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Old Jun 12, 2009, 02:50 PM // 14:50   #81
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Main concept:
All right, I want to get rid of the secondaries, specializing is way more fun. Just read a bit and you'll get the point of it.

Classes:
Aka tier 1. You aren't specialized into anything, you have a variety of skills that are connected to a profession, but not enough to specialize into that yet.

Professions:
Aka tier 2. This is where the fun starts, you'll specialize yourself in something to your preference. You can specialize yourself into multiple professions. You have to do several missions or quests of these professions to do so though.

Experts:
Aka tier 3. You basically get a whole new set of skills, including the old skills. You can only have one expertise.

--------------------------------------------------------------------------

Ia.I Soldier - Basically anything that wears decent armor and fights with non-magical weapons.

IIIa.Ia Archer - You wield a bow, you have superb aiming skills, and ontop of that, you wear great armor. Anything else to your preference?

IIa.Ia Sharpshooter - You are at a far distance from the enemy, you have precise aiming and you shoot fatal arrows.

IIa.Ib Lance - You wear a spear, glaice, halberd or anything similar to the polearm concept, with that, you'll have the ability to attack from a farther range than any other melee weapon. And you shan't worry about your health, you have heavy armor to defend you from fatalities.

IIIa.Ib Hastilude - Say what? Mainly, this is a Lance that doesn't use his feet to move, instead, he'll let a horse do the tough work. Yet, the horse is heavily equiped, so is the Hastilude.

IIa.Ic Commander - The one shouting his wills over the battlefield. He equips a sword and a shield, and doesn't fear anything but death, he won't be the one manning the frontline, but the one commanding it.

IIIa.Ic Field Marshal - Heavily equiped and ready for battle, will command troops and they will do as he says.

IIa.Id Squire - Armor? Check. Sword? Check. Shield? Check. Courage? Check.

IIIa.Id Knight - The ones who have received their accolade, ready for battle with good courage.

IIa.Ie Rogue - Being solo and doing small crimes actually earns money, there must be more ways to earn more

IIIa.Ie Assassin - Discovery of the age, killing people makes great satisfaction... And money.

IIa.If Scout - Scouting and travelling can be quite dangerous, equiping yourself a dagger and a bow can be life-saving.

IIIa.If Ranger - The nature's on your side, why not take this special gift and use this against the enemy?

--------------------------------------------------------------------------

Ib.I Religious - Who would fight for themselves? Why not let the gods protect and preserve?

IIb.Ia Monk - Praying to the gods to bless others, but an easy prey to the enemy.

IIIb.Ia Priest - The gods will always listen to you, you have blessed enough people in the name of the gods.

IIb.Ib Nomad - The ones travelling from church to church and from monastery to monastery. Travelling comes with danger, why not carry a polearm and pray to the gods to protect you?

IIIb.Ib Dervish - Battling seems to have satisfied you, hence you've become a holy warrior.

IIb.Ic Ritualist - Your beliefs are different, but keep on believing and you might improve yourself and others.

IIIb.Ic Shaman - Spirits exist, that's a fact. And now that you've found a way to control them, you have yet to find out how to use them.

--------------------------------------------------------------------------

Ic.I Magician - Magic is a weird thing that you have yet to control.

IIc.Ia Sorcerer - Playing with the elements, watching people burn is actually satisfying.

IIIc.Ia Elementalist - Now that you've mastered the elements, how satisfying would a huge tidal wave be?

IIc.Ib Illusionist - Conjuring much? You're confusing people with your trics.

IIIc.Ib Mentalist - Now that you've confused people, why not take over their minds?

IIc.Ic Naturalist - Trees, flowers, bushes, in other words, the nature is your passion.

IIIc.Ic Druid - Mother Nature hasn't beat you yet, instead, she is blessing you.
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Old Jun 28, 2009, 07:44 PM // 19:44   #82
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Default Specialist 'class' a 3e profession?

I would like to see a 3e profession added, which counts as earlier spoken about evolution, this spells/skills/etc. of this 3e profession should be aimed on tieing the 1e and 2e profession closer together.

1e profession:* Main skills/spells/etc.
* The Armor is restricted to your 1e profession
* Base HP and base Mana are restricted to your 1e prof.
* Can use Runes of this profession (minor, major) on armor
* Insignas to be used are limited to general and professionbased insignas.
* Aslong as you only have one profession, weapons use must be of this profession. You dont know how to use a weapon of a different class and none of the weapon bonus work if you wield a weapon meant for a class you dont know anything about.

