What New Profession would you design?
Bard/Songmage type class. Medium or Light armor caster.
Weapon sets:
Sword/Sword: Melee “dancing” style attacks. Cleaves, conditions and evades
Scepter/Focus: Ranged magic AoE, slow but high damage. Thematically, using the scepter/focus to force specific lyrics/phrases in the song to have effects.
Dagger/Dagger: Ranged single-target attacks (throwing daggers); bouncing, conditions. Lots of spinning in attack animations.
Staff: Melee sweeping attacks; low damage, crowd control (knockdowns and blowouts), full circular PBAoE
Either Longbow or Shortbow: AoE ranged conditions
Spear and Trident for underwater (melee/ranged respectively; spear functioning similar to Staff on land, Trident as a faster-but-weaker version of scepter/focus. One of the two should be viable with a conditions build, both should be viable with power)
Unique class mechanic: Singing
The character gathers magical power over time by chanting an incantation (singing). The character constantly pulses an effect every few seconds which is changed by F1, F2 and F3; F1 grants random boons to allies, F2 heals allies, F3 grants random non-damaging conditions to nearby enemies. While singing, the character gains energy (call this Rhythm for now) which increases the effects of skills. F4 expends all rhythm for a high power attack.
Players near the character (and the character itself) get a small UI popup that shows a rhythm meter; when a player attacks/activates a skill in time with the beat, the bard receives bonus Rhythm, while the player that triggers it receives slightly higher benefits on the next pulse of the song. Conversely, the bard character loses some Rhythm if they take damage from monsters.
Utility sets can include signets, instant-cast skills themed as words of power (possibly trigger shout runes), dance moves (effects like evades, stability, and stunbreaks), summoned instruments (provide bonus rhythm when they attack, or possibly can be wielded by other players like conjured weapons to form a band) and… well, I can’t think of a 5th set for now. Maybe instrumental solo’s with a long channelled effect.
Generic themes across all utility/healing/elite skills could include scaling skill effects based on Rhythm, increasing/consuming it and changing the flow of the rhythm meter (faster/more beats or less beats but a larger window for players to time them to). Party-wide boons should be plentiful.
Trait lines can include one line themed on each type of song (F1 through F4); 5th line can be based on Rhythm. Unique profession stat would either increase the rate rhythm increases at or increases the cap on how much can be stored (and hence the maximum output of skills it affects). Traits can do things like modifying the frequency of pulses from F1 through F3, adding conditions to F4, and de-randomising the boons and conditions F1 and F3 provide, as well as granting more benefits to players that hit beats (e.g. healing line: Heal allies whenever they hit a beat).
I… thought this through maybe too much.
A working Engineer class would be amazing.
A working Engineer class would be amazing.
Ah yes, an Engineer thats an Engineer. Also a Necromancer thats a Necromancer would be nice too.
A working Engineer class would be amazing.
Ah yes, an Engineer thats an Engineer. Also a Necromancer thats a Necromancer would be nice too.
Ironically the only 2 classes i have at 80
I can live with many things in gw, from no endgame to fixed servers, thou servers are a pain being unable to jump from us to eu at will etc.
To many friends have returned to wow with regards to no endgame in gw2.
I can live with this, but being without my rit makes me sad, its the one thing i loved about gw1, i adore the class and its play style, unfortunately if no rit in next expansion ill join others and go back wow.
You did think that through quite thoroughly, Dingle! It sounds like a fantastic idea! I wish I could send some of these ideas straight to the devs at ANet.
I’d like to see some race specific classes, something to give each race more flavor and interest me in playing races I’d otherwise never touch.
Norn – Havroun, call upon the spirits of the wild to aid friends and smite foes
Human – Dervish (this class was always based heavily on human gods)
Asura – Some sort of magitek seems appropriate.
Sylvari – Druid-like, maybe called Naturalist to seem slightly more original (though this idea might overlap with Ranger too much.)
Charr – This one’s more difficult, there’s already the Warrior and Engineer, both of which already fit Charr perfectly.
So this isn’t completely thought out, the main hands need work, but I think the concept could have promise, and add some variety in combat, especially PVP (Might be overtuned, but meh, this is all a thought exercise anyway!).
