Concept: Class name based off of 1st / 2nd prof.
Nickhimself
What if you saw things like this:
Ninja LFG
Paladin LFG
Battle Priest LFG
Here's what I mean:
What if your class title was based off of your Primary and Secondary Professions?
A Ninja could be an Assassin / Mesmer, or a Paladin could be a Warrior / Monk. It would be kind of cool to see this stuff introduced in a chapter down the line.
Also, maybe with each Class Combo, you could have a new ATT added that gave you bonuses towards things that class excelled at.
Like W/Mo could get the new Attribute: Anger Management - For every 3 ranks in Anger Management, You gain 2 Armor, 1 Energy and have x% to gain double adrenaline on melee hits.
Or, a Druid (Ranger / Monk): Natures Renewal: For every rank in NR your spirits gain "Non-summoned creatures near this spirit gain +x Health Regeneration", X = NR / 2 (maybe more)
None of those are set in stone, but this is a good idea for a new facet of the game, possibly farther down the line.
Also, it would add a little more depth to character creation, rather than the standard builds we have right now.
Ninja LFG
Paladin LFG
Battle Priest LFG
Here's what I mean:
What if your class title was based off of your Primary and Secondary Professions?
A Ninja could be an Assassin / Mesmer, or a Paladin could be a Warrior / Monk. It would be kind of cool to see this stuff introduced in a chapter down the line.
Also, maybe with each Class Combo, you could have a new ATT added that gave you bonuses towards things that class excelled at.
Like W/Mo could get the new Attribute: Anger Management - For every 3 ranks in Anger Management, You gain 2 Armor, 1 Energy and have x% to gain double adrenaline on melee hits.
Or, a Druid (Ranger / Monk): Natures Renewal: For every rank in NR your spirits gain "Non-summoned creatures near this spirit gain +x Health Regeneration", X = NR / 2 (maybe more)
None of those are set in stone, but this is a good idea for a new facet of the game, possibly farther down the line.
Also, it would add a little more depth to character creation, rather than the standard builds we have right now.
mega_jamie
/Not signed
Why should what 2 profs you pick to play state how you should be plaing it?
And then think of all the possible combinations, what youold you call a W/Rt or a W/Ra or a W/N? What exaclty makes a ninja? and so on.
I have characters to play how I want to play, it's bad enough monks are already assumed to play one way, but that this owuld insist all Mo/Me would be played the same way.
The profession system as far as naming is fine, if not perfect the way it is.
Why should what 2 profs you pick to play state how you should be plaing it?
And then think of all the possible combinations, what youold you call a W/Rt or a W/Ra or a W/N? What exaclty makes a ninja? and so on.
I have characters to play how I want to play, it's bad enough monks are already assumed to play one way, but that this owuld insist all Mo/Me would be played the same way.
The profession system as far as naming is fine, if not perfect the way it is.
Nickhimself
Umm...almost every class in the game is told what to play in groups.
How many times have you seen "Group LF MM" or "LF Interrupter then we go"?
Why not have special skills assigned to your class combination? It's not like you're being FORCED to play with those skills, but it would give the game more depth
How many times have you seen "Group LF MM" or "LF Interrupter then we go"?
Why not have special skills assigned to your class combination? It's not like you're being FORCED to play with those skills, but it would give the game more depth
prodigy ming
I actually kinda like this. a good way to spice up the old class and stop adding new ones. When Anet adds new class they are essentially making little variation of the old ones anyways. I can see alot of possibilites with this.. but also alot of work to actually make it work.
Nickhimself
Well yeah, definitely. It would require a .... whole expansion pack!
I mean, there are only so many new skills they can add before it's just ridiculously repetative.
Look at some of the skills in Factions. They're the exact same skills from Prophecies...but named differently. What if this continues? We'll have 500 Galrath Slashes + more.
You'll see SV/AV/MV/DV/FV lf 55 to farm UW
lol
I mean, there are only so many new skills they can add before it's just ridiculously repetative.
Look at some of the skills in Factions. They're the exact same skills from Prophecies...but named differently. What if this continues? We'll have 500 Galrath Slashes + more.
You'll see SV/AV/MV/DV/FV lf 55 to farm UW
lol
Nickhimself
Here, this is kind of what i'm talking about:
Forgive the photoshop, I know it's not 100% perfect, but I rushed it.
