Quote:
Originally Posted by adam of phyrexia
Good new class? lol you must really be desperate for one
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Theoretically yes, when it gives an Evolution System in GW2 eventually similar to RO, the Merchant could become a profession equal to all others.
Merchants can self defend themself too
, needs only enough fantasy to think for fitting Skills... what will be easier, when you make out of them either Blacksmiths or Alchemists, what would be together a good addition imo to the professions of GW imo.
Magna already also posted CC's for Alchemists, I'm sure I saw there something ... being a simple Merchant is just a Core Profession from which you can spezialize into more detailed ways of being a Merchant in kind of what you decide for the character, what stuff it should vend.
Be it Equips, Items or or a Service.
Ragnarok Online made for this profession thevery best example of how it could work similar for GW2. Merchants are not a Joke Profession, like many think they are, if you concept them good enough.
and the merchant has more possible Evolutions, other then only Alchemist and Blacksmith, its also the Oracle (Service) or the Architect/Engineer (Items) *however u want call it*
Only because they shoudl become a playable profession, doesn#t automatically mean, that this profession shold have automatically any commerce advantages or so - no, they would have the same gameplay like all other professions and players would have as them no advantages over other professions, when selling/buyign stuff at npc merchants.
I'm not desperate, I see in this really a serious possible Core Profession for GW2, when we see in GW2 really eventually something, like Evolutions *what I personally hope, because it gives games like GW more long term motivation, so that players have a bit more to do with their characters, other then being maxed within under 24 hours >.> and it increases massively the ingame individuality for characters - it would be just an improvement of the 2 Class-System, because the Evo-Way could be very similar handled and with Evo-Way, GW2 wouldn't have again so much Wannabe-Professions *.
Example for a good serious Merchant:
HP: 480
Energy: 30
Energy Reg: 2
Defense: 70
Weapon: Maces: 10-30 Bludgeon Damage 1H Weapon ASPD: Slightly slower than an Axe
2nd Hand: Gauntlets (Hybrid Focus Item)
Give max + 5 Energy and + 5 Defense.
Gauntlets const out of Hand Piece(Glove)
Pic and an Arm Piece
Pic
The Glove is the Basis, the Arm Piece is the individual for the Bonus Effect
Portrait:
RO Merch Picture
Head Gear: Caps
Color: brown
Symbol: Moneysack
Insignias:
Salesman: + 10 Armor, while not suffering on a Condition
Alchemists: + 15 Armor, while holding an Item
Blacksmiths: +10 Armor against Elements
Resistant: + 5 Armor against all sources of Damage while suffering on 1 Hex
+5 Armor against all sources of Damage while suffering on 2 Hexes
+5 Armor against all sources of Damage while suffering on 3 Hexes
+5 armor against all sources of Damage while suffering on 4 Hexes
Oracles: +3 Energy when on Chest, +2 for Legs and + 1 for Head, Hands and Feet
Architects: +30 HP when holding an Item for Chest, + 20 HP for Legs, +10 HP for Head, hands and Feet
....
Attributes:
(Primary) Calculations > Merchants are very good mathematians due to the fact, that they have daily to do with Money. Their Skills about mathematic calculations are so good, that they can easily calculate also the rates of possibilities, that something will happen.
Increasing this Attribute will incrase for every point the chance for the Merchant to dodge physical attacks or incoming projectiles by 1,5%.
Higher Calculations increases also by every 2 points the maximum Defense of your designed mechanic constructions by 5
Whenever a Construction is created, you will receive 1 Energy Point per Rank (max 3x per 15s) (Self Defense Skills and Self Buffs)
Mace Mastery > have I to say here much ?
(Attack Skills)
Constructions > Constructions can be different things - they can be either little unmobile Towers (work similar to Ritualists Ghosts) or the elite-version - tiny mechs (G.O.L.E.M's) Those constructions will be affected by the primary attribute. Constructions can be either of agressive or of supportive nature.
Analyse > Includes Debuff-Skills, Analyse Skills with that you can give foes weaknesses. It includes also environmental Buff-Skills for Party-Support. Merchants travel very much, so they have very good geographical skills - they know their world they live in, like their Lucky Gold Coin
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Example Skills:
Calculations:
"Chance for Missing Arrows"
For the next 10 seconds, all projectiles from enemies will have a 10-25% higher chance to miss you.
10E, 2s, 30s
"Chance for Missing Attacks"
For the next 10 seconds, all melee attacks from enemies will have a 10-25% higher chance to miss you.
15E, 2s, 20s
"Failure Correction"
Against the next 1-5 Attacks/Spells will have your Constructions +10-20 Defense and for each attack/Spell, that hits after this Skill ended, the Construction will receive +1 Second of + 3-7 Health Regeneration
10E, 2s, 15s
"Chance for Critical Hits"
For the next 10 seconds, all your Attacks have an 10-20% higher rate for critical hits. While under this buff, the damage multiplier for critical hits is increased by 1,5
10E, 2s, 30s
"Destiny Prediction" [Elite]
For the next 10 seconds, you will get healed by the amount of Damage, you would normally have received. For each attacked healed by this way, this skill takes 4,5 seconds longer for recharge. When this Enchant Ends, will be all your Non Calculation Skills be recharged and for every recharged Skill you will receive +1-3 Energy (max +15)
5E, 3s, 5s + additional Time/Hit
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Mace Mastery:
"Knuckle Buster"
You will strike with your mace onto the foe's hand. This Attack will deal + 15-25 Damage and will interrupt the foe, if the foe was attacking.
When this Attack has interrupted the foe, this attack will deal additional + 5-15 Damage.
