Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > Sardelac Sanitarium

Notices

Closed Thread
 
Thread Tools Display Modes
Old Aug 16, 2008, 12:01 PM // 12:01   #61
Academy Page
 
Join Date: Mar 2008
Location: U.K
Guild: Tiny Tag
Profession: D/E
Advertisement

Disable Ads
Default

Quote:
Originally Posted by Greyhart
ohh i can't resist this thread.

basics

PvE character has infinite levels (or extremely high cap). But no ability to reallocate attribute points (adds to roleplaying).
PvP all characters are set to the same level e.g. 20. But have the ability to reallocate attribute points.

There are no professions.
100% no. proffessions are what makes the game fun. you need some structure there and no proffessions would probably mean ridiculously overpowered players.

game updates. skills get nerfed and buffed regularily, yeah? you could have an amazing build one day, and then be thrown right back down to the bottom because one key skill is nerfed. and what would you do if someone wanted you to run a particular build? what if someone wants a prot monk and you're a healer who has put all their time and effort into upping the strength of your healing? it would be incredibly resticting. i've had to change my builds numerous times, and if that option was off limit to me and others, i think that Anet would be dealing with some very angry players and would loose alot of customers.
natmarie21 is offline  
Old Sep 07, 2008, 04:37 PM // 16:37   #62
Ascalonian Squire
 
Join Date: May 2008
Location: South of England.
Guild: -
Profession: Mo/E
Default

The first thing I noticed about this thread was that a lot of new profession ideas were taken from other games, are you trying to make those games MMO or improve GW2?

The way I see it, all races should be equal in terms of resistances to elements and such however each race gets their own exclusive set of skills and access to the skills available to everyone else....that reads poorly, let me give an example...

To make this simple, I'll use skills and terminology from the current GW.

A norn could only use the norn PvE-only skills but also have access to all the professions. Most Norn skills are aimed at melee professions already so although you'd not be hindered by making a Norn Elementalist, you'd gain nothing from the PvE-only skills....like a monk with "Dodge This!" would gain nothing, d'you see where I'm going?

An Asuran would be only allowed their PvE-only skills as well as the common pool, exactly like the Norn but with Asuran skills in place of norn ones. As they stand, most Asuran Skills are aimed at the offensive casters (Ele, Necro, etc)

A human would be allowed the Ebon Vanguard skills and the common pool, currently, Vanguard skills are balanced, meaning the Human race is the base race. Having no advantages or disadvantages.

The Sylvari are hard to base seeing as they're not included in the current GW, but I'm sure you can guess what sort of thing I'd've written if I knew what they were like.

The Charr are the polar opposite to humans, their skills will probably be the other end of the spectrum to humans. Although at the moment, with no Charr skills available, it's hard to comment on them.

D'you see where I'm going with this? There's no disadvantage to being any race but there are advantages to being the right race, with this sort of system, you'd get to maintain the profession idea (Even changing them all radically, this still works).
AlexEternal is offline  
Old Dec 02, 2008, 01:05 AM // 01:05   #63
Lion's Arch Merchant
 
weretoad's Avatar
 
Join Date: Mar 2007
Guild: league of the elite
Profession: Me/
Default

strongly against profession trees unless you could switch easily. one it's sound way to much like other game. 2, take the attribute system for example, you can switch easily and people like being able to switch what they do quickly and try out different builds. how many people here actually want to run very similar builds all day long. i would add one more attribute to each profession, and open up many more skill options.

spirits for rits and rangerswould be expanded alot,

god forms and godly powers of the dervish would be expanded.

the stealthly side of the ranger (snipering, running with a smaller argo bubble, scout items that let you see ahead)

warriors hardcore-ness would expanded,

monks would have a protection, healer, and remedy (condition removal) smiting.

Mesmer would have punish, ether (energy denial and straight damage, illusion, and inspiration.

eles would have better water magic to start, tinting (glyphs and spell mods) would be it's new attribute.

necromancer might be split into mesmers and rits not sure about them.

assassin smoke screens and throwing stars, caltrop would be expanded.

paragons would get there own pets and type of beast mastery.

and 75 more attribute points would be added
weretoad is offline  
Old Jan 16, 2009, 05:23 PM // 17:23   #64
Academy Page
 
Menlai Littiz's Avatar
 
Join Date: Jan 2009
Location: UK (Wales)
Guild: United in Battle [UIB]
Profession: W/
Default

@ Pheonix on first page lol Dervish's are not farmers dervish's are old islamic warriors ) they were holy warriors kinda like the Christian Templar Knights.
Menlai Littiz is offline  
Old Jan 17, 2009, 04:45 AM // 04:45   #65
Atra esternĂ­ ono thelduin
 
