-Hi, made this CC Guide cause some people seem to be having problems making new unique CCs. Thier are 3 Attributes being jude always Roleplay, Uniqueness and Suitability.
Roleplay:
-You're CC should sound fun, exciting and intresting. Which people would wish to try that CCs. Don't make a crappy Tank with some Buffed Skills or some Hardcore Fighter who only has Attack Skills. Make something Unique like a Tanker who Redirects Damage not only to him but to Enemies.
Uniqueness:
-Try making something Unique, Something not in GW for precise. Don't make a Nuker, Hello we have the Elementalist, Don't make a Healer, Hello we already have the Monk and Res Rit. Try observing first be a critic to you're own work and try to similaries it to some of GW Classes. Also add new stuff like a Fast-Interupting Acrobat or Energy-Sucking Battery Mannai.
Suitability:
-The Background should fit the lore, Don't make an Evil Class but their are Evil Races. Evil Classes are useless if they are playing as a Hero

The Don'ts:
Some things you should not use anymore.
Warrior - Hardcore Tank, Brute and Strength
Assassin - Fast-Killing Mele Spiker, Shadow
Dervish - AoE Fighter
Ranger - Spiker and Environtment Manipulator, Nature
Paragon - Shouting Buffer, Shouts
Mesmer - Degen and Domi, Illusion
Elementalist - Nuking and Spiking, Elements
Necromancer - Mobber and Curser, Undead
Ritualist - Spirit Summoner
Monk - Healer and Smiter, Holy
You may still take Warders, Beastmasters and etc not in this list.
But becareful I may have not listed all don'ts.
Also their are som other words to that you're CC should not go around like elements and undead.
The Rit and Derv is the only that you can go around.
More Guides:
- http://www.guildwarsguru.com/forum/s...php?t=10088007
http://www.guildwarsguru.com/forum/s...php?t=10122227
http://www.guildwarsguru.com/forum/s...php?t=10133507