Leo's Weapon Skill Expansion Suggestion

Leo's Weapon Skill Expansion Suggestion

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Posted by: Leo G.4501

Leo G.4501

It’s been a while since I sat down and thought up a crazy idea for the game. Here’s one with regard to the future update about adding more skills and traits to choose from. -link-

Weapon Skill Upgrades

For this idea, I made up 4 ‘types’ of upgrades for your five weapon skills (the suggestion omits utility skills as I think the devs plan to add whole new skills for that). These types are called Passive, Chain, Flip and Profession skill upgrades and each upgrade changes the skill in different ways and for different costs. Not every weapon skill has all the upgrade types and some skills have more than one of a specific type of upgrade. Also, you can only have a total of 4 upgraded weapon skills in total across both weapons.

Passive Skill Upgrade


These are the cheapest type of upgrade as it does nothing but add effects to a skill. These are common for auto-attacks.

Ex:

  • Ranger: Shortbow-Crossfire = Bleeds the target(s) regardless if you’re flanking or not. Bleeds 3sec when flanking and 2sec when not.
  • Ranger: Longbow-Rapid Fire = Applies Torment instead of Vulnerability.

Chain Skill Upgrade


These are a bit costly as they may increase the cooldown of the base skill. These either alter a chain of skills for an attack or adds a chain to a skill without. These are more common for skill that already have a chain.

Ex:

  • Mesmer: Greatsword-Illusionary Wave > Illusionary Fan = Swing again, creating a Winds of Chaos and/or Siren’s Call on each target hit while pushing yourself back, away from the enemy. +5sec cooldown.
  • Mesmer: Focus- Temporal Curtain > Closed Curtain = Creates a much taller wall of energy for 8 seconds that causes damage to those that pass over it. Light Field; +10sec cooldown.

Flip Skill Upgrade


These are odd ones as they don’t add to or onto the skill directly and the original skill is still available. They are so named ‘flip’ because the upgraded skill will ‘flip’ the old skill to a new skill when certain conditions are set. One condition shared among all flip skill upgrades is, the skill tied to it must be off cooldown.

Ex:

  • Warrior: Axe-Cyclone Axe/Axe Twist = If you have stability, Axe Twist hits in a wider range and pulls all foes with the Fury boon closer to you. Whirl Finisher; 25sec cooldown.
  • Warrior: Hammer-Staggering Blow/Belly Blow = If you have been blinded within the last 10 seconds, you can blindly swing 3-times quickly around you to blind those around you on each hit. Hits through blind. Whirl finisher; 20sec cooldown.

Profession Skill Upgrade


These are upgrades that add to a skill via your profession mechanic. These have limitations related to profession mechanics such as Illusions, Adrenaline, etc.

Ex:

  • Elementalist: Staff-Unsteady Ground?Charged Ground = Cast a spell on top of Unsteady Ground depending on your previous attunement. Water (grants regen to allies and chill to foes that walk over its area); Fire (Smoke Field, pulses burn and bleed); Air (dazes and/or knocks back foes that try to cross); 35sec cooldown.
  • Elementalist: Staff- Meteor Shower?Meteor = When you complete the cast of Meteor Shower, a large meteor strikes at the center, doing high damage and knocking down foes. All attunements must be recharged and go on a 15sec cooldown simultaneous cooldown.

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Posted by: Leo G.4501

Leo G.4501

How to Upgrade

This is more up to observers and partly what I made the thread for. What kind of system would us, the players, find most intriguing, fun and not too difficult to implement to add extra utilities/skills to your favorite professions.

For me, I’d like the process of obtaining cool and interesting skills to be a rather timely one. Something that everyone can work toward but it’s a time consuming process that would take a couple of months to fully unlock the variety of skills on a single character. If only to add a bit of unique flavor to players for a limited time until more was added.

I’d like this linked to a combo of completing achievements, weekly, monthly, spending laurels and most importantly, using a certain weapon a lot. Doing all of those mentioned with the weapon that has the skills you want to upgrade unlocks hidden achievements that allow you to spend a limited amount of skill points every time it’s unlocked. After it’s unlocked, you need the amount of skill points to get that skill upgrade unlocked permanently.

You can also spend a smaller amount of points and no achievements to unlock the skill temporarily but if you unequip out that weapon or upgrade, you have to spend points for it again. These are on a per-upgrade basis too. A weapon auto-attack might have 2 passive upgrades and a chain upgrade available and each of the 3 for that attack have to be unlocked individually. One can choose to pick and choose just what upgrades they want across all the profession’s weapons or just specialize in a few weapons and collect all the upgrades for every attack!

