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Old Feb 24, 2007, 06:00 PM // 18:00   #21
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I doubt the the new profession will be druids, since the prophesies storyline has already characterised Druids as a species, rather than an activity.
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Old Feb 24, 2007, 06:41 PM // 18:41   #22
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Maybe a new profession with a whip for a weapon?
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Old Feb 24, 2007, 07:14 PM // 19:14   #23
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Most of the phantasy roles have been filled by the current character professions (yes, with a "ph"...as in general gaming icons). Casters, both offensive and defensive....Fighters for tanking....Long-range attackers, rangers and paragons...Psychic attacks and buffs....what more can they do, but recycle and combine these ideas? Paragons and dervishes are perfect examples of combination classes that are not necccessary, but do add some new depth to the game. It gives us variety.

Imho, the balance issues are not that extreme...sure, there are moments where you gotta say "WTF!!! How did they get so all-powerful that they ganked me like that?" Then you realize it isn't so much that something is out of whack, but a trick based on player creativity pegged you. Touch rangers and Extinction bombs seemed to me (as well as IWAY) to be bigger balance problems/complaints than anything new added to the game....sure, sure....someone will post a gazillion examples just to prove me worng, but frankly....not interested. ANet is actively trying to balance the game...that's enough to satisfy me, even if from time-to-time I've cried "NERF!!!" and had to sulk in the corner for a week. They put in the effort and they listen to those of us who make reasonable suggestions.

As for new professions....seriously...bring 'em on! Warlocks, Clerics, Bards, Druids, Lycans, Brawlers, Grapplers, Vampires, Pirates (NO Ninjas....ever....oh, yeah....we have assassins), Zombies, Summoners, Steam Punks, or semi-to-non-human races, Enchanters, Alchemists, Rogues, Enforcers ...whatever...I'm happy they are giving us a chance to see some new content...

Given all the possibilites: I'd like to 2 new professions, just the same...whatever they may be. Variety is, after all, the spice of life (and simulations thereof)
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Old Feb 24, 2007, 07:17 PM // 19:17   #24
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Ive always been hoping for some sort of time mage-telekenetics person. But some sort of chemist-engineer would be cool, and a nature oriented caster (druid) would be cool too.
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Old Feb 24, 2007, 07:34 PM // 19:34   #25
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i honestly can't see what a new class can bring to the game at this time. i am pretty sure it will only screw it up. and unbalance the hell out of it.
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Old Feb 24, 2007, 07:37 PM // 19:37   #26
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I think a druid / summoner hybrid would be really sick. Able to summon elemental golems that did damage of their type, root people to the ground with brambles and snares of a natural fiber, call from the heavens some heavy direct damage through lightning or fire from the ground
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Old Feb 24, 2007, 07:46 PM // 19:46   #27
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i hope there is no new proffesions, but if there is, make it so u can only take core + the new proffesion through that chatper, to many useless ppl in the other chapters.. i mean, who take Assasins?..no 1, i never see paragons in my team either...not saying these are useless in gw, but just to many profs..i dont even know what im talknig about -.-


anyway..no new proffesions plz
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Old Feb 24, 2007, 07:49 PM // 19:49   #28
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nothing at all. more gameplay options and skills for existing characters > new characters
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Old Feb 24, 2007, 07:52 PM // 19:52   #29
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Whip, yeah, I suggested that for the Paragon once..

Anyway, I want two plain damage spell casters.. No more 70 armor melee..
And no more support classes, please Anet, learn that you cant replace the monk.. I mean, I love rits, but paragons... mah..
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Old Feb 24, 2007, 08:08 PM // 20:08   #30
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If there was a new profession (which i support having better gameplay then a new profession) another close melee fighter would be nice. Warriors, Dervish (which arent too good in melee) and sins in the front lines dont cut it. I say a giant like profession that can match warriors. spiked knuckles a weapons?
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Old Feb 24, 2007, 08:40 PM // 20:40   #31
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Anet WILL most likely release 2 new professions with Chapter 4...

