Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
Well, you played GW1, right?
Right now Dual Dagger #3 skill is Death Blossom.
Imagine that Sai unlocks Twisting Fangs (applied bleeding and deep wound), and Kukri unlocks Horns of the Ox (knockdown).
Or maybe Sai unlocks a different #2 and #4, and Kukri unlocks a different #3 and #5.
Alot of possibilities.
Indeed, healing, utility and elite skills as well.
I made a thread about skill variants, wich I think may be a better and more economical (work-wise) idea than adding new skills with new animations.
It’s similar to the runes in diablo 3, wich modify the effects of a skill, not necessarily making it more powerful, but changing its effect slightly, losing something to gain something.
Yes, downleveling is better than not having downleveling.
(edited by Nurvus.2891)
Well, you played GW1, right?
Right now Dual Dagger #3 skill is Death Blossom.
Imagine that Sai unlocks Twisting Fangs (applied bleeding and deep wound), and Kukri unlocks Horns of the Ox (knockdown).Or maybe Sai unlocks a different #2 and #4, and Kukri unlocks a different #3 and #5.
Alot of possibilities.
Indeed, healing, utility and elite skills as well.I made a thread about skill variants, wich I think may be a better and more economical (work-wise) idea than adding new skills with new animations.
It’s similar to the runes in diablo 3, wich modify the effects of a skill, not necessarily making it more powerful, but changing its effect slightly, losing something to gain something.Yes, downleveling is better than not having downleveling.
I think what you’re saying would work. Maybe not exactly with the method of using differently named daggers per se, but definitely the idea of giving and taking when talking about weapon skills is a good idea.
I made the skill variant suggestion here:
https://forum-en.gw2archive.eu/forum/game/suggestions/Fun-End-Game-Progression-Skill-Variants/first#post634361
The “cultural” skill set I suggested is just a way to add flavor & customizability in 1 go.
I haven’t thought about all weapon types, and I’m not sure there are proper cultural alternatives for each weapon type.
Perhaps Greataxe, Poleaxe and Guillotine for Greataxes; Staff, Ankh and Rod for Staves, etc.
You got some great ideas, but your lore is…kinda wrong. It’s stated all over the place how the Tengu were kicked out of Cantha, along with all other non-human races. I’m sure that the Tengu will be added, but in the Dominion of Winds, not Cantha.
But I think the big issue is that your suggestions are just too darn complicated. I have a feeling that mounts will never be added, which personally I’m happy about; who needs mounts, when you’ve got waypoints?
Also, while new professions will probably be added at some point, I’d guess that they will be EXTREMELY different from GW1 professions. Just look at the professions we got now: ele, warrior, mesmer, necro, and ranger are carried over from GW1, but are for the most part very, very different. What I’m saying is, don’t expect dervishes and paragons in Elona, or ritualists in Cantha. Anet likes their originality.
Even if Tengu got chased out of Cantha, ANet can always “make up” that some Tengu remained hidden somewhere in Cantha, and that they finally made contact with the Krytan Tengu, etc.
ANet can create alot of background to fit whatever needs arise in order to introduce the Tengu in a smooth fashion.
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I don’t need mounts.
I just think running the marathon 24/7 isn’t very interesting either.
My suggestion for mounts isn’t complicated at all.
I just propose certain “failsafes” to prevent trivializing content.
The problem with features in most games, is trivializing.
Dungeon Finder in WoW killed the concept of exploration, changing “World” of Warcraft into “City” of Warcraft, since you have no need to leave the city except for raiding.
Same with Tiered raids & “step up” dungeons.
In WotLK, Trial of the Champion (5-man) dropped 319 gear, wich made running Naxxramas or Ulduar useless as well.
And then they did the same crap in Cataclysm, with Hour of Twilight Dungeons (378 iLevel dungeons) killing the first heroics, as well as all the raids before Dragon Soul.
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Paragons won’t be in because they were “absorbed” into Guardians – supposedly.
That’s why I suggest that some of the Paragon chant/echo gameplay, as well as Spear and lightning skills, should be added to Guardian.
Same deal with Thief and the Assassin’s Lead Attack→Offhand Attack→Dual Strike combos.
