Gates Of Madness
Jewelcrafting to 500!
(edited by Gobble D Goop.4081)
i will list the ability followed by the rank, description, and WvW ability point cost in ()
Supply Depositer (not sure about this name)
1. Allows you to deposit supply into a tower (15 pts)
2. Allows you to deposit supply into a keep (20 pts)
3. Allows you to deposit supply into SM (25 pts)
4. Adds a 5% chance to double the supplies you deposit into a tower/keep/SM (30 pts)
Total: 90 Ability points
There should probably be a 1 minute cooldown on the supply deposit so as not to allow for abuse. Probably should have a 30 minute cooldown on ability 4. This could probably give 1 WXP per supply deposited.
Siege Mastery
1. Unbuilt siege you deploy will last 50% longer (decay timer will be higher only for unbuilt siege) (5 pts)
2. Your range for deploying siege is increased by 200 (10 pts)
3. Siege you deploy costs 5 less supply to build (35 pts)
4. Siege you deploy takes 10% less damage (40 pts)
5. Siege you deploy has a 20% chance to ignore a siege disabler (50 pts)
Total: 140 Ability points
Upgrade Mastery
1. Upgrades you order cost 10% less Karma (10 pts)
2. Upgrades you order cost 15% less coins (15 pts)
3. Upgrades you order cost 5% less supply (30 pts)
4. Upgrades you order complete 5% faster (45 pts)
Total: 100 Ability points
Supply Depositer is just something that i thought would be interesting. It wont break the game any since yaks will still be somewhat more efficient, but you dont lose your supply when you die. This will be a fairly helpful ability for defending. The cooldowns should prevent people from removing supply only to redeposit it for WXP gain (even if they do, there are MUCH better ways to farm WXP- at 12 per minute you would only get 720 per hour. You can take a camp for 200 in about 2 minutes)
Siege Mastery is a commander buff. Basicly it will help commanders with deploying siege even when there are only a few people to build it.
Upgrade Mastery is another defensive boost. There are several topics on here about the relatively high cost of upgrading things (WvW defenders are generally poor/broke). I know the karma is fairly useless since only like 2 upgrades require karma, but it should help some.
There are currently 8610 Ability points that remain unassigned at 10k rank (max for points) so this shouldnt break the bank or anything. I believe that these abilities will improve the gameplay for defenders, but it could improve some for commanders as well.
Credit to Crius.5487 for the italisized section
(edited by Gobble D Goop.4081)
Those are some pretty good ideas. Perhaps for Siege Mastery though add an ability where deployed siege is less affected by siege disablers and/or deployed siege takes a reduction in damage.
However, for Supply Depositor to be fair supply between WvW and EotM would need to be instanced. Otherwise, you can just keep ferrying people between EotM and your keep to rebuild supply without needing camps and escorting yaks in.
The community has a tonne of great ideas, these have also been acknowledged by the devs. However, saying these are great and actually going into development are two wholly different things!
i like both of those suggestions to siege mastery, so i added those in as well. The EOTM ferrying did not occur to me for the supply depositer. A que would prevent that (but that is rare below the higher tiers). Instanced supply would prevent it and also the fact that some can carry supply from EOTM and BL/EB. They could change the type of supply for EOTM, thus rendering it unusable in BL/EB.
Thank you for the input
Add in a mastery for the decay timer itself… Siege Fluffer maybe. I would gladly pour points into that mastery so I don’t have to fluff siege as frequently.
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