Seeing as there are no PvE skills for Prophecies it would be nice to add a set of 10 skills that increment the primary attribute based on xp earned. These skills would allow a character to add to their professions primary attribute allowing then to spend points to other attribues or add the secondary profession primary attribute to the character. The skill should be an elite and occupy one of the 3 PvE slots. It would then allow for more powerful combination builds in the pve area involving primary and secondary professions. The skill would also be passive but could be stolen or disabled. Obtaining the skills should be done via special quests in the most obscure regions that people tend to avoid with level 20 being a prereq. anyway for getting them. These attributes should act like normal attributes if you had say 6 in an attribute the cost would be 7 to get to level 6 that is the standard cost. Also you cannot add to that level if using the characters secondary profession elite skill. The level of the skill would be detremined by the amount of xp obtained with level 1 at the amount where a character reaches level 20.
lvl xp.
1 182600 185000
2 372500 375000
3 576900 575000
4 799700 800000
5 1049100 1050000
6 1340100 1350000
7 1699900 1700000
8 2178700 2200000
9 2870100 2850000
10 3954600 3950000
11 5789800 5750000
12 9103800 9000000
The table based on the following formula (python code)
x = 182600
m = 1.04
for i in range(12):
print i+1, int(int(x/100)*100)+i*182600
x *= m
m += 0.075
Example: Necromancer with 1500000 experience ie. Elite skills are at level 6. Using necromancer elite soul reaping is set to start at 6, can only be pushed on to level 12 costing 7+9+11+13+16+20 (76) leaving 124 for the other primary profession attributes. If the necromancer used a secondary elementalist then she would get energy storage set at rank 6 giving an energy bonus of 18.
PvE skills for Prophecies
2 pages • Page 1
first off, no more pve skills. they make the players lazy and then they become bad at the game. plus, people complain about there being too much grind and then you introduce this? anet should work on weening players off the the crutch theyve given the community, not give them more.
/notsigned for the reason that players cant use the skills we have already right, no need to add more
/notsigned for the reason that players cant use the skills we have already right, no need to add more
If PvE skills are to be added to Prophecies, they should be:
- Unlinked, so they don't require title ranks.
- Unique, making things that no other skill does, but never directly dealing damage or condition. Just having 'new functionalities'.
* A skill that shows the attributes of the target. From health to armor weaknesses.
* A skill that increases the effect range of the next skill, but causes it to cost more Energy.
* A skill that makes the next X weapon or skill projectiles go through walls, but dealing less damage.
* A maintained enchantment that can be targeted only in allies and makes you receive the same effects of skills used by other allies over target ally, losing some energy in the process (or the enchantment ends).
* A huge sanctuary ward that enemies can't enter and makes them flee away, but inside which players cannot attack or use skills that target foes or deal damage, so the party can rest and recover. Nice for sieges and to make walls that enemies will not cross.
* A skill that turns animals into level 20 elder versions of themselves and makes them follow the party as allies for the rest of the area.
* A skill that temporarily turns a non-boss enemy to your side. The higher your level and the lower the enemy level, the more time the enemies, and work only in one enemy at a time for the entire party.
* A skill that can be used on an enemy with monster skills to gain one shot of the last monster skill it used, but once used X times, it requires a moral increase to recharge.
I mean things that do not directly deliver the damage, but can be used strategically.
And there are some skills that were never added or discarded. They could rework a couple of them and bring them back as PvE skills for Prophecies.
http://wiki.guildwars.com/wiki/Categ...mented_content
http://wiki.guildwars.com/wiki/Historical_content
I would accept a Shinning Blade rank, as long as it has the same numbers of ranks and point requirements and evolution as Sunspear: 10 and very fast to 8, and quite fast from 8 to 10. But still prefer unlinked skills.
- Unlinked, so they don't require title ranks.
- Unique, making things that no other skill does, but never directly dealing damage or condition. Just having 'new functionalities'.
* A skill that shows the attributes of the target. From health to armor weaknesses.
* A skill that increases the effect range of the next skill, but causes it to cost more Energy.
* A skill that makes the next X weapon or skill projectiles go through walls, but dealing less damage.
