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Old Oct 28, 2007, 10:42 PM // 22:42   #541
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Originally Posted by BlackSephir
Make GW2 skill > time, as GW 1 was supposed to be.
K thx
You can't do that. You must spent quite a long time to learn what every skill actually does and how to counter it/use it properly.

Otherwise I don't see why anyone should be worse than someone else just because he didn't play so long. And, if you mean skill > time in PvE, I must disagree. There should be something you must put your time, effort and skill altogether to gain it. If every new player would get everything he'd dream of, it probably couldn't be fun
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Old Oct 28, 2007, 11:01 PM // 23:01   #542
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Originally Posted by Origin
Otherwise I don't see why anyone should be worse than someone else just because he didn't play so long. And, if you mean skill > time in PvE, I must disagree. There should be something you must put your time, effort and skill altogether to gain it. If every new player would get everything he'd dream of, it probably couldn't be fun
The whole idea of skill > time is that more skilled player will be better, not the one who has more time. As for the puuting your time part. Let's take armors for example. Obsidian and your usual Drok's armor. Obsidian is more 'prestige', Drok's isn't. Does Obsidian have any advantage over Drok's? No, it just looks different (except for idiots who think a guy in Obs = pro) and that's how it's supposed to be.
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Old Oct 29, 2007, 12:26 AM // 00:26   #543
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Originally Posted by BlackSephir
The whole idea of skill > time is that more skilled player will be better, not the one who has more time. As for the puuting your time part. Let's take armors for example. Obsidian and your usual Drok's armor. Obsidian is more 'prestige', Drok's isn't. Does Obsidian have any advantage over Drok's? No, it just looks different (except for idiots who think a guy in Obs = pro) and that's how it's supposed to be.
Of course..it always used to be like that. And I hope it will be like that in GW2 too. Sorry, I didn't mention you said "keep" in your suggestion. In this case I agree. Make unique "achievements" but don't let them be in advantage over another player, who haven't so much time to play. Let it be just as reward for spent time, and to show others how much spare time you've got.
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Old Oct 29, 2007, 04:46 PM // 16:46   #544
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Default GW2 Suggestions Thread

Ever wanted a place to call your own? A place to personalize and relax? A place to bring your online friends and show off your snazzy items (perhaps an armor display or trophies). A mini-Guild Hall that can be upgraded as you adventure, as we all know a man's home is his castle, why not take that literally?
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Now I know what you are all going to say, Hall of Monuments...yes it's great, but it's so limited. Imagine how your house could differ in Architecture from city to city. Buy a mudhut in Kamadan or a cottage in Gunner's Hold, whatever you want.
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Also, imagine the decor you could add. Start with cheap simple wood chairs (using your materials to build) and upgrade to Onyx Glass Dining room tables (crafted at that special crafter only available once you find him). Trade or sell that limited Charr fur foldout couch.
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The possibilities are endless and as limited as your imagination. It'd help expand the economy, define your lifestyle and allow a new market to emerge.

Hell, if they could include this into the current Guild Wars, I'd do backflips...how about you?
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Old Oct 29, 2007, 05:06 PM // 17:06   #545
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I posted this idea in a separate thread and I apoligize, I didn't see this thread...seriously. So, I'm just going to just post it here as well. Sorry for the trouble.

ORIGINAL CONTENT BELOW:

Ever wanted a place to call your own? A place to personalize and relax? A place to bring your online friends and show off your snazzy items (perhaps an armor display or trophies). A mini-Guild Hall that can be upgraded as you adventure, as we all know a man's home is his castle, why not take that literally?
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Now I know what you are all going to say, Hall of Monuments...yes it's great, but it's so limited. Imagine how your house could differ in Architecture from city to city. Buy a mudhut in Kamadan or a cottage in Gunner's Hold, whatever you want.
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Also, imagine the decor you could add. Start with cheap simple wood chairs (using your materials to build) and upgrade to Onyx Glass Dining room tables (crafted at that special crafter only available once you find him). Trade or sell that limited Charr fur foldout couch.
-
The possibilities are endless and as limited as your imagination. It'd help expand the economy, define your lifestyle and allow a new market to emerge.

Hell, if they could include this into the current Guild Wars, I'd do backflips...how about you?
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Old Oct 29, 2007, 05:37 PM // 17:37   #546
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I have one already. It's called my apartment.
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Old Oct 29, 2007, 05:39 PM // 17:39   #547
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Default Hall of Monuments?

Hall of Monuments.

happy days.
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Old Oct 29, 2007, 05:39 PM // 17:39   #548
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Yeah, but does it have an Onyx Glass tabletop?

