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Old May 26, 2011, 09:11 PM // 21:11   #1
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Default Introducing a new set of rank based PVE Skills

Introducing a new set of rank based PVE Skills

These pve skills should add a little bit of fun and new build creation to the game. Provide new, fun and compelling quests to do. Perhaps give a little incentive to start your gwamm or your hall. You'll notice the skills have( ...) which are based on completion of 7 elite areas.

Rank 0 yields the base value so a 5..10 would be 5.
Rank 2-6 will have a proportionate increase along the way to max from the base
Rank 7 will be will be the max value. so a 5...10 would be 10.

To unlock the skills you will need to achieve rank 1 of gwamm. More on this later. To achieve rank you will have to collect wedges. These wedges will be customized to your account but can be traded among your characters. On the hero panel will be a new circles with 7 wedges next to your name above skill points called favor of the gods. When you complete the following 7 areas you will be able to talk to an entity (described later) to collect the corresponding wedge...Wedge of the Underworld, Wedge of Foe, Wedge of the Primeval Kings (Finally a reason to complete tombs!!!), Wedge of Anguish, Wedge of Urgoz, Wedge of Sorrow, and Wedge of Kanaxi. You than drag the wedges and insert them into the circle on your hero panel and this powers up your pve skills.

There will be 10 new pve skills tied to each profession. Also these new pve skills will have newly created spectacular animations. To unlock these skills you will need eotn and access to the hall of monuments. Using the /kneel command at the pool an entity will spawn. Granting these pve skills requires 1k, 1 skillpoint and completion of a profession specific quest given out by the entity. The new quests are designed to show you how that skill was helpful to the profession as you will travel back in time and visit a npc with that profession and witness them use the pve skill as you battle to complete the quest.
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Paragon - Ancestral Call. 25e 8 Adrenaline 3sC 60sR A group of 5 level 14...18 ancient mumified spear paragons crawl up out of the ground. They have similar properties to bone minions but their attack is projectile spears that inflict bleading and 80 armor with their shield. Requires 9 Leadership and 7 Command or 50% chance of failure.

New animation will include the paragon glowing and levitating and the ground rupturing with light and the mummies crawling out of the ground.
__________________________________________________ __________________________

Warrior - Hammer of the gods - Hammer Spell. 10 energy 8 Adrenaline 2sC 40sR lose all adrenaline. You pound the ground sending a shock-wave. All foes in earshot take 60...80 damage. All foes in the area are knocked down, suffer from weakness for 6...10 seconds and are daze for 3....5 seconds. Requires 4 strength and 10 hammer mastery or 50% chance of failure.

New animation will have the warrior glowing and jumping and pounding the ground with a spew of ground flying and light.
__________________________________________________ ___________________________

Monk - smite spell Wrath of the gods - 25e 5sC 60sR. All creatures not enchanted with at least 1 monk enchantment in earshot take 200...250 holy damage, are knocked down and begin burning for 7 seconds. All creatures in earshot enchanted with a monk enchantment take 125 damage. This spell causes exhaustion if you have equipped any skill that's not a monk or pve skill. 50% failure if divine favor less than 4 and smiting less than 9. This skill is disabled on all other allies when cast for 60 seconds.

New Animation - A beam of bright light will focus on the monk, the monk will glow and elevate a radial wave will pulse from the monk in a gigantic blue/white wave with trails of fire.
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Necromancer - Abduct Soul -10e 1sC 15sR spell - exploit soul from nearest dead foe (even ones with no corpse and does not exploit corpse), that foe cannot be resurrected. Gain 50 health, 10 energy, +3 health for 15 seconds and +2 energy regen for 10 seconds. Requires 8 soul reaping or 50% failure.

New Animation. A glowing soul will fly from the foul and smash into the necro with a flash and the necro will glow bright and fade back to not glowing.
__________________________________________________ ____________________________

Elementalist - Enraged - Stance - 10e 33% health sacrifice 60sR For 60 seconds all elemental spells targeting foes have 20....40% armor penetration (cannot penetrate past 60 armor) and all of your elemental spell execute twice as fast (i.e. meteor shower proectiles fire every 1.5 seconds instead of 3). 75% failure if elemental storage less than 4. 50% failure if elemental storage less than 9.

