
The Prizes
A set of Unique (green) rarity armor per native profession, per campaign.
Each set has an unlock in the Monument of Resilience, per campaign and not profession obviously (so 4 total).
Armor Names
Flameseeker's Armor for Prophecies.
Envoy's Armor for Factions.
Lightbringer's Armor for Nightfall.
Armor Of The North for Eye of The North.
Armor Art
Taken from multiple sets and not necessarily prestige ones, but does need to look good.
Coherent color scheme and cannot be dyed.
Where feasible (= not requiring work to implement), borrow from NPCs, Heroes & Hench variants e.g. Aeson's ink-less Luxon armor, Dervish robes that companions wear.
Armor Runes
Integrated and cannot be removed or replaced.
A full set of Minor runes, with the headpiece granting a further +1 to primary attribute.
Assassins, Dervishes, Paragons, Rangers and Warriors get -20% Blind/Weakness for 5th piece.
Mesmers, Monks, Necromancers and Ritualists get -20% Dazed/Deep Wound for 5th.
N.B. It wouldn't be fair - to the economy - to give Superior Vigor, and meaningless to give less (if this were Diablo there'd be a +50 Health bonus for wearing a full set, but I don't think that's possible in GW engine
).Armor Insignia
Integrated and cannot be removed or replaced.
For novelty and appeal, these insignia are ones not normally available to that profession.
> Bloodstained, Lieutenant's and Stonefist are off-limits.
> Prismatic and Sentinel's just wouldn't translate easily.
> Monks, Rangers and Warriors cannot have X-mancer insignia as would trump their own Elemental armor insignia.
> Insignia have to be native to each campaign with EotN serving as wildcard, so Ritualist insignia effects would only appear on other armor in Factions and EotN.
The Challenge Quests
There'd be five per campaign, all given by an NPC in a key outpost - only after completing that campaign.
The challenges have to be deliberately bordering on outlandish, but completable by all professions in a one-player party (so H&H) and not reliant upon 55ing, Shadow Form etc.
> All combat elements to be done in Hard Mode.
> May recreate non-repeatable quests as necessary.
> May make full use of established GW trackable elements e.g. party size, inclusion of specified Hench & Heroes, defeat of specific bosses.
Examples include completing a mission or quest, handing over a stack of X items, vanquishing a map.
The Illustration: Prophecies
Elementalist insignia effect: Armor +5 while 1|3|5 skills recharging.
Elementalist look: red Hydromancy coat with black pants from another set.
Mesmer insignia effect: Armor +10 vs Elemental and +10 vs Fire.
Mesmer look: red and black.
Monk insignia effect: Armor +3 for each equipped signet.
Monk look: baggy red clothes with black tattoos on hands and feet.
Necromancer insignia effect: Armor +15 while suffering from a Condition.
Necromancer look: black scarred upper body and red pants.
Ranger insignia effect: Physical damage -3.
Ranger look: red skull-coat.
Warrior insignia effect: Armor +10 but Holy damage increased
Warrior look: red gladiatorial upper body and plate mail lower body.
1. Safeguard Ascalon's immediate future by turning in 250 Charr Hides.
2. Galrath has returned (with a sword dang it!) and his quest must be re-run in HM starting from Lion's Arch.
3. A true hero elevates their comrades; help Little Thom regain his honor by vanquishing Regent Valley with him in your party.
4. Lay [YouKnowWho] to rest in HM with a party that includes Aidan, Cynn, Devona, Eve and Mhenlo.
5. Forces are spread thin battling the Titans, so must re-run Defend Droknar's Forge in HM with no more than 5 party members.
Thoughts, flaws?
I'm not entirely secure in the static insignia & rune set-up nor the irregular insignia gimmick, but will the armor be very special without them?
                
