New mastery's to spend more rank points

New mastery's to spend more rank points

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Posted by: NINJAWARRIOR.2376

NINJAWARRIOR.2376

I did see a list that you can get more than 7k rank points for a title on wiki, but i dont see what we can do with those points because we dont have so many mastery’s in list to spend points on.

I already asked for golem speed mastery.

If any one else have a nice idea for mastery please reply here so we can make a list and maybe they add it.

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Posted by: Ceres.4569

Ceres.4569

Reduced structure upgrade costs

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Posted by: Terrahero.9358

Terrahero.9358

Why not something else to trave wxp points on? Like with skillpoints, that can be exchanged for specific ingredients and such.

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Posted by: Valdemas.4960

Valdemas.4960

There was a datamine a while ago about a mastery that would force release killed enemies. A game changer to wvw as we know it. It would shift the balance in favor of guild raids when facing pug map blobs. No more killing ten enemies just to see 20 rush to resurrect them while the other 50 force the guild to keep moving, slowly chipping away at the guild. God I hope it will be implemented.

Vinita Rush, ZDs Officer

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Posted by: Garrisyl.7402

Garrisyl.7402

Why not something else to trave wxp points on? Like with skillpoints, that can be exchanged for specific ingredients and such.

Because of Account bound Wxp. Make a new character —> spend hundreds of rank points on items —> delete character —> repeat.

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Posted by: Dee Jay.2460

Dee Jay.2460

I’d like a “roamer” skill line.

The top skill would be “any target you finish is forced to respawn”.

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Posted by: kRAVen.4195

kRAVen.4195

Sounds good dee jay but roamers would be better off if Anet made it where you can’t hard res while in battle.

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Posted by: Firebaall.5127

Firebaall.5127

Increased supply capacity. Enough so that the top tier could build a siege piece solo.

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Posted by: Johje Holan.4607

Johje Holan.4607

The only new masteries I want to see are anti-mastery masteries.

E.g. anti-AC mastery: Each rank in anti AC mastery negates the corresponding effect of AC mastery. Anti-treb mastery, etc.

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Posted by: Jeknar.6184

Jeknar.6184

Increased supply capacity. Enough so that the top tier could build a siege piece solo.

Solo build superior trebs? lol

Kawagima / Kelvena Riverstream / Calamis Fatima / Hanna Flintlocke
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
Mërcenaries [Sold] – Ferguson’s Crossing

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Posted by: Orpheal.8263

Orpheal.8263

I made already lots of ideas for that…
We can have maximum Rank 9999 and Anet has still alot of options to give us new masteries.
You also may not forget, that WvW is a long term feature, where they want us that we still have also some kind of progression in that gameplay mode in the next years.

First off, Anet should max all of the existing masteries to 10 tiers and merge some of the more useless masteries together.
Then should anet add more supportive and defensive masteries, as the game is currently lacking alot there, as conquering a place is a ton times easier than to defend a place.

Just a quick list of things that WvW needs:

  • War Honor
  • Golem Control Mastery
  • Trap Mastery
  • Medic Expertise
  • Stronghold Defender
  • Tower Defender
  • Supply Defender
  • Merge of Mercenaries Bane with Guard Killer/Defense agaisnt Guards
  • Merge of Siege Bunker and Siege Might
  • Merge of Supply Mastery and Build Mastery
  • Merge of Supply Capacity and Supply Master

Currently it takes 1315 ranks to max all

We will see also someday 2 new masteries, that are known so far under
Assault Mastery and Reinforcement Mastery

After that Anet should add Class Specific WvW masteries, so give us something finally with that we can improve the roles of the classes inWvW to perform there somethign in a special way that makes a class for certain task as outstanding good, like that thiefs should be perfect for infiltrating enemy strongholds, in sabotaging their siege weapons or doing espionage as scouts. Thats what thieves are perfect build for in WvW as also using them for detecting and destroying traps

Thieves: Infiltration, Espionage, Sabotage, Assassination
Necromancers: Execration, Blood Rituals, Summons, Soul Binds
Warriors: Leadership, Motivation, Infantry, Commands
Guardians: Protection, Support, Blessings, Virtues
Mesmers: Illusions, Deceptions, Hypnosis, Mind Power
Elementalists: Weather Control, Destruction, Element Temples, Avatars
Rangers: Beast Control, Artillery, Long Range Scouting, Trapping
Engineer: Maintaince, Automatic Defenses, Golem Tunings, Biochemics

Just to give you a small taste of what a massive kind of potential just lies behind WvW that is currently unused …

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

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Posted by: Dee Jay.2460

Dee Jay.2460

I really like the idea of class-specific masteries. I’ve always wanted my Thief to have something that allowed him to scale walls or disable enemy siege-weapons.

Engineers could build dangerous turrets, Necromancers could raise fallen allies as zombies and Rangers could lay down elaborate traps.

Come to think of it this concept has great potential.

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Posted by: Gamadorn.2670

Gamadorn.2670

I like the idea and its interesting….but if they are going to spend the time on this….I would think it would be better spent on fixing the grouping and commander system…I don’t want anymore changes until they fix the other big items issues for WvW!!

Dragonbrand
Underwater Operations – [WET]

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Posted by: Straegen.2938

Straegen.2938

I’d like a “roamer” skill line.

The top skill would be “any target you finish is forced to respawn”.

That would actually make for an interesting game mechanic. If you are spiked you cannot be rezzed.

Sarcasm For Hire [SFH]
“Youre lips are movin and youre complaining about something thats wingeing.”