And can you invite your GW friends over for a brewskie?

How about that trophy display case, whats better "Bowler of the Year" or "Grand Slayer of Orr?"
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And I say this to Hall of Monuments...boring and inpersonal, no customization and one-of-many. Also, this idea is for GUILD WARS 2.
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Really, whats the harm of this idea?
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Old Oct 29, 2007, 06:14 PM // 18:14   #549
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EVerQuest 2 had somthing like this didnt they?
only heard about it, seems like a nice idea for GW2, as long as GW has the home liek a tavern in WoW (as in able to sit down) and if you could buy things like carpets and all that the better,
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Old Oct 29, 2007, 06:57 PM // 18:57   #550
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Get some fresh air mate.

If you want to chill in a virtual home...

Harvest Moon is your friend.
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Old Oct 29, 2007, 06:59 PM // 18:59   #551
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Housing like in old-school Asheron's Call would be sweet. Houses and apartments of varying sizes, in varying locations, some in a community with others, where you could all gather, store items, recall to, resurrect at, etc., all in the instanced world. It'd be cool.
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Old Oct 29, 2007, 07:28 PM // 19:28   #552
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Quote:
Originally Posted by Snow Bunny
Get some fresh air mate.

If you want to chill in a virtual home...

Harvest Moon is your friend.
Oblivion is pretty nice too.
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Old Oct 30, 2007, 12:45 PM // 12:45   #553
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Didn't read through the whole topic so maybe this was already said but it'd be cool if for example when we exit a city, town, etc. We could either go in private area (like it is now) or general area (Kinda like in WoW, where you can meet anyone outside of town) or again, a mix of the both!! Where when your outside, you can meet people, but only people from your guild Now that would be sweet!
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Old Oct 30, 2007, 05:54 PM // 17:54   #554
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There is a confirmed change with instanced areas or whatever they're called. How it'll change is uncertain, but I think they are moving toward making the outside world one area.
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Old Oct 30, 2007, 08:01 PM // 20:01   #555
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In Guild Wars 2, the game as we know it will be rewritten. Everything we have come to know about Guild Wars over the years is going to change, and it will be for the better. During this time, the game is in its development stages, and this is the most crucial moment for us to get our ideas out and be heard. Below I have described many of my ideas for the races and classes for GW2, and I encourage you to post your own opinions and ideas for the subject.

The Races of Guild Wars 2


The Humans: Ages have passed since the Searing, and in time, the humans' perception of the world around them has changed and evolved. In this time, even the Charr have been forgiven for their assault long ago. The race of men is simplistic, and their appearence is not terribly difficult to imagine. Unlike the original Guild Wars, all professions look the same, physically, but it is in the armor that they differ. The racial ability of the humans is:
Expertise- All skills used by the human have their energy cost reduced by 10%.

The Norn: The mighty Norn of the north return in GW2. They are tall, and buff, and foolishly brave. The racial ability of the Norn is:
Bear Form- Skill. For fifteen seconds, the Norn's armor is raised by 25, and maximum health increased by 10%. 3 minute recharge.

The Asura: The ingenius mole people from beneath the earth make their return. They are small, (somewhat) cute, and will take every possible oppurtunity to tell you how inferior you are. Unfortunately, the Mesmer profession is unavailable to the Asura. Self-conscious like a highschool misfit, they were repulsed with the look of the human ones, and their sissy masks and fancy clothing. One could say they wanted to be "Not Too Fancy." The racial ability of the Asura is:
Efficiency- The Asura has 5% more energy and scores critical hits 1% more often.

The Charr: Like wild cats in a zoo, the Charr have been domesticated. And I'm referring to that zoo that was shut down due to the deaths of three wildcat handlers. The have dropped their animosity just a tad, and work with the other races out of a mysterious message from their god. They are savage beasts on two legs, and their racial ability is:
Instinct- For every 15% health missing, the Charr has a 2% chance to dodge attacks.

The Sylvarri: Nature's newest creation makes its debut in GW2. They are slim, young, and green in color. They are interested greatly in the world around them, and are masters of magic. The racial ability of the Sylvarri is:
Gifted Youth- The Sylvarri moves 5% faster and casts 15% faster.


The Technical Stuffs


In my idea for GW2, there will be no level cap. But with that concept comes a boundary: your character does not get stronger after level 30. If you missed that, it's level 30. The level "cap" (note the quotes) is 30. All levels after that are bragging rights and skill points.

