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Old Nov 13, 2005, 02:40 AM // 02:40   #1
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Default Profession Branching.

Instead of all these new class ideas A-Net should just branch off from already made classes.
Warrior would go: Warrior branches to Fencer (dual-weild, fast crippling, taunts, mostly swords...duh)and Brawler (tanker, survival, battle rage, blood wraith, mostly axes) and Martial arts (kung fu, ninjitsu, judo, aikido, taekwondo, karate, boxing, kicking, disarming, blinding, degen) and Pure Warrior (like normal warrior now).

Ranger would go: Ranger branches to Marksman (surgical shot precision, barrage, power shooting) and Trapper (traps that : poison, daze, cripple, blind, bleed and knockdown) and Beast master (charming up to 4 animals at a time, pet buffing, pet skills, pet knockdown, pet stopping) and Survivalist (wilderness survival, escape, endure pain, troll unguent)
Theres more to come so wait for a while.
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Old Nov 13, 2005, 02:43 AM // 02:43   #2
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I like the ideas... good call. How would this relate to attributes though? Would there be different attribute point names? Or... what?
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Old Nov 13, 2005, 02:45 AM // 02:45   #3
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yeah there would be [example] overall beast mastery then pet buffs and so on.
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Old Nov 13, 2005, 02:47 AM // 02:47   #4
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Ahh I see. I have to say I do really like the idea of multiple pets.
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Old Nov 13, 2005, 02:51 AM // 02:51   #5
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And there could be bonuses for 4 of the same pet. As in if they hunt as a pack they hit +4 damage. Or that could be a skill. Or one pets skill compliments anothers.

Last edited by Monseir; Nov 13, 2005 at 02:53 AM // 02:53..
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Old Nov 13, 2005, 02:59 AM // 02:59   #6
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heh.... sounds kool
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Old Nov 13, 2005, 03:01 AM // 03:01   #7
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Too much like lineage ><
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Old Nov 13, 2005, 03:56 AM // 03:56   #8
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more expansion. i like the idee behind warior, but maybe make the change based on you secondar profession. to like a W/E would be a more laid back tank (not as much armor) but deals additional elemental damage and has more energy. W/ Mo could be your martial artist. something like that. because late in the game, some combinations use little to none of the secondary prof.
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Old Nov 13, 2005, 05:06 AM // 05:06   #9
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/signed

I like this idea.. And I was thinking of a similar one.. Except

For example.. You'd start off as a Ranger. Then after you ascend, just like changing your subclass.. You could 'ascend' into another branch of the Ranger.. Which would be Rogue or Druid.. Or stay as your normal Ranger.

That's the basics.. Didn't go into detail with my idea... But I've heard this has been done in other games.

Still, I think this idea would be better suited for GW instead of making new classes, since the current classes already are similar to alot of other classes..
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Old Nov 13, 2005, 05:20 AM // 05:20   #10
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Quote:
Originally Posted by Faustus The Eighth
For example.. You'd start off as a Ranger. Then after you ascend, just like changing your subclass.. You could 'ascend' into another branch of the Ranger.. Which would be Rogue or Druid.. Or stay as your normal Ranger.
i heartily agree. too little happens for the effort it takes to acsend. something like this:upgrading to a new class, would give me real motivation. a basic form would have it working like Fire Emblem (for those of you that havnt played it, you get to lvl x, use item, you get new class, better stats and abilities)
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Old Nov 13, 2005, 05:58 AM // 05:58   #11
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Doesn't that already exist via attributes? I believe it does.

What makes GW great, from my point of view, is that you can be for instance all of those Warrior branches at any given time by simply picking the skills and distributing the attribute points. Don't like that "branch" then choose other skills and weapon for that matter. There're so many skills to choose from that by the time you go through all possible "branches" you will be bored to death.

