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Old Jan 24, 2006, 04:41 AM // 04:41   #1
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Default New Attributes for existing classes...

I've been playing Guild wars for quite a while, and with the upcoming Chapter 2 of Guild Wars, I'm thrilled of the new classes that are coming out.. but.. to make the game even more interesting, why not add an attribute or two to the existing classes? It would not only make the new classes interesting, but would also give the older classes of the game something new, too.

For the warriors, you could give them Spears, with Spear Mastery.
Since when I think of Spears, I think of them peircing armors with their sharp tips, so, every point into Spear Mastery could give a 1% Chance to Deep Wound the target for.. oh say maye 5 seconds.. but nothing too long, or else that would seem kind of overpowered. They would be two handed.. with I was thinking around 20-32 Attack, a little higher low max attack, with a tad lower high max attack. It would practically be the same attacking speed of a Hammer(ish).

For Ele's, maybe a new branch of magic.. though thinking through it.. I could only think of something like Cosmos Magic, which would call upon the power of the space and heavens for power. I thought of this for a second, since it would really interfere with some of the Fire Spells, like Meteor.. but I think that can be worked around of. Not only meteors, though, but Comets, Novas, and other astronomical powers.. but of course, keeping it of that of the Guild Wars current timeline.

For Necromancers.... They're necromancers, and they don't have a Darkness Magic skill branch? o.O That seems kind of odd to me, and I would love to see this branch added to the necromancers, since they ARE considered the dark class of the game. A couple skills from the other branches could be added into this as well, making some interesting changes.

Monks, I had a hard time deciding this, really. Me and a friend talked about it for a bit, but I decided on Tranquility Prayers.. now, this would kind of be a magic branch for monks that would be AoE, reducing the damage taken, and protecting against harm, while restoring Health.. sort of a combination of Healing/Protection.. *shrugs* Like I said, I had some trouble deciding about this.

For Rangers, I was thinking of removing the Traps from Wilderness Survival, and making a branch of its own, Trapping. For every point in trapping, it would make Traps recharge 2% faster. Since traps are meant to be used a lot, I didn't see a problem with this.. but ideas on paper do work out much different then inside a game.

Aaaannnddd...

Mesmers. I had some trouble deciding this.. I had Time or Debiliation on my mind, but Time took it.. Time Magic would allow Mesmers to speed up allies for a certain amount of time, or slow down enemies. Though I guess these could be classified as "Time" spells, instead of hexes.. they would also get some kind of Time spell removeal, so that it doesnt overpower the game, or they can remain enchantments/hexes, still being easily removed. If it was Debilitation, it would focus on draining the strength of their enemies, such as lowering their attack, weakening them, but I had decided that it sounds too much on the lines of Domination.

I thought about how these could be introduced.. because some of them have a little too much power for them being normal Attributes. Maybe they could only be learned by finding a certain skill book that would teach Spear Mastery to a warrior, Cosmos Magic to an Elementalist, and so on. Then you would be able to buy these skills at a skill trainer such as the one at Ember Light Camp, or else they could be given as quest rewards, but remain useless unless you find the Skill book teaching the attribute. Or hell, it could even be a given attribute to existing Characters, that is if Anet allows Prophecies Campaign characters to play the Factions campaign, when they switch to the campaign.

In my opinion, adding some extra attributes for the existing classes would not only make them a lot more interesting, but also much more fun to play, and would give people who have been playing their characters for a long time something new to do with them, instead of judt using their normal skills throughout the Factions campaign.

What do you think of this Idea? Feel free to make any changed to the attributes to make them seem more realistic. ^^

Edit: yeah, Lances are kinda big :x Spears it is!

Last edited by Zanaso Firelance; Jan 24, 2006 at 05:26 AM // 05:26..
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Old Jan 24, 2006, 05:19 AM // 05:19   #2
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Lances are pretty big. Maybe spear/halberd mastery is what you were looking for? The principle is the same.
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Old Jan 24, 2006, 05:41 AM // 05:41   #3
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Spear Mastery, perhaps, but I don't see any need for additional attributes in other classes. I'd rather just have more skills in the existing attributes, unless you can think of a really good and distinctive concept for a new attribute.

Also, why are you mentioning effects like automatic deep wounds and improved recharges? That's the sort of thing that primary attributes have, not regular ones.
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Old Jan 24, 2006, 05:45 AM // 05:45   #4
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I'd be more interested in seeing a Pikeman/Royal Guard/Soldier profession of a more persian/roman lookin' warrior that can use pikes/spears/military forks/tridents or maybe throwables like hatchets, maybe he could use a crossbow? meh... I'd rather see some of these ideas worked into new professions because the current ones have enough attributes as it is imho.
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Old Jan 24, 2006, 08:13 AM // 08:13   #5
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I wholeheartedly endorse the addition of polearms and/or spears.

I find it highly odd when they're rare, or not included in fantasy games, as they're among the oldest and most basic of all melee weapons. They should be commonplace.

Heh...also, they're my favourite sort of weapon.
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Old Jan 24, 2006, 04:14 PM // 16:14   #6
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and then all the new skills/animations as well for the new attribute

it would be game balance hell.

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