Dec 23, 2007, 01:18 AM // 01:18
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#1
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Wilds Pathfinder
Join Date: Feb 2007
Location: right behind you
Guild: Highlander Honor Guard [HHnr]
Profession: R/
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Some things that should have been in the GWEN campaign but were left out
I don't really think gw1 got the send off it deserved (if you're one of the peeps who felt it deserved a sendoff at all) This is just some stuff I thought would've been cool to have been in the GWEN campaign and maybe should be kept in referance for future expansions to gw2
1. An Entirely new continent
Instead of Charr hunting in upper Tyria it should have been an entire level 1-20 deal, that way you can play there from start to finish and then move on to new campaings. Gives it a bit more of the it's a freakin 35 dollar expansion and we didn't get a new continent!!!
2. Large amount of new weapons/armor *you thought I was gonna say 2 new classes didn't you?*
Add into the pool some newer and cooler weapons and armor, maybe even make something to go along with it. Remove a few of the older weapons that have lost their value. *accidents happen, if you can't get a bunch more furious axes or whatever after you accidently lose yours or get scammed out of it, then you'll be willing to pay more for it...and hopefully be more careful next time around :P*
3. Make Armor/Weapon sets
A little thing like this example:
Greaves of khenlu (50 armor)
Boots of khenlu (50 armor)
Curriass of khenlu (50 armor)
Gloves of khenlu (50 armor)
Mask of khenlu (50 armor)
bonus: +50 armor if all pieces are in place
just set the different tyes of armor in different places, kinda like a farmer's quest, go grab all the weapon sets ... (probably not something to have been added into gw1 but this might be cool in gw2)
4. Some better skills would have been nice
I'll give you the entire list later on...
5. Balanced Skills would have been nice
Speaks for itself :P
Skill list: Justa compilation I thought would be great if it was added into GWEN
Necromancer:
Vampire's Fangs- 15 energy 1 cast 20 recharge
(Enchantment spell) for 5...15 seconds, whenever target ally hits with a melee attack, that ally steals up to 5...20 health. (Blood Magic)
Energetic Conversion- 5 energy 1/2 cast 12 recharge
(Spell) the next time you would gain energy from soul reaping, you gain 5...65 health instead. (Blood magic)
Demon's Pact- 10 energy 1 cast 10 recharge
(Enchantment spell) sacrifice 50% of your remaining health. For 5...30 seconds, target ally suffers no effects from blindness and cannot be blocked or dodged. (Blood Magic)
Demon's Eye- 5 energy 1/2 cast 12 recharge
(Spell) target foe takes 5...75 cold damage. If that foe dies from this spell, you gain double energy from soul reaping and this skill recharges instantly. (Death Magic)
Manic Feast- 5 energy 1 cast 20 recharge
(Spell) exploit a nearby corpse, all animated allies gain +5...100 maximum health, attack and move 25% faster, and inflict +5...10 damage for 15 seconds. Whe this spell ends, all animated allies drop to 25% of their maximum health. (Death Magic)
Boneshield- 15 energy 1/2 cast 12 recharge
(Enchantment) destroy target animated ally, for 5...10 seconds you gain +5...45 armor. (Death Magic)
Reanimation- 5 energy 1 cast 24 recharge
(Spell) exploit target enemy corpse, that foe becomes an animated ally having access to all that foe's skills and abilities but only half their health and energy. You can only have 1 animated ally a time. (25% chance to ressurect target foe instead of reanimate). (Death Magic)
Hexchill- 5 energy 1/2 cast 2 recharge
[Elite spell] if target foe is suffering from a necromancer hex, that foe and all nearby foe are struck for 5...40 cold damage. If that foe is under the effects of an enchantment, you gain 3...15 energy instead. (Curses)
Muscle Rot- 5 energy 1 cast 20 recharge
(Hex) for 5...15 seconds, target foe suffers from weakness and their next skill causes exhaustion. (curses)
Necrotic Conversion- 25 energy 1 cast 30 recharge
(Spell) remove 1...8 hexes from yourself and up to 1...3 other nearby allies. For each hex remove, one foe in the area is struck with poison and disease for 5...15 seconds. The same foe cannot be struck twice. (Curses)
Shade's Streak- 15 energy 1/2 cast 12 recharge
(Spell) cut the remaining duration of all hexes on you in half. Transfer up to 1...5 hexes on you to target foe. Any hexes not transfered by this spell have their durations multiplied by 8...2. (Curses)
Soul Pact- 5 energy 1 cast 30 recharge
[Elite Skill] exploit target touched enemy corpse. That foe cannot be ressurected for 5...10 seconds. When this skill ends, summon 1...4 masterless level 4...22 bone horrors at nearby locations. (Soul Reaping)
Unbirth- 10 energy 1/2 cast 12 recharge
(Spell) destroy target allied minion, all minons controlled by target foe of the same type are destroyed. (75% chance of failure with Soul Reaping of 4 or less). (Soul Reaping)
Monk:
Healer's Instruments- 5 energy 1 cast 30 recharge
(Enchantment spell) for 5...25 seconds, you heal for 5...25 more health whenever you cast a healing prayer's spell. (Healing Prayers)
Mark of Life- 25 energy 1/2 cast 12 recharge
(Enchantment spell) target touched ally is enchanted with Mark of Life for 5...30 seconds. If that foe dies while under this enchantment, that foe is ressurected with 20...75% of his health and energy and you lose an equal amount. (Healing Prayers)
