Apr 05, 2006, 02:57 PM // 14:57
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#1
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Furnace Stoker
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Chapter 3: Profession Exstentions?
I know this is a bit early, But I read something early today; I think it was an interview. It stated that not every chapter will include a new profession(s). So this got me thinking, what ways could they make fresh material that is along the same equivalent. My first thought was extending the attribute lines of the current Guild Wars professions, and creating new weapons my ideas so far are...
Blunt Mastery - Increases the damage you do with blunt weapons and your chance to inflict a critical hit when using a blunt weapon. Many skills, especially blunt attack skills, become more effective with higher Blunt Mastery. Description: The "Middle Man's" weapon; One Handed Hammers, Maces, and Clubs.
Example Weapon:
Smashing Flanged Mace of Fortitude
Blunt Dmg: 14-24 (req. 8 Blunt Mastery)
Damage +15% (while health is above 50%)
Lengthens Weakness duration on foes by 33%
Health +30
(Attack Rate of 1.55)
Example Skills:
Concentrated Blow: 6 Adreline
Blunt Attack. If this attack hits, you strike for +6..15 damage and that foe suffers from weakness for 8...16 seconds.
Shield Crack: 8 Adreline
Blunt Attack. If this attack hits, you strike for +8...40 damage. If foe is wielding a shield that foe is knocked down and suffers -16 Armor for 7..15 seconds.
Headache: 9 Adreline.
Elite Blunt attack. If this attack hits an attacking foe, your target suffers a 25% chance of missing while attacking for 8...18 seconds and takes an additional 2 seconds to use signets.
Two Handed Weapon Mastery - Increases the damage you do with Two Handed weapons and your chance to inflict a critical hit when using a Two Handed weapon. Many skills, especially Two Handed Weapon attack skills, become more effective with higher Two Handed Weapon Mastery. Description: Claymores, Great Axes... Chance of being thrown off balance, results in being stunned for 2 seconds.
Example Weapon:
Sundering Claymore of Fortitude
Slashing Dmg: 15-32 (req. 8 Two Handed Weapon Mastery)
Damage +15% (while health is above 50%)
10% chance for 10% Armor Penetration
Health +30
(Attack Rate of 2.15)
(5% chance of being thrown off balance)
Sundering Great Axe of Fortitude
Slashing Dmg: 11-37 (req. 8 Two Handed Weapon Mastery)
Damage +15% (while health is above 50%)
10% chance for 10% Armor Penetration
Health +30
(Attack Rate of 1.65)
(10% chance of being thrown off balance)
Example Skills:
Leaping Blow: 10 Adreline
Two Handed Attack. Strike target foe for 15...45 more damage. 30% chance of knocking target foe down, fails with 4 Two Handed Weapon Mastery or less.
Steel Defense: 5 Energy, 30
Stance. If you have a two handed weapon equipped you block melee and ranged attacks for 6...24 seconds, during this time you may not attack.
Hack: 6 Adreline
Two Handed Attack. Attack target foe for 5...25 damage, this attack has 25% armor penetration but increases your chances of being thrown off balance by 15%...5% for 14....6 seconds.
Will be continued...
Last edited by Nevin; Apr 05, 2006 at 11:43 PM // 23:43..
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Apr 05, 2006, 03:36 PM // 15:36
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#2
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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Wha? I thought every chapter got new professions.
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Apr 05, 2006, 04:03 PM // 16:03
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#3
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Banned
Join Date: Oct 2005
Location: maryland
Guild: InYurFace Gaming [IYF]
Profession: R/
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I agree, it was said per new chapter 2 new profession.
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Apr 05, 2006, 04:10 PM // 16:10
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#4
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Furnace Stoker
Join Date: Jun 2005
Location: Walking the ruins of Ascalon
Guild: DVDF
Profession: Me/
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Yeah they said 2 professions per chapter then I heared that its not 2 per chapter.
I really hope its not 2 professions each chapter and that maybe after a couple of them come out with no professions we get one with new professions.
You have any idea how huge this will get if there are 2 each chapter and they are planning on a new chapter each 6 months.
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Apr 05, 2006, 04:52 PM // 16:52
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#5
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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its a good idea, and would be interesting to hear some creative idea about it.
But I don't think such thing is really needed, yet. There are still rooms for few new classes, and also still the option to do a new class with its own different core professions. It all depend on how the dev go about such thing.
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Apr 05, 2006, 05:18 PM // 17:18
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#6
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Wilds Pathfinder
Join Date: Jun 2005
Location: west yorkshire, Uk
Guild: Sisters of Serenity
Profession: N/Mo
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realy? i mean, how many more can you get than ass and rit, and after you throw in pirate? lol......
i wouldnt mind if they alternate between neew 2 char this chap then a bunch (ie, one new path per existing class) new skill paths in the chapter after 2....
but if they gave us a pair of new classess each chap, its going to mount up....
even taking into acount that the new additonal classess are more of a 'specialits class' than a stand alone class....
