May 11, 2005, 03:28 AM // 03:28
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#1
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Ascalonian Squire
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Profession Synthesis
GuildWars ~ Profession Synthesis Concept
by Yuji Storm [Mo/N]
>>>What is profession synthesis?
Well It's basically taking the two professions that you have, and merging them into a single profession.
>>>Why would you want to do that?
In the wonderful world of GuildWars, all characters have to have two professions! It's the law.. (except for henchmen.. they're.. special)
>>> ...?
When you merge your two professions together you free up your second profession slot again! Allowing you to refill it with a new one! It's almost like having 3 professions... but not quite.
>>>What would be the drawback of Profession Synthesis?
Yes, there is a catch. When you synthesize your professions into one, you only get to keep a few of the attributes from both. (You would be able to chose which ones you keep.) And, attributes for your new second profession would cost more attribute points to advance.
>>> What would I need to do?
First of all, You would need to level up to 20, with the two jobs you want to combine. Then you'd probably need to do some sort of quest.
>>> OK, and after that where would I get a new second profession?
.. Another quest?
>>> Could I have Synthesized professions in both primary and secondary slots?
No. ~ Impossible
>>> Could I have my synthesized profession in secondary profession slot instead of primary?
Sorry, but no.
-----List of possible Syntheses combinations-----
~~~ Synthesized Professions with Warrior as Primary ~~~
W/R -> Woodsman (Wm)
*Strength
And 3 of the following:
Swordsmanship
Axe Mastery
Hammer Mastery
Tactics
Beast Mastery
Marksmanship
Wilderness Survival
W/Mo -> Paladin (Pa)
*Strength
And 3 of the following:
Swordsmanship
Axe Mastery
Hammer Mastery
Tactics
Healing Prayers
Smiting Prayers
Protection Prayers
W/E -> ????? (???)
*Strength
And 3 of the following:
Swordsmanship
Axe Mastery
Hammer Mastery
Tactics
Fire Magic
Water Magic
Earth Magic
Air Magic
W/Me -> Phantom Knight (Pk)
*Strength
And 3 of the following:
Swordsmanship
Axe Mastery
Hammer Mastery
Tactics
Domination
Illusion
Inspiration
W/N -> Dark Knight (Dk)
*Strength
And 3 of the following:
Swordsmanship
Axe Mastery
Hammer Mastery
Tactics
Curses
Blood Magic
Death Magic
~~~ Synthesized Professions with Ranger as Primary ~~~
R/W -> Sniper (Sn)
*Expertise
And 3 of the following:
Beast Mastery
Marksmanship
Wilderness Survival
Swordsmanship
Axe Mastery
Hammer Mastery
Tactics
R/Mo -> Silver Ranger (Sr)
*Expertise
And 3 of the following:
Beast Mastery
Marksmanship
Wilderness Survival
Healing Prayers
Smiting Prayers
Protection Prayers
R/E -> ????? (???)
*Expertise
And 3 of the following:
Beast Mastery
Marksmanship
Wilderness Survival
Fire Magic
Water Magic
Earth Magic
Air Magic
R/Me -> Beast Master (Bm)
*Expertise
And 3 of the following:
Beast Mastery
Marksmanship
Wilderness Survival
Domination
Illusion
Inspiration
R/N -> Phantom Ranger (Pr)
*Expertise
And 3 of the following:
Beast Mastery
Marksmanship
Wilderness Survival
Curses
Blood Magic
Death Magic
~~~ Synthesized Professions with Monk as Primary ~~~
Mo/W -> Bishop (Bh)
*Divine Favor
And 3 of the following:
Healing Prayers
Smiting Prayers
Protection Prayers
Swordsmanship
Axe Mastery
Hammer Mastery
Tactics
Mo/R -> ????? (???)
*Divine Favor
And 3 of the following:
Healing Prayers
Smiting Prayers
Protection Prayers
Beast Mastery
Marksmanship
Wilderness Survival
Mo/E -> Red Mage (Rm)
*Divine Favor
And 3 of the following:
Healing Prayers
Smiting Prayers
Protection Prayers
Fire Magic
Water Magic
Earth Magic
Air Magic
Mo/Me -> Inquististors (In)~ Submitted by 'Sir Cyco'
*Divine Favor
And 3 of the following:
Healing Prayers
Smiting Prayers
Protection Prayers
Domination
Illusion
Inspiration
Mo/N -> Dark Priest (Dp)
*Divine Favor
And 3 of the following:
Healing Prayers
Smiting Prayers
Protection Prayers
Curses
Blood Magic
Death Magic
~~~ Synthesized Professions with Elementalist as Primary ~~~
E/W -> ????? (???)
