Mar 29, 2007, 05:58 PM // 17:58
|
#41
|
Krytan Explorer
Join Date: Jan 2006
Guild: Shinigami Keys [SHIN]
Profession: R/Mo
|
I really like my mesmer, I also feel like it is one of the many things that A-net got right, and I hope that at the least the type of character that a mesmer embodies, will be around, even if they rename/merge it with something else...
Some things will almost have to be included. Your basic warrior will almost definitely be there, and at least one healer class. I really don't see the elementalist going anywhere, unless they break up the elements to other professions. Like the ranger gets the fire skills, and the Warrior gets the earth skills, the necro (i pray that these will still be in GW2) will get the water skills, and maybe the paragon, gets the air skills... but I don't know.
I wonder if there will still be secondary professions.
|
|
|
Mar 29, 2007, 06:07 PM // 18:07
|
#42
|
Furnace Stoker
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
|
If I could take one character with me to GW2, it would be my mesmer. Only character to finish all three games.
|
|
|
Mar 29, 2007, 06:08 PM // 18:08
|
#43
|
Lion's Arch Merchant
Join Date: May 2005
Location: Houston
Profession: A/Rt
|
Paladins? ick.
|
|
|
Mar 29, 2007, 06:08 PM // 18:08
|
#44
|
Hell's Protector
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
|
My worthless speculation on the merging...
Necromancer + Mesmer. Both classes have synergies in health degeneration, energy denial, energy recovery and melee hate. Seems like a natural fit (and why you see so many N/Me's out there).
Assassin + Dervish. High spike damage, lightly armored, dependent upon enchantments and inflicting conditions. Seems like a natural fit.
Warrior + Paragon. Heavily armored utilizing shouts to buff party members.
Ranger + Ritualist. Spirit-intense ranged attackers, in commune with the environment to buff party members.
This would leave you with:
Heavily armored melee character.
Lightly armored melee character.
Ranged support character.
Hex-heavy character.
Healing/protection character.
Spell-casting damage dealer.
Sounds like the basic framework of a RPG, IMO.
|
|
|
Mar 29, 2007, 06:15 PM // 18:15
|
#45
|
Wow Stole my freetime
Join Date: Mar 2006
Location: Arkansas
Guild: None
Profession: W/E
|
i think jet has hit it on the head. Those would make sence
__________________
Jeremy The Seraphim LS R3
|
|
|
Mar 29, 2007, 06:19 PM // 18:19
|
#46
|
Wilds Pathfinder
Join Date: Sep 2006
Location: Croatia
Profession: Me/
|
People why even merging core classes? I think they are fine...If they merged i think they need to merge other 4 classes into core...tough id like for assassin to stay.
|
|
|
Mar 29, 2007, 06:27 PM // 18:27
|
#47
|
Lion's Arch Merchant
Join Date: Jul 2005
Location: Eastern Iowa
Guild: Forsaken Wanderers [FW]
Profession: Me/E
|
Quote:
Originally Posted by Jetdoc
My worthless speculation on the merging...
Necromancer + Mesmer. Both classes have synergies in health degeneration, energy denial, energy recovery and melee hate. Seems like a natural fit (and why you see so many N/Me's out there).
|
I'd hesitate to call the necromancer a class that has anything to do with Energy Denial, save for two spells.
That's like saying the Warrior and the Ranger have synergies in that both classes have stances and do damage.
You also do not account for the Necromancer Death line, and Mesmer interrupts.
I could see perhaps a reworking of the classes to seperate them out a little more from one another in the illusion, blood, and curses lines (where most of the aformentioned overlap takes place), but merging them into one would not the best of solutions, imo.
|
|
|
Mar 29, 2007, 06:32 PM // 18:32
|
#48
|
Jungle Guide
Join Date: May 2005
Profession: W/Mo
|
I was devastated that I couldn't bring my Mesmer to Guild Wars 2,if let alone I can't play one in it,I certainly won't be purchasing Guild Wars 2.
|
|
|
Mar 29, 2007, 06:37 PM // 18:37
|
#49
|
Forge Runner
Join Date: Mar 2007
Guild: Astral Revenants
Profession: P/W
|
Classes don't necessarily have to merge so cleanly, like elements of existing professions could be divided.
Like, maybe the Mesmer degen and interrupts go into the Necro.
Or, Ritualist spirits go to Necros.
Spears going to Rangers, while the shouts go the Warrior.
The Assassin+Dervish one sounds funny. Expecting the same character to master a huge heavy scythe and small light daggers in a single primary profession just sounds odd.
|
|
|
Mar 29, 2007, 06:39 PM // 18:39
|
#50
|
Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
|
Mesmers with Necros?
Yuck.
Mesmers are a "spoiler class" - they are primarily NOT health degen (despite Conjure Phantasm), they are primarily used to get rid of hexes/enchantments and to interrupt.