Stop thinking so damn comlicated. Stricting a profession to branches and whatnot will not make things easier. Instead, it would be complex and annoying. This is not Lineage II to begin with. Anet already put everything you need.. so make use of it. Surely, there're no dual-wielder option or martial arts (how would that fit in the game.. it's not Mortal Combat. I mean what.. you gonna scare your opponent with a crazy monkey style?), but hopefully dual-wield will appear in Ch2, which will make your options even bigger.

I like what id Software (Quake series) says and does. Not the exact quote, but it goes something along the lines of we provide the tools, you (modders) do the rest. Same logic applies to Guild Wars. Anet provides you with a wide range of skill to choose from, how you use them is totally up to you.

And if it matters.. /not signed


Quote:
Still, I think this idea would be better suited for GW instead of making new classes, since the current classes already are similar to alot of other classes..
What other classes? And similar? How? If you are talking about upcoming professions, then how would you know they would be similar when you have no idea what they will be. Also what makes me ponder is how some people (I am not refering to you, just a general observation) are in total "shock" of how Anet will be able to bring new professions when current ones cover pretty much everything and there's no way there could be any other logic professions fitting in. Or something similar along those lines. But what if Anet thought of 10, just a figure, professions from the start and included only 6 of them in the first release. It makes it all different then.

Last edited by wolver1ne; Nov 13, 2005 at 06:10 AM // 06:10..
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Old Nov 13, 2005, 06:07 AM // 06:07   #12
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/not signed


i would much rather have new class's
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Old Nov 13, 2005, 11:45 AM // 11:45   #13
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/signed

only reason i would rather have new classes altogether is if we get more character slots
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Old Nov 13, 2005, 12:07 PM // 12:07   #14
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/signed only if they make the Bunny charmable and I can have 4 of them.
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Old Nov 13, 2005, 12:40 PM // 12:40   #15
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In a way, this already exists. It's called attributes. There's a huge difference between each profession, and within the profession, the path you choose. For example, fire ele's play completely differently than water ele's. Beast Master rangers differ greatly from Trappers. Death vs. Blood necroes... the list is endless.
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Old Nov 13, 2005, 12:43 PM // 12:43   #16
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/signed

Cool idea, well presented
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Old Nov 13, 2005, 12:52 PM // 12:52   #17
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I suppose you'd have a ranger primary and advanced ranger techniques for secondary?
So instead of having a hybrid class (w/mo, n/e etc) you'd have R/R, W/W.

The secondary being specialisation.
Sounds good but may have some balance issues to work around (ranger spike FTW).
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Old Nov 13, 2005, 02:07 PM // 14:07   #18
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NO! Alright. It would be like [Example] having Fencer/beastmaster or fencer/Ranger (normal). Each branch has its own attributes so you could focus on DEEP specifics. As in you could have Fencer/Healer so it wouldn't be W/MO you could kow what that person was focused in.
Also MAYBE [Example] only the beastmaster could give in-depth commands to his pets but any other rangers would still be able to do basic commands like: Attack, Defend Me, Stay. The beastmaster could maybe: Patrol, Attack so-so,Defend so-so, Stay, No attack.
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Old Nov 13, 2005, 02:11 PM // 14:11   #19
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Quote:
Originally Posted by Hannibel
/not signed


i would much rather have new class's
I personaly would not want to see any new classes or braches, I like it the way it is. But I understand that we will be proabably getting somthing like in the new expansion or somthing (not sure). So I guess I still have to look at options
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Old Nov 13, 2005, 02:13 PM // 14:13   #20
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Quote:
Originally Posted by Deadlyjunk
In a way, this already exists. It's called attributes. There's a huge difference between each profession, and within the profession, the path you choose. For example, fire ele's play completely differently than water ele's. Beast Master rangers differ greatly from Trappers. Death vs. Blood necroes... the list is endless.
AIIIIYYYYYYEEEEEE! But theres just the fire magic attribute right?
My plans could do [Example]: , Fire dmg, , Fire Attunement (as in the more points you have in here slightly lower casting time, re-cast time and raise dmg. This could also only work during a specific time) and Expertise (would lower costs and casting time).
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