Dervish could also evolve in concept.
While in Elona, Dervish is linked to the gods, today’s Dervish might be embraced by all races and detached from gods – instead focusing on the elemental dualities represented by the profession – death/life, earth/air (no lightning), fire/cold (no water).
I don’t wish for Dervish just because of Scythe.
I suggested plenty of weapon types for Dervish.
Pretty much every bladed object.
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Ritualist concept can make for some really awesome gameplay in GW2.
It’s somewhat of a light armor engineer, but alot of spells that synergize with active spirits.
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About the tengu…sure Anet could make up whatever they want. I just honestly don’t see them putting tengu back in Cantha, when they could just as easily ‘make up’ a brand new race to live there. But that’s just me.
I see Dervishes as a maybe (Paragons, like you said, are a definite no). While Dervishes would definitely seem to fit in an Elona expansion, remember that Elona’s been pretty much crushed by Palawa Joko. According to the lore, both Vabbi and Kourna are completely dominated by the undead, and the sunspears have gone more or less extinct. Not a whole lot of Elonian culture going on, and probably not a whole lot of Dervishes. While I think we can all agree that Anet has plans to return to Elona at some point, I really doubt that it will resemble the Elona we all know and love from gw1.
Something that I’ve heard kicked around on the forums is the idea of having a playable race of Joko’s undead… I have no idea how Anet feels about that, but IF there was ever a time to introduce an undead race, it would be in an Elona expansion.
I think Kodan would be a great addition if/when they chose to add the far shiverpeaks
Also I feel they should morph assassins/rits and dervs/paragons to something else, changing the thief mechanic to fit an assassin is just a no…
(edited by Unknownsole.4672)
There’s another angle you’re missing, Dreamwalker.
Introducing a new region with an expansion, doesn’t mean you suddenly forget the previous regions.
A Canthan expansion may feature Tengu joining the other races of Kryta in exchange for help reconquering their place in Cantha, for example.
Alternatively, Cantha may be in need of help, and the Tengu offer help in exchange for a place in Cantha once again.
Many legitimate possibilities.
I think the most successul way to introduce expansions will be to give the new region(s) their own story and dangers, while simultaneously evolving the story of the already introduced regions, and both stories crossing at some point.
So with Cantha Expansion:
- Kryta discovers new threats, and searches Cantha for allies
- Cantha also has its own threats, and needs Kryta’s help
- A new greater evil is discovered, threatening both Cantha and Kryta
(edited by Nurvus.2891)
regarding the tengus and cantha, they were being hunted down when they left. murdered like animals. so there are likely no tengus left in cantha.
i doubt the tengu that live nowadays are interested in living in the land of their grandfathers, knowing the stories that they were told, much like the asuras of today probably don’t care for dampy, dark caves.
The “likely” and the “probably” are easily changed by proper plot hooks.
Retaking hostile areas is about 90% of what you do in GW2.
The “likely” and the “probably” are easily changed by proper plot hooks.
Retaking hostile areas is about 90% of what you do in GW2.
except cantha isn’t ruled by some evil dragon or something like that. cantha is a peaceful, albeit xenophobic, empire of humans that want nothing to do with the rest of the world.
it would be less “retaking” and more “mass murdering to claim as ours”.
Except you can add factions within the empire – those that support the xenophobic nature of the empire, and those that embrace the idea of unity, and the “xenophobic” empire might be one of the antagonists in the Empire.
Here’s a small brainstorm:
- An evil arises in Cantha
- Empire refuses outside help
- A rebel faction (one that is not xenophobic) secretly seeks out help from Tyria to help deal with the evils
- Empire finds out and seeks to destroy this rebel faction while displaying hostility towards any outsiders that come to aid the rebels
- At this point, the Empire is considered an antagonist/evil itself
- The Empire, in an act of desperation, summons ancient powers to deal with both the rebel threat and the evil, but these powers become corrupted by the evil
- You help the rebel force take the Empire, but the evil now begins spreading its influence towards other lands, corrupting ancient powers in Tyria as well
- Tyrian & Canthan forces unite to deal with this evil.
This is just an example. Alot of stuff can be made up.
