(edited by Chris.6105)
[suggestion] themed professions
The sort of idea is cool, though I think people would think this too trinity-ish?
[EDIT] Lets ignore the WoT below, short answer, three styles was only an example for the possible numbers of styles. Furthermore, even if the trinity fits well for guardian, itis only an example. There could also very well be three offensive styles.
Maybe for the guardian, but espacially that made him a good example.
My Mesmer for example, I love to play half in melee, illusionary persona and clones on dodge make this a perfect build for me. But at the same time I am bound to the traitlines and furthermore there are other great traits in there but combared to those two… No chance I would actually use them… so it would be great to have them as general effect, but at the same time there should be an alternate.
So lets go over to my "defensive style. I think to differ it, to make the shatters instant with single target would be great. Though many will prefer AoE, this must’nt be less powerfull, to make it even more effective against single target, the shatters should include interrupts (preferable even other shatterskills than trying to alter the actual ones) You most likely know, the mesmer has tons of traits using intrrupts, but the number of interrupts is rather low, especially without a build centered around interrupt skills. After some other professions like war and engi are already great for crowd control, I would loveto see an ccomeback of the good old interruption mesmer. Since skills work different to GW1, 5s or better 10s should be better than a whole recharge and without daze it also shoudn’t be too strong to add “only interrupts”, especially after these would fit also great to some other professions playstyles.
The third idea for my mesmer (I never suggested it to be only three, but I would be already happy, if Anet would decide to give at least one alternate), here “support” does fit well with spammming boons, but the actual idea is to give the mesmer a invisibility playstyle. Torch, glamor, elite, clone, trait. Though the group invisibility is great, I would prefer a more speedy playstyle like the thief with dagger. To make the shortest shatter grant invisibility (only) to you would be a great way for this. (of course something similiar for the thief would be great, after all the great funny playstyle is bound to dagger). Cause the Mesmer shall not be an 2nd thief, he shall also not concentrate on damage in this playstyle. So to replace the shatter attacks with shatter supports would be a great thing, at the same time heal is not limited to this playstyle, so the others are not less effective suporting.
The final idea behind this is to revive the old idea of an unique playstyle. Actually you have three kinds of traits. The ones usefull in general and not creating a real playstyle, the ones useful with certain weapons/skills depending on what you choose and last the ones that create a playstyle through their strong unique effect (like illusionary persona, slight of hand or altruistic healing) or their working together (dodge skills and endurance regeneration, interrupt and daze skills on mesmer, life steal traits on necro, invisibility traits on thief)
The first are most likely useful if you have no fitting traits of the second or third in your build. The second fit great to certain builds making them perfect to be saved and loaded to swap fast. The third ones are great to alter your playstyle but you most likely can’t choose effective fitting traits of the 2nd kind. At least I often have the problem to create builds around either a playstyle unable too buff my choosen skills or to buff my skills leaving me unable to have a effective build with other skills without changing my traitpoints.
So I suggest to give all professions certain playstyles and remove the traits of the 3rd kind or at least limit them to the fitting playstyle. Furthermore the choosen playstyle should be not soo easy to swap like traits before reviving at least a bit the thought of an individual playstyle.
(edited by Chris.6105)
Hmm. Instead of posting an idea without any realistic chance, telling you my problems might be the better idea to let you come up with own suggestions.
- traits bring two attributes with them. Some builds may need a trait in a traitline, that does not fit to your build. Easy example, you are really lazy and want to play an phantasmbuild. This Build shall not use condition damage or shatters to a worthy use of illudsions attributes (shortened shatter recharge and condition damage. At the same time, for really strong phantasms, you should have shortened illusion skill recharge and shortened skill recharge for your phantasms. (Both illusions traits). Furthermore some minor traits also wont fit to your build, like zeals symbols underwater and markmanships first hit extra against long lasting foes without longbow.
I think to give a line with attributs and minor traits supporting each other and with use for any style without the major styles is a nice idea.
- Skill and weapon traits are not bound to certain playstyles. Rangers traps could be very well in an build without weapon swap, high precision, but the traitlines bring these. Or spirits, I like them very well with longbow in a damage build, but nature magic is a defensife/support traitline…
I think to choose the “free to choose” traits independent from traitlines would be a great thing. Also if the traitlines have some major traits, these could be only few fittig well to the attributes and the minor traits.