While Necros have some very nice health degen/ vampire powers, most necros I know are either Curses or Minion Masters. (or batteries, but that's a whole 'nother story).
Plus, their Primaries seem at odds: Fast Casting vs Soul Reaping. Both are VERY useful primaries, which one would you give up?
Onarik - I don't think Necros should be able to Interrupt.
I guess I'm partial to Mesmers, I don't want to see their unique role distrubuted to another profession.
Last edited by Mordakai; Mar 29, 2007 at 06:56 PM // 18:56..
|
|
|
Mar 29, 2007, 06:42 PM // 18:42
|
#51
|
Furnace Stoker
Join Date: Jun 2005
Location: California
Guild: 15 over 50 [Rare]
Profession: W/Mo
|
Interesting information, I wonder what that would mean if armors isn't specific to certain classes or races?
|
|
|
Mar 29, 2007, 06:46 PM // 18:46
|
#52
|
Jungle Guide
|
Well, sad to see that not all the professions will make it to GW2. Let's hope that SOMETHING remains of them though so we can at least access their skills/weaponry.
Sadly, I dont think the Paragon will be coming back because of the solo heavy aspect of GW2. That's too bad really since playing a party buffing/healer has it's fun.
Last edited by The Ernada; Mar 29, 2007 at 06:48 PM // 18:48..
|
|
|
Mar 29, 2007, 06:47 PM // 18:47
|
#53
|
Frost Gate Guardian
Join Date: Nov 2006
Location: Ascalon
Guild: Venatori Solaris
|
Quote:
My suggestions for Merging:
Necromancer/Ritualist (although that might be too much summoning in one class. Elemental/Ritualist might be a better merge for gameplay)
Ranger/Assassin - to me, the Assassin always seemed more like a Ranger, except close range, instead of a Mesmer.
Warrior/Paragon - Both have 80 armor and use shield. This would just give warriors a long range option, not a bad idea at all. Oh, yeah, and Shouts would combine, too.
Monk/Dervish - OK, this is mostly a RPG mix. But with the heavy Enchantment builds of both, this seems like a great mix.
But who knows? Maybe they'll just divide the different skills between the classes, so there is no true hybrid.
Maybe some skills will be given to races instead of Professions
|
.
Sytem-wise this is very logical and I most definitely agree with these merges.
|
|
|
Mar 29, 2007, 06:54 PM // 18:54
|
#54
|
Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
|
Quote:
Originally Posted by Sir Skullcrasher
Interesting information, I wonder what that would mean if armors isn't specific to certain classes or races?
|
I take it to mean that each class can have the same armor "bonuses" as any other (ie, +10 armor under Enchant, +10 armor in stance, etc.)
The question is how will Base armor be handled - I assume Melee classes will still have higher base armor than the rest...
|
|
|
Mar 29, 2007, 06:55 PM // 18:55
|
#55
|
Wilds Pathfinder
Join Date: Jul 2005
Guild: Flying Gophers
Profession: Rt/P
|
I would think:
Warrior + Paragon. I mean, really. They could just add spear and leadership to warriors and call it a day.
Necromancer+Ritualist. I hate to say it (since Rit is my favorite class and I will be sad to see if go byebye...) but the two classes seem like they could be merged fairly easily.
I think Sins will stay. Rangers seem unique enough to keep.
I think mesmers will stay. I think Monks will stay. I think Dervishes will be removed and their abilities given elsewhere...but I don't know where.
|
|
|
Mar 29, 2007, 06:57 PM // 18:57
|
#56
|
Lion's Arch Merchant
Join Date: Oct 2005
Guild: [JF] Just Friends, [NOT] Nomads of Turmoil
|
I think they'll keep the core 6, the rit, the assassin, and the paragon. Ditch the dervish, gives a lot of the concepts of the dervish to the smiting line in monks and maybe some to hammer warriors. The paragon will be reworked though to include more perhaps, or merged with the warrior. I just can't see them abandoning the assassin, paragon, or ritualist because they have been very useful and are quite seperate and have unique jobs from other classes.
The synergies Jetdoc mentioned are true, but you have to remember they have many differences as well. I can't see the ranger merging with the ritualist or the paragon. Why would you give rangers spears? Whats the purpose? The ritualist is also more of a buffer than the ranger, which is meant to be a primary ranged damage dealer. Ritualists also have attacking spirits while I can't see that fitting with the ranger. The mesmer mixing with the necromancer is completely uncessicary as well. Just get rid of the necromancers curses line and place it with mesmers. Afterall, the degen and anti warrior/caster fits more with the mesmer. Mixing the warrior with the paragon I could see. The high AL as mentioned and shouts work, and for tanks it would be great.
Overall, for those who don't want to read my whole post, this is how I see it:
-Warriors adopting many of the paragon shout skills while rangers take some of the spear skills (NOT giving the spear to the ranger, ranger keeps bow).
