secondary profession suggestion

secondary profession suggestion

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Posted by: Chris.6105

Chris.6105

All GW1-Veterans miss it (I take this back since at least one thinks otherwise ), the chance to choose a secondary profession. Of course, you cant easely add the skills (not only, if weakened) of another profession, the balancing would be horrible and they would loose their uniquness on the primary profession. But why not more traits? Traits could be a good way to give new abilitys to your actual profession resembling another profession.

How will you gain a secondary profession? In a later update you will add a new storyline, it will slightly resemble the GW1-Quests to ascend (but of course different, ascending in GW1 was more a humanthing). After you finished the first part of the story, you have to choose a secondary profession. Now you have to finish 5 Storyquests, one around each traitline. To finish the whole story you have to master this secondary profession first and than finish a final quest. Before starting the second part, you have to master your primary profession (got all skills, used a grandmasters training manual and reached level 80). You can start the second part again for another secondary profession after finishing the second part. Afterwards you can change between your different secondary profession for a small fee at the trainers.

How will it work After finishing the five storyquests, you have to buy an adepts training manual of your secondary profession. on using it, you loose 100 power, 100 precision, 100 thoughness and 100 vitality and gain a new rider below the ones for changing traits with the traits of your secondary profession. These are not identical with the traits the primary profession has. Each traitline has a maximum of 15, for >5 and >10 you need to use also the Masters and Grandmasters Training manual. The 5th trait is identical on any primary profession, the 10th let you choose between three traits with two unique to the primary profession and the 15th is identical again. You get one traitpoint each level up to 30 traitpoints.

“These are not identical with the traits the primary profession has.” Furthermore look at my example for secondary ele traits. Is this really so hard to understand…

[edit] Some new Ideas, The Arcana Traitline sucks and no idea about fitting traits, so i will change it a bit. Furthermore, it would be nice to get one more skill for the secondary profession. The moment to get this skill will be after finishing the secondary profession questline. The old Arcanasuggestion was:

Arcana +1%BoonDuration for each point
05th: 2% damage while attuned to an element
10th1: Elemental Attunement
Thief1: Arcane Precision (3,5% chance)
Thief2: Windborne Dagger
Ranger1: Your pet is attuned to the same element like you.
Ranger2: Area attacks with Longbow are larger.
Mesmer1: Your Illusions have Arcane Precision.
Mesmer2: Area attacks with staff are larger
Warrior1: Evasive Arcana with one cooldown for all.
Warrior2: Area attacks with hammer are larger.
Guardian1: Activating a virtue applys a boon depending on your attunement
Guardian2: Wards last longer
Engineer1: Using Tool belt skill applys a boon depending on your attunement
Engineer2: Area attacks with Rifle are larger.
Necro1: Endurance recharges faster while wielding a scepter.
Necro2: Your death shroud kills do critical damage.
15th: 4% damage while attuned to an element

(edited by Chris.6105)

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Posted by: Chris.6105

Chris.6105

Example Ele

Fire Magic +10 Power for each point
05th: Attune to fire at 90% of your health gaining Flame Barrier
10th1: 10% chance to burn your foe on crit.
Thief1: Gain a Flame axe in your off-Hand, if you switch to an weaponset without offhandweapon with more than 50% health.
Thief2: Burn your target with your attacks, if stealthed
Ranger1: Your pet also attunes to fire.
Ranger2: Pets do 5% more damage against burning foes
Mesmer1: Shattering illusions burns nearby foes.
Mesmer2: Clones burn nearby foes on death.
Warrior1: Burn nearby foes on weapon swap.
Warrior2: Burst attacks burn foes.
Guardian1: Doubles Burnduration of your virtue.
Guardian2: 5% more damage against burning foes
Engineer1: Explosions have a chance to burn your foe
Engineer2: burn foe, if you use an toolbelt skill.
Necro1: Minions have a chance to burn your foe.
Necro2: Burn nearby foes, if entering death shroud.
15th: 5% damage against burning foes

Air Magic +10 Precision for each point
05th: Attune to Air, if you kill a foe, gaining Zephyrs speed
10th1: 10% of precision is converted to healing power
Thief1: Gain a lightning strike with dual skills.
Thief2: Attune to Air, if stealing.
Ranger1: Your pet also attunes to air.
Ranger2: Your pet inflicts vulnerability on critical hits.
Mesmer1: Shattering illusions grants nearby allies fury for 1s.
Mesmer2: Gain lightning strike, if you use a shatter skill.
Warrior1: Gain Swiftness on weaponswap
Warrior2: Gain lightning strike, if using a burst skill.
Guardian1: Activating a virtue grants swiftness
Guardian2: Move 25% faster while under the effect of aeagis
Engineer1: Gain lightning strike on using an toolbelt skill
Engineer2: Gain fury for 2 seconds if equipping a kit (5s cooldown)
Necro1: Minions move 30% faster
Necro2: 5% more damage against vulnerable foes.
15th: 10% chance to inflict vulnerability on crit.

Earth Magic +10 Thoughness for each point
05th: Attune to Earth, if you fall below 25% lifepoints, gain also Stone Flesh
10th1: 10% chance to inflict bleeding on crit
Thief1: Gain a Magnetic Shield in your off-hand, if you switch to a weaponset without offhand weapon with less than 50 health.
Thief2: Increased armor, if stealthed
Ranger1: Your pet bleeds its target with its F2 attack.
Ranger2: Your pet also attunes to earth.
Mesmer1: Shattering cripples nearby foes
Mesmer2: Phantasms take less damage
Warrior1: Burst skills cripple.
Warrior2: Increased armor
Guardian1: Virtue of Justice applys Protection
Guardian2: +50% aegis duration
Engineer1: Turrets cripple nearby foes, if they are destroyed
Engineer2: 5% of Thoughness is converted to Power
Necro1: Increased armor while in Death shroud
Necro2: Cripple nearby foes, if you leave death shroud.
15th: Gain Obsidian flesh for 2s, if you attune to earth (120s cooldown)

Water Magic +10 Healing Power for each point
05th: Attune to Water at 50% of your lifepoints and gain soothing mists.
10th1: Gain regeneration, if you attune to water.
Thief1: Dual skills inflict vulnerability
Thief2: Gain regeneration, if you enter stealth mode.
Ranger1: Your pet also attune to water.
Ranger2: Gain short regeneration on weapon swap.
Mesmer1: Shattering Illusions heals nearby allies for a (really) small amount
Mesmer2: Pahntasms have Regeneration (not the boon).
Warrior1: Burst Skills heal you debendable to your adrenaline level.
Warrior2: Heals skills inflict regeneration.
Guardian1: Virtue of Resolve applies Regeneration.
Guardian2: +33% Regeneration Duration
Engineer1: +10% damage with lifepoints above 90%
Engineer2: Throwing/Drinking Elixirs grants Regeneration
Necro1: Apply regeneration, if you leave death shroud.
Necro2: Your minions regenerate health (not the boon)
15th: Heal yourself, if attuning to water.

Arcana +1%BoonDuration for each point, maximum of 5 points.
05th: Attuning grants you a boon depending on the attunement.

Secondary ele skill You and up to 5 nearby allies gain an aura depending on your actual attunement.

(edited by Chris.6105)

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Posted by: Duke Blackrose.4981

Duke Blackrose.4981

Anet already stated that secondary professions were left out of the game because they are a balance nightmare.

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Posted by: Olba.5376

Olba.5376

Secondary professions would, as Duke said, cause a massive amount of balancing issues.

And besides, a lot of traits are clearly profession specific. For example, how would you implement a Thief’s Venom or Stealth traits on any other class? How about a Warrior’s Banner or Adrenaline related traits?

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Posted by: ceg.2587

ceg.2587

so what if Anet can just decide on a secondary proffesion that balances the first proffesion! for example: a necro which will be balanced by a warrior making him a warmancer(thought it would be a cool name) wich will be able to send minions(less powerful) while assisting with melee combat, or even tanking! i really need this!

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Posted by: ceg.2587

ceg.2587

what if there would be a sync between lets say the ele earth branch and the eng inventions which could result a earth plated turrers and fire branch will result more power to flamethrower and flamethrower turret when fire syncs with explosions it can make explosives cause burning damage.

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Posted by: Sirendor.1394

Sirendor.1394

Although this would allow for more customization I don’t think this is the right way to go. I have made my own post about class customization. See if you like it
https://forum-en.gw2archive.eu/forum/game/suggestions/Class-customization-Dynamic-Combat/first#post1512251

Gandara – Vabbi – Ring of Fire – Fissure of Woe – Vabbi
SPvP as Standalone All is Vain

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Posted by: Chris.6105

Chris.6105

@ Duke Black Rose: Giving the skills of one profession to another is horrible to balance. That is why i suggest to give additional traitlines instead, that resemble the traitlines of its primary profession. It is still a horrible piece of work, but it is far easier to balance than to give some abilities of other professions directly.

@ Olba: Like I said, the new traits shall resemble the ones of the original profession. The secondary traitline “Fire Magic” is not identical with the primary traitline “Fire Magic”. The new Traitlines are a way to give new traits, Increase the uniqueness of your own build And add new aspects to your playstyle which resembles another profession.

@ ceg: yeah, this would be nice but this is also exactly, what makes secondary professions horrible to balance and is actually not the kind of suggestion i made.

@ Sirendor: I also made similar suggestions about one alternate per weaponskill, but your suggestion and my suggestion could fit perfectly together^^.

(edited by Chris.6105)

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Posted by: Orpheal.8263

Orpheal.8263

/ not signed

hopefully this will never happen!!

Sub Professions are something different, but for the sake of the games balance, please Anet never bring back this horrible kitten perma unbalanceable dual class system back into GW2, it would absolutely RUIN the complete game forever!

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

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Posted by: Olba.5376

Olba.5376

@ Olba: Like I said, the new traits shall resemble the ones of the original profession. The secondary traitline “Fire Magic” is not identical with the primary traitline “Fire Magic”. The new Traitlines are a way to give new traits, Increase the uniqueness of your own build And add new aspects to your playstyle which resembles another profession.

Well, what are you going to do with classes that do not have access to certain conditions? For example, Thieves have no burning and no confusion.

And as was said, the balancing issues would be ridiculous. For example, what about combining any of the many traits granting Regeneration? Or what about combining things like Pure of Voice with Quick Breathing? Also, what about combining two falling damage traits? Or two traits that reduce Signet cooldowns? How about healing shouts with 2x Shout cooldown reduction? Or combining multiple traits that have a chance to add a condition to the opponent on critical hit?

There’s tons and tons of combinations that would be outright broken and tons and tons of combinations that would be outright useless. And let’s be honest, you cannot just forbid players from using specific traits.