(edited by Nurvus.2891)
bo staff, whip, hoolahoop weapon, needle fencing sword, boomerang, nun chucks, halibear, throwing spear. fist weapons, book, focus orb,crossbow. cybernetic arms/legs.
katana
tengu, centuar, some sorta dragon race, dwarves,
please anet give necromancers more sinister shambling summons. they feel too cartoony right now,
elementalists badly need a better elite.
engineers need cybernetic arms laser eyes whatever make them into terminators with muskets
tengu need seem best fitted for a samuri class./ninja class centuars more a druid / witch doctore type that centers around earth golems or something.
The game right now feels way to American for me. comapred to the original game its a bit off, and mainstream.
I would love an Expansion with the option to play and feel the game a bit more East style.
-Hardcore Anime style skill animations
-Chinese, Japan culture for weapons, buildings, pets, armors so on.(canthan)
I would also would love if the Elone campaing and expansion would represent Egyipt a bit more as it did in gw1. Might be even acceptable since it became ruled by Palawa Jako.
Except you can add factions within the empire – those that support the xenophobic nature of the empire, and those that embrace the idea of unity, and the “xenophobic” empire might be one of the antagonists in the Empire.
Here’s a small brainstorm:
- An evil arises in Cantha
- Empire refuses outside help
- A rebel faction (one that is not xenophobic) secretly seeks out help from Tyria to help deal with the evils
- Empire finds out and seeks to destroy this rebel faction while displaying hostility towards any outsiders that come to aid the rebels
- At this point, the Empire is considered an antagonist/evil itself
- The Empire, in an act of desperation, summons ancient powers to deal with both the rebel threat and the evil, but these powers become corrupted by the evil
- You help the rebel force take the Empire, but the evil now begins spreading its influence towards other lands, corrupting ancient powers in Tyria as well
- Tyrian & Canthan forces unite to deal with this evil.This is just an example. Alot of stuff can be made up.
that’s the story of factions + winds of change, but with the “twist” (if you can call it that) of Tyrian people being involved.
i doubt ANet is into recycling.
I just gave one example of how to properly introduce Tengu.
I’ll have to say that having the Canthan Empire being seen as evil, and the Tyrian heroes helping a rebel faction overthrow that Empire, with the Tengu helping under the condition of reclaiming their rightful place in Cantha, isn’t recycling at all…
Duke Darkwood.4237, continuing to answer your post, I didn’t suggest Druid or… Teva, whatever that is.
Heh. Teva was one of the posters in this thread, and that paragraph was in reply to that post. My post basically was addressing multiple suggestions made throughout the thread.
[i]Guilds need to have permanent bonuses to Guildmates.
However, in order to benefit from those bonuses, a Guildmate needs to earn the Guild enough Influence.
Each time the required Influence is met, the Guildmate gains the benefit for X days, while representing that guild, stacking up to Y days.
The permanent bonuses should have an Influence cost to keep up, but would be available guild-wide and require contribution to benefit from.[/i]
That is not a way to emphasize guilds. Not properly, anyway. It would mean people who choose not to have a guild are missing out on tangible benefits. As would social-type guilds who don’t feel the need to go all hardcore-playing all the time.
I do wish they would do more with the guild concept, but not in ways that will make guild membership effectively mandatory, and not in ways that will pressure players to maintain activity levels that they are either uncomfortable with or simply unable to do – what of people who work 40 hours a week and have families at home? They’d only have so many hours a week to devote to the game – and they would NOT want it to basically be a “second job”.
Javelin, yes. whip, my initial reaction was “dear god no”, but then i remembered the nightmare court using whips. I’d love to see what you can come up with. Scythe, yes yes yes yes yes.
These would actually be pretty nice. New weapon types, not subtypes. But we should make sure they have ways to integrate with existing classes – making weapons that ONLY new professions could use would be shortsighted.
And the three suggested types seem to all have something to offer. Javelins would be a hybrid melee/ranged weapon, possibly differing in role based on the profession using it. (As melee, it would effectively be a one-handed spear, like GW1’s spears.) Whips would be a mid-range melee weapon, something that you don’t really see too often in games. And the Greataxe can finish what the Greatsword and Mace began – taking the old GW1 warrior weapons and making versions for one hand or two.
