Fusion Classes
Sergent Life Helper
Here's a new idea:
How about we have the ability (possibly late) in the game to "fuse" your two professions. For example, if you had a warrior primary and a necromancer secondary, it would fuse to become a death warrior. Some ideas for it:
Warrior/Necromancer
Skills
Vampric Slash Costs: 5 adreline, 5 sec recharge, 0 casting
Swing at target foe doing +5-10 damage and steal 3-10 health. For the next 5-2 secs, you have health degen. of 1.
Verata's Stance Cost: 5 energy, 5 sec recharge, 1 casting
All undead allies near you do +10-20 damage with each hit.
Necrotic Strike{E} Cost: 8 adreline, 10 sec recharge, 0 casting
Stirke for +10-30 damage and inflict Poison. If blocked, foe starts bleeding and is knocked down.
Weapons
For the weapons, there could be a new weapon line just for this profession. They would have a Vamp mod attacthed and be Life Stealing.
Armor
For the armor, it could have Health degen., but everytime you stirke, you steal health.
All in all, the W/N would be a class that depended heavily on hitting the foe. They might have massive ammounts of degen., but could get tons of health back. For example, They might have -6 health degen, and gain +20 health each strike.
Monk/Warrior
Skills
Balthazar's Balence Cost: 10 energy, 10 sec recharge, 2 casting
Damage all foes near target ally for 30-50 damage.
Balthazar's Rage{E} Cost: 10 energy, 10 recharge, 0 casting
For 5-20 secs, you stirke 33% faster, and do double damage. If you stirke with a sword, target starts Bleeding. If you strike with a ax, target gets a Deep Wound. If you strike with a hammer, target is knocked down for an additional 5 secs. If you attack with a staff/wand/rod target is Blinded for 5-20 secs.
Zealot's Signet Cost: 0 energy, 5 recharge, 1/2 casting
Heal target ally for 16-80 and remove 1 Hex to yourself. If you remove a hex, you gain 16-80 health
Weapons
For weapons, the monk part of the build would allow a staff/wand/rod. This weapon would also have a mod that allows for up-close-and-personal combat. The max damage for the staff/wand/rod would be 11-25 and the weapon, depending on the mod, 11-25 for sword/ax, 13-33 for hammer.
Armor
For the armor, it would be a semi-powerful armor, a mix between the Warrior and the Monk. Maybe I was thinking a Steel Chest Robe. The armor would be 70-75, depending on the mod.
This Mo/W build might be used more for 55'ing, as I've heard this is what some people use. But its real purpose, as in copperitive play, would be to heal other players, as well as fight. Monks are always being targeted first, so this build would give them some means to fight back.
And these are only two of the many combinations that could happen. Please comment and have a nice day.
How about we have the ability (possibly late) in the game to "fuse" your two professions. For example, if you had a warrior primary and a necromancer secondary, it would fuse to become a death warrior. Some ideas for it:
Warrior/Necromancer
Skills
Vampric Slash Costs: 5 adreline, 5 sec recharge, 0 casting
Swing at target foe doing +5-10 damage and steal 3-10 health. For the next 5-2 secs, you have health degen. of 1.
Verata's Stance Cost: 5 energy, 5 sec recharge, 1 casting
All undead allies near you do +10-20 damage with each hit.
Necrotic Strike{E} Cost: 8 adreline, 10 sec recharge, 0 casting
Stirke for +10-30 damage and inflict Poison. If blocked, foe starts bleeding and is knocked down.
Weapons
For the weapons, there could be a new weapon line just for this profession. They would have a Vamp mod attacthed and be Life Stealing.
Armor
For the armor, it could have Health degen., but everytime you stirke, you steal health.
All in all, the W/N would be a class that depended heavily on hitting the foe. They might have massive ammounts of degen., but could get tons of health back. For example, They might have -6 health degen, and gain +20 health each strike.
Monk/Warrior
Skills
Balthazar's Balence Cost: 10 energy, 10 sec recharge, 2 casting
Damage all foes near target ally for 30-50 damage.
Balthazar's Rage{E} Cost: 10 energy, 10 recharge, 0 casting
For 5-20 secs, you stirke 33% faster, and do double damage. If you stirke with a sword, target starts Bleeding. If you strike with a ax, target gets a Deep Wound. If you strike with a hammer, target is knocked down for an additional 5 secs. If you attack with a staff/wand/rod target is Blinded for 5-20 secs.
