Showing Posts For LazerOfDensity.7896:
You forgot to answer the most important question OP: Why?
I play alot of ARPG’s, you can always play a class in multiple ways. In terms of an ARPG, this game shares a lot of synergies with D3, as in a character can change on a dime which is very uninteresting to me.
If you look at a game like Path of Exile, there are hundreds of ways to roll a character and only increases with every expansion. I would like to see this kind of design in GW2.
Maybe not in this game, but GW3 could really expand on build depth.
4 main attributes that are invested throughout the tree
Strength
- Increases base health
- Increases melee damage
Intelligence - Decreases cooldown
- Increases spell damage
Dexterity - Increases base endurance
- Increases ranged damage
Wisdom - Increases healing power
- Increases summon damage
4 secondary attributes that are invested throughout the tree
Accuracy - Increases breakbar damage. Rolls against a natural block or dodge.
Reflex - Increases a player centered movement/knockdown/stun condition breakbar
Willpower - Increases a player centered mind affecting/curse breakbar
Fortitude - Increases a player centered damaging condition breakbar
Resistances to Damages as - Physical resistance (% armor conversion)
- Fire resistance
- Cold resistance
- Lightning resistance
- Poison resistance
Damage types spread across different types - Physical
- Fire
- Lightning
- Cold
Condition damage spread out among different damage values. - Bleeding
- Burning
- Poison
Nodes on the skill tree can include - Skills are located along skilltree paths.
- Weapon skills are also located along skilltree paths.
- Empty skill slots: An empty skill slot lets a profession equip an off profession in the form of a skill tomb.
- Empty rune slots: This type of slot equips a rune of any type.
- Weapon skills would be a bit more general, weapon skills would be able to be used by multiple weapon types.
- Some skills and spells could utilise endurance as a mana system.
- All skill types, including empty skill slots, have 3 adjacent sigil slots to modify that specific skill. More sigils could modify skills in different ways.
- Trigger sigils could be introduced.
- Specializations are converted into nodes and spread out into different node clusters.
- Elite specializations are located on the far edges of the tree, 1 path to enter the elite nodes.
- Attribute bonuses comprise the skill tree highways.
- Every profession has a separate skilltree.
- Using off professional equipment of skills requires a stat check. A strong mage could wear heavy armor, and an intelligent warrior could learn a spell.
- Tags on skills and weapon skills show what bonus types will enhance them
One or more bonuses available per tree nodes - primary attributes
- secondary attributes
- % armor
- % health
- % endurance
- % natural block chance
- % natural dodge chance
- % movement speed
- % physical damage
- % melee damage
- % spell damage
- % ranged damage
- % summon damage
- % fire damage
- % cold damage
- % lightning damage
- % elemental damage
- % area of effect
- % area damage
- % poison damage
- % burning damage
- % bleeding damage
- % chance for fire inflict burning
- % chance for cold to inflict chilled
- % chance for lightning to inflict shock
- % crit chance increase
- % crit damage multiplier increase
- % attack speed increase
- % cast speed increase
- % damage type leech
- Profession skill type specific upgrades
* Ex: % Increase curse strength
* Ex: % increase shout strength
* Ex: increased primordial summon count
* Ex: % increased animal companion health - Weapon specific damage/crit/crit multi
* Ex: % increases sword bleed chance on hit
* Ex: % stun chance with staves - % skill duration
- % boon duration
- % condition duration
- % fire resistance
- % cold resistance
- % lightning resistance
- % poison resistance
- % elemental resistance
- % summon resistance type
- Etc (any specific combinations I forgot)
Game changer nodes
* A strong passive paired with a strong disadvantage
Specking throughout the tree requires 1 hero point to unlock a node. As a result, every level up gives only 1 hero point up to level 80. Hero challenges also reward 1 hero point. This would be a strict limit, but any added hero challenges, or quest rewards that permit hero points would effectively increase the level cap.
Currency rewards after leveling past 80.
