Aug 08, 2006, 01:20 PM // 13:20
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#21
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Desert Nomad
Join Date: Oct 2005
Guild: None, free and clear
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I rly wouldn't bother breaking it down further than fighter/caster with an offensive/defensive function, maybe toss in melee/ranged in there.
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Aug 08, 2006, 02:40 PM // 14:40
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#22
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Lion's Arch Merchant
Join Date: Oct 2005
Guild: [JF] Just Friends, [NOT] Nomads of Turmoil
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Quote:
Type - Type --Area
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Melee - Caster --Tier
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Warrior - Elementalist -- Main Tier
Assassin - Mesmer -- Support (Offense)
Paragon - Monk -- Support (Defense)
Dervish - Necro -- Buff/Melee
Ranger - Ritualist -- Buff/Ranged
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Quote:
Well, the way I perceived it was that Paragon has defensive capabilities like chants and shouts. Since their primary weapon is a Spear, it falls under Melee. I put Rits under Buff/Ranged because their spirits affect the area much like Ranger rituals and can attack from behind the lines without endangering themselves like Rangers can. Paragons could very well be put in Support Offense but not much is known if they can out do Assassins in that department. They can also protect casters from melee enemies by drawing fire so that's another reason why they can be considered Defensive assuming that the armor will be 80-AL like Warriors.
I'm not saying that it is what it is. But it makes sense.
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Lol yes, I realize that this is perceived by the reader and any of these can really work, but I still think the Paragon should replace the Ritualist in Buff/Ranged is because the Ritualist doesnt really "buff" anything. Its spirits are more defensive then the Paragons chants. Most of the chants I saw of the Paragon were things that boosted attack damage or the ability to penetrate through block/evade.
Ritualist has more support spirits, there are ones that protect and heal. They also have Pain and the like but thats just damage, not really a buff. Also, I realize that the Paragons have some heals too, but from what I saw it seemed like the Ritualist is meant to heal more then the Paragon, which is meant to buff.
So my chart would be...
Warrior - Elementalist -- Main Tier
Assassin - Mesmer -- Support (Offense)
Ritualist - Monk -- Support (Defense)
Dervish - Necro -- Buff/Melee
Ranger - Paragon -- Buff/Ranged
I also realize that Ranger and Ritualist spirits are similar, and I also realize that the ranger and the paragon have ranged melee weapons, but thats not why I compare them, I'm comparing them on their function.
Of course my chart would fit exactly as yours because of the Melee-Caster part, but the synergy of classes changes for each person.
For your Melee-Caster-Tier I totally agree with you though.
Confusing stuff, eh?
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Aug 08, 2006, 05:57 PM // 17:57
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#23
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Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
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So, what's next?
I mean, where does Anet go from here? Do they invent a whole new area that's not a supporter or buffer?
If so, what would that encompass?
I would like to see a Mesmer-like class that really breaks the rules of the game. I have no idea what that would actually be. But still, it would be fun to really shake-up the foundation of it all!
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Aug 08, 2006, 09:18 PM // 21:18
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#24
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Desert Nomad
Join Date: Oct 2005
Guild: None, free and clear
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Meh, the Dervish shook up quite some during the beta. :-) But yea... I kinda miss the caster part in Nightfall. It's like the D is a melee offensive caster but it almost doesn't handle as a caster. I kinda want some stay back and rain hell on your enemies type of thing. I also notice that hexes arent part of the arsenal of the D, or the P for that matter. And I like hexes... a lot... Granted they will surely give plenty to Necro and Mesmers. I kind of wish for a Conjurer/Demonologist type of thing.
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Aug 09, 2006, 04:24 AM // 04:24
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#25
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Ninja Unveiler
Join Date: Jun 2005
Location: Louisiana, USA
Guild: Boston Guild[BG]
Profession: W/Me
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Quote:
Originally Posted by Mordakai
So, what's next?
I mean, where does Anet go from here? Do they invent a whole new area that's not a supporter or buffer?
