New WvW mastery ideas - discuss!

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Posted by: Bubi.7942

Bubi.7942

Hey!

I’m pretty sure this has been discussed before, but with the forum search function still broken I cant really dig up similar threads, so here are a few of my ideas. Some of them may seem extreme a bit, but feel free to discuss them.

New WvW ability ideas:

1. Supply carrier mastery – 5 levels at max, every level for 20 ability points, all levels do the same thing:

- You can place 1 supply in keeps, towers, SM for every 2 supply you have (So at max level you can carry 5 supplies to a tower/keep for 10 supplies)

2. Engineering/thieving mastery – 5 levels – every level for around 15 points

lv1 [NEW] – You now have a chance of gaining 1 supply on stomp kills (only works if you were the one who finished it)
lv2 [NEW] – You can no dismantle siege you (and only you) placed – you get a fixed amount of 5 supplies back
lv3 – You can now take 1 supply from enemy supply stacks (supply huts) with a 1 min cooldown
lv4 – You can now convert enemy rams and arrow carts to your side after 20 secs of uninterrupdetd channeling
lv5 – You can now take 2 supply from enemy supply stacks (supply huts) with a 1 min cooldown
lv6 – You can now convert any enemy siege

Just imagine, all those left behind rams and golems…

3. Golem mastery – Self explainatory really so I won’t bother

4. Defence mastery – 6 levels

lv1 – (5 points) you build Burning oil, Mortars, and Cannons faster
lv2 – (10 points) while moving inside a keep/tower you run 10% faster
lv3 – (15 points) gain 3 stacks of might, when a friendly NPC dies near you
lv4 – (15 points) while near a lord you gain the commander’s presence buff
lv5 – (25 points) 10% cooldown on all siege that are inside a friendly keep/tower
lv6 – (50 point) You can now help the workers upgrade the tower/keep but you can only use 10 supps at the time with a 5 min cooldown

5. Capture mastery – 5 levels

lv1 – (5 points) you capture ruins 20% faster
lv2 – (10 points) gain 30 sec swiftness after you captured an objective
lv3 – (15 points) you gain 10% more armor while capturing
lv4 – (20 points) conditions you gain last 10% shorter while you are capturing
lv5 – (25 points) anyone with this skill neglects 1 of the enemies inside the capture circle while there are fewer enemies in the circle then allies

6. Dolyak escorter mastery from RashanDale plus my lv6 slapped on

lvl1: the player gets an aura that gives nearby dolyaks 10% damage reduction. can stack up to 80%
lvl2: dmg reduction raised to 15%. dolyak and guards have retaliation
lvl3: you can slap the dolyak to give it a short 50% MS-boost
lvl4: dmg reduction increased to 20% (still can stack up to 80% )
lvl5: if a dolyak reaches an allied structure while under the effect of the aura, it delivers 5 additional supply
BONUS LEVEL (optional) lvl6 – You can now get on a Dolyak. While riding a Dolyak, it has 10% incresaed move speed that stacks with any other speedbuffs, and you gain new abilities.

(A 2000 range circle would pop up, that continues on the dollies path, that you cannot leave, or the dollie kicks you off and goes back to it’s regular path)

Dollie abilities:

1. Urgency – Speed buff – +25% move speed for 5 seconds
2. Ram – small AoE Blowout
3. Cry of the dolyak – The dolyak let’s out a cry of pain filling nearby allies heart with fury, 3 stacks of might, and aegis
4. Roar of the dolyak – Grants allied Stabilty, and Fear to the enemy
5. De-mount – Get off the dolyak

7. Executioner (mastery)

This would have 9+1 levels, each level doing something against downed people.

lvl1 – (1 point) you gain 1% increased damage against downed enemies
lvl2 – (2 points) you gain 2% damage (total) against downed enemies
lvl3 – (3 points) you gain 3% damage (total) against downed enemies
lvl4 – (4 points) you gain 4% damage (total) against downed enemies
lvl5 – (5 points) you gain 5% damage (total) against downed enemies
lvl6 – (10 points) you now finish off (stomp) enemies 10% faster
lvl7 – (10 points) for each downed enemy near you (1000 range) you gain +5 to all your stats
lvl8 – (15 points) you gain 10% damage (total) against downed enemies
lvl9 – (20 points) for every enemy dying near you you heal 1% (or maybe even 2%) of you maximum health
BONUS LEVEL (optional): lvl10 – (25 points) – enemies that you are currently finishing off (stomping) cannot rally