- Main Mechanic (F1) – Piety – 1 second cooldown – Your next Attack will Teardown 1 of your Shrouds to gain an additional effect if a Shroud is removed this way.
I don’t see Charr going for something named “piety”.
exactly how many shrouds would there be? I’d give a maximum of three or four personally.
In GW1, this mechanic revolved around Enchantments, which are similar to GW2’s Boons. So my understanding would be that these “shrouds” would have fixed durations, and this “piety” ability would strip one instantly, ending its benefit in exchange for immediately calling on its “end effect”.
And if it works the same way enchant teardown did in GW1, it would start with the most recent one applied, so it WOULD be hard to maintain and teardown many in succession – you’d have to hurry before the oldest expired!
The thing is, I’m not convinced the Dervish would have a place in GW2 without usurping another profession’s. For straight combat, their main schtick was that scythes had the ability to hit up to two extra targets (in melee range). So many classes in GW2 have AOE melee, especially after one of last month’s updates. And since “Shrouds” are very similar to boons, but with bonus effects on teardown (similar to mesmer shatters), the dervish really loses its niche.
I’m not saying it couldn’t be done…. but I’m finding it hard to envision, is all.
Post too long. Breaking here.
Resuming here.
[i]It’s ANet’s Lore. They can do whatever they want.
Tengu came from both Cantha and Tyria, so ANet can very well decide that there were some Tengu left in Cantha afterall.
As long as they build the proper background to support it.[/i]
Not impossible, but they would be well hidden, outside the view of the Dragon Empire. It sounds to me like Usoku finished what the Ministry of Purity tried to start, turning the nation of Cantha into a homogeneous and isolationist state. True, this happened early in the “lost years”, but later emperors may have found it… simpler… to manage an empire in that manner. And if that is the case, it is possible that the people got used to it over 180-200ish years. (Or it is possible they did not. I can think of multiple possible scenarios for what Cantha may be like in 1325 AE – sorry, 1835 CC – but this is not the place for it.)
I’m guessing you’d also add additional utility, healing and elite skills as well.
I find this to be easier to accomplish than changing the weapon system, actually. Perhaps if an expansion takes us to the other continents, we could get an extra heal (MAYBE – I get the feeling the selection was left narrow on purpose, and there is indeed just enough variety to make it work), several extra utilities, and a couple elites maybe? Not too many – we want to avoid “skill bloat”. And we want to avoid “too similar to existing skills”. But there are “gaps” – things that would fit a profession, but that it cannot do right now.
Sorry for the length of that; there’s way too much to go over in this thread.
Duke, i think that the best way to implement the dervish would be to give the guardians a scythe that has a couple of skills that add additional effects upon boon removal. Also, the scythe wouldn’t be guardian only, as the scythe works perfectly for the theme of the necromancer too.
however, what nekroseth is suggesting for weapon skill swapping is to only swap out an effect. For example, in stead of shield of judgement applying protection to allies, it would cause vulnerability on enemies. I think it could work within reason. As for healing an elite skills, i’d like to see a bit more variation. Though i do agree that there must have been a reason to limit the number of healing abilities to three per class, but the same was done with elites too. I’d like there to be an elite form for the mesmer class, as it’s really the biggest gap in the mesmer’s arsenal.
Replacing the rich and unique concept of the Dervish with a simple “add Scythe and skills with extra effect on boon removal to Guardian” is butchering the whole concept of Dervish.
Dervish mechanics are very specific, and awesome because of it:
- Their enchantments have an initial effect
- Their enchantments have an end effect
- Some of their enchantments have an ongoing effect
- They have several weapon skills that strip their own Dervish enchantments to produce extra effects.
- In the process of stripping those enchantments, they trigger said enchantments’ end effects.
Now, let me make it clear that GW2 barely has something similar to Enchantments.
Boons aren’t the equivalent of enchantments – they just replace & streamline the popular mechanics of GW1 -> Regeneration, Damage, attack speed, movement speed, etc.
The Shrouds I suggested for Dervish, would be the effect that lingers for X seconds, for the sake of being sacrificed by the Teardown attack skills.
