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Old Feb 25, 2007, 06:05 PM // 18:05   #61
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Going through the "classic" RPG classes...

Fighter = Warrior
Wizard = Elementalist
Ranger = Ranger
Necromancer = Necromancer
Illusionist = Mesmer
Assassin/Thief = Assassin
Shaman = Ritualist
Bard = Paragon

The following are "loosely" associated with classic characters:

Cleric = Monk
Shapeshifter = Dervish
Conjurer/Summoner = Elementalists or Ritualists
Barehand Fighter = Monk?

Based on that, you could draw a conclusion that the potential new professions, if any could be:

A heavily armored character that uses blunt weapons;
A barehanded, armorless fighter that uses stances/counterattacks to protect themselves;
A caster that summons creatures/animals/golems to fight for them; and
A shapeshifter that can assume the form of certain creatures to assume their innate abilities.

Any other "classic" character classes that I might have missed?
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Old Feb 25, 2007, 07:01 PM // 19:01   #62
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I am new here lol

How about these ones:

Zephyr
Zephyrs are the true masters of speed, agility, and movement, also being in complete control over the swift winds. They are just a blur to the real world, scattering confusion and bewilderment in their midst. These rogues were trained using the lost Sais, legendary weapons of the past, making them highly-prized assassins, being swift and lethal at the same time. Zephyrs work very well being support characters, aiding the main fighters with speedy enchantments and binding enemies with slow hexes, but may be trained to be a front-man by those skilled enough with the sais. Dwayna, Lyssa, and Melandru are the three patron deities of Zephyrs.
ZEPHYR ATTRIBUTES
Speed (Primary Attribute) - The Zephyr’s primary attribute, Speed, slightly increases the running speed of the Zephyr and his party. Many speed skills involve some means of getting around the world quicker.
Sai Mastery - Sai Mastery increases the damage a Zephyr inflicts with his pair of sais, as well as the chance to inflict a critical hit when using the sais. Many skills, especially sais attack skills, become more effective with higher Sai Mastery.
Agile Reflexes - This attribute increases the Zephyr’s “hitting speed”, as well as increasing the chance of evading attacks and blocking attacks. Skills that use quick attacks and involve evasions and blocks become more effective with higher Reflexes.
Aerokinesis - No inherent effect. The Zephyr’s swift speed ties in with the power of the winds. Many of these skills use wind damage to harm enemies, and some may increase the agility as well as healing and buffing the Zephyr and his allies.
Confusion - Zephyrs will often use their agility to their advantage. The blur they create will often confuse and daze foes, and the Zephyr will seize the opportunity. Confusion skills will often daze the target, and may also inflict damage over time, as well as giving a sai damage bonus. Higher Confusion will increase the chance of dazing the opponents with a single hit.

Psion
Psions are mystical, wise, but bizarre, being gifted in the arts of telepathy and telekinesis. There abnormal powers astonish and astound their friends and foes, create webs of disruption and delusion, and bind allies and enemies together or apart with powerful telepathic links. One will find that the Psion will make an influential ally, but also an impressive enemy. A Psion works best on the back lines, using better time to aid allies with tactical mind links, as well as infiltrating the minds of the enemies to reveal their strategies. Psions use two primary attributes, Prowess and Concentration, which aid in casting the many of the Psion’s spells. The Psion’s patron deity is Lyssa, goddess of Illusion, Infiltration, and Magic, but some may have ties to Dwayna, goddess of Power and Life.
PSION ATTRIBUTES
Prowess (Primary Attribute) - For every 3 ranks in Prowess you gain 1 energy and 10 health each time an ally uses a skill that affects you.
Telepathy - No inherent effect. Many Psion skills that involve affecting allies or enemies with the power of your mind become more effective with higher Telepathy.
Telekinesis - No inherent effect. Many Psion skills that involve harming enemies with the physical representation of your mind become more effective with higher Telekinesis.
Connection - No inherent effect. Many Psion skills that involve connecting your mind with your allies or enemies mind become more effective with higher Connection.
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Old Feb 25, 2007, 07:38 PM // 19:38   #63
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i hope we continue to get 2 new profs per chapter. My reasoning is that it creates more of a challenge making you have to deal with more diverse enemies then just fighting the same professions every chapter.

I want a Imperial Stormtrooper from Star Wars as the next profession but as Gaile has told me "Laser weapons may not be added to Guild Wars any time soon" we may not get what I want. Then again she did say this like a year or 2 ago....
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Old Feb 25, 2007, 07:43 PM // 19:43   #64
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I would love to see a balancer around. a profession wich takes 50% of all, like enemy attacks his attack is send 50% back, or lower enemys hp to 50% by a strike, or steal 50% energy. Will make the gameplay more unpredictable and can be fun to be used with many other professions.
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Old Feb 25, 2007, 07:53 PM // 19:53   #65
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I would prefer they don't introduce any more classes. I doubt that will happen though so...If they if they are going to be new classes i would prefer another caster type class.

Factions: Assassin=Melee *ok they had a 2nd class that wasn't melee the ritualist but look at nf*

Nightfall: Dervish= Mostly Melee & Paragon= Support & Melee

Last edited by Sir Seifus Halbred; Feb 25, 2007 at 07:58 PM // 19:58..
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Old Feb 25, 2007, 09:03 PM // 21:03   #66
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if theres a fun gameplay mechnic, why not?
dervishes where added because there fun

if the next chapter brings 2 extra slots, even without classes, then thatll be good so everyone can have 1 of each class

and if theres another healer class, it wont drasticly boost the healer population ingame (or certainly not for long). people dont play healers because they dont want to play a support role/ dont want to heal people... aka I wanna do the face stabbing!
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Old Feb 25, 2007, 09:22 PM // 21:22   #67
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If I get to choose I choose no extra profession and an extra skill balance. 10 professions is more than enough, and new ones screw up game balance every time.
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Old Feb 25, 2007, 11:26 PM // 23:26   #68
are we there yet?
 