- combinations of traits… to create a build often means to choose some well fitting traits that demand certain points. Often there are some additional traits, that you want to choose but cannot be choosen cause of no traitpoints left while there are some traitspots empty without interesting choice (you need a master trait but this traitline doesnt bring a adept trait you like)
after the individual playstyles idea did not work out, we can choose freely, but also have to change the whole traitlines… I think to bind your traits to traitlines is completly unneeded. Let us choose complete freely, give a rank and costs to the trait for balancing. For example master traits shall cost more than adept traits, but the costs are individual per trait. So if certain traits are rather weak, you can choose a higher amount of them. Grandmaster traits cost depending on their strength too, but not too much, instead there is a limitation of 2 for grandmaster traits.
(edited by Chris.6105)
OMG, I am back to my suggesting fever followed by WoT-syndromes…
This is still about the idea above (if I start more suggestions, I will post them also here…)
First, keep the actual traitlines to decide you playstyles. The number of major traits is highly reduced, the minor traits are the important choices. To give more freedom, certain minor traits will limit your further choice to give the freedom of traits that not work together.
For example my lovely Mesmer. Beforehand I still wish for an only interrupt meaning skill is interrupted, recharges, maybe additional effect if a skill was interrupted, but no control effects like daze or stun.
Minor traits domination could be adept: make foes vulnerable, if you daze them, master: more damage against inactive foes, grandmaster: diversion hits multiple targets. This works well with the chaos minors: adept: interrupting foes inflicts a random condition on them, master: interrupts grant you a random boon, grandmaster: all your shatters are single target, stronger effect for each shattered illusion (mind wrack damages foe and binterrupts, scream of frustration confuses and blinds, diversion dazes – aoe if with domination grandmaster, distortion knocks foe down. Illusion shatter at their actual position. All other on shatter effects trigger around your target, but only once, therefore illusions are killed instead of shattered for further effects) . Domination and chaos mostly have major traits around interrupts.
Chaos does not work together with inspiration: adept: shattering illlusions grants allies swiftness, master: shattering illusions grants allies vigor, grandmaster: your shatterskills have supporteffect (mind wrack stealths yourself, cry of frustration heals yourself, diversion breaks stun and removes a condition from you). Btw, after distortion lets illusion run to the target without own offensive effect, why not let it remove stealth?
Dueling adept: grants vigor on critical hit, master: Critical hits of illusions inflict bleeding, hrandmaster: mind wrack deals more damage and has increased critical hit chance. Illusions adept: all shatters inflict confusion, master: shatters grant you a boon (mind wrack might, cry of frustration retalitation, diversion fury and distortion stability), grandmaster: illusionary persona.
Major traits here are only general traits like on shatter, on illision death, on critical hit, on interrupt, also around stealth. Traits not thought for combination simply include a info, that they will noy work together.
Additional there are traits chooseable out of traitlines. You can choose four adept, two master and two grandmaster traits. You cannot choose an adept ttait for the mater or grandmaster spot, but there are two grandmaster traiy giving you each one additional adept and one additional master spot. There are colours to better differentiate between effects, one colour for skills, one for weapons, one for dodging, one for…
Dodging on mesmer would for example be adept: gain swiftness after dodging, adept: gain protection after dodging, master: gain aegis after dodging with CD, grandmaster: create an illusion after dodging.
Also the traitlines will give only one attribute now and cannot be changed like you want.
Typical the attributes are precision, healing power, an mechanic-attribute, power and Thoughness. For the Ele I would think decreased techarge for the choosen element (fire recharges faster through fire attunement).
Now the most important question… anyone bored enough to read this WoT
Soo. Some annoying stuff still in action though I wasn’t playing for nearly an year.
Dowened Mechanic
Would be nice to have the normal skillbar like in a form, the selfheal at position 6 and maybe an Elite only for beeing downed? (Revenge with warrior, for Necro a skill to enter Death Shroud or maybe an Elite-Form like Lich-Form for any profession? If last, make it use your downed health and work around that?)
Guardian
To create a build around burning is slightly annoying. A grandmaster trait in Radiance (or in Zeal instead of the +33% damage) to increase the burn Duration of passive Virtue of justice to 2s would be really great. Also a 4th maechanic skill around your weapon (maybe symbols?) like the warrior would be great. BTW, still no symbols underwater…
I would like to see Warhorn, Off-Hand sword, Off-Hand mace on guardian.
