User talk:Gaile Gray/Archive Guild Wars 2 suggestions/Professions

Tactician Profession
This profession would add three new skill types to the game: Perries, strategies, and risks. Perries would have an effect of: "Block next projectile, the owner of the projectile will be set on fire for X seconds" or "Block next physical attack, appear directly behind attacker and deal X damage. Attacker loses sight of player." Perries have extremely short duration, and long recharge if unsuccessful, but if successful, they recharge almost instantly. Strategies would be like: "Split Up: All party members deal X more damage if they are not nearby each other" or something similar to the Paragon "stand your ground." Strategies effect all party members, not just the ones in earshot. Risks would be gambles and such like "All or Nothing: Skills have a 50% chance to fail, but if they succeed their effects are doubled. All skills cost twice as much energy."

Outside of Perries, Strategies, and Risks, This new profession might have shouts.

This profession is weaponless, or else will hold a sabre. Sabres may or may not be included on their person, but they would mainly be for show. this profession should deal no damage in combat and should rely on their strategies, perries, and risks to deal damage. The sabre would be like an off-hand item only for energy. As for their true off hand item, they would hold a map to add to their health or something of that sort.

They should have a higher beginning maximum energy (like 40) with four regen on it, and a higher maximum health. I say this only because they deal no physical damage other than by their skills. They should have 60 or 70 armor, and the style should be a mixture between the mesmer and elementalist. Women should be in an old English attire.

the attributes will be simple and may look something like this:

Strategy/wisdom(primary):at every successful perry, strategy, or risk, the tactician gains X energy and X health. Almost all strategies will be in this attribute.

Luck: The success and power (along with drawbacks) of risks will be enhanced with this attribute.

Intuition: the power of perries increase with this attribute.

wit: This would be their healing attribute with skills like "meditation: you gain X more health at every successful strategy, and strategies cannot be interrupted." or "Mind over matter: you gain X armor and X health regen while deploying strategies or risks"

One of the reasons I'd like to see this carried out is because of the style of play unique to guild wars. The Paragon is by far my favorite profession because they are unique, and the tactician can boast of a new style of gameplay. If chosen as a new profession, I will be happy to help with the creation of it any way I can. for more information please look at http://wiki.guildwars.com/wiki/User_talk:Zeph. Zeph 14:23, 5 June 2008 (UTC)

Dragoon profession
I believe a dragon warrior would be perfect for gw2. Since the story itself is based on ancient dragons awakening it would be perfectly natural if these guys appeared. Using their trusty lance and a dragon by their side, not a big dragon but kinda of a pet like a ranger would have. Even though it would seem almost identical to the ranger it has a difference that should be noticed, dragoons are melee with pets while rangers are well rangers with pets. Also the attributes(even though it will probably be changed)will have almost the same point spread with dragon mastery(beast mastery) and lance mastery(markmanship). For the primary attribute it would be something like "attunement" which speeds up the recharge time of skills. The dragoons would have little condition attacks only like burning of course and bleeding also less attack power then wars. To make sure that the ranger isn't forgotten or the classic warrior for melee.And yes i got the idea from final fantasy 11 it aint going anywhere so might as well be in a better game.

Walking calmity

Thief
What I would like to see profession wise in guild worlds would be a thief class. It would really be a great help the PvE world, and if the right skill were there in PvP. But if your a thief primary attribute skills could be based around "stealing" skills, energy, exp, health, or ever better chances for a rare drop. It would so be a cool thing that if they had a skill that took them off other peoples radar. I know that in AB allot time as a Sin it it a great thing to shadow step to some, but they can still see you coming. It nice if you really and the element of surprise. What i have read about GW2 it really seem the world is in total chaos and thieves always seem to thrive in this types of world so the story is really set for them to be a major part of the story. ~Phox53~

More Abilities
I personally think that adding professions with more abilities to interact with the scenery. I know that trees are pretty, but if a ranger could shoot a rope up there and hide from a patrol, that would be knarly. A great possibility would be to add a light artillery class, for either spread damage, high focused damage, or a faster way to make a bridge (shoot ropes). Many players I've discussed with have concurred that having a concise name for profession combinations, such as Scout (Ranger/Melee),and having special combinations (hide or flare for sentries) for those combinations would promote strategic planning in world PvP and PvE. -- The Whispering Pine

