Which GW1 profession is for the chop for GW2?

aaje vhanli

aaje vhanli

Krytan Explorer

Join Date: Dec 2006

The professions are fine. Their skills/capabilities just need to be reworked and balanced.

KainSword

KainSword

Pre-Searing Cadet

Join Date: Jun 2008

N/A

Quote:
Originally Posted by Cjlr
Warriors are safe, monks are safe, eles and rangers are probably safe. Find me an MMO that doesn't have those professions...
RuneScape doesn't have Monks or any sort of healer profession and/or healing spell. IIRC all healing is done by eating different foods. But besides refuting your point with an off-the-wall MMO...

I don't particularly care much for Mesmers. Illusions are a great idea for a new class, but if we had to chop some off, an illusion based class could very well be the first to go. Dervish don't really have much of a place either. I've never played an MMO which used Scythes as a weapon class. While they're a good class on paper, they could very well be cut. Actually what needs to happen is that all classes should be more self dependent, rather than having the almost mandatory two Monks per PUG.

If the classe count would have to be cut in half, Warrior, Ranger, Monk, Elementalist, and Necromancer (ArenaNet's supposed favorite child) would be the only ones to make the cut. After that, you'd have to consider which other classes would be needed to balance those primary 5.

englitdaudelin

Krytan Explorer

Join Date: Jul 2006

East Coast

Soldier's Union [SU]

N/Me

My own personal guesses:
1)the current 10 classes in some way will appear in GW2, perhaps in altered form. No real reason except some generic extrapolating:
A-Net has said it's aware that we're attached to our character names. Wouldn't it be a pretty short step to be aware that we're attached to our character classes and looks? (I reeeeeeally like the way my rit looks. )
A "lore" has been built through the quest lines that has a variety of character classes entering Tyria, and building monuments, and helping the battle against the charr, and so on. Tyria even has monsters of all 10 classes now. Those characters have become sort of immigrants to Tyria, and trained among the Norn and the Ebon Vanguard (Anton, Vael, mmmhmm?) and Asura, and then (here's my stretch a little)...passed those skills onwards. Why break such an obvious storyline? What could explain the disappearance of the skills of the heroes who built their monuments? What could explain the disappearance of these immigrant classes to Tyria (and the monsters, too)?
Seems to me..not much.
So that's why I think the current 10, in some form, will remain in GW2.


IF I HAD to speculate, and assume something IS getting the axe? Consider this:
Similarly, a lore has been built around the other, minor characters we've met-- Minor to us, major to the storyline, that is. Kormir and Togo come immediately to mind. The effect of these two might resonate more strongly than any others--and if that's the case, then Paragons and Rits might NOT be for the chop...and Dervishes and Sins MIGHT be.
More likely, as many posters suggested: those classes might be folded into the warrior and ranger classes, respectively?

Good rezz of an old thread, btw.

Krill

Krill

Desert Nomad

Join Date: May 2005

America

Get rid of dervs and rits, both are irredeemable garbage.

I actually like the concept of sins and paras, but there needs to be some limitations. There needs to be skills to remove / counter chants that don't suck. There needs to be limitations on shadow stepping, like half current range with y-axis (vertical) limits. Unblockable sin chains also need to go.

On the core classes I sure as shit hope they don't make the nec so cheesy next time. If it's going to be another overpowered hex factory I'd just as soon so it go as well.

Nessar

Nessar

Krytan Explorer

Join Date: Jun 2008

West Siiiiiiiiiiiiiide

Gwen Has A Thing For [Pyre]

Mesmers will prolly stay since it's a core prof...

I'll guess that rits or dervs will go...Or be merged with another class

englitdaudelin

Krytan Explorer

Join Date: Jul 2006

East Coast

Soldier's Union [SU]

N/Me

Quote:
Originally Posted by [DE]
Game balance far outweighs peoples feelings imo
Old quote. But an important issue.

But as somebody said, we're getting a whole new game, and I expect, whole new skills. When the professions, their skills and abilities, their weapons, and their functions in groups are all known FROM THE START (i.e. not added on, not given potent skills with big numbers in green; i.e. not the victims and progenitors of "Power Creep"), we'll likely get something approaching balance, from the start.

