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color:#fff; } .t-footer .t-footer-curseNetwork .t-footer-featured { border-bottom:1px solid #333; overflow:hidden; padding-bottom:1.5em; } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem { float:left; width:23.4625%; margin-left:2.05%; } .ie7 .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem { width:22.4625%; } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem:first-child { margin-left:0; } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem h4 { text-indent:-9999px; display:block; width:146px; height:102px; background-repeat:no-repeat; background-position:0 0; margin:0; } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem.site-gw2g h4 { background-image:url(../Img/featured-gw2g.png); } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem.site-lolpro h4 { background-image:url(../Img/featured-lolpro.png); } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem.site-mmoc h4 { background-image:url(../Img/featured-mmoc.png); } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem.site-gw2db h4 { background-image:url(../Img/featured-gw2db.png); } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem a { display:block; cursor:pointer; } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem a:hover h4 { background-position:0 -102px; } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem dl { margin:0; background:#262626; -webkit-border-bottom-right-radius:8px; -moz-border-bottom-right-radius:8px; -ms-border-bottom-right-radius:8px; -o-border-bottom-right-radius:8px; border-bottom-right-radius:8px; -webkit-border-bottom-left-radius:8px; -moz-border-bottom-left-radius:8px; -ms-border-bottom-left-radius:8px; -o-border-bottom-left-radius:8px; border-bottom-left-radius:8px; width:126px; padding:5px 10px; } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem dl dt { font-weight:bold; color:#fff; } .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem dl dd { margin:0; font-size:11px; white-space:normal; line-height:13px; color:#ddd; } .t-footer .t-footer-curseNetwork .t-footer-browse { position:relative; padding-left:170px; } .t-footer .t-footer-curseNetwork .t-footer-browse:before,.t-footer .t-footer-curseNetwork .t-footer-browse:after { content:""; display:table; } .t-footer .t-footer-curseNetwork .t-footer-browse:after { clear:both; } .ie8 .t-footer .t-footer-curseNetwork .t-footer-browse { zoom:1; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>a { position:absolute; left:0; width:150px; font-weight:bold; color:#4b4b4b; text-shadow:0 1px 0 #000; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>a.j-selected,.t-footer .t-footer-curseNetwork .t-footer-browse>li>a:hover { background:#2c2c2c; color:#ff5f14; } .t-footer .t-footer-curseNetwork .t-footer-browse>li.t-footer-coreLinks>a { top:0; } .t-footer .t-footer-curseNetwork .t-footer-browse>li.t-footer-communityLinks>a { top:20px; } .t-footer .t-footer-curseNetwork .t-footer-browse>li.t-footer-databaseLinks>a { top:40px; } .t-footer .t-footer-curseNetwork .t-footer-browse>li.t-footer-wikiLinks>a { top:60px; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul { display:none; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul:before,.t-footer .t-footer-curseNetwork .t-footer-browse>li>ul:after { content:""; display:table; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul:after { clear:both; } .ie8 .