Warrior
Why not adding commands working in a similiar way like virtues to the warrior?
I would like to see off-hand pistol (maybe with an alternate auto for ranged attacks) and either no bow or also short bow. Also please add two Handed Axe.
Ranger
More pet Skins please (golden and green Moa for example and I am pretty sure to have seen hammer sharks), also make the pet skill chooseable. I might want to play a black Moa, but I am not interested in the Daze screach, also a Wolf calling a companion would be more my style than a hyena. Of course certain effects like chilling foes should be limited to snow pets for example.
Furthermore some more pets would be interesting, especially crazy ones like the Jackalope. Maybe the Ranger could also get a few skills to summon pets, especially insects.
I would like to see off-hand sword (with the hard to control auto as alternate auto in position 4?), two handed Axe and magicial weapons for pet support (for example stave auto buffs your next pet attack for each use with a max of 5), after all pet is rangers main and ranger is rather nature magic than rifle hunt. I would prefer a torch on thief and no torch on ranger (removing burning from ranger and warrior while adding it with Longbow and torch to thief). Also your pets should always have max. attributes, these could be increased further by your additional attributes through traitponts. After all a 30 beastmaster pet is a lot stronger and this should be in any build the case. The new attribute could be reduced F2 (F3, see below) recharge.
(edited by Chris.6105)
So basically you want WoW specializations on these classes?
I’m down for that. Have a +1.
Pet behavior
I think it would be nice to have a better control for your pet. You shouldn’t be able to completly let it avoid attacks, rather if on guard, it should only stay next to you and reduce attacks on foes that have your aggro. Of course, against ranged foes this shouldn’t be any difference, but so it doesn’t run around and is especially useful if it has ranged attacks or if you fight a foe in mellee.
Also use F1-F4 a bit different. F1 is still “Attack my target”. If you still are targeting this foe, F1 does change to “Return to Me”, if not you can use F1 to change the target and by clicking it twice fast you can again command the return.
The now free F3 skill should be a pet heal. This means no shared heal for both of you anymore. If pet is dead/dowened, F3 is replaced with a fitting rezz. F3 could also include chooseable (pet menu) skills of F2, that are rather supporting like regenerate or Furious Screeach, that also bring the pets heal now.
F2 could also need some love. Commands are only useful if the command itself is needed. Immobilize, fear, daze, these sure could be more useful if not spammed mindless, but most skills would be OK in my eyes, if the pet controls them itself. I think reduce the amount of pet skills and give the pets a fourth skill would be nice. Also, like explained above, I think the pet command should be chooseable in the pet menu, maybe place the ranger shouts also here, after all these are real useful commands and they wortk together, so to give only one (or two with F3) would not too big of a change.
Next I think there should be “general types of pet behavior” (that maybe also be an alternate to Guard/Avoid attacks). The actual downed system for pets is overworked and no additional swap recharge while pet is downed.
One type is the actual type and most typical, but it will die if health is zero. While dead, F2 will be something like vengeance with long recharge and will also recharge F3, which becomes a rezz (similiar to rezzing an ally, but you can rezz from everywhere while moving like a channeling skill, auto revive after leaving battle). The dead pet will stay on the ground even after swapping pets and must be revived.
One type runs back to you after loosing all health. It will slowly revive itself and can still use F2/F3, but will first attack again after reaching 100% health. If swapping, the swap recharges 5s longer for each 25% health missing.
One type is especially designed for pet haters. They have low aggro, they have a great ability to dodge and if health get low, they will vanish for a short time to heal themself. Birds fly away, jellyfish will vanish into the water. Therefore they need near to no rezz, but also have a low attack rate. F2 will bring them back to attack and F3 skills have support, but no selfheal.
Thief
I know, many of you will hate me for this suggestion, but give the thief a pet, especially the last type would be a good way to not interfere too much with the actual way the thief works.
