Nov 15, 2005, 08:19 PM // 20:19
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#221
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Banned
Join Date: Aug 2005
Location: dayton ohio
Profession: N/Mo
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ya know, id like a to see a tamer type class, you can capture real monster instead of the crappy pets rangers get, some old school ogre battle shiz
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Nov 15, 2005, 08:19 PM // 20:19
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#222
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Krytan Explorer
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How many skills or abilities can you use that are designed for PvE alone in GWs?
For lockpicking to make its way into GWs, then
1.) It would have to play a role in PvP
2.) The game would have to introduce some new system in which skills or abilities have a PvE only application.
Whichever the cases, I hope its fun.
How many times have we seen a request for a "taunt" skill for aggro control?
If we are lockpicking, we may as well be taunting too.
If there is a second new profession, it seems very guessable that it will be a summoner/shapeshifter of a sort. I remember plenty of quest and missions revolving around druids.
(hmmm....if chapter 2 introduces 2 new classes, will chapters three and four do the same as well? By chapter 7 we could have 20 professions at this rate)
Im going to speculate on what the next class could be if not a shapeshifter.
I just recently noticed that the destruction that was summoned upon ascalon by the charr where blue crystal meteors. (I know, Im late) This fits well with the Mursaat and Seer in that it looks as if this game is flirting with aliens and technology from outerspace.
So the next class will reflect "other worldly" abilities with skills that suggest telepathy, telekinesis and psionic powers.
It will be called Clairvoyant or something. Of the professions, this would will be a little more mysterious in origin.
And speaking of origins, Ms. Gray if your still modatering this thread for suggestions, it would nice if the writers put much more effort into the cultures and origins of the classes in GWs, in the game.
It is mostly absent in the first chapter.
....you know, a little history on the booming acceptance of necromancy in tyria, or the elite society of mesmers that opperates with 2 faces, one public and one secret, or the training camps to produce battle ready monks.
Warriors can probably come directly from military resources, elementist come from schools that train people with magical aptitude (I think this is suggested in Cynns background story) and rangers maybe come from a group of highly trained hunters that have adapted thier survival skills into combat skills.
Maybe more clues are hidden that I missed (like I missed the blue meteors) but I havent heard any talk of it. So it would help if its more obvious if its there.
Last edited by Goonter; Nov 15, 2005 at 08:40 PM // 20:40..
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Nov 15, 2005, 08:22 PM // 20:22
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#223
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Krytan Explorer
Join Date: Jul 2005
Profession: Mo/Me
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Quote:
Originally Posted by tuperwho
I wonder if all new characters will have to go through the whole game again. I've done it 4 times (every quest, every mission, not a single runner). No offense, but I don't really want to do it again. It would sure be nice if you could do an ammended version with the new char's. I know this get's messy, as there should be a learning/proving ground and a way to earn skills and items for the new classes. But seriously, playing through ascalon and kryta again would be like banging my head against the wall. There's gotta be some way to start at the desert or do an abbreviated or new low level storyline or something.
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every other game I've played, when new expension comes and new classes come, you start at level 1 and go through the entire game again.
it let's you actually learn the class instead of all of the sudden having a level 20 unknown class available to you.
plus, it's not like it's hard to get "run"ed to desert for a few coins anyway.
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Nov 15, 2005, 08:37 PM // 20:37
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#224
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Lion's Arch Merchant
Join Date: Apr 2005
Location: Berkeley, CA
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If I could buy a second account and merge it to mine to have more char slots, I'd do it in a heartbeat. I'd love to have a Mesmer or a Necro. But no way in hell am I deleting one of my hard-working PvE characters for that. Plus, after doing it three times, I would REALLY not want to go through PvE again. And I don't belive in running.
I pray that, in the next chapter, there is an alternate route to ascension, so I never again have to deal with THK, Elona Reach, Ruins of Surmia, ANY of the fire island missions...