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul { zoom:1; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul>li { float:left; width:143px; margin:0 20px 2px 0; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul>li a { display:block; background:#2c2c2c; padding:0 3px; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul>li a:hover { background:#383838; color:#ff5f14; } .t-footer .t-footer-curseNetwork .t-footer-browse>li>ul.j-list-selected { display:block; } .t-footer .t-footer-curseLinks { background:#191919; clear:both; } .t-footer .t-footer-curseLinks>ul { width:1000px; margin:0 auto; text-align:center; padding:30px 0; } .t-footer .t-footer-curseLinks>ul:before,.t-footer .t-footer-curseLinks>ul:after { content:""; display:table; } .t-footer .t-footer-curseLinks>ul:after { clear:both; } .ie8 .t-footer .t-footer-curseLinks>ul { zoom:1; } .t-footer .t-footer-curseLinks>ul>li { display:0; -moz-box-orient:vertical; display:inline-block; vertical-align:middle; margin:0 8px; font-size:11px; text-transform:uppercase; } .t-footer .t-footer-curseLinks>ul>li a { color:#666; } .t-footer .t-footer-curseLinks>ul>li a:hover { color:#ff5f14; } .t-footer .t-footer-createdBy { background:#101010; clear:both; text-align:center; color:#4d4d4d; padding:20px 0 40px; text-transform:uppercase; } .t-footer .t-footer-createdBy>* { display:0; -moz-box-orient:vertical; display:inline-block; vertical-align:middle; } .t-footer .t-footer-createdBy .curse-logo { background-image:url(../Img/icon-curse-logo-footer.png); width:35px; height:50px; margin:0 1em; } .t-footer .t-footer-createdBy .happy-pants { display:block; clear:both; margin-bottom:0; padding:20px 0 0; } .t-footer .return-to-top { background:url(../Img/icon-back_to_top.png) no-repeat right center; padding-right:24px; position:absolute; top:-30px; width:1000px; margin:0 auto; text-align:right; display:block; font-size:11px; font-weight:bold; height:30px; line-height:30px; } .t-footer .return-to-top a:hover { color:#ff5f14; } /* --------------------------------------------------------------------------- Footer ad hack, remove after code push -JB (4/18/13) - Specificity issues due to old code --------------------------------------------------------------------------- */ /* Temp Wrapper */ .show-ads { position: relative; } /* Header */ .show-ads .t-footer .t-footer-curseNetwork { border-top: none; } .show-ads .t-footer-curseNetwork > header:first-child { border-top: 1px solid #333; width: 50%; } .show-ads .t-footer-curseNetwork > header:first-child .t-footer-jumpLink { margin-right: 10px; position: relative; } .show-ads .t-footer-curseNetwork > header:first-child .t-footer-jumpLink:after { background: #151515; content: ""; height: 100%; position: absolute; left: 100%; width: 10px; } /* Featured Items */ .show-ads .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem { float: none; margin-left: 0; overflow: hidden; width: 50%; } .show-ads .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem h4 { float: left; position: relative; z-index: 2; } .show-ads .t-footer .t-footer-curseNetwork .t-footer-featured .t-footer-featureItem dl { border-radius: 0 8px 8px 0; height: 91px; overflow: hidden; padding-left: 28px; position: relative; top: 11px; left: -10px; width: auto; } /* Remove 3rd & 4th featured sites */ .show-ads .t-footer .t-footer-featureItem:nth-child(3), .show-ads .t-footer .t-footer-featureItem:nth-child(4) { position: absolute; left: -99999px; } /* Med Rect */ .show-ads .footer-ad-medRect { margin-right: -490px; position: absolute; top: 45px; right: 50%; } Idea on jungle based expansion set - Guild Wars Forums - GW Guru
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Old Feb 08, 2007, 11:28 PM // 23:28   #1
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Default Idea on jungle based expansion set

