'll probably get Shan and her DVDF mesmer squad knocking on my door with serious look on their face
!
Rofl. Stands down the nightie clad SWAT team..

I'm not sure they'll keep any classes as we know it, but introduce something far more flexible than primary and secondary.

we've heard rumors that there wont be any class distinct armor, just different styles and attributes then maybe they are shifting 'what class you are' away from the traditional pick and choose when you roll to a 'here's a baby character. You choose what it grows into' Someone mentioned Oblivion, and the character development that offers and I think it may well be like that(but with the ability to adjust attributes). So what 'class' you play depends on the armor you wear..

The other thing to bear in mind is the amount of work required to develop the armor models and textures. We will have 4 races, and if there is too many classes, quite simply the effort to produce armor for them will be huge.

Regardless of what they are called, I doubt Anet will stray too far from the traditional roles found in MMO's. I.e buffer/de-buffer,healer/protector,high damage but weak caster and a tank.

Since we know PvP and PvE are going to be seperate, they might even introduce pve/pvp only classes..

It'll be sad to see some classes go, or be merged but it's not so much what they are called it's how they play thats important. Regardless of what Anet change they will upset some people so i'm not sure they will delete a profession, but merging them would be far more likely as somethings although very cool, would simply be too much work.

On the merging topic, If we look back to GW lore, there were 4 schools of magic, Aggression, Destruction, Denial and preservation. If you break down each class into those groups we may have a hint of where they will be merged

my intial, in a rush to get to work guess is

Aggression
Warriors, Dervishes, Assasin
Destruction
Ele,Necro
Denial
Mesmer,Ranger
Preservation
Monk, Ritualist, Paragon

I know this is *really* generalising things and I wont even claim the list is all correct.

So,I hope they give us more flexibility in what classes we can play within one toon, but if they do choose to merge the above list(or like it) may be just how they do it.

Last edited by Shanaeri Rynale; Feb 29, 2008 at 08:27 AM // 08:27..
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Old Feb 29, 2008, 08:29 AM // 08:29   #145
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Quote:
Originally Posted by Zahr Dalsk
Here's a random guess as to what might happen:

Warrior + Paragon merged together as a soldier class.
Elementalist + Mesmer merged together as a mage class.
Ranger + Assassin merged together as a rogue class.
Dervish + Monk merged together as a paladin class.
Necromancer + Ritualist merged together as a shaman class.

Just a random guess, mind you.
Awesome, agree with this, pretty much. Here is something I posted in a different thread a few months ago:

Quote:
Originally Posted by me
I'm thinking they will probably have 5 classes - but each will have attributes that when specced, will create a kind of 'subclass,' then a secondary class, chosen from the original 5, which can further fine-tune the 'subclass.' Here is an example of the 5 types or classes I'm thinking:

1) Soldier - Warrior's mastery of weapons, combined with Tactics and the Paragon's Leadership, Command, and Motivation. Subclasses could include Warrior, Swordsman, Knight, Paladin, etc.
2) Monk - Keeping the name, but going for more the "fighting monk", combining Dervish attack style (though with a staff or bare-handed), healing and protection, as well as a spiritual 'link to the gods,' combining Mysticism and Smiting (perhaps even Channeling from Rits) for a holy/lightning spirit channel magic. Subclasses could be Martial Artist, Healer, Saint, Channeler, Cleric, etc.
3) Mage - Combines the Elementalist, Inspiration and Illusion from Mesmers, Weapon Spells from Rits, and new summon spells (like the Asura summons). Subclasses could include Elementalist, Enchanter, Alchemist, Conjurer, etc.
4) Hunter - Bascially the Ranger combined with Assassin. Would also be a second weapons master (like soldier), but with Bows, Crossbows, Daggers, and Spears/Javelin. Sublcasses: Archer, Assassin, Feral (little shout back to my old class concept), Trapper, etc.
5) Necromancer - Had to keep this! Combined current necro with Domination Magic, and Ritualist Spirits. Subclasses: Minion Master, Spiritualist, Warlock, Vampire, etc.
I also agree with odly and wetsparks about possibly just removing classes altogether, shrinking the number of skills (perhaps by 50-75% of the current amount), and allow people to just invest points into any attribute and skills they want, any time they want. Either way would be fine with me.
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Old Feb 29, 2008, 11:05 AM // 11:05   #146
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Quote:
Originally Posted by kerpall
GW2, as said by Devs was supposed to be more "simplified"
I think they by that mean this:
No professions at all. No individual skills at all. Only fixed skillbars, like Ursan Blessing.
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Old Feb 29, 2008, 11:34 AM // 11:34   #147
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Quote:
Originally Posted by kerpall
Edit: These concepts are amazing
Indeed! And the bad thing is, of all the many designs, we got only the most generic one...^^
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Old Feb 29, 2008, 11:34 AM // 11:34   #148
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Assassins. They're retarded as a concept class, and will either be way overpowered or underpowered.