Martial artist

 * Pankratiast the Martial Artist - New class that deals damage by hand to hand combat. Instead of adrenaline the Pankratiast uses CH'I energy for attacks and skills. Why is the martial artist unique? He can chain multiple skills for one attack; different Skill combinations on your skill bar create different results. So you could have the same skills in your skill bar as another Martial artists but the ORDER of those skills determine the outcome of the attack or skill. Also the amount of Ch'i you have stored the more powerful your attack. Just gotta make sure armor does not look like Karate kid PJ's. --Megaton Mung 20:49, 14 May 2008 (UTC)
 * Yes I would love a martial artist... but none of this CH'I garbage. If it is added it better not have that Naruto fighting stuff. I say that they have forms, like true martial arts. they have specific chains that count as one move. like move A=two punches and a kick. pre-programmed and programmable moves could be made like this. also if this is added, pressure points for critical hits might be desired... but do not go to chakra or chi or whatever... stick to a proper fighting style! Zeph 22:22, 1 June 2008 (UTC)

race defined classes
I think each race should have 2 proffessions e.g the charr necro and ritualist, norn warrior and paragon, asura elementalist and mesmer. so it should fit into the races background. this also includes all ten proffesions from each campign. yoyr secoundary could be from a different race but your first from the chosen one. Me and my alliance where taliking about it and mostly thought it was a good idea. ~prince~ 21/05/08

bad idea thats gonna cause every norn to have to be a warrior because you're limiting them on diversity we want to see asura hitting norns with hammers and norn using elemantal attacks to hurt asura 69.255.162.201 19:03, 9 June 2008 (UTC)Cabbagepatchman

Dragoon V.2.0
I personally think this would be a great profession. The Signets can be old Dragon runes or something that the Dragoons have found the secret of using them. The idea I have is that they should use Signets as their skills. You could have attributes like: Signet Mastery, Offensive Signets, Defensive Signets, and something like Conditioning Signets. Since Signets don't require energy to use, they can instead have an extended recharge time or even a casting time. Examples of idea I have for Signets could be: Bleeding Signet-Next attack causes bleeding for X seconds, Pison Signet-(same as bleeding but poison instead), One for each condition. Even make one that makes the next attack deal more damage! Then you can have some for increasing armor and one for blocking, so on and so forth. Ideas for Elites can be Signets that give Mixed effects(Ex. Poisoned and Blinded for X seconds.) The Signet Mastery attribute could be made to reduce the recharge time of Signets or cast them faster. -Thomas Marshall

No professions
Instead of professions, have different armors. By comparison with GW1, warrior armor gives -2 energy regeneration, minor, major and superior runes from different armor types are incompatible.