If we look at the sources of serious imbalance, the paragon's shouts and the unstrippable weapon spells seem to come to mind most notably. Oddly enough, they're new (add-on) classes that altered the operations of "core" classes.
Add the arguably overpowered dervish, and that's 3 out of 4 classes.

Anyway, the overpowered-ness of these comes partly from (arguably) not fully considering all the ways these skills would synthesize in a full party, especially in competitive play (which tends to drive skill balances)--and not having good counters for them. The cost of a shout while hexed with ... Ulcerous Lungs, I think?... just didn't seem great enough, against the benefits of the shouts. Is there ANY counter to weapon spells (besides...other weapon spells?)?

So if the design of ALL classes, and both their integration into a competitive team, and their potential counters in competitive teams, is considered from the start, we might just see all 10 classes, carefully balanced, not subject to power creep, in a game that might approach what we love. Then, no class will need the chop...not even mesmers.

Konig Des Todes

Konig Des Todes

Ooo, pretty flower

Join Date: Jan 2008

Citadel of the Decayed

The Archivists' Sanctum [Lore]

N/

I'll just go an state the bad points that could lead to getting a "chop" for GW2.

Monk: Nothing that bad, a bit overpowered due to their versatility and possible farming capabilities, although they just might try to prevent that instead of giving a chop, this profession isn't in much danger.

Warrior: Basic form of a Melee, might get the chop if Dervish and Assassin are staying (if that happens, the others might get more weapons, and Paragons might get a sword, just a possibility). Don't think this profession is in much danger as it is the basic "idiot" profession, and a good starting profession to get use to the game.

Elementalist: Generic Element caster. Don't see a real reason why it would be removed other then its use as a secondary profession for farming. (personally, I hope that the secondary profession is removed for GW2 and they use a tier system)

Necromancer: Don't think this will get removed as its basically a must have for a Necromancer in ANY Fantasy game. Everyone loves those dark heroes . But, they might see a huge nerf as they are very versatile.

Mesmer: Not used much, hated due to its "complexity" (meaning, its hard to time the skills *the interrupts* and people complain about being a mesmer is hard). Might get removed, but if kept they might get a buff for energy management (as their isn't that grand right now).

Ranger: Generic Druid/Hunter idea. Don't see it getting removed. Only problem would be that its limited to a bow only, in which case it would probably just get a buff (Crossbows please!)

Ritualist: This is basically a N/Mo imo. It summons otherwordly things and heals. Might get either scrapped or a buff as a second healer (as I think it was meant to be). Might also get merged into the Monk and Necro professions. Most likely for a caster being scrapped.

Assassin: These are basically the "quick" melee, and is, in a way, a W/N. People misunderstand this profession as it seems to me, and is then disliked. Most likely of the attackers to get removed, but I think (and hope) that the idea will just be moved from based off of a Ninja to an Arabic Assassin (like in Assassin's Creed ). Really hoping this is not cut from the line personally.

Dervish: The "Holy Warriors." Might get removed as they are basically a Mo/W/E (I say this because of the "holy" part *Mysticism basically* is monkish, its melee with 70 armor *warrior-like*, and does elemental AoE damage *Elementalist-like*). A good chance of getting removed. If kept, good chance of a nerf.

Paragon: Basically a W/Mo/R (80 armor+shouts=W|Spear=R|Party Support=Mo). Rather overpowering in the game. If kept, they will get a good nerf (in the form of many more shout and chant removals on other professions).

Personally, I like all the professions except Warrior and somewhat Monk. If Ritualists are made into better supporters, then I wouldn't mind seeing Monks go. Warrior, I think should be replaced by the Dervish all together, but thats my opinion, don't listen to me.

hyphyclay

Pre-Searing Cadet

Join Date: Jun 2008

screw it everything i wrote was retarded

samifly

samifly

Wilds Pathfinder

Join Date: Dec 2005

Girl Power [GP]

Mo/Me

I havent read through the previous posts, but It's most likely that the core professions are staying. they are the ones that are most balanced, and most other games have them. Mesmer is the only one which is unique, and I think it will stay since its one of the things GW got right (at least in PvP)

Alleji

Alleji

Forge Runner

Join Date: Jan 2006

I would be fine with all 4 non-core professions getting chopped, but if anet chooses to keep them they'd need to make some adjustments. The only class I'd really like to see removed completely is paragon - the concept is downright terrible to the core and does not belong in PvP.