Take the Shroud equivalent of Aura of Thorns from GW1.
Initial effect – Bleeds nearby foes
Ongoing effect – does absolutely nothing for 10 seconds
End effect – Cripples nearby foes
Example of Teardown attack skill – Twin Moon Sweep:
Lose 1 Shroud and gain X Health.
Attack deals Y damage.
If a Shroud is lost in this way, you cannot be blocked, strike twice and Heal an additional Z.
That means Aura of Thorns -> Twin Moon Sweep causes you to:
- Bleed nearby foes
Then:
- Cripple nearby foes (due to Twin Moon Sweep ending the Shroud)
- Gain 2x X health
- Deal 2x Y damage
- unblockeable
but here in lies the problem. the entire mechanic that you’re suggesting for the dervish is enchantments. They specifically said that they would remove enchantments and hexes because short boons helps increase the pace of combat.
while it may not be the method that you like, its the only way that the dervish will make it into GW2. Especially if shrouds are weapon skills instead of f1-f4 skills. the nearest there is to enchantments are the guardians virtues which have a passive effect until activated.
So you can either go with the boon alternative or with the virtues alternative, because any other alternative is unlikely to make it into the game if it involves enchantment like effects.
You have the wrong idea
Dervish Enchantments aren’t enchantment-like effects.
They were called Enchantments in GW1 for the purpose of Enchantment Removal, but that is unnecessary in GW2.
Dervish Enchantments/Shrouds are more similar to:
- Thief Venoms,
- Ranger Sharpening Stone,
- Mesmer’s Chaos Armor,
- Elementalist’s Arcane Shield
- Necromancer’s Spectral Armor
That’s why I renamed them Shrouds – to further distinguish them from the concept of enchantments in GW1.
The duration of the Dervish enchantment/Shrouds is there only to give you a window of opportunity – it serves as a compromise between Shrouds and Teardown Attack Skills.
Essentially, you’d see an “buff” Icon, indicating you have a Shroud ready to be Teardown’d, and that when it ends, the Shroud’s End Effect will trigger.
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and those are all utility slot skills. making shrouds weapon skills won’t work, but you’re right, it might work as a utility slot skill or even f1-f4 buttons.
How about playing the bad guys, you know, The Svanir guys, Flame legion etc. Could be a nice change of perspective on the game, might bring in/back some players.
I suggested only 2 of them would be Shrouds.
Again, you seem to be implying Weapon Skills can’t be similar to Utility skills, or can’t have more than X non-damaging skills.
Actually, the Elementalist’s Water Attunement with Staff has 3: Geyser , Frozen Ground and Healing Rain
Guardians also have plenty of non-damaging Weapon Skills.
Guardian Hammer’s Ring of Warding
Guardian Staff’s Line of Warding and Empower
Guardian Scepter’s Chains of Light
Guardian Shield’s Shield of Absorption
There’s something very important you seem to be disregarding:
Most Shrouds in GW1 deal damage in their Initial and/or End effect(s)!
How is it any different from Guardian Greatsword’s Binding Blade
You activate it, dealing some damage, and setting up the Pull, with a 10 second duration – the same I’m suggesting for Shrouds.
Similarly, Shrouds’ first activation sets up the Shroud in order for you to sacrifice it with Teardown attacks.
I only suggested Dervish because I’m pretty confident it doesn’t clash with GW2 systems or mentality.
Ritualist also uses types of skills that exist in the game, but in a very unique and synergic way.
(edited by Nurvus.2891)
I never said that weapon skills can’t be anything except damaging skills, so don’t put words in my mouth.
I said that all those effects that you listed before were utility skills, and therefore shrouds should either be utility skills or mechanic skills. To have that many effects that are spread out over every weapon that the dervish can use isn’t viable, because you’d be making so many.
If you have 2 shrouds for mechanics and two teardown skills, that should be fine.
Let me first say that I completely agree some Shrouds should be available as Utility Skills.
However, nothing about them indicates they shouldn’t be Weapon Skills.
I think each Weapon Set should have 2 Shrouds:
In GW2, plenty Weapon Skills have similar effects to Utility Skills.
Guardian Greatsword has Leap of Faith, a gap closer that deals damage and blinds.