Equipment can roll with 2 affixes that draw from the bonus pool, and rare, unique, legendary, etc can have the arpg standard epic loot that has a “wall of text” of bonuses. Also, upgrade slots could vary between equipment, as upgrade slots are provided on the profession progression trees.
snip
I feel that more ARPG mechanics could really help.
Elemental damage and elemental resistance.
- Physical damage -> bleed, mitigated by physical resistance
- Water damage -> chilled -> freeze, mitigated by cold resistance
- Fire damage -> burning, mitigated by fire resistance
- Lightning damage -> shock (interrupt), mitigated by lightning resistance
- Poison damage -> poisoned, mitigated by poison resistance
Player progression is too predetermined, as a class will have all aspects of that class unlocked.
- Player choice on attribute points per level (more focused characters)
- Hero points spent in a class based tree, nodes containing skills, specializations, and attributes gained through progressing down various paths (resistances and damage type increases as well) (elite specializations accessible through the tree). Reduction of hero points.
- Proficiency system with weapon types to unlock alternet weapon skills.
Equipment is very bland, the pool prefixes and suffixes, and the lack of unique equipment in an ARPG game.
- Gear and Unique gear should be able to define a character
- Gear should be more than 3 attribute increases and an upgrade slot.
- Gear farming should always be an important goal.
- Unique weapons should have some alternet unique skills available to them.
Player break bar systems.
- Toughness: Increases push back, interrupt, launch, and knockdown break bar.
- Vitality: break bar to avoid damaging conditions.
Easy, my charr engi is most defiantly Starcraft Terran OST . I usualy have the ost playing in the background anyway.
Warrior -> Dreadnought (Tank focused specialization focused on surviving and setting up enemies by exposing them)
I’m pretty happy with how this one turned out. Does anyone know if there are any megathreads for elite specializations I could post my ideas too?
Trates
Minor Adept:
Mechonist: Gain access to the Mechanic’s Toolkit and the use of Mechanic’s Turrets
Major Adept:
Crack Shot: Harpoon, Rifle, and Crossbow all bypass a portion of armor.
Jury Rigging: Allows turrets to have 2 armor and upgrades done to them.
Auto loading mags: Decreased experimental weapon kit cooldowns.
Minor Master:
Employee Discount: P.D.A, Supply Drop, and Orbital Strikes provides the player with more stuff.
Major Master:
Demolition Expert: Increases the AoE range of all explosive attacks
Power Armor: Gain 5% of armor as extra power.
More Duct Tape: Decreased toolbelt and gadget cooldowns.
Minor Grandmaster:
Fire suppression systems: Turrets can slowly heal over time
Major Grandmaster:
Pyromaniac: 33% attack speed increase for the Flamethrower and Incinerator
Field Medic: Healing Turret, Doctor’s Bag, and Med kit all have improved functionality.
Shocktrooper: The lightning gun skills can apply torment stacks.