2e profession:when you pick your 2e profession
* Your 2e profession can not be the same as your first!
* Opens up skills of 2 profession
* Melee orriented 2e prof give a bonus to your HP ( ?/W, ?/A, ?/D)
* Caster orriented 2e prof give a bonus to mana ( ?/Me, ?/Mo, ?/N )
* Ranged orriented 2e prof give a 50% bonus to both ( ?/R, ?/P, ?/Rt )
* Can use minor runes of this second profession on 1e prof armor
* Insignas are still limited to general or 1e profession
* Now you have the knowledge of a different class you can use
weapons of this class. Given you attribute the correct amount of points
for the weapon, the bonus on this weapon is activated

3e Profession.
Based on your first 2 choises you can either become more of your 1e or
more of your 2e profession. Opens up specialist spells/skills/etc

* If you go for more of your 1e prof.
- you get a 60% bonus to hp (if 1e melee) or a 60% bonus to mana
(if 1e caster), or a 30% bonus to both ( if Ranged ), and get a -25%
reduction of the bonus for the 2e prof.
- you can use Superior Runes on your armor
- you can Use Specialist 1e profession Insignas on your armor
- Given you have a Specialistic Armor headpiece you can use Specialistic
Runes

* If you go for more of your 2e prof.
- you get 80% (40/40) of the bonus to hp/mana you would have gotten,
if you would have become more of your 1prof and get a -20% reduction of
your base HP/Mana you got for your 1e profession.
- You can now also use major runes of 2e prof. on your 1e prof armor
- You can now use Insignas of your 2e/3e prof on your 1e prof. armor
- Weapons you can use are restricted to the professions you know,
bonus on weapons is activated only if you attribute the correct amount
of points to the attribute class it needs to be use.
- you can wear the Specialistic Armor piece of this profession.

New things needed.
* New attribute counter, Specialist.
* New items to contribute to this setup:
- Specialistic 1e profession Insignas
- Specialist restricted weapon upgrades.
- Perhaps Specialist armor piece(s) that lets one use specialist (green)
Runes, this piece of armor is basically a blank headpiece; so no +1 for
your 1e profession anymore, but, Specialist Runes work as a combo of a
Major and Minor Rune (these Runes are based on your 2e and 3e
profession, or work as a Superior rune for your 2e profession, but at the
cost -100hp, of a Specialist Rune)

To give a few examples of what specialist skills should do (roles):

A N/W/N:
Since he is a N/W but N he also gets a couple of the more warrior orriented spells aimed at defence that should aid him while he is fighting more on the foreground. (see N/W/W).

The n/w specialised in more Necro, gets more N/W orriented spells to aid warrior on the battle field, to mind come: Barbs, Mark of Pain, Insidious parasite, Orders, Blood bond, and perhaps something along the lines of:

Rediculous parasite curses hex
While hexed with Rediculous parasite target foe suffers a -* hp degen
for every ally within earshot

Seaping wounds blood, condition
While suffering from seaping wounds Target foe suffer a -*hp degen,
every Ally near to this foe gains a +*hp regen.

My Agression Specialist Bonding Curse
Loose all adrenalin, for *sec target ally gains +* adrenalin when
hitting with an attack. You suffer -*% damage of attacks done by
this ally (btw. A Mo/W/Mo could have a similar enchantment, but working
as a 'While you maintian this enchantment' having less energy regen, but
loosing no damage done by attacks from this ally)

From My Soul
Loose **HP, target ally gains +1**%HP of the ammount you loose

I will Suffer
The next *x attacks on target ally, do no damage to that ally,
you suffer 75% of the damage of these attacks

A N/W/W
the n/w that specialises in more Warrior gets more W/N orriented skills, these would include a couple of the N/W/N spells, and a couple of the W/N/N spells. Things that spring to mind:

Necrotic Stance (specialist stance)
Whield wielding a shield, you have a 50% chance to block attacks,
any attack blocked this way gives you +* shots of adrinalin

Cursed Armor (Specialist curse)
When you curse yourself with cursed armor,
any condition effect is reduced by **%

Tormenting armorArmor enchantment
for **sec, when you get below ** max health,
you gain +** armor against **attacks

Armor of Agression(shared from W specialisation)
Activated by Adrenalin.
For **sec you have +**armor against **attacks

Necrotic Weapon
For **sec. you suffer a -*hp degen.
While wielding a melee weapon you steal *hp with
every attack you do (stacking for vampiric weapon upgrade)

Watch me Die
For **sec you have -**armor against ** attacks,
all allies within earshot gain +**amount of armor.