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I'm with the no new classes crowd on this one......though a brawler type would be cool to see (someone who can use gaunlets and iron fists....and intimidation be his main attribute)....I have just made a new elonian ele and now have 250+ skills to collect (yes, must collect them all----pikaCHU).....not to mention the 8 other toons who have yet to finish nf----one is done but still needs to cap some, one has 2 more missions........one has yet to do consulate docks!
long way to go......so if they keep adding 2 new professions each time I wont have enough time to get my 12+ characters through the missions, collect the skills and make any new characters! before another chapter comes out...
so I dont see a need for new profs.....new armor yes!
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Old Feb 26, 2007, 12:25 AM // 00:25   #69
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Personally, there is one problem I see with not introducing any new professions. Some people do already have a character of each, and every campaign so far has some kind of introductory storyline that can only be played with new characters. Since I'd rather get more equipment and a different secondary for an existing character to try different combinations of the same primary than make new characters, I'd rather have an option for a character that I can go through the early bits with that isn't just going to be deleted or muled afterwards.

That said, the process can be slowed down to only one new profession per chapter - although this does mean that that profession will be very common in the early game. For the other slot - give each of the expansion professions a list of core skills (this would also help Razah out a bit, although you would have to have a campaign that features the Ritualist to actually play one yourself) and recycle one per campaign to take the other 'extra profession' slot.
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Old Feb 26, 2007, 12:45 AM // 00:45   #70
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i would love to have at least 1 new profession.
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Old Feb 26, 2007, 01:17 AM // 01:17   #71
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I'd like to see no professions but perhaps a couple of Races. I'll not whine either way.
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Old Feb 26, 2007, 02:54 AM // 02:54   #72
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I dont want any new proffessions. It seems that developers got hard time in balacing the current meta as it is. More proffesions, and more skills will only make that harder. In fact the best solution would be complete removal of around half the skills currently in game, and proper balacing the existing classes and remaining skills, so the game can actually be aur pair with other competetive PVP games out there...

They finally have to decide.. Dothey want Guild Wars to be serious competetive game again, or turn it into a poor man's WOW. In the latter case, Im out.
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Old Feb 26, 2007, 07:22 AM // 07:22   #73
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Quote:
Originally Posted by Pwny Ride
it would NEVER be druid.

Reason? total clash, rangers already have a 'druid' set of armor. It would make no sense
Not if you ADD shapeshifter attribute to rangers.

Anyway, is 100% possible make a totally new Druid profession (shapeshifter, healing/buffs, new weapon)

BTW, another thread about C4 rumors and/or new professions? Come on! I myself have more than one thread about

I was playing World of Warcraft (trial account) today with a Druid and is plenty fun, he has ranged magic damage, healing, buffs, and animal forms (with damage skills for that forms) More than enough for a GW similar implementation, and nobody will say GW copied WoW, because the Druid is a very old idea present in many RPGs.
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Old Feb 26, 2007, 07:32 AM // 07:32   #74
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Shapeshifter or Alchemist
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Old Feb 26, 2007, 09:56 AM // 09:56   #75
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If Anet do make a new class for chapter 4 I would like to see HA stay 8vs8 for good.
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Old Feb 26, 2007, 11:40 AM // 11:40   #76
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Pirates, but then I wouldn't want the game to get an Arrrrgh rating.
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Old Feb 26, 2007, 11:49 AM // 11:49   #77
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Quote:
Originally Posted by cellardweller
Pirates, but then I wouldn't want the game to get an Arrrrgh rating.
That was awful, but i still chuckled
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Old Feb 26, 2007, 12:00 PM // 12:00   #78
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Quote:
Originally Posted by cellardweller
Pirates, but then I wouldn't want the game to get an Arrrrgh rating.
Now that was the best idea I've read yet! Personally, I'd like to see some sort of lone wolf Eskimo type. He'd be great at building igloos and shelters and is a master of the harpoon.

I don't play PvP so all this talk about "no more professions. Anet can't balance stuff anyway...blah blah blah" doesn't really affect me much I think. So, I say the more professions, the better. Keeps the PvE game a little fresher.....maybe.

I do like the idea of a psionic though. Not sure if it's possible given the mechanics and design of the game, but a cool idea.

Mind Contol For 3-9 seconds control your target and his actions.
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Old Feb 26, 2007, 03:52 PM // 15:52   #79
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Guild Wars is pritty full. I think there would be room for a Musician, with special Chants that benefit your party.. Then again there is the paragon..
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Old Feb 26, 2007, 04:19 PM // 16:19   #80
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Quote:
Originally Posted by AkumaZ
No new profession. Delete the Ritualist.

EDIT:

Didn't have enough time to write a real message last time, just hit enter anyway.. The Ritualist should still be deleted. It's bad. Very bad.
I love Ritualists, I have monk and rit both, and my Rit can out heal all of my monk builds and has better energy management (go figure?).


No new classes please! Enhance what we've already got.

How about the ability to take on a third profession with the same character, and give us some more attribute points to spread across 3 classes in the same character. Add a ninth skill slot.
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