Beautiful Light- 5 energy 1/2 cast 8 recharge
[Elite Spell] Ressurect target dead ally with your current health and energy. If you have less then 75...40% of your maximum health, you die. (Healing Prayers) *hey, equal trade, heh heh*
Divine Mark- 10 energy 1/2 cast 12 recharge
(Enchantment) for 4 seconds, all nearby allies gain 1...5 energy and 5...20 health every second. (Divine Favor)
Hastened Prayer- 5 energy 2 cast 20 recharge
(Enchantment) for 10 seconds, all your monk spells cast 50% faster but are 30...10% less effective. (Divine Favor)
Holy Kiss- 10 energy 1/2 cast 12 recharge
(Spell) target other ally is healed for 10...200 health. You lose 50...20% of your maximum health. (Divine Favor)
Shield of Fortune- 5 energy 1 cast 10 recharge
(Enchantment spell) for 5...20 seconds, if target ally is under the effects of more then 4...1 other enchantments, that ally gains a 75% chance to block attacks. (Protection Prayers)
Rest of the Wicked- 5 energy 1/2 cast 30 recharge
[Elite Enchantment spell] for 5...15 seconds, all nearby allies are enchanted with Rest of the Wicked. Any foes casting hexes on enchanted allies are interruped, those allies gain +5...30 armor against melee attacks as well. (Protection Prayers)
Mother's Grasp- 15 energy 1 cast 12 recharge
(Spell) if target ally is under the effects of a hex or is below 5...20% maximum health, that ally gains +5...50 armor for 5...10 seconds. (Protection Prayers)
Divine Clarity- 5 energy 1/2 cast 60 recharge
(Enchantment spell) for 5...40 seconds, target other ally cannot be blocked, dodged, or blinded. (Smiting Prayers)
Eyes for Evil- 10 energy 1 cast 12 recharge
(Spell) your next attack also causes the foe to be knocked down and struck for 5...75 holy damage. (Smiting Prayers)
Grenth's Bargain- 5 energy 1/2 cast 2 recharge
(Spell) ressurect target dead ally to full health and energy. For 5...30 seconds you suffer -1...2 health degeneration. If you are below 50...33% maximum health when this spell ends, you die. (Smiting Prayers)
Elementalist:
Ice Breaker- 25 energy 1 cast 12 recharge
[Elite Hex] for 5...10 seconds, target foes and all nearby foes move and attack 50% slower. When this hex ends, hexed foes take 5...100 cold damage. (Water Magic)
Freezing Rain- 5 energy 3 cast 20 recharge
(Spell) for 10 seconds, create a Freezing Rain at target foe's area. All foes within the area of Freezing Rain are struck for 5...11 cold damage every second and move 50% slower while in the rain. (Water Magic)
Explosion- 10 energy 1 cast 12 recharge
(Spell) create a flame at target foe's location for 3 seconds. After 3 seconds, all foes near the flame are struck for 5...100 fire damage. (Fire Magic)
Blaze of Glory- 15 energy 1 cast 20 recharge
[Elite Spell] send out a blaze of glory at target foe, that foe and all nearby foes are struck for 5...95 fire damage and set on fire for 1...4 seconds. (Fire Magic)
Wurmbreath- 5 energy 1/2 cast 8 recharge
(Skill) target touched foe and all nearby foes are struck for 5...100 fire damage. (Fire Magic)
That's all I could think up, probably a lot more they could've done but I'm too lazy to write it all out
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Behold my fork of truth!!! I am now equipped with the power of my anger and my fork, all must tremble in fear!!!
...I'm only acting out because I don't get to kill anything! ~Richard the Warlock with annoying long titles, the fork of truth.
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Dec 23, 2007, 01:23 AM // 01:23
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#2
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Jungle Guide
Join Date: Feb 2007
Location: Oregon, USA.
Guild: Zero Mercy [zm]
Profession: W/
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EotN is an expansion, which means the content it provides is smaller than that of an average campaign. That is why it is also cheaper. It was made for level 20+ characters (and now apparently, level 10+).
I thought it was fairly decent besides the fact that some of the armor was just reused pieces. Norn and Steel Eagle having some of the only unique armor pieces in the game. I would like to see more single armor pieces, not just a bunch of hands and head pieces. To stack on, it added no new additions to PvP with barely a few good skills (Keen Chop = suck).
I like your enthusiasm though into idea making. Though, it's a wasted effort, honestly.
/notsigned
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Dec 23, 2007, 01:51 AM // 01:51
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#3
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Lion's Arch Merchant
Join Date: Apr 2007
Location: Southern England
Guild: Reign Of Shadows
Profession: P/W
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It costs more than any other campaign, the game is a ripoff imho.
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Dec 23, 2007, 01:54 AM // 01:54
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#4
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Desert Nomad
Join Date: May 2007
Profession: W/E
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Quote:
Originally Posted by XiaoTheBlade
It costs more than any other campaign, the game is a ripoff imho.
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It was cheaper on release than the other games on their release
The other games are older so no wonder GW:EN is currently most expencive
Also it's the 23rd December so all the prices are + atleast £5
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