Disclaimer: Yes, I’m suggesting something similar to Diablo 3 Skills, but in GW2 the results would be 10x better.
Would be nice if skills had a couple of variants that you must unlock by spending Skill Points.
- You can only use 1 Variant at a time.
- Each and every Skill has 2-4 Variants, including Weapon, Healing, Utility and Elite Skills
- The number of Variants can be different for each skill. Some might have 2, others 3, others 4 (inspired by Sacros.7418).
- You can only unlock Skill Variants after unlocking all the default Weapon, Healing, Utility and Elite Skills for that Profession
- Each Variant becomes available for unlock only after defeating certain monsters scattered throughout the game World
- Each Skill Variant costs 1 Skill Point – even Elite Skill Variants.
- Skill Variants won’t need unique character animations, but would have different VFX.
- Variants could be small improvements over the default skills, instead of equivalent with bonuses and penalties, functioning as “diagonal” progression.
Example Skill Variants:
Guardian Greatsword – Skill #2 – Whirling Wrath
- Unmodified – Current effects
- Version 1 – Unable to move, but damage is increased by X%.
- Version 2 – Unable to move, but area is increased.
- Version 3 – Deal less damage, but apply Burning with each hit.
- Version 4 – Instead of spinning multiple times over 3/4 s to deal damage, you spin once over 1/4 s to create a whirlwind that will perform the attack for you, dealing the normal damage over the usual 3/4 s.
The whirlwind moves in the same direction and with the same speed you did while creating it.
The downside is the extra 1/4 s startup delay to create the whirlwind.
The upside is the ability to use skills immediately after creating the whirlwind.
So you reduce the activation time from 3/4 to 1/4, but it takes 1/4 longer to start dealing damage, and has limited movement.
This would let you focus on Condition build with Greatsword (Variant 3), go for better mobility/agility (Variant 4), sacrifice mobility for raw damage (Variant 1) or sacrifice mobility for improved AoE capability (Variant 2).
Healing Skills – Warrior’s Healing Surge
Grants 10 Adrenaline and Heals more based on your Stage of Adrenaline
- No variant – default effect
- Variant #1 – Build more Adrenaline but less base healing
- Variant #2 – Give less Adrenaline but more healing per Stage of Adrenaline
- Variant #3 – Can’t move while activating but grant Fury (X s) at the end.
- Variant #4 – Heal 1 condition per Stage of Adrenaline instead of extra healing.
Utility Skills – Ranger’s Lightning Reflexes
Evade back with a crack of lightning, dealing damage and gaining vigor.
- No variant – current effect
- Variant #1 – No Vigor but more damage.
- Variant #2 – Evade forward instead of backward.
- Variant #3 – More vigor but less damage.
- Variant #4 – Causes weakness on nearby enemies instead of granting Vigor.
Elite Skills – Elementalist’s Glyph of Elementals
Summon an elemental based on your attunement.
- Fire Elemental: Deals damage.
- Ice Elemental: Deals damage and heals.
- Air Elemental: Deals damage and stuns.
- Earth Elemental: Deals damage and is hard to kill.
Duration: 60 s
Range: 1,200
- No Variant – current effect
- Variant #1 – Reduce duration but cause Elementals to apply an effect on hit:
- Fire – Burning (1 s)
- Ice – Chill (1 s)
- Air – Bleeding (X s)
- Earth – Weakness (1 s) - Variant #2 – Reduce duration but increase damage dealt by Elementalist while Elemental is alive.
- Variant #3 – Reduce duration but gain a Command for each Elemental.
- Variant #4 – Increase duration but can’t move while activating skill.
By opening up more builds for each weapon, the game becomes richer.
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)