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Old Apr 18, 2008, 03:56 PM // 15:56   #1
Lion's Arch Merchant
 
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Default Additional PvE skills

Create a 'PvE only' skill per profession (like the Sunspear skills) that does not use a title track as the associated attribute but instead is made more effective by the number of different professions in the party.

The main purpose of this idea is to let players continue to PvE their chosen class instead of dressing up as a bear to get a job done.

This would obviously benefit the group players in the 8-man areas and be of little use to solo players but the idea is to be more inclusive than exclusive.

Maybe even make 2 skills per profession, 1 offensive and 1 defensive and make them elite so only one can be equipped.

The skill(s) should not be spammable and maybe put a high cost on it to ensure that it is not over-used but with careful utilisation, including some team coordination, will swing a battle in the team's favour.

This way I think a sensible balance can be achieved. For example, if you decided to add a second ele and another monk instead of adding that mesmer and that rit then the whole party will not get best use out of this skill.

I don't PvP so will not speculate if such an idea would work there.

/adopts the foetal position
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Old Apr 18, 2008, 04:11 PM // 16:11   #2
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^^^ I have no idea what you are saying.
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Old Apr 18, 2008, 04:24 PM // 16:24   #3
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Ok, a very quick example would be a new PvE skill for an ele that does a certain base amount of damage and then does +10 more damage for each different class in the party, so a party of 8 different classes would give the ele a +80 bonus to his damage.

This is just a rough example and the full details of such skills would obviously need some serious thought.
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Old Apr 18, 2008, 04:30 PM // 16:30   #4
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Actually anything that encourages team diversity gets a /sign from me. +80 additional damage is like way too much though unless its duration is like 1 second lol.
So sick of people running 6 eles, 2 monks, 1 obs war
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Old Apr 18, 2008, 04:37 PM // 16:37   #5
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silly idea, because most party will NEVER run out with 8 different professions.

stats with monks: most places, especialyl for hardmode need at least 2-3 monks...
people often don't run out only with 1 necromancer, they play often the combination of 2 necros, one beign mm, one being SS

Do you see very often teams, iwth only 1 Elementalist in ? i personally not, teams standart is 2 Eles, especially for Searing Flames, because 1 searing flames ele alone is mostly useless...


however /notsigned...

The game could need some more pve only skills, like especially some serious additional Skills more for the Lightbringer Title!!. LB has only 2 Skills oO Signet and the Gaze... really not much ,when compared with the racial pve only skills, which come up al with over 10 Skills for their line
Same with interrupt rangers, 1 is very often simple not enough for places with overwhelming amounts of foes to interrupt good enough, unless you don#t play interrupt and go splinter barage, there is 1 enough...
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Old Apr 18, 2008, 04:59 PM // 16:59   #6
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Quote:
Originally Posted by Phoenix Tears
silly idea, because most party will NEVER run out with 8 different professions.

stats with monks: most places, especialyl for hardmode need at least 2-3 monks...
people often don't run out only with 1 necromancer, they play often the combination of 2 necros, one beign mm, one being SS

Do you see very often teams, iwth only 1 Elementalist in ? i personally not, teams standart is 2 Eles, especially for Searing Flames, because 1 searing flames ele alone is mostly useless...


however /notsigned...

The game could need some more pve only skills, like especially some serious additional Skills more for the Lightbringer Title!!. LB has only 2 Skills oO Signet and the Gaze... really not much ,when compared with the racial pve only skills, which come up al with over 10 Skills for their line
Same with interrupt rangers, 1 is very often simple not enough for places with overwhelming amounts of foes to interrupt good enough, unless you don#t play interrupt and go splinter barage, there is 1 enough...
The reason you see more than 1 ele in a team is because they do good damage. This idea here would be to make it more attractive to the party as a whole to have a more diverse team so that the entire team damage output or damage reduction (in the case of defence-minded players) would be more efficient or effective.

This aims at moving away from 'a party needs 2 eles' to broaden the appeal for more multi-profession parties. The point is not to force current builds into this suggested multi-profession format but to provide a team structure that is all-inclusive, regardless of class, but without resorting to the use of Ursan which defeats the point of having a class in the first place.