Like I said before, the class combo granted attribute would give you abilities that you're most likely to benefit from as that type of class.
Maybe a W/Mo would have some decent heals that would cost 5 energy (nothing amazing, but helpful when a monk is down), or shouts that start helping the entire group (+1 or 2 HP regen for 8 adrenaline, 3...10 seconds)
Anyway, that's kind of what I mean.
Forgive the photoshop, I know it's not 100% perfect, but I rushed it.
Like I said before, the class combo granted attribute would give you abilities that you're most likely to benefit from as that type of class.
Maybe a W/Mo would have some decent heals that would cost 5 energy (nothing amazing, but helpful when a monk is down), or shouts that start helping the entire group (+1 or 2 HP regen for 8 adrenaline, 3...10 seconds)
Anyway, that's kind of what I mean.
LightningHell
I don't agree with the extra attribute but I wouldn't mind the concept of naming class combinations.
Dougal Kronik
/not signed for the extra attribute
/signed for the naming for profession combinations.
We, the Guild Wars community should start initiating this ourselves. Do it often enough in game and Anet will probably add it!
So far we can go with:
Paladin: W/Mo
Druid: R/Mo
Any other ideas, and we can begin using them in game.
/signed for the naming for profession combinations.
We, the Guild Wars community should start initiating this ourselves. Do it often enough in game and Anet will probably add it!
So far we can go with:
Paladin: W/Mo
Druid: R/Mo
Any other ideas, and we can begin using them in game.
Knight Othin Of War
i agree with the profession combination so:
/Signed
can you give more details on the extra attributes for each combo and what they will effect the combinations by.
can you also describe what type of skills you're idea has for each bonus attribute.
/Signed
can you give more details on the extra attributes for each combo and what they will effect the combinations by.
can you also describe what type of skills you're idea has for each bonus attribute.
Nickhimself
Well, this is kind of what I was thinking (going off of the W/Mo Paladin set)
W/Mo : Paladin
Additional Attribute: Divine Retribution, maybe something like Holy Strikes instead
Aura of Stability - 10e 1c 30r
All allies within earshout are immune to knockdown
and critical strikes for 5 ... 10 seconds
Divine Frenzy - 5e 1/4c 45r
For 5 ... 10 seconds you gain +25% attack speed
and are healed for 10 ... 20 Health each time you land a successful melee attack
Lay On Hands - 15e 3c 10r
Resurrect target dead ally with up to your current health and your current energy +10, this spell has half the normal range.
Deafening Shout - 5e 1c 45r
All enemies within earshout are dazed for 2...6 seconds and all spells cast within this time cause exhaustion.
Rallying Cry - 10 adr
Shout. All allies within earshot move 25% faster for 5...15 seconds.
Dwayna's Favor {E} - 6 adr
You are healed for 10 ... 50 health and lose 1 condition.
Balthazar's Favor {E} - 8 adr
Lose all Adrenaline. Target enemy is knocked down and poisoned for 5...10 seconds.
Signet of Humility {E} - 1c 60r
All nearby enemies are knocked down for 1...3 seconds and lose 10...50 health. You are healed for this amount.
Signet of Retribution {E} - 1/2c 60r
All nearby enemies suffer 5...15 damage each second for 10...20 seconds. Damage caused this way is considered holy damage.
- Those are just things I came up with off the top of my head. They're not really meant to be definite skills, but at least give you an idea of what i'm talking about.
W/Mo : Paladin
Additional Attribute: Divine Retribution, maybe something like Holy Strikes instead
Aura of Stability - 10e 1c 30r
All allies within earshout are immune to knockdown
and critical strikes for 5 ... 10 seconds
Divine Frenzy - 5e 1/4c 45r
For 5 ... 10 seconds you gain +25% attack speed
and are healed for 10 ... 20 Health each time you land a successful melee attack
Lay On Hands - 15e 3c 10r
Resurrect target dead ally with up to your current health and your current energy +10, this spell has half the normal range.
Deafening Shout - 5e 1c 45r
All enemies within earshout are dazed for 2...6 seconds and all spells cast within this time cause exhaustion.
Rallying Cry - 10 adr
Shout. All allies within earshot move 25% faster for 5...15 seconds.