Eragon Zarroc's Avatar
 
Join Date: Jan 2008
Location: Madness Incarnate
Guild: [Duo]
Profession: W/P
Default

Summoners that can summon beasts to do fighting for them with skills that help their beast's effectiveness. summon animals, god avatars, nature phenomenons (earth, wind, fire, water summons/spiritual beings)
Eragon Zarroc is offline  
Old Feb 09, 2009, 08:22 PM // 20:22   #66
Pre-Searing Cadet
 
Wulver's Avatar
 
Join Date: Feb 2009
Guild: Soldiers of Fortuna
Profession: Mo/
Default

The way I look at it, GW has covered all the bases as far as the different ways to damage and heal.

Lets look at the melee side.
  • Warriors - Close combat melee, damage absorbers, minimum aoe.
    Rangers - Distance melee, traps, pet master.
    Assassins - Close combat, movement skills, high damge.
    Dervish - Close combat melee, close combat magic, aoe based.
    Paragon - distance melee, aoe support, damage absorber.

Now the spell casters.
  • Elementalists - High damage, spell spammer.
    Monk - Mid damage, 1-on-1 support, minimum aoe support, primary healer.
    Necromancer - Hex based pressure, minion master, Vampiric.
    Mesmer - Hex based, Highly situational, offensive support.
    Ritualist - Aoe offensive and defensive support. Some 1-on-1 direct offensive skills.

I know you could add more to the descriptions but for my purposes that will do. As you can see there is a large mix of close and distant, AOE and 1-on-1, all mixed up within various classes or professions. I would like to see less professions. I figure you can combine different aspects of mosts of the professions into the core professions and create more versitility within the profession while keeping the professions defined.

Example:
1. Combine the leadership aspects of the Paragon and AOE melee of the Dervish to the Warrior profession.
2. Combine the spear skills of the Paragon and the movement skills of the Assassin to the Ranger and give the profession a more broad name.

The same goes for other profession. Place the skills (or similar skills in GW2) together and create 6-8 professions. All primary bonuses can be attibuted to the race of the character. The profession gives the character access to armors (and their bonuses to keep the classes more defined) and end game weapons that are profession specific, etc...

This will allow more versitility within the professions along with a wider range of weapons without having to change your primary profession.

The skills are only accessable through a teir system. Your character level and your profession levels will be separate. Character levels control max hp, attib points and quest accessability (not related to skill quests).

Your profession levels will control quest accessabiliy (related to skill aquisition) and minimum skill effectiveness (duration, dmg, healing, etc...) based on the profession (not just the attribute).

The skill points (not similar to GW) will be aquired though quests, missions, mini-games, etc.. The two types of skill points are primary and secondary. Primary go directly towards your primary profession experence and your secondary go into a pool of points to be distibuted between the secondary professions as you see fit. You will only have access to skills (or skill quests) in relation to what level you are in any given profession. You can only perform quests based what secondary profession you have sellected at that moment.

Attib points (gained though character levels and/or ingame events) can be allocated to freely to whatever attributes are available (via primary and secondary professions). They, of course, affect the overall maximum skill effectiveness based on that attribute.

This system allows for a great mixture of play options while ensuring that no one profession or race has a major advantage at any stage of the game. It also allows for free movement thoughout the land because the story can be controled by the characters level or profession level. It will cut down on skipping players skipping the story while openning up the world (Factions major downfall). It also allows for multiple starting points based on race and lore.

To appease the gamers that enjoy a teired progression (titles). Primary and secondary combinations can lead to alternate profession titiles. If your a W/Mo your profession would change to Palidin, or a Mo/W would be a Cleric, etc... All your skills would remain the same but it would be easier to ID profession mixes. I wouldn't recommend bonuses for these profession due to balancing reasons.

I don't like the idea of no profession in an MMO and the idea of any one character with the ability to use all their skills at their max potential. This leads to over powered builds and a serious lack of creativity.

You can still have a teir system that allows ANET to go crazy with their "Title" system that they have fell in love with.

You could name the professions differently based on Race as well to assist with identifying character's race bonuses in Pvp and pve. The only issue would be the crazy number of combinations given the 5 races and anywhere from 6-8 professions.