Assassins are fine, except remove shadowsteps from the game and maybe give them more shutdown skills. Make assassin into a melee half-mesmer rather than 12345 combo masher.

Dervishes are a fine concept too as an alternative to warriors. The issues with this class in GW1 are fairly superficial and can be fixed by balancing some problem skills and reducing the range of scythe damage to 14-36 instead of 9-41 or something like that (150 crits from buffed dervs are dumb).

The only problem with rits are weapon spells, which need to have a counter other than interrupts. Oh and preferably make them less shallow... for several months every rit in every non-spike build carried this bar: Splinter, A-rage, Warding, Kaolai, Life, DPS, [two other skills, which were often warmonger's+offering of spirit or utility elite+emanagement skill] (I guess now with hardcore nerfs to splinter we see a bit more variation)

Mesmers IMO are nowhere near being endangered if anet plans to keep GW2 anything like GW1 because of the central role they play in balanced PvP (along with warriors and monks). PvP needs to have shutdown and spreading it out evenly among all classes would be a bad idea... look at wow, where almost every class has a couple shutdown options (stuns/poly/fear/etc).

gremlin

Furnace Stoker

Join Date: Oct 2006

GWAR

Me/Mo

Better to abandon all the professions and start again.
I realise its a radical change but I see GW2 as a new game loosely based on gw1 but not a direct copy with better graphics.

Would rather they let players choose skills that lead them down paths with more and more restrictions as they go one depending on their previous choices.

Armour would again limit some skills but you would be able to choose to wear a lighter armour then you are skilled at "or none at all" to remove the limiting factor armour would have.





Its a lot harder for parties to snub people for the class they run if there are no classes as such.

Konig Des Todes

Konig Des Todes

Ooo, pretty flower

Join Date: Jan 2008

Citadel of the Decayed

The Archivists' Sanctum [Lore]

N/

Quote:
Originally Posted by gremlin
Better to abandon all the professions and start again.
That actually isn't a bad idea. Personally, I think that when a character is made, there is no profession. You choose your primary (and hopefully only) profession the same way you choose a secondary in GW1.

Instead of a Primary/Secondary profession system, I would rather see a tier system. Like have Fighter to a "heavy fighter"(like the warrior) or a "light fighter" (like the Assassin). Similar set up for the Caster and Ranged fighter professions(of course having real names ). Just my thought on a better profession system. So not just restart the profession set up, but a new profession system might work better, at least imo.

la_cabra_de_vida

la_cabra_de_vida

Lion's Arch Merchant

Join Date: Nov 2007

Great Soviet California!

Deputy Glitter's Shoe Squad [ghey]

Me/

Sins, dervs, paras all deserve to die. Rits can be salvaged, and need spirits canned. Necros need less stupid lines (blood) and gimmicks (curses, sr). Other five are fine.

Dru Stratas

Dru Stratas

Frost Gate Guardian

Join Date: Apr 2008

England.

Colloidal Gold [Purp] - Leader

E/

Quote:
Originally Posted by Koudelka
Assassins - Now, I think people's assumptions of them is unfair. People who are not particularly competent equip 7 attack skills and expect to survive on Shadow Refuge with 3 Shadow Arts. Because of this people assume they have no defence (when in actual fact they have a much greater defence then they are given credit for) and are shunned in PvE.
Too true. Assassins have a rather bad name, in Pugs at least, because when Factions was realeased, Warriors, who were used to their high armor and near invulnerability, picked up the assassin and played without realising the lower armor level, and therefore made Assassins seem like a tanking class.