Dwayna's Favor {E} - 6 adr
You are healed for 10 ... 50 health and lose 1 condition.
Balthazar's Favor {E} - 8 adr
Lose all Adrenaline. Target enemy is knocked down and poisoned for 5...10 seconds.
Signet of Humility {E} - 1c 60r
All nearby enemies are knocked down for 1...3 seconds and lose 10...50 health. You are healed for this amount.
Signet of Retribution {E} - 1/2c 60r
All nearby enemies suffer 5...15 damage each second for 10...20 seconds. Damage caused this way is considered holy damage.
- Those are just things I came up with off the top of my head. They're not really meant to be definite skills, but at least give you an idea of what i'm talking about.
rezabm
Those crossclass skills seem to me too complicated to get them ever balanced. And I'm quite satisfied with easy character class naming thats already implemented (I mean shortcuts like R/Me, W/E, etc.). Your ideas sound really cool but less is sometimes more and IMO simplicity is the way to go.
Addone_Abaddon
/not signed on extra attribute
/signed on names
/signed on names
Kool Pajamas
Cross class skills might be ok if it can be balanced but adding another attribute for it is a waste.
Naming every single class combo is even more of a waste.
Naming every single class combo is even more of a waste.
Thomas.knbk
/notsigned on the attributes, although you have some nice skill ideas listed there. especially Lay On Hands, Rallying Cry (overpowered though) and Dwayna's Favor(overpowered in PvE, nice in PvP). Some of them will need some balance changes as you said, but I think they will work just fine in the existing attributes.
Silly Warrior
/not signed for names
/not signed for attributes
Make the game too complex...and I don't like complex things.
Plus, I doubt anet could find the time, with every new game, theres so many more combinations. With NF coming out, and Chapter 4 on the way, there would be so many combinations I'm positive that Anet wouldn't spend their time on something so pointless=
Zillion combos. I'd run out of names myself.
Its cool, will never happen.
/not signed for attributes
Make the game too complex...and I don't like complex things.
Plus, I doubt anet could find the time, with every new game, theres so many more combinations. With NF coming out, and Chapter 4 on the way, there would be so many combinations I'm positive that Anet wouldn't spend their time on something so pointless=
Zillion combos. I'd run out of names myself.
Its cool, will never happen.
The Hand Of Death
/not signed for both
Frankly I think the proffesions are great the way they are. There are many things that would be hard to name, and then on top of it you would have to think of a bunch more new ones with new chapters.
Core Chapter: 36 names, that is a lot to think of
Factions: 64 names, ouch
Factions + Nightfall: 100 names, yeah I wouldn't want to be that guy
Factions + Nightfall + Chapter 4: 144 names
Now if I were that guy that had to think up those names I would quit.
Even though I support mixed proffesion skills, I don't support mixed proffesion attributes.
Frankly I think the proffesions are great the way they are. There are many things that would be hard to name, and then on top of it you would have to think of a bunch more new ones with new chapters.
Core Chapter: 36 names, that is a lot to think of
Factions: 64 names, ouch
Factions + Nightfall: 100 names, yeah I wouldn't want to be that guy
Factions + Nightfall + Chapter 4: 144 names
Now if I were that guy that had to think up those names I would quit.
Even though I support mixed proffesion skills, I don't support mixed proffesion attributes.
HawkofStorms
/not signed for both
With factions and nightfall
100 names
100 new attributes
Umm... RIDICULOUS!
No way in heck anybody would be able to make sense of all that.
With factions and nightfall
100 names
100 new attributes
Umm... RIDICULOUS!
No way in heck anybody would be able to make sense of all that.
majoho
No thanks.
I sense another WoW invasion coming.
I sense another WoW invasion coming.
Malice Black
/No Thanks
Can imagine it now...paldin lfg drok armor and fds!!!! (spelling mistakes intentional)
BTW hows being a R/Mo got anything to do with Druids?...Ele would be closer to Druid then Ranger
Can imagine it now...paldin lfg drok armor and fds!!!! (spelling mistakes intentional)
BTW hows being a R/Mo got anything to do with Druids?...Ele would be closer to Druid then Ranger
Kai Nui
Lets confuse people more and make this game really idiotic. I'm a Trickster wearing Rouge's Armor, AKA a Me/A with +VS Physical dmg.