As a result of this a whole new set of builds would no doubt emerge finding more synergies between professions.

Last edited by Phineas; Apr 18, 2008 at 05:22 PM // 17:22..
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Old Apr 18, 2008, 05:03 PM // 17:03   #7
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/notsigned

Forces people to group with other people when they may not want to, and to have 8 different professions means only 1 monk (not all Rits are healers).
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Old Apr 18, 2008, 05:30 PM // 17:30   #8
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Quote:
Originally Posted by nbajammer
/notsigned

Forces people to group with other people when they may not want to, and to have 8 different professions means only 1 monk (not all Rits are healers).
I don't think it forces anyone to do anything. It makes it more attractive to include more classes, but it also gives a (lesser) bonus if you choose not to go down that route. And not all monks want to be prot/healers either.

If you choose not to group with other people then you carry on as before and you lose nothing as a result, just as it is for the Ursan skill. But for party-minded players it gets people to think about moving away from the existing preconceptions of who should and should not be in a party.
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Old Apr 18, 2008, 05:48 PM // 17:48   #9
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I think the point is that there will be a bonus for trying different things. While I think that many PvE only skills are ruining the game, this wouldn't be a bad idea imho. As long as they don't go overboard...again.
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Old Apr 18, 2008, 06:33 PM // 18:33   #10
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I suggested many times to add Unlinked skills to Prophecies as rewards for the Titan and sorrow's furnace quests...
They would be skills that add 'functionality' instead just damage and such.
For example:
- Warrior: "By Balthazar's Beard!". Shout. Enemies target your for 10 seconds. For 10 seconds you take 50% more damage and suffer cracked armor.
- Ranger: Melandru's Call. Skill. If your animal is dead, it resurrects with 25% health. If you have a charmed animal companion, it will travel with you whenever you have Melandru's Call equipped.
- Monk: Dwayna's Bliss. Enchantment. For 10 seconds, non-monk spells will also receive the Divine Favor bonus.
- Necromancer: Grenth's Minion. Spell. Exploit a corpse and create a Grenth's minion that has half the level of the exploited corpse. Every time the minion dies near an exploitable corpse, the corpse is exploited automatically to create another Grenth's Minion. You can only have 3 Grenth's Minions at the same time.
- Mesmer: Lyssas Mantra. Stance. For 10 seconds, every time you cast a spell, all party members gain 2 energy.
- Elementalist: Glyph of Recover. Glyph. Next time you cast a spell, you recover an amount of exhaustion equal to half the energy cost of the spell.
- Assassin. Shadow Clone. Skill. Create a copy of yourself that will live for 10 seconds.
- Ritualist: Throw Item. Skill. The item you are holding is dropped at target creature location.
- Dervish. Mystic Signet. Signet. Lose all enchantments. You next attack cannot fail or be blocked and will deal +10 damage for each enchantment lost.
- Paragon: Kormir's Cantata. The next 10 times a party member within earshot takes damage, that damage is divided between all party members.
- Common: Scan. You get information about target creature (armor, race, level, health, energy, regens, hexes, conditions, build, weaknesses, attributes, etc...)

But I don't see what kind of skills you suggest.

Last edited by MithranArkanere; Apr 18, 2008 at 06:36 PM // 18:36..
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Old Apr 18, 2008, 06:53 PM // 18:53   #11
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Yes, more pve skills. That's exactly what this game needs.
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Old Apr 18, 2008, 07:22 PM // 19:22   #12
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How about the opposite... PvP only skills.
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Old Apr 18, 2008, 07:41 PM // 19:41   #13
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Quote:
Originally Posted by MithranArkanere
But I don't see what kind of skills you suggest.
I don't profess to know what each skill should be, just the idea is what I am putting forward. The mechanics of balancing 10 (or 20) new skills is not within my capability.

Whilst your suggested skills have their own merit, I would expect these additional skills to be more team related. For example, a warrior or paragon could supply a team-wide defence buff for 5+(number of different professions) secs.
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Old Apr 18, 2008, 08:58 PM // 20:58   #14
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Quote:
Originally Posted by Brian Fellow
How about the opposite... PvP only skills.
"My assassin has a Naruto character name!" Shout {e} 5e
All enemies in earshot without a resurrection signet die. Enemies with 'Rebirth' equipped have their charecter deleted.