i was thinking of splitting these ideas up and posting them individually but then they would make no sense really. so here is an idea for a full expansion that i have been thinking up.

Setting

the setting would have a general feeling of the jungle/rain forest, much like kryta. The towns and outposts would be kinda hut, tribal like and the major cities would have a stone temple mayan/ aztec feel to them. the people of this region would have a tribal look but ot all together primitive.

Story

the story would take place after kormir takes or Abbadons postion as a god. This overthrowal of the dark god has roused many dark beings, demons per say, that also wish to claw their way to the top and become a god. the rampage through the villages and as you progress in the story you begin to relize that there seems to be a puppeteer for these mad beasts.

The New Professions

here are my ideas for the new profession. i will admit the druid idea has been brought up on many a occasion but my ideas on the druid is to draw it away from rangers into its own class like it should be.

Druid

Description

Druids are melee casters with meadium armor and 3 pips of energy and medium energy that are in tune with nature. Many of their skills will involve changing forms, Attacks, and manipulating nature. The do have some healing but they are mainly set for damage. Druids fight to protect their homes in the jungle and are mainly hermits.

Attributes

Shapshifting(Primary)
Increases duration of forms by 1% every 2 points.

the skills for this would kinda revolve around forms. it would of course have form moves, all elite of course. some ideas on which forms are,
Wolf Form:10 energy, 3 sec cast time, 10 sec recharge.(would have a werewolf type apperance)disabled for 120 secs, attack 15% faster, cause bleeding on critical hits.
Bear From:10 energy, 3 sec cast time, 10 sec recharge.(would look kinda like a werebear thing) disabled for 120 secs,deal +20 damage in melee, cause deep wound on critical hits.
Fox Form:10 energy, 3 sec cast time, 10 sec recharge.(werefox apperence.... seeing a trend >.<) disabled for 120 secs,move 10% faster, 15% chance to block incoming attacks.

and there can be a myriad of more.

also there would be some skills that do additional damage or whatnot while in a certain form but that will mainly be left to another attribute.

Nature Communion
no inherient effect

These skills would revolve around nature and life. for example:
Living Vines: target foe cant move for (1..6) seconds. this effect ends prematurely if that for takes damage.
Nourish: heal target ally for (10...60) health.
Fog:Nature Ritual, all creatures have a 50% chance to miss with ranged attacks. IE: wands staffs bows.

Elemental Communion
no inherient effect

These spells would have a lot to do with damage and elements. for example:
Fire Claw: target touched for takes 5...40 damage and suffers from burning for 1..2 seconds and bleeding for 5...9 seconds.
Earth Spike: target foe takes 5...30 damage and is knocked down.


Fury
no inherient effect

these would be attack skills and attack related spells. Many attack skills will do more depending on what form you are in. for example:
Bite: deal +5...20 damage, if you have a druid form on you this attack deals an additional 5..20 damage and causes bleeding.
Maul: deal + 20 damage, if you have bear form on you this attack deals an additional 20 damage and you gain 40 life.

Armor

one major conflict of havveing a druid is that many believe that its armor will delve into the rangers armor, but my idea wont. Druids will wear more animal pelts and Heavy nature based armor. For instense a druids armor will have branches and leaves and will look a bit more primitive than most. Or a druids armor will be made of animal pelts with a helm of an animal head like a wolf, Much like warrior ascalon armor.

they will have roughly the same armor value as a dervish.

Weapons

The druids weopon will be claws. whey will be 2 handing in that there is 2 of them, like an assasins daggers. They are melee weapons and will have an attack speed of an axe. the look of them will vary but it will always retain a slashing attack type.

Charecter animation

druids will tend to have a rough look in most of the face models. Also their walking animation will look much like a bear hobbleing along. their posture will be slightly slumped. when they cast spells wit will have a look of a roar. with longer spells they will start low to the ground an rise up and roar. they will attack much like a bear swipeing at something, with elongated motions and brutal power.

Beliefs

Druids will be devote followers of Meledru with a few more fury oriented druids worshiping Balthazar.

Witch Doctor

Description

Witch doctors a low armor casters with 4 pips of energy and medium high energy that preform rituals to heal and destroy. Witch doctors have a bit of healing and a bit of prot skills but they will not replace monks. Witch doctors mainly use hexs and totems to impair and destroy their enemies. Many of their skills require them to pay in blood but the reward is plentiful. Witch doctors are revered in their villages but are for the most part on the verge of insanity due to the dark arts they sometimes preform.

Attributes

Voodoo(primary)
you gain 1 energy for each 2% health you sacrafice, maximum amount increases with rank in voodoo *at rank 12 you get 12*

this will sort of revolve around some sac skills for damage and healing but it will not have much much like an ele's energy storage for example:
Voodoo Energy[Elite]: 10 energy 3 second cast time 60 second recharge: sacrifice 15% maximum health gain 5....20 energy.