*Energy Storage
And 3 of the following:
Fire Magic
Water Magic
Earth Magic
Air Magic
Swordsmanship
Axe Mastery
Hammer Mastery
Tactics
E/R -> ????? (???)
*Energy Storage
And 3 of the following:
Fire Magic
Water Magic
Earth Magic
Air Magic
Beast Mastery
Marksmanship
Wilderness Survival
E/Me -> ????? (???)
*Energy Storage
And 3 of the following:
Fire Magic
Water Magic
Earth Magic
Air Magic
Domination
Illusion
Inspiration
E/Mo -> White Wizard (Ww)
*Energy Storage
And 3 of the following:
Fire Magic
Water Magic
Earth Magic
Air Magic
Healing Prayers
Smiting Prayers
Protection Prayers
E/N -> ????? (???)
*Energy Storage
And 3 of the following:
Fire Magic
Water Magic
Earth Magic
Air Magic
Curses
Blood Magic
Death Magic
~~~ Synthesized Professions with Mesmer as Primary ~~~
Me/W -> ????? (???)
*Fast Casting
And 3 of the following:
Domination
Illusion
Inspiration
Swordsmanship
Axe Mastery
Hammer Mastery
Tactics
Me/R -> ????? (???)
*Fast Casting
And 3 of the following:
Domination
Illusion
Inspiration
Beast Mastery
Marksmanship
Wilderness Survival
Me/El -> Spell Singer (Ss)
*Fast Casting
And 3 of the following:
Domination
Illusion
Inspiration
Fire Magic
Water Magic
Earth Magic
Air Magic
Me/Mo -> ????? (???)
*Fast Casting
And 3 of the following:
Domination
Illusion
Inspiration
Healing Prayers
Smiting Prayers
Protection Prayers
Me/N -> Shadow Master (Sm)
*Fast Casting
And 3 of the following:
Domination
Illusion
Inspiration
Curses
Blood Magic
Death Magic
~~~ Synthesized Professions with Necromancer as Primary ~~~
N/W -> ????? (???)
*Soul Reaping
And 3 of the following:
Curses
Blood Magic
Death Magic
Swordsmanship
Axe Mastery
Hammer Mastery
Tactics
N/R -> ????? (???)
*Soul Reaping
And 3 of the following:
Curses
Blood Magic
Death Magic
Beast Mastery
Marksmanship
Wilderness Survival
N/Me -> ????? (???)
*Soul Reaping
And 3 of the following:
Curses
Blood Magic
Death Magic
Domination
Illusion
Inspiration
N/Mo -> ????? (???)
*Soul Reaping
And 3 of the following:
Curses
Blood Magic
Death Magic
Healing Prayers
Smiting Prayers
Protection Prayers
N/E -> ????? (???)
*Soul Reaping
And 3 of the following:
Curses
Blood Magic
Death Magic
Fire Magic
Water Magic
Earth Magic
Air Magic
----------------------------------------------------------
I can't come up with all the names, lol, or many of them actually. Not that it matters because this is only a concept right now. ^_~
What do you guys think?
Last edited by Yuji Storm; May 12, 2005 at 01:50 PM // 13:50..
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May 11, 2005, 03:34 AM // 03:34
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#2
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Academy Page
Join Date: May 2005
Location: Newfoundland, Canada
Profession: R/Mo
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I have a feeling something like this will come along in an expansion or two. With the possibilities of new professions, I dont think people are going to want to have to start a new character and start all over again just for a class or two. Especially since they say that most content in the Chapters will be available only to Ascended players.
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May 12, 2005, 02:31 AM // 02:31
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#3
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Ascalonian Squire
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Bumpish.. I was kind of hoping to get a little more responce.
Quote:
Originally Posted by Arran_Pellaeon
I have a feeling something like this will come along in an expansion or two. With the possibilities of new professions, I dont think people are going to want to have to start a new character and start all over again just for a class or two. Especially since they say that most content in the Chapters will be available only to Ascended players.