(edited by Olba.5376)

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Posted by: Chris.6105

Chris.6105

@ Olba: Seems my english must be really horrible otherwise i cant explain why you are completly ignoring my explanations… The Secondary Traitline Fire Magic has nothing to do with the primary Traitline Fire Magic. I even gave examples for the Ele to make this difference obvious. If a Thief is an secondary Ele and skills fire magic, he will be able to burn his foes. 5 Traits balanced for the thief, not the 12 of an primary ele. (You may be right to say, that my example is also unbalanced, but at least read it once…)

“These are not identical with the traits the primary profession has”. Really, i maybe dont use good english, but i wrote this to make obvious, that Traits like Pure of Voice and Quick Breathing are exactly the ones i dont want to see on a secondary profession…

@ Orpheal: Did at least you read my whole text? These secondary traits are new traits with a blancing to fit to the primary profession, so it is not needed (like in GW1), that these traits must be balanced for all primary profession, because the secondary traits differ debending on the primary profession. So you could also discribe my idea as Sub Profession. I dont talk about creating one secondary traitline Fire Magic for all professions, i talk about creating one unique secondary traitline Fire Magic for each profession. This is not so horrible to balance, rather a horrible piece of work (8 primary professions, 7 unique secondary professions with 5 traits each makes 280 new traitlines I remeber a few of your suggestion and they mostly would even take more time and wouldn’t be better to balance than my suggestion ;P

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Posted by: Zach.2618

Zach.2618

yes secondary proffessions would be fun:D as for the balancing issues, anet should be able to handle it with a little extra work lols

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Posted by: Chris.6105

Chris.6105

Example Mesmer
(Traitlines work with illusions, maximum of 1 Ilusion, all clones use mesmerattacks)

Domination +10 Power for each point
05th: Interrupting a foe make this foe vulnerable.
10th1: Interrupting a foe deals damage
Thief1: Deal 50% more damage to inactive foes while stealthed.
Thief2: Dual skills inflict vulnerability.
Ranger1: Your pets F2 skill inflicts vulnerability.
Ranger2: Grants your pet fury, if you interrupt a foe.
Ele1: Burn your foe on interrupt
Ele2: 5% more damage to inactive foes while attunet to air.
Warrior1: Gain might, if you interrupt a foe.
Warrior2: 50% chance to stun foes for 1s, if you block them.
Guardian1: Burn foes, if you interrupt them.
Guardian2: Aegis applyed by you has a 33% chance to daze your foe for 1s, if activated.
Engineer1: Explosions have a 3% chance to daze.
Engineer2: Gain 5 Stacks of might, if you use an elite skill.
Necro1: Minions do 5% more damage against inactive foes.
Necro2: If you interrupt a foe, you inflict fear for 1s.
15th: Deal 5% more damage against inactive foes.

Dueling +10 Precision for each point
05th: The next time you are hit while casting bandage, you create a downed clone and teleport yourself to an random position, gaining stealth(30s CD)
10th1: Create a weaponless Clone (casting ether blast or so) of you if you dodge
Thief1: Create a swordwielding Clone of you if you stealth yourself.
Thief2: Crits with pistols have a 3% chance to inflict a 5s confusion. 30% with bounced shots.
Ranger1: Create a clone of your pet, if you swap your pet.
Ranger2: Gain 5 seconds of retaliation when you block an attack.
Ele1: Create a scepterwielding clone of you, if you dodge, its attacks inflict a condition depending on your attunement (10s CD for each attunement)
Ele2: Your downed clone creates a lava font around it.
Warrior1: Create a clone, if you block an attack. (3sCD)
Warrior2: You gain Chaos Armor, if you use vengeance.
Guardian1: The active vitue of justice confuse foes for 1s.
Guardian2: Spirit weapons bleed the foe, if they crit.
Engineer1: Pistols have a 15% chance to inclict 1s confusion on crit,
Engineer2: Tool belt skills confuse your foe for 3s.
Necro1: Minions cause confusion if the are killed. (30s CD)
Necro2: Marks create a staffwielding clone on activation.
15th: Your clones cause 3 seconds of confusion when they are killed.

Chaos +10 Thoughness for each point
05th: Gain 6 seconds of regeneration when your health reaches 75% (30-second cooldown).
10th1: Take 5% less damage, if you have an illusion.
Thief1: You gain a random boon when you are cloaked (protection, regeneration, or aegis).
Thief2: Stealing grants you a random Boon.
Ranger1: Your pets gain a random boon, if you swap to them.
Ranger2: Interrupting a foe inflicts a random condition.
Ele1: You gain a random boon for a short Duration, if you attune to an element.
Eler2: You inflict a random condition to nearby foes, if you attune.
Warrior1: Burst Attacks grant a random boon to you and a random condition to foes
Warrior2: Gain a random short boon on weaponswap.
Guardian1: The active effect of vitue of courage grants 2s of chaos armor.
Guardian2: Activating virtue of resolve creates a 3s chaos storm.
Engineer1: Turrets inflict a random condition with their attacks.
Engineer2: Tool belt skills grant you a random boon.
Necro1: +50Thoughness while wielding a staff or a trident.
Necro2: minions apply a random condition to nearby foes when they are killed.
15th: Gain protection for 2 seconds when you gain regeneration. This effect can only occur once every 15 seconds.

Inspiration +10 Vitality for each point
05th: Remove a condition when you heal. (15s CD)
10th1: Move 10% faster, if you have an illusion.
Thief1: Remove a condition, if you steal.
Thief2: Grant retalitation while stealthed.
Ranger1: Your pet grants regeneration to neaby allies.
Ranger2: You are healed for a small amount on weapon swap
Ele1: Summoned elements grant regeneration to nearny allies.
Ele2: Conjured weapons grant retalitation.
Warrior1: Burst skills heal you a bit.
Warrior2: Create a feedback bubble while reviving an ally. (15s recharge) .
Guardian1: Grants Regeneration to nearby allies, if you revive an ally.
Guardian2: Aegis reflects projectils, if it blocks.
Engineer1: Turrets have retalitation.
Engineer2: Elixirs grant regeneration to you.
Necro1: You minions summoned by a skill have retalitation.
Necro2: Wells grant regeneration, if summoned.
15th: Your healing skills heals for more, if you have an illusion.

Illusions +10 ConditionDamage for each point, maximum of 5 points
05th: Confuse nearby foes at 50% health and recharge your secondary mesmer skill.

Secondary Mesmer Skill: Create a Phantasmal Rouge -> Shatter your Phantsmal rouge with all shattereffects besides distortion

(edited by Chris.6105)

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Posted by: DreamOfACure.4382

DreamOfACure.4382

Secondary Professions are a balance-nightmare and turn PvP into a disaster zone, with the only merit being to let players feel ridiculously powerful by mixing and matching the right skills between classes.

And since you cut out the possibility of mixing utility or weapon skills, there’s really no merit left – It’s not “fun” anymore for the majority of the playerbase.
This feature would just be blurring the lines between professions for niche player whims, while making customization significantly more complex.

Extensive coding, Story-expansion, Skyrocketing Balance-Complexity for the whims for a minority of players…

The Reward =/= The Effort

Therefore – “NO”

“Bleeding, Poison, Confusion, Torment, they all look delightful on you.”

Lv80s: Guard, Thief, Necro. Renewed my Altaholic’s card on the HoT Hype-Train. Choo choo~

(edited by DreamOfACure.4382)

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Posted by: synch.2980

synch.2980

At the end of the day you’re adding 14 selectable traits (two per secondary profession) to each trait line, plus three more “automatic” traits. This is more than the 15 (12 selectable + 3 automatic) that the trait line had in the first place.

In other words, this idea is as much work as creating and balancing the traits for eight new professions.

Given that, I’d be shocked if it ever happened, regardless of the desirability of doing so.

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Posted by: Chris.6105

Chris.6105

Nahh, I dont like it anymore, my opponents say the truth. May some light form: You can choose between only three secondary professions (or so, mustnt be actually three for any) and this will effect the actual profession. The buffs are still unique depending on the primary profession and add one skilltype for example. Only four secondary traitlines.

Ele: Secondary Mesmer, Necromancer or Guardian. Secondary skills are (balanced Versions of the) Signets.

Necromancer: Secondary Mesmer, Guardian or Thief. Skills are Glamours, Consecreations or Venoms.

Mesmer: Secondary Thief, Necromancer or Ele. Skills are Deception, Glyphs (random effects) or Corruption.

Thief: Secondary Engeener, Ranger or Mesmer, Skills are Survival, Manipulations and Elexirs.

Warrior: Secondary Ranger, Thief or Engeener. Adds new weapons to the warrior (Ranger: Shortbow and Off-Dagger, Thief: Shortbow and Off-Pistole, Engeener: Off-Pistole, Skills for Flamethrower, Bombs and Tool Kit)

Ranger: Warrior, Thief and Engeener. Skills are Tricks, Physicals and Granades, Elixir Gun and Flame Thrower.

Engeener: Necromancer, Ele and Mesmer. Alters some of the Engeeners skills slightly to add “magic” (with traits).

Guardian: Warrior, Ranger and Thief. No additional skills, but add “less magic” (with traits)

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Posted by: Adine.2184

Adine.2184

As a GW1 player who doesn’t miss it im emphatically not signing . I might also say how dare you try to be a spokesperson for all GW1 players .

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Posted by: Chris.6105

Chris.6105

At least you are the first one saying otherwise I know . And btw, i really thought, that it is may a bit too daring XD . And even if my ideas may are pretty unfinished (I am only giving ideas), if Anet should ever be able to come up with a good idea for secondary professions, wouldn’t it be totally exciting?

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Posted by: Chris.6105

Chris.6105

Soo, here I am agaian with my secondary profession suggestion. I say again, these suggestions are thought for the far away future of GW2.

I really like the idea of secondary professions, but others here say, that my suggestions are a balancing nightmare but that they are at the same time too less of a change. How abaout looking at them as a update of the profession, but also as a limitation for such updates. I think that all professions should get more skills and also some more choices for traits. But adding new skills/choices always includes more balancing and harder balancing. If you would use the secondary profession as a update-limitation, you could add a lot of choices/skills without having them all at once.

For example, if you would add one more skill of each actual skilltype you already have to balance this very well, but it is makeable (I think). But to add complete new skill-types – it is easier to add a new type than adding more interesting and balanced skills to an existing type, because “same type” means something like “equal functions” and players will sure prefer some of these type and ignore the others… – will create a too big amount of skills to choose from. But if you add a secondary profession, that brings one new type and new skills of one type, you can add a lot of skills, but the balancing is easier through the limitation of one secondary profession.