Zealot's Signet Cost: 0 energy, 5 recharge, 1/2 casting
Heal target ally for 16-80 and remove 1 Hex to yourself. If you remove a hex, you gain 16-80 health
Weapons
For weapons, the monk part of the build would allow a staff/wand/rod. This weapon would also have a mod that allows for up-close-and-personal combat. The max damage for the staff/wand/rod would be 11-25 and the weapon, depending on the mod, 11-25 for sword/ax, 13-33 for hammer.
Armor
For the armor, it would be a semi-powerful armor, a mix between the Warrior and the Monk. Maybe I was thinking a Steel Chest Robe. The armor would be 70-75, depending on the mod.
This Mo/W build might be used more for 55'ing, as I've heard this is what some people use. But its real purpose, as in copperitive play, would be to heal other players, as well as fight. Monks are always being targeted first, so this build would give them some means to fight back.
And these are only two of the many combinations that could happen. Please comment and have a nice day.
Nevin
I like this idea a lot. I've always been pushing for Primary/Secondary combo specifics. /signed
Lots of people gave me flack for it. Saying with all the possible combos there'd be too much work. But if it were released as a chapter that'd be a fine amount of content.
Heres something...
Mesmer/Warrior
Skills
Illusion of Riposte: 5 Energy, 10 Recharge (Illusion Magic)
Skill. Next melee attack against you is blocked, and attacker takes 15.....60 damage.
Illusion of Frenzy: 5 Energy, 8 Recharge (Illusion Magic)
Stance. Attack 25% faster for 1...8 seconds, afterwards for 12....6 seconds you attack 33% slower.
Disarm: 15 Energy, 25 Recharge (Tactics)
Skill. Disarm target foe's melee weapon for 2.....10 seconds in which they cannot attack.
Weapons
Rapier type swords, like duelists use. Its two handed, but gives +5 energy. With an attack speed of 1.35 (Slightly faster then a regular sword)
Armor
It'd be like a colonial type duelist garment. Ever see Raphael from Soul Calibur 3? http://www.soulcalibur3.us/soulcalib...umes/raph2.jpg or http://www.soulcalibur3.us/soulcalib...umes/raph1.jpg
Lots of people gave me flack for it. Saying with all the possible combos there'd be too much work. But if it were released as a chapter that'd be a fine amount of content.
Heres something...
Mesmer/Warrior
Skills
Illusion of Riposte: 5 Energy, 10 Recharge (Illusion Magic)
Skill. Next melee attack against you is blocked, and attacker takes 15.....60 damage.
Illusion of Frenzy: 5 Energy, 8 Recharge (Illusion Magic)
Stance. Attack 25% faster for 1...8 seconds, afterwards for 12....6 seconds you attack 33% slower.
Disarm: 15 Energy, 25 Recharge (Tactics)
Skill. Disarm target foe's melee weapon for 2.....10 seconds in which they cannot attack.
Weapons
Rapier type swords, like duelists use. Its two handed, but gives +5 energy. With an attack speed of 1.35 (Slightly faster then a regular sword)
Armor
It'd be like a colonial type duelist garment. Ever see Raphael from Soul Calibur 3? http://www.soulcalibur3.us/soulcalib...umes/raph2.jpg or http://www.soulcalibur3.us/soulcalib...umes/raph1.jpg
Maria The Princess
/signed
sounds like fun, cuz makin a decent build will be harder, which is more interresting to those who finished the game. i suggest make it possible beating the game or at least after Ascending
sounds like fun, cuz makin a decent build will be harder, which is more interresting to those who finished the game. i suggest make it possible beating the game or at least after Ascending
Sergent Life Helper
Maria, notice i said possibly later in the game. =] This won't happen when you first make a char. That will be too much pressure on what skills to use, and when and it would be very complicated to new people to the game.
I hate...Raphael. =P I prefer Nightmare
I hate...Raphael. =P I prefer Nightmare
Nevin
I'm guessing this would be like a second ascension. When you complete the second ascension your primary and secondary class fuse and you get new skills a specified weapon and armor.
Nightmare is overrated, I prefered the Samurai 2 (customized character) Who had a katana and a huge ninja star.
Nightmare is overrated, I prefered the Samurai 2 (customized character) Who had a katana and a huge ninja star.
actionjack
can you unfuse?
its a good idea. maybe 3-5 new skill to each combination type. But at what attribute?
its a good idea. maybe 3-5 new skill to each combination type. But at what attribute?
Tuoba Hturt Eht
Dual attributes ftw
Sergent Life Helper
Hmm, yes I'm guessing dual attributes or something like that. Or maybe it would go under a totaly new class called...um...its comign to me....Fusion. =] Every point under fusion, you would up the attack, or time, or wahtever can be upgraded in the spell. Also, a bonus effect would be, depending on your fused class, you'd get bonuses. For example, the Warrior/Necro would get "for 5 points in fusion, you'll get +1 health degen." This would help the w/n get less health degen and still be a powerhouse.