I think that either Assassin or maybe even Ritualist will get the chop in GW2, both of which I play, and it will be a shame, but maybe they will even scrap all the proffessions and create a new set, who can say?

tmakinen

tmakinen

Desert Nomad

Join Date: Nov 2005

www.mybearfriend.net

Servants of Fortuna [SoF]

E/

There is one very big difference between GW and GW2 and that is the introduction of races and racial abilities. A direct transfer of the GW profession system would be a catastrophic failure. Think of the profession discrimination in GW then raise that to the second power, like in "we only accept norn warriors and asuran elementalists et.c." Or, to cover all bases, instead of having 10 characters, one of each profession, you'll need one of each profession and race. With the five confirmed races and ten existing professions it would require no less than 50 character slots.

One system that would work is to ditch the concept of permanent primary profession. When making a build, you would first choose one primary attribute line and up to three other lines. The choice of the primary would affect your energy regeneration and management options as well as armor properties, and would be similar to choosing a primary profession. The regular attribute lines wouldn't be directly tied to any primary line, so you could make up something that in GW would be classified as W/E/N/Mo. For every weapon there would be a corresponding attribute line. That would trivially merge all physicals into just one fighter class with a wide array of customization choices.

That would also require an uphaul of the armor system but it can also be done so that the problems of the current system are solved.

FengShuiDove

FengShuiDove

Forge Runner

Join Date: Sep 2007

Trinity of the Ascended [ToA]

A/

Quote:
Originally Posted by arienrhode
Unblockable sin chains also need to go.
Didn't even have to glance at your profession preference in your profile. Removing unblockable chains/stance removal absolutely makes blocking stances the most broken game mechanic. It's ridiculous in PvE if you don't bring stance removal, and since Rangers have +30 elemental resistance your other primary sources of damage like eles are slow to kill them. Bad idea. The shadow stepping limitation isn't bad though. It still allows the quick "get in the battle" mechanic while still requiring some knowledge of positioning on the field.

Quote:
Originally Posted by KainSword
If the classe count would have to be cut in half, Warrior, Ranger, Monk, Elementalist, and Necromancer (ArenaNet's supposed favorite child) would be the only ones to make the cut. After that, you'd have to consider which other classes would be needed to balance those primary 5.
I can see that. It gives you a little sampling of everything in GW right now. Assassins might go into Rangers, Dervish into Warrior, Rit or Mesmer into Necro, Mesmer in Elementalist, leaving Paragon with Monk -- an unlikely pairing but doable depending on the way they implement it.

Still, I doubt it will be chopped in half. I'm guessing either 6 professions with the expansion classes worked into them or 10 like we have now.

street peddler

street peddler

Wilds Pathfinder

Join Date: Apr 2007

rework all the classes to be balanced with each other. they now have the oppurtunity to do this, so i dont see why they would cut any of the classes.

Prokiller88

Ascalonian Squire

Join Date: Mar 2008

A/

There is no reason to drop any of these classes for GW2, they just need to be reworked and balanced.

But if they have to drop a profession, I would like to paragon and rit to go bye bye.
Paragons are way too good, good ranged dps, with party wide buffs/heals, that makes a near invincible class.
Rits on the other hand are crappy, the spirits are pretty good except, they can't move. The weapon spells are good but only 1 at a time. The healing spells are decent, but the secondary effects of them requires a spirit. The item holding really messes up your weapon set up.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Dervishes can be merged with Assassins, Ritualists can be meged with Necromancers.

rohan boru

Ascalonian Squire

Join Date: Aug 2007

Desolate Complexity [ONE]

E/

These are my thoughts, someone may have already posted this but I'm too lazy to look.

In GW2 it says that transportation to Cantha and Elona is no longer possible. With that being said I think and sort of hope that Rits (although I love them), Assasins, Paragons, and the Dervish will be eliminated.

Sai Rith

Sai Rith

Krytan Explorer

Join Date: Jan 2006

W/

In honest opinion, I would like to back to the Core Professions. Things were fine then, the only IMBA thing was B-Spike and Ranger Spike, which can both be easily countered back then as well. And no, Mesmers probably WONT be cut. Most people are considering the Mesmers based on their PVE ability. If you people don't notice, Mesmers were always in most GvG Metagame. From the E-Surge to the Sig/PB Mez, you will rarely see a Guild not use a Mesmer.