Voodoo Hexing Rituals
no inherint effect

this attribute will revolve around damageing and impairing hexs. For example:
Empathy Doll[Elite]:Hex spell: 25 energy 4 second cast time 60 seconds recharge: sacrafice 70% of your maximum health, for 5...20 seconds, whenever you take damage or receive a condition hexed foe also takes that damage and recieves that condition. if you die while foe is hexed that foe takes 50...200 damage.

Totem of removal: totem ritual: 15 energy 5 second cast time 60 second recharge, create a totem at your location, whenever a foe becomes hexed they loos 1 enchantment and totme of removal take 50...10 damage. this totem lasts 30 seconds.

Totamic Expertise
totems you creat last 1% longer for every 2 ranks and have !% more health for each 2 ranks.

This attribute revolves around totems, which are much like ritualists spirits but cannot attack. these totems can heal, protect, or cause an impairing effect. For example:
Masacistic totem: 15 energy 5 second cast time 45 second recharge: whenever an ally would recieve a condition masacistic totem recieves that condtion instead and takes 20 damage, this totem counts as a fleshy creature, this totem lasts 30 seconds.

Binding Totem: 25 energy 6 second cast time 60 seconds recharge: this skill is easily interupted, all foes in Binding totems range move 25% slower and speed boosts have no effect. this totem lasts 30 seconds.

Totem of the olive branch [elite]: 25 energy 8 second cast time 90 second recharge time: sacrifice 20% maximum health. no one can attack, whenever anyone takes damage this totem take 70....30 damage. this totem dies after 30 seconds.

Voodoo medicine
no inherit effect

this attribute revolves around healing and protecting. most of this skills require a blood offering in order to remove the wounds of an ally. for example:
Blood of the Healer: 10 energy 2 second cast time 30 second recharge time: sacrifice 2% maximum health, heal all other allies for 20...90 health and lose and additional 2% maximum health for each ally healed this way.

sheild of the soul: Enchantment spell: 10 energy 1 second cast time 30 second recharge time: enchanted ally cannot lose more than 15% maximum health, whenever enchanted ally would lose more than 15% maximum health you lose all the health over 15% and lose 5 energy or sheild of the soul ends

voodoo blood bond: Enchantment spell: 10 energy 2 second cast time : while you maintain this enchantment you suffer 1 health degeneration, enchanted other ally gains +3 health regeneration.

Armor

Witch Doctors armor will have a primitaive shamanic look, with bons and skulls lacing it as well as potions and herbs. They will also sometimes have feathers and vines. Their armor will tend to look a bit tattered and worn.

They have the same armor value as casters like ele's, mes's and nec's.

Weapons

Witch Doctors just use staffs, or wands and off hands.

Charecter animation

witch doctors will slouch quite similar to a rangers /sit emote when not moving, they attack in a slow determined fashion and walk with a bit of a hobble. when they cast spells they will make odd motions much like a ritualist with a seizure. their faces look a bit crazed and will often have scars and missing eyes.

Beliefs

Witch Doctors mainly worship grenth but their are a few that will worship dwayna or lyssa.

i know not all of the skills i listed have costs, cast times, or recharge times but that is because i really havent thought up some reasonable ones.

Currently i do not have pictures for the new profs but i will try and get some together asap.

Added Content

New Weapon Type

a new weapon type i would like to see introduced are reds, or super rare weapons.

currently weapons provide minimal benifits that are occasionaly noticed but for the most part, casters especially, you dont notice it all that much. these weapons provide a noticable bonus, but not a huge advantage. these weapons would also be super rare as in there is only one of each attribute in existence, and they will not be easy to aquire.

some examples of these weapons are:
Soul net
Energy +10
Dark Dmg: 11-22 (req 13 soul reaping)
Halves casting time of Soul Reaping spells(20% chance)
Halves recharge time of spells(20% chance)
Whenever a creature dies in the area you gain 15 energy.

Deaths Grasp
Energy +10
Dark Dmg: 11-22 (req 13 Death Magic)
Halves casting time of Death Magic spells(20% chance)
Halves recharge time of spells(20% chance)
you can control and additional 5 minions.

