Oct 25, 2007, 09:48 AM // 09:48
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#1
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Grotto Attendant
Join Date: Feb 2006
Location: North Kryta Province
Guild: Angel Sharks [As]
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Prophecies PvE-Only skills
So, when PvE-Only Skills were introduced in Nightfall (the ones linked to Sunspear), they were also retrofitted to Factions, leaving Prophecies behind (as usual). Then came GW:EN with even more PvE-only skills, making Prophecies the only game out of four (counting GW:EN as a game) without them. The question is: Why?
Well, basically, this is a plea to Anet to add them. This is also a suggestion on how it could be done, and what the skills could be. I am pretty unimpressed with what PvE-only skills we have now, since any of them could technically be balanced and slapped into PvP, with the exception of being linked to titles instead of attributes. They're fairly unoriginal, and don't take advantage of some of the major differences between PvE and PvP, namely the fact that the enemy is AI, which can be altered.
So what's my idea? Glad you asked.
First of all, how they can be added. They can be linked to the Protector title (and possibly Guardian), and the skills given by Vision of Glint in Droknar's Forge as a reward for completing Glint's quests and for purchase with hero skill points. This way, there is no more grinding added with these, and moreover, no new titles. Plus, this gives an incentive to actually completeing Prophecies for more than just the initial title. This injection may create new life in many of the currently barren missions of Tyria, which is a good thing, I think.
On to the skill suggestions.
There's one for each class. And remember: these are only suggestions. If you find any of them over/underpowered, or you have a better idea, don't just write off the idea behind the skills altogether - suggest an alternative.
Warrior: "Get over here!" 5e / 20r --- Shout. Target foe takes 15...50 damage and is teleported into melee range. If target is not a boss, they are also Dazed for 4...14 seconds.
Elementalist: Nexus Ward 15e / 1c / 20r --- Ward Spell. You create a Nexus Ward at your current location. For 8...18 seconds, allies in this area receive +2 energy regeneration and +10 maximum energy.
Mesmer: Mind Control 25e / 3c / 30r --- Spell. Target non-boss foe becomes an ally for the next 20...60 seconds. The target's level becomes your level while under the effects of Mind Control. You can only control one foe at a time. When this effect ends, the foe becomes hostile and cannot be the target of Mind Control.
Ranger: Spirit of Melandru 15e / 5c / 60r --- Nature Ritual. Create a level 1...8 Spirit. Non-human, non-spirit creatures within range take an additional +3...12 damage per attack while enchanted, and conditions on these creatures last 10...33% longer. This Spirit dies after 30...126 seconds.
Necromancer: Animate Monster 15e / 3c / 20r --- Spell. Exploit non-human, non-boss corpse to re-animate a level 1...18 Monster. The Monster has the same appearance and skills/attributes as the creature it once was and leaves a non-exploitable corpse. You can only have 1...2 Monsters at a time.
Monk: Light of Justice 10e / 2c / 15r --- Spell. All nearby foes are struck for 25...80 holy damage. All nearby allies are healed for 25...80.
Assassin: Confusion Powder Signet 1/4c / 20r --- Signet. For 5...20 seconds, target foe randomly chooses another foe as the target of their attacks and skills. This effect ends if the target randomly chosen dies.
Ritualist: Weapon of the Mists 5e / 1c / 15r --- Weapon Spell. For the next 5...15 seconds, target ally's weapon deals shadow damage. When that ally attacks a non-human foe, their attacks cannot miss or be blocked.
Paragon: Anthem of Confusion 6a / 2c / 2r --- Chant. For 5...15 seconds, the next time each ally uses a spell on a foe, that foe randomly hits a nearby foe on their next attack.
Dervish: Whirling Stance 10e / 45r --- Stance. For 8...20 seconds, your scythe attacks hit all adjacent foes.
Note: I know this has been done, in some forms, in other threads. However, I'm explicitly stating not only the ideas behind the skills, but also how they can be added into the game, and the gaping hole they are meant to fill.
Last edited by arcanemacabre; Oct 25, 2007 at 09:50 AM // 09:50..