Secondary professions shall resemble their primary profession (secondary eles are also elementary themed), but won’t only copy it. Also the secondary skills and traits of a mesmer are mesmer skills and traits, only with a resemblence. To give again exemples, I suggest secondary profession skills for primary Mesmer (these are mostly horrible skills, that i really miss from GW1^^):

New Skilltype: Arcane (2ndary Ele)

  • Arcane Echo (utility): Copies the last skill (not position 1), that was used by you, also copies the recharge time.
  • Arcane Mimikry (utility): Copies a random elite and its recharge time from an ally in 1200 range of you, if no ally with an elite is around, you transform to a moa and have all your stats doubled. The base recharge time is added to the copied recharge time.
  • Arcane Defeat (utility): You seem to enter downed state and can use your downed skills 1-4, but you use your real health and interface without degeneration and can rally instantly through your 5th skill and bandage will heal your real health. Allies will not see the downed sign and can’t revive you, but for foes there is no difference, so this skill is a risky one.
  • Arcane Thievery (utility): Dazes foe. If foe was interrupted, this skill will copy this skill (if foe is no player, you use a skill which the Thief would get through stealing).
  • Arcane Attunement (elite): Has one of 4 effects. random. chills and heal nearby, burns and grant might nearby, cripples and grant protection nearby, blind and grant sfiftness nearby. deals also damage.

All of these skills deal critical damage (includes downed skill 1), so far they deal any damage (if copied). They also are pretty fun through the randomeness. Copying skills means here using them instantly. If you use Arcane Echo after chaos storm, you instantly will get the circle. If you copy fiery great sword, you also will get the circle. If you copy the elite warrior signet, you activate it, you cant get the passive effect.

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Posted by: Chris.6105

Chris.6105

New Skilltype: Hexes (2ndary Necro)

  • (utility) If foe uses a skill during the next three seconds, this skill failes and the foe is damaged.
  • (utility) If foe uses a skill during the next three seconds, this skill failes and the foe is blinded.
  • (utility) If foe uses a skill during the next three seconds, this skill failes and the foe looses three boons.
  • (utility) If foe uses a skill during the next three seconds, this skill failes and the foe is confused.
  • (elite) If foe uses a skill during the next three seconds, this skill failes and the foe is chilled, poisened and weakened.

I loved hexes in GW1, especially these oone with strong effect for a limited time. All secondary Necros and all necros with secondary profession will get hexes and there will be a new condition called “hexed”, so the foe can see, that he is hexed, but will not be able to see, which hex is used on him, there will be a maximum of 25 hexes. Mesmerhexes activate once and have a 3 second duration (+ condition duration), ele activate more often with a longer duration (foe is burned on skilluse with a percentchance) and guardian activates once with a positive effect around the foe).

The new traitlines also add new effects to your playstyle, but with less influence than my earlier suggestions. You have 5 additional traitlines with a maximum of 10, the 10th trait is chooseable, but also only 2 choices, the 5th traitline only increases only one attribute, but twice as normal for each point. Again exemples for primary Mesmer with secondary Ele/Necro:

Fire Magic

  • 5th trait: Phantasms have Flame barrier.
  • 10th trait: Mind Wrack also burns foes. and: Clones burn foes on death.
    Air Magic
  • 5th trait: Illusions move faster.
  • 10th trait: If you use Distortion, your shattered clones reflect projectils and blind foes. and: Your Clones have quickness.
    Earth Magic
  • 5th trait: Clones have increased armor.
  • 10th trait: You gain one second of protection each time an illusion is shattered. and: Your phantasms have increased armor.
    Water Magic
  • 5th trait: If illusions are shattered, they heal nearby allies for a very small amount.
  • 10th Trait: Diversion chills your foe. and: Heals nearby allies a bit, if you use a healing skill (amount depends on the skill).
    Arcana
  • 5th trait: Shattering illusions grants you 1s of fury.
  • 10th trait: Cry of Frustration inflicts a random condition. and: Arcane skills recharge 20% faster.
    Blood Magic
  • 5th trait: Illusions steal health.
  • 10th trait: If your illusions steal health, you are also healed. and: Steal health, if you shatter illusions.
    Death Magic
  • 5th trait: Your clones poisen, chill or cripple on death.
  • 10th trait: Increased thoughness for each illusion. and: Your clones blind foes on death.
    Soul reaping
  • 5th trait: Fear nearby foes, if you go down or are disabled (90s CD).
  • 10th trait: Diversion fear your foe. and: Hexes are groundtargeted and hit up to 5 foes.

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Posted by: Chris.6105

Chris.6105

Furthermore i would like to devide professions into different groups. Each profession can only have secondary profession out of the same group.

  1. “Magicans”: Mesmer, Guardian, Ele, Necro: Staff, Scepter, Focus → Magic.
  2. “Technicans”: Warrior an Engineer: Weapons and Kits, Elixirs and Motivation → No Magic.
  3. “…”: Thief and Ranger: Movement (Dodge and Attack-position), Weapons, traps and pets (nothing like magic), but also magiclike stuff (spirits, stealth ans shadowsteps).
    I think it is a good thing, that only magicans have many secondary professions, because it is really easy too see the differences (illusions and confusion, heal and protection, elements, corpses/death and lifestealing/illness), while the other ones have a lot of similarities.

I also like to suggest new professions. One beg first: I am sure, in one or two years at least the idea for a add-On and new professions will be in your mind and please only add them, dont make big of a story around them. May add a new race in a new starter area (Tengu, something underwater), but not a complete new starter area witht a limitation for new professions. If you add for example an ritualist, also Charr, Asura, Humans, Norn and Sylvarie should be able to choose ritualist like it was always there. Of course, it would have been a bit awkward, if ritualists were playable in prophecies from one day to another, even if NPCs were also added, but it is a game and that i could not play a ritualist in prophecies was even more frustraiting than any missing story behind ritualists starting to exist suddenly could ever be. Furthermore there is also one human starter area, if you will ever add cantha or elona and will also give us finally african or asian faces (and i really, really hope for this), only add them, don’t make a new human starter area. Also I heard, that there may be some story problems with cantha, only write a explanation for the few, that would have problems with a wrong storyline, also if you already planned the last part of GW:Beyond but won’t add it anymore, at least give us the story.

First profession: Ritualist, “Magican”, low health, Scholar, weaponswap:
The idea behind this profession are dead spirits (theme, not corpses like the necromancer, but also not nature summonings like the ranger) and indirect attacks (mechanic).
He can use Trident, Staff, Longbow, Scepter, Focus, Shield and Harpoon gun. Different to other professions, you target allies instead of foes (automatical and also keys normally switching to foes). The first skill of Staff will damage and chill foes around your targeted ally and grants fury to your ally (a wave, maximun of 1200range to your ally, chill- and furyduration is shorter than attack rate), the first skill of Harpoon gun and Shortbow fire magical arrows, that bounce between allies, healing allies and damaging foes they hit (high bounce range, high speed projectile, low attack rate, max. of 1500range to your ally, foes also are vulnerable, if hit), the first skill of scepter damages foes around yourself and gives you might (a small wave, also burns foes), the first skill of trident will weaken foes near to you and grants you short Vigor. Longbow and harpoon gun work around damage, crippling and vulnerating foes, the damage is a bit OP, but it is also pretty hard to hit foes. Scepter and Shield play around burning and might and the easiest way to play solo, but are only melee range; Trident and Focus play around Vigor, weakness and blind; Staff plays around fury, chill and cripple.
As profession mechanic, you can create up to 4 spirits: Skeletons of your race (grey bones), glowing blue-green (ritus magic theme) with magical runes flowing around them. These spirits are not attacking, they have only a very weak area-effect, furthermore these four spirits are identical (maybe different looks) in their functions and foes won’t target them. They are only replacements for allies to make the ritualist playable alone. The spirits are ground targeted on land and are created at your position underwater with a 2s delay, cast is instant. They vanish, if you leave battle. While they stand, their summoningsskills are replaced by skills (all identical) to damage foes around them (spirit rift). If you play in a team, these spirits are replaced for each team member you have on the same map (4 members on the same map=no spirits). These allies can be choosen by using F1-F4 and the last choosen ally gets increased stats (can be increased by traits) and its weaponskin change to spiritweapon skins.

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Posted by: Chris.6105

Chris.6105

Ritualists have 4 skill types, Signets, Spirit Weaons, Ashes and Spirits. Spirits summon spirits like the ones through the profession mechanic, they have an additional weak passiv offensive effects and their replacement skills also have additional effects. They are useful as additional targetable allies for you (solo-play), but are pretty weak compared to other utility skills. Ashes are themed around dead persons of your own race (a own skin for each ash, smaller versions could be used as normal weaponsins for focus), if you use them, you can fight like with other professions (same, if you should use environmental weapons). You can switch them like kits through the weaponswapbutton or using another ash, but the ash is replaced by a skill to let the ash fall for a strong effect, which will create a long recharge time. The recharge time after swapping will be only 5s, but there will be a elite ash, granting you stability, with a very long recharge time after using the replacement-skill (around 300s) and a recharge time of 50s, if swapping. Spirit Weapons have charges (differs from weapon skill to weapon skill) and will influence your attacks. While a weaponskill is active, your weapons gain a gray bone-themed skin, glowing blue-green, including one for ashes.

Second profession: Derwish-Paragon (of course with another name), “…”, middle health, soldier, no weaponswap:
The idea behind this professions are the nature attributes of the GW1 derwish and the angelike GW1 Paragon. The mechanic works around speed-enchantments “meditations”. He uses mace (main-hand), hammer, dagger (off-hand), axe (both hands) and spear, no ranged weapon. The weapons work around damage, Axes (vulnerability) and Dagger (bleeding) on high speed and Hammer and Mace on low speed with slight CC. All weapons have skills, that let this profession move around and use flanking.
The mechanic “meditation” has one of the 3 themes fire/mystic (damage), earth (protection), wind (healing); other names would be great^^. The activation of a meditation will let your charakter close your eyes and creates slight effects. Fire grants you strong increased damage and fury over time, Earth stability over time and increased toughness and Wind swiftness overtime and increased condition duration. But they also have a strong negative effect, fire burns you over time, earth cripples you over time and wind deals damage to you over time. Each weaponset has one attack to remove this meditations, the meditations have no recharge time. Removing Fire burns and damages nearby foes and removes burn from you, removing earth weakens, cripples and blinds nearby foes and removes bleeding from you, Removing wind makes nearby foes vulnerable and bleeds them, furthermore it heals you. Furthermore there is one more skill (F4), which can create a weapon or a field depending on your Meditations (ending them). Mystic will create a burning staff, autoattack creates a flame spear in your other hand, that you throw on your foe burning him, 900 range. Earth creates a earthscythe, melee range. Wind creates two swords (no really visible form), attacks like necro axescythe, 1200 range, deals bleeding and vulnerability. While holding these weapons, your meditations are disabled and you can swap between yor created weapon and your real weapon. You also have one increased attribute. If you use F4, you will burn foes in a bigger range around you and grant mights to allies while loosing your created weapon. Using F4 under the effect of two meditations will create a big field around you for 10s increasing two attributes for all allies in this field. Using F4 while all meditations are active will transform you (no idea, into what^^).
The skills will be signets, shouts, “tricks” and traps. Shouts will be like the ones of the paragon, but nature themed and affecting foes. For example, “Feel the Wind” grants allies swiftness and bleeds foes, “Feel the Ground” grants allies stability, while it knock downs foes. Tricks are skills, that help you to survive. They work around wind like moving fast to the back of the foe or creating a field to reflect projectils. Traps are Traps, but work slightly different to ranger and thief, especially also earththemed. One is created at your position and creates dust to blind foes. One is thrown and sharp stones go up, if activated. One skill lets you dodge backwards and creates three small sharpstonetraps in a row. One skill creates a trap like the thiefs one and roots your foe.