(edited by LazerOfDensity.7896)
Chemical Thrower:
Skill1: Nitro Gel (Launch a gel ball that will stick to surfaces over an AoE and will damage and apply chilled stacks. Smaller gel clusters will disperse after the initial hit. If the gel ball was initially large enough, dispersed gel clusters can spawn additional smaller clusters) (After a 7sec duration all nitro gel clusters will evaporate) (Skill can be charged up for a larger effect) (10sec cooldown)
Skill2: Static Gel (Launch a gel ball that will stick to surfaces over an AoE and will damage and apply torment stacks. Smaller gel clusters will disperse after the initial hit. If the gel ball was initially large enough, dispersed gel clusters can spawn additional smaller clusters) (After a 7sec duration all static gel clusters will evaporate) (Skill can be charged up for a larger effect) (10sec cooldown)
Skill3: Incendiary Gel (Launch a gel ball that will stick to surfaces over an AoE and will damage and apply burning stacks. Smaller gel clusters will disperse after the initial hit. If the gel ball was initially large enough, dispersed gel clusters can spawn additional smaller clusters) (After a 7sec duration all incendiary gel clusters will evaporate) (Skill can be charged up for a larger effect) (10sec cooldown)
Skill4: Cement Gel (Launch a gel ball that will stick to surfaces over an AoE and will cripple on the initial hit and apply weakness stacks. Smaller gel clusters will disperse after the initial hit. If the gel ball was initially large enough, dispersed gel clusters can spawn additional smaller clusters) (After a 7sec duration all cement gel clusters will evaporate) (Skill can be charged up for a larger effect) (10sec cooldown)
Skill5: Elixir Gel (Launch a gel ball that will stick to surfaces over an AoE and will randomly apply 2 boons to allies every second. Smaller gel clusters will disperse after the initial hit. If the gel ball was initially large enough, dispersed gel clusters can spawn additional smaller clusters) (After a 4sec duration all elixir gel clusters will evaporate into a healing gas) (Skill can be charged up for a larger effect) (10sec cooldown)
Toolbelt: Diagnostic Peripherals (analyze all targets in a wide AoE, giving targets 5 vulnerability stacks) (cooldown 30sec)
/////////////////////////////////
Experimental Elite kit
Lightning Gun:
Skill1: Lightning Stream (fires a continuous stream of lightning indefinitely but roots the player, enemies hit by the stream will arc lightning to 2 additional targets. After releasing the fire button, the gun will need to vent for 2 seconds during which time no lightning gun skills can be used) (can use other lightning gun skills while using lightning stream minus rail)
Skill2: Overloaded Node (needs 3 consecutive seconds of lightning stream charg time to activate) (erupt in an electrical discharging sphere that will push back enemies, can only be activated once per lightning stream volly)
Skill3: Teslacoils (needs 7 consecutive seconds of lightning stream charg time to activate) (creates a damaging lightning aura around the player that persists for the remainder of the lightning stream volley)
Skill4: Nullification Field (Creates a brief concave energy screen in front of the player that will absorb projectiles) (Duration 3sec) (cooldown 18sec)
Skill5: Rail (using the magnetic coil of the lightning gun, send some scrap metal shotgunning at an enemy dealing damage and knocking them down at a long range)
Toolbelt: Forcefield (Gives the player 3 resistance as long as the forcefield is up and blocks the next 3 incoming damaging attacks, the force field becomes visibly weaker after every attack)
/////////////////////////////////
Experimental Healing kit
Doctor’s Bag:
Skill1: Med Grenades (leaves healing mist in an AoE) (7.5m radius)
Skill2: Triage (Heal, gain Regeneration, and remove 1 condition in an AoE) (7.5m radius) (cooldown 8sec)
Skill3: Stimpacks (Heal, gain Fury, and removes debilitating conditions in an AoE) (7.5m radius) (cooldown 13sec)
Skill4: Adrenobooster (Heals, gain Swiftness, and removes movement conditions in an AoE) (7.5m radius) (cooldown 18sec)