Guardian Utility has Judge’s Intervention, a gap closer that burns nearby enemies and breaks stuns.
Symbols are only available as Weapon Skills, and yet they deal damage to enemies while granting Boons to allies.
What I am suggesting for Shrouds is very similar.
Let me give the example of GW1 Dervish ENchantments and their respective conversion to GW2:
the guardian greatsword ability is a bad comparison, since the greatsword is a leap where as the intervention is a teleport. A more appropriate comparison would be the mainhand sword, seeing as it also has it’s own teleport.
The thing about symbols is that they are laid on the ground as an AOE, not a radiating effect from the guardian. also two shrouds per weapon set is a great deal too much. one per weapon set would be more than sufficient.
however, i did think of something that would fit well with the mechanic.
you know the mesmer illusion counter, right? have a similar counter for the dervish that shows the icons of the shrouds in use with the teardown skills right next to it.
I was just thinking about Mesmer, wich is probably the closest in concept.
Mesmer has at least 2 Illusion skills per weapon set (1+ clone(s), 1 phantasm), and has more Illusion skills as Utility.
So that’s a decent parallel to the Shrouds.
Unlike Mesmer, however, each attack empowered by Piety only tearsdown 1 Shroud.
If you use Piety 3 times in a row, your next 3 attacks remove 1 shroud each (as opposed to removing 3 shrouds with 1 attack).
This way there is no need for a Shroud limit.
I had first tought about icons beside the boons like the Elementalist Attunements, but your idea is better, since there’s room for it.
However, it can’t just be a counter like the Mesmer.
It needs to be an Icon of the Shroud itself because you need to know the order in wich you activated Shrouds, because they will be “toredown” in the reverse order like in GW1.
So if you use AoThorns -> Conviction, you remove Conviction then AoThorns.
This is also good to discourage stacking a gazillion Shrouds, since they will start falling off before you get to tear them down with Piety.
To further prevent stacking, all Shrouds, and maybe Piety as well, would share a 1 second cooldown, like in GW1.
So they’d be instant like shouts, but you can’t click 6 keys simultaneously (F1, 2 weapon, 3 utility) because when you press F1 or a Shroud, you need to wait 1 second before pressing F1 or a Shroud again (but you can use other skills during that second).
The Icons would need to be small enough to anticipate the worst case scenario:
- 3 utility shrouds
- 2 shrouds from weapon set #1
- 2 shrouds from weapon set #2
= 7 small icons beside F1
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Dervish Elite Skills would be a bunch of different Avatars (as an expansion, this assumes other professions also get enough new Elites to make it fair in terms of numbers).
However, it wouldn’t be Avatars of the 6 gods.
My idea of Dervish for all races would need to abandon the gods and focus on the principles BEHIND the gods.
So instead of Avatar of Grenth, it’d be Avatar of Death; instead of Avatar of Lyssa, it would be Avatar of Chaos; instead of Avatar of Balthazar, it would be Avatar of Flame/Wrath/War; etc.
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i disagree with the one second cooldown. A one second cast time would be much better as that fits more in line with the game mechanics.
also, avatars should be renamed to aspects, but thats my personal opinion.
I suppose Shrouds could have a cast time and variable cooldown, between 10 and 15 seconds.
Piety would be instant but have a 1 second cooldown.
I suppose Shrouds could have a cast time and variable cooldown, between 10 and 15 seconds.
Piety would be instant but have a 1 second cooldown.
More powerful variants could even have up to 20 second cooldowns.
I agree though, piety should have a 1 second cooldown.
Yeah, but since Shrouds wouldn’t usually last the 10 seconds – you’d sacrifice them before that – the recharge doesn’t need to be high.
I think crafting should also get some proper revamp to make it more attractive.
It’s so underwhelming right now – most only used to gain XP while leveling.
great ideas, and should be seen by Anet.
I only hope they do get seen.
It’d be very good for ANet to show some better communication with players by replying to constructive threads as often as possible, letting players know what they think are decent ideas, or awful ideas.