Paragons are one of the strongest support classes as a whole, and mesmers seem too important from a caster shutdown point of view to take out.
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Old Feb 29, 2008, 04:52 PM // 16:52   #149
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Warrior
Cleric
Mage
Occultist
Merchant
Rogue
Ranger
Knight


These will be the 8 Core Professions i would love to see in GW2, each one will have then 3 different Evolution Forms. Evolution Chart Example:


>>>>>> - Berserker
Warriors - Duelist
>>>>>> - Samurai


Warriors would be the Core Model of aggressive Frontline Fighters, which fight without Shields and defensive Skills. Their Goal is pure Death & Destruction. They are no Leaders, but their War Shouts can buff other party members.
Warriors are Masters of the Weapons, there exosts no Melee Weapon, that a Warrior can't wield. Warriors start with the Ability to fight either with Swords, Axes, Maces or Morning Stars. When they evolve into Berserkers, the Characters will become able to fight also with Great Swords, Great Axes and large Hammers, while Duelist will be more the choice for a more agile fight style with Dual Weapons. They are better for Duels - 1vs1. Samurais are the Masters of Counter Attacks, they fight either with Great Swords (Katanas) or Dual Swords (Jin). They are not as agile, like Duelists in Dual Style, they use the force of the enemies against themself for deadly attacks and is more the defensive middle type of the aggressive Frontliners


>>>>> - Monk
Clerics - Priest
>>>>> - Exorcist


Clerics are the Messengers of the Gods and the Defenders against the Evil Forces. Clerics who lost their faith into the Gods will become Monks. Monks search through steeling their Bodies and sharpening their Minds through Martial Arts a new sense of life. Monks are the aggressive Evolution of the Clerics.
Clerics with very strong faith into the gods will become one day Priests, which will follow the religion of their praised chosen god. Priests are blessed with healing and protetive skills. Those Clerics, which see in their faith the sense of destroying all evil beigns, those will evolve into Exorcists - sacred Demon Hunters which have sworn to not stop hunting, until everything evil on the world wil be devastated by their blessed hands


>>>> - Elementalist
Mage - Druid
>>>> - Chronomancer


Elementalists are those Mages, which have chosen to specialize on the magic School of Elements and became mighty Elementalists which are able to control all 8 Elements - Fire, Water, Wind, Earth, Light, Shadow, Ice and Lightning. to perform mighty elemental Spells or summon creatures of those Elements (Elemental Spirits & Monsters). The Druid instead has chosen the path of Nature. Druids control the power of Flora and Fauna. They can summon the Spirits of Nature & Animals to lend from them their powers to be able to shapeshift for example into the Avatars of the Bear, Wolf or Raven. They have the unique ability to speak with Plant/Trees and Animals.
As Chronomancers - the Mages that have chosen the path of Time Magic, one of the hardest Magic Types of all, when not even the absolute hardest. Time Magic can do very much different things, you can protect things with it or attack and manipulate your foes as you want. The Support Abilities of a Chronomancer are increadible big.


>>>>>>> - Necromancer
Occultists - Ritualist
>>>>>>> - Oracle


Occultists are fanatic persons which love everything, that has to do with Mythologies, Mysticism and all things that have something to do with the Life beyond the Death. Death plays for the Occultists a great role. When they are people, which really know the answer for what lies beyond Life, then it are the Occultists. Necromancers are the specialists, when it goes about Death, they are masters of the Undead and can also speak with Undead. Curses are their beloved way to torture their victims to death, just to brign their dead bodies then back as Zombie Slaves that they can control. Ritualists form Rituals and Pacts with Ghosts and Demons to receive from them their powers, what can also result into shapeshifting into powerful Half Demons. Only the maddest fanatic Occultists go the way of the Ritualists. Mostly people with Hearts black as Night, who lost their faith in something and went to the dark side. Hate, Fury, Sorrow and Fear are feeling, which can drive people to insanity, those occultists are it, which search power from the Ghosts and Demons from the Mists. Oracles instead are occultists which stay of the light side, which have no evil minds. Oracles work as Fortune Tellers. They are the specialists of the Mysticism. They use Rune Magic, Tarot Cards, Crystall Balls to see into the Future and also are Masters of Astral Magic, also known under the childy names of Magic of the Sun, Moon and Stars. Oracles also use mystiful well smelling Scents to confuse their enemies with illusions. Those Illusions also can take over control of the mind of their victims and allows it the oracle to dominate their foes.