The thief can have only one pet and there are some differences in pet commands fitting to the actual way the thief does work (remove stealth from the ranger and thief pets work more with stealth and shadowstepping than the ranger) F4 will become the “steal” skill, but it will have alternate skills fitting to your weapon (it is not always useful to shadowstep to your foe). Also some pets will steal and replace their F2 skill with the stolen skill (same for ranger with pigs). After there now are two professions with pets, pet gain maybe more love for further updates
I would like to see Greatsword (maybe with sideeffects to make the thief more vulnerable) off-hand sword, longbow (I would like to kind of move war’s bow to thief) and torch (dual wield skills like without off hand)
(edited by Chris.6105)
armor types and equipment “bank”
I think most professions should be able to wear different armor types (not any). For example ele should be only able to wear light, but guardian should be able to wear all three types. The armors attributes should reflect the armor type (instead higher defense heavy has only defensive attributes as main-attribute and light only offensive. After we all now, that offensive stats are far more prefered, the defensive attributes on heavy armor could be higher that the offensive on light armor. Medium could work with multiple attributes, especially also with celestial.
Maybe some will see a problem with the armors looks, but thanks to skins useable for all types (looks most likely like heavy), skinny heavy and medium armor (leahter and metal, you still could think of them as light armor) and outfits, you cannot speak of a certain look for each armortype anymore…
Also we all need a way to store our equipment! I think a special bag would be nice. This equipment bag (additional place through gemstore) has place only for (soulbound) equipment and the menu for this include also the slots for your used equipment.
- You can choose an armortype here. You cannot mix diferent types
- You have up to three rider for different armors/equipment (purchaseable in the gemstore)
- You choose the equipment from your equipment bag, not your normal bag anymore. You pull them into the equipment slots, but that will not remove the equipment out of the bag, so you can use the same items multiple times (especially interesting for weapons, you dont need to buy a weapon twice, if you want to use weapon swap but don’t want to swap actual. Or if you want with war to use the same axe in main- and off-hand.
upgraded equipment
Maybe also the upgrade system should be overworked: Accessoires and such things don’t really need upgrades so far i know (upgrades are included), sigils on weapons are not to useful (while it can be interesting to use different sigils on different working weapons, many builds use the same on both sets) and Runes cannot combined anyway. I think to add a way to play upgrades free and choose them similiar like in PvP would be great. Also maybe three general slots would be better than two bound to a weaponset.
Also maybe you coud reward playing free all upgrades in a way needed to create things for players that want legendaries and similiar stuff…
Tomes as weapons
I think it would be great to add Tomes as weapons. Of course in a weakened version. Beside Guardian, Tomes could be interesting for Ele and maybe Necro I think. Maybe they are Items obtained from guardian Trainers instead beeing added as regular obtainable weapons.
storeable environmental weapons
I think these have a big disadvantage. They have most likely a weak auto and hinder you to use your actual skills. I think it would be great to devide them into two types. One has 5 skills. This one replaces your actual weapon set. Instead of the Weapon swap position, the drop skill is on the right side of your bar. Only certain items that must be dropped work similiar with less skills.
The other has only one Skill. This one will NOT replace your weapons and will not be hold in your hand, but an Mechanic slot: Warrior Burst, Guradian “Burst”, Ranger F2, Thief F2, Engeener ?, Ele, Mesmer and Necro will have it replace their weapons, but they have magical attacks (working similiar for all three, but themed magic) for the empty skill slots, it also is placed in position 5 instead of 1.
If it is placed in an mechani field, it has additional effects depending on itrm type (melee, thrown, consumed), ranger gives a command to its pet (it has a buff for the next attack) and warriors gain a buff depending on adrenaline (boons with different length for consumed items)
Engineer
First I would like to make the Engeener a soldier. I would add maces (both handed) and a hammer to him, they work with magnetic/static/explosion effects. The Pistols auto counts now as explosion.
The Engineer now has weapon swap. Your Engineer Trainer sells you your Kits (Grenades, Bombs, Flame Thrower, Tool Kit), these can be choosen as two-handed weapons. While “F4” depends on your actual choosen weapon, your other skills work still like before with the toolbelt.