The arrising specialisations for Necro are:

Melee Necro's
- N/A/N
- N/A/A
- N/W/N
- N/W/W
- N/D/N
- N/D/D
- N/Ph/N
- N/Ph/Ph (Ph is 'Phalanx' new melee class)

Casting Necro's
- N/Me/N
- N/Me/Me
- N/Mo/N
- N/Mo/Mo
- N/Mu/N
- N/Mu/Mu (Mu is 'Muse' new Casting class)
- There is no N/N/N class

Ranged Necro's
- N/P/N
- N/P/P
- N/R/N
- N/R/R
- N/Rt/N
- N/Rt/Rt
- N/S/N
- N/S/S (S is 'Sling Shot' new Ranged class)

At first it looks like this further complicates the game, it actually makes it simpeler by further defining your role on the battle field.
I would suggest going through the current spells and re-arange them so you get less spells for your 1e prof, less spells for your 2e prof (also you wont get all the spells for this prof. that someone else gets when he has this profession as his 1e profession, unless you choose your 2e and 3e profession to be the same.

Last edited by Arghore; Jun 28, 2009 at 09:11 PM // 21:11.. Reason: cleaning up and adding bold/italic for easier reading
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Old Oct 05, 2009, 01:57 AM // 01:57   #83
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Default Chronomancer

Dont know if this has been brought up yet but i really liked the chronomancer concept which they ditched for GW 1. It would be great to see this profession well implemented (as this seems like it would be very difficult) and in action in GW2.

You can find details of this class (at least concept art) online.
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Old Dec 05, 2009, 09:18 AM // 09:18   #84
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I am hoping it's sort of evolved professions, like:

Assassin > Slayer (ultimate warrior/assassin, dealing in stealth,curses and accuracy)
Elementalist > Druid (shape shifting into animal forms and taking on their powers)
Paragon > Paladin (don't really know much about paladins, but it resembles it the most)
Ritualist > Summoner (summon aggressive revenants who follow and assist you in fights)

Yeah that's all I can think of at the moment. I still haven't a clue how on earth the asuran/norn etc. races are going to work, as long as there isn't like 40 different professions o_O

Edit: I also agree with the person above, Chromancers should be added into GW2 - they just look awesome.

Last edited by Xion Air; Dec 05, 2009 at 09:29 AM // 09:29..
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Old Dec 20, 2009, 07:20 PM // 19:20   #85
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I remember reading somewhere, i think it may have been on here, but someone suggested the merging of the classes as follows:

Assassin + Ranger: General rogue/ranger class
Warrior + Paragon: General soldier class
Necro + Ritualist: Shaman/warlock class
Dervish + Monk: Paladin
Elementalist + Mesmer: overall mage/wizard

In retrospect this sounds a lot like wow, but there may be some interesting ideas.

Of course, the most likely thing is that whatever we come up with will not be what ends up happening.
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Old Jan 03, 2010, 04:10 PM // 16:10   #86
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Quote:
Originally Posted by Deleet View Post
I'm ready to go with the 6 core classes.
Unless Anet has a bunch of rocket scientist for balancing, I'm gonna have to go with this.
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Old Jan 08, 2010, 06:28 PM // 18:28   #87
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Keep It Simple.

The core six do the jobs and do them well. The four classes from the expansions should be devoured by the core six to augment them.

The Necromancer devours spirit summoning from the rit. Blood magic is currently rather boring, and it would be far better if they augmented the "sacrifice to buff" concept by using blood invocations to call spirits. Let death magic have the pure damage minions, and give blood magic ghosts and wailing spirits who cause debilitating conditions or effects.

Monks eat the weapon spells and dervish mysticism. Shield of Regeneration, Judge's Insight, all the concepts are there, weapon spells will merely give them a way to do it better. Meanwhile, smiting becomes something besides "just another caster", blending the warrior monk tradition into staff fighting niftyness, attacks which buff all allies, perhaps.

The Ranger noms on the Assassin's dagger abilities and the ritualist's wide area buff spirits. This will give them a close combat variant, which they already use in the form of swords and daggers as it is, and the nature spirit concept gets an edge.

Elementalists consume summoning abilities akin to the Asura spells, a single powerful creature as opposed to the necromancer's horde.

Mesmers bite into the dark arts of the assassin, representing the mirror side of Lyssa. They gain their rapiers from the original concept art, and have an attribute line that focuses on hit-and-run disruption via shadow stepping.

