Mastery suggestions (put them here)

Mastery suggestions (put them here)

in Guild Wars 2: Heart of Thorns

Posted by: curtegg.5216

curtegg.5216

If new masteries are coming in future patches/expansions I have one that would really be great to add to that list.

Ability to use contested waypoints

Mastery suggestions (put them here)

in Guild Wars 2: Heart of Thorns

Posted by: Ardid.7203

Ardid.7203

“Wanderer” Mastery line:

Balance Training – Your have a wider stable area while moving over narrow surfaces like edges, ropes and branches.
Long Jumper – Your jumps became slightly longer.
High Jumper – Your jumps became slightly higher.
Antiskid Shoes – You can move over steeper surfaces without skidding.
Never Seen Before – You can reach unmarked areas never seen before, where unknown creatures, awe inspiring vistas and forgotten treasures await your visit.

“Only problem with the Engineer is
that it makes every other class in the game boring to play.”
Hawks

Mastery suggestions (put them here)

in Guild Wars 2: Heart of Thorns

Posted by: ElyssaU.5182

ElyssaU.5182

They really should have added more ages ago… I haven’t had any use for exp in a looon time ago despite taking a couple month break.

Anyway,

master gatherer: 10% chance at extra gathering strike

master looter: chance to find chests in the open world (containing two blues and a green, yadda yadda, but I hate that there’s nothing to find unlike in other mmos)

master fisherman: unlocks access to fishing spots

Bonuses to swimspeed would be nice also since underwater content is largely ignored.

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Posted by: MithranArkanere.8957

MithranArkanere.8957

World Surveyor

  • This mastery focus on traveling, exploring the open world and gathering its resources.
  • This mastery would be introduced along changes to gathering and the chest with fixed locations found through the world.
  • Unlike all other masteries, this will be available to owners of the original Guild Wars 2, without requiring HoT, becoming the ‘taste’ of the Mastery System for them to try out. It would still be unavailable to free accounts, though.

The abilities provided by this mastery would be the following ones in no particular order. The track would have 6 masteries. Since there’s 10 abilities, several of the abilities will share masteries.

  • Striding: This ability will be earned spread in 3 masteries, increases speed while out of combat and outside cities by 11% each time, for a total of 33%.
  • Tumbling: Reduces fall damage by 50% in open world areas. Doesn’t stack with other effects that reduce fall damage like gear or traits. It’s basically a replacement to fall damage traits.
  • Arcane Council contacts: Uncontested waypoints within your current open world map cost only 1 silver to use regardless of distance. This discount does not stack with other effects like Guild Waypoint Discounts.
  • Taimi’s Trick: Can use contested waypoints within the current open world map by paying 10 silver. This ability has a 5min cooldown.
  • Steady Swings: Increases gathering speed.
  • Strong Swings: Gather 3 pieces of wood or metal per swing instead 1. Doesn’t affect bonus gatherings.
  • Broad Swings: Spread in two masteries. Gathering skills now gather all nodes in an area around the current node with a single swing. The first mastery gives a 600 unit area. The second 1200.
  • Surveying Scouts: You can now talk with any of the many Scouts found through the world and pay a small coin fee to gain one of several effects that will show in your minimap all nodes of a single type regardless of distance, like metal, wood, plants, and locked nodes (bandit chests, noxious pods, ect). Only one effect can be active at a time.
  • Pirate Cartography. Whenever you use an open world chest found on a fixed location, it will be recorded for the account, and it will appear in the minimap with an icon. The icon reflects the current status of the chest.

Changes to be introduced along this mastery. They will be introduced on the same update, affecting all players wether they have the mastery system or not.

  • Changes to how nodes work.
    • The locations of all nodes will be the same for all maps and all characters every week. The map API will also include these locations.
    • Nodes will also be gathered account-wide, meaning that what one character gathers the rest can’t gather until the node resets.
    • Instead resetting after a few minutes, most nodes would take at least a week to reset.
    • Tier 6 nodes, Rich nodes and node farms will take a month to reset, but daily logins can reduce this time considerably.
    • As nodes take much longer to reset, to compensate they will also produce quite more materials per use.
    • Since extra characters will not be able to gather the same nodes, to compensate there will be a way to use extra characters to boost gathering by performing a certain task with each character and keeping that character. As each character ages, they will be able to perform additional tasks that boost gathering even further. The more characters and the older they are, the more your account can benefit from the rewards of these tasks.
  • New gathering nodes.
    • Thick trees. Wood version of rich nodes. Larger wood nodes found in hidden, recondite or hard to reach places.
    • Lush plants. Thicker versions of plants like Bloomin Passifloras. They have a higher chance to produce more or rarer materials.
    • Cloth Racks: Found within enemy camps of ‘civilized’ factions like Inquest or Bandits.They either do not require a gathering tool, but can’t be harvested until the camp is clear of enemies, or use a new gathering tool: Shears.
      • Heavy cloth Racks. Cloth version of Rich nodes.
    • Stacks of Pelts: Found within enemy camps of ‘tribal’ factions like grawl or sons of svanir. They either do not require a gathering tool, but can’t be harvested until the camp is clear of enemies, or use a new gathering tool: Shears.
      • Bulky Stacks of Pelts. Leather version of Rich nodes.
  • Explorable chests: Instead resetting once a day, chests with fixed locations found in nocks and crannies and at the end of jumping puzzles will reset a week after being opened. And the loot inside will improve with every day. Daily logins will not reduce the time it takes for chests to reset, but after reset daily logins will speed up charge.
    • A simple X: The chest has been used, and it’s resetting.
    • Dark chest icon with a ‘I’: 7 days after the chest was opened. Reseted. Minimum rewards, still better than current rewards.
    • Pale chest icon with a ‘II’: 14 days after the chest was opened (10 with daily logins). Partially charged. bonus rewards.
    • Bright chest icon with a ‘III’: 28 days after the chest was opened (20 with daily logins). Fully charged, max rewards.
  • Chests will also have a much greater reward the first time they are used. This is a one time only thing. Further uses of the chest after reset will not have such good rewards, even fully charged.
  • Jumping puzzles:
    • In addition to the previous changes to their chests, jumping puzzles will get a series of checkpoints through the puzzle. Crossing each one will provide a stacking effect that is lost after leaving the puzzle area or using the final chest (but not disconnecting). Each stack will improve the rewards even further.
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Mastery suggestions (put them here)

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Posted by: moony.5780

moony.5780

here is also an older thread about the same thing

https://forum-en.gw2archive.eu/forum/game/gw2/Collection-of-Mastery-suggestions/first#post6096197

i will copy all ur posts there..bcs i wnat it to be a collection there.

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Posted by: Justine.6351

Justine.6351

Swimming Mastery, because I wanna be like a fish in movement and a frog in underwater combat. Well more than ranger already is!