Instead of the heal skill, there is also a swap arrow in position 6. You can choose a heal kit in an additional slot in your equipment menu with engeener. By using this again you go back to your actual weapon set, by using your normal weapon swap, you change to your other set, both swaps have own recharges. The Heal Kits are Med-Kit (a cannon like the birthday one, skill 1 shots Bandages, skill 2 drops three around you, skill 3 is the actual heal skill “bandage yourself”, F4 will be Supply crate), Elexir gun (super elixir is replaced with healing mist, which now includes self healing) and Super Kit (includes Elixir H, thrown as F4, AED (as only self heal!), Healing Turret, a Signet and an auto attack with small damage, maybe also an additional all skill types offensive kit?). Hammer and Main-Mace include a heal skill and can therefore only placed in the heal slot, so it is possible to play with three weapon sets without kits. Engineer start now with three kits, Flamethrower on land, med kit as heal, a new flamethrower underwater. Timid Charge is now a F4 Skill and Harpoon gun gains a heal skill and is now placed in the healing weapon set. You can use weapons only if you reached a certain level.
Turrets now will not change their tool belt skill, if installed. The Engeener has signets now, the tool belt skill will be magic attacks fitting to the signet. Mortar works now like any turret with a slightly changed form, but instead of an overcharged skill, u can command your mortar to swap to the manning mode.
Ele
The traits are different now. The traitlines grant you shorter attunement recharge (fire, water and earth, the minor master is now minor adept; air increases Condition Duration and has Fresh Air as minor grandmaster; arcana has as minor adept the effects of the 4 old minor adepts of the other traitlines, the arcana trailtine let the effect linger for 1s for each point)
The Ele has a 2nd weapon set, which is not useable outside of battle. Additional to this, all other professions should get a grandmaster traits, that gives a strong buff to the weapon but will disable you to swap your weapon during combat.
Auras are now an utility trait. Auras have charges (typical 5). The Utility skill gives you 3 Charges and nearby allies 1 Charge, the Trait increases the granted Charges by 2. Chaos Armor (as Aura) is an Elite Armor and there is a Trait that grants you Spectral armor if you rally (poisons foe on hit, if you are not a Necro), Arcane Aura is still an Arcane Skill, but will be effected by Aura traits. There will be a new healing Aura that will be also possible to create with Guardian.
Glyphes cannot be used to create elemantals anymore, but have another effect to make glyphe builds more interesting. The former Aura Skills now create elementals, there is a trait to create elite elementals.
Arcane Blast is far weaker now, but can be used as auto attack (no CD). Arcane Power increases your critical damage (instead of the trait). Transforms to another skill, that fires 5 projetiles and ends the buff.
Tornado is now a Cantrip, the new healing cantrip poisons foes.
Conjured Weapons now replace your actual attunement: If you conjure Flame while in water magic, you have the flame axe instead of your water magic skills. The axe will vanish, if you attune to another element, but if you attune back to water, you again gain the axe. Conjured weapons wield by you have no charges anymore, you have to drop them. Glyph of Elemental Power now additional creates a conjured weapon. Instead of Firestorm, Skill 5 with YOUR OWN Fiery Greatsword conjures a Greatsword for allies (120s CD, AoE-burn, replaced with Fire Storm while recharging). As heal skill, you create a illusionary sword (inspired by the GW1 Skill, not the GW2 Weapons). Unerwater the Elite is a harpoon gun, all other Spears.
Mesmer
You can read my suggestion to the Mesmer above by Themed Professions. Also I would like to have a Mesmer with Weapons able to attack different in Melee and ranged (sword 1 will be like Greatsword 1, if ranged (up to 900), Skill 2 like Wand Skill 3 including distortion, Skill 3 creates a clone behind you instead if in Melee; Wand Skills will be like a magic mace in Melee). Also maybe an off-hand dagger for Mesmer, that has thrown the same effect like Magic Bullet and also a skill to work more with shadow stepping (one spear skill also should include a shadow step, if not in melee rang), therefore Magic bullet has no controleffect and no CD anymore, is an alternate auto, but a bit strong, therfore inflicting vulnerability on yourself.
Shadow steps should be used only by thiefs, guardians, mesmers and air-ele and stealth only by mesmer and thiefs, but i think you should also have enough skills to create a build around these mechanics (shadowsteps work great on Thief through weapons, but stealth for example without off-hand dagger and both stealth and shadowstep underwater could need some love)
Necro
Want a two handed Axe for him, that he holds like a staff wrong around while using Necrotic Gasp. Also I think even Skill 1 with staff should be a symbol. Spectral skills should now be mechanic skills (F3-F4), Also in Death Shroud, you should be able to gain health and your attacks depend on your weapon skills.