When a character reaches level thirty, the player's max health will be the magical number 1,000, a number that can be molded and fitted for your need with RUNES. Runes are a concept I would like to stay, and they can be used to shape and form the specifics of your character. The maximum energy is determined by class, and energy regeneration also varies for all classes.

For the skills, the bar will have ten slots. You read that correctly and this is why: NO elite skills! Skills that can devour planets but are limited one-to-a-bar are boring. Boring like the nights you are promised Olive Garden but are forced to settle with Chef Boyardee. Instead, a skill bar has eight slots for normal skills, and two for specializations. Oh em gee stop right there, a new word!! Specializations are these awesome replacements that are the replacement for elite skills. They are passive icons you put on your bar and savor the delicious flavor of without having to ever worry about. A class will have ~12, but must settle with his/her two most beneficial at a time. For example, a warrior may equip one which gives attacks with 2-handed weapons a 5% chance to knock down, and one that makes all knock downs last longer. But with much regret, I must clobber your hopes and dreams of future combos by informing you that you may only use specializations (and runes) of your primary profession.

The skill count I would like to see (before expansions) is about 40-50 per class, and 10-15 specializations. I do not want to see more than 10 new skills in any addition to the game. With less skills, it becomes much easier to attain a decent level of balance, and the skills you do have feel unique. No more 25 different sword attacks that cause damage, bleeding, deep wound, and crippled in a huge mass of ever-so-boring ways.

Finally, we get to the armor. Maximum armor is determined by class, but the squishy, clothy base is 100 AL. This is where all damage does its expected amount. 200 AL is where you only do half damage, so rasing that armor is still a priority in GW2.

Professions



Core classes: All professions from the orginial guildwars will make a return, although they may feel a lot different. The Mesmer is the only original core profession not available to all races. There are no primary attribute, but it is the racial bonuses you will rely on. Dual professions (E/Mo) will come back.



The Warrior: Jaw-droppingly shocking as it is, the warrior is returning. You never saw it coming, did you? Rather than the current selection of weapon styles we have now, the GW2 master of melee can choose between specialization in swords and hammers. Before I am burned at the stake, let me tell you that the warrior can use two-handed and one-handed versions of these two styles. Swords have more consistent damage and love to apply conditions, hammers have a larger damage range and love to make you kiss the floor... many, many times. The third attribute is Aggression, which is the blood-thirsty line of offensive self-buffs. The final attribute is Protection (insert WoW comment here), and it is your tanking and survival line. This line also contains the warrior's defensive shouts.

The warrior comes with a healthy 200 AL, which is a 50% reduction of damage. Equipping a shield with your one-hander will make you even more of a damage-soaker. The warrior also has a total of 200 energy, and recovers 8 energy a second. With a one-hander, adrenaline will build faster, and missing an attack isnt quite as devastating to the DPS. A two-hander takes longer to build adrenaline and attacks slower, but has fearsome spike potential. They also recieve 50% more of the +damage effects on attack skills. It is a matter of preference in both PvE and PvP.


Ranger: Ranger fans out there already want to hang me for my crime of stealing Expertise. But let me calm your animosity with these words: It gets worse. I have stolen your pet. Giggles the flamingo has been taken, and rangers will have to do without them in GW2. You will however, be even more the masters of ranged combat. Every class will fear your ability to create spike damage and conditions from range. Your bow is your best friend, and you can show that with your ability to specialize in your choice of longbows or shortbows. Longbows have more range and fire faster, but deal less damage and are a tad easier to dodge. Shortbows have more damage and a lower arc, but a shorter range and fire a bit slower.

Rangers come packed with a maximum 150 AL, reducing all damage taken by 25%. Energy is 300, and regenerates at 12 a second. When admiring the damage in your bow lines, you can place points in your Wilderness Survival. It's just as it sounds: it uses your environment to escape danger and get to a safer place from which to fire. In this line, you will find an assortment of traps that will punish those that want to cut you down. Unlike GW1, you can only have one trap of a certain type, but these traps are more powerful. You will also find such skills as Arrow Swipe, an ability that deals melee damage, knocks down, and cripples and opponent, as well as causing any preparation you may have set up to be applied. And that reminds me: preparations are a specific kind of specialization that augment your normal bow attacks, and you may only have one preparation-specialization equipped at a time.


Monk: Ah, our monky friends we could never finish a mission without! The monks come back as powerful as ever in their healing ways. Protection however... not doing so hot. Rather, the monk is coming back to us with a spike-heal line (Recuperation), a HoT line (Rejuvenation), and a better smiting line. One thing that will feel familiar is the synergy between a rejuvenation monk and a recuperation monk. The healing over time will foil the attempts of smaller assaults, and the spike healing will remove the nastier damage that breaks through.