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First of all, thanks for taking the time to read my post.
I hope that something of this nature will be implemented sometime, It would increase diversity between characters without actually needing to add new classes yet.
However, it could still work for when they do decide to add new professions (provided that they do). And make even 1 extra class stretch out into a huge ammount of new combinations. And furthermore create a new level of character builds. because when they merge, they have to chose carefully which attributes they no longer want.
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May 12, 2005, 08:35 AM // 08:35
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#4
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Lion's Arch Merchant
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The problem is, few people ever use an abundance of all of one classes skills, right now I use Strength and Axe, with Tactics thrown in merely because it seems I can never get a decent monk, but I plan to remove that to include a few more elementalist abilities, and I could make do using Str, Axe, Earth, and use Healing Prayers rather easily. Choosing three attributes to include another profession really won't be a downside for most people, as many use the two-rule, where by and large you use two skills at least per attribute at around 8-9 points, balancing for higher necessary levels.
I'd always like to make myself more powerful, but, it would give access to a few too many skills for people, and since this game is all about the proper combination, that could become dangerous.
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May 12, 2005, 11:58 AM // 11:58
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#5
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Ascalonian Squire
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I see where you're coming from, and that that was somewhat my intention.. to cut the excess weight of the skills you don't really use.
Originally the plan was not to get completely rid of the skills you decided to throw away, but rather to not be able to upgrade them.. (Kind of like when you have elementalist as a sub-profession and you get an Energy Storage skill.)
Maybe it would be best to further the drawback of doing this, However, I'm not sure how.. because this IS supposed to be a form of advancing yourself to become more powerful.
Perhaps The attributes of the new second profession, would require an extra attribute point per advancement
Last edited by Yuji Storm; May 12, 2005 at 12:05 PM // 12:05..
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May 12, 2005, 12:03 PM // 12:03
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#6
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Ascalonian Squire
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I don't like the idea of this. People generally only use 3-4 stats for their characters anyway, if they get to "choose which ones they want to keep", then how is that really limiting their potential as a character if they are just losing the skills they didn't use anyway? No...it would just end up being a tri-class character, with no penalties for doing so.
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May 12, 2005, 12:04 PM // 12:04
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#7
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Pre-Searing Cadet
Join Date: Apr 2005
Location: USA
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You could call the Mo/Me's "Inquististors".
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May 12, 2005, 12:11 PM // 12:11
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#8
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Ascalonian Squire
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Quote:
Originally Posted by Arsonide
I don't like the idea of this. People generally only use 3-4 stats for their characters anyway, if they get to "choose which ones they want to keep", then how is that really limiting their potential as a character if they are just losing the skills they didn't use anyway? No...it would just end up being a tri-class character, with no penalties for doing so.
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Read the post above yours.. I think you were probably typing this at the same time as I was typing it.. but that should hopefully help sway this opinion just a tad at least.
I'm open for ideas to improve the concept if you have any. For limitations and the likes. But keep in mind, that this is for advancing your character, so trying to keep it's power in check with existing characters shouldn't be an issue. -- even though they would be able to pvp players that havn't gone through the trouble to do so.
It's completely optional, and personally I dont believe I'd do it for my monk, the only attribute I'd even think about giving up is smiting prayers.. but that's unlikely.
Last edited by Yuji Storm; May 12, 2005 at 12:14 PM // 12:14..
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May 12, 2005, 12:50 PM // 12:50
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#9
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Lion's Arch Merchant
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Personally, I'm a fan of the idea, but, the problem is there is no balance for singular, dual, and tri-class characters. D&D, there was a very real advantage and disadvantage to them, and that is what needs to be done. Here, it would be the openness to use all attributes and skills of those classes, essentially the same we have now, restriction is a really poor idea because it means then a person cannot change at all, and it isn't like they are using em as I said above, so, leave it for changes.
However, say add in more attribute points, and do increase the point costs of attributes just a little for single, dual, and multi class characters, so a single character could put level 12 in two attributes and get higher than I think only 3 in another attribute, while a dual class can have 2 level 12 attributes and only that level 3 in another, and a multi class character couldn't actually put 2 level 12 attributes.
In other words, force them to spread points out with more classes, the higher you go, the more points you spend, the higher the variance in your class, the more points this adds up to, but only by a small value which does, as is, add up quickly.