Maximumraver

Maximumraver

Krytan Explorer

Join Date: Sep 2006

The Netherlands

Twisted Revenge [TR]

E/

Quote:
Originally Posted by garethporlest18
I hope all 4 of the new classes get chopped and we go back to old flavors but in depth more.
Nothing to add.

darkdreamr

Frost Gate Guardian

Join Date: Oct 2007

beyond the yellow brick road

She Left With Half My [GeAr]

Me/

Assassins barely deserve their own class. They're weak melee with rapid attacks and a teleporting mechanic, that's it. Critical Strikes is nothing but energy management so there's really nothing unique about them except their skills, which can easily be given to another melee class.

Likewise dervishes are just melee with scythes and um, avatars I guess. Energy instead of adrenaline. Again, no unique primary attribute or gameplay, since the enchantment cycling thing fails.

Rits are pretty unique gameplay, but only because of binding rituals. Most people use rits just like a generic caster with unremovable buffs, so that doesn't speak well for their continuation.

Paragons are definitely unique gameplay, since they unlike any other class are highly team oriented. I would also say the core classes are all unique although mesmer and necro do have some overlap.

Blah blah I ramble too much. But what ANet might try to do is instead of barely-different hybrid classes, make the hybridization a skill/attribute type of choice. Like, I pick a generic offensive caster and can spec into weapon spells or minion mastery or what have you.

PS. If they touch mesmers I'll rage. Mesmers are one of the most unique things in guild wars, from primary attribute to gameplay.

Droz the Merciless

Droz the Merciless

Ascalonian Squire

Join Date: Jan 2007

Texas

Order of the Drow [DROW]

N/Mo

What an interesting question. I'd have to place my money on Assassin and Ritualist getting the chop. Even though they are both favorites of mine to play. They only reason I see this as happening is that they originated in Cantha, and from what I remember reading, there will be no Cantha in GW2, it will revolve around Tyria and Elona mainly. TBH though, I'd rather see the Paragon and Derv go.

shoogi

Krytan Explorer

Join Date: Jun 2007

Ray

I would have liked the following professions to go-
Paragon
Dervish
Assassin
Ritualist
Those only made GW worse and screwed up balance.

Doesn't matter really, because Anet decided to implement Races so GW2 gonna fail there.

Aldric

Wilds Pathfinder

Join Date: Jul 2007

[IG]

R/

I think we'll have the 6 core classes as they were the most balanced. The other new classes were all a bit imbalanced but did all introduce things that were good. The good points could fairly easily be merged into the core classes in my opinion.

Paragon - Merge with Rangers to have a single Ranged attack class
Dervish - Merge with Warriors to have a single Melee attack class
Assassin - Merge with Warriors to have a single Melee attack class

I could see this working with you picking the primary class with it's attribute and then being able to spec into different secondary attribute "trees".

Ritualist - Summonings/Item skills move to Necro class , Party Buffs/Channeling moves to Monk.

Possibly take the Necro hexing ability and move it to the Mesmer to make Mesmer much more of a viable PVE class. Its perfect for PVP so it won't be removed.

Obviously thats way simplistic (and very D2ish when I look at it) but I think less classes with more possible variation is preferable and for Anet would probably be easier to balance.

-Lotus-

Jungle Guide

Join Date: May 2008

I really hope its mesmers. the profession is totally useless in PvE and could easily be incorporated into the necromancer and elementalist

zelgadissan

zelgadissan

Forge Runner

Join Date: Feb 2008

The Warrior Priests [WP]

Me/Rt

Quote:
Originally Posted by -Lotus-
I really hope its mesmers. the profession is totally useless in PvE
You make me cry. I'm guessing you've never run a mesmer in PvE and if you have it's been for roughly 15 minutes. Mesmers are almost the only thing left in Guild Wars that somewhat requires thought and skill.

On topic if anything goes I imagine it would be the Assassin #1; after all the main reason why people hate the dervish so much in PvP is because of D/A shadow steps (well maybe not anymore but it used to be, I guess now it's R/D).