I hear it will clean up in RA...
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Old Apr 18, 2008, 09:15 PM // 21:15   #15
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Quote:
Originally Posted by cgruber
"My assassin has a Naruto character name!" Shout {e} 5e
All enemies in earshot without a resurrection signet die. Enemies with 'Rebirth' equipped have their charecter deleted.

I hear it will clean up in RA...
Haha, yes, we need one of those.

Quote:
Originally Posted by MithranArkanere
I suggested many times to add Unlinked skills to Prophecies as rewards for the Titan and sorrow's furnace quests...
They would be skills that add 'functionality' instead just damage and such.
For example:
- Warrior: "By Balthazar's Beard!". Shout. Enemies target your for 10 seconds. For 10 seconds you take 50% more damage and suffer cracked armor.
- Ranger: Melandru's Call. Skill. If your animal is dead, it resurrects with 25% health. If you have a charmed animal companion, it will travel with you whenever you have Melandru's Call equipped.
- Monk: Dwayna's Bliss. Enchantment. For 10 seconds, non-monk spells will also receive the Divine Favor bonus.
- Necromancer: Grenth's Minion. Spell. Exploit a corpse and create a Grenth's minion that has half the level of the exploited corpse. Every time the minion dies near an exploitable corpse, the corpse is exploited automatically to create another Grenth's Minion. You can only have 3 Grenth's Minions at the same time.
- Mesmer: Lyssas Mantra. Stance. For 10 seconds, every time you cast a spell, all party members gain 2 energy.
- Elementalist: Glyph of Recover. Glyph. Next time you cast a spell, you recover an amount of exhaustion equal to half the energy cost of the spell.
- Assassin. Shadow Clone. Skill. Create a copy of yourself that will live for 10 seconds.
- Ritualist: Throw Item. Skill. The item you are holding is dropped at target creature location.
- Dervish. Mystic Signet. Signet. Lose all enchantments. You next attack cannot fail or be blocked and will deal +10 damage for each enchantment lost.
- Paragon: Kormir's Cantata. The next 10 times a party member within earshot takes damage, that damage is divided between all party members.
- Common: Scan. You get information about target creature (armor, race, level, health, energy, regens, hexes, conditions, build, weaknesses, attributes, etc...)

But I don't see what kind of skills you suggest.
Some of those would be great, Anet would have done much better to add PvE only skills such as those than their lovely EotN selection.
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Old Apr 18, 2008, 09:41 PM // 21:41   #16
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I like the concept and the ideas it could possibley promote. Where once a resto rit healer had problems getting accepted into a party, a group would now be more inclined to invite him over a second monk if their special skill would recieve a buff because of it. It could possibley be a solution to ursan, allowing non "holy trinity" a foot up on group formations (one big plus with ursan is that you're not required to be a certain primary), and offering a true medium for group diversity where ursan failed.
Now I have no clue as to how you'd make skills that would tempt people to form these varried groups, while at the same time keeping them balanced. But then again, I'm not payed to come up with these ideas, nor nearly as devoted or creative as a few other minds on these fansites.

/anyways, signed for proffesion specific skills that help promote true variety.
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Old Apr 18, 2008, 09:50 PM // 21:50   #17
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How about we get rid of the current PvE-only skills instead?
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Old Apr 18, 2008, 09:52 PM // 21:52   #18
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Quote:
Originally Posted by MirkoTeran
How about we get rid of the current PvE-only skills instead?
I support this message
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Old Apr 18, 2008, 09:58 PM // 21:58   #19
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As long as it would be easier to just Ursan, which it would be, it wouldn't take off.

That and it would never happen.
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Old Apr 18, 2008, 10:14 PM // 22:14   #20
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Quote:
Originally Posted by BlackSephir
Yes, more pve skills. That's exactly what this game needs.
lol^^
Its a nice idea and would promote some kind of diversity but i'd say there are already enough pve skills.
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