Potentially this throws the entire game out of balance right now, getting the right movement between overly powerful ultra singles and well built multi-classes, though I would like to see it. As it stands, most monks I know are MONKS pure and simple, while I know many rangers who are pure rangers, but you can find alot of people who would prefer and do infact use their character as a split between both professions.
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May 12, 2005, 01:09 PM // 13:09
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#10
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Ascalonian Squire
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Quote:
Originally Posted by Vangor
Personally, I'm a fan of the idea, but, the problem is there is no balance for singular, dual, and tri-class characters.
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The whole idea was to merge two classes into a single class~ there would be no tri-class.
Quote:
D&D, there was a very real advantage and disadvantage to them, and that is what needs to be done.
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I've never played D&D..
Quote:
it would be the openness to use all attributes and skills of those classes, essentially the same we have now, restriction is a really poor idea because it means then a person cannot change at all, and it isn't like they are using em as I said above, so, leave it for changes.
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I think it should still be limited-- However you would be able to seek out an NPC, and/or use refund points to switch which attributes you have acess to from the two old professions
To prevent someone from claiming that this is a way for a character to have 3 classes, skills from the attributes they don't have access too will be locked. (however, can be recovered if they respec)
This is more of a way to create a custom class than anything else.
Quote:
However, say add in more attribute points, and do increase the point costs of attributes just a little for single, dual, and multi class characters, so a single character could put level 12 in two attributes and get higher than I think only 3 in another attribute, while a dual class can have 2 level 12 attributes and only that level 3 in another, and a multi class character couldn't actually put 2 level 12 attributes.
In other words, force them to spread points out with more classes, the higher you go, the more points you spend, the higher the variance in your class, the more points this adds up to, but only by a small value which does, as is, add up quickly.
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Like I mentioned in a previous post, the new second profession's attributes would need to cost an extra bit of attribute points to advance. Not necessarily the amount that I said before, but to an extent that it would seem somewhat fair.
Last edited by Yuji Storm; May 12, 2005 at 01:14 PM // 13:14..
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May 12, 2005, 02:40 PM // 14:40
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#11
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Academy Page
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Ranger-Elementalist = Druid imho
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May 12, 2005, 03:03 PM // 15:03
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#12
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Ascalonian Squire
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To be honest, i think you've done a great deal of work on this and have some strong arguments as to why it should be added. But, i'm quite sure that it won't get added just because of the simple fact that by letting a player get access to 3 job skill-trees, you'd be moving towards letting that player be more self sufficient and removing the need to party with other players.
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May 12, 2005, 04:21 PM // 16:21
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#13
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Lion's Arch Merchant
Join Date: May 2005
Profession: D/
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I don't like this idea either. It breaks down the fundamentals of a party and teamwork, it would be negative for the gameplay and tactics involved.
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May 12, 2005, 10:14 PM // 22:14
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#14
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Ascalonian Squire
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Don't try to imagine this in the current game, as this, or anything of the nature will be added anytime soon I'm pretty sure. Try to imagine it later, when even harder zones are released, and the monster's level can go up to twice as much as the max player cap. >>
Also, let me stress the fact that this was SUPPOSED to be a way to customize your character to be more self sufficient.
Another idea for weighting down the option could be that the spells of the second profession, durring synthesis would be 50~75% as effective than if the job was taking up an entire profession slot.
For example, a Paladin, would be a warrior with the ability to heal himself.. but his heals would be half as effective as an actual monks. Thus, making the character less self sufficient.
Or, instead of weakening the synthesised profession, perhaps the same deal could go for the new second profession.
For example: Dark Knight/Monk
Their Warrior and Necromancer skills they chose, would work fully effective, but their monk abilities would be 50~75% of normal.
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May 13, 2005, 01:30 AM // 01:30
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#15
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Ascalonian Squire
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In other words, rebalancing the entire game again.
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May 14, 2005, 07:34 AM // 07:34
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#16
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Ascalonian Squire
Join Date: May 2005
Location: Bellingham, Washington
Guild: Pirates of Improper Etiquette [PIE]
Profession: Mo/R
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Overall this doesn't sound like a very good idea, but it would be cool if when you made a character rather than show them as W/Mo it showed a name for that type of character which in this case might be Paladin.
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