8. Scout mastery

5 levels in total, all for 10 points (doesn’t work against stealthed enemies)

lvl1 – Your minimap now displays 1 enemy (with a red dot) if he is whithin 400 range of you
lvl2 -Your minimap now displays 2 enemies (with a red dot) if they are whithin 800 range of you
lvl3 – Your minimap now displays 3 enemies (with a red dot) if they are whithin 1200 range of you
lvl4 – Your minimap now displays 4 enemies (with a red dot) if they are whithin 1600 range of you
lvl5 – Your minimap now displays 5 enemies (with a red dot) if they are whithin 2000 range of you

(edited by Bubi.7942)

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Posted by: Offair.2563

Offair.2563

Dolyak mastery, like give it armor + more toughness when u escort 1, they die to easily

Big Babou, Ranger for life.
Madness Rises [Rise] – Banners Hold.
Don’t argue with idiots, they pull you down their level and own you with experience.

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Posted by: Keiel.7489

Keiel.7489

I’d like to see it revamped and you actually have to make choices, not just have everything. One easy example is to chose between Guard Defense or Guard Leech. Even allowing you to gove up each branch until “Mastery” is reached would be better than having everything, there is no decision to be had atm aside from grind out as much rank as possible to get everything.

[DONE]

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Posted by: rhodoc.2381

rhodoc.2381

inb4 party mastery.

[VcY] Velocity – Gargamell

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Posted by: rhapsody.3615

rhapsody.3615

Iron hide on defensive siege, and a mastery ability that repairs defensive siege while in use. This would solve the aoe on walls that some people are complaining about.

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Posted by: RashanDale.3609

RashanDale.3609

lv4 – (20 points) conditions you gain last 10% shorter while you are capturing

enough with the condi-hate already! >.>

im also not a fan of this:

lv1 – On player kill you have a chance to gain 1 supply

getting a valuable ressource by just blobbing around seems wrong. especially when it’s already on rank1 of the line.

Dolyak mastery, like give it armor + more toughness when u escort 1, they die to easily

how about this:
lvl1: the player gets an aura that gives nearby dolyaks 10% damage reduction. can stack up to 80%
lvl2: dmg reduction raised to 15%. dolyak and guards have retaliation
lvl3: you can slap the dolyak to give it a short 50% MS-boost
lvl4: dmg reduction increased to 20% (still can stack up to 80% )
lvl5: if a dolyak reaches an allied structure while under the effect of the aura, it delivers 5 additional supply

i’d also prefer it if you have to make choices tho.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
Gunnar’s Hold

(edited by RashanDale.3609)

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Posted by: Khisanth.2948

Khisanth.2948

Dolayak slayer – dolyaks fear you so they run faster when you are nearby but you do extra damage to them

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

I could never understand why we couldn’t use enemy siege, They should add an option for allies to dismantle their own siege and regain say 75% of the supply used while any that aren’t dismantled the enemy can use…

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Posted by: Khisanth.2948

Khisanth.2948

I could never understand why we couldn’t use enemy siege, They should add an option for allies to dismantle their own siege and regain say 75% of the supply used while any that aren’t dismantled the enemy can use…

Probably the same reason everything gets fully repaired as soon as it gets flipped.

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Posted by: Bubi.7942

Bubi.7942

lv4 – (20 points) conditions you gain last 10% shorter while you are capturing

enough with the condi-hate already! >.>

im also not a fan of this:

lv1 – On player kill you have a chance to gain 1 supply

getting a valuable ressource by just blobbing around seems wrong. especially when it’s already on rank1 of the line.

Dolyak mastery, like give it armor + more toughness when u escort 1, they die to easily

how about this:
lvl1: the player gets an aura that gives nearby dolyaks 10% damage reduction. can stack up to 80%
lvl2: dmg reduction raised to 15%. dolyak and guards have retaliation
lvl3: you can slap the dolyak to give it a short 50% MS-boost
lvl4: dmg reduction increased to 20% (still can stack up to 80% )
lvl5: if a dolyak reaches an allied structure while under the effect of the aura, it delivers 5 additional supply

i’d also prefer it if you have to make choices tho.

Yeah true, I was thinking of it as an anti zerg thing, but it’s actually pro-zerg now that you mentiont it. Maybe if it was higher tier + you could only take supps from guys if they had any.

Also, I know I’m gonna get flak for this, and from now on, everything I say cannot be trusted but!

What if Dollie mastery did the following too:

lv6 – You can now get on a Dolyak. While riding a Dolyak, it has 10% incresaed move speed that stacks with any other speedbuffs, and you gain new abilities.

