Quote:
|
Originally Posted by Sleeper Service
shift skill equivalents of spells and certain attributes of sins, dervishes and paragons into wars, els, rangers (mainly). RTs are good enough to stay imo.
|
I think you could give the core classes a lot more depth by shifting some skills and attributes of the non-core classes to the core classes.
The warrior in GW is pretty straight forward in most of his skills ie: hammer line, axe line, sword line. It would make the warrior profession much more interesting if, instead of splitting the weapon skills, they made one line of skills to fit any melee weapon the warrior chooses to carry. Then you could shift some of the Dervish skills into the warrior class to give it a hell of a lot more depth.
Same could go for the Monk class. Shift some of the Ritualists Heal spells over to the Monk to make a new breed of Healer.
Necro could possibly take on the Ritualists Spirit summoning abilities. Or give some raised minions some of the specialities and attributes that spirits have, like blinding, extra dmg, healing and so on. Changes minions from being mindless meat sheilds to having a much more important purpose.
The Mesmer could maybe take on some of the paragons shouts and buffs to make them more party friendly???? I dunno I like the mesmer class and think they have great depth already.
Assasins are fun. I think they could be re-worked in some way to make them a bit more resilient and offer more to the party.
All in all I hope they keep the core profession but give them more depth.