Yeah I guess Dervishes would be second on the list.

AscalonWarrior

AscalonWarrior

Wilds Pathfinder

Join Date: Apr 2006

Kokkola, Finland

Mo/

Quote:
Originally Posted by -Lotus-
I really hope its mesmers. the profession is totally useless in PvE and could easily be incorporated into the necromancer and elementalist
How come? Mesmers are great in PvE, if the player knows how to play it.

shoyon456

shoyon456

Desert Nomad

Join Date: Jul 2006

D/

Quote:
Originally Posted by Aldric
I think we'll have the 6 core classes as they were the most balanced. The other new classes were all a bit imbalanced but did all introduce things that were good. The good points could fairly easily be merged into the core classes in my opinion.

Paragon - Merge with Rangers to have a single Ranged attack class
Dervish - Merge with Warriors to have a single Melee attack class
Assassin - Merge with Warriors to have a single Melee attack class
Fine and dandy, but Dervs, paragons, sins, rits, hell EVERY class has a characteristic "look." I dont know how much you've actually seen of each of these classes, but in terms of play feel and the lore associated with each one (which would be somewhat mandated by our classes being in the HoM) none of these classes would merge with others. A Warrior with a hood? Please, don't make me laugh.

I feel I have to say it again, even though others have been saying it this whole time. The point of GW2 is to redux all classes to be balanced from the start. It may mean whole classes loose some of their characteristic skill attributes and gain new ones, but as many before me have said, there is no reason to leave out any class when the whole class can be made from scratch. In addition, what would happen to those who stored a para/rit/derv/sin character in the HoM? That would be an insult to find that the dervish class has devolved into a hulking mindless warrior with more armor.

The lore in each of the non-core classes should prevent any form of class merging. However since gw2 is only somewhat based on gw1, only time will tell.

Akaraxle

Akaraxle

Wilds Pathfinder

Join Date: Jan 2006

Italy

E/

- Assassins all accidentally murder themselves while shaving (girls too).
- Ritualist keep summoning spirits that eat their soul and they become extinct.
- Dervishes all feel a sudden urge to commit collective blasphemy against the five gods and are incinerated where they stand.
- Paragons find their arm muscles to be atrophied from too much spear chucking and kill themselves because they can't fap anymore.

Lore issues fix'd, now we can go back to having our 6 professions.

kostolomac

kostolomac

Jungle Guide

Join Date: Apr 2008

Serbia

Me/

Most likely rits and paras. There too many naruto fans and "OMG i can be god OMG" people who play the game so sins and dervs might stay. But i fear the mesmer might get cut off too due to people like this:
Quote:
I really hope its mesmers. the profession is totally useless in PvE and could easily be incorporated into the necromancer and elementalist
However i would like to see the mesmer get access to shadow arts and deadly arts as a mixture of a mes and sin.

nugzta

Krytan Explorer

Join Date: Nov 2005

IMO GW1 professions are for the chop in GW2:
Assassin
Ritualist
Paragon
Dervish
Ursan

and Necro needs to be reworked (hex, blood magic and Soul Reaping)

zelgadissan

zelgadissan

Forge Runner

Join Date: Feb 2008

The Warrior Priests [WP]

Me/Rt

Quote:
Originally Posted by shoyon456
...EVERY class has a characteristic "look." ... A Warrior with a hood? Please, don't make me laugh.
IMO any warrior using [Executioner's Strike] or [Decapitate] should totally be wearing a hood

Aldric

Wilds Pathfinder

Join Date: Jul 2007

[IG]

R/

Quote:
Originally Posted by shoyon456
Fine and dandy, but Dervs, paragons, sins, rits, hell EVERY class has a characteristic "look." I dont know how much you've actually seen of each of these classes, but in terms of play feel and the lore associated with each one (which would be somewhat mandated by our classes being in the HoM) none of these classes would merge with others. A Warrior with a hood? Please, don't make me laugh.
Warriors with Ninja masks/Blindfolds/Dread Masks say Hai! Your argument that physical look will bar the merging of classes is beyond silly and makes me laugh

I have played most classes , monk excepting , and there is certainly grounds for merging attribute lines among some classes. Personally I could easily leave the classes as is but I think Anet will consider the balancing aspect of PVP and cut the number of classes down a bit.