>>>>>>> - Alchemist
Merchants - Blacksmith
>>>>>>> - Minstrel


Merchants are the Masters of Economy, they rule over the Market. Without mechants there would exist no Commerce in the World - no Supply for the Demand. merchant may not be the most powerful fighters, but also they can defend themself on their own way
The Merchant can specialize on Potions and Powders as Alchemist, using different materials and ingredentiens *<- uh I know I've surely written this word not correct now XD* The Alchemist is a Support Class, able to create for hisself a Homunculus - a magical creature based on alchemics. they can act either as Healers or as Midline Attackers throwing their Mixtures against foes.
The Blacksmith instead has specialized on forging Weapons and Armors - their Weapon and Armor Siegnets (instead of Weapon Spells) are of supportive nature. Blacksmith is the only supportive profession, that is able to "heal" 2 certain negative conditions - cracked weapon/armor..only blacksmiths can repair Weapons and Armors so it would be wise to have one in your party, when you travel to a place, where it could often happen, that somethign breaks. Blacksmiths are very skilled in combat with short hammers. Minstrels are Merchants, which have chosen to make money in an other scene. They make money with amusement for others. Minstrels sing songs, hymns and ballads ect. to buff their party members over time, as long they sing and the members can hear the minstrel. Minstrels are very creative, they have found a way to use their magical instruments as weapons. Minstrels mainly play either with Harps, Guitars or Flutes. With thsoe weapons they can act in Battles similar like Bowmans with their Harp, or slash foes with their Gutar like hammer wielding Berserkers or shooting sound waves with the Flute at foes like mages shoot elemental balls at foes. Minstrels are in this way the Allrounders in Battle


>>>> - Assassin
Rogue - Dervish
>>>> - Mesmer


Rogues are the masters of Stealth and Agility, there is no profession out there, that is quicker than a Rogue in Combat, even not Duelists. When evolvign to an Assassin, the rogue went to way of the natural born killer. as assassines u're not anymore just a simple criminal - you kill for money for others. The Assassin improves the Basics of the Rogue and adds to them their own Specialities like deadly Poisons, the ability to fight with Kunais and Shuriken. To become more deadly, the assassin also changes from simple Daggers to Katars - its proven, that wounds through Katars can be very much deadlier, then from Daggers, due to the special feature of katars, beign able to split their Blades through a little mechanism at the Hilt of Katars, what can deal heavy wounds, when done this with a rotating move, while the Katar stucks in a foe. Dervish are the poor version of Rogues. Rogues which got over time more and more to Farmers. They used their agility to create a unique dance style. As Dancers they could earn money. The Weapon of Choice of those dancing farmers is the Scythe. Together with this weapon and they dancing fight style they have become fearsome enemies, beign able to kil their victims with their dance of death, slicign their foes into many pieces.
Mesmers are simple thiefs, which got magical abilities. They specialized on Sleep Spells to lullaby their enemies and to steal the Dreams of others to attack the soul of their victims. Their magics are of degenerative nature and can kill their enemies by torturing the victim's soul thriough their dreams by implementing nightmares and can summon phantoms out of their own dreams.


>>>>> - Hunter
Ranger - Scout
>>>>> - Archer


Rangers are Bowmen and Guardians of the Nature, able to tame Beasts as their Pets. The Evolution of the Hunter specializes there far more on Traps and Wilderness Survival, becoming also more specialized on melee Combat by using Spears and Boomerangs instead of the Bow which isn't so good for Melee Combat when compared to a Spear. When Hunter use Bows, they are able to snipe their targets. Hunters have the eyes of falcons and can perform due to this ability deadly critical shots. They can look very far (Ego Sight with Target Cross) Scouts instead specialize for more of sighting foes, they can destroy traps, can see much better foes that use stealth abilities and can make those better visible for all other party members and concentrate much more on Beast Mastery, to have a helpful animal companion at their side to help them in combat, their marksmanship is compared to a Hunter or an Archer the worsest. Last but not least - the Archer, the Archer specializes purely on his marksmanship, which is from all 3 the most best, the Archer could theoretically hit his foes even when being blind. The archer can concentrate hisself so good, that he can feel the spiritual presence of his foes with closed eyes. Therefore the archer has also special breathign techniques to concentrate so good to get the most best accuracy. The shots of an Archer may be precise, but they have not the high grade of beign critical, like those from a Hunter, which deals the most powerful Shots, when usign a Bow, Archer can shoot quickest, while Scouts deal good average DPS, that varies not so much, like the damage from Archers and Hunters