6A
"Rotating Strike"
You will attack the targeted foe and all adjacent foes to that foe with a rotating strike, that will deal + 10-30 Damage. When the foes suffered on Weakness, this attack will knock down the foes and will cause Cracked Armor to them for 5-20 seconds. When this happens, you will gain +1-3 Adrenaline
10A
"Head Crusher"
You will attack the foe's Head with your mace from above.
This Attack will deal ever an critical hit. If it hits a spell casting foe, that spell gets interrupted and the foe will suffer on Daze for the next 10-20 seconds.
10E, 20s recharge
"Slash of the Jumping Spider"
you will perform a Jump Attack towards your foe. This attack will deal double the damage from your basic weapon damage, but the attack has a 25% Chance to miss. If it hits and the foe suffered on bleeding, the foe will suffer then also on Poison for the next 4-18 seconds. Suffered the Foe on Weakness, then deals this Attack a Deep Wound for 5-20 seconds
5E, 15s recharge
"Stonefist Strike" [Elite]
You will hit with this attack like a Stonefist. If your foe is hexed, this attack will deal +15-35 additional Earth Damage and will knock down the foe into the Dust and the Foe will get blinded for the next 5-15 seconds. if the foe was not hexed, the additional Damage will be non elemental and the attack will be unblockable.
5E, 10s recharge
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Constructions:
"Diamond Lens Canon"
You will create a Diamond Lens Canon-Construction. A Lvl 5-15 Tower, that will shoot at nearby foes concentraded rays of sunlight, which will deal 5-25 light damage. Weakened Foes will be blinded when hit for 5-15 seconds
This Attack-Tower will work for 30-60 seconds, before the battery will run out of Energy
10E, 5s, 30s
"Orderly" [Elite]
You will create a little lvl 5-20 G.O.L.E.M, which will heal every 4s all conditions of adjacent allies to him. This G.O.L.E.M will stay for 90-120 seconds, before the Battery will run out of Energy
15E, 5s, 60s
"Barrier Defender" [Elite]
You will create a Barrier Defender-Consruction. a Lvl 5-20 Tower, which will create around itself a Barrier Field, that will protect all allies in the field from damage of all sources, as long the Construction can upkeep the Barrier Field.
For each Attack/Spell will lose the Construction 1 Energy of its Battery. The Barrier will automatically collapse, when the Battery runs out of Energy.
While the Barrier is active, no one can enter the Barriers Area of Protection, the Barrier will block Enemies like a Wall. This Construction will work for 120 seconds, before the Battery runs out of Energy from alone
25E, 5s, 20s
"Flame Thrower"
You will create a Flame Thrower Construction. A lvl 5-15 Tower, which will attack nearby foes with long Fire Breaths, which will deal per second 10-20 Fire Damage, as long the Flame thrower holds on you and you will start burning after 2 seconds of the Flame Throwers Fire Damage for 3-5 seconds
This Construction will work for 30-60 seconds, before the Flame Thrower's Fuel will be empty *g*
"Devastator" [Elite]
You will create a little lvl 5-20 G.O.L.E.M which will auto attack the foe, that targets you. The Devastator comes with the Attack Skill "Solar Beam".
When he uses that Skill, the Devastator will prepare for his Solar Beam Attack.
After 5 seconds of Preparation, the Devastator will shoot his Solar Beam and will hit its targeted foe and all adjacent foes to that foe for 50-125 Light Damage. This attack will cause Cracked Armor for 5-20 seconds.
Devastator can be only stopped by destroying it, his Battery has unendless Energy through Solar Cells
25E, 5s, 60s
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Analyse:
"Identification"
You will identify your targeted Foe and receive information about it, what its Max HP, Energy and Energy regeneration are as also its momentanous Defense Stat
5E, 1s, 5s
"Clear Sight"
You will remove from your foe 1-3 Buffs. For every removed Monk-Buff Spell will the foe have for the next 10 seconds a Defense reduction of 1-5.
10E, 1s, 15s
""The Land is dry as a Desert!!"" [Elite]
For the next 30 seconds will have all Characters, that deal Earth Damage +1 in their Primary Attribute. Earth Spells will deal +10-30% more damage and will cost 1-5 Energy lesser (Min 1 Energy)
15E, 60s recharge
""The Land is cold as a Blizzard!!"" [Elite]
For the next 30 seconds will have all Characters, that deal Ice Damage +1 in their Primary Attribute. Ice Spells will deal +10-30% more damage and will cost 1-5 Energy lesser (Min 1 Energy)
15E, 60s recharge
""The Land is hot as a Volcano!!"" [Elite]
For the next 30 seconds will have all Characters, that deal Fire Damage +1 in their Primary Attribute. Fire Spells will deal +10-30% more damage and will cost 1-5 Energy lesser (Min 1 Energy)
15E, 60s recharge
""The Land is ionisated as a Lightning!!"" [Elite]
For the next 30 seconds will have all Characters, that deal Lightning Damage +1 in their Primary Attribute. Lightning Spells will deal +10-30% more damage and will cost 1-5 Energy lesser (Min 1 Energy)
15E, 60s recharge
Concept: A Profession for GW, that has somethign about the Merchant and Sage Class being mixed together, to get a Supporter Class, that can fight Melee.
However, due to the fact, that nobody can say, how GW2 will be, i can say only, the Mechant would be a possible good Core profession, because it can offer like all other Core Profession many different possible ways of Evolutions, and those which are under the Line of the merchant will change the image of the weak merchant very quick into powerful fighters or casters.
When Gravity can make out of the Merchant a very nice playable profession, then can Anet do that easily too ...