Showing Posts Upvoted By Skidwolfe.7813:
Role-playing Item List
1.) Sleeping Bags (Personal Interactive) – Players can deploy and interact with the sleeping bags. Deploying sleeping bags replaces regular skills on player’s skill set, giving players different actions for role playing purpose. Permanent and Reusable Item.
2.) Tent (Personal Interactive) – Players can deploy and interact with the tent. Deploying tent replaces regular skills on player’s skill set, giving players different actions for role playing purpose. Permanent and Reusable Item.
3.) Camp Fire (Social Interactive) – Players can deploy and interact with the camp fire. Deploying camp fire replaces regular skills on player’s skill set, giving players different actions for role playing purpose. Permanent Item and consumes certain resource (Wood/Meat).
4.) Fishing Rod (Personal Interactive) – Players can deploy fishing rods by lakes or oceans. Deploying fishing rod replaces regular skills on player’s skill set, giving players different actions for role playing purpose. Permanent and Reusable Item.
5.) Weapon Maintenance Kit (Personal Interactive) – Players can deploy weapon maintenance kit (Skills Depend on Weapons equipped). Weapon maintenance kit replaces regular skills on player’s skill set, giving players different actions for role playing purpose. Permanent and Reusable Item.
6.) Telescope (Personal Interactive) – Players can deploy and interactive with the telescope. Deploying telescope replaces regular skills on player’s skill set, giving players different actions for role playing purpose. Permanent, Reusable Item, and Targetable.
7.) Torch (Personal Interactive) – Players can deploy and interactive with the torch. Deploying torch replaces regular skills on player’s skill set, giving players different actions for role playing purpose. Permanent, Reusable Item, and Targetable.
More Environment Interactive Objects
There are many interactive objects laying around on the ground of Tyria, some of them has a purpose and others do not have any apparent purpose. Then there are some that should be interactive for the sake of role playing, but they are not interactive at all. Such as stationary telescopes, chairs, ladders, Asura panels, beds in bedrooms, and many other objects that are littering Tyria. By adding role playing purpose to some of these objects, this will breathe new life into the Guild Wars 2, making it a much more interesting and fun game to play. By doing this, this offers some unique and interesting chances for screenshots to bring about great short stories for our gamers to read. Like an picture book that constant evolves and grows with the character’s history.
Portals to Guild Halls and Player Homes
Since Tyria wouldn’t be able to hold all the guilds halls and player homes created by players, it would make sense to have the homes connected to Asura Gates. This will allow for one gate to lead to lead to player’s homes and another to lead guild halls. Home Gates can be located in racial cities, while Guild Hall gate can be located in Lion’s Arch. Racial city determines the base look of player’s homes, while guild’s have the ability to change the look of their guild hall.
Guild Halls
By introducing Guild Halls back to Guild Wars, guild members will have an common area they can frequent and hang out. Not only this will offer great chance for some role playing, it offers a way for guild leader’s to hold meetings for their guild members, allowing much more in-depth interaction between the members of the guild and the leaders of the guild. Leader’s will also have the option to allow outsiders into the guild hall, so they can show off their guild hall to their guild’s associates or allies if they want too.
Also the guild hall can be an great place to display the achievements of the guild and for the leaders to post written goals or schedule so they don’t have to keep reminding everyone. This will also mean an certain area for guild storage and guild merchants for players to interact with. Expanding on this, guild leaders will also be able to customize the hall, making it their home instead of an generic look.
Player Home
Having guild halls won’t be end all for players looking for a place to settle down. How about player homes that will allow players to have a place to retreat and get away from the world. It is a private place for the player to display their achievement, gear, and mini-pets that they managed to collect. They can also customize the look of their home, making it their very own home without generic looks. Much like the guild hall, players can invite people into their homes. This can make for interesting Role Playing moments, rather it be planning an raid for WvW or to just chill out while chatting about their adventures and mishaps.
Elementalist
Style: Elemental ‘bending’ (you know it would be awesome)
Fire:
Niche: Burning application and mobility.
Skill 1: Flame shot
Deal 300dmg at 600 range. Deals 20% more damage to burning foes.
Skill 2: Blood Boil [10s CD]
Aura Skill: Recieve 3s of Fury every time you are struck. 5s duration
Skill 3: Dragon’s Wings -> Dragon’s Descent [15s CD]
Dragon’s Wing’s: Deal 300dmg at starting location, jump to target location. 600 unit range.
Dragon’s Descent: Ability is can only be activated in mid-jump. Drop at current location to deal 300dmg and burn nearby foes for 4s. 200 unit radius Blast Finisher.
Skill 4: Incinerate [18s CD]
Deal 150 dmg to target foe. Deal another 30dmg for every second of burning the target has.
Skill 5: Flash Fire [40s CD]
Burn nearby foes for 10s. 400 unit range.
Water
Niche: Evasion, Chill application.
Skill 1: Water whip
Strike your foe with water, dealing 300dmg and applying 1 stack of vulnerability for 3s. 600 unit range.
Skill 2: Ebb -> Flow [8s CD]
Ebb: Evade backwards 600 units.
Flow: Jump back to your foe. Deal 200dmg, apply 4s of regeneration to self.
Skill 3: Frost Strike [15s CD]
Deal 300dmg, chill your foe for 5s. Melee range.
Skill 4: Frost Mirror [18s CD]
Channel for up to 3s. At the end of the channel, return damage dealt to you to its source, increased by 50%. If interrupted by foe, this ability does no damage. If interrupted by the player, it just ends early, dealing its normal effect.
Skill 5: Eye of the Storm [40s CD]
Pull 5 up to foes to you in a 800unit radius.
Air
Niche: Mobility and Single target burst.
