A few notes to begin:
*Preferably, for many of these ideas, it would be possible to detect through what method a player acquires items. For example, from looting a mob, looting a chest, opening a bag, map reward, event reward, taking from a bank, etc. And then each option could have a checkbox for each of these acquisition methods to say if they want the Mastery to be active for those sources. This would also mean the Masteries would be best to work before an item is actually in the inventory, so maybe a buffer would be needed, if the Unclaimed Loot/Overflow windows could work, and preferably multiple could work off of each other, again, without even entering the inventory.
*Make a new tab in the options screen for Mastery Options, to help prevent clutter in the other sections, and then put sub-titles on the Mastery Options tab, like Gameplay Masteries, etc.
*Sorry if this is formatted strangely.
Convenience:
*Copper- and Silver-Fed Salvage-O-Matics now have the functionality of tier 5 included by default. This should make them more desirable and useful, but once you get tier 5, it is arguably less useful compared to just normal salvage kits.
—(1) [1MP] Tier to change prices for an entire city’s Waypoints to be the price of nearest/cheapest one.
—(2) [2MP] Tier to unlock Option to automatically consume Essences of Luck and/or Karma potions (1 option each). Only activates functionality on activation, so if you have them in your inventory when you activate it, it would be consumed.
—(3) [3MP] Tier to unlock ability in Inventory to remotely sell all Junk/Trash items. No vender window, just automatically sell them on button click (probably best place on top right option button, or unlocked for Junk item right-clicks). Or even automatically, without a click. Make sure it only sells after counting items for collections though. Potentially include solely Collectible items as well, but that is less clear, so I wouldn’t. AND Reduce price of all other racial city’s Waypoints to 0 when in Lion’s Arch, and change price to 0 to LA from any racial city (easy enough to, for-free, use Waypoints and Asura Gates, so just cut the trouble).
—(4) [5MP] Tier to unlock Option to automatically open containers/bags. 1 option for unbound, 1 option for bound/account-bound. Doesn’t apply to choice boxes. Option to disable functionality on characters below level 80.
—(5) [8MP] Tier to unlock Option to automatically use selected qualities of Salvage Kits on selected qualities of equipment. Works for all qualities of vendor-bought salvage kits, except for Ascended. You have an individual option for each quality of Salvage Kit for the maximum quality of equipment that you want it to break down. You can then also choose the priority of the Kit’s usage, which will be displayed accordingly. AND Maybe cut prices to Waypoints at all cities from anywhere to 0 (because if you have the free from LA, and you can relatively quickly travel through PvP hub to LA, then why not make it 0 in the first place? I know, it’s OP, against the idea of spending money on WP’s, and it would raise the argument to make all WP prices based on distance from the nearest city, rather than from you. I recognize this all; it’s completely optional, but it might be nice to see. You could argue that it cuts the value of remote-use banks and vendors, and it kind of does, but still, these are most useful anyways when in a map that is mid-progress and you may lose the progress if you leave.)
New Mastery Points used, or Tyria. I don’t know. Could just call it “Convenience Mastery” Mastery Points, but that sounds awful.
*Sources: I don’t know. Potentially any achievement that grants a click-to-consume-excess-items (like Mawdrey II, Princess, Tarrktun Personal Delivery Portal, etc.). Depending on choice, Tier costs may need to be adjusted.
*Salvage Master achievement (granting 1)
Crafting:
—(1) [1MP] Tier to increase XP gained while crafting and harvesting by 15%.
—(2) [2MP] Tier to reveal on material hover/crafting recipe how many recipes the item is used for, as well as, if possible, how many it would take of the item to make 1 of each of the items.
—(3) [3MP] Tier to reduce crafting material harvest time by 25%. OR Tier to increase Crafting XP gained while crafting by 15%.
—(4) [4MP] Tier to unlock a new Crafting Material storage section for Crafting Components, stacking items to as high as you have unlocked. Only accepts Basic versions (non-stat-chosen).