>>>>> - Paladin
Soldier - Knight
>>>>> - Dragoon


The last core profession, the Soldier. The theoretically 2nd type of the Warrior, Soldiers are the defensive half of the medal. They use 1H Weapons together with Shields.
Paladins are the Evolution with the most strongest Defense Power, they use divine power due to the faith to their gods. Holy Knights who have sworn to protect everything they believe in and what they love in the name of their God. They are masters of the Shield and are able to perform with them Skills, simple Knights can only dream of. The Knight is some kind of Soldier, he protects his kingdom/empire or whatever the Knight has sworn to protect with his Life. Knights wield Lances and Shields and ride on Horses. The Horse is their Mount.
Dragoons instead are "Dragon Knights", Knights which made either a pact with a Dragon or had the great luck to raise one by getting the hands onto a Dragon Egg somehow, which is for the Dragoon the best, because then the Dragoon can be sure to have a very loyal Dragon at his side.
Dragoons fight either with Halberds or Sword and Shield and their powers are influenced by Dragon Magic, what gives their attack Skills elemental powers, what lets the folks look at them, as if they would be Battle Mages who specialist to be Elementalists.

what do you think of this Theory ? Possible or more like only a Dream, that will never happen ?

Side Note: Please look not only at the number of Professions, I'm sure that we will see in GW2 also new Professions over time, regardless of GW2 starts now with 6, 10 or whatever an amount of Professions, once its released and some time has passed by by implemention through following Add Ons.
*As we see, whould have been GW Utopia released, we would have also now 12 Professions in GW1* XD

ive also written to each Core profession and their Evolutions some little Descriptions to show a bit the differences between and their Functionalities and on what which Evolution will specialize more over the Core Profession.


PS: exhausted XD enough novel for today again *g*

PPS: Can those posters with suich posted or quoted wide pictures please post these as HYPERLINKS ? please !, because they make everything so wide, that you have to use the Scroll bars to read everything >.> and thats annoying to be truely

Last edited by Phoenix Tears; Feb 29, 2008 at 04:59 PM // 16:59..
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Old Feb 29, 2008, 07:04 PM // 19:04   #150
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Quote:
Originally Posted by enter_the_zone
I imagine/hope Rits would stay as they are the only healing class besides monks.
I hope they will stay for that reason, and also for being probably the most unique class in todays MMO games.

As for others, i dont care. :P

Just keep yer hands off ritualists, please




@Phoenix Tears


Wow. Speachless.
Although, with each proffesion evolving into three classes, i imagine that a lot of them would end up redundant. Perhaps only two possible evolutions per proffesion would be more efficient.

Last edited by enxa; Feb 29, 2008 at 07:13 PM // 19:13..
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Old Feb 29, 2008, 07:20 PM // 19:20   #151
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For my money, I would predict the following:

Mesmers are eliminated and merged with elementalist to create a 'mage' class. (technically both classes would disappear)

Monks are either eliminated or modified to become self healing martial artists. This is in keeping with prior statements made that GW2 classes would be able to solo PvE environments.

Paragons could be disassembled and aspects of the class distributed throughout other classes.

This assumes that they actually implement a class system. I have a feeling that GW2 will be rank based instead as follows:

*No character classes.
*Each race has a 'primary attribute' type of buff that gets better as one advances in levels.
[Example: asura +1 energy per character level, Charr +1 damage per five character levels, Norn +1 hit point per level, etc.]
*Experience can be used to level up your character or to advance rank in an attribute line (thereby improving skills in that line)
[Example: Character Alpha, a level 13 Asura, has 1,000 XP. The next level of the Asura character level line costs 700 XP. The next level of inspiration magic costs 500 XP. The next level of fire magic costs 500 XP. Alpha has a choice between one character level (netting extra HP, Energy, racial bonus) or two attribute line levels (increasing damage and spell effects).
*HP and Energy will not increase, beyond racial bonus, past level 20. (This will prevent characters from getting ridiculously powerful while allowing higher level characters to exist, a concept that had been alluded to in GW2.)
*You can not re-spend experience to change attribute lines, but once attribute lines are maxed they always operate at full power. (To prevent higher levels from respeccing and to encourage attribute line improvement over higher leveling)
*You can take skills from all attribute lines, provided that you know them. Hence it would be possible to have a bar consisting of fire, inspiration, earth prayers and healing prayers. However, maxing all four lines would require exceptional grinding. Furthermore, attribute lines would be specialized so that they only do one thing at all (let alone well). For example, inspiration would have energy manipulation skills but no heals (ether feast is out). Fire magic would have damage but no speed buffs or energy manipulation (fire attunement is out).
*Elite skills will still be one-ofs.
*Armor will be designed by characters at a blacksmith type armor merchant, offering the character improved defense at the cost of energy regeneration and vice versa. Armor can be further customized through runes and inscriptions. (thus you choose your 'class' template by modding your armor from 80, +2 energy regen, 70, +3 energy regen, or 60, +4 energy regen)
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Old Feb 29, 2008, 07:32 PM // 19:32   #152
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I like all proffs to be chopped and new ones released!
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Old Feb 29, 2008, 08:37 PM // 20:37   #153
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hope they remove assassins, rits, para's and dervs.
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Old Feb 29, 2008, 08:42 PM // 20:42   #154
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Um... Pretty sure Assassins have a better chance at staying then dervishes, their role is much more defined. Unless rangers can start wielding daggers, there will always be a need for a "rogue" type in GW.
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Old Feb 29, 2008, 09:20 PM // 21:20   #155
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Quote:
Originally Posted by MithranArkanere
Assassins can be merged with Mesmers. Lyssa's Propfession.
Warriors with Paragons. Balthazar's.
And Necromancers with Ritualists. Grenth's.

Dervishes and Eles have the 'all gods' common point too.
I go for this version of things too. Melding those particular classes together could be cool.
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Old Feb 29, 2008, 09:41 PM // 21:41   #156
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I reckon all expansion professions will probably be merged somehow with core professions to create new classes for GW2.
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Old Feb 29, 2008, 09:53 PM // 21:53   #157
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Hmm seems the general consensus is to combine and flesh out the classess more.
some people have mentioned having an oblivion style attribute and evolution system. and while oblivion is an obscenely fun game the "getting better at what you do" theory of attribute advancement dosen't really appeal to me, especially in a mmo style game, I love the fact that in GW my necromancer can be maxed out in curses and mowing em down with SS then just step into town and come back as a minion summoning machine.

I guess what I'm saying is I hope they don't make me choose what style I'm going to be playing for the whole game. I don't like having to plan out my character evolution and stick with that style till the end of time.
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Old Feb 29, 2008, 09:58 PM // 21:58   #158
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bye bye dervishes
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Old Feb 29, 2008, 10:37 PM // 22:37   #159
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Mesmer:
-How bout a Minstrel Class?, Get all skills from the Paragon and give it to him.
And add more Artsy Skills, and leave the Inspiration Magic with the Mes but Domi to Monk's Smite Prayer and Illus to Necro's Curse.

Assassin:
-People in PvE don't just have a Good build for their Sins.
There are 2 Types of Sins, Tank and Hit&Run.
Tank are those Sins who just stay in Fron of battle Dishing out Damage with some Blocking Skills.
While Hit&Run most fun, Are look down by others cause of the Def, These types are good both in PvP and PvE, You may do a combo on an Enemy and leave immdeiatly.
But most people would have a Hit and Run Skill but they never tele out of the battle or after a combo they'll unleashe another combo to kill the Foe.
People once you have done a Combo leave that monster alone and tele to another monster or just go back to the monk.

Ritualist:
-Possible if we could just add this one to the Necro, but leaving Channeling and Restoration Skills. But Blood Magic for 2nd Healing is good^^.

Dervish:
-Stay but would it be nice if it goes Martial Artist? Just a suggestion.
Anyways they thought of turning the Derv into a MA from the start^^.
But might not go with the apparell dunno with you guys.
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Old Feb 29, 2008, 10:44 PM // 22:44   #160
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Quote:
Originally Posted by holymasamune
Assassins. They're retarded as a concept class, and will either be way overpowered or underpowered.

Paragons are one of the strongest support classes as a whole, and mesmers seem too important from a caster shutdown point of view to take out.
Totally agree. I can see Paragons and mesmers getting merged though with one class or another.

Quote:
Originally Posted by Phoenix Tears
snip
Didn't you already post something like that on the first page?
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