The Norn "Berserker" class
profession dialog: The Norn Warriors called Berserkers are some of the most strongist and yet most naturally attuned to nature and the sprits of the wild. These are basically a combo of a Norn race and the idea of a wild man. This class consists of a weapon mastery with a new weapon that uses the brass knuckles used by the characters of The Eye Of The North chapter in the quests given by Kilroy. The skills should be the same idea of the brawling ones, using both your fists and other parts of the body for fast blows. With this idea a new condition should be introduced in game play, a stunned condition that is similar to knock down but the enemy is still standing but is unable to attack for a small amount of time and also increases the recovery time for a knock down if given during this condition's effect. The next attribute should be what I like to call “embodiment of the wilds” this is the set idea for the Norn's spirit skills like Ursan and Wolfen ability but include much more to choose from. in this being the most renown ability of the Norn, it should also be the main ability of this class and is only available to characters with this as a primary class. The addition of points to this attribute will do the same thing as the advancement in Norn rank would do in Eye Of The North. The next attribute would be called “war cries” similar to both warrior and paragon shouts, but this requires adrenalin like the warrior requires for some of their skills. As for the effects of the skills, they should be a self promoting effect, meaning that only the Berserker can reap the benefits of these shouts unlike the warriors and paragons. The war cries should however not only help the Berserker but some should in a sense strike fear into the enemy he or she faces. The war cries should lower key on the spot abilities like decreasing the attack strength of a targeted foe of the defense of the foe or even cancel a spell or a ability altogether. But just to balance the effects of the war cries a bit, they should only be a touch effect so only one enemy can be struck by these affects only if engaged in fighting with the Berserker at the time of activating one of these war cries. The forth attribute should be a natural resistance toward a specific element or a certain type of creature. Automatically this should be limited to only one element and creature at a time for balance purposes. The element resistance is for both pvp and pve benefits. The other resistance is for pve strictly unless a new type of pvp arises where players will fight together against monsters. This type of resistance should be available to players when they do a quest for them and can not be sold in the skill trainer, kind of like hidden skills that only players who look for them will find them, the idea is for scrolls of resistance should be dropped by bosses both in hard mode and normal mode, this should limit balance throw offs in early game play. Another balance to this is once one is dropped by a boss and is reserved for a player and he or she picks it up it won't be a inventory item but rather a automatic addition in your skill list. The type of scrolls should say for example, “scroll of fire” this is a element resistance scroll which should be a rare drop aka gold description. Fire along with water, earth and air should be the rarest ones of all because they are the only ones that can be used in both pve and pvp game play and this could be done by makeing these abilitys the elite skills of this attribute thus limiting the use of only one at a time. The amount of resistance should be determined by the amount of  points in the attribute the max resistance should be 40% to give some sense of fairness to elementalist players and to give some challenge and planning to pve parties before going into the explorable zones. To this end during hard mode the amount of max resistance should be halved to only a max of 20% to a element and creature type resistance. In addition to the use of only one elemental resistance at a time only one creature type resistance should be used by the player at a time to balance pve game play to some extent. Oh and for a side note, by creature resistance scroll and ability I mean for example “% resistance towards plants,drakes,insects and so on”. The last attribute should be “wild power” this should consist of attacks or skills that are some what brutish in nature but are a testament to personal strength of the Norn and their vitality as well as their endurance. The skills included could consist of health power ups or speed bursts or powerful self implied attacks like a powerful stomp that knocks down enemies close by or a fast flash punch that interrupts the enemies current skill or spell being casted or the next attack attempt or a skillful punch that is unavoidable and can not be blocked. The more points in this attribute, the more powerful the attacks are and the longer the conditions of these attack last. However there should be a down side to using these forms of attacks, due to the speed and amount of focus these skills take to successfully land the hit, the easier they are to miss if the target is moving thus are useless unless the target is not moving. A good counter class to this down side is having assassin as a secondary profession, using shadow stepping to catch a spell caster completely off guard and using these skills to reek havoc on the spell caster. To put it simply the way the Berserkers use both great strength and the forces of both nature's power and the powers of the great spirit embodiments that the Norn respect and worship are the motivations to the way they fight, their single goal is to find and best the strongest creatures and people in this realm of existence. The armor for this class should be a exposing of the mussels like the chest, arms and legs, the only areas that should be armored are the gut area shoulders knees and waist. There could be a sort of brass knuckles/gauntlets that not only provide armor but are the weapon of the Berserker as well. As for a head piece it could be war paint that could be in the form of a skull pattern and the like. --Raymondo 01:54, 18 May 2008 (UTC)

Alchemist
I have been working on a new Profession and hopefully can submit the idea to ANET… the profession is like a Rit and a Monk but this person bases its skills from Alchemy… the mixing of potions and stuff… kinda like the Chemist from FFT (Final Fantasy Tactics)

Study*

Medical Alchemy

Dark Alchemy

Physical Alchemy

The staff/wand will actually be a gun model with the same traits as a wand or staff… little unsure what the off hand would be… I guess either a scroll or a vail skin would work. But all in all, the mods and such would be that of a staff. The gun would be like a flint lock single shot pistol/rifle. Since we are 200 year into the future and gun powder is in game, this could happen.

Study, the Primary skill for this profession. Could length effects of Alchemy skills. Also gives the ability to "mix" varius skills together to form one effect. An elite skill in this area would be "Alchomist Chemistry" - the next 2 skills selected will be come the new skill that will be casted at half of the combined energy uses of both skills. So if one skill cost 5 energy and the other 10, it will cost 7.5 to use the new skill.