New Animation. A light pattern will envelope the ele which will fade to a slight aura and glow will a pulse while in the stance.
__________________________________________________ ____________________________

Ranger - Bow of the Gods - maintained bow weapon spell 10e 1sC 30sR. While maintaining this weapon spell you lose 3 energy every attack (for determining this multiple arrows from a single attack count as 1 attack). If your energy reaches 0 this weapon spell ends. While mainatining this weapon spell your bow shoot 3 arrows with each attack at foes alone. For foes not alone your bow shoots 1 arrow at foe and 1 arrow each at up to 7 adjacent foes. These arrows deal +10...20 dmg and have 5...10% chance of knock down. Your arrows have a 50% chance to miss while maintaining this weapon spell if you dont have at least 6 expertice and 6 bow mastery. (you will be able to double-click an icon to end this)

New Animation. A new bow will spawn in the air and combine with your bow in a flash and your new bow will be specially animated while the weapon spell is maintained
__________________________________________________ ____________________________

Dervish - decapitate soul - scythe hex spell- 10e1sC 30sR - melee range requires equiped scythe. Target foe loses 4...8 energy and for each point lost suffers (8 dmg + 1 second of deep wound + 2 seconds of bleeding + .75 seconds dazed). Additionally that foe is hexed for 10...20 seconds (if target foe dies while suffering from this hex, foe is removed from the game and cannot be rezzed). Requires Mysticism of at least 6 and Scythe Mastery of at least 8 or fails.

New animation. The Scythe blade will turn a brillant green light and you'll see the internal soul of the foe literally split and fall from the foe.
__________________________________________________ _____________________________

Assassin - Harness Shadow - summon spell 15e 2sC 40sR -when you cast this lose all sin elite enchantments and all your sin elite enchantments are disabled for 7 seconds. your shadow fights along side you for 10....20 seconds, shadow attacks targets you attack, duplicating all your attack skills, shadow takes damage equal to damage you suffer, shadow can not be targeted. Shadows hit points are 200....500 Rquires Shadow Arts of at least 7 and Critical Strikes of at least 4 or fails 50%.

New Animation. You'll see the shadow form and attack alongside you.
__________________________________________________ _____________________________

Mesmer - Collapse Brain - hex spell -15e 1sC 30sR target foe temporarily dies for 2...5 seconds, upon resurecting foe returns with 90....75% health plus 80%...60% energy plus all skills locked for 1 second and suffers from bleeding for 5....15 seconds. This skill has a 50% of failure without attribute of 4+ fast casting and 6+ domination.

New Animation. You'll see a aura of pink light dance from the mesmer hands and attack the foe.
__________________________________________________ ______________________________

Ritualist -Shackel Soul - hex spell - 15e 2sC 40sR If target foe dies while suffering from this hex that foe cannot be rezzed and a traitorous spirit spawns. Creates a level 10...16 spirit (30...40 second lifespan). Its attacks deal30...35 damage. Every time foes attack this spirit, that foe takes 100...140% of the attack damage it causes maximum 100. This spell have a 50% failure chance if caster doesn't have at least 4 spawning powers and 7 channeling.

New animation. Youll see the soul seperate from the foe and start to fly up and then glowing shackles will come up from the ground and bind the soul down.
__________________________________________________ ____________________________

So far this is where I am at. Depending on feedback I''ll adjust numbers and may make the rank requirements even more friendly to casuals.

Update! 1st Revision is done, thanks!
Update 2.1 is now done!

Last edited by melissa b; May 28, 2011 at 08:19 PM // 20:19..
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Old May 26, 2011, 09:13 PM // 21:13   #2
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Yes because more broken PvE skills are just what we need...

/notsigned
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Old May 26, 2011, 09:21 PM // 21:21   #3
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Yes because more broken PvE skills are just what we need...

/notsigned
I doubt you could have read through all the skills to determine if their broken within 2 minutes of me posting.
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Old May 26, 2011, 09:22 PM // 21:22   #4
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lol what a bad idea, and the skills you want to introduce arent even balanced as 1 skill is like 100times more useful then the others +this makes the game far too easy, its already too easy imo
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Old May 26, 2011, 09:25 PM // 21:25   #5
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I doubt you could have read through all the skills to determine if their broken within 2 minutes of me posting.
It didn't take much reading too see how OP some of these suggestions are (Monk and Derv in particular). Tbh I'm thinking this a troll thread now.
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Old May 26, 2011, 09:30 PM // 21:30   #6
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Adding these new PvE-only skills would be broken. Too overpowered. Linking all current PvE only skill to GWAMM rankings would be mildly interesting. Lower some of the potency of the already currently strong pve-only skills. would just lead to rank discrimination though. So no thanx.