I would like to see ANET stay true to GW game play and enhance it... not completely overhaul it.
Wulver is offline  
Old Feb 15, 2009, 09:30 AM // 09:30   #67
Academy Page
 
Rick Thene's Avatar
 
Join Date: Dec 2005
Location: Confirmed. Sending Supplies.
Guild: Big Domage Krewe [DoMe]
Profession: A/W
Default

My suggestion is to have only 6 professions, based mostly on the current core 6, but with aspects of the other 4 implemented in.
The attribute system would stay the same. Right now I am unsure if a secondary profession system would work, as I would rather if all the classes were self-sufficient and had clear-cut roles to make balance easier.
Attributes points would cap at a certain level, making level cap irrelevant.
All weapons would be class specific, except for one - the Crossbow. This gives all classes a pulling weapon, while keeping bows for Rangers.

* indicates a primary attribute.

Warrior
Attributes:
Strength*
Swordsmanship
Axe Mastery
Hammer Mastery
Tactics

The Warrior would essentially have the same role - taking hits and dealing out melee damage. There would be one-handed and two-handed variants of all weapons. One-handed would allow the use of a shield, boosting armour and adding additional defensive effects. Two-handed would allow Warriors to hit 2 foes adjacent to the target foe, much like scythes currently do.
Tactics would aim more at boosting mobility, and may also have skills to help with conditions, along with self-heals and adrenaline gain skills.

Stalker (name made up on the spot, don't really care what they're called)
Attributes:
Expertise*
Marksmanship
Blade Mastery
Survival

The Stalker is a hybrid of the current Ranger and Assassin. It may choose to focus on ranged bow attacks, or melee attacks. It would focus more on debilitating and softening groups of enemies through conditions and interrupts. Marksmanship would work similar to how it currently does, while Blade Mastery would focus on dealing damage alongside these conditions and interrupts in close combat. Survival would focus on not only defensive skills, but also traps and skills such as smoke bombs or caltrops to hinder enemies. Expertise would inherently lower energy cost of skills, and would also contain skills, stances and preparations to boost offense.

Elementalist
Attributes:
Energy Storage*
Fire Magic
Earth Magic
Water Magic
Air Magic

Elementalists would function very similar to how they currently do, but would be the game's main ranged damage dealer. Each magic line would be capable of nuking and spiking, as well as having their own added effects. For example, Fire Magic spells could burn opponents, while Water could slow or inflict bleeding. Each line would also have a few defensive spells. Fire would focus on hurting enemies who attack your team, Water would focus on blocking, Earth would focus on boosting armour and damage reduction, and Air would focus on boosting the chance for enemies to miss you. Pure nuking would be used in favour of DoT spells.

Monk
Attributes:
Divine Favour*
Protection Prayers
Smiting Prayers
Sacred Blessings

Monks focus more on supporting and buffing then pure healing. Smiting Prayers focuses more on hurting those who attack your allies then on pure damage. Protection and Divine Favour work in similar ways, with Divine Favour providing more passive healing as a secondary effect to your spells. Sacred Blessings would focus on buffing your allies offensive and defensive capabilities, through enchantments and weapon spells. Defensive buffs would focus on boosting armour, while Protection Prayers would focus on downright damage negation.

Necromancer
Attributes:
Soul Reaping*
Curses
Blood Magic
Death Magic

Necros are turned into more of an offensive buff-debuff class, instead of the current damage dealer they have become. Curses revolves almost entirely around debuffing foes, stripping enchantments and weakening with hexes and conditions with little damage involved. Blood Magic spells would give your team boosts with sacrifice spells, much like the current Order spells. Life steal spells would deal damage and have you or your allies gain health (they can be protted). Death would focus on minions and minion management, along with other corpse exploitation spells.
Soul Reaping would return energy, but less then it currently does. It would also house energy management skills.
Well Spells would also see a revamp - they would work like Wards, don't require a corpse, but only one may be active for each Necro at any time.

Mesmer
Attributes:
Fast Casting*
Domination
Illusion
Inspiration

Mesmers would be the most versatile of the caster classes. Inspiration would allow them to sap energy and interrupt their foes, while slightly buffing their teammates and themselves. Domination would deal with the enemies emotions, making them feel empathy and not attack your teammates, or mistrusting and turning on their own. Illusion deals with hexing the enemy to weaken them, and turn their own damage back on them without preventing it, like the current spell Backfire. Fast Casting, obviously, makes you cast spells faster.
Overall, the Mesmer won't nuke you, but they'll kill you for trying.

Last edited by Rick Thene; Mar 31, 2009 at 07:18 AM // 07:18..
Rick Thene is offline  
Old Feb 15, 2009, 10:16 AM // 10:16   #68
Academy Page
 
Ataxia's Avatar
 
Join Date: Apr 2006
Guild: Gameamp Guides [AMP]
Profession: A/
Default

Professions/classes is an outdated and pointless system and many in-dev MMOs are moving away from it, instead of some archaic system that I'd expect to see in EQ do something like this:

4 Main attributes, call them w/e you want, but for this...

Dexterity
Strength
Wisdom
Faith

12 secondary attributes, 3 linked to each. With a number of skills linked to to the secondary attributes.