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Posted by: Chris.6105

Chris.6105

Here again some suggestions for alternate skills. Stuff like “like skill 3” means like the actual attack of this weapon, not like my suggested skills. Mesmerclones always use the same 1st skill like you.

Mesmer GS The GS deals damage on range and has CC like an interrupt, boon removal and cripple, furthermore it works with vulnerability and might to increase the damage even more. I did add bleeding to have a better use of Condition Damage.

  1. Like skill 3, but instant recharge, less damage and no boon-removal, clones can autotarget with this skill.
  2. Like skill 3 of the fiery GS, rather low damage, but inflicts multiple bleeding, creats a clone instantly on using the skill to switch with over an replacement skill (6s) to gain vigor.
  3. Like skill 5, but 3 swings (you can move) and each swing inflicts randomly bleeding, cripple or vulnerability
  4. Creates a Phantasm, that casts an attack similiar to skill 1, but each hit inflicts vulnerability and allies hit gain might.
  5. Big target circle, 1200 range, within up to five foes are hit by my suggested GS skill 1, remeber, that these were also AoE.

Mesmer Sword The sword is a great melee weapon with many similiaries to the GS (Vulnerability, Boon-Removal, dazes in a line, good damage), still i would like a chance to play a bit more ranged. Also here I added bleeding.

  1. Like GS skill 2, but the thrown sword is smaller, bounces only once and always back to you, range is 600 (the backbounce has a range of 1200). The thrown sword inflicts vulnerability to foes and grants 1/2s fury to allies and you, high attack speed, low damage.
  2. Like skill 3, but you jump to the foe instead of the clone, otherwise identical.
  3. You roll backwards and pierce the ground at the end of the roll, animation like GS skill 3, smaller, inflicts high vulnerability, range of the pierce attack is 1200.
  4. Melee range, pierces the foe, high bleeding.
  5. Like GS skill 2, smaller, removes one condition from you, hits the for to inflicht this condition and removes a boon, comes back to you and grants you this boon.

Mesmer Pistol
4. Creates a clone with a pistole in its mainhand with slow attack rate and inflicts randomely daze (20%), stun(10%), confusion (30%) or blind (40%).
5. Shoot 5 times, good damage, each shot is a projectile finisher.
Mesmer Focus
4. Blocks next attack and creates a shock wave around you to block projectils and push foes. Stop blocking to cripple foes in a line.
5. Creates a light field for 3s, each second a random boon is granted (55% regeneration, 35% protection or 10% aegis).
Mesmer Torch
4. Blocks next attack and burns nearby foes on block. Stop blocking to burn foes in a line.
5. Create a Chaos field for 5s, that blinds foes on creation and burns them each second.

Mesmer Scepter The clones are nice, but a nightmare, if you want to have 3 illusions or need a clone yet, not after the next two attacks or a block, otherwise the scepter works nicely with confusion.

  1. Melee range around you, animation like fire scepter ele with a small 1s chaos field around you, inflicts low damage and confusion.
  2. Like 3rd attack of skill 1, deals more damage for each stack of confusion and creates a clone next to the foe.
  3. Like skill 3, but attack moves to you, you steal a boon with each hit.

Mesmer Staff Good support, interesting randomness, many conditions. More skills, more randomness^^. Also a bit more interrupt is needed for the mesmer.

  1. Like skill 1, but no projectile, instead an flash explosion only hitting target foe, inflicting bleeding, poison or weakness. Grants regeneration, vigor or swiftness (1s each) to nearby allies.
  2. Like skill 1, but no projectile, faster attack rate, 3s CD, you inflict 1/4s daze to target foe and a random strong condition to yourself. Any trait effects through daze (1s stun/vulnerability) hit yourself.
  3. Creates a phantasm, that fires a exploding projectile to inflict one random condition and 1 random boon, is a projectile finisher and a blast finishrer.
  4. Change up to 3 boons on target foe to conditions.
  5. Creates a chaos field (line), foes, who try to pass, are feared for 1s and chilled for 3s.

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Posted by: Chris.6105

Chris.6105

And again more hilarious 2ndary profession suggestion, I think, I will write a few times about one profession and ist secondary.

Ground idea is again to devide professions, but this time only into magicans (ele/necro/mes/guardian) and fighters (the rest). A secondary profession gives you one new skilltype, one new traitline (3expert, 2master, 1grandmaster), these are completly different for each primary profession and can be only obtained through this combinition.

Before starting, let me introduce something new: Energy: For each point of lost energy already recharging skills recharge 1s longer. For each point of gained energy, you recharging skills need 1s less to recharge.

Necromancer:
Secondary Ele: unique skill type: cantrips

  1. deadly fog (form): breaks stun, makes you invulnerable for 2s, steals small life from nearby foes (each second and on activation).
  2. demonic flesh: breaks stun, grants protection, retalitation and might.
  3. unholy feast: breaks stun, steals life from nearby foes.
  4. plague sending: breaks stun, trasnfer three of your conditions to nearby foes.
  5. elite: plague

secondary tratline: deadly water: Vitality+Healing Power
minor:

  1. Soothing Shroud: Regenerates health of nearby allies while in death shroud
  2. Deadly ripple: Heal nearby allies when entering death shroud.
  3. Virulent Power: Deal 3% more damage for each condition on you.

major:

  1. Soothing Disruption: Cantrips grant you regeneration and vigor.
  2. Vital Striking: Deal extra damage when health is above 90%.
  3. Shard of Ice : signet skills cause vulnerability and chill when activated.
  4. Cantrip Mastery: Cantrips recharge 20% faster.
  5. Soothing Wave: Corrosive Poison Cloud , Deadly Fog and Signet of Locus grant 6 seconds of regeneration. inflict chill and poison to nearby foes while in deadly fog form.
  6. Awake the blood: You gain 5s of might, if you suffer from a new conditon.

Secondary Mesmer: no unique skilltype

  1. Phantasmal Reaper (phantasm): creates a (green) phantasm, that inflicts vulnerability, weakness and poison with its attacks.
  2. Phantasmal warlock (phantasm): green version of the mesmers staff phantasm.
  3. Dark Pact (shatter): Shatter yourself and your phantasms to deal small damage and gain retalitation (like confusing cry).
  4. Dark Fury (shatter): Shatter yourself and your phantasms to deal small damage and gain Fury (like confusing cry)
  5. Elite: Well of Power: creates a well, that grants health and 2 energy each s.

secondary traitline: Illusion Magic: Condition damage and Power.
minor:

  1. Dark Aura: shatter yourself to damage nearby foes at 75% health.
  2. Deadly chill: shattering inflicts also chill.
  3. Depravity: shattering let foes loose 3 Energypoints.

major:

  1. Illusionists Celerity: Phantasm-summoning skills recharge 20% faster.
  2. Illusionary Elasticity: Bouncing attacks have one additional bounce.
  3. Remove three boons from your foe, if you loose more than 20% of your health through one attack.
  4. Phantasmal Haste: Phantasms recharge 20% faster.
  5. Pain of Disenchantment: Deal damage, if you remove a boon from your foe.
  6. Rigor Mortis: Foes with boons cannot block you.

Secondary Guardian: unique skill type: Order

  1. Order of Pain: sacrefice some life, nearby allies gain 10s of might with their next 5 attacks.
  2. elite: Order of Apostasy: sacrefice some life, nearby allies remove one boon with their next 2 attacks.
  3. Order of Vampire: sacrefice some life, nearby allies steal life with their next 2 attacks.
  4. Order of Plague: sacrefice some life, nearby allies transfer a condition their next attack.
  5. Order of undead: sacrefice some life, your minions gain 60s of fury.

secondary traitline: Orders: Thoughness and Boon Duration.
minor:

  1. Order of flesh: you and nearby allies gain 3s of protection, if your life reach 10%
  2. Order of fury: you and nearby allies gain 2s of fury, if your health reach 50%
  3. Power of the ordered: Deal extra damage for each boon you have.

major:

  1. burning spite: burn your foe, if you remove a boon.
  2. Order mastery: Orders recharge 20% faster.
  3. Blood Ritual: If you use a skill (not autoattack), you sacrefice some health and gain 3 energy.
  4. vengeful orders: Orders grant 3s of retalitation.
  5. Retaliatory Subconscious: Gain 3 seconds of retaliation whenever you are dazed, stunned, knocked down, knocked back, or feared. (30 second recharge) Also creates a poison field, that burns foes.
  6. Contagion: Sacrefice life when you suffer from a new condition. nearby foes will suffer the same condition.

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Posted by: Sirendor.1394

Sirendor.1394

I friendly will give you an UP because this is definitely something the devs should see

Gandara – Vabbi – Ring of Fire – Fissure of Woe – Vabbi
SPvP as Standalone All is Vain

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Posted by: Chris.6105

Chris.6105

Only are aware, that you can’t balance it anyway, that your suggestions only give ideas and will be never used to 100% and you can write everything
BTW, the engeener was suggested at the GW1-suggestion-side, soo good luck

Soo, next the ele. First some random ideas to the actual profession: I want more “summon weapon” elite skills, for example summon thunder and lightning (two maces), summon cutting iceblades (two swords), summon salty stonebow (longbow, 1500 range). Furthermore summoned elements. Why look earth and water typical GW1-like, but fire like a harpy and air like a ball. Also there are more elementals than these. Can you make pls a number of fitting creatures for each element (choosen random or through secondary profession).

Primary Ele
Secondary Necromancer, no unique skill type.