I personally would rather see a great reworking/balancing/adding to the current metagame::

Dervish:: Additional Elite forms? More variety in overall skills, scythe/mysticism...and ADD/BUFF the Wind attribute.
Paragon:: Buff skills back up...if not willing, ADD more viable support skills to support the recent mass nerfs.
Assasin:: Add/Buff defenses again. Additional attack chain options...?
Ritualists:: Rework/add/buff the Restoration attribute to make it a more viable healer, add some more offensive spirits.
Elementalist:: Add/buff more Water attribute skills. Add more Earth and Air skills. Leave fire alone.
Necromancer:: Add more variety to minion choices, add summoning type abilities (i.e. reanimate corpse, summon demons, etc).
Mesmer:: Make overall more viable in PvE, a bit more AoE... A bit more group support ability.
Monk:: Make Smiting attribute more viable in both PvE and PvP, smiting currently fills no primary role except the rare few instances (i.e. PvP:: Dual Smite, Smite Spike).
Warrior:: Make the primary attribute (Strength) have a more useful passive effect... (i.e. buff AP? or IAS bonus? or movement speed bonus? or armor bonus?)
Ranger:: Make Beastmastery line more affective without a Ranger having to dedicate all their build into this attribute (i.e. add passive affects? buff pet armor? buff pet dmg?) I do realize Anet is trying...Pet controls on their way!!

So thats just a few ideas in a nutshell. Of course i haven't sat down and thought hours on each idea, just some preliminary thoughts i typed out real quick here... Hmm maybe this should be its own thread in the Suggestions Forum ? lol. oh well. so tahts my take... No new professions, just a nice rework of what we got now...is what i would prefer...

cheers
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Old Feb 24, 2007, 08:46 PM // 20:46   #32
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I would like to see a hand to hand combat with some kind of gauntlet gloves as weapons
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Old Feb 24, 2007, 08:52 PM // 20:52   #33
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Quote:
Originally Posted by Batou of Nine
Anet WILL most likely release 2 new professions with Chapter 4...

I personally would rather see a great reworking/balancing/adding to the current metagame::

Dervish:: Additional Elite forms? More variety in overall skills, scythe/mysticism...and ADD/BUFF the Wind attribute.
Paragon:: Buff skills back up...if not willing, ADD more viable support skills to support the recent mass nerfs.
Assasin:: Add/Buff defenses again. Additional attack chain options...?
Ritualists:: Rework/add/buff the Restoration attribute to make it a more viable healer, add some more offensive spirits.
Elementalist:: Add/buff more Water attribute skills. Add more Earth and Air skills. Leave fire alone.
Necromancer:: Add more variety to minion choices, add summoning type abilities (i.e. reanimate corpse, summon demons, etc).
Mesmer:: Make overall more viable in PvE, a bit more AoE... A bit more group support ability.
Monk:: Make Smiting attribute more viable in both PvE and PvP, smiting currently fills no primary role except the rare few instances (i.e. PvP:: Dual Smite, Smite Spike).
Warrior:: Make the primary attribute (Strength) have a more useful passive effect... (i.e. buff AP? or IAS bonus? or movement speed bonus? or armor bonus?)
Ranger:: Make Beastmastery line more affective without a Ranger having to dedicate all their build into this attribute (i.e. add passive affects? buff pet armor? buff pet dmg?) I do realize Anet is trying...Pet controls on their way!!

So thats just a few ideas in a nutshell. Of course i haven't sat down and thought hours on each idea, just some preliminary thoughts i typed out real quick here... Hmm maybe this should be its own thread in the Suggestions Forum ? lol. oh well. so tahts my take... No new professions, just a nice rework of what we got now...is what i would prefer...

cheers
great ideas. they will make two more dumb professions like it or not but these are good ideas. Demons should be a type of minion. We do need less fire and more water, air, earth skills. And pets ARE going to be more of a threat.
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Old Feb 24, 2007, 09:10 PM // 21:10   #34
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I'm going to echo the sentiments of several people who have suggested no new class. Now people might be upset at the notion initially, but really, its simply opens time and resources to developing the depth of the game in other directions.

My biggest problem with PvE now is that the basic game is the same as it has been since prophecies. Mission and quest trees. This was nice at first but its gotten tired imo and something more needs to be done for this aspect of the game. If ANET can come up with something to increase game depth and content and add new playstyle features they would do a lot more to rejuvinate the game than added another class and some new maps under the same old system would ever do.

This is of course over and above the problems they have historically had balancing the PvP aspect of the game at the introduction of new classes and skills.