(saying this because the extra classess like ritualist and co are specific to ach chapter..they arent going to be catered for in future chapters like the Core6 are in each chapter....)
i mean, just how many of these 'Specialists' are you going to use once their newness wears off? (unless theres some special way to use them as a secondary....i mean, after Factions is live, the rit and assassin are going to be FotM, till they get worn out and become nobodies, wandering peniless and destitute out in the canthan wilds )
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Apr 05, 2006, 05:32 PM // 17:32
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#7
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Krytan Explorer
Join Date: Jun 2005
Profession: R/
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They gotta create new professions for each Chapter... even though I think it's a tough job. There are just way too many skills!
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Apr 05, 2006, 05:36 PM // 17:36
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#8
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Forge Runner
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I didn't like the sound of 'two new professions per chapter every six months' as soon as it was confirmed. Guild Wars has a large player base, and with new things to do and things to achieve the saga is probably going to continue for a while. But throw in a load of professions...in two years, that's 8. If it carried on for that long after Factions, we would have 16 professions. But think about it...how many profession ideas are there that can fit in without being similar to others and without being completely stupid or overpowered (i.e. balance)?
If Guild Wars has to have new professions after Factions, I would suggest the Alchemist idea (strongly supportive of actionjack's concept), a kind of dualist/buccaneer profession (maybe even with limited firearms available), and some kind of creator/destroyer/summoning caster. But even those could have deep effects on the balance of the game and people's perspective of it. With so many professions, what will parties turn into? Things will be so diverse, and some professions may become excluded.
Gaile herself spoke of the possibility of polearm weapons. I would support this as a possible extension for the warrior profession, along with extensions to the other professions, but on that note, if you make the range available to a profession too wide there will be problems.
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Apr 05, 2006, 05:42 PM // 17:42
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#9
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Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
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Quote:
Originally Posted by Rayea
even taking into acount that the new additonal classess are more of a 'specialits class' than a stand alone class....
(saying this because the extra classess like ritualist and co are specific to ach chapter..they arent going to be catered for in future chapters like the Core6 are in each chapter....)
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I'm not sure about that. I think Assassin and Ritualist will be supported in future Chapters, and I expect other new professions will be as well.
I fully expected that eventually there would be a chapter without any new Professions, that's why the slot "crisis" never really bothered me. I know eventually a chapter will come with extra slots and no new professions.
So, why would we buy it?
Well, besides the new content, the new skills alone could effectively make a new "class." Imagine Elementalists summoning "Elementals", or changing terrain. You can see how skills alone can change an already existing class, without relying necessarily on whole new Attribute Lines (although, that's not a bad idea either...)
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Apr 05, 2006, 06:03 PM // 18:03
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#10
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Krytan Explorer
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I always thought the dual classes should get a special attribute.
Something like a R/E getting a Arcane Archary attribute or a W/A getting a Two-Handed Swords attribute while a W/R can get a Lance attribute, etc.
You could top off the number of classes at around 10 and continue to pump out new skills for 50 or something attrubites.
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Apr 05, 2006, 06:10 PM // 18:10
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#11
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Forge Runner
Join Date: Aug 2005
Location: Ontario, Canada
Guild: Glengarry Fencibles
Profession: R/
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I think they could get by with the existing attribute lines of each profession, only adding new skill uses like Mordakai said
Quote:
Imagine Elementalists summoning "Elementals", or changing terrain.
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Apr 05, 2006, 06:21 PM // 18:21
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#12
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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somehow.. I want something like....
+2 class next expansion
+2 class next next expansion
6 new core class for new race for next next next expansion
+2 class for new race, and possible addtional class for humans for next next next next expansion
...
I think it is just not as marketable saying you will add new stuff to the exisiting class, as saying you will add brand new classes...
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Apr 05, 2006, 07:04 PM // 19:04
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#13
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Wilds Pathfinder
Join Date: Nov 2005
Location: La La Land
Guild: [NOVA]
Profession: A/
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Quote:
Gaile herself spoke of the possibility of polearm weapons. I would support this as a possible extension for the warrior profession, along with extensions to the other professions
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NO!! Pole Arms get their own class! No more weapons to those blasted armored monkeys! They've got THREE, let someone else have pole arms!
*Stews*
Anyways. I agree that two a chapter would soon grow excessive, and without the burden of so many new professions, older non-Core professions could get the support they deserve. People keep saying that non-Core classes will never go anywhere after Ch2 because Anet would refuse to support them. Thisis junk, and a good reason to lighten up on new professions down the road.
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Apr 05, 2006, 07:37 PM // 19:37
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#14
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Pre-Searing Cadet
Join Date: Oct 2005
Guild: Legion of Souls (LoS)
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Quote:
Originally Posted by LaserLight
Anyways. I agree that two a chapter would soon grow excessive, and without the burden of so many new professions, older non-Core professions could get the support they deserve. People keep saying that non-Core classes will never go anywhere after Ch2 because Anet would refuse to support them. This is junk, and a good reason to lighten up on new professions down the road.