  1. Glyph of wells (glyph): Creates a Well, that heals allies slightly and inflicts a condition depending on the element.
  2. Arcane Wall (arcane): Creates a wall, that weakens and hits foes critical and grants fury to allies. typical pink, but with a slight green glimmer.
  3. Death shroud (cantrip): breaks stun, Look like a necromancer in Death shroud for 3s and gain Fury and Might each second. Creates a death nova, if it ends.
  4. Summon Scythe (summon weapon): Summon a black scythe (like necro stuff, Condition Damage and Condition Duration), 1200 range, first attack poisons foes and is a black projectile. Beside animation and poison, skills are rather typical for ele..
  5. Elite (cantrip): Tornado

Secondary Traitline: Cursed Magic: Thoughness and Healing Power.
minor:

  1. Your Attacks steal some health, if attuned to water.
  2. If you attune to water, you steal life from your target foe (900 range)
  3. Deal +10% damage against foes with less than 50% health, if attuned to water.

major:

  1. %-chance to bleed foes on critical hits.
  2. Create a Death Nova, if you go down.
  3. Death Shroud, Signet of Earth and Summon Scythe inflict bleeding and weakness.
  4. Arcane and signet skills poison your foe.
  5. Glyphs grant you Fury.
  6. Gain might, if hit below 25% health.

Secondary Mesmer, no unique skill.

  1. Glyph of Manipulation (glyph): Air: teleport to your target foe and damage foe, Water: teleport to ally with less health and heal you both, Fire: foe looses 3 energy points and burn your foe, Earth: teleport backwards and gain stability.
  2. Arcane storm (arcane): create a chaos storm-like 3s arcane field, that damages foes critical, let foes loose 2 energy points and grants randomly fury, might or regeneration.
  3. Summon illusionary blade: violet sword, melee range, Precision and Power, typical sword attacks, but with ele effects, 3rd attack of autoattack chain let foe loose 1 energypoint.
  4. Energy burn (arcane): target foe is hit critical and loose 3 energy points.
  5. Elite (arcane): target foe loose 9 energy points and target foe and nearby allies are hit critical (short recharge time for an elite skill)

Secondary Traitline: Domination Magic Power and Critical Damage
minor:

  1. Inflict vulnerability, if you interrupt a foe.
  2. Inflict vulnerability, if you stun or knock down your foe.
  3. +5% damage against inactive foes

major:

  1. Critical hits have a small chance to let foe loose 1 energy point, while attuned to air.
  2. Gain Energy, if you use a arcane or signet skill.
  3. Illusionary blade and lightning hammer stun foes, if summoned.
  4. Nearby foes loose 2 Energy points, if you summon to air.
  5. Gain short might, if you hit an inactive foe.
  6. Gain the fitting Aura for 1s, if you attune to an element.

OMG, I cant stand my own suggestion again, I am such a horrible person, I will start with a new try:D:D

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Posted by: Chris.6105

Chris.6105

Soo, my secondary profession suggestion must become easier, because i really want a secondary suggestion option for my charakters >.< I really like my Energy-Idea, so i will keep it :P
The new idea is pretty similiar, but a bit more and a bit less at the same time. Choosing a secondary profession brings a new skilltype, but also can change some of the existing skills. Also no new traitline, but some small changes in the actual traitlines. Small meant, if we finally can save builds, also switching the profession will increase the fun, but nothing like new grandmaster traits, that let you want to make a build around this trait.
Total goal is to have 1 heal, 4 utility and 2 elite of each skilltype (I really prefer to have my skills in order^^). BTW, I hate, that the list to choose my skills from changes, cause the actually choosen skill is missing… This makes it a even bigger problem for me to find my skills Would be great, if skills of the same skilltype could be lined up from left to right and skilltypes from top to bottom, though this sure will luke a bit hilarious for the healing skills
Like always, i have no hurry with my suggestions, I would like to see them, but better good later than never. Also it is really needed, to give alternate skills underwater instead the actual boring solution… Here some suggestions for complete sets over water (there are also skills, that are ordered to the type for gaining order, Ather Renewal is ordered to cantrips, but is not a cantrip):

general Suggestions:
One big difference to GW1 is the missing of one certain playstyle. There are Builds, where you deal rather condition damage, critical damage or direct damage, builds around high defensive or support, but beside some limitations through your Attributes (condition damage builds without condition damage make no sense), you can mix your things in a way you want, especially many skills do may work in the same way, but still are different (banners increase all attributes, but each different attributes, venom give your next attacks additional negative effects, but these are all different), also weapons, they are fun in many ways but again different in their effects… I mean as a GW1 Mesmer, Monk, Ranger or Necromancer, you often played a certain role, that was, what i loved with them:

  • Warrior, Assassine and Derwish were in melee and could took more damage, same in GW2 with Warrior and Thief, although you cant tank with them anymore.
  • Ele is better than in GW1, cause he still can only play his elements, but now all in each build.
  • Monk and Resto were supporter professions targeting an ally, not makeable in GW2, but I have a good idea for a new profession.
  • Necromancer and Ranger were not soo different, they did often many things at once, still, Rangers could focus on one foe and spam interrupts or conditions and Necromancers could give strong hexes, sacrefice life and give Energyregeneration.
  • Mesmer, they could interrupt (you prefer random rupts in GW2, cause bad Computers have a disadvantage, but so far i know, one statement about the new AC was, that with good teamplay the boss can be interrupted on ease and a Mesmer with pistol, asurarupt, stunsignet and dazemantra seems already like a very good interrupter to me…), give strong hexes (OK, confusion is a bit like a replacement for the damagehexes, but there were other great ones), energyhandling (OK, it was useless against monsters cause their fast death and big energypools) and deactivation.

Cause these missing things i hope for new effects like the following ones, especially hexes and enchantments. Like you may already realized, I love to have a order, so I would love to have only a limited amount of effects in your effect bar:

  • negative (actual): conditions (red), status effects (grey)
  • negative (new): “Hexes” (violet, stronger than conditions, harder to remove, but removeable), “Special-effects (+)” (orange, the effect, if you stand in Lava, could be used also in other situation like rocks falling down or if you are near a trap)
  • positive (actual): boons (yellow)
  • positive (new): “enchantments” (grey like statu effects, actual positive effects, that have all different effects), “Special-effects (+)” (trait colours), Auras (green, yeah, they get a own effect), signets and sigils, skilleffects

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Posted by: Chris.6105

Chris.6105

Enchantments (the Name does not fit to this, because these effects are also for the other professions). This is a big number of effects. Some effects only vanish from the effect bar most traits also cannot be seen. Also the guardian

  • Quiqkness, Haste, stealth, all these effects. No stacking
  • Invulnerability, Distortion (where is the difference between the shatter and the sword effect??, is it really big enough to make two effects?), No stacking
  • Also the boss effect would be great, working slightly different (instead of giving 5 stacks and be interruptable after 5 interrupts again, you gain the effect for a short time and get one stack for each time interrupted in this time)
  • if you are in a Form (same symbol for all)

Special-effects (+)

  • Increased attributes through traits (+70 precision to allies with markmanship, +50 power with domination and Greatsword) and skills (banner, summoned weapons), stacks up to five
  • Regeneration through soothing mist, ranger trait/signet, guardian mechanic, all the same symbol, stacks up to 5
  • Similiar special effects like Regeneration, I am not sure, if there are some.
  • Effects, that activate on the next attack. There is one effect for each condition (venoms, sigils, sharper stones or the guardian mechanic grant a condition with the next attack), life steal (sigils and armor of vampirism) and other effects (charges with summoned attacks, elite venom effect), stacks up to 25, the oldest stack is removed with next attack and takes effect.

Signets ans Sigils Cubes identical to the one above, but know with a signet or sigil in it.

  • Signets like they are, only the ele heal needs a cube
  • All Sigils, not only stacking sigils.
  • Sigils with recharge only, if they are recharged.

Skilleffects the typical black cubes for any effects, that are bound to one certain skill and where a common effect-symbol would make no sense.

Auras Function in a slightly different way now. They have a number of charges now and can stack up to 5. Effects foes hitting you by losing one charge.

  • Fire burns foe and grants you might
  • water chills foes
  • air stuns
  • earht reflects
  • arcane blocks and explode with deaing critical damage
  • chaos give you a random boon and foe a random condition
  • vampiric steals life
  • poison blocks and explode with a death nova
  • protective absorbs
  • holy blocks and explode with a fire nova

Hexes (the Name does not fit to this, because these effects are also for the other professions) New effect type, Violet Condition symbol and take effect through different actions (each with a own symbol) or have efect over time. Hexes of the same type can have different effects, depending on the users profession. Most new secondary magican skills are hexes. If the hex has different effects (Life hate can give health or energy, Boon hate can take effect, if the boon is gained or if the boon is lost), these hexes have the same symbol and stack. The types are (Names are only placeholder, you know better names anyway):

  • take effect on gaining condition/condition removal, stacks intensity up to 25: Conditon Hate
  • take effect on gaining healing or boon, boon removal, stacks intansity up to 25: Boon Hate
  • take effect on skill use with recharge time (!) and let skill fail, stacks intensity up to 5, ends after taking effect: Skill Fail
  • take effect on skill use with recharge time (!), stacks intensity up to 25: Skill Hate
  • reduces attack speed by 50%: Speed hate, stacks in duration
  • you cant be stealthed Stealth Hate, stacks in duration. Replaces also the thief effect.
  • Healing is reduced by 50% Heal hate, stacks in Duration: Replaces Quickening Zephyr
  • take effect on foes death Life hate, stacks up to 25
  • target looses health, uses conditiondamage (!), stacks in duration: Degeneration

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Posted by: Chris.6105

Chris.6105

shorter recharging elite The builds in GW1 were not soo much better, but they all had a core, a strong Elite, this is completly missing in GW2… I mean, of course, time warp is a great skill and Fiery great sword can be used for nearly 120s, but skills with a real function in the build would be better than a elite, that rather is a short OP-effect, more or less unimportant for the build played, especially forms…
Health sacrefice Like in GW1, you loose health for a positive effect.
Energypoints Each point reduces/increases the recharge of already recharging skills for 1s. You can steal Energy, loose Energy and gain Energy.

  • gain/loose X Energypoints means, all your recharging skills recharge X seconds faster or all recharging skills of the foe recharge X seconds longer.
  • leech energy/steal X Energypoints means, that foes skills recharge X seconds faster and you gain X points for each of these skills, for example 9 points, if you steal 3 points from a foe with three recharging skills.
  • foe looses Energy and … for each point means, that foe looses 1 Energypoint for each of his recharging skills. For example, if you let the foe loose Energy and bleed him for each point and the foe has 6 recharging skills (for monsters with less skills than players, lets count each missing skill as a recharging skill), these 6 skills recharge 1s longer and foe suffers from 6 stacks of bleeding.
  • some environmental weapons are immune against these effects, but the energy, that players with such weapons and thiefs (!) loose, is doubled and your gain also.