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Nov 15, 2005, 08:44 PM // 20:44
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#225
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Wilds Pathfinder
Join Date: Jul 2005
Guild: Tenacious Knights of Doom [TKD]
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Quote:
Originally Posted by deolmstead
Plus, after doing it three times, I would REALLY not want to go through PvE again. And I don't belive in running.
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Amen!!!!
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Nov 15, 2005, 08:47 PM // 20:47
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#226
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Krytan Explorer
Join Date: Jun 2005
Profession: R/
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Sounds like a new henchie but henchie is usually attached to a profession so looks like we have an Assassin/Martial Arts/Stealth/Dual Wielding type of class. Cool. That's exactly what I anticipate.
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Nov 15, 2005, 08:48 PM // 20:48
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#227
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: [CroM]
Profession: R/
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I don't have time to read 9 pages right now so please excuse me if someone has mentioned this before: can you imagine pre-Ascalon after the expansion? It will be FULL of assassins! They will probably become something like wammos are now.
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Nov 15, 2005, 08:50 PM // 20:50
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#228
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Ascalonian Squire
Join Date: May 2005
Location: Alaska
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I can't wait to see what else is to come. The assassin is my kind of character. After all, the necromancer and assassin were my proffessions of choice for Lord of Destruction. Why not continue my love with Guild Wars? Good job A-net.
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Nov 15, 2005, 08:55 PM // 20:55
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#230
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I dunt even get "Retired"
Join Date: Aug 2005
Guild: Fifteen Over Fifty [Rare]
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If chapter 2 has as much content as chapter 1, there should be an entirely different storyline available from level 1-20. As for ascension... I hope they do it in some way as to prevent the necessity of being run to and through the desert to go to ToA.
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Nov 15, 2005, 08:57 PM // 20:57
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#231
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Desert Nomad
Join Date: May 2005
Location: Grimsby, UK
Profession: R/
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Quote:
Originally Posted by Gaile Gray
And of course, your ideas and suggestions are welcome on this new profession!
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I would have thought that the new professions would have already been planned out, with great progress made so far.
I guess i was wrong.
Here are some of the ideas i would like to see...
Throwing knives for disabling and causing critical hits.
Very fast adrenal based melee attacks.
Masses of stances/evades/dodge/block (like the expertise line)
Dual wielding.
Decent armour.
Heal on the run. < oh yes!
lol, already the new class has a tag - Ass!
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Nov 15, 2005, 08:57 PM // 20:57
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#232
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Furnace Stoker
Join Date: Jun 2005
Location: So Cal
Guild: The Sinister Vanguard
Profession: Me/
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Just because it's called an assassin doesn't mean it can't be unique.
Oh, please be unique...
Hmm... interesting how this will augment other class primaries..
Healing? On an assassin? Doesn't feel right. Poison, bet we can expect that. Other degens. Penetrating attacks as well. Condition causing, likely.
Of course, if we don't like the class, we don't have to play it...
Last edited by MSecorsky; Nov 15, 2005 at 08:59 PM // 20:59..
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Nov 15, 2005, 09:01 PM // 21:01
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#233
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Banned
Join Date: Aug 2005
Location: N.Y.C.
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I worry about dual wielding. If each hand counts as a separate attack, then A/Me's with Illusionary Weaponry ftw.
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Nov 15, 2005, 09:02 PM // 21:02
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#234
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Krytan Explorer
Join Date: May 2005
Location: Ohio, USA
Profession: W/Mo
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Quote:
Originally Posted by Naprius
i bet the assassin will be like a rogue in dungeon and dragons.
sneak attack , hide, lockpick. If they would implement certain areas which you can only enter by a door thats locked and you need a certain key. or an assassin.
i hope the second class will be the Garden Gnome.
i can't wait to run around with my wheelbarrow , crushing mobs under my wheel of justice
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If they implement dungeon crawls and the like, then a rogue/assasin would be a viable option. But if not, then it seems kind pointless to use thieving and stealth in wide open spaces.