—(5) [5MP] Tier to unlock an Option for auto-depositing of materials, based on tier. You can select the maximum quality for which materials are deposited, up to Legendary, and whenever you acquire items, they will be sent to your account crafting storage so long as there is space for that item. Any items above the threshold material quality will not be deposited. You have an Option to choose when the materials are auto-deposited as well, with the checkable options being: Monster Looting, Chest Looting, Bag Opening, Salvaging, Retrieve from Mail, Retrieve from Trading Post.
—(6) [4-6MP] Tier to expand the storage section for Crafting Component to now accept Insignias/Inscriptions. OR Tier enables ability to salvage materials from Insignias/Inscriptions, up to the materials used to create them (any bound/account-bound parts used to make them are not salvaged, and non-craftable ones cannot be salvaged at all).
New ‘Crafting Mastery’ Mastery Points used.
*Granted for achieving Master, and Grandmaster, in each vocation (granting 14 points)
*Master Crafter achievement (granting 1)
*Ascended Accoutrement tier 1 (granting 1)
*Alpha Crafter, Rare Regalia, and Exotic Attire achievements (each granting 1)
*Visiting sites of great Crafting/Research Power/Importance (each granting 1). Such as the Great Imperial Smelter, (Pig Iron Mine?), Creator’s Commons, (Thaumonova Reactor?), (Crucible of Eternity?)
*Crafting Legendary Items of each generation (granting 1 per generation)
*Total of 19… or 21, or whatever, depending.
Repeatable Masteries:
*Each one needs like 1 Tyrian Mastery Point to unlock, and then it can be repeated infinitely.
—Tome of Knowledge, needing 1,024,000 XP.
—Spirit Shard, needing 512,000 or 1,024,000 XP
—Transmutation Charge, needing 512,000 XP
Underwater (Elder Dragon Expansion):
Diving:
—Diving: Even entering the parts of the ocean below the shore takes great strength and an intent eye. Train yourself to enter the middle waters safely.
—Escape: Entering lower parts of the water can be dangerous, and it may prove useful to learn some techniques to make a quick escape. Learn to use air bubbles to form a large air bubble around yourself, quickly elevating you towards the surface, or grab onto kelp to quickly swim straight up or down.
—Deep Sea Diving: With training, you can muster the strength to submit yourself to the straining pressure of the deep sea for a short time. Grants an endurance bar while in Deep Sea zones, rather than immediately taking massive damage by entering it. Once the bar is exhausted, you slow down and start taking damage, though less than without any training.
—Respite: While diving in Deep Sea zones, you can use warm water pockets or air bubbles to regain a small amount of endurance. Air pocket entrances are illuminated, even through terrain, where you are able to rest and regain full endurance.
Plants/Quaggan Lore:
—?:Harvest a plant to gain increased vision for a time.
—?: Harvest a plant to gain increased speed for a time.
—?: Learn how to harvest a middle-sea plant(s).
—?: Learn how to harvest a deep-sea plant(s):
—?: Other things.
Maneuvering:
—Currents: Stuff with currents (like Ley Lines for Gliding)
—Escape: (Same as Diving section)
—Respite (Same as Diving section)
—Caverns: There are vast cave networks in the sea, and you can use them to quickly navigate to numerous areas. Enter a point and be taken either to a hub in the cavern, or to a place directly, to travel quickly through a zone. (Basically Nuhoch Wallows)
Mounts:
—Enables you to mount passive creatures that will grant you abilities as you progress in this Mastery line. Speed, other stats, and purpose are dependent on creature. Grants the mount’s 1st skill, and heal & utilities.
—Grants mount’s 2nd skill.
—Grants mount’s 3rd skill.
—Grants mount’s 4th skill; you can now tame and ride hostile mountable creatures by bringing their health to 50% and taming them with a food (“F”); they will become ride-able for 15mins.
—Grants mount’s 5th skill.
—Grants mount’s ultimate skill.
If anyone else has any ideas for future Masteries, feel free to post them. Or post feedback about these.
(edited by Pittcrew.6592)