(edited by Darynael.5729)
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Unless the item is damaged… Then it displays the name of the original item, oddly enough.
That does sound viable. Great imput!
All for variety here; Things that allow players to express themselves and appear unique is a good thing.
This would be an amazing addition but there would have to be several limiting factors, so some class specialty skill types can’t be picked. Off the bat, no class should be able to pick up another class’s Signets, Shouts across the board should not be allowed to be shared between classes, everyone would take Guardian shouts, taking Ranger shouts without a pet makes no sense.
On top of that the following skill types from these classes should not be sharable.
Elementalist: Cantrips and Glyphs(these can’t be used without attunement to start with)
Warriors: Stances and Shouts.
Rangers: Spirits and Shouts(Spirits are only worth while at ranged anyway)
Necromancers: Minions and Wells.
Guardians: Shouts and Consecrations
Thief: Deception and Venoms(not worth it unless traited for it anyway)
Engineers: Kits and Gadgets
Mesmers: Glamour and PhantasmsThis would be necessary for balancing to start with.
Hmm… True enough, some Class-specific skills would not make it simply because of their nature. Then again, others just might. One example is the Guardian shouts; If you are for example limited to pick one (and only one) Utiliy skill that is not linked to your Class, one Guardian shout might make an interresting choice, but not game breaking. Especially if you tune Talents that does not specificly target Cross-Class skills to only affect skills of their own Class. One such tuning could be that a Warrior talent that reduces shout cooldown by 20% only affect the Warrior shouts, and not the Guardian shout. Same would be for the Warrior talent that allows said Warrior to heal with shouts, putting the Guardian shout at a slight disadvantage, yet still allowing it to be an interresting option.
Edit: Spelling.
Well met!
We have 3 Sholar Proessions, 3 Adventurer Professions and 2 Soldier Professions.
Thus, I cooked up an idea for a relatively unique third Soldier, in this topic referred to as the Blackguard, inspired by the dark nature of the Necromancer.
Class Mechanic: Haunt
Send out a sliver of your own soul to haunt an enemy, damaging them and placing them under a curse, making them viable targets for your skills.
As the description says, you damage your foe and curse them. This curse would do nothing by itself. But when you use certain skills, they cause the haunted target harm as a secondary effect. More about this later in the post. A cooldown on Haunt could trigger when the curse is released, either by the invokers own will, when the victim moves out of range or by the victims death.
Possible Weapon Suggestions
Mainhand/Offhand Sword.
Mainhand/Offhand Pistol.
Greatsword.
Rifle.
Focus.
Unique Skills
Some of the skills used by this class would apply harmful effects on the Haunted target as a secondary effect. An example of how such a skill could look like:
Signet of Spite – Passive: Bleed your Haunted target every 10 seconds. Active: Gain Fury for X seconds.
Dark Conviction – Gain Protection and Poison your Haunted target.
There could altso be skills that affect not only the target of ones Haunt, but those in close proximity to it.
While I’ve posted a basic concept, it will be fun to see what suggestions this forum has to offer. Any ideas on skills? Mayhaps a different choice of weapons? Mayhaps even a Profession name change?
Edit: Added content.
(edited by Darynael.5729)
I don’t see temporary content as A-net “punishing” us for not being on. No more than the universe is punishing me for not being in that one spot where a bag of money fell off a truck. It’s more like rewarding those who are in the right spot for being in the right spot. If you had something better to do or had a “righter” spot to be in at the time, then you got the reward for that. Though, I would like if they put the old temp content into a fractal so all their hard work isn’t unnecessarily wasted after it’s no longer relevant to the living story.
I totally agree with you
The Living Story should be like your Personal Story, completed when YOU have the time or deem it necessary, NOT when the GAME tells you to.
This was a great suggestion. Give us the chance to experience the story; The FULL story. Don’t leave us out because we, for whatever reason, did not have the chance to play during that specific time. ^^
I agree only on the restoration part. I think we should be able to restore items to their default looks and get those two trasmuted items we used back.
Or an item, similuar to those one can obtain as a reward for playing Guild Wars 1, that contains the previous “skin” of the restored item, giving us a chance to apply it to another item.
As long as it is relatively “easy” at lower fractal levels, since one would need the time to learn the tactics needed to endure your suggested onslaught. ^^
This is a good improvement idea. It would help any Class that uses a lot of Ground-Targeting abilities (including, but not limited to, my Staff-wielding Well-specialized Necromancer).
Interresting, Oriental-styled class… I can see you put some thought into this one.
Curious how it would fit in with lore, though. Maybe viable with a Cantha expansion?
Edit: Added content.
I can see what you mean. I did not mean to offend anyone.
Just thought it would be interresting with more skill diversity, and that access to low-tier skills from other classes would be an interresting addition. But as I said in my post, if concept fails in practice, it is better left out.
Greetings!
Was struck lately with the thought on how interresting it would be if we were allowed to learn and use the Utility Skills not normally avalable to our chosen class.
Of course, such a change would raise questions about class balance and such, so I will try to construct the post in a manner that involvles Why and Why Not it could be a good idea to implement such a system.
Why?
It would add to the build diversity to the game. Of course, there would be restricions; The game already divide the Utility Skills into Tiers, and it would make sense if only the lower Tiers are avalable for purchase. There could altso be a limit to how many Cross-Class skills that could be equipped at any given time by the player, for example just one.
There could altso be new talents that benefit from using Cross-Class skills (for ex. a Necromancer, it could look something like this: When using a skill not normally avalable to your class, gain X% Life Force).
Why Not?
The issue of balanced skills and the uniqueness of each class fits well here. To implement such a system, there would need to be thorough testing to make sure it fits well with the philosophy of the game. While this is a neat idea, if the concept fails in practice and unbalances the game, it is better simply left out.
Any thoughts on this? Is it a good/bad idea? Any further suggestions?
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Same here. Error 42:6:3:2158.
Server: Piken Square.
To Much Infromation:Indeed, first post. Ever.