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Posted by: NINJAWARRIOR.2376

NINJAWARRIOR.2376

I also think a mastery like no supply drain will be nice lvl 1 – they cant drain 1 supply etc till max 10, of course this cost allot rank points so not every player can do it fast

And maybe a mastery that allows you to hire extra guards that stays with you lvl 1 one guard , lvl 2 2 guards etc max 5.

And a mastery for those guards to make the guards stronger lvl 1 = 10% etc till max 50%.

I hope you like this idea also.

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

Add another effect to Siege Bunker and Siege Might for starters.

Siege Bunker: (Total cost: 32. Incremental cost: 2/4/6/8/10/12)
-Reduces damage taken while on siege equipment/reduces damage taken to siege equipment while in use
Siege Might: (Total cost: 80. Incremental cost: 5/10/15/20/25/30)
-Increases effective range of siege equipment/increases effective radius of siege equipment

As for new mastery’s, how about;

Golem Master: (Total cost: 75. Incremental cost: 5/10/15/20/25)
-Reduces fall damage taken by 50% while in a siege golem
-Increases movement speed by 15% while in a siege golem
-“Whirling Assault” now adds 4seconds of burning to foes
-“Shield Bubble” lasts an additional 4seconds
-Reduces physical damage taken by 5%

Yak Master (Total cost: 30. Incremental cost: 2/4/6/8/10)
-Reduces damage taken to yaks by 5% while player is within a 1,000 radius
-Increases yak movement speed by 5% while player is within a 1,000 radius
-Reduces damage taken to yaks by 10% while player is within a 1,200 radius
-Increases yak movement speed by 10% while player is within a 1,200 radius
-Yaks will deliver an additional 20 supplies upon reaching their destination

Roamers Defense: (Total cost: 75. Incremental cost: 5/10/15/20/25 )
-2% reduced damage from enemy players while less than 6 allied players are within a 4,000 radius
-4% reduced damage from enemy players while less than 6 allied players are within a 4,200 radius
-6% reduced damage from enemy players while less than 6 allied players are within a 4,400 radius
-8% reduced damage from enemy players while less than 6 allied players are within a 4,600 radius
-10% reduced damage from enemy players while less than 6 allied players are within a 4,800 radius

I feel that golems are powerful enough as it is so I haven’t suggested anything too extreme with golem mastery. Speed has always been a problem with golems but it’s also to give the enemy time to prepare for their arrival. So a 15% increase would still make them slower than a player not piloting a golem.

Yak master couldn’t be anything too extreme. There isn’t much you can do to improve the quality of a yaks life so I feel that reducing damage taken (including condition) as well as increasing their movement speed would make escorting a much less tedious job. Also for the final bonus, yaks deliver 30 supplies from an un-upgraded camp and 70 from an upgraded camp. Delivering either 50 at a time or 90 at a time depending on the status of it’s camp of origin could mean upgrading towers that much faster. Which I would consider very worth the ranks to get.

And finally for roamers defense, I think of it as a “Koda’s Armor” you can bring with you anywhere given you have the ranks to afford it. It wouldn’t make an exceptional difference but I’m certain for a player on the lighter side of defense it would be a much needed boost to survivability.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

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Posted by: SpellOfIniquity.1780

SpellOfIniquity.1780

The only new masteries I want to see are anti-mastery masteries.

E.g. anti-AC mastery: Each rank in anti AC mastery negates the corresponding effect of AC mastery. Anti-treb mastery, etc.

If that were the case I would really hope anti-mastery’s would cost double that of what they were negating. It’d be really unfair to spend 75 ranks in Arrow Cart Mastery for a somewhat new player who has spent all 75 ranks they have and then for another new player to completely defeat those efforts with the same ranks. 150 ranks for said mastery may sound high, but it’d be the only way I’d consider it fair to have in the game.. Otherwise you may as well not have mastery at all.

Necromancer, Ranger, Warrior, Engineer
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma

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Posted by: Loosmaster.8263

Loosmaster.8263

They already have one to take less damage from siege engines.


Tacktical Killers [TK]
We’re looking for players.
PM me here or ING.

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Posted by: Straegen.2938

Straegen.2938

Siege Maintenance mastery that would extend the siege refresh timers for anyone that has it and refreshes siege.

Sarcasm For Hire [SFH]
“Youre lips are movin and youre complaining about something thats wingeing.”

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Posted by: Dasefex.4810

Dasefex.4810

I cant even begin to describe how bad wvw needs a skill to send someone back to spawn or just get rid of down state. I also read the post with code line saying something like this might implemented it would be the first thing i take.

Fishy Joes 80 necro wvw
Digital Sacrifice Guild

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Posted by: Polismassa.6740

Polismassa.6740

I know this might be a wierd and possibly redundant idea, but what about a commander tag line? The first level (maybe 30 points or so) would give you the ability to pop a tag for just your party (not sure what you’d use it for, but i’m really just brainstorming), then there might be a level that allowed you to pop a tag for only your guild, and then the last level would give you the ability to pop a map pin. This would be a way of implementing a system that people have asked for for a long time, within the framework of a system that already exists. Just an idea…

[IX]

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Posted by: Biggusbiggus.5789

Biggusbiggus.5789

I’d like to see Commander mastery. Things like the ability to automatically add 5-10 supply to placed siege. It might help slow those ‘helpful’ individuals who like to throw random siege at gates. Perhaps also the ability to set priority markers for siege building (actually, this should be a general commander ability, along with the ability to ping those with supply to BUILD!).