(A 2000 range circle would pop up, that continues on the dollies path, that you cannot leave, or the dollie kicks you off and goes back to it’s regular path)

Dollie abilities:

1. Urgency – Speed buff – +25% move speed for 5 seconds
2. Ram – small AoE Blowout
3. Cry of the dolyak – The dolyak let’s out a cry of pain filling nearby allies heart with fury, 3 stacks of might, and aegis
4. Roar of the dolyak – Grants allied Stabilty, and Fear to the enemy
5. De-mount – Get off the dolyak

Would be cool + daily mount threads in Suggestion solved.

Feel free to bash me

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Posted by: kymaera.4739

kymaera.4739

1. The supply carrier one sounds interesting.
2. Dislike the thieving. Lvl 1is too unbalanced. You’d get way too many supplies when fighting group vs group. Lvl 2/4 is fairly useless unless you get a blob with this. Lvl 3/5 would be too unbalanced unless you give friendlies a method to dismantle siege and that would lead to too much abuse.
3. Golem mastery. Golems are too OP as-is and need nerfing, not buffing.
4. Defense mastery: with tweaking this could work. The first few tiers seem a bit weak.
5. Capture mastery. In general, I think things can be captured quickly so any speeding up wouldn’t be great.

Dolyak mastery has potential, but the mount idea could potentially be abused by people to hold the dolyak in place (log on a low level alt and park the yak), etc.

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Posted by: Jski.6180

Jski.6180

Dolyak mastery, like give it armor + more toughness when u escort 1, they die to easily

I like that ideal but i think it should be NPC mastery where you can make all npc on your team stronger when your near them so you can say def a camp a lot more effective.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

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Posted by: DeadlySynz.3471

DeadlySynz.3471

I’d like to see masteries against particular classes.. scaling the same way as “guard killer” and “defence against guards” scales , except both of them rolled into 1 mastery.

For example, Guardian mastery:

1. +1% damage against guardians and -1% damage from guardians
2. +2% damage against guardians and -2% damage from guardians

so on and so on.. like it scales with the other mastery except when it comes to the final point, you don’t get a buff, but more so negation from that classes ability.

So for guardians, say full mastery gives you immunity from their retaliation. Or if you have thief mastery, you don’t take any damage from thieves while they’re stealthed. Rangers, maybe you don’t take damage from their pets (which probably isn’t fair as their pets are near useless anyway) lol. You get the drift, I’m sure a final ability can be worked out that’s balanced between all classes..

Edit, I like this idea better: Killing mastery lol .. I don’t care what the points are leading up to the final point, but the final point allows you to kill players off without them having downed state.

(edited by DeadlySynz.3471)

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Posted by: Esprit Dumort.3109

Esprit Dumort.3109

I’d like to see masteries against particular classes.. scaling the same way as “guard killer” and “defence against guards” scales , except both of them rolled into 1 mastery.

For example, Guardian mastery:

1. +1% damage against guardians and -1% damage from guardians
2. +2% damage against guardians and -2% damage from guardians

Thieves would suddenly find they do less damage to A LOT of players and die MUCH faster. :P

Jessamine [SNOW]
Gandara

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Posted by: Bubi.7942

Bubi.7942

Updated the OP with:
- Deleted the base idea for lv1 Engineering/thieving mastery
- New lv1 and lv2 skills for Engineering/thieving mastery
- Added the Dolyak escort mastery

Also in reply for some above:

@kymaera: in the lv6 dolly mastery, the a circle (like a capture circle only bigger) would travel along the dollies usual path at normal dollie speed, if a player exits the circle, the dollie throws him off.

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Posted by: Domey.9804

Domey.9804

Not enough thief hate in this thread! Lets add some:

Police Mastery:
Rank 1: you can See stealthed thieves
Rank 2: you can reveal stealthed thieves
Rank 3: you take 50% less dmg from thieves
Rank 4: you deal 50% more dmg to thieves
Rank 5: thieves cant See you
Rank 6: you gain an extra skill on your weapons:
“To jail!” (shout, 0sec casttime, 5sec cooldown)
Deals 10000 dmg
You spawn 50 clones of yourself that jump on the thief corpse if you killed him with this skill.

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Posted by: Bubi.7942

Bubi.7942

Not enough thief hate in this thread!

Actually there’s none.

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Posted by: Bubi.7942

Bubi.7942

Update:

Added a new idea – Executioner mastery – see the opening post for details.

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Posted by: Omaris Mortuus Est.2738

Omaris Mortuus Est.2738

Apple Mastery:

Rank 1: You eat an apple when you receive a critical hit and heal 1 point
Rank 2: You spit speeds at your target with your next attack after receiving a critical hit, dealing 1 extra damage
Rank 3: You throw an apple core at your target with your second attack, giving them fury for 10s
Rank 4: Grow an apple tree at your location, allies and enemies can then pick an apple.

