Apr 27, 2006, 12:28 AM // 00:28
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#1
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Ascalonian Squire
Join Date: Apr 2006
Guild: Rites of Passage [RP]
Profession: E/Mo
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Fusion Classes
Here's a new idea:
How about we have the ability (possibly late) in the game to "fuse" your two professions. For example, if you had a warrior primary and a necromancer secondary, it would fuse to become a death warrior. Some ideas for it:
Warrior/Necromancer
Skills
Vampric Slash Costs: 5 adreline, 5 sec recharge, 0 casting
Swing at target foe doing +5-10 damage and steal 3-10 health. For the next 5-2 secs, you have health degen. of 1.
Verata's Stance Cost: 5 energy, 5 sec recharge, 1 casting
All undead allies near you do +10-20 damage with each hit.
Necrotic Strike{E} Cost: 8 adreline, 10 sec recharge, 0 casting
Stirke for +10-30 damage and inflict Poison. If blocked, foe starts bleeding and is knocked down.
Weapons
For the weapons, there could be a new weapon line just for this profession. They would have a Vamp mod attacthed and be Life Stealing.
Armor
For the armor, it could have Health degen., but everytime you stirke, you steal health.
All in all, the W/N would be a class that depended heavily on hitting the foe. They might have massive ammounts of degen., but could get tons of health back. For example, They might have -6 health degen, and gain +20 health each strike.
Monk/Warrior
Skills
Balthazar's Balence Cost: 10 energy, 10 sec recharge, 2 casting
Damage all foes near target ally for 30-50 damage.
Balthazar's Rage{E} Cost: 10 energy, 10 recharge, 0 casting
For 5-20 secs, you stirke 33% faster, and do double damage. If you stirke with a sword, target starts Bleeding. If you strike with a ax, target gets a Deep Wound. If you strike with a hammer, target is knocked down for an additional 5 secs. If you attack with a staff/wand/rod target is Blinded for 5-20 secs.
Zealot's Signet Cost: 0 energy, 5 recharge, 1/2 casting
Heal target ally for 16-80 and remove 1 Hex to yourself. If you remove a hex, you gain 16-80 health
Weapons
For weapons, the monk part of the build would allow a staff/wand/rod. This weapon would also have a mod that allows for up-close-and-personal combat. The max damage for the staff/wand/rod would be 11-25 and the weapon, depending on the mod, 11-25 for sword/ax, 13-33 for hammer.
Armor
For the armor, it would be a semi-powerful armor, a mix between the Warrior and the Monk. Maybe I was thinking a Steel Chest Robe. The armor would be 70-75, depending on the mod.
This Mo/W build might be used more for 55'ing, as I've heard this is what some people use. But its real purpose, as in copperitive play, would be to heal other players, as well as fight. Monks are always being targeted first, so this build would give them some means to fight back.
And these are only two of the many combinations that could happen. Please comment and have a nice day.
Last edited by Sergent Life Helper; Apr 27, 2006 at 01:36 AM // 01:36..
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Apr 27, 2006, 12:30 AM // 00:30
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#2
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Furnace Stoker
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I like this idea a lot. I've always been pushing for Primary/Secondary combo specifics. /signed
Lots of people gave me flack for it. Saying with all the possible combos there'd be too much work. But if it were released as a chapter that'd be a fine amount of content.
Heres something...
Mesmer/Warrior
Skills
Illusion of Riposte: 5 Energy, 10 Recharge (Illusion Magic)
Skill. Next melee attack against you is blocked, and attacker takes 15.....60 damage.
Illusion of Frenzy: 5 Energy, 8 Recharge (Illusion Magic)
Stance. Attack 25% faster for 1...8 seconds, afterwards for 12....6 seconds you attack 33% slower.
Disarm: 15 Energy, 25 Recharge (Tactics)
Skill. Disarm target foe's melee weapon for 2.....10 seconds in which they cannot attack.
Weapons
Rapier type swords, like duelists use. Its two handed, but gives +5 energy. With an attack speed of 1.35 (Slightly faster then a regular sword)
Armor
It'd be like a colonial type duelist garment. Ever see Raphael from Soul Calibur 3? http://www.soulcalibur3.us/soulcalib...umes/raph2.jpg or http://www.soulcalibur3.us/soulcalib...umes/raph1.jpg
Last edited by Nevin; Apr 27, 2006 at 12:43 AM // 00:43..
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Apr 27, 2006, 12:36 AM // 00:36
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#3
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Forge Runner
Join Date: Mar 2006
Guild: Aequitas Deis
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/signed
sounds like fun, cuz makin a decent build will be harder, which is more interresting to those who finished the game. i suggest make it possible beating the game or at least after Ascending
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Apr 27, 2006, 12:51 AM // 00:51
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#4
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Ascalonian Squire
Join Date: Apr 2006
Guild: Rites of Passage [RP]
Profession: E/Mo
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Maria, notice i said possibly later in the game. =] This won't happen when you first make a char. That will be too much pressure on what skills to use, and when and it would be very complicated to new people to the game.
I hate...Raphael. =P I prefer Nightmare
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Apr 27, 2006, 12:57 AM // 00:57
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#5
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Furnace Stoker
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I'm guessing this would be like a second ascension. When you complete the second ascension your primary and secondary class fuse and you get new skills a specified weapon and armor.
Nightmare is overrated, I prefered the Samurai 2 (customized character) Who had a katana and a huge ninja star.
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Apr 27, 2006, 01:01 AM // 01:01
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#6
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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can you unfuse?
its a good idea. maybe 3-5 new skill to each combination type. But at what attribute?
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Apr 27, 2006, 01:03 AM // 01:03
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#7
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Jungle Guide
Join Date: Jul 2005
Location: Kuala Lumpur, Malaysia
Guild: Deimos Tel Arin [CCTV]
Profession: W/
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Dual attributes ftw
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Apr 27, 2006, 01:36 AM // 01:36
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#8
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Ascalonian Squire
Join Date: Apr 2006
Guild: Rites of Passage [RP]
Profession: E/Mo
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Hmm, yes I'm guessing dual attributes or something like that. Or maybe it would go under a totaly new class called...um...its comign to me....Fusion. =] Every point under fusion, you would up the attack, or time, or wahtever can be upgraded in the spell. Also, a bonus effect would be, depending on your fused class, you'd get bonuses. For example, the Warrior/Necro would get "for 5 points in fusion, you'll get +1 health degen." This would help the w/n get less health degen and still be a powerhouse.
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Apr 27, 2006, 01:47 AM // 01:47
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#9
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Furnace Stoker
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Quote:
Originally Posted by Sergent Life Helper
Hmm, yes I'm guessing dual attributes or something like that. Or maybe it would go under a totaly new class called...um...its comign to me....Fusion. =] Every point under fusion, you would up the attack, or time, or wahtever can be upgraded in the spell. Also, a bonus effect would be, depending on your fused class, you'd get bonuses. For example, the Warrior/Necro would get "for 5 points in fusion, you'll get +1 health degen." This would help the w/n get less health degen and still be a powerhouse.
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Now you're crossing into new professions, I say just keep it to dual attributes.
For every point into Illusion and tactics. or something like that..
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Apr 27, 2006, 01:49 AM // 01:49
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#10
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Forge Runner
Join Date: Mar 2006
Guild: Aequitas Deis
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Quote:
Originally Posted by Sergent Life Helper
Maria, notice i said possibly later in the game. =] This won't happen when you first make a char. That will be too much pressure on what skills to use, and when and it would be very complicated to new people to the game.
I hate...Raphael. =P I prefer Nightmare
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my bad didnt read carefully enouth!
hey! great minds think alike
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Apr 27, 2006, 03:06 AM // 03:06
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#11
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Banned
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No.... just no....
__________________
I just wanted to see if I can do this. Leet.
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Apr 27, 2006, 04:23 AM // 04:23
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#12
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Ascalonian Squire
Join Date: Apr 2006
Guild: Rites of Passage [RP]
Profession: E/Mo
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Hmm maybe thats y ur rank is banned. Lol
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Apr 27, 2006, 05:20 AM // 05:20
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#13
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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bad idea, this can really disturb the balance in game...by a LOT
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Apr 27, 2006, 11:49 AM // 11:49
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#14
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Frost Gate Guardian
Join Date: Dec 2005
Profession: R/
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Quote:
Originally Posted by lightblade
bad idea, this can really disturb the balance in game...by a LOT
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true. and uhm. the secondary professions are really what this "fusion" class idea is for..
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Apr 27, 2006, 02:23 PM // 14:23
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#15
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Ascalonian Squire
Join Date: Apr 2006
Guild: Rites of Passage [RP]
Profession: E/Mo
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Hmm how so? I still dont get how this could ruin the game. All this idea means, is taht very late in the game, you can CHOOSE to fuse your two professions. Some two professions might be under powered, but then Anet could just give them better things and skills to work with. =\
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Apr 27, 2006, 02:36 PM // 14:36
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#16
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Krytan Explorer
Join Date: Jan 2006
Guild: Shinigami Keys [SHIN]
Profession: R/Mo
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/not signed on fused professions.
/signed for more cross-profession skills.
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Apr 27, 2006, 02:39 PM // 14:39
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#17
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Frost Gate Guardian
Join Date: Dec 2005
Profession: R/
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uhm..so in the end u can end up with something like..E/Mo/Me/N ?? =o thats not cool
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Apr 27, 2006, 02:46 PM // 14:46
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#18
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Furnace Stoker
Join Date: Mar 2006
Location: New Zealand
Profession: Me/R
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Quote:
Originally Posted by BakedMonkey
uhm..so in the end u can end up with something like..E/Mo/Me/N ?? =o thats not cool
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that's not what this thread is conveying...
/notsigned - this thread should be an incentive to create more diverse builds, otherwise people will start choosing professions based on their cross-skill abilities. Leave those idealistic skills for 'actual' professions that would come in future campaigns released.
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Apr 28, 2006, 12:56 AM // 00:56
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#19
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Jungle Guide
Join Date: Jan 2006
Guild: [Here] | CKOD
Profession: E/R
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If its like fused skills that ONLY your X/x can get, then i like it!
Quote:
The max damage for the staff/wand/rod would be 11-25 and the weapon, depending on the mod, 11-25 for sword/ax, 13-33 for hammer.
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i dont like the damage bonuses for having a war secondary, i just really dont think there should be NEW weapons for your fusion? AND why is the sword and axe and wands damage ungraded from 11-22 and the hammer downgraded from 19-35 to 13-33?????
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Apr 28, 2006, 03:55 AM // 03:55
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#20
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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Gaining new combinations will be available with new classes to secondary, or primary, if you fuse classes for a new single class your still going to be subject to balance.
I think they will have a hard enough time adding new skills to each exsisting class wile making new ones, and a new class is better then a fused one, they can always add new armor and skills to an exsisting class to make it more interesting, they can even add new types of abilities to renew interest, but changing them into fused classes to get new skills is more a limitation then an improvement.
I have to go, or I'll miss the emperor, later.
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