Skill5: Counteragent (Heals, gain Resistance, and removes damaging conditions in an AoE) (7.5m radius) (cooldown 23sec)
Toolbelt: E.M.A (Emergency Medical Assistant) (Self Heal, removes conditions, and a delayed heal after a 5sec duration) (Upon taking fatal damage, if active will activate the delayed heal with greater effect) (cooldown 60sec)
/////////////////////////////////
Experimental Utility kits
Grenade Launcher:
(Launched canisters will arc with a bounce and will detonate after a 3sec delay or coming into contact with an enemy, AoE locations can’t be specified ahead of time, instead needing aim and projectile pathing)
Skill1: Canister Barrage (rapidly dispense canister grenades at 2 canisters per second)
Skill2: Pipebomb Canister (fire a canister bomb that will detonate into more grenades) (cooldown 15sec)
Skill3: Proximity Canisters (launch a cluster of mines that will knockdown and self detonate when an enemy steps on one, damage will be in a small AoE) (cooldown 20sec)
-> Detonate Mines (detonate all mines) (mines need to be detonated before firing more)
Skill4: Flashbang Canister (launch a canister flare that will explode in a bright phosphorus fire and blind in an AoE) (cooldown 12sec)
Skill5: Corrosive Canister (launch a canister with corrosive acid that leaves behind a corrosive cloud that lingers and damages enemies in it) (scales with power) (cooldown 25sec)
Toolbelt: Panic Mines (toss a bundle of proximity mines behind the player) (cooldown 25sec)
-> Detonate Mines (detonate all mines for overlapping AoE, launches enemies) (mines need to be detonated before firing more)
Incinerator:
Skill1: Chalk n Burn (spray fire in a larger cone with mobility, chance to apply burning on crit, applies burning after every burst, low damage but 12% extra damage to burning targets)
Skill2: Napalm (launch a fireball that leaves the ground covered in napalm that will burn enemies) (cooldown 14sec)
Skill3: Heatwave (Pushback and burn enemies in a cone AoE) (cooldown 8sec)
Skill4: Ground Fire (Sweep fire to ignite the ground in bright blue flames over a wide AoE, burns and cripples over a 3sec duration) (cooldown 12sec)
Skill5: Firestorm (Spew black smoke that blinds enemies and applies burning) (cooldown 24sec)
Toolbelt: Ignition boots (forward thrusting rocket boots that will give the player forward propulsion until running into a wall or an enemy, charging into an enemy will knock them down, and charging into a wall will knock you down. Can be used with a glider to cover more distance) (cooldown 30sec) (can be toggled off at any time) (unable to turn while using this gadget)
Rocket Launcher:
(Shoulder mounted rocket launcher) (every attack had concussive exhaust that damages enemies behind the player, all skills follow a straight flight path on crosshairs minus gyrojets)
Skill1: HE Rocket (launch a rocket that will damage enemies and damage armor in an AoE)
Skill2: Gyrojet Rockets (release a continual stream of mini rockets that will seek out targets, these rockets deal low damage and won’t damage armor. A volley of 8 rockets over 2sec) (cooldown 8sec)
Skill3: Concussive Rocket (launch a rocket that will damage enemies and damage armor in an AoE in addition to interrupting all targets) (cooldown 12sec)
Skill4: Cannonball (launch a cannonball fronted with a steel ram head that pierces and knockdown enemies with a wide projectile, denting and damaging their armor, knockdown the player) (cooldown 30sec)
Skill5: Big Ol’ Rocket (launch a massive rocket that will deal massive AoE damage in a large area, leaves targets knocked down with damaged armor, this projectile travels much slower) (cooldown 60sec)
Toolbelt: Jetpack (Launches the player upward as an evasive maneuver, can be activated mid air to slow descent until reaching ground) (Cooldown 18sec)
Profession Mechanic:
Gain access to the Mechanic’s Toolkit and Mechanic’s Turrets, also able to pick from Experimental Kits. Turrets are 50% larger and are permanently in overcharged states when deployed, this allows for turret toolbelt abilities to be accessible when turrets are deployed, overcharge now detonates turrets. Experimental kits all have a gadget attached to the toolbelt. Unlocks harpoon launchers as a possible primary weapon.