* A maintained enchantment that can be targeted only in allies and makes you receive the same effects of skills used by other allies over target ally, losing some energy in the process (or the enchantment ends).
* A huge sanctuary ward that enemies can't enter and makes them flee away, but inside which players cannot attack or use skills that target foes or deal damage, so the party can rest and recover. Nice for sieges and to make walls that enemies will not cross.
* A skill that turns animals into level 20 elder versions of themselves and makes them follow the party as allies for the rest of the area.
* A skill that temporarily turns a non-boss enemy to your side. The higher your level and the lower the enemy level, the more time the enemies, and work only in one enemy at a time for the entire party.
* A skill that can be used on an enemy with monster skills to gain one shot of the last monster skill it used, but once used X times, it requires a moral increase to recharge.
I mean things that do not directly deliver the damage, but can be used strategically.
And there are some skills that were never added or discarded. They could rework a couple of them and bring them back as PvE skills for Prophecies.
http://wiki.guildwars.com/wiki/Categ...mented_content
http://wiki.guildwars.com/wiki/Historical_content
I would accept a Shinning Blade rank, as long as it has the same numbers of ranks and point requirements and evolution as Sunspear: 10 and very fast to 8, and quite fast from 8 to 10. But still prefer unlinked skills.
This is a forum for ideas to feed the creative processes. Having PvE skills is part of the game whether you like it or not. Having professions with no real individuality is also part of the game, lets face one elementalist is exactly the same as the next elementalist and are coloured by skill builds. But noob1 and noob2 with the same builds are equally interchangeable. Having no PvE skills in Prophesies is a shortcoming. Having a missing mesmer, paragon and ritualist hero is also a shortcoming. I suspect we will see at least one of these appear in the future. My idea may be over the top but there may be a germ of substance in it for the people who really count. I guess I would still like to have the ability to do a battle mage or war wizard, which GW does not really support. I play PvE because I like GW as a role playing game, even if it is a poor rpg at best.
Quote:
|
This is a forum for ideas to feed the creative processes. Having PvE skills is part of the game whether you like it or not. Having professions with no real individuality is also part of the game, lets face one elementalist is exactly the same as the next elementalist and are coloured by skill builds. But noob1 and noob2 with the same builds are equally interchangeable. Having no PvE skills in Prophesies is a shortcoming. Having a missing mesmer, paragon and ritualist hero is also a shortcoming. I suspect we will see at least one of these appear in the future. My idea may be over the top but there may be a germ of substance in it for the people who really count. I guess I would still like to have the ability to do a battle mage or war wizard, which GW does not really support. I play PvE because I like GW as a role playing game, even if it is a poor rpg at best.
|
First, PvE skills don't add to individuality. No amount of skills will add to individuality unless players actively want to be pwetty snowflakes. They won't, they will load lastest FOTM build, any individuality will be result of still using last months FOTM.
Second, missing heroes is uncompareable with adding pve skills. - they represent balanced choice that is missing in H/H parties but possible with addition of human. Contrast that with adding new imba options.
Last, you can do your battle mages and stuff. If you really want to actualy *play* that way it does not need to be actual powerful build, and it is indeed possible. It was possible since day 1.
Quote:
|
Do I correctly understand that any x/N would get up to 12 in SR with this?
You surely are jesting |
Quote:
| Your not suggesting skills though. Your suggesting raising attributes. Therefore your title is wrong and misleading. |
Also I think that MithranArkanere had some good ideas.
I also think that they maybe should add an elitist title for those players who never use a pve skill (including elite skill cap) or hero or henchman.
PvE skill for Prophecies is just an idea, what they are is another. I do not think that GW has much more oomph in it anymore anyway.
The thing with prophecies is that it needs no PvE skills. It's easy enough without them. Especially if you're a warrior. Conjure builds use mostly Prophecies and core skills, all can be acquired in Prophecies. You can even decently fight in arenas with prophecy and core only skills. All of that is a different discussion, but my point is Prophecies is the easiest of all the games of GW and therefore a PvE skill would mean overkill and take away the fun of the game.
/not signed.
/not signed.
D


