Fusion Classes

Sergent Life Helper

Sergent Life Helper

Ascalonian Squire

Join Date: Apr 2006

Rites of Passage [RP]

E/Mo

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.

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

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

Maria The Princess

Maria The Princess

Forge Runner

Join Date: Mar 2006

Aequitas Deis

/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

Sergent Life Helper

Sergent Life Helper

Ascalonian Squire

Join Date: Apr 2006

Rites of Passage [RP]

E/Mo

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

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

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.

actionjack

actionjack

Furnace Stoker

Join Date: Oct 2005

Kali

W/E

can you unfuse?

its a good idea. maybe 3-5 new skill to each combination type. But at what attribute?

Tuoba Hturt Eht

Tuoba Hturt Eht

Jungle Guide

Join Date: Jul 2005

Kuala Lumpur, Malaysia

Deimos Tel Arin [CCTV]

W/

Dual attributes ftw

Sergent Life Helper

Sergent Life Helper

Ascalonian Squire

Join Date: Apr 2006

Rites of Passage [RP]

E/Mo

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

Nevin

Furnace Stoker

Join Date: Jul 2005

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.
Now you're crossing into new professions, I say just keep it to dual attributes.

For every point into Illusion and tactics. or something like that..

Maria The Princess

Maria The Princess

Forge Runner

Join Date: Mar 2006

Aequitas Deis

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

MCS

Banned

Join Date: May 2005

No.... just no....

Sergent Life Helper

Sergent Life Helper

Ascalonian Squire

Join Date: Apr 2006

Rites of Passage [RP]

E/Mo

Hmm maybe thats y ur rank is banned. Lol

lightblade

lightblade

Forge Runner

Join Date: May 2005

The Etereal Guard

Me/Mo

bad idea, this can really disturb the balance in game...by a LOT

BakedMonkey

Frost Gate Guardian

Join Date: Dec 2005

R/

Quote:
Originally Posted by lightblade
bad idea, this can really disturb the balance in game...by a LOT
true. and uhm. the secondary professions are really what this "fusion" class idea is for..

Sergent Life Helper

Sergent Life Helper

Ascalonian Squire

Join Date: Apr 2006

Rites of Passage [RP]

E/Mo

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

frickett

Krytan Explorer

Join Date: Jan 2006

Shinigami Keys [SHIN]

R/Mo

/not signed on fused professions.
/signed for more cross-profession skills.

BakedMonkey

Frost Gate Guardian

Join Date: Dec 2005

R/

uhm..so in the end u can end up with something like..E/Mo/Me/N ?? =o thats not cool

Terra Xin

Terra Xin

Furnace Stoker

Join Date: Mar 2006

New Zealand

Me/R

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
that's not what this thread is conveying...

/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

Jungle Guide

Join Date: Jan 2006

[Here] | CKOD

E/R

If its like fused skills that ONLY your X/x can get, then i like it!

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.
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?????

BahamutKaiser

BahamutKaiser

Desert Nomad

Join Date: May 2005

Heightened state of mind.

P/W

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.

TheLordOfBlah

TheLordOfBlah

Jungle Guide

Join Date: Jan 2006

California

None

Mo/N

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

Sergent Life Helper

Ascalonian Squire

Join Date: Apr 2006

Rites of Passage [RP]

E/Mo

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?????
Well, I didn't know the original attack for the sword/ax/hammer, so I'm sry if I got them confused.

shardfenix

shardfenix

Banned

Join Date: Dec 2005

Il Power Overwhelming Il [HaX]

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

Spoony

Spoony

Krytan Explorer

Join Date: Jan 2006

Just chillin', Playing Gw

Rurik Is A Suicidal Maniac [ftw] - Recruiting people for HA

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.

yunthi

yunthi

Academy Page

Join Date: Jul 2006

War Friends [WF]

W/

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

Alaris

Frost Gate Guardian

Join Date: Nov 2006

Montreal, Quebec, Canada

R/N

/signed for more cross-profession skills.

Aramaki [LUX]

Aramaki [LUX]

Pre-Searing Cadet

Join Date: Oct 2007

BC, Canada

Luxon All Stars [LUX]

R/

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...?

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

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...?
*Bursts into song to the tune of "Goldfinger"*
THREAD NECRO... he's the man... the man who bumps any thread... and he doesn't care... THREAD NECRO

Onarik Amrak

Onarik Amrak

Forge Runner

Join Date: Mar 2007

Astral Revenants

P/W

Can I still sign? It's a nice idea.

blue.rellik

blue.rellik

Forge Runner

Join Date: Feb 2007

Melbourne, Australia

None

W/

Do you use earrings or do you dance to fuse?

X89

X89

Frost Gate Guardian

Join Date: Apr 2006

Vancouver, WA

[iBoT]

Mo/A

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

Winterclaw

Wark!!!

Join Date: May 2005

Florida

W/

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

Pre-Searing Cadet

Join Date: Oct 2007

Things of Legend

D/Me

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

Phoenix Tears

Phoenix Tears

Desert Nomad

Join Date: Feb 2007

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
http://en.wikipedia.org/wiki/Rapier
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

ReiNaruto

Lion's Arch Merchant

Join Date: Jun 2007

Valencia, Spain

Green Arse Team

With only one-profession skills, balancing them is a hell. Imagine with cross profession skills, insane.

/not signed

IslandHermet

Wilds Pathfinder

Join Date: Aug 2007

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

Snow Bunny

Snow Bunny

Alcoholic From Yale

Join Date: Jul 2007

Strong Foreign Policy [sFp]

Quote:
Originally Posted by Sergent Life Helper
Hmm maybe thats y ur rank is banned. Lol
Hey check this?

Try "Custom User Title"

seeing as they're a mod.

Nice work though.

On topic, /notsigned.

Zahr Dalsk

Grotto Attendant

Join Date: Aug 2007

Canada

ArenaNet can't even handle the skills they have right now.

/notsigned

yum

Wilds Pathfinder

Join Date: Sep 2007

W/E

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.

=HT=Ingram

=HT=Ingram

Forge Runner

Join Date: Feb 2005

Anchorage Alaska

Haz Team [HT]

R/W

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?