What I would like to see in a new profession:
That’s pretty similar to Necro with an updated staff skill set honestly. What you are describing are essentially magic based traps, and thats pretty good description of Necro’s marks already. Plus Necro can summon minions. Really biggest difference is that Necro doesn’t have any marks that summon minions, and he doesn’t use his staff physically.
Agree with OriOri, this is more or less a necromancer
Oh, and necro did have that one mark skill that summon minions, its from the Lich Form skill number 4 (Mark of Horror)
https://wiki.guildwars2.com/wiki/Mark_of_Horror
And yet, I think a new “permanent” summoning profession that are not based on undead is nice (If only mesmer illusion were permanent and can follow us around)
* Event Timer (including HoT Meta), Daily, WvW, Pact Supply, Account. Trading Post, etc:
* Google Playstore Link
We don’t need another profession, d###it. We need more skills.
No, I’m not gonna shut up about this.
We don’t need another profession, d###it. We need more skills.
No, I’m not gonna shut up about this.
We have plenty of skills and traits that don’t even get used. They should be making those good enough to justify taking them.
As for a rune-scriber/etc, that would easily be done through an elite spec. That’s how GW2 is set to develop its new roles, building on the base mechanics of another class.
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
We have plenty of skills and traits that don’t even get used. They should be making those good enough to justify taking them.
But that’s an issue of balance. Not of new content.
I wrote up an elite spec idea for elementalist recently that shares some of these ideas (minus the pets). I called it “Spell Forge” and it used two-handed hammer as a ranged casting weapon with a “spell-smithing” kind of theme. It focused on control and condi application in a sort of mirror of staff. Each #2 skill was an attunement associated mark (like necro marks).
The utility skills were something I called seals. The mechanic for seals went like this:
- Lock a spell behind a magical seal, allowing it to build in power. Would have some kind of visual marker associated with it to notify players and opponents of its location and the identity of the specific seal.
- After casting a seal a sequence skill becomes available to remove the seal and release the built up spell.
- The sequence skill can be activated immediatly for a diminished effect, but after every increment of 3 seconds the power of the spell would increase and layer an additional effect over the first with an even greater radius for the new effect. Increments max out at twice, so after 6 seconds of gestation the spell reaches maximum effectiveness but can still be held off on activation.
Here is an example:
Seal of Flame – (0.5 sec cast, 20 sec cd) Lock a spell of fire magic behind a seal to later be released.
Sequence 1 (Immediately available): Break the Seal – (0.25 sec cast) Unleash your spell to create a lingering area of flames that damages foes (Fire field, 3 sec duration, 360 radius).
Sequence 2 (Available after 3 sec): Break the Seal – (0.25 sec cast) Unleash your spell to create a lingering area of flames that damages foes (Fire field, 3 sec duration, 360 radius). Create a blast of energy that damages nearby foes (Blast finisher, 600 radius damage application).
Sequence 3 (Available after 6 sec): Break the Seal – (0.25 sec cast) Unleash your spell to create a lingering area of flames that damages foes (Fire field, 3 sec duration, 360 radius). Create a blast of energy that damages nearby foes (Blast finisher, 600 radius damage application range). Unleash a devestating wave of flame to burn all foes in a large area (Applies multiple burn stacks, 1200 radius application range).
F5 was a new profession mechanic that consumed “Arcane Flux”, temporarily locked you into an attunement, and replaced attunements with a set of low cd arcane themed skills that provided defense, utility, or enhancement buffs for your other skills.
Not quite the same, but like others have said it could certainly be executed through an elite specialization. Thanks for sharing!
We have plenty of skills and traits that don’t even get used. They should be making those good enough to justify taking them.
But that’s an issue of balance. Not of new content.
But what good is it to add new skills when the old ones aren’t balanced? Things would teeter out of control, and it’s very likely that any new skills you add will be OP briefly then get nerfed into oblivion so that the old-but-popular skills stay on top again.
“I’m finding companies should sell access to forums,
it seems many like them better than the games they comment on.” -Horrorscope.7632
Personally I miss the Spirit Spammer of GW1, the Ritualist. I loved playing those, though my first love is the Ranger