Quote:
Originally Posted by shoyon456
I feel I have to say it again, even though others have been saying it this whole time. The point of GW2 is to redux all classes to be balanced from the start. It may mean whole classes loose some of their characteristic skill attributes and gain new ones, but as many before me have said, there is no reason to leave out any class when the whole class can be made from scratch. In addition, what would happen to those who stored a para/rit/derv/sin character in the HoM? That would be an insult to find that the dervish class has devolved into a hulking mindless warrior with more armor.
Only an insult to those who think Dervish are automatically better than Warriors. I know which I prefer and they don't have hoods and call themselve D'eath Reapzorlol

As for the HoM , as huge amount of them are going to be useless anyway. GW2 will contain different races and since all characters are currently human then a very large section of people are going to have no use for their HoM simply because they want to make a non human character. This wont be a problem and neither will the fact that a character class may have been merged into something else.

If, for instance, Rits are deleted and their functions split between Necro + Monk then I'll see which class the bit I enjoyed went to and play that class instead , not a big deal to me.

Magikarp

Magikarp

Desert Nomad

Join Date: Nov 2007

[HAWK]

i like the idea of taking a "start-out" class, like "Warrior" and through leveling up and weapon choice, having your class name change to something like "Rogue" (using a one handed dagger), or "Assassin" (with 2 daggers), "Beserker" and so on..

like this..

Priest
-Monk
-Cleric
-Crusader

Summoner
-Necromancer
-Ritualist
-Communer

Ranger
-Druid
-Bowman
-Beastmaster (a good one lol)

Mage
-Elementalist
-Mesmer
-Sorcerer (dark magic? something like that)

then sub-classes could work like..

Warrior
-Rogue
-Beserker
-Assassin
-Shadowknight
-Knight
-Dragonslayer


Priest
-Crusader
-Holy Knight
etc..


Just an idea :P

Stranger The Ranger

Stranger The Ranger

Wilds Pathfinder

Join Date: Nov 2005

Those Netherlands

Dynasty Warriors [DW]

R/

Remove Monks
Improve Self-heals

:>

*leaves topic*

zelgadissan

zelgadissan

Forge Runner

Join Date: Feb 2008

The Warrior Priests [WP]

Me/Rt

Quote:
Originally Posted by Aldric
As for the HoM , as huge amount of them are going to be useless anyway. GW2 will contain different races and since all characters are currently human then a very large section of people are going to have no use for their HoM simply because they want to make a non human character.
It's already been announced that GW2 is set roughly 250 years after EotN. My interpretation of the HoM has always been that your new character will inherit the "lore or conquests" of your HoM character much like they are descendants of your GW1 character. Who's to say that my mesmer isn't going to get it on with an Asuran to get my descendants to (presumably) have more energy? If that's the case choosing a race is irrelevant.

Bryant Again

Bryant Again

Hall Hero

Join Date: Feb 2006

Quote:
Originally Posted by Stranger The Ranger
Remove Monks
Improve Self-heals

:>

*leaves topic*
I actually like the way that's going. I'd much prefer RPGs to shy away from the very large emphasis on healers and healing in general.

roshanabey2

Frost Gate Guardian

Join Date: May 2007

[lion]

N/Mo

[QUOTE=darkdreamr]Assassins barely deserve their own class. They're weak melee with rapid attacks and a teleporting mechanic, that's it. Critical Strikes is nothing but energy management so there's really nothing unique about them except their skills, which can easily be given to another melee class.

Likewise dervishes are just melee with scythes and um, avatars I guess. Energy instead of adrenaline. Again, no unique primary attribute or gameplay, since the enchantment cycling thing fails.

QUOTE]

kill yourself, assasins are awesome, even my imaginery sin will pawn you, and dervishes are annoying RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOs their avatars are too overpoering, they should be nerfed to hell imo.