100 AL is the cap for our healers. For solo-leveling and a change of pace in pvp, a far better smiting line will make an appearance. It's aim is to disable and punish enemies that attempt to harm you or your allies. It has abilities like a pacify that doesnt break so easily, spear of light-style skills, and a few domination-feeling abilities. Holy damage is unique to this line. The monk's total energy is 400, and regenerates at 16 a second.


Necromancer: Vampire fans, just walk away, your blood magic is no more. Instead, the Necromancer in GW2 is a master of shadow damage, REAL cursing, and creating small, skeletal armies. Grave Magic is the summoning line of the necro, and it does rely on corpses. These minions are limited to a total of six, but have a little more variety. One skeleton may be a tank, two may be archers, and another two may carry interrupts for dealing with casters. You are limited to two minions of a single type (archer, interrupter). Shadow Magic is the line of (no way) shadow damage. It likes bringing the pain down on the healthier enemies, applying a fair bit of degeration, and blowing corpses to cause some real mayhem.

Curses is where I has to say "hold up!" I have clearly read that curses are supposed to weaken enemies and make them easier targets to destroy, but I'm seeing a line of better-than-mesmer dmg hexing. This is not true in GW2. You will instead use your one-handed daggers to spill your own blood, and doom your enemies to an easy death. This may be done by reducing armor to laughable amounts, or slaughtering the benefits of healing. The Necromancer has a standard 100 AL, and uses daggers and foci. The energy is capped at a max of 400, and has a reneration rate of 16 per second.


Elementalist: Making things go boom is the specialty of the elementalist, and he can do it in four delicious flavors. Over the years, the elemental masters have neglected the use of their glyphs and since forgotten them. What they can do however is apply fun effects to their spells through random attribute bonuses. For example, every point in Ice Magic (no more water) makes your spells slow your enemies by .75% for 8 seconds, an effect which can stack, and can be enhanced with specializations. Air Magic is finally going to invoke actual air, no more lightning. They are the masters of area damage, manipulation of elemental resistance, and hindering debuffs.

Rejoice, for all female elementalists will have a much higher skin-to-armor ratio! Elementalists still do not wear robes (A robed charr sounds a tad odd), but like to add their bits and pieces of their favorite element to thier clothing. Boots that leave mist, flaming shoulders, anyone? Elementalists have 100 AL, 400 energy, and a e-regen of 16 per second. Energy Storage is gone, but they have several specializations to mend this flaw.



Racial Classes: While the core classes can be played by any race, the racial classes are available only to one race. This can be hindering when mixing classes, but they are more specialized than the core.



Mesmer: (Humans) The Mesmers are the benders of thought and will. With a staff, a mask, and a great new dress at 50% off, you are ready to turn the enemies on themselves. The Domination line is the one that tries to control, and punishes those that do not obey. In PvE this can mean charming an enemy and using him to fight his own allies, or manipulating enemy casters in PvP. Illusion is your degeneration and anti-melee line, but to remain different from the original game, this is also the "fun" line. In PvP, you can blur enemy screens, blacken their skill bars, play with their health bars, and cause all sorts of chaos. It really is the pvp class, but does not fall short in pve. Inspiration has been completely reworked, and is the ultimate line for energy management. You can take it from your enemies, give it to yourself, share it with your friends, or spit on it and give it back.

Many races used this profession at first, but only the humans stuck with it. There is no more Fast Casting, but most spells will cast quickly anyway. The max armor is 100 AL, the energy is 400, and the energy regeneration is 18 per second (notice that its faster than other casters).


Shaman: (Norn) The mighty Norn have bred a profession of their own, one that is a master of axe, claw, and talon. For more than half the fight, the shaman fights with a large two-handed axe, one that can bring much destruction and spike damage. For every second that the shaman deals consistent melee damge, he builds Primal Fury. When he gets enough of this stuff, things get interesting. He will pull a large totem from off his back and shove it into the ground, cracking the earth. The next look at the shaman will be more than a bit intimidating, for he will have turned into a Werebear, Werewolf, or Wereraven. Each transformation plays a bit differently. The Ursan and Volfen play mostly similar, but the volfen attacks faster and has a natural dodge. The Ursan has naturally higher armor and hits a tad harder. They share an attribute called Totemic Claw.