Warriors get a major buff to the Tactics line by chewing up the paragon, having it be less of a "things that defend the warrior" attribute and more of a "help the party to represent coordinated abilities".

This will give plenty of options for melee, ranged, and support roles across the board. You can melee as a stalwart warrior, a whirling ranger, an aura based smiting monk, or a striking and fading mesmer. You can summon spirits as a ranger, minions and ghosts as a necromancer, or djinn as an elementalist. You can buff the party through necromantic sacrifice, monk enchantments and healing, or warrior's mastery of tactical maneuvers.

Simple, elegant, and true to tradition while still expanding the scope.

Last edited by Shriketalon; Jan 08, 2010 at 06:32 PM // 18:32..
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Old Jan 29, 2010, 10:10 PM // 22:10   #88
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Ranger should have a sub class/profession of tracker. Similar to runners, but a tracker has a natural aura or spell that autocasts and makes all animals (so enemies like evil dwarfs and such are still arggroable) not aggroed by their presence. Sort of an intouch with nature and animals idea. Now if there is a quest that requires animals be killed then the player would have to intentionally aggro them. Boss animals would be immune to this and would auto aggro the surround animals.
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Old Feb 11, 2010, 09:39 PM // 21:39   #89
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Too bad from the looks of what I have seen so far in trailers, classes will be all race based. Looks to me as Norn will be all Melee based because of their Animal forms. I hope this isn't the case, but it would be sill to me to see an Asuran tank, just from a "role playing" standpoint and immersion standpoint. Seeing as this game still has it's roots in an RPG format that seems important. The problem I have with it is the fact that you may have races that are a tad too inferior for anyone to play them. I could be wrong, but why would you sacrifice your snow leopard/wolf/ursan form for magic, and if you can use your form with magic, then why wouldn't everyone be a norn at that point. if there are bonuses to magic for say, asurans, then won't it be pretty lame to have to play as an asuran if you are a mage?

maybe i am reading too much into this, but i am gonna have a hard time not laughing when my Norn is an elementalist and I have an Asuran or Sylvari tanking for me.
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Old Feb 11, 2010, 10:08 PM // 22:08   #90
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i'd rather see this:
Quote:
Assassin + Ranger: General rogue/ranger class
Warrior + Paragon: General soldier class
Necro + Ritualist: Shaman/warlock class
Dervish + Monk: Paladin
Elementalist + Mesmer: overall mage/wizard
than just giving the existing mesmers their rapiers and letting them shadowstep. although i agree that merging classes and roles would greatly balanced the game out and open new options, even though it's impossible now. thumbs up for it in gw2.
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Old Feb 11, 2010, 10:42 PM // 22:42   #91
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Quote:
Originally Posted by jazilla View Post
Too bad from the looks of what I have seen so far in trailers, classes will be all race based. Looks to me as Norn will be all Melee based because of their Animal forms. I hope this isn't the case, but it would be sill to me to see an Asuran tank, just from a "role playing" standpoint and immersion standpoint. Seeing as this game still has it's roots in an RPG format that seems important. The problem I have with it is the fact that you may have races that are a tad too inferior for anyone to play them. I could be wrong, but why would you sacrifice your snow leopard/wolf/ursan form for magic, and if you can use your form with magic, then why wouldn't everyone be a norn at that point. if there are bonuses to magic for say, asurans, then won't it be pretty lame to have to play as an asuran if you are a mage?

maybe i am reading too much into this, but i am gonna have a hard time not laughing when my Norn is an elementalist and I have an Asuran or Sylvari tanking for me.
Various sources have explicitly stated that professions will not be linked to race, and no race will be explicitly better at a specific profession than any other.

A discussion like this is better suited to GW2Guru... considering it's, you know, about Guild Wars 2.
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Old May 31, 2010, 07:15 PM // 19:15   #92
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Keeping the 6 core professions is better than having all these extra subclasses imo.

I also hear that there will be pistols and rifles (like bayonets) in GW2, is this true?
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Old Jun 07, 2010, 10:22 PM // 22:22   #93
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It's less about having every profession from GW1 in GW2 than it is having all GW1 profession characteristics in GW2. In this respect, Anet has lost my interest in the game. The fact that they simply ripped spears/scythes out of GW2 seems like a shortchange to players who enjoyed the Para/Derv in GW1.