Medical Alchemy is involved with "mixing" potions to Rez, heal, and remove status. Placing more points into this area will make these potions, well... more potent :-p. There will also be skills to prevent condition from getting on the target… like “Eye Solution”, remove blindness and prevent blindness for 15 seconds. Or antidote to remove and prevent poison. I think due to my mixing Idea I have later on down the page, each condition will have to be mended sperately. But you have the potentioal to mix a healing spell with a remove and have that skill there (like echo) for X amount of seconds. In other words… if you have foes dealing lots of blindness and damage…. You can use the mix skill to mix a healing spell with a blindness remover and be able to do both.

Dark Alchemy, targets foes to create conditions of weakens, poision, daze, crippling, burning, blindness, ect. Could create new conditions like acid (now cracked armor), or maybe even cause a drunken state like those egg nogs to make it harder on the player to see, a haze condition. Again, increase in this area will make the effect more potent. Also could have an AoE effects of burning, blindness or smokeing gas... kinda like throwing a nade of a mix substance into the fry and it blowing up in a group of foes.

The 4th attribute I will have to think up… but I think this area will be used for support skills… like potions to increase attack speed, movement speed, prevent blocking, increase HP, increase Energy, increase damage per hit, ect, for a limited amount of time. This are would heal or do direct damage, but will increase the ablity of the target ally, or other ally.

Tell me what you think, any input is welcome! SabreWolf 21:13, 24 May 2008 (UTC)


 * ~Supernovagun~[Tony]~ Sabre Wolf. I think that Alchemist is a perfect profession for GW2 its something new and refreshing!
 * Thank you! Just to elaberate more... some of the skills that would be in the Support area would have to be target other ally, since the buffs may be too much to be used on yourself... Also, the attack potion area for the "nade" reference would be kinda like a [Fireball] in today's Guild Wars.  In a sense this profession is much like a Ritualist or Monk, only your are dealing with potions instead of spirits and direct magic... its more of a developed or evalaved from of the Healer profession series which I have sense some complaints that there isnt any other varients of... so I am in hopes that this idea would solve a lot of issues of evolusion of professions, new healer spin, evolusion of time (200 years) and an other avenue of a "caster" profession, but without the "magic" portion of it... so like you said, its a new take on an old Monk style :-) SabreWolf 04:24, 5 June 2008 (UTC)
 * What are you talking about? only one healing profession in GW... I do not use monks to heal... any paragon, or ritualist for that matter can heal just as well as any monk, they are also more powerful, and don't die as easily... as for the profession itself, sure, I'll go with it. But only if GW keeps all of the old professions also. I would really like them to try and add a profession never seen in a game like this before. that would be interesting.Zeph 14:21, 5 June 2008 (UTC)
 * Um... I never said there was 1 healing profession... and i did mention 2 healing professions in guild wars in my statments above... I believe you have taken something out of context Zeph... SabreWolf 17:34, 6 June 2008 (UTC)

Levels of profession
I think there should be levels of professions. Like a warrior could go to a knight, a paladin, or a guardian. There could be a theif profession that could go to a assassin. A magician or a witch could be a profession that could go to an eleimentalist or the other way. And other ones. There could be 3 different levels for each profession. you start out as just a normal guy, then at level ten you pick your profession, then at level 30 you get your level 2 profession, the at level 60 you get your level 3 profession. There could be upgraded skills for each level or profession.

More than 1 Healing Profession
For those who have played GW (which if you didn't you probably wouldn't be here), the one thing that annoyed you is that when grouping, you could never find a monk. This is because they were the only healing class. You would spend half an hour looking for 1 monk. If there would be more than 1 healing profession in GW2, there would be faster grouping and easier preparation. Now, the problem is nobody wants to level up a healer that can't fight. The solution is to make 2 or 3 profession that can switch between fighting and healing. That way, some profesions won't be left out. This can be balanced with some healers, some fighters, and some hybrids.--Catforsale344 23:35, 18 June 2008 (UTC)