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Oct 25, 2007, 10:00 AM // 10:00
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#2
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Lion's Arch Merchant
Join Date: Jun 2007
Location: Valencia, Spain
Guild: Green Arse Team
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I was thinking in adding a new Faction tittle to Prophecies, something like: Protector of the Holy Flame, to link these skills to that track.
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Oct 25, 2007, 10:28 AM // 10:28
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#3
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Wilds Pathfinder
Join Date: Aug 2006
Location: Scotland
Guild: Dragons of Torment (DOA)
Profession: Me/
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I would have agreed with the addition before GWEN came out becuase I had this thought myself that it was unfair. However with GWEN being an expansion and not a full chapter, i do see that these skills are linked to Tyria, the game itself is centered purely in Tyria. The only thing i think the prophicies campaign is missing is a way of gainign the reputation elsewhere than in the GWEN.
With regard to that I would simply expand the bounties to those areas analogous to those they are already in. Therefore the Norn woudl offer bounties throughout the shiverpeaks, the Asura throughout Magumaa and Kryta and the Ebon in Ascalon.
This would leave the crystal desert open to some form of bounty not yet introduced, however it should be remembered that not all of Cantha has bounties, therefore it would not be necessary to have one in the Crystal dessert
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Oct 25, 2007, 10:37 AM // 10:37
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#4
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Jungle Guide
Join Date: Sep 2006
Location: Northern Ireland
Profession: R/
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The elementalist one is insanely overpowered ^_^
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Oct 25, 2007, 10:41 AM // 10:41
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#5
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Grotto Attendant
Join Date: Feb 2006
Location: North Kryta Province
Guild: Angel Sharks [As]
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Quote:
Originally Posted by william1975
I would have agreed with the addition before GWEN came out becuase I had this thought myself that it was unfair. However with GWEN being an expansion and not a full chapter, i do see that these skills are linked to Tyria, the game itself is centered purely in Tyria. The only thing i think the prophicies campaign is missing is a way of gainign the reputation elsewhere than in the GWEN.
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While you are right about the location of GW:EN, and it being an expansion - it is an expansion to any chapter, not just Prophecies. So by that technicality alone, the PvE-only skills available there don't enter into the equation. In other words, if you owned Factions + GW:EN, or Nightfall + GW:EN, you would have collectively more PvE-only skills than you would if you owned Prophecies + GW:EN. So, in all fairness, Prophecies does deserve their own skills, IMO.
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Oct 25, 2007, 11:09 AM // 11:09
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#6
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Forge Runner
Join Date: Nov 2006
Profession: A/N
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Proph only pve skills would be nice but please think of something useful for A ;p
I'd like some kind of goodly dual attack... With blind and daze ;o
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Oct 25, 2007, 11:14 AM // 11:14
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#7
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Frost Gate Guardian
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Quote:
Originally Posted by arcanemacabre
[/b].
Warrior: "Get over here!" 5e / 20r --- Shout. Target foe takes 15...50 damage and is teleported into melee range. If target is not a boss, they are also Dazed for 4...14 seconds.
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The recharge should be longer for something so efficient. If they did implement this, you could almost guarantee a nerfing sometime or another.
/signed though.
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Oct 25, 2007, 11:25 AM // 11:25
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#8
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Jungle Guide
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No point in having pve skills in prophecies for non prophcies classes, or being able to trade in hero skill points in a campaign that has no heroes...
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Oct 25, 2007, 11:31 AM // 11:31
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#9
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Forge Runner
Join Date: Nov 2006
Profession: A/N
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Quote:
Originally Posted by Proff
No point in having pve skills in prophecies for non prophcies classes, or being able to trade in hero skill points in a campaign that has no heroes...
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Sunspears have skills for A and Rt.
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Oct 25, 2007, 11:35 AM // 11:35
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#10
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Furnace Stoker
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Signet of Capture.
There's your Prophecies PvE-Only skill.
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Oct 25, 2007, 11:42 AM // 11:42
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#11
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Jungle Guide
Join Date: Sep 2006
Location: Northern Ireland
Profession: R/
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Also, technically Olais came from Proph ^_^
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Oct 25, 2007, 11:46 AM // 11:46
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#12
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Grotto Attendant
Join Date: Feb 2006
Location: North Kryta Province
Guild: Angel Sharks [As]
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Quote:
Originally Posted by DarkNecrid
Signet of Capture.
