ArenaNet talk:Guild Wars 2 suggestions/Nature mages

We should first ask "what is a druid"? Different games seem to have different ideas; the models in WoW (and Diablo 2, which from what I know is similar) are substantially different from D&D, which is probably different from something else, and so on... Compare this with monks, which took people by surprise; they were expecting some kung-fu guy and got healers. Druids can be similarly differently interpreted, and at this point the question becomes "what does this class do that is unique from others?". There are already issues with professions being a little redundant in GW1; necro curses resemble mesmer domination magic, ritualist restoration is basically healing prayers, etc etc. Now while I'm not going to argue that the shapeshift mechanic wouldn't be kind of cool (if it were part of the profession in the first place), there is the problem that the Norn already have this, so we seem to be repeating ourselves here. Thus, is it worth having a druid profession at all, or would it make more sense to take the aspects of this proposed class and assign them to particular races and other professions? That said, my argument would be affected profoundly if we found out that, say, the dual profession system was out and we were just dealing with one now. -- Sirius (talk) 03:38, 25 June 2008 (UTC)
 * Agreed, druids have all sorts of weird ways of being interpreted, from the traditional Celtic peace-loving hippies that thought they had magical powers, to the child-sacrificing, demon-worshiping, godless heathens that were not very well described as "druids" and were mostly bedtime stories in the middle ages, to the shapeshifting, cleric-spell-casting shapeshifters of D&D, to the... well, however the hell WoW makes them, I don't play it, druids are a diverse and varied bunch. In GW, druids were the original defenders of the Maguuma Jungle before being turned into trees... or spirits... or tree spirits... or something.  They also built the Henge of Denravi.  I think.  Anyway, if they existed, they'd probably be some sort of nature-type spellcasters, with lots of plant-based spells and possibly animal summoning spells (if summoning spells exist in GW2: only minion masters and ritualists/rangers could summon things before, but summoning jungle monsters (spiders, wind riders, scarabs, etc.) might be cool.  Meh, I imagine it'd be implemented as a crappy cross between a ranger, ritualist, and necromancer.  --Jette 12:02, 4 July 2008 (UTC)

Shaman
Another bad idea im .Don't know why, but in every game that i have played , people want Shaman or Summoner. We have Necromancers :) ~Enar.   hello.  13:22, 10 July 2008 (UTC)

I like the idea of hallucinations. Got me thinking, maybe you could raise a monster that will only appear to a single foe and that foe alone will have to defeat it. Like an illusionary goblin pops up and starts chasing and punching u and u have to wand it to death or it'll keep dealing damage to u. Then when the skill recharges another can pop up and they can just multiply. The problem would be monks would have a hell of a time killing them if they were very strong, so just give them like 30-160hp. Since healers don't really need to wand anyone else they could get rid of it quickly enough and take like 150dmg over 10 seconds. Spawnlegacy 06:28, 12 July 2008 (UTC)

Horrific idea on the illusionary monster thing, completely unbalanced --The preceding unsigned comment was added by User:74.182.129.252 (talk).


 * mostly the idea is to annoy the hell out of ppl and to laugh at them while they run around attacking the air where they see imaginary foes :D but yeah it might end up overpowered but the idea was that hallucinations always begin with diseases which cause a minor negative effect so that ppl can yell at the monk to remove them. --Cursed Angel [[Image:User Cursed Angel Signature.jpg|19px|talk]] 16:35, 15 July 2008 (UTC)

"illusionary monster" Starcraft High Templar Hallucination anyone :D?  ~Enar.   hello. 


 * All attribution issues regarding this talk merge have been resolved. -- Gordon Ecker 02:49, 26 July 2008 (UTC)

Attribution notice
ArenaNet:Guild Wars 2 suggestions/Nature mages contains text from ArenaNet:Guild Wars 2 suggestions/Naturalist. The contributors to the source article prior to the merge are 74.182.129.252, PCGamer07 and Eragon610. -- Gordon Ecker 03:22, 26 July 2008 (UTC)

Naturalist
Might be a little late in the development for class suggestions I think, but what you are proposing is like a more plant/nature based ritualist no? -lumpy 70.249.60.66 03:34, 15 July 2008 (UTC)

It may be redundant to a large extent but its an interesting take. Basically its an R/E but personally I don't like the elementalist for what it is. You're right, eles should get nature rituals. The only thing I can criticize is the season rituals should either all be elites and overpowered or all common and underpowered. Eyes in the dark makes me lol. Mystery skill..hmm 10 energy, 2c, 5r Saplings - you gain 10..30..35hp every second for 3 seconds. You gain an addition 10hp for each second Saplings has been in effect. Probably more harmony unless you name it Mystery Saplings :P.. Geyser 10e 1/4c 5r target foe is struck for 10..50..55 damage and is interrupted. That's mystery. I'd force more ideas onto you but im really tired Spawnlegacy 23:14, 15 July 2008 (UTC)

Thank you for your insight, i had the idea of Geyser, but I couldnt bring myself to put it into any attribute. I like the idea of Saplings, but to make it more Mysterious, lol, i think i could change it to Spores. I think I will reduce the effects of Summer and Winter so the Seasons can be more balanced. It borrows ideas from other professions I know, but i think this class is a MUST to introduce the Sylvari. Also, sorry if it seems long, I was trying to make sure everything was understood :P I will do my best to reduce the length of the article---Malchior --The preceding unsigned comment was added by User:74.182.129.252 (talk).


 * All attribution issues regarding this talk merge have been resolved. -- Gordon Ecker 02:49, 26 July 2008 (UTC)

Attribution notice
ArenaNet:Guild Wars 2 suggestions/Nature mages contains text from ArenaNet:Guild Wars 2 suggestions/Shaman. The contributors to the source article prior to the merge are Cursed Angel, PCGamer07, 69.142.115.135, Eragon610 and Backsword. -- Gordon Ecker 03:25, 26 July 2008 (UTC)

honestly, when i think of earth types i think of geomancers... The rest fails.
my idea of being one w/ melandru would have nothing to do with bows or creating spirits... all that is cliche; we need something more genuine.

the geomancer should be able to manipulate nature, no not even, they should be able to manipulate their environment. I'm not big or too excited about the idea, but i feel people shouldnt be walking away with those options as their idea of a proffesion that's one with nature. My idea of geomancy relates most to a class in final fantasy tactics. check it out.--Jup 20:05, 29 July 2008 (UTC)