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Old Aug 11, 2005, 06:31 PM // 18:31   #1
Frost Gate Guardian
 
Join Date: Jul 2005
Guild: pD-Paladins of the Dark
Profession: W/Mo
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Default Some more class suggestions :D

Well, some more class ideas:

After reaching lvl 20 there woud be a point where u could select ur specialiation profession. Another 20 levels would follow.

Here are some examples:

Warrior- Barbarian, Knight, Expert.

Primary attribute changes: +1 damage/rank, + 1 % + damage chance/rank

Barbarian would get additional skills related to weps and strength, Knight would get strength and one SELECTED weapon, Experts would get strength, agility (+dodge chance) tactics and sword.

Ranger- Druid, Wildsman, Archer

Primary attribute changes: Arrows are armed and fired 1% faster/rank.

Druid would get specialization in herb lore (heal over time skills) and marksmanship. Wildsman would get wilderness survival, craft lore (crafting crude weapons by himself using materials) marksmanship. He would get a heap of skills from the wilderness survival page while he could use only the weapons he crafts himself. Archer would use expertise and marksmanship thus buffing his damage (over time) and chance-to hit etc. He would get extra skill from the expertise and marksmanship page but would not get any other passive bonuses than expertise.

Elementalist- Etherist, arcanist, mage

Primary attribute changes: spell cost would be reduced, 1%/rank.

Etherist would use energy storage, ether summoning (energy attacks such as Charged Orb and such). They would get skills from both panes but would get passive effects only from energy storage. Arcanist would call upon arcane powers to inflict massive damage. Attributes would be energy storage and arcane mastery. Arcane mastery would support massive damage spells and fair protection but would not support skills from the energy storage pane. Mage would be a mix of offense and defense and would have energy storage and telepathics thus protecting and attacking both reasonably well.

Mesmer- Hypnotist, fuser, powerbender

Primary attribute changes: passive effects magnified by 20 %.

Hypnotists would have the ability to incapacitate the enemy and would use and charms (incapcitate and destroy ) and domination magic. Fuser would have the ability to wield wands with devastating results using inspiration magic and wand mastery (bang bang boom boom and would look good, too :P). Powerbender would use fast casting and inspiration magic, using the latter to steal enemies' power with maginified effects.

Necromancer- Cursebearer, vampire, cultist

Primary attribute changes: Soul reaping would get skills, effects would be magnified by 1% every 2 ranks.

Cursebearer would use curses and soul reaping, curses would get more skills and curses skill effects would be magnified. Vampires would use blood magic and soul reaping, other effects same as above. Cultist would use death magic and soul reaping, other effects same as above.

Monk- Divine servant, lifemender, flameservant

Divine Favor effects magnified by 1%/rank.

Divine servant would get divine favor and healing or protections prayers. Lifemenders would specialize in lifemending (granted immortality for limited amount of time, resurrecting) and healing or protection prayers. Healing and protection prayer effects would be reduced by 15 %. Flameservants would use smiting prayers and a choice of healing or protection prayers.

That's it, no more boredom and ranting
Andy of Glacieria is offline   Reply With Quote
Old Aug 12, 2005, 03:07 AM // 03:07   #2
Lion's Arch Merchant
 
 
Join Date: May 2005
Location: Chicago,IL
Guild: The Knights Of Temerity
Profession: R/Mo
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Considering that each class already has "sub-classes" and a limited number of points to put into those, your suggestion, technically speaking, wouldn't make sense.

Possible naming a person who has chosen certain skills would make more sense, i.e. if I were a Necromancer who has specialized in Blood magic and Soul Reaping I could be considered a "Vampire" as a title making me "Emil Knight the Vampire." Since we have runes and items that already give us skill bonuses there would be no need to give us MORE bonuses.

Sorry, I have to /disagree with this idea as you have laid it out, but using these as titles might be a great idea... it would help others know what kind of sub-classes you hold.
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Old Aug 12, 2005, 08:56 AM // 08:56   #3
Frost Gate Guardian
 
Join Date: Jul 2005
Guild: pD-Paladins of the Dark
Profession: W/Mo
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Yes, I think u misunderstood, knowing that the main improvement here is levels.skills and attb points. But yea ur idea is great too
Andy of Glacieria is offline   Reply With Quote
Old Aug 12, 2005, 11:11 AM // 11:11   #4
Lion's Arch Merchant
 
 
Join Date: May 2005
Location: Chicago,IL
Guild: The Knights Of Temerity
Profession: R/Mo
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Quote:
Originally Posted by Andy of Glacieria
Yes, I think u misunderstood, knowing that the main improvement here is levels.skills and attb points. But yea ur idea is great too
Sorry.. no.. I didn't misunderstand...

You're asking to have your character gain further abilities for releveling level 20. You're saying that "because I've choosen to be an Archer, my Marksmanship should increase by X percent everytime I ding level 20."

Again I say, technically speaking, this idea is flawed. The game only allows the ablility to be mediocre in all skills you hold, one be really good in a few. That's why we are only given 200 skill points. You're trying to FURTHER increase skills by a percentage beyond what the skill points already give.

My suggestion was to give people the titles for holding the skills that we already possess.

If I'm a Necro, and I focus a bunch of points on Blood Magic, then my title would be Emil Knight the Vampire.

Besides... your idea is premature anyway. There is an expansion coming out, and with that with undoubtedly come more levels... possibly to 40 next.
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