Now again my support profession suggestion (scholar with middle health)
Mechanic: Foes and allies are switched. You can still target foes like you can target allies actually, but you auto-targets allies now. F1 to F4 are your group members or, if you dont have any or not enough, you summon something (spirits, if this is a ritualist <3), you use them as ally replacement. If you use F1 to F4, you target the choosen ally, this ally gains a passive regeneration (special effect) and some other things depending on your traits. 50% of the damage the choosen ally does is also counted for you.
Weapons: Staff, Scepter, Focus, Shield, Warhorn, Longbow. Staff has 900 Range, no projectils, move your hand with instant effect around your target. 1 grants target and nearby allies 8s of might and deals very small damage to foes around target, 2 creats a spirit rift at target location (strong AoE damage and vulnerability after 3s), 3 is a channeling skill, channels 3 seconds, each second transfers a condition from target to you and after channeling, grant regeneration to target and nearby allies, 4 grants fury to target and nearby allies, 5 is again channeling, while channeling, you take 50% of targets damage and after channeling, target and nearby allies gan vangeance. Scepter is melee range, 1 attacks foes around you (without targeting them), 2 teleports you to target ally (1500 range) and grants both of you swiftness, regeneration and vigor, 3 is a channeling skill, deals strong damage and daze to nearby foes. Focus 4 has 600 range and pulls up to 5 foes to you, 5 creates a spirift at your position and the position of all your F1-F4 allies in 1500 range. Shield 4 blocks the next attack, pushing the foes away from you and weakens them on block or teleporting you back, gaining protection and blinding nearby foes, 5 channels for 5s , damages and weakens foes hitting you, if you finished channeling, you deal extreme damage to them and stun them. Warhorn 4 grants allies swiftness and their next attack inflict Bleeding, Cripple vulnerability, cannot be blocked and is a critical hit, 5 creates a AoE-Field, that damages foes and bleeds and cripples them. Longbow has a low attackrate, 1 shoots a fast projectile on the target ally, 1200 range, bounces multiple times (allies, can bounce also back to you), deals low AoE damage and short bleeding around hit allies (looks like splinter weapon), hits foes on its way, dealing strong damage and long bleeding, 2 hits only the targeted ally, but the AoE is bigger and has a stronger effect. Both skills grant regeneration, protection and vangeance for 1s to the hit allies. 3 is a ground targeted skill, inflicting blind and weaknes to foes, no more ideas^^.
Utilities, Signets grants their effects to you, if activated, you and your targeted ally are effected. If Ritualist, the others could be the summoning of spirits (similiar to the allyreplacements), spiritweapons (effects for the next few attacks, maybe with optical changed weapons, alternate a summoned weapon, that is placed in the hands of the ally), ashes (like in GW1, kind os similiar to engeeners kits, than no weapon swap).

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Posted by: Chris.6105

Chris.6105

Here my Mesmer suggestions. Remember, my idea behind this was a better, maybe a bit too big window, where your skills are ordered, so your heal skills would be all in a vertical line, your utilitys types also, but skills of the same type are all in the same line from left to right, same for elites. You could also give a option to choose the order: after type (like I want it), from A to Z (to get a compact block like actual) and only your choosen favourites in the skill window (for the few ones playing only a boring limited amount of the same skills…). Also, the idea was always 1 heal, 4 utility and 2 elite of each type, that can differ depending on the secondary profession. traits are alternates for existing ones, symboltraits for exemple replace glamour traits.

Primary Mesmer
Glamour:
Heal: Cloak yourself (3s) and remove one condition each second cloaked.
Elite1: Time Warp
Elite2: Mass Invisibility
Manipulation
Heal: The one, that reflects projectils
Elite1: Moa Morph.
Elite2: You gain quickness for 20s, while target foe suffers from speed hate for 20s. (obvious casting animation !)
Illusions (skills in the line with Phantasms and Clones, no official skilltype)
Heal: The one, that heals for each illusion.
Elite1: Heals you for each phantasm. Your Phantasms grant all 3 seconds a random boon to allies (lasts for 60s).
Elite2: Heals you for each clone. Your Clones attack with your attack rate, have all your weapon attacks and deal normal damage (lasts for 30s).
Signets
Heal: Passive: You are healed, if your illusions attack (phantasms heal more). Active: your illusions are healed.
Elite1: Passive: Your critical hits inflict random conditions. Active: Inflict multiple conditions on the foe and gain extreme fury.
Elite2: Passive: Your Illusions have strong increased armor. Active: Recharge all your non-signet-skills.
Mantra
Elite1: 2s Stun.
Elite2: Grants you the distortion of sword skill number 2.

Secondary Necromancer
trait: Curse skills recharge faster
Manipulation
utility: Leech energypoints
elite: Foe suffers from massive confusion and gains quickness. (like 10 stacks of confusion, both with a duration of maybe 5s, short recharge time).
Mantra
elite: 1s Fear
utility: 5s poison
utility: let foe loose 2 Energy. steals instead 2 Energy, if foe is active.
heal: heals you and removes a condition, more healing, if a condition was removed
Signet
utility: Passive: Move 25% faster, Active: Steal 1 Energy from nearby foes.
elite: Passive: Skills recharge faster, Active: Target and nearby foes are weakened and loose 5 energy points.
Curse
heal: heals you and inflicts Life Hate to foe and nearby foes (10s life Hate), healing you on foes death
utility: Foe and nearby foes take low damage each time they loose a condition (15s condition hate)
utility: Foe suffers from Degeneration (10s Degeneration). If foe dies during the next seconds (10s Life hate), all nearby foes suffer from Degeneration (15s Degeneration)
utility: Steals 1 Energypoint, if the foe uses a skill (10s Skill hate)
utility: Foe and nearby foes next attack fails (4s Skill fail) and they are damaged.
elite: Foe and nearby foes next attack fails (4s Skill fail) and they are damaged and blinded. (obvious casting animation !)
elite: Each time the foes uses a skill, the foe and nearby foes loose 2 Energypoints (15s Skill hate). (obvious casting animation !)

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Posted by: Chris.6105

Chris.6105

Secondary Ele
trait: hex skills recharge faster
Glamour
utility: creates a chaos field, that grants 1 energypoint/s to allies in it.
utility: remove stealth from all nearby foes an inflict stealth hate to them.
elite: Creates a 6s chaos field, that inflict 1s Speed hate and 3s of confusion and cripple each second.
Mantra
heal: Regeneration and healing.
Elite: 10s burn.
utility: loose immobility, cripple and chill and gain randomly stability, swiftness or vigor
utility: blinds foe
Hex
heal: Foe looses energy and heal yourself for each lost point.
utility: Foe looses Energy and you gain 3 points of Energy for each point.
utility: foe and foes in the target area loose Energy and suffer from Degeneration 1s for each stolen Energypoint.
utility: Foe cannot stealth and attacks 50% slower (8s speed hate and stealth hate), long recharge.
utility: Foes next attack fails (6s Skill fail) and foe and nearby foes are damaged a bit
elite: Foes next attack fails (6s Skill fail) and foe and nearby foe is damaged (obvious casting animation !)
elite: creates a chaos field, that let foes loose 1 energy each second and inflict Degeneration each second.

Secondary Guardian (nearly only the actual mesmer + new skills and a few more changed skills)
trait: clones inflict burning on death (instead of removing a boon on shattering, 20 domination)
trait: symbols remove a hex on activation (instead of glamours inflict confusion, 20 domination)
trait: inflict burning on interruption (instead of damage, 10 domination)
trait: Phantasms have regeneration (instead of grant regeneration, 15 inspiration)
trait: Phantasms have protection (instead of deal more damage, 25 inspiration)
trait: clones inflict a random condition, if shattered (instead of interruptions inflict a random condition, 20 Chaos)
trait: clones grant a random boon, if shattered (instead of interruptions grant a random boon, 30 chaos)
trait: symbols last longer (instead of glamours blind foes, 20 illusions)
Symbol
heal: Heal yourself and create a symbol, that heals you and allies slightly with each tick. (10s, big violet lightfield)
utility: grants vengeance to allies and damages+confuses foes with each tick. (5s, big violet lightfield)
utility: damages+burns foes and heals allies slightly. (3s, small violet lightfield, is also created around your phantasms)
utility: grant swiftness to allies and cripple foes. (5s, small violet lightfield, is also created around your phantasms)
utility: damages foes slightly and removes one condition with each tick (8s, big violet lightfield)
elite: grant protection to allies and inflict vulnerability to foes. (5s, small violet lightfield, is also created around your phantasms)
elite: grant stealth to allies (works like the thief skill) and stealth hate to foes (8s, big violet lightfield)

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Posted by: Chris.6105

Chris.6105

Next my Ele suggestion, BTW, do you remember the time in GW1, knowing nothing about the game and believing the NPCs, that you cannot change your secondary profession and then, far, far later, you realize you can switch, but you have to do some not soo easy quests (lame NPCs and less OP-skills, i mean i heared, that in the beginning noone played fire, now SF is the most often played build…). Later this feeling vanished with factions and the 500g scwitch…, but would be great if first not changeable 2nd profession (only PvE and WvW), later hard quest to do changes and including sPvP? BTW, give us builds, let us change points freely and instead let us pay around a gold to switch secondary profession.

Primary Ele
Cantrip
Heal: breaks stun, heals you and grants a aura depending on your attunement to you.
Elite1: Tornado/Whirpool (does it already break stun?)
Elite2: Breaks stun. Block up to 5 Attacks in the next 3 seconds, you gain swiftness, might, fury, regeneration and protection with each block.
Summon Weapon
Heal: Mist Mace or so: Heals yourself if summoned, increases Healing Power and Boon Duration and has rather support skills. Melee range.
Elite 2: Stone Bow or so. Condition Damage and Vitality. Fires slow Projectils with AoE-effects, has a 1500 range.
Signets:
Elite 1: Passive: Attunements recharge after attunung to them and you can attune to your actual attunement again. Active: Recharge all your attunements.
Elite 2: Passive: Increased Power: Active: Damage target foe and nearby foes.
Glyph:
Elite 2: Creates a storm depending on your Attunement, bigger Aoe and longer duration than the Glyphs of (lesser) storms and a 1200 range.
Elemental Glyphs with Necro: Summons Goblins with fire and water.
Elemental Glyphs with Mesmer: Summons Dogs (RockDog and SvanirDog) with earth and water
Elemental Glyphs with Guardian: Summons Tear- and Lavaworms or whatever they are called with earth and fire.
Arcana:
Heal: Your next three attacks deal critical damage and heal yourself.
Elite 1: Create a Storm, that deals critical damage.
Elite 2: Creates a Arcane shield, that lasts longer, is slightly bigger, blocks up to 5 attacks and deals more damage, if it explodes.

