The Enlightened

fusional

Pre-Searing Cadet

Join Date: Jan 2006

Henge of Denravi

Zen Method

Mo/

Today after thinking about some of the similarities between Guild Wars and D'n'D I was struck by an idea that should be slightly simular to the Prestige class's of D'n'D, my first thought was how to work it into the game. Here are my solutions and then idea's.

In an upcoming campaign it would be possible to put into play a system that once the person becomes "Ascended" they are able to unlock a limited number of skill's that would boost there ability. These skill's would be very different though. First you have to think about a specific character that you play, Your primary profession is what most people think about then about a secondary that will help how they play. These new "enlightened" skill's would be something you unlock for profession combinations not just your primary OR secondary.

Now the point I'm trying to make might be a little unclear as I know the way I think and the way I write idea's down do not work well together. So I shall now draw up a very short example that will take up to much room on formatting.

Example 1.
[1]You have chosen to make a Warrior/Elementalist because you like the idea of a few fire spells that hit adjacent foes.

[2]After playing through the game a little you finally ascend, but in that time your secondary profession has stopped being used because even with adrenaline sword attacks you never have enough energy.

[3]You have now gained access to some skill's you can unlock only accessible to W/E which might give a stance able to give a short energy boost or other skills/stances/attacks/spells that would fit with profession combo's that are sadly neglected.

[4]Later through the game you decide you would enjoy being a Warrior/Monk and carrying a few healing prayers to help out the parties monk.

[5] While you have lost your prier "enlightened" skills, your now able to unlock new ones only usable for the W/Mo combination. This might be an Enchantment that for 10 seconds your attack is reduces by 10 but target other ally is healed for 10 every time you attack.
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Hopefully this has given some light to the idea I'm putting forward.

What I didn't cover in the example was that the skills a W/Mo would have, is different to a Mo/W because there are different types of things that would help you mix your attributes better. Also that these skill's would be similar to the No Attribute skill, so there would be no points wasted on them.

I do hope a system like this might be put into the game so that some of the many crazy combinations in the game are actually not that crazy, but I do not think the title "enlightened" would be a good way to go with the name for it just as the skill's I gave are probably silly at best. [they where of course for example to show an idea not a specific skill]


Thank you to anyone at A-net that might read all this and also to any players of Guild Wars that might spend a little bit of time reading and hopefully imagining how this would open up a few different attribute combinations.

If there is any further information I have not written down please be free to ask as I probably have thought about it but just left it from writing it down.

Cjlr

Wilds Pathfinder

Join Date: Aug 2005

SMS

E/Me

Cross-profession skills!

I seem to have heard some similar ideas before, though... But I like the idea, as long as the number of skills available is small (ie make it 1 per combination, and maybe throw in one extra for a round 10 per primary).

fusional

Pre-Searing Cadet

Join Date: Jan 2006

Henge of Denravi

Zen Method

Mo/

Actually I was thinking about 10 would be the perfect amount for this but I would seriously leave most details concerning how it should work to A-net since it is there idea that has given so many of us a world to live in.

Helcaraxe

Helcaraxe

Krytan Explorer

Join Date: Jul 2006

On top of a mountain

A Bad Moon Rising [Moon]

Me/Mo

I would delete my first-born character (coming up on one year ^_^) to have this added.

/sign

Antheus

Forge Runner

Join Date: Jan 2006

10 classes. 1 skill per combination = 90 different skills.

Just something to think about.

Vesus

Ascalonian Squire

Join Date: Mar 2006

A Vial Of Dye [Red]

N/

Hello sir and/or madam.
I fully agree to/endorse this thread and all opinions/ideas put foward by the thread starter. I particuarly like (Insert idea and/or statement) and wish to see it implimented on said medium.

Thank you for your time.

/signed

fusional

Pre-Searing Cadet

Join Date: Jan 2006

Henge of Denravi

Zen Method

Mo/

Antheus thanks for that thought. For anyone reading this, you would only have access to 10 skill's at a time, a total of 90 per character though. so if you had 10 character slot's and 10 different professions for each character, that is a total of 900 new skill's to include in the game. thinking about that now. that is really huge.

Aeon_Xin

Banned

Join Date: Nov 2005

E/Me

I would suggest the skills be a very low number per combination, like 3 possible.

Outline them in green to mimick the uniques in game.

Treat them similar to Elites, but they are not a skill, they're a Unique Power, and do not interact with other skills. You couldn't Echo, they're not enchantments(20% enchantment mods and the monk skill wouldn't help them), all of that jazz, otherwise it'd be like adding a 3rd class(same reason to limit number od UP atainable).

Other than that, I sign it.