Mysticism Caster Weapons
shoyon456
Ok, so yes GW1 is pretty much done and something as big as this to put in the game would never go through but...
The dervish profession has always seemed to be a clash between the shaman and warrior genre, and the derv does have some spellcasting potential (not much although, by the general way wind prayers was butchered).
Well, I just thought that if mysticism skills were expanded, why shouldn't there be mysticism-req offhands/staffs?
Tell me what you think, to do this would in no way affect scythe dervs because scythes are 2-handed, so it would just give dervs a different way to play. Like I said, not all the skills are really focused for this, so it would be pretty choppy without using a 2ndary, but even the name MYSTICISM kind of implies a caster attribute to me.
Thanks for the constructive comments! ^_^
The dervish profession has always seemed to be a clash between the shaman and warrior genre, and the derv does have some spellcasting potential (not much although, by the general way wind prayers was butchered).
Well, I just thought that if mysticism skills were expanded, why shouldn't there be mysticism-req offhands/staffs?
Tell me what you think, to do this would in no way affect scythe dervs because scythes are 2-handed, so it would just give dervs a different way to play. Like I said, not all the skills are really focused for this, so it would be pretty choppy without using a 2ndary, but even the name MYSTICISM kind of implies a caster attribute to me.
Thanks for the constructive comments! ^_^
Bohya
Dervish = Melee
Elementalist = Range
Wands/Staves = Range
Now which one do you think fits?
Elementalist = Range
Wands/Staves = Range
Now which one do you think fits?
MagmaRed
You forgot a LOT of other weapon requirements that would work with your idea.
Casting weapons (wand, focus, staff)
Earth Prayers
Wind Prayers
Deadly Arts
Shadow Arts
Physical weapons (bow, sword, dagger, etc.)
Critical Strikes
Beast Mastery
Wilderness Survival
Expertise
Strength
Tactics
Leadership
Command
Motivation
And perhaps some new shield requirements?
Leadership has been asked for before.
Casting weapons (wand, focus, staff)
Earth Prayers
Wind Prayers
Deadly Arts
Shadow Arts
Physical weapons (bow, sword, dagger, etc.)
Critical Strikes
Beast Mastery
Wilderness Survival
Expertise
Strength
Tactics
Leadership
Command
Motivation
And perhaps some new shield requirements?
Leadership has been asked for before.
shoyon456
Quote:
Originally Posted by Bohya
Dervish = Melee
Elementalist = Range Wands/Staves = Range Now which one do you think fits? |
As for the reason of not including earth prayers/shadow arts is because they wouldn't be able to make up a true caster (both consist mainly of self buffs). However yes, wind prayers may work.
Leadership shield= yes aswell
But the reason I specifically said this for caster weapons, is because caster weapons can be found in virtually all caster attributes. My point was Mysticism is a pseudo caster attribute, that could be used in that way.
If you open the door to critical req bows, where does the madness end?
MagmaRed
Quote:
Originally Posted by shoyon456
As for the reason of not including earth prayers/shadow arts is because they wouldn't be able to make up a true caster (both consist mainly of self buffs).
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[skill]Caltrops[/skill][skill]Beguiling Haze[/skill][skill]Shadowy Burden[/skill][skill]Viper's Defense[/skill][skill]Shadow Shroud[/skill][skill]Hidden Caltrops[/skill][skill]Unseen Fury[/skill]
MithranArkanere
Hm... if we want to go to the bare "one attribute one weapon" so any profession can pay normally with just 2 attributes at rank 12 without a third, then each non-primary attribute should have a weapon linked:
- Tactics: Polearms. Melee range, two-handed, slow, medium damage, piercing and slashing, +10 defense.
- Beast Mastery: Whip. Nearby-range, two-handed, very slow, low damage, piercing or blunt (or maybe just untyped physical damage). May hit another target adjacent to target foe.
- Wilderness survival: Knife. Melee range, two-handed, fast, low damage, piercing and slashing.
- Shadow Arts: Wakizashi. Melee range, two-handed, medium speed, low damage, slashing.
- Deathly Arts: Throwing weapons (Throwing daggers, Darts, Bo Shuriken, Kunai, etc), half-casting range, two-handed, medium speed, piercing.
- Leadership: A shield would do.
- Wind and Earth prayers: Quarterstaves. Melee range, two handed, low speed, blunt. May hit another foe adjacent to character attacking (anywhere adjacent to the Dervish).
- Tactics: Polearms. Melee range, two-handed, slow, medium damage, piercing and slashing, +10 defense.
- Beast Mastery: Whip. Nearby-range, two-handed, very slow, low damage, piercing or blunt (or maybe just untyped physical damage). May hit another target adjacent to target foe.
- Wilderness survival: Knife. Melee range, two-handed, fast, low damage, piercing and slashing.
- Shadow Arts: Wakizashi. Melee range, two-handed, medium speed, low damage, slashing.
- Deathly Arts: Throwing weapons (Throwing daggers, Darts, Bo Shuriken, Kunai, etc), half-casting range, two-handed, medium speed, piercing.
- Leadership: A shield would do.
- Wind and Earth prayers: Quarterstaves. Melee range, two handed, low speed, blunt. May hit another foe adjacent to character attacking (anywhere adjacent to the Dervish).
U Wanna Die
did your ever wonder why they originally put caster mods on meele? Not so 1,000,000 monks run around with swords.
/notsigned
/notsigned
doudou_steve
Quote:
Originally Posted by U Wanna Die
did your ever wonder why they originally put caster mods on meele? Not so 1,000,000 monks run around with swords.
/notsigned |
tottaly agree and dervish is a melee class so let's stay with scythes.
N1ghtstalker
/notsigned
those mysticism spells are for offencive use in the first place like [skill]avatar of dwayna[/skill]
wiki says
this goes with the fact that a derv uses Mysticism enchants to enhance offensive capabilities
if you think you'll be able to use a skill as [skill]heart of holy flame[/skill] or [skill]heart of fury[/skill] better with a staff then with a scythe you are badly mistaking
those mysticism spells are for offencive use in the first place like [skill]avatar of dwayna[/skill]
wiki says
Quote:
Whenever an enchantment on you ends, you gain 1 Health for each rank of Mysticism and 1 Energy for every 3 ranks of Mysticism. The damage and effectiveness of linked skills increases with attribute rank in Mysticism. |
if you think you'll be able to use a skill as [skill]heart of holy flame[/skill] or [skill]heart of fury[/skill] better with a staff then with a scythe you are badly mistaking
Div
Since you say gw1 is almost done, that means they're not going to go through the trouble of adding new weapon types.
Kanyatta
Seriously, if this goes through, the entire way the game is played would have to change, because then we'd need Shadow/Deadly Arts staves too, and what about Ranger spirits? We'd need Beast Mastery/Wildy Survival staves too. What about Paragons shouts? Let's make staves for all Paragon Non-Spear Mastery attribs!