IMO New content and balance of some kind > New classes + same old same old
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Old Feb 24, 2007, 09:20 PM // 21:20   #35
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I still think the prof i suggested a while back might bea good one.
http://www.guildwarsguru.com/forum/s...d.php?t=133719
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Old Feb 24, 2007, 09:26 PM // 21:26   #36
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How about giving all existing professions a new attribute? Keep your old toons but change their style. perhaps:

Warrior: Flail mastery (fast blunt weapon with shield)
Ranger: Plant manipulation (entalgling roots bursting from the ground etc.)
Ele: Telekinesis (mostly about interrupting,slowing attacks and knockdowns)
Mezmer: Hallucinations (another way of summoning things,perhaps temporal inviromental effects)
Monk: meditations (party energy management, anti interrupts, hex resistance)
Necro: fleshcrafting (shapshift into somthing like your flesh golem. good for melee)
Assassin: schuriken mastery (throw stars.for assassins who want to go ranged.should also work with leads, off hands and duals,but not as strong as daggers)
Ritualist: Celestial magic (holy damage items, spirits and weapon spells)
Derwish: Water prayers or Fire prayers (the logical idea since there are wind and earth prayers)
Paragon: Intimidation (shouts that impact enemies.maybe leadership should work differently for this)
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Old Feb 24, 2007, 09:32 PM // 21:32   #37
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Quote:
Originally Posted by EPO Bot
How about giving all existing professions a new attribute? Keep your old toons but change their style. perhaps:

Warrior: Flail mastery (fast blunt weapon with shield)
Ranger: Plant manipulation (entalgling roots bursting from the ground etc.)
Ele: Telekinesis (mostly about interrupting,slowing attacks and knockdowns)
Mezmer: Hallucinations (another way of summoning things,perhaps temporal inviromental effects)
Monk: meditations (party energy management, anti interrupts, hex resistance)
Necro: fleshcrafting (shapshift into somthing like your flesh golem. good for melee)
Assassin: schuriken mastery (throw stars.for assassins who want to go ranged.should also work with leads, off hands and duals,but not as strong as daggers)
Ritualist: Celestial magic (holy damage items, spirits and weapon spells)
Derwish: Water prayers or Fire prayers (the logical idea since there are wind and earth prayers)
Paragon: Intimidation (shouts that impact enemies.maybe leadership should work differently for this)

Good ideas except Dervish. Isnt that a W/E? Ranger plant mniulation sounds interesting a mesmer envirmentn change would be good in battle. Mesmers dont get enough credit. Sins throwing stars? i like it. It wont happen, but i like it.
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Old Feb 24, 2007, 09:46 PM // 21:46   #38
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I'm quite looking forward to see what new professions ANet can come up with for chapter 4. I also think that people complain about new professions is for two big reasons: 1) they don't understand what newly introduced professions are capable of and can't be bothered working with them to find out; and 2) they keep getting their rear ends kicked by players using these professions.

True, adding new professions does throw things out of balance for a while but any scientist will tell you that a state of equilibrium cannot happen instantaneously. There are currently 90 possible profession combinations, some of which haven't been explored to the depths of full potential yet (or if they have been, not many people are sharing their experiences with them). Add in another 1 profession and that makes 110 possible combinations. Add in another 2 professions and that makes 132 possible combinations. Not to mention the number of possible builds that can be designed for each combination. Variety increases exponentially as new professions and skills are added, and for me at least, this makes the game a lot more challenging and interesting.
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Old Feb 24, 2007, 10:16 PM // 22:16   #39
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Still (and i am not someone to diss GW easily), i must say i have by far the most fun with the six core professions. They just seem to work best and the game would already be great with just those professions.

But if there is one thing i like about GW, it's the massive ammount of options. Too bad there ae too many players that a MM with a hearty pet,mark of the reaper and lvl9 in beastmastery is better then a regular one with a flesh golem. And that's just a single example. The game encourages experimenting, but the players mostly use what worked once. Oh well, i shouldn't get pissed about it again or i get banned.
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Old Feb 24, 2007, 10:57 PM // 22:57   #40
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I think have a great base now for templates.

I'd say from now on, they can mix and match 6 professions available to new characters. For instance, say the campaign was in a mostly poor area, without alot of equipment, the 6 available templates for that area could be monk, warrior, ranger, ritualist, dervish and ele or mesmer. Then the next campaign would have monk, warrior, ranger, assassin, ele and paragon, and so on. This way if a new player wanted to play something that isn't available, they can always go back and buy an earlier release... similar to Nightfall players who want a ritualist or assassin. Plus it would help keep older chapters alive.
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