All in all, I’d peg permanently unlocking these skills (in PvE) on a specific weapon should feel gated to 2 weeks (4 weeks for an Elementalist).

Swapping Upgrades

Easy and works the same as swapping out a utility.

  1. Equip the weapons you have upgrades with.
  2. Be out of combat.
  3. Use the dropdown arrow above the upgrades skill you want to swap the upgrade for.
  4. If you have 4 upgrades equipped on other skills, it will cancel your attempt to change until you unequip an upgrade/weapon to make room.

That’s just my opinion though. But many might not enjoy waiting days or weeks to unlock more customized choices on their weapons, so that’s just my thoughts on the matter. Also, some might not like the limitation of only 4 upgrades equipped at a time, but to me it’d feel too overblown if you can pretty much boost all your attacks, including your auto-attacks. Having 4 boosted/altered skills of your choice out of your available 10 seems plenty if you add enough variety.

(edited by Leo G.4501)

Leo's Weapon Skill Expansion Suggestion

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Posted by: Leo G.4501

Leo G.4501

More examples
A hypothetical set of upgrade choices for the Elementalist’s staff. Imagine this as your weapon skill bar that you have to click the dropdown button (spoiler button, in this case) then pick one out of the available choices once you’ve unlocked them. Choices you haven’t unlocked will not appear.

Fire
Fireball – Cast a fireball that explodes on impact and hits multiple foes.


  1. Glyph of Immolation – (Passive) Fireball also causes 1sec of burning and grants a Glyph for your next non-auto attack. Counts as a glyph and will burn foes hit with next non-auto attack.
  2. Inferno – (Passive) A flame explodes at your feet, dealing damage to those near you, when you cast Fireball.
  3. Flare – (Chain) Sweeping flare strikes out in front of you (800 range) after casting Fireball, dealing damage in a line.

Lava Font – Make lava erupt from the target area.


  1. Bed of Coals – (Passive) Lava Font has a small chance to knock down foes.
  2. Rolling Lava – (Chain) After casting Lava Font, manipulate the molten rock to roll toward a target to attack all those in the path. +5sec cooldown.
  3. Quick Dry – (Profession) Foes standing on your lava font will be immobilized if they are burning and you swap to Earth attunement. Fire and Earth attunement are put on a 15sec cooldown.

Flame Burst – Burn foes at the target location.


  1. Liquid Flame – (Flip) If the foe is standing in a fire field and burning, Flame Burst is replaced with Liquid Flame. Foes hit with Liquid Flame take damage when they dodge roll, evade or block. +8sec cooldown.
  2. Mind Burn – (Chain) The target gains an aura that applies Confuse to itself and its allies, 1 stack/sec for 10sec. +12sec cooldown.
  3. Fall of the Mighty – (Chain) Burns away the Might boon in the area around the target and does damage. Removes 1 additional boon as well. +8sec cooldown.

Burning Retreat – Quickly roll backward, leaving behind a line of fire that burns.


  1. Quick Silver – (Passive) Burning Retreat moves further and evades 1sec longer. It also becomes a Leap Finisher.
  2. Flame Djinn’s Haste – (Profession) Move 50% faster for 3sec when you swap to Air attunement after using Burning Retreat. Fire Attunement is put on a 20sec cooldown.
  3. Heat Shimmer – (Flip) If you are standing in a Light, Smoke or Dark field, Heat Shimmer will replace Burning Retreat. They act the same except Heat Shimmer doesn’t create a fire field and will apply Aegis every 3sec for 6sec. +8sec cooldown.
  4. Sanctuary of Elements – (Flip) If your Endurance is full and you’re below 50% health, Burning Retreat is flipped for Sanctuary of Elements. They act the same except you cast random auras every 3seconds for 12sec afterwards.

Meteor Shower – Call down a meteor shower onto the target area.


  1. Ether Cast – (Passive) You can cast Meteor Shower while moving but at a shorter max range.
  2. Flameseeker Prophet – (Flip) If you are under 50% health, Meteor Shower is replaced with this skill which acts the same way except you are invulnerable for 1.75sec of the cast time.
  3. Double Dragon – (Profession) This replaces Meteor Shower if all attunements are off cooldown. Enchants you and one nearby ally/pet. Grants a fire shield, 1 stack of might every 3sec, immunity to burning, heightened condition damage and 10% more damage to burning foes for 10sec; all attunements go on a 15sec simultaneous cooldown.
  4. Meteor – (Profession) When you complete the cast of Meteor Shower, a large meteor strikes at the center, doing high damage and knocking down foes. All attunements must be recharged and go on a 15sec simultaneous cooldown.