Skill 1: Air Cutter
Deal 350. Deal 50% more damage if you have swiftness. 600 unit range.
Skill 2: Fury of the Storm [12s CD]
Deal 300dmg. If this ability crits, apply quickness for 3s
Skill 3: Lighting Flash -> Thundering Blow [15s CD]
Lightning Flash: Jump to target, deal 300dmg. 900 range.
Thundering Blow: deal 200 dmg. Apply 2s daze. Melee range.
Skill 4: Mark of the Storm [18s CD]
Marks the target for 5s. Every time the target is damaged, one stack of vulnerability is applied, lasting 5s.
Skill 5: Downburst [40s CD]
Knockdown foes in a 300 unit radius for 1s, apply swiftness to self for 10s.
Earth
Niche: Defensive + CC
Skill 1: Swordbreaker
Deal 200dmg, apply 1s Weakness to Foe.
Skill 2: Dust Cloak [15s CD]
Aura: foes striking you are blinded for 2s. Foes can only be blinded once every 4s. 6s Duration.
Skill 3: Pillar of Earth [18s CD]
Deal 200dmg. Launch target foe.
Skill 4: Diamond Body [25sCD]
Remove 3 conditions and apply protection to self for 3s
Skill 5: Stone Shackles [40s CD]
Target foe cannot move further than 600 units away from you for 5s. If the player moves, the foe is confined to the new radius (can drag opponent). Opponent can dodge/move freely within the radius. (basically ring of warding vs one target)
Many are obviously broken, but I think several of these would be extremely fun to play with (in terms of mechanics)
Thief
Style: Ninjitsu
Niche: Defensive + Mobility
Stealth skill: Quivering Palm: deal 150dmg, apply 1s stun
Skill 1: Chain skill: Sweep -> Fade -> Kick
Sweep: Kick at your foes legs to cripple for 3s. Deal 200dmg .5s cast time
Fade: Strike your opponent twice for 200, evade for .75s. 0.75s cast time.
Kick: Kick your opponents head, dealing 450dmg. .5s cast time
Skill 2: Shadow’s Defense [3 Initiative]
Block one attack in the next 3s, if an attack is blocked, shadow step to your attacker.
Skill 3: Dark Strike [4 initiative]
Strike your opponents eyes, Blinding for 4s and applying two stacks of vulnerability for 4s.
Skill 4: Horn of the Ox [3 initiative] -> Trampling Ox[2 intitative]
Horn of the Ox: Deal 400dmg. If your opponent is moving, knockdown for 1s. If your opponent is not moving, apply 4 stacks of vulnerability for 5s.
Trampling Ox: Deal 400 dmg in a 300 unit radius. Deals double damage to knocked down foes.
Skill 5: Shadow Dance [7 initiative]
Evade attacks for 3s. Can move and attack. Applies blur effect to player character.
Ranger
Animation style: Animal styles kungkittenSavage
Niche: Close quarters condition application
Skill 1: Chain skill: Tiger’s Tooth ->Tiger’s Claws -> Tiger Tail
Tiger’s tooth: deal 250dmg, apply 1 stack of bleeding for 5s, .5s cast time.
Tiger’s Claws: deal 175dmg twice, apply 2 stacks of bleeding for 5s. 1s cast time
Tiger’s Bite: Strike your foe for 500dmg. Your pet’s next attack inflicts 2stacks of vulnerability for 3s.
Skill 2: Serpent’s Lunge [8s CD]
Jump up to 600 units towards Target, deal 300dmg and apply 8s of poison. Leap Finisher.
Skill 3: Savage Strike [12s CD]
Deal 200dmg and apply 3 stacks of torment for 5s. Your pet’s next attack deals 150% dmg.
Skill 4: Dragon’s Tail [15s CD]
Knockdown enemies in a 200unit radius.
Skill 5: Monkey See, Monkey Do [20s CD]
Block the next incoming attack during the next 3s, If an attack is blocked, return it to the attacker (reflect all spell effects) If no attack is blocked, apply 2 stacks of vulnerability to self for 5s.
Usable by: Elementalist, Warrior, Ranger, Thief.
2-handed weapon type.
Warrior:
Animation style: brawling
Niche: Short range CC specialist
Skill 1: Jab -> Hook -> Haymaker
Jab: 200dmg 0.25s cast time
Hook: 350dmg 0.75s cast time
Haymaker: 500dmg 1.5s cast time. Applies .5s daze
Skill 2: Counter -> Taunt [8s CD]
Counter: Block next attack. If an attack is blocked, apply 3s daze. 300 unit range
Taunt: Cancel early to taunt your opponent, applying 3s Weakness to nearby foes and applying 1 stack of might to yourself for 5s. Blast Finisher.
Skill 3: Rush [10s CD]
Channeled ability: strike your target 7 times over the next 5 seconds for 1200dmg
Skill 4: Kidney shot [14s CD]
Strike your opponent in their vitals: 350dmg, apply 5stacks of vulnerability for 8s.
Skill 5: Grapple -> Toss [18s]
Grapple: Charge skill: stun your opponent for up to 2s
Toss: Release skill: Throw your target 400 units behind you.
This is EXACTLY what transmutation stones are for.
http://wiki.guildwars2.com/wiki/Transmutation_Stone
They take two items and you pick which skin, stat, upgrade you want from each to combine into one weapon. For higher end/ higher level armor you use a Transmutation crystal.
http://wiki.guildwars2.com/wiki/Transmutation_Crystal
For cultural and Orders armors its the common practice (and pretty much as designed) to buy it for the skin and transmute it onto the armor with the stat combo you want. Using dungeon tokens to buy your exotic armor set or weapons and then transmuting them with the skin you want is also a common way to gear your character.
Dragonbrand