You can only use two main attributes at once.

From this you can start to see how each "class" might take shape. Have a large amount of dexterity faith (in that order) you'd fit into the assassin that we have now, Strength Wisdom (again in order listed) you'd fit into the warrior, Large Faith + Strength dervish.

Only w/ this you could change you're "class" at will anywhere in the world and anytime. (limitations would be missions/dungeons + in combat in the world)

Based on your current points in each attribute different skills and skill "panels" would be unlocked for use. Think of it like a tree:

Wisdom tab branches out into Destruction (pure damage spells), The Elements (snares, some damage and other weakening spells), and Ether (mesmer like attrib).

Strength would branch into Weapon Mastery (all meele (-daggers) and spears), Tactics (most paragon-like things plus tactics), and Brute Force (the current strength, self buffing dmg increasing).
Ataxia is offline  
Old Mar 06, 2009, 04:39 AM // 04:39   #69
Frost Gate Guardian
 
D A R K S O I F O N's Avatar
 
Join Date: Mar 2009
Location: ^ ^In your bedroom (0-_-0)
Guild: Unexpected Advantage (UA)
Profession: E/Me
Default The Summoner

It would be interesting if they had a summoner (if anybody has played ffx then you know what im talking about) but to have the ability to summon a creature of every element to fight your battles. And for every level you gain, it to gets double exp for its exp.
D A R K S O I F O N is offline  
Old Mar 06, 2009, 05:57 AM // 05:57   #70
Krytan Explorer
 
Arachnephobia's Avatar
 
Join Date: Nov 2007
Location: Tyria
Guild: FaR
Profession: E/
Default

My post may not be as intelligent, or witty as the others but I do have an idea of what should be put into GW2, profession wise, and for the new species we get to play as: Slyvarie.

The profession would be mainly based on controlling the plant life around the being. Their role in combat would be protection to AOE melee, depending on the choice of the player.

Protection: the plant-caster would have to cast a spell, alike of what you see in the Maguuma Jungle, during The Wilds, as you run into the Pine Soul and it casts it's plant barrier to avoid melee attacks. Spells that would protect the whole group for a small amount of time, but to break this barrier would be to cast an AOE fire DMG skill, but any other elemental attacks give little to no DMG to the group, or player.

Antidote: Plants hold many antidotes, and poisons. Holding a similarity to the "Antidote Signet" from the Ranger profession, this attribute would have the capability to transfer their conditions, alike of "Smite Condition" when taking off the condition DMG would transfer to foes around the ally. Many other antidote skills would be able to take off and heal the whole group, to adding a little more armor to the group + caster.

AOE: This caster would be able to slow down and give severe DMG and add a condition to the targeted foe or foes. Similarity to a R/E, E/R.

Growth: The main attribute: Like Fast casting, Energy storage, Tactics, etc. The Growth determines how fast, and how agile their spells work against the group and foes.

Yeah. I know this sounds cliche, but it was just a thought, a suggestion.
Arachnephobia is offline  
Old Mar 22, 2009, 12:15 PM // 12:15   #71
Frost Gate Guardian
 
Xion Air's Avatar
 
Join Date: Jan 2009
Location: New Zealand
Guild: Knights of Echovald (KoE)
Profession: Rt/
Default

In my honest opinion I think either of these 3 professions should be included into GW2:

The Summoner profession: (Could possibly be the evolution of the necromancer?)

The summoner would provide you with the ability to summon either an animal or god to assist you in battle. Along with this extremely powerful ability, your primary attribute would be Clericy - each rank in this attribute would decrease recharge times of all skills and spells by 1%. At 16 Clericy this means the recharge times of all skills and spells would be reduced by 16%. The summoner would specialise in max health skills as well as damage reducing abilities.

Energy would be obtained by skills and for each time you create and end life of a creature (including undead)

The Slayer profession: (Could possibly be the evolution of the warrior?)

The slayer is the ultimate killer. Able to defeat a foe blindfolded, this profession would be melee based (with robes like the master of whispers - long and mystic-like) and with the weapon and focus item being a whip with sharp blades attached to it, and a defender as the focus item. The primary attribute would be "Accuracy" and each rank in this attribute would grant the user a 1% chance to block any and all attacks as well as a 1% chance to strike a critical hit. This combined with high block rates makes the slayer a lethal yet defensive profession.