- more skills meant for staying alive for Ranger (Wilderness Survival)
-Necromancer losing the curses line to mesmers and perhaps gaining a new one.
-Ritualists being reworked to have more to do then just cast spirits as it is now, perhaps more skills that deal with spirits and more healing support.
- Dervish completely abolished, spreading elements to smiting monks (AoE, some mysticism/wind prayer type skills), mysticism elements of enchantments to assassins like Jetdoc said, some AoE/ scythe type skills to hammer warriors, and earth prayer elements to elementalists
Quote:
Sounds like the basic framework of a RPG, IMO.
|
But this isn't a typical RPG. Each class can do many things, and that's the way it should be IMO. Anyways..
That's 8 classes that goes with the 8 skills, while still keeping some good ideas from the expansions.
Melee/support/tank
Buffing caster/ summoner
Healer
Light armored melee spiker
Ranged physical damage/ survivor/interrupt
Life stealing/ summoner
Interrupt/degen/anti caster-warrior
Damage/AoE caster
Last edited by xBakox; Mar 29, 2007 at 07:03 PM // 19:03..
|
|
|
Mar 29, 2007, 07:05 PM // 19:05
|
#57
|
Desert Nomad
Join Date: Sep 2006
Guild: Crimson Claw
Profession: W/
|
am I the only one wanting to see a necro/dervish "like" character.. with vamperic abilities and a scythe?? 'blood' line?
then they could make a more 'death' oriented class with the minions and all
I mean ..forget the 'way' the current classes are played... the skill system will be changing anyway.... so lets think of the type of classes that would be cool sounding. thats my two cents
|
|
|
Mar 29, 2007, 07:09 PM // 19:09
|
#58
|
Banned
|
This is how I would merge into new professions...
Warrior+Ranger=Soldier. Able to use bows and melee weapons, and essentially most of the nonmagical stuff. Traps, pets, stances, shouts, etc. Highest armor.
Assassin+Dervish=Specialist. The specialist is able to do complex hit and run attacks, and both buff himself and teleport himself with enchantments- not to mention using offensive enchantments after teleported in. Has only two handed melee weapons.
Elementalist+Mesmer=Mage. The Mage has many spells that can cause a wide variety of effects.
Necromancer+Ritualist=Summoner. The Summoner can summon beings, animate the dead, and has a wide variety of offensive spells and hexes as well.
Monk+Paragon=Cleric. The Cleric has a spear for defense and various methods of healing and protection. Many party wide buffs and heals. The priest wont have "Shouts", but "Auras" which work the same way.
|
|
|
Mar 29, 2007, 07:12 PM // 19:12
|
#59
|
Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
|
Quote:
Originally Posted by clawofcrimson
am I the only one wanting to see a necro/dervish "like" character.. with vamperic abilities and a scythe?? 'blood' line?
then they could make a more 'death' oriented class with the minions and all
I mean ..forget the 'way' the current classes are played... the skill system will be changing anyway.... so lets think of the type of classes that would be cool sounding. thats my two cents
|
No, you're not the only one. Imagine a Necro wading into combat buffed with Enchantments, sucking the life out of opponents while leaving a swathe of destruction with her scythe.
Yeah, I could see that! Hopefully, Anet will think outside the box and really allow some of this crazy stuff to actually be practical.
In the PC Gamer, a dsesigner talks about giving an Ele a hammer and setting her loose with knockdown skills. While such a build will garner instant derision by the "hard-core" players, it sure sounds fun and hopefully stuff like that will actually be more practical in Guild Wars 2 (if they fundamentally alter the Armor system for example, ANY class could become a "wammo." And that would not be a bad thing...)
|
|
|
Mar 29, 2007, 07:32 PM // 19:32
|
#60
|
Forge Runner
Join Date: Mar 2007
Guild: Astral Revenants
Profession: P/W
|
Quote:
Originally Posted by Mordakai
Mesmers with Necros?
Yuck.
Mesmers are a "spoiler class" - they are primarily NOT health degen (despite Conjure Phantasm), they are primarily used to get rid of hexes/enchantments and to interrupt.
While Necros have some very nice health degen/ vampire powers, most necros I know are either Curses or Minion Masters. (or batteries, but that's a whole 'nother story).
Plus, their Primaries seem at odds: Fast Casting vs Soul Reaping. Both are VERY useful primaries, which one would you give up?
Onarik - I don't think Necros should be able to Interrupt.
I guess I'm partial to Mesmers, I don't want to see their unique role distrubuted to another profession.
|
Well I didn't think it out too thoroughly. I was illustrating an example of what could happen. Now that I think about it, maybe it makes more sense to liquidate the Necro. Necro and Rits merge for superior minion/spirit stuff and the Necro degen goes to Mesmers. I'm only theorising, and I could be totally off the mark. It's just an idea.
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 07:20 PM // 19:20.
|