Profession comes with the Mechanic’s Toolkit Experimental kit (as a possible utility)
Skill1: Smack -> Wack -> Jack (damage with a monkey wrench, final hit will interrupt with an upwards swing) (repair turrets)
Skill2: Arcwelder (apply armor scrap to beef up and repair turrets, only 1 armor upgrade per turret) (or stun a close range enemy with lightning) (7sec cooldown)
Skill3: Tractor Beam (repair a turret from a distance) (pull an enemy to you)
Skill4: Spare Parts (permanently upgrades a turret’s functionality and heals them, only 1 upgrade per turret) (or throw away junk parts in an AoE to confuse on hit, with a lingering hobble effect as enemies are tripping over parts) (Cooldown 40sec)
Skill5: Lunchbox (This skill slot can hold any elixir potion skill, served with a ham sandwich. Eating the sandwich is optional) (cooldown is dependent on elixir skill)
Toolbelt: P.D.A (Personal Delivery Assistant) (Call down a supply crate containing medkit pickups and 3 boxed turrets. A few random assortment of kit weapons are also supplied with the drop in a weapon rack) (60sec cooldown)
Harpoon Skills:
(Harpoon models have an added crossbow wire and bow essentially turning them into functional crossbows)
Skill1: Rebar (Shoot pointed rebar as a replacement for bolts)
Skill2: Crank Shots (A lever action crank attachment allows for rapid shots, this attachment is hidden until the skill is used) (cooldown 12sec)
Skill3: Explosive Bolt (Some dynamite got duct taped to the rebar) (cooldown 12sec)
Skill4: Electrified Bolt (Rebar that got charged and heated by a battery pack, current is not flowing through the rebar when dynamite is attached because safety is important) (cooldown 14sec)
Skill5: Balistica (supercharge the tension on the bow and load multiple bolts to turn the crossbow into a hideous shotgun) (cooldown 35sec)
A Dreadnought is a battleship.
I can imagine what this warrior will look like
Well, you wouldn’t need to compensate for anything . Juggernaut would work but it is overused imo.
Marauder, Lancer, or Dragoon also come to mind.
Body Healing Skill:
Quick Recovery: Passive: 3% health regen per sec, not affected by healing power. Active: Break stun. (cooldown 7 sec)
Body Utility Skills:
Iron Skin: Passive: Increases toughness up to 140. Active: Absorbs up to 50% of effective health. (cooldown 37 sec, cooldown starts when ironskin is broken)
Iron Shrapnel -> chain skill to Iron Skin: Detonate Ironskin to deal remaining absorption as AoE damage. (PvE only)
Unstoppable: Passive: gain a stability charge every 5 seconds up to 3 (non duration based). Active: Ignore all effects from movement conditions, fear, interrupts, stuns, and knockdowns for 7 sec (+4 for every stability charge). (Cooldown 45 sec)
Thundercrash: Passive: Increases power up to 140, Kicks will knockdown up to 3 enemies. Active: Shake the earth with a stomp powerful enough to launch nearby enemies, knockdown further enemies, and stun the furthest enemies. (cooldown 38 sec)
Blast Shield: Passive: gain an aegis charge every 10 seconds up to 3 (non duration based, 1 cap in PvP). Active: Remove 3 conditions from you and nearby allies (1 for every aegis charge) and give nearby allies 2 resistance (1 stack per aegis). (Cooldown 30)
Body Elite Skill:
Defenders Intervention: Passive: Taunts nearby enemies. Active: Revive fallen allies in an AoE. (15m radius) (Cooldown 30 sec)
Minor Adept:
Overguard: Gain access to bulwark skills.
Major Adept:
Rending Force: Bulwark abilities apply 5 weakness and 5 rend conditions.
The Big Foot: Increases damage of kicks and kicks will knockdown enemies, combining thundercrash will launch up to 3 targets and pushback everything in front of the player.
Armor Mastery: 10% of toughness as extra power, precision, and vitality.
Minor Master:
Turtle up: You have Retaliation permanently.
Major Master:
Combat Versatility: Using 50 endurance generates 10 adrenaline, using 10 adrenaline generates 16 endurance.
Unbreakable: After receiving fatal damage, heal 30% of life and gain Phalanx Shield. (cooldown 60 sec)
Riposte: Increases power of retaliation damage.
Minor Grandmaster:
Great Constitution: You have Vigor and Regeneration permanently.
Major Grandmaster:
Indomitable: Any conditions are capped at 3 stacks.
Unwavering Soul: Banner of defence aura centers around the player when blocking an attack. (12 second duration, refresh on block)
Nerves of Steel: Reduces cooldown of body and bulwark abilities.