I mean I really miss interest in the skills, I dont want to teleport next to the foe (even if I am using daggers, to run to him is often not that bad as alternate), the auto is annoying, only good, if you dont have a ranged weapon equipped, but if you really need a ranged weapon, death shroud is no alternate cause the time limitation. and skill 4/5 are great, but only cause you miss other strong AoE-Skills and worthless if you are not near the foe.
I think it would be far better to add a few other AoE facts and instead of gaining new skills in Death shroud, the weapon skills are only slightly changed. The skills also should recharge together. Therefore I also want an off-hand axe (with AoE-skills fitting to the actual deathshroud skills 4/5)
Necro Minions
Minions are really strong with the right traits, but they steal all your utility skills. I think you should be able to summon minions with your weapons (one type per weapon set, so at least two in each build) and trough other skills. So Enfeevling blood could create the wurm, a symbol jagged horrors (symbols now only with staff), Wail of Doom summons two Bone Minions, focus summons a Bone Fiend and it is replaced with a skill, that comands it while casting spinal shivers.
Two new Corruption skills, One creates a Blood Fiend while Blinding you, the other A flesh Golem while Crippling yourself.
Two new skill types, one is “Black” Magic, it is a skill type without side effects (like Consume Conditions), one creates a Shadow Fiend and the Elite creates an Aaxte, different to flesh minions, these have a limited duration. Also this skill type works around Hallucinations and toxic pollen. The other is “Soul Magic” and uses life Force, if you have no life force left, you will loose health.
Underwater-Weapons
Want Double-Swords with warrior, guardian and Thief, trident with Ranger and harpoon gun with Mesmer.
Forms, Racial Skills and summons
I think rampage should be a third weapon set like with the healing kit for engineer (of course without a third weapen set slot)
Instead of transforming into a plague, i would prefer to create an weaker effect around me while able to attack further with my weapons.
I think it would be nice to give Polymorph different possible forms.
Melandrus Avatar and/or Summon Druid Spirit seems to be a good Ranger Elite skill.
Reaper of Grenth (by other Name) could be a great skill for thief or Necro.
Lich Form could be an Elite-Form you can change too while in Death Shroud. It also has a life Force increasing effect.
A Thieves Guild does not exist, the idea of doppelgangers with the same body like you (only female humans in my case, but also skin, hight, body shape) sounds far better to me. Also i think it would be great, if you can hide between your fellow thiefs through gainig the armor and the title of the summoned thiefs.
charrzooka would make a great engeener kit with Artillery Barrage as toolbelt skill.
Summon Sylvan Hound should be better replaced with another plant pet for ranger (more plant pets needed!)
Racial non elite should be removed or added as new profession skills
While Technobabble is interesting lorewise, the skill is not needed in my eyes, add Radiation field as magic turret to engineer which creates the field as overcharge skill and Pain Inverter/Prayer to Lyssa make great Mesmer-Manipulations. Hidden Pistol and Shrapnel Mine make good gadgets, Roars could be a good concept for “active warrior virtues”.
Racial Elite Human
Avatars would be a nice thing, only changing the form and giving a slight buff. The Avatar recharges 300s and recharges 150s, if casted, you create an additional effect, for balthasar, you summon two dogs. There could be a PvP-Map, where you can gain the Avatar-Form, not depending on the race.
Racial Elite Norn
Transform you in a animal Form, skill 1-5 depends on the form, 6-10 is identical for all. The form has no time limitation, but recharges 240s after entering and after leaving. While in the form, all traits and all equipment is negated (means you may have an alternate form, but it must not be balnced cause there is near to no possible interaction with the actual profession.
Racial Elite Charr
Summon an allie, the skin depends on your personal story, but the skills they use depends only on the summon skill.
Racial Elite Asura
Sumon different, rather weak golems. No time limit. Also sumons a possible golem suit.
Racial Elite Sylvari
Works around roots and plant turrets. Have often some passive effects which create turrets from time to time.
Mechanical creatures
I think there are many other machines than golems. Maybe add a new skilltype for engeeners to create such.
toxic polls and antitoxin
New skilltype useable for all professions. Antitoxin spray is the first. Name the type. Also other function for the spray. If you have no conditions, it works like Prayer to Dwayna.