Energy would be obtained by skills as well as hitting enemies through critical hits and blocking attacks.

The Shapeshifter profession: (Could possibly be the evolution of the ritualist?)

The shapeshifter is the ultimate ritualist really with creature holding spells and a chance at extreme running haste - making it a great runner. The primary attribute would be "Stealth". With each hit you take from an enemy, you have a 1% chance with each rank in stealth, that you run 50% faster for 5 seconds. This means at 16 Stealth, you'd have a 16% chance at running 50% faster for 5 seconds with each hit you take from an enemy! Shapeshifter skills would change the way you take and deal damage, as well as give you animal powers and abilities.

An example of a skill could be "Universal Weaponry". This skill empowers your weapon to deal the optimal damage to the opponent you are facing. For example, if you were attacking an undead enemy with the skill active, it would deal holy damage, and if you were to immediately hit an enemy that could only be damaged with lightning damage (If it was under the iron mist spell for example), your weapon would deal lightning damage to that opponent and so on and so forth.

Another skill could be "Mimic's Backfire" (Attribute: Mimicry)

Energy: 15
Activation time: 0.75 seconds
Recharge time: 30 seconds

Elite Item spell. Hold the mimic octopus (2...32 seconds). whenever an enemy uses a spell on you, that spell fails and is cast on them instead. Drop effect: gain 1 energy for each spell that was cast on you.

Energy would be obtained by skills as well as creature holding spells.

The Shapeshifter's armor would be pieces of creatures placed on the armor (like the shells on ritualists armor), for example if it was the elite Zion armor, the chestpiece would have a large lions head rawring out to the side of one of the shoulders and would have ancient symbols symbolising the energy of the creatures power.


I'd also love to see 2 new campaigns, one completely desert based, with undead creatures/mummies/pyramids/portals and mystic metal creatures (like ones from stargate with their headpieces that fold up and all that. And one completely based on space - where there are floating citadels and the entire land of the campaign is floating above toxic wastelands.

Last edited by Xion Air; Mar 22, 2009 at 12:19 PM // 12:19..
Xion Air is offline  
Old Apr 01, 2009, 05:46 AM // 05:46   #72
Ascalonian Squire
 
Join Date: Apr 2009
Default

My post might not follow the suggested posting form but I'm in a bit of a hurry. I thought about this profession in the Guild Wars Ideas site and altough it still needs a lot of work, I'm pretty content with the base for the class. And don't mind the rant at the beginning, it relates to a conversation I had with someone about my earlier (very dumb) idea:

Spirit Walker

OK so my Naturalist idea was pretty dumb and not original at all. I tried to figure out a character class that would use the animal blessing type skills introduced in EoTN but also have the possibility for another type of role as a healer. Instead of trying to create a unoriginal hybrid, I came up with something like this:

The class communes with the natural spirits of the world. For the Norn these spirits include the Bear, Wolf and Raven. Spirit Walker is deeply in touch with these spirits and can take upon their powers in the form of a shapeshift, using his feral connection for vanquishing his enemies. More subtle spirit walkers prefer calling upon nature's spirits to aid them and protect and heal their allies.

1. Communing (main attribute) - Basically similar to Ritualist's main attribute. Putting points into this would increase bonuses for shapeshifting and increase health and duration of spirits.

2. Guardian spirit - This would include a protective shapeshift ea. the Bear. It would be high armor & health form with slower attacks. Buffs to party members armor could be considered. [TANK]

3. Feral spirit - This would include an aggressive shapeshift ea. the Wolf. It would have fast attacks and conditions and maybe damage boosting buffs. Also an increased running speed could be considered if implemented in a sensible manner. [DPS]

4. Guiding spirit - This would belong to the Raven but I'm having a hard time figuring out what it would actually do. In EoTN the raven has blind, cripple and bleed and also stance to counter knockdown. Maybe the Raven form could be similar to the paragon.

All spirit attributes would also include a series of fitting spirits and spells in the manner of a Ritualist. As in: protective and healing spirits/spells in guardian, damaging spirits/spells in feral, condition making & hindering spirits/spells in guiding.

The class would be a CASTER. Only the shapeshifts would trigger melee usefulness. Forms would be elite skills and equipping one would "lock" the skill bar so that it shifts into the forms own skill bar, preventing making a dual character with a healer bar and a melee fighter bar. Weapon would be a stave that works similar as monk staves in GW1. Obviously shapeshifting would be a permanent "condition" since running around in caster form with a bar set up for a certain form wouldn't make much sense, now would it? There could be more forms with different bonuses but these were the ones in EoTN.