Profession Mechanic:
Bulwark and body skills. Bulwark skills take endurance to activate. Bulwark skills are used in addition to burst skills. 50 endurance minimum to activate, 100 endurance increases effectiveness of bulwark skills. Dodging is disabled. Activating dodge will perform a kick at the cost of 50 endurance, reckless dodge would activate on kick. (If kick is an active utility skill, use it before consuming endurance)
Body skills are enhanced sigil powers, provides passive and active effects.
Great sword: Expertise (Stand your ground and block incoming attacks, exposes any melee attackers) (takes endurance on a toggle)
Hammer: Dominating Blow (Stuns and exposes in a cone AoE) (cooldown 20sec)
Longbow: King of the Hill (Wide arrow barrage that knockdowns and exposes enemies) (cooldown 25sec)
Rifle: Bunker Down (Protective over shield dome, increases power and blocks projectiles) (cooldown 35sec) (duration 8sec)
Axe: Savage Hit (Launch a target with a massive hit, deals massive damage and exposes them) (cooldown 25sec)
Mace: Bone Breaker (Cripple, stun, and expose in a sweeping hit) (cooldown 25sec)
Sword: First Strike (Teleport to a target, deal massive damage and expose target) (cooldown 20sec)
Harpoon Gun: Overwhelming Barrage (Unload a rapid full auto barrage, every harpoon cripples and exposes) (hitting the same target will build exposure thus increase damage) (cooldown 35sec)
Spear: Phalanx Shield (Protective over shield dome that pushes enemies out and exposes any enemies in contact with the dome) (cooldown 35sec) (duration 8sec)
Gain access to Spears as a 1 handed main hand weapon with a shield, or 2 handed weapon.
Spear Burst: Follow Through (Charging attack)
Spear Bulwark: Phalanx Shield (Protective over shield dome that pushes enemies out and exposes any enemies in contact with the dome) (cooldown 35sec) (duration 8sec)
Skill1: Stab -> Jab -> Flurry (gives quickness)
Skill2: Pikeman’s Reach (A far reaching attack that cripples and pierces) (block with a shield if 1 handed) (cooldown 8sec)
Skill3: Onslaught (A barrage of jabs) (block with a shield if 1 handed) (cooldown 13sec)
//two handing
Skill4: Exalted Spear (Throw a light embedded javelin that pierces enemies) (cooldown 32sec)
Skill5: Palisade (Create a spike wall that deals retaliation damage) (duration 8sec) (cooldown 30sec)
(edited by LazerOfDensity.7896)
What you propose is a neat idea all around but yo propose is far beyond the scope of what Anet devs can achieve in terms of balance imo. You are only lvl 60 but what you propose is already being implemented in the game with the elite specs that you unlock in HoT (warrior are given torch to become berzerker, mesmers are given shields and wells to become chronomesmer… etc)
Choosing a new elite specialization would be an alright solution to me. Say I don’t want to be a berserker as a warrior, but instead wanted to be a paladin or a battlemage. Both elite specializations could take aspects of the guardian and elementalist classes respectively, but doesn’t require a new multiclass system to implement.
I would like the idea of said specialization being set in stone after choosing it. After becoming a paladin, berserker and battlemage are no longer possibilities, and is now a permanent aspect of the character.
I just chose to use warrior as an example, but if each profession had 3 elite specs to choose from, that would be a much more reasonable request. A pseudo multiclass system.
