4 Warriors, 3 Rangers, 3 Mesmers, 2 Engineers, 2 Guardians, and Necro, Thf, Ele
-Beastygate Beast Milk, OG BG Veteran Native
(edited by WhiteAndMilky.2514)
We have some very cool and interesting wvw traits now to choose from. But how about some that are unique to the class I am playing? Since Anet refuses to pool my 16 characters wvw ranks together into one account bound rank, EDIT: Account bound ranks soon!!! make it so there is a reason for me to play certain classes over other ones by giving them a specific wvw role!
Some ideas:
(When I say things like “high cooldown” it means a number of minutes.)
engineer:
- commandeer and convert enemy siege when it hasn’t been operated by an enemy for 30 seconds. High cooldown.
- slowly repair siege, 1 piece of siege can only be repaired by 1 engineer at a time. High cooldown.
- higher tiers of the skill allow you to commandeer higher level pieces of siege, like trebuchets and eventually alphas and omegas.
- upgrade a piece of siege to superior (requires supply, but not as much as creating a new superior piece)
- ability to break down enemy siege into supply that can be picked up
Ranger:
- track enemy movements with your pets.
- additional points expand the range or effect of this
- detect traps, high cooldown
- pets, depending on type, do additional damage to walls, gates, npcs, siege. Example: Bears do more damage to gates, felines do more damage to npcs.
- special skills like sending a bird to blind an enemy siege operator for a short duration. player cannot be blinded again for a certain duration.
thief:
- spiking a player grants specific boons/buffs/effects to nearby allies. Changes depending on what class you spike. (similar to how steal takes unique skills from enemies depending on their class)
- drop a small supply trap when reviving an ally.
- steal has a change to steal (but not really steal, just create) siege blueprints or traps from enemies. (maybe from commanders!)
- require less supply to create traps.
- can have a supply, and stealth trap active at the same time.
elementalist:
- create temporary elemental siege weapons, high cooldown. Fiery rams that ignite gates, arrow carts raining lightning down, etc. Limited by area (example: only 1 ram can be placed on a gate at a time)
- create a large healing spring, 10 second cast time, immobilized while casting. high cooldown
necromancer:
- spike an enemy and create a temporary undead clone of them. Only able to have 1 undead clone at a time.
- temporarily “revive” and create undead npc’s to fight again for a brief moment. NPCs cannot be revived a second time with this skill. Tower/Keep lords and quartermasters/workers cannot be revived.
- while moving through the cloud of a trebuchet cow shot, become a poison “host” for a short duration, and spread it to more enemies in a small radius.
mesmer:
- create clones of allies, can only have 1 ally clone up at a time.
- create illusionary distractions, like a wall that makes the area appear to have no one in it. (think like a 2-way mirror) short duration, high cooldown.
guardian:
- Revive an ally faster, has an internal cooldown.
- Elite skill “Heal Area” heals downed players.
warrior:
- carry additional supply and grant it to teammates. Supply visible on warriors back so teammates know when a warrior has supply to share.
- deal additional damage to enemy siege with melee weapons
- ability to carry a banner buff on your back, either one from the warrior utilities, or something like magic find, hero’s, etc. SAMURAI!
Some of these may seem silly to you, so help me come up with some more ideas! I’m just coming up with these on the spot.
(edited by WhiteAndMilky.2514)
Love these ideas, before I even played I assumed the engineer would be able to do that kind of stuff with siege – I was disappointed to find out that wasn’t the case.
Class specific enhancements to the WvW structures would be great.
This looks awesome to me. My only fear would be that in a zerg setting, some of these skills might be “spammable” (perma-invisible zergs) – yet that could be countered by high cooldowns, I suppose (30min; eg.).
On a more practical note, where would these skills be located in the UI? Would they be “consumables” in the inventory? A weapon “bundle” which temporarily replaces our current skills? Food for thought.
This looks awesome to me. My only fear would be that in a zerg setting, some of these skills might be “spammable” (perma-invisible zergs) – yet that could be countered by high cooldowns, I suppose (30min; eg.).
On a more practical note, where would these skills be located in the UI? Would they be “consumables” in the inventory? A weapon “bundle” which temporarily replaces our current skills? Food for thought.
Yeah, the cooldowns would be the easiest way to limit them. Also if there could be a way to limit how many of them can be used within a certain area.
I did think of the UI, and the first thing I thought of, and it seemed temporary… but yes, create an item that maybe slots into your inventory bag and you click “use” on the item. It could bring up a skill bar menu similar to things like the dance book, and depending on what you had unlocked, you could choose from different options.
Obviously some traits wouldn’t need an activation, like healing downed players faster.
These are some great ideas! Would make the engineer a more appreciated class in WvW!
Going to re-visit this soon hopefully and add some more ideas. Glad to see anet is finally making ranks account bound!
(edited by WhiteAndMilky.2514)
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