Chalice of Energy
Energy +50
Chaos Dmg: 11-22 (req 13 Energy storage)
Halves casting time of Energy Storage spells(20% chance)
Halves recharge time of spells(20% chance)

these are just a few examples, i have thought up several more that i will post later. AS you can see these weaponds would provide a noticable boost but would not really offset the balance in pvp.

Conclusion

Well this has been an idea i have sat on for quite a while. i would entertain myself when i was bored adding content and changing some things around with this idea. i know there is a lot to be changed and a lot that can be added so i would love some feed back. All in all i just wanted to share this idea with all of you, and maybe it can spark some of your own ideas for changes and/or additions to Guild Wars.
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Old Feb 20, 2007, 06:11 PM // 18:11   #2
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well i would enjoy some feed back on this but i guess no one wants to read this wall of text
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Old Feb 20, 2007, 11:15 PM // 23:15   #3
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I like it the chalice seems overrr powerd maybe 20 energy TOPS.


Red's wouldn't be allowed in PvP IMO.
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Old Feb 21, 2007, 12:52 AM // 00:52   #4
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off topic: Maguuma Jungle needs to be made interesting...
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Old Feb 21, 2007, 01:22 AM // 01:22   #5
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i'd like it to be in the jungle..and maybe for super rare weapon.. a max tribal axe?!
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Old Feb 21, 2007, 02:02 AM // 02:02   #6
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might suggest reposting it in the Concept Class sub-fourm too.
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Old Feb 21, 2007, 02:06 AM // 02:06   #7
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I'd like to see non-elite forms, we already have elite forms that are forms of gods, so you have to think, would forms of animals be all that powerful?

maybe

"form of the bear for x seconds your attacks do +y% damage disabled blah blah blah strips other forms loo loo loo"

it could be about the same as something like a less powerful enchant or stance that is either not strippable, or difficult to strip <not like we don't have OTHER unstrippable skills> and you get a character makeover, if it's not elite you get to have two on your bar, alternate, and lets be fair, if you're a druid how much time are you going to want to spend in people form?

I also believe maguuma needs more interest, and tourism
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Old Feb 21, 2007, 07:30 AM // 07:30   #8
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This doesn't seem new enough to me. Mostly just renaming or rehashing existing stuff.

Last edited by freeverse; Feb 21, 2007 at 07:38 AM // 07:38..
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Old Feb 21, 2007, 11:06 AM // 11:06   #9
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(spoiler warning...?)

My two cents added to your general idea...

  • A return to Tyria is in order... the Charr have been ignored and should be looked at again. If I understand things correctly, the Charr were manipulated in making their attack on Ascalon. Perhaps the Charr (and/or Abbadon) woke something up? (would go with your idea for antagonists)
  • I would like to see a dense wooded land, similar to the Pacific Northwest, but not so much a jungle land. Although it would make more than enough sense to have differing landscapes!
  • Most of all: I want to play a profession that allows me to turn into a werewolf! For examples, one wouldn't have to look much further than the Druid from Diablo 2: Lord of Destruction. Forms, introduced in Nightfall, are ripe for additions.
  • A Tengu or race-oriented profession will probably be cooler than the Voodoo, since Witch Doctors seem to be a mirror of Ritualists.
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Old Feb 22, 2007, 06:31 AM // 06:31   #10
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ok a few things to adress, first of all the reason you do not have non-elite forms is because forms are cool as hell and very powerful. now with shapeshifting high enough you would not need to alternate between 2 forms cause one would last you. Also the red weps are not WAY over powered but enough to be of help, and yes i thought it would be good to not have them in pvp, but there is a reason they are called SUPER RARE they would not be aquired easliy, also they would not be expansion limited, i kinda thought you would get them in a more uw/fow type cross land stuff. Lastly whitch doctors are not a rit mirror for several reasons, one they rely on blood sacrifce, which is more closely related to necros then rits, nex they have a very hex based attribute, the only thing simmilar to rits is totems, which would not work exactly like spirits as in they cannot attack and have a bit larger range.
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