Thief + Engineer: Tinkerer
Skill Type: Design
Specialization: Modification (turret and trap buffs)
Elite: Tinkerer
Thief + Necromancer: Shadow Hunter
Skill Type: Totems
Specialization: Headhunter
Elite: Shadow Hunter
Thief + Elementalist: Areosophist
Skill Type: Fluidity
Specialization: Trickster
Elite: Areosophist (evasion, air attunement focus, master level spells)
Thief + Mesmer: Illusionist
Skill Type: Cloak and Dagger
Specialization: Slight of Hand
Elite: Illusionist
Engineer + Necromancer: Animator
Skill Type: Constructs (Golems and robotic automata)
Specialization: Automaton
Elite: Animator (giant automata summons)
Engineer + Elementalist: Pyromancer
Skill Type: Flamer (magic enhanced fire based equipment)
Specialization: Firebug (Flamethrower upgrades, fire bombs and weapons, enhance fire spells and attacks)
Elite: Pyromancer (Fire attunement focus, master level spells, condition god)
Engineer + Mesmer: Witchdoctor
Skill Type: Tonics
Specialization: Voodoo
Elite: Witchdoctor (Elixir gun redux, now voodoo gun, powerful AoE potions and toxins)
Necromancer + Elementalist: Conjurer
Skill Type: Binding (create elementals)
Specialization: Conjuration
Elite: Conjurer (giant elemental summons, summon buffs, demon summons)
Necromancer + Mesmer: Doomsayer
Skill Type: Curses
Specialization: Witchcraft
Elite: Doomsayer
Elementalist + Mesmer: Magi
Skill Type: Balance (the hidden 5th element)
Specialization: Lorekeeper
Elite: Magi
A very basic outline of every multiclass, but I may go back and flesh out a few. Coming up with 108 trees for skills and specializations is a bit beyond me. I also, basically wrote this entire post to argue for a tanky paladin class to play as.
I would like to know your ideas for multiclass archetypes.
Basic outlines for each multiclass.
Warrior + Guardian: Paladin
Skill Type: Auras (passive and active AoE, can affect enemies)
Specialization: Radiance
Elite: Paladin
Warrior + Reaver: Dreadnought
Skill Type: Body
Specialization: Physical Adept
Elite: Dreadnought
Warrior + Ranger: Beastmaster
Skill Type: Taming (pet skills)
Specialization: Companion (companion synergy)
Elite: Beastmaster (giant armored companion, war cry, summons)
Warrior + Thief: Skirmisher
Skill Type: Tactics
Specialization: Gorilla
Elite: Skirmisher
Warrior + Engineer: Shocktrooper
Skill Type: Blitz (Kit: Lightning Gun, tesla coil, flashbang, super cattle prod, energy field)
Specialization: Commando (mixing the use of explosives in everything)
Elite: Shocktrooper (stuns, interrupts, applications for lightning damage, forcefields, explosives)
Warrior + Necromancer: Blackguard
Skill Type: Malediction (AoE weaknesses)
Specialization: Death Knight (disease, death, and decay)
Elite: Blackguard
Warrior + Elementalist: Battlemage
Skill Type: Enchantments (weapon and armor enhancements based on Attunement)
Specialization: Rune Words (upgrades based on Attunement)
Elite: Battlemage: Battlemage
Warrior + Mesmer: Temporal Drifter
Skill Type: Distortion (evasive abilities, paralysis, haste)
Specialization: Chronometry
Elite: Temporal Drifter
Guardian + Reaver: Battle Monk
Skill Type: Zeal (chi abilities)
Specialization: Equilibrium (balancing the corruption against divinity)
Elite: Battle Monk
Guardian + Ranger: Navigator
Skill Type: Pathfinding
Specialization: Familiar (magical companion conversion)
Elite: Navigator
Guardian + Thief: Champion
Skill Type: Techniques (abilities that become more powerful over time, no cooldown, each ability needs a different action to build in power, ex: traveling, evading, taking damage, etc.)