There's your Prophecies PvE-Only skill.
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Technically, that'd be core.
Quote:
Originally Posted by Proff
No point in having pve skills in prophecies for non prophcies classes, or being able to trade in hero skill points in a campaign that has no heroes...
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To your first point - there are Kurzick/Luxon skills for Paragons and Dervishes, and Susnpear skills for Sins and Rits. To the second point - hero skill points don't really have anything to do with heroes. You get the points by earning ranks in certain titles, and all they do is offer free skills for your character, and unlocks for the account. The heroes getting them is a by-product of having the skill unlocked. Also, you can acquire hero skill points by paying a plat and a skill point. Though I agree, another way of acquisition for Prophecies would be in order if this was implemented this way. Perhaps the Glint quests? *shrug*
Quote:
Originally Posted by BlackSephir
Proph only pve skills would be nice but please think of something useful for A ;p
I'd like some kind of goodly dual attack... With blind and daze ;o
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Ahh, that could be cool. I don't play the Sin enough to really know what it needs, especially in PvE. So yeah, any suggestions are welcomed!
Quote:
Originally Posted by Bouldershoulder
The recharge should be longer for something so efficient. If they did implement this, you could almost guarantee a nerfing sometime or another.
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Possibly. I could see it. Perhaps 30 seconds? I dunno, I'm comparing it to "Finish Him!" in a sense. Not only because of how widely useful it would be, but also the obvious nod to Mortal Kombat
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Oct 25, 2007, 03:23 PM // 15:23
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#13
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Frost Gate Guardian
Join Date: Dec 2006
Guild: Zealots of Shiverpeak [ZoS]
Profession: Mo/
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... and I thought the GW:EN PvE skills were overpowered.
I like the idea of Propechies PvE-only skills, but not as powerful as these.
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Oct 25, 2007, 03:38 PM // 15:38
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#14
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Forge Runner
Join Date: Mar 2007
Guild: Astral Revenants
Profession: P/W
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I dunno, some of those look overpowered... even for PvE only skills.
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Oct 25, 2007, 03:57 PM // 15:57
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#15
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Jungle Guide
Join Date: Sep 2006
Location: Northern Ireland
Profession: R/
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The overpowered GWEN skills are balanced by the amount of absolutely useless skills included :/
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Oct 25, 2007, 04:12 PM // 16:12
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#16
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Lion's Arch Merchant
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Quote:
Originally Posted by arcanemacabre
Dervish: Whirling Stance 10e / 45r --- Stance. For 8...20 seconds, your scythe attacks hit all adjacent foes.
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Huh!?!?!
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Oct 25, 2007, 05:42 PM // 17:42
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#17
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Krytan Explorer
Join Date: Oct 2006
Guild: The Order of Chaos Reborn [ToC]
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Dervishes can only hit up to 2 adjacent foes standard, but I do think that skill is a total gip since over 3 total foes in melee range would happen in a farming situation. Perhaps something like this?
Chilling Reach 10e / 45r Stance. For 10...20 seconds, your scythe attacks hit nearby foes.
I agree that Prophecies, despite being one of the most engaging campaigns, is the most gipped in terms of extra glitz. /Signed for PvE skills.
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Oct 25, 2007, 05:50 PM // 17:50
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#18
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Academy Page
Join Date: Jun 2007
Profession: Rt/R
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i suggest some good pve only skills
1. reusable rez skill that available to all classes
2. some good healing skills that available to all classes(in case of no monk and rit, other classes can heal)
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Oct 25, 2007, 09:13 PM // 21:13
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#19
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Ascalonian Squire
Join Date: May 2007
Guild: Shatners New Order of Borealis
Profession: Mo/
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Quote:
Originally Posted by Hong Kong Evil
i suggest some good pve only skills
1. reusable rez skill that available to all classes
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Sunspear Rebirth Signet.
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Oct 25, 2007, 09:21 PM // 21:21
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#20
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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Signet of Capture is a CORE PvE only skill.
- 10 skills should be enough... they could be linked to a Shining Blade faction, increased for killing mursaat and white mantles.
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