Also add some effects of toxic to professions. I think toxic polls as new condition, inflicted through another of these general skills and maybe trough ranger (also add Mordrem Wolf as pet <3 ), necro and sylvari racial elite.
Some random suggestions half a year later…
Racial skills, throw them out. Actually there are skills like the asura utilitys that are really useful, but that is even more a reason to recreate them as profession skills. I mean a guardian should not work with confusion or poison. All actual skills beside the norn elite fit to a profession (sylvari to ranger, golems and mechanics to engeener) and dont you think norn forms fit greatly to the new profession, there thry might be worth dome changes to get useful.
Also I think there could be a few nice changes to conditions and boons
- weakness, poison, immobility and stability stack up to 5 stacks, in the case of the first the effect gets stronger with each stack. This to temove some limitations.
- aegis could grant increased healing while active.
- if a stack is full, the oldest stack is replaced an deals half of its damage. For example the first of 25 stacks would deal 100 damage over 4s, it is removed for the new stack and the foe is damaged for 50.
- how about a new boon, that works similar to retalitation, but based on condition damage. And a new boon (or additional effect on existing boons), that lowers condition and daze/stun duration on you and a condition lowering the duration of boons + dealing damage if a boon is temoved before it ends?
- let blind have a 50% miss chance on auto attacks while not ending through auto attacks?
- a new condition that damages your foe each time foe does get a new condition or looses one. The damage from condition damage that does not tick (confusion for example) can hit critical.
- a new condition like burning that is more hexlike and deals doubled damage and deals additional damage, if foe heals himself or gains new boons.
- new boon, that grants you additional damage for the next attacks, replaces certain on-next hit mechanics. New condition that deals additional damage if foe is next hit. Both stack up to 25 and one stacks on hit. The effects can be altered like stealing life or having s 100% crit chance.
- new condition, if foe attacks the next time, he is damaged and the condition ends. Effects can be altered through traits, for example on mesmer the condition last 2s and if it expires without effect, it will damage foe.
New attributes:
- thoughness now has an additional 1% condition reduction for each 100 points
- vitality now heals 1hp for each 25 points.
- healing power now increases the duration of boons and healing from you on othr allys.
- a new attribute increases healing and boonduration from you on yourself.
- condition damage now increases the duration of conditions bound to condition damage.
- power now increases the duration of vulnerability
- a new attribute increases the duration of all other conditions and also status effects.
Four weapon sets. Like in GW1, but after swapping the other 3 recharge 10s. There are now multiple “builds”, actual 2 free + 8 buyable in the gemstore. Each build includes 4 weaponsets, one armorset and the choosen trait (lines) and skills. Swapping only outside of battle possible, gems, outfit and backpack are the same for all builds.
The traitlines have now less but more logical traits. Like the precision line has always the chance to get the endurance boon with first minor, the other two work with dodging and on critical hit (for guadian burning on critical hit and healing on dodge), the other traits now can be choosen independent, sometimes stacked and here you use gour points like on attributes in gw1 (you can spend 5 points on a falling damage effect or on skill recharge reduction, if you choose last, you can spend further 10 points to buff these skills). This enables you to choose the attributes + playstyle and the traits you want independent from each other for a better personal build.
Special case ele. Ele gets his 4 elements at the position of the 4 weaponsets. As new F1-F4 skills he becomes the arcane skills. The utility arcane skills are removed. Arcane skills now reduce your endurance (you can trait against that effect.) The arcane might skill is removed, the arcane projectile skill has no recharge and can be very useful as alternate auto if you have only daggers. Conjured weapons now replace your weaponset and are not limited anymore. For example if you use the axe while summoned to water you gain the axe each time you swap to water. If equipped, the conjure skill is replaced by a aoe skill that places a conjured weapon for your ally. One of the 5 attack skills will destroy theconjured weapon, with the bow the freezing shot.
For the engeener, he can now buy kits and put them in his 4 weaponslots. Kits are removed from utility and heal skills. The actual elites will be switched to long recharging utility (the box is the tool belt skill of the cannon) with long recharge. As new elite skills there are elitekits (charrzooka would be nice), so you can swap between up to 5 kits, if noregular weapon Iis equipped.