If you want mounts, make them available only in WvWvW because of waypoints in PvE areas.
i would like to see more playable races/classes (or second tier classes)
though im expecting to see different races lead the charge against different elder dragons (sylvari got zhaitan, im expecting to see a charr hero step up for kraltorik and asura for primordius)
I miss ritualist so much
I miss dervish the most.
The sacrificing of enchantments was awesome.
I love your dervish concept. Though might I suggest granting them staff and scepter/focus for wind/earth prayer style builds. Dervish’s had some pretty nice spellcaster builds in addition to their melee builds.
A bit iffy about your implementation of the Ritualist though. Not really sure I understand your design for them to be honest.
additionally, perhaps a onehanded spear (Javelin) could also be added.
I simply tried to preserve differences from other professions as much as possible – there are enough zealots nitpicking at every similarity with existing GW2 professions.
Most Spellcaster Dervishes were usually multiclass for synergy with other professions. I see the Dervish as a mage-fighter.
I suggested Javelin, in Elona expansion. My suggestion has 2 posts.
The idea on the Ritualist is that, as you recall, each Spirit had a specialty.
I thought giving the Ritualist the ability to “commune” with the Spirits and inherit some flavorful bonuses would be nice.
I didn’t change the suggestion as I indicated in your thread – that the Ashes would add skills to the F1-F4 skills, rather than 1-5.
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Dwarves will not be a playable race, somewhere Arena Net has stated this already. You will see more of the Dwarves when we fight the Destroyer elder dragon but that is the extent of the dwraves.
Personally it will be great to not see Dwraves as a playable race in a game for once. Also as a assumptive guess Elona will be opened before Cantha, seeing as there is way more about Elona in the game currently then there is about Cantha.
(edited by Kaimick.5109)
Dwarves will not be a playable race, somewhere Arena Net has stated this already. You will see more of the Dwarves when we fight the Destroyer elder dragon but that is the extent of the dwraves.
Personally it will be great to not see Dwraves as a playable race in a game for once. Also as a assumptive guess Elonia will be opened before Cantha, seeing as there is way more about Elonia in the game currently then there is about Cantha.
Elona*
As for dwarves, there is a good lore reason for them not being a playable race. To find out more though, I encourage you to try out Guild Wars 1.
I would like to see the Dervish back in the game.
First of all though, I expect ANET to add more skills.
As for rest of the content you can sleep safely. They know what to do They probably don;t even read all thsoe long threads. They are masters at this trade at last.
Dwarves will not be a playable race, somewhere Arena Net has stated this already. You will see more of the Dwarves when we fight the Destroyer elder dragon but that is the extent of the dwraves.
Personally it will be great to not see Dwraves as a playable race in a game for once. Also as a assumptive guess Elonia will be opened before Cantha, seeing as there is way more about Elonia in the game currently then there is about Cantha.
Elona*
As for dwarves, there is a good lore reason for them not being a playable race. To find out more though, I encourage you to try out Guild Wars 1.
Thank you for your correction I will go back and change the word as I was not thinking when I types it out.
(edited by Kaimick.5109)
I would like to see the Dervish back in the game.
First of all though, I expect ANET to add more skills.
As for rest of the content you can sleep safely. They know what to do They probably don;t even read all thsoe long threads. They are masters at this trade at last.
I would say they “were” masters in GW1, because they threw away alot of the stuff that made GW1 awesome, and replaced it with things from other known MMOs, even though they forbid us from comparing GW2 to other MMOs.
Ironic, isn’t it?
Anyway, just click the +1 on my suggestion if you support it, and it might get seen by the devs.
I have a concept profession for a new form of Ritualists:
Check it out!
https://forum-en.gw2archive.eu/forum/game/suggestions/Concept-Profession-Spiritualist/first
Maybe we can get this thing implemented!
I hope i’ve maintained the feel of the ritualist while giving it’s mechanics something of a facelift.
Tengu seem most likely to be added as a future race.
I’ll check it out.
What about the rest of suggestions made here?
Ritualist was just 1 of many.
I would like to see the Dervish back in the game.
First of all though, I expect ANET to add more skills.
As for rest of the content you can sleep safely. They know what to do They probably don;t even read all thsoe long threads. They are masters at this trade at last.
Masters too learn from their students. And when they do, it’s glorious.
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