Nevin
Quote:
Originally Posted by Sergent Life Helper
Hmm, yes I'm guessing dual attributes or something like that. Or maybe it would go under a totaly new class called...um...its comign to me....Fusion. =] Every point under fusion, you would up the attack, or time, or wahtever can be upgraded in the spell. Also, a bonus effect would be, depending on your fused class, you'd get bonuses. For example, the Warrior/Necro would get "for 5 points in fusion, you'll get +1 health degen." This would help the w/n get less health degen and still be a powerhouse.
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For every point into Illusion and tactics. or something like that..
Maria The Princess
Quote:
Originally Posted by Sergent Life Helper
Maria, notice i said possibly later in the game. =] This won't happen when you first make a char. That will be too much pressure on what skills to use, and when and it would be very complicated to new people to the game.
I hate...Raphael. =P I prefer Nightmare |
my bad didnt read carefully enouth!
hey! great minds think alike
MCS
No.... just no....
Sergent Life Helper
Hmm maybe thats y ur rank is banned. Lol
lightblade
bad idea, this can really disturb the balance in game...by a LOT
BakedMonkey
Quote:
Originally Posted by lightblade
bad idea, this can really disturb the balance in game...by a LOT
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Sergent Life Helper
Hmm how so? I still dont get how this could ruin the game. All this idea means, is taht very late in the game, you can CHOOSE to fuse your two professions. Some two professions might be under powered, but then Anet could just give them better things and skills to work with. =\
frickett
/not signed on fused professions.
/signed for more cross-profession skills.
/signed for more cross-profession skills.
BakedMonkey
uhm..so in the end u can end up with something like..E/Mo/Me/N ?? =o thats not cool
Terra Xin
Quote:
Originally Posted by BakedMonkey
uhm..so in the end u can end up with something like..E/Mo/Me/N ?? =o thats not cool
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/notsigned - this thread should be an incentive to create more diverse builds, otherwise people will start choosing professions based on their cross-skill abilities. Leave those idealistic skills for 'actual' professions that would come in future campaigns released.
Trylo
If its like fused skills that ONLY your X/x can get, then i like it!
i dont like the damage bonuses for having a war secondary, i just really dont think there should be NEW weapons for your fusion? AND why is the sword and axe and wands damage ungraded from 11-22 and the hammer downgraded from 19-35 to 13-33?????
Quote:
The max damage for the staff/wand/rod would be 11-25 and the weapon, depending on the mod, 11-25 for sword/ax, 13-33 for hammer. |
BahamutKaiser
Gaining new combinations will be available with new classes to secondary, or primary, if you fuse classes for a new single class your still going to be subject to balance.
I think they will have a hard enough time adding new skills to each exsisting class wile making new ones, and a new class is better then a fused one, they can always add new armor and skills to an exsisting class to make it more interesting, they can even add new types of abilities to renew interest, but changing them into fused classes to get new skills is more a limitation then an improvement.
I have to go, or I'll miss the emperor, later.
I think they will have a hard enough time adding new skills to each exsisting class wile making new ones, and a new class is better then a fused one, they can always add new armor and skills to an exsisting class to make it more interesting, they can even add new types of abilities to renew interest, but changing them into fused classes to get new skills is more a limitation then an improvement.
I have to go, or I'll miss the emperor, later.
TheLordOfBlah
Wow look at that, its as if secondary professions do basically the same thing you're talking about except not idioticly combining skill names.
Sergent Life Helper
Quote:
Originally Posted by Trylo
i dont like the damage bonuses for having a war secondary, i just really dont think there should be NEW weapons for your fusion? AND why is the sword and axe and wands damage ungraded from 11-22 and the hammer downgraded from 19-35 to 13-33?????
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shardfenix
Guild wars would have to make a ton of new classes for each profession combination, and that would take a lot of time and money.
Also, this is Guild Wars, not yugioh
Also, this is Guild Wars, not yugioh
Spoony
There should be like 1-3 skills for each linked attribute. T Also the skills shouldnt be to overpowered as u mentioned(imo, they are a bit). This would make like 3x3 to 4x4 ( eles and warriors have 4 attributes) x 1-3. this could be like 9-48 skills, for each class combination. This would definetly be a lot of work.
Id say the skills should not be too powerful, they should do a supporting role, more. What i mean is, they should work something like the skills with "no-attribute". like 3 of them for each class profesion would still be much, but will not inflict such a role on the characters.