All your skill animations sound neat though.
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Old May 26, 2011, 09:35 PM // 21:35   #7
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As far as rank discrimination you only need rank 1 for almost full efficiency. I can even adjust that further. Now as far as skills being overpowered, I realize that but this is just the base start. If you could point out specific skills and adjustments to them that would help me to see your perspectives and Ill revise or post alternative skill settings side by side.

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lol what a bad idea, and the skills you want to introduce arent even balanced as 1 skill is like 100times more useful then the others +this makes the game far too easy, its already too easy imo
Which skill?

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It didn't take much reading too see how OP some of these suggestions are (Monk and Derv in particular). Tbh I'm thinking this a troll thread now.
The monk skill is balanced by hurting your own team as well as foes, a long recharge and if the enemy has monk enchantments their immune. Also if you could perhaps post what stats you would change for these spells.

Last edited by melissa b; May 26, 2011 at 09:42 PM // 21:42..
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Old May 26, 2011, 09:47 PM // 21:47   #8
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Can only be recharged with morale boost might be a better idea. Or if thats still OP (which i think it is) only once until u rezone. So its a 1 time deal. Maybe only 1 party member can have it. Im sure there are ways to make it work.
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Old May 26, 2011, 09:49 PM // 21:49   #9
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The monk skill is balanced by hurting your own team as well as foes, a long recharge and if the enemy has monk enchantments their immune. Also if you could perhaps post what stats you would change for these spells.
I wouldn't change any of the numbers because quite frankly it shouldn't even be implemented at all.
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Old May 26, 2011, 09:51 PM // 21:51   #10
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Originally Posted by melissa b View Post
The monk skill is balanced by hurting your own team as well as foes, a long recharge and if the enemy has monk enchantments their immune. Also if you could perhaps post what stats you would change for these spells.
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Originally Posted by melissa b View Post
Monk - Wrath of the gods - 25e 3sC 60sR all creatures not enchanted with at least 1 monk enchantment in earshot take 200...250 holy damage, are knocked down and begin burning for 7 seconds. 50% failure if divine favor and smiting less than 4.

Your Monk spell only says Creatures, not Creatures and Allies.

But looking over these new "GWAMM PVE Skills", they are extremely overpowered. And the fact that you are introducing farm only skills. Not everyone wants to have to farm GWAMM just to have access to these overpowered skills.

Every time I read your suggestions, they are always about making the game easier or giving you easy access to hard/rare items. This one is definitely no exception.

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Old May 26, 2011, 09:52 PM // 21:52   #11
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I wouldn't change any of the numbers because quite frankly it shouldn't even be implemented at all.
If the skills are balanced whats the objection?

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Originally Posted by SpyderArachnid View Post
Your Monk spell only says Creatures, not Creatures and Allies.

But looking over these new "GWAMM PVE Skills", they are extremely overpowered. And the fact that you are introducing farm only skills. Not everyone wants to have to farm GWAMM just to have access to these overpowered skills.

Every time I read your suggestions, they are always about making the game easier or giving you easy access to hard/rare items. This one is definitely no exception.

/notsigned
Ok first of all it only has to say creatures since allies fall under that.

Look at heal area monk skill from wiki
"Full: Heal yourself and all adjacent creatures for 30...150 points.

Concise: Heals you and adjacent allies and foes for 30...150. "

You dont need to farm gwamm to achieve efficient use only rank 1. Also, if you think their overpowered please qoute the spell and insert your own numbers so I can adjust.

These changes will be adjusted better after I get useful feedback, like specific number and specific changes to specific skills.

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Can only be recharged with morale boost might be a better idea. Or if thats still OP (which i think it is) only once until u rezone. So its a 1 time deal. Maybe only 1 party member can have it. Im sure there are ways to make it work.
I would rather tone down their effect than make them 1 use spells.

