Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)
This is a brainstorm on how ANet can add more skills without expanding Skill Slots.
In the process, if possible, making skills easier to read and understand.
Note: The Examples below are illustrative. I am not implying those Professions/Weapons need the extra skills.
Ideas for new Activation Types:
Any other ideas you have are welcome.
(edited by Nurvus.2891)
Would like to have some feedback on this.
The Sequence idea is slightly similar to the GW1 Assassin’s Lead Attack → Offhand Attack → Dual Strike, but requires a specific skill instead.
I didn’t think of any negative side effects yet, but I kind of like the idea. It adds more complexity and skill required than simple combo fields without requiring extra keys, buttons or anything, and it doesn’t seem to break balancing at first glance.
Yeah, I forgot to add the Charge/Sequence skills could share cooldown with the default skill, so the goal isn’t necessary adding more firepower, but instead adding versatility.
(edited by Nurvus.2891)
Added two more types of activation skills.
It’s important to clarify that none of this is meant as a buff request.
I just used some examples that I think make some sense.
However, I’m not implying those Professions need such extra skills.
By the way, the Charge skills would start casting when you lift the keybind as long as it was pressed for a minimum of X seconds.
There might even be more than 1 charge skill per skill.
One for 1,5 seconds, another for 3 seconds.
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