Yes, there will not be spears/scythes/polearms in GW2. Confirmed.
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Old Jun 17, 2010, 08:30 PM // 20:30   #94
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Quote:
Originally Posted by shoyon456 View Post
It's less about having every profession from GW1 in GW2 than it is having all GW1 profession characteristics in GW2. In this respect, Anet has lost my interest in the game. The fact that they simply ripped spears/scythes out of GW2 seems like a shortchange to players who enjoyed the Para/Derv in GW1.

Yes, there will not be spears/scythes/polearms in GW2. Confirmed.
There shouldn't be.

In my opinion, those just don't go well in the whole aspect of Guild Wars. Dervs and Para don't fit in Guild Wars now because they shouldn't of been there to begin with.

I also don't see a point in guns/pistols.
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Old Jul 12, 2010, 06:46 PM // 18:46   #95
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Default The Sigil Shooter

Thinking of a class that uses rifles, guns, and bows. Melee can be either daggers, swords, or a mix of dagger/ gun.

The Sigil Shooter can be based on the Ranger class, since marksmanship is needed for all the primary weapons I have in mind. For that matter, the entire class could be based on a mix of R/Mo and R/E, as I was thinking of a shooter who deals holy damage to the undead and can cast enchants to do elemental damage when using his/her weapon of choice.

Armor would be Medium grade, as in a ranger class. The progression would start as a hunter/ranger and move forward to the Sigil Shooter class. That progression should start at around level 10.

Even though I think this thought has promise, it would surely be a Ranger Promotional class, as it mixes a moderate bit of casting in comparison to the original Ranger class.

just a thought.

And to comment about Dervs and Paragons, I think they were a great addition to the group, as were the sins and rits. I loved each class, even when I couldn't get my Ranger in a team for DoA, I still was never mad at the other classes for being better suited for the area. Also, the guns/pistols idea isn't really a far cry from bows/crossbows. It's called progress.

Last edited by Darkpower Alchemist; Jul 12, 2010 at 08:14 PM // 20:14..
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Old Jul 12, 2010, 07:46 PM // 19:46   #96
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Guns... no, just no. I dont know why they would think it necessary to add guns in the game when crossbows/spears/halbierds/javelins dont make the cut. I mean they could at least add polearms to the warrior class (as a ranged or melee weapon) and crossbows to either the warrior or whatever the equivilent of the ranger class will be (would probably make more since giving it to the warrior imo).

I am also be very dissapointed that there will only be six professions in the game. Less professions = less ways to customize your character to play how you want to play. I do not believe that the rit, assassin, or paragon classes were poorly made and i believe that with a little bit of tweaking, the dervish class could be a fine addition as well. It is really disappointing that they will be taking a step backwards in terms of customizability in GW2 as that is what makes an RPG an RPG.
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Old Jul 12, 2010, 08:15 PM // 20:15   #97
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Quote:
Originally Posted by Lanier View Post
Guns... no, just no. I dont know why they would think it necessary to add guns in the game when crossbows/spears/halbierds/javelins dont make the cut. I mean they could at least add polearms to the warrior class (as a ranged or melee weapon) and crossbows to either the warrior or whatever the equivilent of the ranger class will be (would probably make more since giving it to the warrior imo).

I am also be very dissapointed that there will only be six professions in the game. Less professions = less ways to customize your character to play how you want to play. I do not believe that the rit, assassin, or paragon classes were poorly made and i believe that with a little bit of tweaking, the dervish class could be a fine addition as well. It is really disappointing that they will be taking a step backwards in terms of customizability in GW2 as that is what makes an RPG an RPG.
Well, quite frankly speaking, the other professions don't originate in Tyria (The continent), so how might one explain an abundance of a profession that was exclusive to the other continents? Secondly, to have 10 professions off the rip can make for plenty more work in the early going than they need.

As for the gun thing, I say when opportunity arises to use or not use, just don't. I'll be busting my gun all day long.
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Old Jul 12, 2010, 08:41 PM // 20:41   #98
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Quote:
Originally Posted by Darkpower Alchemist View Post
Well, quite frankly speaking, the other professions don't originate in Tyria (The continent), so how might one explain an abundance of a profession that was exclusive to the other continents? Secondly, to have 10 professions off the rip can make for plenty more work in the early going than they need.

As for the gun thing, I say when opportunity arises to use or not use, just don't. I'll be busting my gun all day long.
While its true that the other professions don't originate in tyria, they did move to tyria after originating in cantha/elona. Nightfall, which comes after factions, features assassins and ritualist monsters in it. Likewise, the Eotn and then the subsequent WIK feature the other 4 professions. By the end of the war in kryta events, i think it is pretty clear that there are many assassins, dervishes, ritualists, and paragons in tyria.
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Old Aug 01, 2010, 05:22 PM // 17:22   #99
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Quote:
Originally Posted by Frisian View Post
Main concept:
All right, I want to get rid of the secondaries, specializing is way more fun. Just read a bit and you'll get the point of it.

