Combination Attributes

Cid

Cid

Academy Page

Join Date: Jul 2006

R/

Inspired by the combination skills in the "Create a skill" thread here; http://www.guildwarsguru.com/forum/s...ad.php?t=62191

And also by actionjacks "Thief" cc found here; http://www.guildwarsguru.com/forum/s...php?t=10003957

I was thinking about how actionjack said the Ranger was meant to have a stealth attribute, and it came to mind that maybe both the Assassin and Ranger could use it effectively. But that, to give it to one would of made the community for the other annoyed/jealous. So why not let them both have it?

So the idea for a combination attribute came to mind.

This would be a weaker attribute (max level of 6) that you could only access if you had a certain secondary profession. The combination of this with your primary would decide what you have access to in addition to usual skills.

Examples:

A/R or R/A could have a Stealth attribute

Stealth : No-inherent effect, for ever point in stealth your abilities in stealth related skills increases. Skills that make you undetecable/increase the power of your first strike/help you escape from battle.

W/Me or A/Me could have a illusionary defense attribute

Illusionary defense : For every point in illusionary defense you gain 2.5% chance to evade critical attacks, WHILST FLEEING/RUNNING (want to make that clear). They also increase the power of stances that redirect damage at you or redirect damage around your team

E/N could use plaguemagic

Plaguemagic : No-inherent effect, for every point in Plaguemagic the power of its skills are increased. Skills that create large condition 'nukes' or defenses against conditions.

This is just a few ideas that I came up with. I'd prefer feedback and criticism before I add anymore. Thanks

And if someone wants to think of a better title then Plaguemagic, it'd be appreciated

Undivine

Undivine

of Brackenwood

Join Date: Oct 2005

Ontario, Canada

While the subject of having stealth in Guild Wars has always been on shakey ground, a synergy attribute sounds kinda cool. As long as both classes gain a practical benefit from it. I would not want to see an E/Me gain a greater benefit from the synergy than a Me/E for example, like something that mesmers wouldn't use. So it would have to be done carefully.

And also, it would require quite a bit of work. You have to make an attribute for every combination that exists. That's what... 15 permutations for just the core classes alone? And then what do you do about classes introduced by other chapters?

Come to think of it, I'm not sure this would be a great idea. What Guild Wars has now is sophisticated yet simple.

Cid

Cid

Academy Page

Join Date: Jul 2006

R/

Thanks for the criticism, and I agree it is good what Guild Wars has now.

But, I get the impression that some have explored alot of what it has to offer. And alot of the concept classes arn't large changes to current professions.

And I never said that the opposite primary/secondary had to have the same attribute. So whilst E/Me could use a weaker fast casting attribute, Me/E could have a weaker energy storage attribute.

Terra Xin

Terra Xin

Furnace Stoker

Join Date: Mar 2006

New Zealand

Me/R

Arcane Maladies

When you're introducing a synergy attribute for specific claases, you have to keep in mind that this will really influence the way on how builds are developed. And with Undivine's comment, having 15 different attributes for the core classes alone is a bit of work and can become confusing to any player.

Well this idea can always be developed, instead of it becoming an entire attribute class, it can become an inherent skill instead, only available to use under special circumstances. Like a temporary buff to your skills with penalties.

Say for instance you could have three skills for each synergy class and arent affected by ranks in attribute points, so they would be in the same class as the 'No Attribute' skills:

R/Me - Calloused Hands - 5E, 1C
Skill. For 10 seconds, your Expertise attribute will be replaced by the Fast Casting attribute instead (With all points in that attribute transferred). Calloused Hands ends when you use a skill, and can only be recharged if you fail to cast a spell.

R/Me - Inspirited Bond - 10E, 1/2C
Pet Skill. For 10 seconds, whenever your pet is struck in combat, half the damage is redirected to you. Whenever you are struck in combat, half the damage is redirected to your pet. This skill recharges if you or your pet dies.

R/Me - Mark of Lyssa - 15E 1/4C
Skill. For 5 seconds, your next bow attack cannot be "dodged" or "obstructed". If this attack fails to hit or is interrupted, all of your skills are disabled for 6 seconds. This skill recharges after 15 successful hits with a bow.

Cid

Cid

Academy Page

Join Date: Jul 2006

R/

Thanks

I like your ideas more then mine lol. I just think that the secondary profession needs to be added to.

If not by adding skills, but from inherent buffs like defense against conditions or hexes, increasing attack speed or attack power.