I, for one, have been hoping for more interior adventure to complement the exterior stuff. I really got into the catacombs, though the monsters were not a real challenge.
So, I see it as a thumbs up, especially with interior castles/catacombs/dungeons/caves/etc...
Last edited by Darkest Dawn; Nov 15, 2005 at 09:10 PM // 21:10..
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Nov 15, 2005, 09:09 PM // 21:09
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#236
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Banned
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Quote:
Originally Posted by Tactical-Dillusions
I would have thought that the new professions would have already been planned out, with great progress made so far.
I guess i was wrong.
Here are some of the ideas i would like to see...
Throwing knives for disabling and causing critical hits.
Very fast adrenal based melee attacks.
Masses of stances/evades/dodge/block (like the expertise line)
Dual wielding.
Decent armour.
Heal on the run. < oh yes!
lol, already the new class has a tag - Ass!
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Won't that be fun for Random Arena. Ranger/Ass with 7 evade/block stances and troll Unguent FTW!
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Nov 15, 2005, 09:10 PM // 21:10
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#237
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Wilds Pathfinder
Join Date: May 2005
Location: Port Orchard, WA
Guild: The Second Foundation: [TSF]
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Quote:
Originally Posted by MSecorsky
Just because it's called an assassin doesn't mean it can't be unique.
Oh, please be unique...
Hmm... interesting how this will augment other class primaries..
Healing? On an assassin? Doesn't feel right. Poison, bet we can expect that. Other degens. Penetrating attacks as well. Condition causing, likely.
Of course, if we don't like the class, we don't have to play it...
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Well, while we're all trying to avoid the term "ninja" like the plague, the Ninjas did have basic self first aid as part of their training. They had to, since they were often alone, and couldn't always rely on someone else to take care of them. They used their scabbard for example, as a splint, their uniforms had ties to tourniquet bleeding wounds on their arms/legs, they knew pressure points, and skeletal anatomy, nerve bundles, etc.
Of course, an RPG isn't grounded in reality, but to say it doesn't "feel" right ignores the fact it was commonplace.
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Nov 15, 2005, 09:11 PM // 21:11
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#238
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Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
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Quote:
Originally Posted by tuperwho
I wonder if all new characters will have to go through the whole game again. I've done it 4 times (every quest, every mission, not a single runner). No offense, but I don't really want to do it again. It would sure be nice if you could do an ammended version with the new char's. I know this get's messy, as there should be a learning/proving ground and a way to earn skills and items for the new classes. But seriously, playing through ascalon and kryta again would be like banging my head against the wall. There's gotta be some way to start at the desert or do an abbreviated or new low level storyline or something.
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This has my vote. It wouldn't make much sense for Assassins to suddenly show up in pre-searing... where were they before?
No, we need a brand new beginning... preferably set in this new region hinted at in the Assassin article...
Why limit the new content for Lev 20 chars only? A whole new storyline will be a good way to hook people back into GW who may have left.
Last edited by Mordakai; Nov 15, 2005 at 09:33 PM // 21:33..
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Nov 15, 2005, 09:12 PM // 21:12
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#239
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Krytan Explorer
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Quote:
Originally Posted by Bwsk8
Since when do the characters have real names anyways, are all the warriors in guild wars named brute?
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Mhenlo represents monk
Aidan represents ranger
Devona represents warrior
Cynn represents elementalist
and i think there is more.
characateres allways had "real names" that represent them.
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Nov 15, 2005, 09:13 PM // 21:13
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#240
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Banned
Join Date: Aug 2005
Location: N.Y.C.
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What makes you think that just because it's a new class you'll HAVE to go through Ascalon->Ring of Fire?
"New classes, new lands, new quests, new monsters, new skills... but you're still starting in Ascalon!"
That just doesn't make sense. Besides, Chapter 2 continues the story.
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