Cross-Class Skills

Sam Katha

Sam Katha

Academy Page

Join Date: Mar 2005

Canada

Furniture Liberation Army

N/Me

I posted this in another thread but I'll put it here, since this is where it belongs.


I just had a thought while reading this so I'll throw it out.
What I would like to see in the new expansion are new skills, not regular skills but skills that have two cross-class attribute requirments. Something like death magic + Illusion for a spell named Feign Death (no details, just brainstorming). They would have to be carefully balanced to avoid an overpowered skill leading to "build of the month" syndrome, but I think they would add some depth to the "class" system.

freshman384

Ascalonian Squire

Join Date: Apr 2005

N/W

Thats a great Idea. It seems only appropriate that a certain combinations of professions should open up a set of unique skills available only to that combination. It would add a whole new dimensions to character creation and gameplay strategy

Sam Katha

Sam Katha

Academy Page

Join Date: Mar 2005

Canada

Furniture Liberation Army

N/Me

I just calculated it out. taking into account that primary attributes cannot be matched with each other, that would make 310 attribute combinations. designing and balancing 310 skills might be a bit of a workload considering there are only ~450 now.

Of coarse some of them could be left out as nobody would take that combination anyway, I dare you to come up with a good build that focuses on fast casting and beastmastery

Phaedrus

Lion's Arch Merchant

Join Date: Apr 2005

I think there's a problem with this idea: namely "dual-attribute skills" will be very limited in use, and pretty much either force or suggest playing styles upon people.

The beauty of the current system is that you aren't restricted at all. If you want to be a healing/fire elem you can. What sort of skill would work for a healing/fire elem that doesn't pretty much dictate to such a player how he should play? Maybe this player has one fire spell (something evil like Mark of Rodgort) and is otherwise a healing monk. You're sort of taking away creativity and replacing it with more "cards" in the deck.

It's not a bad idea, but I think it limits rather than expands. I like the current system because there's no real penalty for being a specialist, nor is there a direct advantage for being versatile. There are pros and cons for each, and this system would take away from the specialist's path.

Quote:
Originally Posted by Sam Katha
Of coarse some of them could be left out as nobody would take that combination anyway, I dare you to come up with a good build that focuses on fast casting and beastmastery
Anti-monk Me/R Beast Mastery/Fast Casting build:

Edge of Extinction
Energizing Wind
Fertile Season
Predatory Season
Charm Animal
Disrupting Lunge
Bestial Pounce
Mantra of Recovery

If you choose not to use a pet for the disruption you can also notch down and boost your domination to throw in some mesmer interrupts. I'd suggest that unless you're already good with controlling a pet. Having extra energy and high fast casting will ensure you can throw rituals quickly. You'll already be hampering healing *and* recharge speed while negating it with your own mantra.

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Sam Katha

Sam Katha

Academy Page

Join Date: Mar 2005

Canada

Furniture Liberation Army

N/Me

I actually have to agree with you Phaedrus, Given the time it takes to create skills I think I would rather have new skills that can be used by all class combination rather than the limited ones I just suggested.
Is there a prize for shooting down your own idea
Still I guess the thought is out there now.

Sam Katha

Sam Katha

Academy Page

Join Date: Mar 2005

Canada

Furniture Liberation Army

N/Me

Quote:
Originally Posted by Phaedrus
Anti-monk Me/R Beast Mastery/Fast Casting build:

Edge of Extinction
Energizing Wind
Fertile Season
Predatory Season
Charm Animal
Disrupting Lunge
Bestial Pounce
Mantra of Recovery

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I would debate the merits of your build but this isn't really the place for it