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But Guildwars only has 8! It can't possibly be complete without having at least the following classes more:
-Enchanters (enchanting, hexing)
-Battlemasters / Bards (temporary morale boosts, staves or pole arms)
-Witches / Warlocks (demon binding, hexing)
-Illusionists (shadowcasting, misdirection)
-Alchemists (buffs, transformations)
-Shapeshifters (shapeshifting)
-Rogues (stealth, blindsiding)
-Beastriders (hey, the dwarves got em!)
-Skinriders (possession, whips)
-Mechanists (guns, gizmos)
-Timeshifters / Planewalkers (banishing, timewarping)
-Pirates!!! (arrrrr....)
Until we have at least that many, it just won't feel complete, right?
(In all seriousness, though, I'm for adding skills or attributes instead of whole classes. Even the ritualist feels like its stepping on the toes of one or two of the existing classes.)
Last edited by Ifmiren; Apr 05, 2006 at 07:39 PM // 19:39..
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Apr 05, 2006, 08:02 PM // 20:02
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#15
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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Quote:
Originally Posted by Ifmiren
But Guildwars only has 8! It can't possibly be complete without having at least the following classes more:
- Enchanters (enchanting, hexing)
- Battlemasters / Bards (temporary morale boosts, staves or pole arms)
- Witches / Warlocks (demon binding, hexing)
- Illusionists (shadowcasting, misdirection)
- Alchemists (buffs, transformations)
- Shapeshifters (shapeshifting)
- Rogues (stealth, blindsiding)
- Beastriders (hey, the dwarves got em!)
- Skinriders (possession, whips)
- Mechanists (guns, gizmos)
- Timeshifters / Planewalkers (banishing, timewarping)
- Pirates!!! (arrrrr....)
Until we have at least that many, it just won't feel complete, right?
(In all seriousness, though, I'm for adding skills or attributes instead of whole classes. Even the ritualist feels like its stepping on the toes of one or two of the existing classes.)
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nice list.. can I quote it and put it in the concept class listint thread for future reference?
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Apr 05, 2006, 08:17 PM // 20:17
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#16
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Pre-Searing Cadet
Join Date: Oct 2005
Guild: Legion of Souls (LoS)
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Quote:
nice list.. can I quote it and put it in the concept class listing thread for future reference?
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... it was supposed to be a joke, but feel free. Glad you like it!
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Apr 05, 2006, 08:18 PM // 20:18
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#17
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Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
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I know you were kidding, but the Mechanist sounds pretty cool!
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Apr 05, 2006, 08:28 PM // 20:28
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#18
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Wilds Pathfinder
Join Date: May 2005
Guild: The Madison Scouts
Profession: E/Mo
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I have inside info that there will be a pirate class called the swashbuckler.
And now that I've stated it on the forums, it will no longer be used. Instead, they'll probably go with Ninja and Samurai.
Sorry.
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Apr 05, 2006, 08:33 PM // 20:33
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#19
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Lion's Arch Merchant
Join Date: Sep 2005
Location: Right behind you
Guild: T Demons Of Razgriz T
Profession: E/Me
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Guys just look in the concept class listing. If they used every one of them we wouldnt run out of new classes for years.
And I agree with laserlight that warriors shouldnt get polearms. Polearms are too cool for warriors. XP
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Apr 05, 2006, 08:37 PM // 20:37
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#20
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Wilds Pathfinder
Join Date: Oct 2005
Profession: Rt/Me
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Quote:
Originally Posted by Ifmiren
But Guildwars only has 8! It can't possibly be complete without having at least the following classes more:
- Enchanters (enchanting, hexing)
- Battlemasters / Bards (temporary morale boosts, staves or pole arms)
- Witches / Warlocks (demon binding, hexing)
- Illusionists (shadowcasting, misdirection)
- Alchemists (buffs, transformations)
- Shapeshifters (shapeshifting)
- Rogues (stealth, blindsiding)
- Beastriders (hey, the dwarves got em!)
- Skinriders (possession, whips)
- Mechanists (guns, gizmos)
- Timeshifters / Planewalkers (banishing, timewarping)
- Pirates!!! (arrrrr....)
Until we have at least that many, it just won't feel complete, right?
(In all seriousness, though, I'm for adding skills or attributes instead of whole classes. Even the ritualist feels like its stepping on the toes of one or two of the existing classes.)
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i bet we see mechanics and what not in a future expansion where technology creeps into things ...like we have plain old vanilla guild wars ...then we had factions which introduces the asian theme , its my bet that every chapter will have a complete new theme I.E. an expansion could introduce "steam/magic powered flying machines" and they would call it Guild Wars : Age Of Machines...i dunno just thinking out loud
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