Rather than create new professions for the next chapter (or maybe chapter 4),
I think Anet should add new attributes to each of the existing professions. This would breathe new life into older characters, and would save everyone alot of trouble from raising an entire new character.
I'll go over a few of my ideas for added attributes. Most of these will be concepts, but I may give a skill as an example.
**Note: some of these ideas include reducing the player's ability to use his character, rather than impairing the character itself.
Necromancer
The necromancer gets a torture attribute! This attribute would mostly focus on dealing a steady amount of damage while impairing the enemy. This could include skills which temporarily paralyze players for a short period of time, not allowing them to move or attack. Others could cause no damage, but deal temporary ailments that cannot be removed like regular conditions (breaking bones and such). These could impair movement, cause bleeding, disable a weapon, etc.
One skill that i would find interesting and unique, for example, would be Drain Blood (Elite). This would cause the receivers screen to become extremely blurry (much like being drunk, but even worse) to the point where the player would be entirely disorientated. All skills and attacks would still function normally, but this would not allow the player to see what he is targetting, and not allow him to communicate with his team (asthe chat box would be blurred too).
Monk:
I'm sure everyone has noticed the martial arts influence in monk emotes, and for this reason I suggest a Hand to Hand or Combat attribute for monks. I'm thinking this could work with either brass knuckle type weapons, or even with no weapon equipped at all.
Putting points into this attribute would increase defense and attack power of fists for no weapon equipped, or if knuckle items were introduced, act the same as current weapons.
The skills for this attribute could include a judo type of combat ability, using the enemy's attacks against them (much like deadly riposte), defensive abilities, and attacks that cause exhaustion to the enemy from powerful blows from fists or feet.
An elite skill could be Shock Heart. This skill would cause the target's screen to become blurry and cause the player to experience disorientation much like Drain Blood skill from the necro.
Elementalist:
For the elementalist, I would recommend the addition of a Dark magic attribute, which would consist of really odd abstract skills. The dark magic elementalist would be a much more offense based character.
One skill i thought of as an example, would be a Dark Legion skill, which would spawn X number of shadow warriors, who would each act as NPCs and select a target, and would then disappear after dealing one blow. This skill could be used against large groups to interfere and deal a small amount of damage to the group, or against one target to deal massive damage.
Another attribute to consider for the elementalist would be Light magic, which would be similar to to the Dark, but focusing more on dealing damage defensively.
One skill for light magic could be a reflect spell, which would reflect the next blow dealt to a team member back to the enemy.
Ranger:
Trailblazing. This attribute would deal in camouflage and using the environment to the ranger's benefit. Certain camouflage skills could make the user untargetable, making them impossible to attack directly, unless you are within a certain radius. This way, players (like warriors) would have to get closer to the ranger to target them for damage, or force them to walk into an AoE.
Warrior:
Not sure what to call this attribute, but it would deal with a Warrior's experience in harming the human body, and its weakpoints. Skills from this attribute could cause exhaustion to the enemy, disable weapons, render players immobile. Skill could include one that do not allow the target to regain health from healing for a short period of time.
An elite skill i thought could accompany this attribute, could be Soul Slam. This would reduce energy regeneration of the target.
Mesmer:
Trickery. Bad name I know, but I'm not sure what to call this one.
This could include skills that make all opposing players impossible to discern from one another, making the character unable to aim for a certain profession out of the enemy mob.
Some skills could also create clones of the caster, so that he can escape aggression while his clones get cut to ribbons.
One specific skill that I would like to see, would make the character look immobile to other characters for a short period of time, while the real player is elsewhere and invisible.
So I hope you guys liked my ideas so far, and I would like to know how many of you agree that implementing a new attribute to each class would be a nice change rather than new professions for one of the upcoming chapters. By all means, these are new ideas to me, so if you have some good ideas for skills to add, feel free to post!
Also, I haven't included new attributes for Ritualists and Assassins yet. This is because I haven't gotten around to experimenting with these professions yet, as I have mostly been playing with my older characters. So if you have ideas for additions to Assassins and Ritualists, once again feel free to post.
PS: I would like to see what Gaile has to say about this