Secondary Necromancer
trait: Icy blades, Frostbow, Signet of ice and Mist Form chill foes. Mist Form and Mist mace steal life.
trait (poisioned mist, instead of soothing mist): chance, that the inflicter of new conditions on you also suffer this condition.
trait (cursed water, instead oh healing ripple): Copy all your conditions to nearby foes, if you attune to water.
trait: Marks recharge faster.
trait: Marks grant three stacks of might on activation.
trait: Marks are bigger.
Summon weapon
elite: Icy Blades or so. Thoughness and Condition duration. Melee range, has skills to chill and to deal massive vulnerability.
heal: Mist Mace or so. Vitality and Healing Power. Melee range
signet:
utility, Signet of Ice: passive: increased condition duration. active: steal life from target and nearby foes.
elite: passive: you have a chance to create a small ice elemental, if you kill a foe. active: nearby foes become a ice block.
Mark (colour depands on the element, marks inflict all a condition, fire: burning, water: chill, erath: cripple, air: weakness)
heal: roll backwards, heal yourself and leave a mark, that grants regeneration.
utility: create a mark, that removes a condition from allies.
utility: create a mark, that grants protection to allies.
utility: create a mark, that removes a hex from allies.
utility: roll backwards, create a mark, that steals life.
elite: roll forward, create a mark, that grants massive might.
elite: ceate a mark, that grants stability to allies.

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Chris.6105

Secondary Guardian (nearly the actual ele, only the new skills)
trait: renewals channel longer
renewals (why cant they be used underwater ???)
heal: ather renewal, removes first conditions, but can also remove hexes.
utility: channel, burn nearby foes with each tick.
utility: channel, heal you and nearby allies slightly with each tick.
utility: channel, bleed nearby foes with each hit.
utility: channel, make nearby foes vulnerable with each hit.
elite: channel, heal yourself+nearby allies and damage nearby foes. stronger effect for each boon on you.
elite: channel, grant yourself and nearby allies a boon and 1 auracharge depending on your attunement with each tick.

Secondary Mesmer
trait: Power skills and signets inflict confusion.
trait: Power skills recharge faster.
trait: Power skills and signets grant you 2 Energy points.
trait: Illusionary Shield, Illusionary Sword, signet of air and ride the lightning (the cantrip) blind foes.
summon weapon
heal: Illusionary shield or so: Healing power and critical damage, melee range, inflicts lots of weakness, can block and confuses on block, deals critical damage.
utility: Illusionary Sword or so (instead of lightning hammer): Condition Damage and Critical Damage, Melee Range, has a skill to inflict confusion, deals critical damage.
power skills
heal: heal yourself and remove a boon from the foe. Gain 10 Energy and more healing, if a boon was removed.
utility: daze the foe. If foe was interrupted, this skill recharges twice as long and foe is damaged critical.
utility: remove a boon. if a boon was removed, foe is damaeged critical.
utility: foe looses Energy. deal damage to foe for each lost energypoint.
utility: stun the foe. If a foe was interrupted, this skill recharges twice as long and you gain 15 Energy.
elite: foe looses Energy. deal damage to foe and nearby foes for each lost energypoint.
elite: remove a hex from you. If a hex was removed, nearby foes are damaged critical and loose a boon.

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Posted by: Chris.6105

Chris.6105

Soo, next my little necromancer, still only lvl 40, so i cannot really say much about him. Furthermore, sometimes there are skills (especially heals), that will not fit to the existing skilltypes. Furthermore most stilltypes have no elite. Why not creating a new skilltype for such skills? 1 heal + 2 elite. BTW, before sreaming out OP, remember, that skill fail and skill hate dont activate on autoattack.

Primary Necromancer
Spectral
heal: heal yourself and gain life force
elite1: Lich form now is a spectral skill. While you are in Lich form, yor life force bar does still exist and fills up, the skill to leave the form is placed at the position of death shroud.
elite2: You gain a small amount of Life Force, if the foe attacks (20s Skill hate). If foe dies, he leaves a mark that deals multiple conditions including a 2s fear (20s Life Hate).
New skilltype (in the same line like corruption, but is not one)
heal: the one, that removes condition
elite: remove all your boons and inflict a condition to nearby foes for each removed boon
elite: remove all your hexes and gain stability and protection for each removed hex (short recharge)
minions
utility (instead of the shadow, i dont see it as a normal minion): Creates a bone horror (yeah, we totally need it <3 ), cripples and bleeds foe with its attack.
elite2: Summons a minion with defensive stats (low damage, high vitality and high armor). Summons small minions with its attacks and has also a chance, to gain a minion on foes death. These minions dont count as your minions and are not effectd by your traits.
signets
heal: passive: steal life from foes with more than 50% health. Active: Heal yourself slightly, heal more and gain 8 energy, if foe has less than 50% health.
elite1: passive: steal life from foes with more than 50% health. deal more damage to foes with less than 50% health. Active: Steal massive life from target foe and nearby foes with more than 50% health. Deal damage to foes with less then 50% health instead.
wells
elite1: well of Power: grants 1 energypoint and 1s of regeneration each second. long duration.
elite2: inflict 1s of Degeneration each second. long duration.

Secondary Mesmer
trait: Curses recharge faster
Corruption:
utility: Confuse yourself and gain Might and fury.
utility: Bleed yourself and gain vengeance.
*Spectral

utility: Spectral Reaper: summon a (green) phantasm (sword), that chills and removes a boon with each attack, you gain life force with each attack. → Shatter the phantasm, gain life force and chill and damage nearby foes.
utility: Spectral (no idea): summon a (green) phantasm (scepter), that throws a bouncing scythe with each attack, bleeding and vulnerating foes while granting regeneration to allies, you gain life force with each attack. → Shatter the phantasm, gain life force and poison nearby foes.
Curse
heal: steal some life and if the foe should use a skill, the skill fails and you steal massive life (4s skill fail)
utility: Foe looses 10 Energy, if he use a skill (4s skill fail)
utility: steal life, if the foe attacks (15s skill hate). (short recharge)
utility: Cripple the, foe also suffers from Degeneration.
utility: Deal damage to the foe and nearby foes, additional damage for each boon on the foes.
elite: Deal damage to foe and nearby foes, additional damage for each condition and steal life for each hex on the foes.
elite (spiteful spirit): damage foe and nearby foes each time the foe attacks (20s skill hate)

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Posted by: Chris.6105

Chris.6105

Secondary Ele (nearly the actual necro, only the new skills)
trait: Hex skills recharge faster
minion
utility: the shadow fellow, (actual skill)
elite: the shadow bull (who is often seen with the shadows) -> knock down foes with its attack, high damage and low survivalability
hex
heal: Heal yourself and inflict Degeneration (10s) on the foe. If the foe should die during the next 10s (Life hate), you are healed.
utility: Inflict Degeneration and Speed Hate on the foe
utility: become a swarm for 3s, increases Thoughness and damages+steals life from nearby foes.
utility: chill (3s) foe and nearby foes and remove a boon from them.
utility: damage foe and hex him (20s life hate). I foe dies, nearby foe are damaged.
elite: damage target foe and remove all boons, if the foe has more than 50% health. If the foe dies, nearby foes are damaged and suffer from all conditions of the target foe. (10s life hate). short CD.
elite: plague

Secondary Guardian
trait: (instead of minions transfer conditions on them) minions regenerate health
trait: (instead of minions explode) create a jagged horror on minions death (3 on elite minions death)
trait: Masochism: Gain Life Force, if you sacrefice your health.
trait: You sacrefice 50% more health, but damage nearby foes each time you sacrefice health.
spectral
utility: The foe suffers from Degeneration. If the foe dies, a jagged horror is created and you gain life force (20s skill hate).
elite: Create 5 jagged horrors. For the next 30 seconds, you gain small life force, if your minions attack.
sacrefice (no CD!)
heal: sacrefice 17% of your life and gain massive regeneration (not the boon).
utility: sacrefice 20% health and inflict 10s life hate.
utility: sacrefice 5% health and 1 additional percent for each effected ally. Grant 15s of might to nearby allies.
utility: sacrefice 20% health and gain 10 Energypoints.
utility: sacrefice 17% and inflict 15s of boon hate. Each time the foe is healed, foes healer take 10% of the amount healed as damage.
elite: sacrefice 5% health and 3 additional percent for each removed boon. Removes all boons from the foe and inflict 1s of Degeneration for each removed boon.
elite: sacrefice 20% and inflict 15s of skill hate. Damage the foe massive each time he hits a target with less health than himself. Very low damage otherwise.

BTW, I also am a supporter of additional weapon- and downed skills. Especially some downed skills really suck. We need ranged skills, it really sucks, if you need endless time cause interruption or even die through interruptions from weak foes, that are out of range, also even if the foe will kill you most likely anyway, it is depressing. We need skills with granted movement. Vapor Form is perfect to run out of AoE or away from a dangerous situation. The mesmer port is to random and pretty useless in PvE. It ports you to somwhere random, the chance to get to a safe position is not so high and it even includes a risk to get even somewhere worst (BTW are ports skills a problem, it can port me into walls, can port me to areas unreacheable (during bossfight in TA on a Area above, SEp1 back to the platform after falling into the lava) and sometimes plays completly crazy, in a ship in Orr i ported in rooms below and above, i maybe lived long cause the often porting and the foes needing to run up/down, but also had half of the ships undead after me in the end…) Vengeance (the warrior skill, was it named like this?) is maybe really strong, but also a nearly granted death, means most player would prefer a useful skill instead, on the other hand, it lets me at least run out of the danger area so my allies can res me. I dont know much about downed skills (only that I loose at least 1 second, cause you can use downed skills instantly after going down, but show the skills not instantly and i use skills with mouse. I really dont’t undersand, why you cant give us the skills instantly, same with ground targeted skills, even if you would give autotargeting on the foe, it is no advantage, but players with the ability to also use their skills with mouse, have a big advantage…), but I like the downed ele the most, strong 1, strong 3 with AoE and incredible useful 2 to run out of the danger area. Opposite with my Mesmer, cause i cant get out of the danger area (foes AoE is the usual reason for me to go down) port maybe in an even worst area and it is not intelligent to res allies, if you have to enter foes AoE, I are normally often dead long before I could use skill3… Cause my other professions (ranger, necro, warrior) have all better defensive groundstats, I nearly never go down with them and about other professions downed skills… no idea.

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Posted by: Chris.6105

Chris.6105

To come back to skills, that let you move while downed, the mesmer could have a port with target circle or something like the warrior (illusion of life), the necromancer could gain 25% life force, if going down and can enter death shroud wirh skill 4. And after playing again a bit, the effects with the black cube for most effects looks far better than i remembered.