Specialization: Dualist
Elite: Champion
Guardian + Engineer: Field Medic
Skill: Medicine
Specialization: First Aid
Elite: Field Medic (Kit: Doctor Bag (medkit upgrade), lay on hands, healing skills, revives)
Guardian + Necromancer: Warlock
Skill Type: Favor (call aid from spirits, support, summon)
Specialization: Spirit
Elite: Warlock
Guardian + Elementalist: Oracle
Skill Type: Blessings
Specialization: Hydrotheurge
Elite: Oracle (water attunement focus, powerful healing, powerful support, master level spells)
Guardian + Mesmer: Kensai
Skill Type: Focus
Specialization: Swordplay
Elite: Kensai (fast decisive blows, mirror imaging, can summon an exact copy)
Reaver + Ranger: Executioner
Skill Type: Slayer Stance
Specialization: Bloodrage
Elite: Executioner
Reaver + Thief: Assassin
Skill Type: Tiger Stance
Specialization: Syphoner
Elite: Assassin
Reaver + Engineer: Outlander
Skill Type: Peacemaker Stance (focused gun stance)
Specialization: Bounty Hunter
Elite: Outlander
Reaver + Necromancer: Planeswalker
Skill Type: Nether (cutting in and out of existence, pull enemies into your plane)
Specialization: Spirit Walker
Elite: Planeswalker
Reaver + Elementalist: Blood Mage
Skill Type: Arcane
Specialization: Blood Siphon
Elite: Blood Mage
Reaver + Mesmer: Cerebrate
Skill Type: Psionics
Specialization: Willpower
Elite: Cerebrate
Ranger + Thief: Shinobi
Skill Type: Attrition
Specialization: Escapist
Elite: Shinobi
Ranger + Engineer: Deadeye
Skill Type: Longarms (Kit: Sniper Rifle)
Specialization: Marksman (gun, bow, crit, rifle kit)
Elite: Deadeye
Ranger + Necromancer: Shapeshifter
Skill Type: Primal (werewolf, werebear, crow form, fiend form)
Specialization: Transmogrify
Elite: Shapeshifter (higher level shapeshifting)
Ranger + Elementalist: Geosophist
Skill Type: Geomancy
Specialization: Nature Affinity
Elite: Geosophist (earth attunement focus, master level spells, nature controll)
Ranger + Mesmer: Arcane Archer
Skill Type: Zenkada
Specialization: Familiar (magical companion conversion)
Elite: Arcane Archer (bow and shortbow skill replacement, ranged combat focus)
(edited by LazerOfDensity.7896)
I’m still a relatively new player, my main is only level 60 atm, but I have been fleshing out the idea of a multi classing system for a while now. If I have any game mechanics wrong or forgot something important please let me know. I mostly did this for fun to come up with new class concepts.
Multiclassing
At level 40, choose an additional profession to utilize in builds. Gain access to that profession’s mechanics, in addition to all the gear that profession would be able to use. Base health is taken from the higher of the two professions selected. So if a guardian or an elementalist where to multiclass into warrior or necromancer, they would gain a base health bonus and become more tankier. If classes have similar weapons, weapon skills can be toggled to be used for either profession.
The different combinations of professions will unlock a new skill type, a specialization, and an elite specialization designed around a skillset themed to fit both classes.
Hero points would be able to be split up between both professions, leveling past 80 would be required to max out all skill types and specializations. Strictly focusing on the starting profession would allow the requirements to be met for that professions elite class. However, the multiclass elite specialization would require skill and specialization requirements from both classes. The maximum number of skill types would be 11, max number of specializations 11, and max number of elite specializations would be 3 for every character.
An additional healing skill slot, utility skill slot, and elite skill slot would be gained leveling past 40 to better utilize the skills and abilities from the extra profession, and use special skills and abilities unlocked from that combination. A designated elite specialization slot would be unlockable to allow for one extra specialization to be used from base profession, or multi classed profession. The Elite profession will take some aspects from both professions, as an example, the paladin specializations (warrior + guardian) could focus on concentrations and wards from the guardian, stances from the warrior, and signets. Those skill types would be improved upon in addition to introducing new skills in the form or auras that could be used by the player.
Between all the multiclass possibilities for each profession, one type of multiclassing might focus on specific types of skillsets that are needed for a build, so there is a degree of freedom based on all the possible combinations.
+1 Healing slot: Level 50,
+1 Utility slot: Level 60,
+1 Elite slot: Level 70,
+1 Elite specialization slot: Level 80.
Essentially, 36 new skill sets, specializations, and elite specializations would be added to the game.