If so, what would that encompass?
I would like to see a Mesmer-like class that really breaks the rules of the game. I have no idea what that would actually be. But still, it would be fun to really shake-up the foundation of it all!
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I think that they are gonna do the Offense/Defense profession thing. Now whether or not they will be supporters of buffers is still up in the air.
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Aug 09, 2006, 05:50 AM // 05:50
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#26
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Krytan Explorer
Join Date: Oct 2005
Location: Nova Scotia
Guild: #Dismantle
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Quote:
Originally Posted by Lordhelmos
When every single time the word ele is mentioned and someone comes up with a rant or a problem... it usually means theres a problem.
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or maybe it means people are sheep.
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Aug 09, 2006, 06:55 AM // 06:55
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#27
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Krytan Explorer
Join Date: May 2005
Location: Beaverton/OR
Guild: Disciples of Birkler [BIR]
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I don't think anet is planning on adding 2 more classes for every chapter. I do recall them mentioning that they mgiht stop and simply add more content/skills and other stuff like that. Which personally I hope is true, because I really can't see this game exsisting with 12+ classes.
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Aug 09, 2006, 11:03 AM // 11:03
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#28
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Lion's Arch Merchant
Join Date: Aug 2006
Location: Manchester UK
Profession: Rt/
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Quote:
Originally Posted by zoozoc
I don't think anet is planning on adding 2 more classes for every chapter. I do recall them mentioning that they mgiht stop and simply add more content/skills and other stuff like that. Which personally I hope is true, because I really can't see this game exsisting with 12+ classes.
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I would say 14-18 is still a reasonable amount of classes, we can have maybe Druid(self transform + maybe pet, etc), paladin(not wammo, maybe 30 base enegy with 3 pips regen but 80 armor with lesser AL bonus and no absorb rune, a whole line dedicate on lesser healing). Maybe we can add some 'evil' classes as well, such as death knight. Then we can have Shaman with Voodoo.
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Aug 09, 2006, 02:52 PM // 14:52
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#29
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Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
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Quote:
Originally Posted by zoozoc
I don't think anet is planning on adding 2 more classes for every chapter. I do recall them mentioning that they mgiht stop and simply add more content/skills and other stuff like that. Which personally I hope is true, because I really can't see this game exsisting with 12+ classes.
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IMO, the "bonus" classes in each Chapter won't ever be as popular as the Core classes. Maybe the Dervish will change this, I don't know.
I also heard on one of the interviews with Jeff Strain, that it's possible that after they run out of ideas for Professions, they'll introduce new Races, although he didn't say anything about how it would be implemented or what a different "race" would do. Would the "race" just be another "profession", or would it give bonuses to exisiting professions (which I would hope not, as that would totally unabalace everything).
Or would it just be a different skin, and do nothing game wise?
Last edited by Mordakai; Aug 09, 2006 at 02:55 PM // 14:55..
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Aug 12, 2006, 02:51 AM // 02:51
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#30
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Wilds Pathfinder
Join Date: Jul 2006
Location: Deep in Maguuma, by the Falls
Guild: Liberators of Agony
Profession: Mo/R
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You could also group them by how they are designed:whether most spells/attacks target single or multiple people.
Melee single- warrior, assassin
Melee group-dervish
Caster single-mesmer
Caster group-Ele
Support(damage by assisting other chars) single- mesmer, monk
Support Group-Paragon, Ritualist, monk
Of course with this it becomes tough, as Ranger is so versatile he can't be put in any one group. The monk also has quite a few group skills, though its partially more towards single targets. you could also distinguish between spike and Dot damage. But that would be pretty complicated as well.
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Aug 12, 2006, 05:43 AM // 05:43
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#31
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Frost Gate Guardian
Join Date: Jul 2005
Location: Washington, DC
Guild: A Most Excellent Guild [DUDE]
Profession: Mo/Me
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Noone understands mesmers....
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