This idea came from EoTN animal blessings, Ritualist and a little from Egil Fireteller so it's pretty original to GW. However this set up would only work for the Norn, maybe Sylvari as well, so it isn't perfect. I'm not sure what ANet plans to do with shapeshifting but I hardly believe they will leave it to just giving the Norn bear form racial. It would be like giving us 3 nifty shapeshift skill and taking them back.

EDIT

To add more clarity:

Armor: Caster armor (armor bonuses for shapeshifting would obviously be different, you don't take your metal armor with you)
Weapon: Staves
Role: DPS + tanking (in form), support/healing (with a caster build)

Last edited by Milana Feline; Apr 16, 2009 at 05:48 AM // 05:48..
Milana Feline is offline  
Old Apr 01, 2009, 06:03 AM // 06:03   #73
Krytan Explorer
 
Hanging Man's Avatar
 
Join Date: Aug 2006
Location: Deep in the Shire
Default

I like the ideas of tier systems on the first page. All of you who provided them, great job. I personally like the idea of being able to flourish in your profession. If it was the 6 original profs, and then they all had several tiers it would be sweet.

Also I like how Exorcist, Medic, and Runelogist sound
Hanging Man is offline  
Old Apr 01, 2009, 11:03 AM // 11:03   #74
Ascalonian Squire
 
Join Date: Apr 2009
Default

Quote:
Originally Posted by AlexEternal View Post
The first thing I noticed about this thread was that a lot of new profession ideas were taken from other games, are you trying to make those games MMO or improve GW2?
This is what worries me as well. My original Naturalist idea was a horrible ripoff from WoW Druid so I re-thought it over. Ritualist offered a good starting point for a character communing with natural spirits. Altough WoW Druid is a blast to play, it's WoW, not GW. GW2 will have a whole new system for handling classes and skills but most likely they will use GW1 as a reference so starting to think classes based on the original game is far more rational.

As for PvE-only skills and racials: I personally hope that PvE only skills won't even exist. As for racials: they could be more strategically meaningful than actual skills of their own. Already adding the Norn Bear form - skill might not have been the best move to make, seeing as it's rather powerful for a racial. Other races could have something on the lines of:

Sylvari - Natural spores = Cause blindness/stun for a COUPLE of seconds. This would allow the Sylvari to get away from the enemy but the enemy wouldn't be immobile for too long.

Charr - Battle Rage = For xx seconds you do xx% more damage. Just like Norn Bear form, this would have to be very carefully balanced.

Asura - Deafning scream = Makes the next two attacks of the enemy fail. Asurans look like some sort of moles to me so they might scream...could be anything else though, haven't put much thought on Asura.

Humans - Maybe some manner of a shout since humans are usually considered as far more social than other races.
Milana Feline is offline  
Old Apr 04, 2009, 12:19 AM // 00:19   #75
Wilds Pathfinder
 
Qing Guang's Avatar
 
Join Date: Nov 2008
Location: California
Guild: Lucid Spirits [LIFE]
Profession: N/A
Default

Personally, I'm for sticking close to the GW1 system of professions, as it is to me one of the game's trademarks, but condensing them down to five (no primary attributes, probably no 2nd profs), possibly with specializations later down the line:

I. General: A fusion of Warrior and Paragon. Merge Command/Leadership, Tactics/Motivation, incorporate Strength into the 4 weapon masteries but trash as attribute line. Focus: tanking, party buffs. Crunchy frontline.
i) Possible specializations: Vocal General (more Paragonlike), Mighty General (more Warriorlike).

II. Forester: A fusion of Ranger and Assassin. Merge Wilderness Survival/Deadly Arts/Shadow Arts (eliminate Shadow Stepping), incorporate Critical Strikes into Marksmanship and Dagger Mastery but trash as attribute line, keep Beast Mastery and Expertise. Focus: traps/poisons (basically nonmagical hexes that count as conditions), spiking. Semisquishy, in-and-out midline->frontline->midline.
i) Possible specializations: Forester of the Leaf (more Rangerlike), Forester of the Shadow (more Assassinlike).

III. Disciple: A fusion of Monk and Dervish (unfortunately this is the weakest combo, I think, but it was left after I made the other ones). Incorporate Earth Prayers into both Healing Prayers and Protection Prayers but drop as attribute line, incorporate Smiting Prayers into Protection Prayers and Wind Prayers but drop as attribute line, buff Wind Prayers into... something, keep Scythe Mastery, fuse Mysticism and Divine Favor. Focus: healing and protection OR enchant-reliant DPS. Semisquishy midline.
i) Possible specializations: Disciple of the Word (more Monklike), Disciple of the Blade (more Dervishlike).

