(edited by Miroe.2054)
New class - reading Patterns
I never played GW1 but from what I know there was a Monk as class, there’s ur mele class my gf would love to kong f.u. monsters xD
(edited by MrCiprian.2091)
I know my friend is hoping they’ll bring back ritualists, except make them a heavy army prof instead of a light armor prof due to “lore reasons” (hopefully more fleshed out than that lol)
As their mother, I have to grant them their wish. – Forever Fyonna
Given the discussions had in the latest CDI on character progression I don’t see them adding a new profession anytime soon. Comments in that CDI seemed to suggest they are more interest in ways we can grow our existing characters and not introducing new ones. Arena Net seemed receptive to a popular idea in that thread of having advanced professions (i.e., professions we pick or choose to advance our current profession into when some goal is achieved). We could still end up seeing advanced profession options like the one you suggest, such as a blademaster (warrior), paladin (guardian), ritualist (necromancer), etc.
This thread probably belongs in the general forum as it is about game mechanics not lore.
If it’s a new class, I’d want a ranged, non-ranged weapon wielder for close counter-acting melee combat, if you know what I mean-possibly an exclusive Spear wielder on land to counter all the bloody Warriors in PvP/WvW! Could be called a Hussar. Later on, an expansion could allow mounts for this Class and a few other ones. Just a thought
I never played GW1 but from what I know there was a Monk as class, there’s ur mele class
my gf would love to kong f.u. monsters xD
Monks were ranged healers – more akin to a real world monk (with added powers) than say a Final Fantasy Monk.
Dark Knight, like an oppisite of a guardian
FlamingFoxx said it all. The only melee monk was Alesia.
FlamingFoxx said it all. The only melee monk was Alesia.
Can we please make a distinction between melee and just standing really close to your enemies doing absolutely nothing. xD
The rotating skill bar reminds me of Chronicles of Spellborn, (R.I.P.). While interesting, it’s not really an equivalent to weapon swapping. The same skills are available to you at all times without any extra cooldown required when you need to access new functionality. If an elementalist could access all their weapon skills without attunement swapping, they would be nigh unstoppable.
Instead of no weapon swap, how about a forced weapon swap? Or at least a heavily encouraged one.
Let’s say the first weapon set gives you “vengeance” themed weapon skills, and the second grants “ancestral” themed skills. Even if you equipped two greatswords, you would still have two completely different skill bars. Some non-weapon skills would link to this system as well.
Now, add a sliding gauge that moves back and forth between vengeance and ancestral power. Using skills of one type will move the gauge the opposite direction. Staying on one weapon set too long would net you diminishing returns while setting up for high power when you switch.
Insert some F1-4 skills that depend on and interact with the position of the gauge, and voila.
(edited by Gulesave.5073)