Last edited by melissa b; May 26, 2011 at 10:02 PM // 22:02..
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Old May 26, 2011, 09:55 PM // 21:55   #12
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If their skills are balanced whats the objection?
There wouldn't be an objection if the skills were balanced. Problem is that these skills wouldn't ever be balanced.
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Old May 26, 2011, 10:00 PM // 22:00   #13
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There wouldn't be an objection if the skills were balanced. Problem is that these skills wouldn't ever be balanced.
Lol any skill can be adjusted and thats where your logic fails.
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Old May 26, 2011, 10:01 PM // 22:01   #14
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If their skills are balanced whats the objection?
There are times when no amount of tweaking of the numbers will 'balance' a skill. Such a skill is said to be 'broken' - it should not exist in the game.
A broken skill can be underpowered (the effect is terrible for the game, but it's so weak nobody cares - see Smiter's Boon (PvP)) or overpowered (see every single one of your suggestions).

For example, your Warrior suggestion gives a massive, unconditional, risk free AoE KD. Even if it did no damage and did not inflict conditions, that would be completely overpowered and hideously broken.
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Old May 26, 2011, 10:03 PM // 22:03   #15
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Lol any skill can be adjusted and thats where your logic fails.
What? If you seriously can't see why these skills would be horrible OP then either; A)You're blind or B)I'm being trolled here.
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Old May 26, 2011, 10:05 PM // 22:05   #16
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There are times when no amount of tweaking of the numbers will 'balance' a skill. Such a skill is said to be 'broken' - it should not exist in the game.
A broken skill can be underpowered (the effect is terrible for the game, but it's so weak nobody cares - see Smiter's Boon (PvP)) or overpowered (see every single one of your suggestions).

For example, your Warrior suggestion gives a massive, unconditional, risk free AoE KD. Even if it did no damage and did not inflict conditions, that would be completely overpowered and hideously broken.
So what changes would you recommend? Sounds like you want the knockdown to be conditional? Also there is a severe lack of pve hammer warriors and this skill is designed to be powerful to attract some more hammer play in pve.

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What? If you seriously can't see why these skills would be horrible OP then either; A)You're blind or B)I'm being trolled here.
I know their too powerful now duh! I'm waiting for specific recommendations then Ill update.

Last edited by melissa b; May 26, 2011 at 10:26 PM // 22:26..
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Old May 26, 2011, 10:08 PM // 22:08   #17
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Nice creativity.....not gonna happen but oh well at least your thinking
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Old May 26, 2011, 10:09 PM // 22:09   #18
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Your ideas may not be that good or fitting for the game, but I will give you that you make them detailed, so obviously you do think some about it.

Actually I think this is maybe an interesting idea, less overpowered skills and less elaborate animations (they sound really cool... but a bit over the top imo)
No one can really complain about a few new quests to do (although I think most would prefer the GW Beyond quests rather than this)
Having pve skills tied to gwamm is kinda cool at least in theory, but might lead to discrimation (I think no matter how little difference there might be on rank 0 to rank 6 people will still think that that little bit matters)

In the end, although this is one of your somewhat better ideas imo, I will say this.
gwamm is already cool to have, sorta, and doesn't really require any extra reward.
quests would be cool, but we will prolly get some with woc and maybe something in elona after that.
new skills could be nice in a way, but theres already tons of skills in the game, we don't need more (better perhaps to make more of the skills we have more useful)
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Old May 26, 2011, 10:16 PM // 22:16   #19
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I know their too powerful now duh! I'm waiting for specific recommendations then Ill update.
Your missing the point; as Xenomortis said, some skills are just inherently broken and should not exist, therefore any recommendations other than "don't bother" would be entirely pointless.

Last edited by Outerworld; May 26, 2011 at 10:18 PM // 22:18.. Reason: missed a word
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Old May 26, 2011, 10:19 PM // 22:19   #20
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Originally Posted by melissa b View Post
So far this is where I am at. Depending on feedback I''ll adjust numbers and may make the rank requirements even more friendly to casuals.

Also want to mention these skills will start strong and then will be nerfed a little after people had some fun with them.
Thanks!
I thought majority of your threads in this forum were horrible ideas that you were serious about, but now I'm convinced that you're trolling.

The game does not need more overpowered skills to appeal to the casual crowd. They have plenty of them at this disposal already. If they are unable to steamroll everything imaginable with the skills we already have, it might be time to uninstall or learn how to play the game.
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