Id say the skills should not be too powerful, they should do a supporting role, more. What i mean is, they should work something like the skills with "no-attribute". like 3 of them for each class profesion would still be much, but will not inflict such a role on the characters.
yunthi
umm... old thread i think... jst i came up with similar thought so i ll post it here
neway, for the original idea :i like the idea of versatility an even if this could be reversed the amount of armor 5 for all sec classes(9) would amount to 45 armor pieces not counting different weapon helmets etc an really strain ur inventory an take 1 mule with only armor + more for wepuns etc
but... the idea of cross skills is what came to my mind aswell... tho a little differently:
how about some skills that u can get for axample monk skills using primary attribute of another profession:
w/me mesmer skill attrib str
intimidating presence - target foes spells take x% more time to cast an moves 10% slower (panic/fearme like effects)
w/mo monk skill attrib str
judges verdict -
next 10 sec ur melee attacks deal +1-10 holy dmg
e/n necro skill attrib energy storage
soul explosion - death nova like skill on enemy doing x-x + ur current energy dgm on adjacent foes
(im a warrior so not much else but warrior stuff come to mind here)
or something like that, skills for ur primary profession that can only be gained for your sec profession... an as said in this thread, these skills venor would be later in the game, preferrably much after profession changer
stuff like that, so ur char would really be w/monk instead of warrior using mending
neway, for the original idea :i like the idea of versatility an even if this could be reversed the amount of armor 5 for all sec classes(9) would amount to 45 armor pieces not counting different weapon helmets etc an really strain ur inventory an take 1 mule with only armor + more for wepuns etc
but... the idea of cross skills is what came to my mind aswell... tho a little differently:
how about some skills that u can get for axample monk skills using primary attribute of another profession:
w/me mesmer skill attrib str
intimidating presence - target foes spells take x% more time to cast an moves 10% slower (panic/fearme like effects)
w/mo monk skill attrib str
judges verdict -
next 10 sec ur melee attacks deal +1-10 holy dmg
e/n necro skill attrib energy storage
soul explosion - death nova like skill on enemy doing x-x + ur current energy dgm on adjacent foes
(im a warrior so not much else but warrior stuff come to mind here)
or something like that, skills for ur primary profession that can only be gained for your sec profession... an as said in this thread, these skills venor would be later in the game, preferrably much after profession changer
stuff like that, so ur char would really be w/monk instead of warrior using mending
Alaris
/signed for more cross-profession skills.
Aramaki [LUX]
i think it's an awesome idea... but as for balancing... it's a bit tough. Not to mention the coding would suck to do.
Umm, if it were implemented i'd suggest maybe a limit to 1 combined skill... maybe as a form of creating an elite, therefore taking up the elite slot...?
Umm, if it were implemented i'd suggest maybe a limit to 1 combined skill... maybe as a form of creating an elite, therefore taking up the elite slot...?
HawkofStorms
Quote:
Originally Posted by Aramaki [LUX]
i think it's an awesome idea... but as for balancing... it's a bit tough. Not to mention the coding would suck to do.
Umm, if it were implemented i'd suggest maybe a limit to 1 combined skill... maybe as a form of creating an elite, therefore taking up the elite slot...? |
THREAD NECRO... he's the man... the man who bumps any thread... and he doesn't care... THREAD NECRO
Onarik Amrak
Can I still sign? It's a nice idea.
blue.rellik
Do you use earrings or do you dance to fuse?
X89
Here is a better idea, lets have izzy try to balance the skills we have already, then throw this in his face and tell him to have fun. I'm sure between the time he spends now on balancing and his time playing team fortress 2, these should be released by guild wars 2.
Winterclaw
I've seen similar things to this idea before and while I like it in principle, Anet has enough trouble balancing the skills they have. This would only make things worse.
mrrodgers
i think that this would be a great idea, but no "fusing" classes. Just elite synergy skills.
F.E.-
Searing Blade 10e/10r
Elite Sword Attack. Your next attack deals +5..30 fire damage (linked to swordsmanship) and sets the target on fire for 1..6 (linked to fire magic) seconds.
Dwanya's Vortex 10e/20r
Elite Spell. For 3..9 (divine favor/energy storage, depends on primary class) seconds, all enemies near target ally take 13..25 (air magic) damage per second and all allies near the target are healed for 13..25 (healing prayers)
EDIT: /signed for GW2
F.E.-
Searing Blade 10e/10r
Elite Sword Attack. Your next attack deals +5..30 fire damage (linked to swordsmanship) and sets the target on fire for 1..6 (linked to fire magic) seconds.