Also note: When I mention an increase to a cooldown, it’s adding to the cooldown of its related skill. For example, if you use Mind Burn chain upgrade after Flame Burst, Flame burst will go on its cooldown +12sec. That’s 10sec + 12sec or 22sec cooldown.

(edited by Leo G.4501)

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Posted by: tenryuta.2014

tenryuta.2014

O_O
O_O
O_O
purdy~, me wants now!!!

now if only they would enable all weapons on all classes:P

Leo's Weapon Skill Expansion Suggestion

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Posted by: Leo G.4501

Leo G.4501

Continued from the above Elementalist Staff…because as I was listing out ideas, it started taking a while to choose which to put down.

Water
Water Blast – Spray a jet of water at foes that also heals allies in the blast radius.


  1. Mist – (Passive) Water Blast has a 20% chance to grant Evade for 0.75sec to healed allies.
  2. Rejuvenate – (Passive) Heals 100% more to allies whose endurance is not full. Heals 20% more if your endurance is full.
  3. Tainted Water – (Chain) A fast projectile of poisoned water thrown after Water Blast that has a 33% chance of poisoning the target.

Ice Spike – Drop a giant ice spike on foes to make them vulnerable.


  1. Frigid Armor – (Passive) Allies/yourself resist 10% damage for 10sec if you are in range when Ice Spike lands.
  2. Ice Prison – (Flip) When Ice Spike targets an enemy water field, it is flipped for Ice Prison which works the same way except it turns their friendly water field into a hostile 8sec ice field that causes chill every few seconds and has a chance to freeze one target within its radius upon casting. +12sec cooldown.
  3. Cracked Armor – (Chain) All foes hit with Ice Spike are susceptible to this follow up attack that will apply 1 stack of bleed (6sec) for every 3 stacks of vulnerability suffered. +10sec cooldown.

Geyser – Create a geyser to heal nearby allies.


  1. Torrent – (Passive) Geyser has a high chance to knock down foes.
  2. Steam Geyser – (Flip) If targeted over any Fire Fields (friend or foe), Geyser will be replaced with Steam Geyser. They work similarly but the Steam can remove poison and blind foes. No increase to cooldown.
  3. Drench – (Profession) If you switch to Air attunement after casting Geyser, any of your Air skills are cast twice for 5sec, simulating the conductive nature of water. Water attunement is put on a 20sec cooldown.

Frozen Ground – Coat the target area in ice, chilling foes that enter it.


  1. Slippery Ground – (Passive) Frozen Ground strips Stability from foes.
  2. Ice Shackles – (Flip) If cast over a Water or Ice field, Frozen Ground will be flipped for Ice Shackles which, instead of an ice field, immobilizes, cripples and dazes foes. No increase to cooldown.
  3. Mind Freeze – (Chain) Pulse cold over your Frozen Ground that dazes anyone not Chilled or Frozen. +5sec cooldown.

Healing Rain – Call down a healing rain on the target area, granting regeneration to allies and curing conditions once every three seconds.


  1. Healing Monsoon – (Flip) When standing on a water or lightning combo field, Healing Rain is flipped for Healing Monsoon. It works the same way but the water field persists for an extra 10 sec. No increase to cooldown.
  2. Shard Storm – (Flip) When standing on an ice combo field, Healing Rain is flipped for Shard Storm, which acts the same but also causes damage to foes as well as applies chill to foes. No increase to cooldown.
  3. Downpour – (Chain) For every condition removed from allies by Healing Rain, Downpour will heal allies within its AoE a moderate amount. Best used after Healing Rain is fully expired and finished removing conditions. +10sec cooldown.

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Posted by: Bolthar.7192

Bolthar.7192

I would like you to take a gander at my post. It is similar, yet less intricate I guess.

https://forum-en.gw2archive.eu/forum/game/suggestions/Find-new-skills-for-your-weapons/first#post2589014

Leo's Weapon Skill Expansion Suggestion

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Posted by: Leo G.4501

Leo G.4501

I would like you to take a gander at my post. It is similar, yet less intricate I guess.

https://forum-en.gw2archive.eu/forum/game/suggestions/Find-new-skills-for-your-weapons/first#post2589014

I like the idea of weapon trainers hidden throughout the world. Would actually be neat if specific profession trainers in the various map locations gave you hints to start the trek of finding these weapon masters.

As for my intricate designed system, I actually made it pretty specific as an exercise to try and make the game’s cooldown system more deep since there is a debate about how the current cooldown system is intrinsically shallow and an energy/MP system would be more strategic.