Macros, you can use them as long as they arent macros.
Remember to buy the officially endorsed GW2 Steel Series Keyboard, it supports macros!
WvW, we only care if it affects the servers we play on.

(edited by Omaris Mortuus Est.2738)

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Posted by: Thaddeus.4891

Thaddeus.4891

The engineering/thieves branch would be way to powerful. All commander will absolutely need at least level 2 in this brand to dismantled their rams and cata before leaving a keep/tower that they just took. This would put more pressure on the Commander and give him more things to do other that lead the zerg. And a small group of level 4 and 6 could take back keep almost as fast as a zerg by using leftover siege from a previous attack. I like the idea of turning ennemies siege against them, but this is not a really good ways, maybe the dismantle capacity should be available to everybody (meaning not in a mastery, but its should be only by the person who build the siege in the first place).

I really like the dolyak mastery, but you really need to drop the level 6. This is funny, but really bad lol. Even if I would love to ride a dolyak outside the circle and get kick off it. A magic moment.

Executionner would be a bad idea too. Nothing should advantage you in a 1 vs 1 in the mastery.

But for the rest, you had some great idea.

Thaddeauz [xQCx]- QC GUILD

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Posted by: Dawntree.7246

Dawntree.7246

1. Supply carrier mastery – 5 levels at max, every level for 20 ability points, all levels do the same thing:

- You can place 1 supply in keeps, towers, SM for every 2 supply you have (So at max level you can carry 5 supplies to a tower/keep for 10 supplies)

Like it, but the high price will keep most people away from it (like Supply Capacity), but that could be a nice add-on.

2. Engineering/thieving mastery – 5 levels – every level for around 15 points

Way too much, a few silver players could overturn an entire map without even visit a supply camp, I guess it’s too much.

3. Golem mastery – Self explainatory really so I won’t bother

I’m in line with people that think golems are OP

4. Defence mastery – 6 levels

This. I love defending objectives. I defend towers alone for that matter, I don’t care if I got overrun. Give me some tools other than map chat pleading for help

5. Capture mastery – 5 levels

Mixed feelings on those, but like the idea.

6. Dolyak escorter mastery from RashanDale plus my lv6 slapped on

This also, I guess the mount could be trolled or exploited, therefore I would keep it out, the rest is fine and needed

7. Executioner (mastery)

Level 10 is a bit OP, but like this line also

Emanuel Dawntree – Nord Guardian of [TasH] – 9×80
Whiteside Ridge

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Posted by: Prysin.8542

Prysin.8542

Ranger Mastery
1: Pet works
2: Traitlines get fixed
3: Skill coefficients buffed
4: Get a cape
5: Everyone within 10 000 range of the ranger cannot type anything bad about rangers in chat

Lv 80 Guard, Ranger, Ele, Thief, warr, engi
Currently @ some T1 server in EU

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Posted by: Natronix.9827

Natronix.9827

Ranger Mastery
1: Pet works
2: Traitlines get fixed
3: Skill coefficients buffed
4: Get a cape
5: Everyone within 10 000 range of the ranger cannot type anything bad about rangers in chat

Lmao XD

Commander Nachonix

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Posted by: Gray Fox.9178

Gray Fox.9178

Golem Mastery
Don’t even care what is in it

Gray Drury, Golemancer of Jade Quarry.

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Posted by: Bubi.7942

Bubi.7942

Thanks for the replies!

- Added a new mastery idea (Scout mastery) – see the opening post
- Added the Optinal tag to the dollie lv6

- As for the engineerig/thieving mastery – it has it’s built in counter – and I think it would be cool, if commanders would have to give orders to (trusted) people to place siege, and thereafter dismantle them.

Edit: Wait what? Opening post didn’t get edited, rewriting Scout mastery. – Done.

(edited by Bubi.7942)

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Posted by: Bertrand.3057

Bertrand.3057

I’d like to see masteries against particular classes.. scaling the same way as “guard killer” and “defence against guards” scales , except both of them rolled into 1 mastery.

You get the drift, I’m sure a final ability can be worked out that’s balanced between all classes.

You keep those silly ideas out of the developer’s heads. “Balanced” is not a term that can be used with respect to “grind”, if you have an issue with a particular class you l2p like everybody else, either that or keep on blobbing like I bet you love to do.

Edit: On second look, even disregarding the thief mastery suggestion this has to be a troll post. Not sure why else anyone would propose removing combat mechanics in order to make the game more interesting.

Talleyrand, Captain and Commander of the Bloody Pirates
Asura on patrol in defense of Gandara and Bessie!
Administrator of http://thisisgandara.com

(edited by Bertrand.3057)