Classes:
Aka tier 1. You aren't specialized into anything, you have a variety of skills that are connected to a profession, but not enough to specialize into that yet.

Professions:
Aka tier 2. This is where the fun starts, you'll specialize yourself in something to your preference. You can specialize yourself into multiple professions. You have to do several missions or quests of these professions to do so though.

Experts:
Aka tier 3. You basically get a whole new set of skills, including the old skills. You can only have one expertise.

--------------------------------------------------------------------------

Ia.I Soldier - Basically anything that wears decent armor and fights with non-magical weapons.

IIIa.Ia Archer - You wield a bow, you have superb aiming skills, and ontop of that, you wear great armor. Anything else to your preference?

IIa.Ia Sharpshooter - You are at a far distance from the enemy, you have precise aiming and you shoot fatal arrows.

IIa.Ib Lance - You wear a spear, glaice, halberd or anything similar to the polearm concept, with that, you'll have the ability to attack from a farther range than any other melee weapon. And you shan't worry about your health, you have heavy armor to defend you from fatalities.

IIIa.Ib Hastilude - Say what? Mainly, this is a Lance that doesn't use his feet to move, instead, he'll let a horse do the tough work. Yet, the horse is heavily equiped, so is the Hastilude.

IIa.Ic Commander - The one shouting his wills over the battlefield. He equips a sword and a shield, and doesn't fear anything but death, he won't be the one manning the frontline, but the one commanding it.

IIIa.Ic Field Marshal - Heavily equiped and ready for battle, will command troops and they will do as he says.

IIa.Id Squire - Armor? Check. Sword? Check. Shield? Check. Courage? Check.

IIIa.Id Knight - The ones who have received their accolade, ready for battle with good courage.

IIa.Ie Rogue - Being solo and doing small crimes actually earns money, there must be more ways to earn more

IIIa.Ie Assassin - Discovery of the age, killing people makes great satisfaction... And money.

IIa.If Scout - Scouting and travelling can be quite dangerous, equiping yourself a dagger and a bow can be life-saving.

IIIa.If Ranger - The nature's on your side, why not take this special gift and use this against the enemy?

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Ib.I Religious - Who would fight for themselves? Why not let the gods protect and preserve?

IIb.Ia Monk - Praying to the gods to bless others, but an easy prey to the enemy.

IIIb.Ia Priest - The gods will always listen to you, you have blessed enough people in the name of the gods.

IIb.Ib Nomad - The ones travelling from church to church and from monastery to monastery. Travelling comes with danger, why not carry a polearm and pray to the gods to protect you?

IIIb.Ib Dervish - Battling seems to have satisfied you, hence you've become a holy warrior.

IIb.Ic Ritualist - Your beliefs are different, but keep on believing and you might improve yourself and others.

IIIb.Ic Shaman - Spirits exist, that's a fact. And now that you've found a way to control them, you have yet to find out how to use them.

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Ic.I Magician - Magic is a weird thing that you have yet to control.

IIc.Ia Sorcerer - Playing with the elements, watching people burn is actually satisfying.

IIIc.Ia Elementalist - Now that you've mastered the elements, how satisfying would a huge tidal wave be?

IIc.Ib Illusionist - Conjuring much? You're confusing people with your trics.

IIIc.Ib Mentalist - Now that you've confused people, why not take over their minds?

IIc.Ic Naturalist - Trees, flowers, bushes, in other words, the nature is your passion.

IIIc.Ic Druid - Mother Nature hasn't beat you yet, instead, she is blessing you.
Go play Maplestory.
shadowlurk16 is offline  
Old Aug 11, 2010, 02:28 AM // 02:28   #100
Desert Nomad
 
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I think all 10 professions should have been carried over in some form. Personally I have a very large attachment to my character and loosing him would have been bad enough. Now I am to deal with the fact that my character's class nor weapon will be in GW2. GW2 is a sequel to GW1. GW1 was promised a much longer life prior to utopia's cancellation and the Fail of the North.

Of course, I've known this for some time now. To be honest GW2 looks like a great game, but I take having my class ripped by Anet, who is supposedly so endeared to its' fans, to be backstabbing...so I'm staying away from the game.

It's a shame, but I really am that resentful.
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