IV. Arcanist: A fusion of Elementalist and Mesmer. Fuse Water Magic/Illusion Magic (hex-based), Domination Magic/Air Magic (shutdown-based), Energy Storage/Inspiration Magic, perhaps redistribute Earth Magic/Fire Magic into Defensive Magic and Destructive Magic (or just Destructive Magic)... if the latter, keep Fast Casting, if the former, trash it. Focus: nuking, shutdown, hex, possibly buff. Squishy backline.
i) Possible specializations: Stormy Arcanist (more like a Mesmer - Water/Air focus), Fiery Arcanist (more like an Elementalist - Earth/Fire focus).

V. Cultist: a fusion of Necromancer and Ritualist. Fuse Spawning Power/Communing/Death Magic (all minion spells go here), Blood Magic/Curses, keep Channeling Magic (incorporate more spike-y Blood Magic here), Soul Reaping, Restoration Magic. Focus: jack-of-all-trades - sacrifice-reliant spiker or hexer, healer/buffer, minion master. Squishy backline, probably needs most protection if saccing.
i) Possible specializations: Blood Cultist (more like a Blood/Curses Necromancer or Channeling Ritualist - focus on saccing for hexes and damage), Spirit Cultist (more like a Resto or Spirit Spam Rit or MM Necro - focus on creating and maintaining a large army)

The lore explanation could be that as time passed and old schools were destroyed, arts were lost and some of the more popular profession pairs grew into each other. Ideally, this shuffles up the system significantly to make GW2 not a rehash of the first game, but keeps the spirit of GW1. This could also make life easier for the dev team (if they are still basing armor/appearance/weapons on profs and atts) as there will be fewer items to have to design, unlike under some of the tiered systems. It's also a bit easier to understand (for me, at least) and (hopefully) boils down the many attributes into fewer, more useful ones.

For racial specials: I like Drake's suggestion of a bonus to one attribute; we might have more Air Asurans than Fire ones, but at least not all Eles (or Arcanists) will be Asuran, so there'll still be room for variation. Perhaps Humans could have a flex point instead of an att bonus. There might also be additional race skills.

One final note: being able to change specs is, IMO, a must. I don't want to be kept out of a group because I specced into Water and the things I'm supposed to fight resist cold. A short anecdote: My friend once convinced me to play MapleStory. When I reached level three (he was not with me at the time to advise me), I specced a point into a spell I'd been using a lot. When he asked me what I'd done when I leveled, I told him, and he told me I'd permanently gimped my character and I'd have to restart. I uninstalled the game. When you're going to be putting hours and hours and hours into a single character, it makes no sense be forced to suffer from a permanently ruined build if you don't know any better or mis-allocate a point somewhere along the way.
Qing Guang is offline  
Old Apr 04, 2009, 06:05 AM // 06:05   #76
Ascalonian Squire
 
Join Date: Apr 2009
Default

Quote:
Originally Posted by Qing Guang View Post
(eliminate Shadow Stepping)
Why? Removing Critical Defenses would make some sense but removing shadowspetting? Might as well render sin focusing characters completely defenseless.

I don't see how combinging excisting classes would work out. There would be way too much going on. Especially the ranger combined with the sin...stances, powerful dagger attacks, possibility for merging those with ranged attacks, possibility of throwing in a pet for RaO or HaO type of skills. Not to mention the other class combos. Then having a weird combo like the monk/dervish, seeing as the dervish is mainly a melee fighter. Not to mention the dual classing which will STILL be present in GW2.

We need something new or altered excisting classes. Combined classes just get way too complicated.
Milana Feline is offline  
Old Apr 04, 2009, 11:02 PM // 23:02   #77
Wilds Pathfinder
 
Qing Guang's Avatar
 
Join Date: Nov 2008
Location: California
Guild: Lucid Spirits [LIFE]
Profession: N/A
Default

Hmm... I don't know what I was thinking ditching shadow stepping, actually... maybe change it to some kind of more nature-themed thing with the same effect and make it be part of some stances?

In terms of complication... it'd only be like the prof combos we've got now (with a few exceptions) - you just have to spec wisely. And if all the class combos are overpowered, then technically the game is balanced. Perhaps keep the damage low? Also, remember that the new classes are supposed to be doable for both solo and group play, so they need to be a bit more independent. Also remember that though classes may have multiple powerful trees, I'm assuming, at least, that we're sticking with an 8-skill bar as that is, IMO, another huge element of what makes us unique. So a single character won't be able to utilize all of those skills, just as Elementalists have a huge variety of powerful skills but have to narrow their attributes down to one or two elements (for instance).