Dwanya's Vortex 10e/20r
Elite Spell. For 3..9 (divine favor/energy storage, depends on primary class) seconds, all enemies near target ally take 13..25 (air magic) damage per second and all allies near the target are healed for 13..25 (healing prayers)
EDIT: /signed for GW2
Phoenix Tears
Quote:
Originally Posted by Nevin
I like this idea a lot. I've always been pushing for Primary/Secondary combo specifics. /signed
Lots of people gave me flack for it. Saying with all the possible combos there'd be too much work. But if it were released as a chapter that'd be a fine amount of content. Heres something... Mesmer/Warrior Skills Illusion of Riposte: 5 Energy, 10 Recharge (Illusion Magic) Skill. Next melee attack against you is blocked, and attacker takes 15.....60 damage. Illusion of Frenzy: 5 Energy, 8 Recharge (Illusion Magic) Stance. Attack 25% faster for 1...8 seconds, afterwards for 12....6 seconds you attack 33% slower. Disarm: 15 Energy, 25 Recharge (Tactics) Skill. Disarm target foe's melee weapon for 2.....10 seconds in which they cannot attack. Weapons Rapier type swords, like duelists use. Its two handed, but gives +5 energy. With an attack speed of 1.35 (Slightly faster then a regular sword) Armor It'd be like a colonial type duelist garment. Ever see Raphael from Soul Calibur 3? http://www.soulcalibur3.us/soulcalib...umes/raph2.jpg or http://www.soulcalibur3.us/soulcalib...umes/raph1.jpg |
lol ...first off Rapiers are 1H Swords, no zweihanders -___- , and with two handed swords you can't be quicker than someone, who wields a normal 1H sword ... the only thing, where you would have more DPS than someone with only 1 1 H Sword with quicker fight style would be someone, who fights with 2 1H Swords, what a Dualist for example would do, sacrificing the Shield...
but to the topic ....
signed for crossing Skills... hmm, about fusion im undecided.
I don't find real benefits from it, other that it means for Anet to create with huge work out of their crap Class System something better, but what would change the whole game, it would be by far too much effort for too less profit to make now such big changes ...
Id love to see something like that maybe more for GW2, but then I personally think, they should make better direct a redesigned better and improved version from the Ragnarok Online Class System, which enables the player to improve their characters on a career step by step into the direction, you want to be, with the good system of GW to be able to reset everything whenever you want and changing your career
ReiNaruto
With only one-profession skills, balancing them is a hell. Imagine with cross profession skills, insane.
/not signed
/not signed
IslandHermet
necro/ele
Minnion Shower (elite) enchant
energy 25 - recharge 60 seconds - cast time 1/4 of a second
for the next 10-20 seconds each minnion that dies under your control is replaced with 1 minnion of each type except flesh golem which will only be created 1 time untill it dies than will get replaced when this enchant ends or gets ripped of all minnions get death nova placed on them.
HEHEHE thought you guys would like this one had to put it in for the laughs
Minnion Shower (elite) enchant
energy 25 - recharge 60 seconds - cast time 1/4 of a second
for the next 10-20 seconds each minnion that dies under your control is replaced with 1 minnion of each type except flesh golem which will only be created 1 time untill it dies than will get replaced when this enchant ends or gets ripped of all minnions get death nova placed on them.
HEHEHE thought you guys would like this one had to put it in for the laughs
Snow Bunny
Quote:
Originally Posted by Sergent Life Helper
Hmm maybe thats y ur rank is banned. Lol
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Try "Custom User Title"
seeing as they're a mod.
Nice work though.
On topic, /notsigned.
Zahr Dalsk
ArenaNet can't even handle the skills they have right now.
/notsigned
/notsigned
yum
Warrior/Monk: th3 l33t
Mend my a55: 10e 2 c 0 r. While you are maintaining this enchantment you have +4 pips of health and for every 10 seconds, one random ally ragequits.
Mend my a55: 10e 2 c 0 r. While you are maintaining this enchantment you have +4 pips of health and for every 10 seconds, one random ally ragequits.
=HT=Ingram
So these would constitute a combo attack? So 2 skill slots as 1?
Or are you just saying these fusion skills would only be accessible if you have the right class combination, and purchased or captured the skill?
Like PvE skills they may have their own category? Just wondering how you envision implementing these?
Or are you just saying these fusion skills would only be accessible if you have the right class combination, and purchased or captured the skill?
Like PvE skills they may have their own category? Just wondering how you envision implementing these?