I think a rather fun class would be a Psion. They would ignore the body of their victim, or their own for that matter, and focus on the concept of mind over matter. Thus their attacks deal only with the incorporeal, and ignore all armor values, inflicting damage on the body through the mind.
Weapons:
MH:
Dagger: Melee range, ignores armor. Has lower damage than most melee, but slices small amounts of time off boons on their enemies, shortening the duration.
Sword: Melee range, ignores armor. Has lower damage than most melee, but inflicts short stacking Agony upon their victims.
Scepter: 600 range, ignores armor. Standard ranged damage, but it can inflict random conditions on their foes, or random boons.
OH:
Focus only: The focus is the source of a Psion’s mental capacity, and has two abilities.
The first strips all boons from an enemy, and blocks the enemy from gaining each boon type for the intended duration of each boon.
The second strips all conditions from a Psion, and blocks the applications of each condition for the intended duration of each condition.
2H
Staff: The staff is a supreme focus for the Psion’s power, and thus is extremely versatile.
S1: This attack is either 1200 range, or Melee if within striking distance, and ignores armor. At range the staff inflicts Confusion and short bursts of Agony upon their victims, causing them to writhe in pain with each movement, but deals no direct damage. Within melee, the staff causes Crippling visions upon their target, and average direct damage as the mind of their victim is slowly peeled away.
S2: The Psion lies down a vision if intense fear, causing any enemies that get within five yards of it to flee for two seconds. This vision lasts for ten seconds, but each victim becomes immune to the fear after a total of four seconds of fear.
S3: The Psion cages their victim in a prison of their own making, inflicting damage and conditions of them which mirror their own weapons of war. Lasting five seconds, the inflicted suffer random attacks from whatever weapons they are currently wielding, but are immune to any outside damage.
S4: The Psion slams their staff deep within the earth, and brings it to life. A Pillar of shoots up from the earth and carries the Psion above the raging swords of battle for six seconds, allowing them time to collect their thoughts, or unleash hell upon their targets.
S5: The Psion focuses his deepest woes upon the staff, bringing forth dire visions of battles they have endured, blocking out all pain and damage as they unleash a torrent of misery upon their closest enemies. This torrent Cripples, Chills, and Confuses their enemies, and even freezes solid those unwise or unlucky enough to get caught in the full ten second duration.
Utilities would include self buffs, heals in the form of pain mitigation, and the ability to block specific conditions for a very short period of time.
One of their 30pt Elites would be:
Parasitic Invasion: 1200 range. The Psion launches a psychic attack upon their victim, overruling their wishes, and taking control of their enemy. For eight seconds (ten traited) the Psion is vulnerably rooted to their spot, but their target becomes controlled and all of their abilities open to the Psions use as they see fit. Suddenly, in the heat of battle, a comrade in arms turns upon their brethren, and they must decide to put them down, or wait out the onslaught. If an Invaded character is downed when they are infested, they immediately die.
I would like a class that is using his own life-force (aka hp) to activate skills and do damage. The skills then need to heal the class itself under certain circumstances. For example: Skill inflicts damage by hitting someone with a hammer. Activating the skill will cost hp, but the activation will cause something to drop of from the enemy (for example a blood splash) which can than be collected to heal again. So, you can decide to run after the enemy hitting him pretty hard, but you’ll loose hp each time you hit, or you can stay and rest at full hp. Perhaps designing the whole class around controlling blood? (not too close to vampires thought).
Don’t know if something would be possible in the actual combat system, but would be nice =)
A dark knight sort of class would be nice, too. Perhaps with powers to enchant his weapons with dark magic? ^^
(edited by anonim.5932)
I’d like to see them bring back Cantha, with a Samurai profession. Main weapon could be a 2 handed great katana with a powerful 1 hit F1 that powered up as you hit people with your auto attack, and maybe some samurai themed heavy armor. Would be awesome! Maybe could have ninja as a medium, stealth and evasion based profession with shadow tanking and dual single handed katanas.
The magician with built in magic find lolz
Defiler Knight: necor/warrior mix.