The raven plays differently, as the armor will actually drop, and will deal less damage. This form has more utility however, as it can spread the wings on its back to push away all but his target of choice. It can run quickly, has several knockdown abilities, and is immune to knockdowns. It's attribute is Totemic Talon. A shaman player shouldnt forget that he will spend more time in Norn form than out, and all damage done in forms is via the axe. The shaman has 150 max AL, 300 energy, and recovers 12 energy every second.


Fury: (Charr) With teeth glaring and a nasty snarl, the fury is ready to continue the assassin's legacy of combo attacks. A fury's weapon of choice two nasty katars: think the brass knuckles with large blades attached to them. Unlike the daggers of GW1, you actually wield two seperate katars with their own stats. In combat, you use a primary, secondary, and a finisher as your attack chain of choice. The katars strike quickly: The main hand strikes faster than a one handed sword or hammer, and the offhand strikes at the rate of a two hander (but doesnt hit harder). In place of shadowstep, the Fury can leap in and out of combat. You can see him coming, but its more of a "I'm dead" than "incoming, I should get ready."

When the Fury's health reaches 33% or the target's health reaches that same amount, the Fury will berserk for six seconds, attacking 25% faster, dealing 25% more damage, and taking 25% more damage. Some abilities can only be used while berserking, and finishers are sure to be potent. The Fury holds a maximum AL of 125, has 350 energy, and regenerates energy at 14 per second.


Alchemist: (Asura) The rodents' special class is the alchemist, a pet and potion master who has more tricks up his sleeve than you'll live to find out. When out of combat, an alchemist will construct a massive Golem to protect him (very long cast time). This golem is a tank, and hits like one too. While the golem is alive, Stuart Little is back behind him, taunting you because of one of those little tricks I told you about: While the golem lives, the Alchemist has a forcefield protecting him, and he is immune to all damage. While laughing at you inside his bubble, the alchemist brews all manner of potions. Some may be thrown at selected locations on the ground, doing damage over time, or healing allies that come near it. He may also drink it or throw it to his golem for a health boost.

The golem has many abilities which you will activate for him, and he will unleash upon his foes. The golem has 200 AL, and no energy. Did I mention he hits hard? REAL hard, but slow! He may be kitable, but the alchemist can use specializations to make him move quicker. When the golem finally dies, the alchemist is open for attack, and he is defenseless save for a few leftover potions. The alchemist himself has 75 armor, 400 energy, and regenerates 16 energy per second.


Incanter: (Sylvarri) The young blood of Tyria are masters of magic, and show it with their racial class. The Incanter can unlease all manner of ranged magical damage. On their own, the spells aren't terribly devastating. The thing is, though, they aren't alone! The incanter is the buffing lord, as he can even buff his spells, by giving them more range, more damage, or a reduction of energy. The line of magical damage is called Incantations, and it also contains a few healing spells which can be of benefit to the group. Augmentations are the line of spell buffs, lots of spell buffs. Think of it like an entire attribute line of GW1 glyphs.

Enhancements are the final Incanter line. They are the continuation of the ritualist weapon spells. An ally may only have one enhancement at a time, but they are super-strong. They can make the ally block attacks, or regenerate health, or deal more melee damage, or move faster. The Incanter may also play off of these enhancements by using spells that, for example, heal an ally and all allies in that area that have an enhancement on them. The Incanter has 100 AL, 400 energy, and 16 energy regeneration for second.



My hands must now be soaked in water after all of this typing, but what are your opinions? How can it be improved? What would you like to see done differently?

Last edited by Glitched; Oct 30, 2007 at 08:31 PM // 20:31..
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Old Oct 30, 2007, 08:12 PM // 20:12   #556
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this is very interesting, thanks.
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Old Oct 30, 2007, 08:15 PM // 20:15   #557
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Pretty great one thing though, it would make more sense to move the mesmer profession to all and do something like add the dervish(or call it acolyte or devout) to the list(since it's mostly the humans that favour the god's).
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Old Oct 30, 2007, 08:18 PM // 20:18   #558
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Quote:
Originally Posted by Crimso
Pretty great one thing though, it would make more sense to move the mesmer profession to all and do something like add the dervish(or call it acolyte or devout) to the list(since it's mostly the humans that favour the god's).
Unfortunately, I dont think that would work. I believe I read somewhere that all contact with the Elonians was cut off, and with them, the Dervishes. The remaining ones would have died off before GW2.
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Old Oct 30, 2007, 08:21 PM // 20:21   #559
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that must have taken you a long time to type..

.. cool ideas tho
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Old Oct 30, 2007, 08:22 PM // 20:22   #560
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should be in sardelac
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