With regards to Mo/D... I was just thinking in terms of them both being religious devotees and very fond of enchantments... they can choose to ignore the scythe if they want, but I thought perhaps it would give them some ability to fight for themselves. Since contemporary Monks are probably the least capable of dealing damage on their own unless they spec into Smiting, it could add soloability to your average healer (who normally can't stand on her own very well).

Also, do we know for a fact that dual-classing will be possible? I wasn't sure of that. This system definitely wouldn't work with that, no; I was thinking single-prof with a later specialization that perhaps unlocks some new skills limited to that version (more shadow stepping for of the Shadow, more pet stuff for of the Leaf, for example).
Qing Guang is offline  
Old Apr 07, 2009, 11:22 AM // 11:22   #78
Ascalonian Squire
 
Join Date: Apr 2009
Default

Quote:
Originally Posted by Qing Guang View Post
Also, do we know for a fact that dual-classing will be possible? I wasn't sure of that. This system definitely wouldn't work with that, no; I was thinking single-prof with a later specialization that perhaps unlocks some new skills limited to that version (more shadow stepping for of the Shadow, more pet stuff for of the Leaf, for example).
Well they have this line on wiki:

Quote:
The professions are being designed to be viable for both solo and group play. A primary and secondary profession system will be used. It is currently not known if any professions from the original Guild Wars will return, and the profession count is unknown.
So who knows? Of course that could mean a system where you have your actual character class and a secondary class in the lines of leatherworking, blacksmithing etc. but I guess that since it's GW it means dual classing.

Personally I'd like to see dual classing gone, it just takes too much meaning out of what class you actually started playing when you started. If dual classing was removed, then combining classes as you said would make sense. Would be awesome to see these "hybrids" taken into a whole new level, in the form of classes that not so many game has seen yet.
Milana Feline is offline  
Old May 20, 2009, 05:03 PM // 17:03   #79
Lion's Arch Merchant
 
Marvel-Kid's Avatar
 
Join Date: Feb 2009
Location: Across the street from Grenth
Guild: The Tasty Teabag [tea]
Profession: W/
Default

Personally, I dont like the idea of demons in GW.... Demons aren't nice little people that you can toss around at the click of a button. They torment, and inflict pain and deisese among us. They are beings of the spiritual relm whom are not to be messed around with like that If something like that were added into GW2 thousands of players would be lost because a good deal are Christians. That's ALOT of money to be lost. So....
Marvel-Kid is offline  
Old Jun 10, 2009, 10:12 PM // 22:12   #80
Pre-Searing Cadet
 
Flonae's Avatar
 
Join Date: Jun 2009
Guild: Whispering Snow Angels [Snow]
Profession: R/E
Default

The Core Professions
  • Fighter
-The basic melee combatant, under Balthazar. Specializes in damage-dealing from up close.
  • Hunter
Ranged fighter, under Melandru. Focuses on ranged attacks, as well as stealth-based abilities.
  • Cleric
Healers, under Dwayna. As implied, they heal damage, remove debuffs and the like.
  • Warlock
Debuff casters, under Grenth. Can also control the undead, with roles that vary based on the type summoned.
  • Musician
Party Buffers, under Lyssa. Can either buff party members or debuff enemies within range.
  • Lancer
Spear Fighters. Can cast buffs on themselves as well as party members, and controls a familiar.
  • Sorcerer
Offence-based spellcasters. Specializes in AOE and damage-dealing spells.

Race-Exclusive Professions
  • Barbarian
Norn Exclusive. They specialize in melee, but are focused on endurance to better survive multiple enemies.
  • Shaman
Charr Profession. Can control spirits and cast defensive spells.
  • Tinker
Profession for the Asura. Can create devices such as bombs, traps, etc.
  • Druid
Profession for the Sylvari. Can control plants as a means of offence and defense.

-------------------------------------------------

Now I hope that wasn't too many... ^^;
Flonae is offline  
Closed Thread

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
AxemRangerBlue Sardelac Sanitarium 4 Sep 21, 2006 10:06 PM // 22:06
Profession Suggestion Energizer Deth Buni Sardelac Sanitarium 6 Jan 31, 2006 08:58 PM // 20:58
Seth Deathcaller Sardelac Sanitarium 28 Oct 10, 2005 11:33 PM // 23:33
Seth Deathcaller Sardelac Sanitarium 2 Aug 28, 2005 03:10 PM // 15:10
Kirbie Sardelac Sanitarium 11 Apr 27, 2005 01:24 AM // 01:24


All times are GMT. The time now is 06:09 AM // 06:09.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("