Bowmage no other words need to be said.
Gunslinger: we already got pirates in game why not gunslingers. Pistol/rifle baws.
Paldin: you better not affiliate this with guardian…
Spirit summoner/druid
Rune Master-
A class that could have 3 utilities “Damage Rune” “Defense rune” "Condition/Inflict rune)
This caster would be interesting as it could have multiple builds
Weapons:
Focus
Staff
Shield
Wand
Example skills: Rune of Entropy Rune of Fire Rune of Protection
dancer
songster
acrobat
clown
alchemist
chaos knight
kungfu master
brawler
gladiator
summoner
rider
gunner
medic
priestess
holy mage
(edited by Grounder.7381)
it’s really hard to find unqiue stuff that isnt already at least in a similar manner in the game.
shapeshifting —> necro’s DS, engi-weaponkits
kitten —> too similar to thief
edit: i meant Assassin…
fighter/mage —> guardian
holy mage —> guardian
sniper —> we have ranger and thief. fix ranger’s longbow or give thief a rifle and voila! you have a sniper.
dervish/melee-boonkitten —> (dagger)-elementalist, guardian
chronomancer —> would probably turn out as some sort of subtle squishy fighter with lots of tricks, utility and disables and therefor too similar to mesmer.
any sort of dark knight/mage with blood magic and conditions —> necro
bard —> you find aspects of it in thief and guardian, mesmer too. but it could still fit pretty well into the game imo
but if i had to choose, i’d want the dervish. it’s like a very original, way cooler and less faggy version of the typical guardian/paladin-like classes you see in most RPGs. I really loved my dervish in GW1, even if she looked more like a kittenty red riding hood instead of a religious wanderer/hermit
Gunnar’s Hold
(edited by RashanDale.3609)
Ritual Knight.
New form of the ritualist, like how guardian is similar to monk.
Would love the addition of lances as a main hand weapon.
Just came up with it to fit the “dark theme” for heavy armor. Could use the old weapons skills like Splintering Weapon, or Cleansing Weapon, summon spirits, urns, wails. (Shouts that cause conditions or debuff enemies?)
Main hand: lance, sword, sceptor
Offhand: shield, sword, dagger
Two hand: staff, long bow, great sword
I’ve been (over) thinking my response for about three and a half weeks. Here it is:
Summoner
The casting time for summons are extremely long. Yet if a summon dies in battle, the summoner has defensive spells he can cast before initiating another summon. These spells prevent him from taking too much damage. Stone Prison, Tortoise Shell, or Copper Form. The Summoner is offensively reliant on his summons and can have an increasing amount of help out at a time.
Can be spec’d towards three totems of summoning: Primal (animals): (storm crow, timber wolf, jungle boar, grizzly bear, dire rattlesnake, black panther, armed spider monkey), Shadow (necromancy: uses corpse to raise): (skeletal soldier, shadow (ranged spirit with stealth), mummified mage, undead pirate [pistol & rapier), spectral knight, demon sorcerer, skeletal dragon), Fey: brownie (small Halfling like humanoid with charm ability, sword and shield), faerie bard(rogue like character with stealth and poisonous ranged attack, and strong charm), living tree (treant character with stun and knockback), faerie swarm sorcerer (many faeiries form a group and combine to be an mage like humanoid figure with ranged abilities), faerie dragon (smaller dragon-like aberration), Wood Elf Priestess (healer), Wild Elf Seer (druid like character will shape-shifting abilities and ranged AoE).
GOLEMANCER!!!
There could be such a cool LS behind it too, Golemancy and Necromancy have already been hinted at as rivaling factions. Imagine a new LS where the centuries of cold war between them come to a head as the largest Necromancy and Golemancy guilds declare war on each other. Your choice as the player is to support one side or the other and fight for its victory, being a champion, and at certain points the voice of reason that knows the difference between war and genocide.
(edited by Conncept.7638)
here is my randomness
+1 heavy class – Paragon – spear or sword (melee) and shield
As it stands the paragon would be easily replicated with the warrior or guardian once (if) spear is ever added as a land weapon. They aren’t really unique enough mechanically from what already exists.