First something to the guardian mechanic. I dislike having the mechanic effects always in my effect bar, so burning with the next attack (active and passive) is the “special effect burning with the next attack”, regeneration is the “special effect regeneration” and the last only gives the boon. My guardian is only 55, is placed as my trash-holder and I lost interest in him, so I have not really many ideas for alternate skills.

Primary Guardian
Spirit weapons+Tomes
heal: Tome, includes healing breeze
trait: instead of increased elite duration only increased tome duration

signet
elite1: Increased Boon Duration. Gain Regeneration, Protection and Stability for X seconds on activation.
elite2: Changes all 10s one of your conditions into a boon. Change up to 3 Conditions on you and nearby allies into boons on activation.

Consecrations
heal: create a field, that absorbs projectils and heals allies. Allies gain regeneration each time a projectile was absorbed.
elite1: create a field, that burns foes and knocks them down for 1s all 3s
elite2: create a field, that foes and projectils cannot enter. Foes inside the field are immobilized each second.

Meditations
The channel elite is again a meditation. The block heal is now also a meditation. Instead of the trait making these skills instant, the trait now makes Mediatations better: With instant cast have an additional effect, the channelmeditations channel longer and with cast time are instant.
Elite2: instant effect. remove all your hexes and grant yourself long protection for each hex removed.

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Chris.6105

Shouts
The one, that transfer all conditions to you together with the trait now grants a boon to allies for the first transfered condition.
heal: heal yourself and nearby allies. stronger heal for yourself.
elite1: remove a hex from nearby allies and grant them vengeance.
elite2: grant allies long vigor and 3 Energypoints.

Secondary Necromancer
trait: judgements recharge faster.
Judgement
heal: Heal yourself, burn nearby foes and gain vengeance, if you were healed (you have to have less than 100% health).
utility: Each time the foe grants himself or allies a boon, the foe takes slight damage (20s boon hate)
utility: Each time the foe heals himself or allies, the foe is damaged for 10% of the heal. (20s boon hate)
utility: breaks stun, knock down nearby foes and damage them, if stun was broken.
utility: channel 3s and heal nearby allies with each tick. Damage nearby foes and gain 1 stack of might for 20s for each heal (3X5allies = max. 15stacks)
elite: Burns and damages the foe for each boon he has. (short recharge)
elite: channel 3s and transfer all conditions from nearby allies to you with each tick. Gain vengeance and burn nearby foes for each condition.

OK, enough about the casterprofessions, I have no idea for secondary ele and mesmer. BTW, some complete different idea: Adding additional skills for existing types and altering some traits are already big changes, a new skill type is not really needed. Furthermore, instead of adding these skills as new skill type, why not adding them as alternate weaponskills?

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Posted by: Chris.6105

Chris.6105

Soo now some thoughts about the non-caster:

Thief: Should get hexes as his standard skills, traps are now only useable with ranger as secondary profession. Engeener gives him gadgets-like-skills (a bit like tricks), Warrior physical skills (again like tricks), warrior also gives traits, that give the the thief two physical skills depending on the mainhandweapon and stats compensating the missing stats, if thief wears no off-hand. Also a Doppelgangersystem would be nice instead of fellow thiefs. It is really uncool, that summoned thiefs look (beside gender) all the same and wear a armor actually existing in the game. instead they should wear the same armor like you, but can have different gender and race! Furthrmore there shozld be also skills, that can change your appearence and name to that of these doppelganger (race and gender randomely), so foe cannot see, if you are a doppelganger or the real player (a bit like clones)

Warrior: So no idea

Engeener: Should get signets like any other profession. The 1heal-4elite-2elite seem to be not useable for engeener. The box could be a gadget. The mine of gadgets could be changed to the skilltype trap and more mines added, now only useable with secondary ranger. The Charr-elite-weapon could be changed with new skin to an elite weapon kit.

Ranger: Also no idea, but maybe other pets depending on the secondary profession?

Also short racial skills. Engeeners should get some “no skill skill” instead of an unique skill for racials.

Norn: Switch Elite and utility. Increase the CD of the forms a bit further and you have an real interesting utility. Increase summon recharge and buff the (many birds, that deal damage against one foe, and worms, that leave also eggs as environmental weapons) and a summoned animal, that supports you with heal.

Charr: Shouts and Charr gadgets. The gadgets could be solo pistole and and double pistol, the second scream… no idea. the AoE-Elite would be a gadget, the healing would be a healing shout, the summoned warband should also be a shout. Charrsooka and mine are engeener skills now (see above)

Sylvarie: plant turrets and summonings now. turrets: heal, utility and new utility. Sumonings: dog (actual an elite, increased CD), dog 2 (more supporting, also long CD) as utility, as elite two spirits (the actual and a new, in another way supporting one)

Human: no idea, because 6 gods and 7 skills cant fit together… may abbadon? Grenth could be changed to an utility (with increased CD), it is not soo great…

Asura: Asura wells and Asura manipulations. make the useable golem armor to an environmental item created by an item buyable,

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Chris.6105

Two things i want. The first are some chooseable skills for weapons+groundtargeting options, the second is again underwateroptions.

I want some additionla skills for weapons, but to add them all at once would be far to much, additional my former suggestion of one additional skill for each is not so great in my eyes anymore. Furthermore i wanted a way to make each skill with target circle able to change between targetcircle, autotargeting yourself and autotargeting the foe.
So my suggestion is now to give alternates to only a few weaponskills, which could need one, starting with ground targeted skills. Instead of changing the ground targeted skills completly, you can choose between three skills, one for each way. I mean here is it most annoying. If you activate the skills with the mouse and have a fast recharging skill, the way from the skill to the target with the mouse over and over again is so annoying and the autooption is useless, if you are not in melee. Especially granadekit, pure hell

The other thing is the problem with fitting traits underwater again. Blood Magic, 30 Points, I like it a lot, but Underwater… Marks and Wells do not work, the DS skill 4 changes and Dagger cannot be used. If you are not playing a minion build, there are only 3 useable traits in Bloodmagic underwater, what a fail -.- I still am of the opinion to give additional builds for underwater. So you can avoid swapping your traits each time going underwater, could give traits for only underwater, for example give a new skilltype called (underwater)marks or so to make marktraits useable underwater und replace welltraits with marktraits.

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Posted by: Chris.6105

Chris.6105

I wanna suggest again alternate weapon skills. I think, it is important, to keep attacks similiar to existing ones for weapons instead of creating only new ones, so for example:

  1. GS: Melee, third attack is a dodge.
  2. GS: Block, push back (like 5) and create clone on block; throw a bouncing projectile to immobilize foes.
  3. GS: Like 3, big target circle, creates up to 5 attacks in the area, no boon removal
  4. GS: Throw yourself in (like the phantasm); port yourself back and create a clone
  5. GS: Like 3, channel and create multiple autotargeting attacks.
  1. Staff: Attack does not bounce, but explode in a small area, hitting up to three foes and inflict random burning (50%), confusion (20%), blind (10%) and poison (20%) for 1s.
  2. Staff: Create a clone behind you.
  3. Staff: Transfer one condition to the foe and steal one boon (same icon like Arcane Thievery)
  4. Staff: Grants switness to nearby allies while tormenting foes. Blast Finisher.
  5. Staff: Create a chaos field, grants protection, vigor or regeneration while vulnerating, crippling, weakening or fearing (10%) foes.

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Posted by: Moss.5371

Moss.5371

I see many people saying it would cause many balance issues. Oddly enough, I always thought this helped a lot to the class balance in gw1! Not to talk about build variety. Hopefully this would happen at some point

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Posted by: Orpheal.8263

Orpheal.8263

Don’t you see, that you are suggesting by now exactly what I do suggest from the begin on already, now that you’ve changed your mind on your idea to cripple it down to just only 3 secondary classes per each class to be choosable ??

I say no to class mix and match, thats a horrible thign and would only totally ruin the whole game balance.
You can reach the exact same goal of increasing the character progression of GW2 by sticking those options of how you can progress with your character within the skills, abilities, talents and traits ect. pp of what one class has to offer, because everything what the 8 current classes offer to us feels just like only way less then 50% of what those classes could be capable of doing. They absolutely don’t show us their enormous full potential that lies within their gameplay concepts that could make each classes #s gameplay make look in the end like 100% more heroic and epicly powerful lettign the characters progress really look also like some real graspable progress that you can actually SEE & FEEL and that are the important key points of character progress, that you can see and feel of the gameplay mechanics how your character evolves over the course of your personal story.
That you can follow the steps from an unknown nobody slowly to a sagacious epic hero that the world of Tyria is speaking of in legends (basically) i think you get the point of what I mean here with that …

Why do you think we MUST have to mix and match the skills from multiple classes together with each other, what makes the game completely way too overcomplex and hard to balance to a point, that it quickly becomes impossible to balance the game at all forever (like GW1), when we can reach all of this goal with a much easier and by far not so overcomplex Sub Class System that is suited to the basic classes that GW2 offers us and lets us players evolve from those basic roles into more specialized advanced/ascendant classes and gives us fior that exactly suitable 3 choices of how we want to specialize our basic classes.

You could give classes then specific to the basic class suiting options, without making the game way too overclomplex in countless mechanics you are suggesting here, which absolutely don#t fit to the Game’s battle system anymore and would make GW2 just look like a GW1 clone. Give classes Sub Class options like these:

Thief > Rogue, Infiltrator, Saboteur
Warrior > Berserker, Dragoon, Duelant
Necromancer > Witcher/Witchress, Occultist (higher form of Ritualist), Mystic (Derv Revamp)
Guardian > Partisan, Augmentor, Patron
Ranger > Hunter, Skirmisher, Druid
Mesmer > Bard, Visionary, Fencer
Engineer > Alchemist, Inventor, Pioneer
Elementalist > Arcanist, Runologist, Conjurer

That would be the first step into the right direction that keeps the player specializing their characters within the skills, traits ect. that are corresponding within their base class.

Examples:

A Thief that specializes into a Rogue, becomes much better into Stealing Items and the dealing of critical hits that weaken enemies (debuffs) so becomes more condition intensive…
A Thief that specializes into an Infiltrator, becomes much better at Stealth, Trapping and swift agile Movements for fleeing/dodging ect.
A Thief that specializes into a Saboteur, becomes highly effective against builds that use any kind of summons like undeads, towers, elementals, spirits … and is otherwise more universal mixed between Rogue and Infiltrator, representing the golden middle.
They can manipulate things/creatures from others to use them against their enemies except pets, but they can effectively distract pets at least with deathly lures.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside