Nov 28, 2006, 11:12 AM // 11:12
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#1
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Frost Gate Guardian
Join Date: Dec 2005
Location: Tyria
Guild: Astral Guard [AG]
Profession: W/R
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Dual-class, specific skills. ie:...
(used a search, not found)
Basically, i was just fantasizing over the idea of having, dual-class specific skills. What i mean is a skill/s that is only available to a specific class combination.
The catch would be, maybe u need atleast 10 attributes on your secondary profession to enable use of this skill.
Now i'm not talking 1000 extra possible skills, but maybe 3 for each combination.
now they wouldn't be as powerful as somthing like a lightbringer gaze, but they would be at least equal to an Elite skill, without actually being an elite.
Examples! (i play w/r so thats what i'll use as an example)
Maybe a Devestating Strike req.strength + wilderness survival, Strike at a foe for 0 damage, but causing 2 random conditions for 10 seconds. This attack cannot be blocked or evaded. - 10e 3/4activate 45recharge
or maybe a, Symbiotic Flurry req.strength+beast mastery, for the next 20 seconds your pet inflicts equal damage to your targets as you do, but damage recieved to your pet is also recieved by you. 10e 1activate 45recharge.
im sure you get my idea by now....i wont bore you any longer .
Thoughts?
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Nov 28, 2006, 12:14 PM // 12:14
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#2
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Krytan Explorer
Join Date: Jul 2006
Profession: Mo/Me
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About half the first page.
Also this from the index.
-edit-
It's still a good idea, don't get me wrong, but it's brought up a number of times before.
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Nov 28, 2006, 03:44 PM // 15:44
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#3
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Frost Gate Guardian
Join Date: Nov 2006
Location: Montreal, Quebec, Canada
Profession: R/N
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I vote in favor, but without attribute requirements. Instead, you could have the effectiveness of those skills depend on two attributes, one of each profession. And it should not matter which profession is primary / secondary to your ability to use the skill.
Think of it as an extra bonus for playing a specific profession combination.
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Nov 28, 2006, 07:35 PM // 19:35
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#4
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Krytan Explorer
Join Date: Jul 2006
Location: On top of a mountain
Guild: A Bad Moon Rising [Moon]
Profession: Me/Mo
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yes, lets put frenzy, heal sig, and healing hands into one skill for the wammos, lol
in all seriousness it actually is a cool idea. I'd love to see what they could come up with for the odd-ball combos, like E/D or P/A
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Nov 28, 2006, 07:44 PM // 19:44
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#5
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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No, it's not a good idea.
Skills that are only available to certain profession combos is just wrong. Belongs in a game like MtG, but not here - in MtG there are weaknesses to spreading yourself over multiple colours, to offset the often better nature of multi-colour spells. Here you are limited to 2, but must have 2 professions, there is no disavantage to it.
Unless you mean skills that benefit more from some combos; this is in game already.
The ranger skill Keen Arrow, or the preparation Disrupting Accuracy, both of which are just begging to be used by assassins, since they work with critical hits. The item spell which causes damage when dropped and strips your enchantments, which obviously can serve well with Dervish AoE damage from enchantment loss. The ritualist item spell Vocal Was Sogolon, which lengthens duration of shouts and chants (Rt/P much?) Such skills do exist, and do only benefit some combos really.
Really though, I'm glad that there aren't many skills which only work well with certain combos, as otherwise they are simply dead skills.
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Nov 28, 2006, 10:43 PM // 22:43
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#6
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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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There are skill for Strength that have added effects that increase with tactics, and some monk skills that use some other monk attributes.
But the game is made so each calss can combine with all the other, regardless of skills, so each skill must use only that class attributes.
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