Feedback:User/Neithan Diniem/Warrior Skill Combination - Shield Wall

After a interesting talk with a friend of mine, we came up with an interesting idea for a warrior combination skill; A Shield Wall. Now however, this idea has evolved to possibly include all soldier class professions, or more, depending on further discussion.

In elder days, soldiers would move side by side, hefting large shields before them like a moving wall, protecting all the fighters behind them from direct attacks. Tactically, it was an effective strategy, many fighters could cover each other from attacks and they can get closer to their target (such as a fortress gate, or a archer battalion). This skill combination would work in a similar fashion.

The Basic Skill
The base skill is more like a maintained stance, and when used by itself it provides increased defense for the user, as well as additional defense for allies close by (similar to "Shields Up!"). When the skill is used, the animation for the user should be of them holding the shield before them, protecting themselves, with their weapon held at the ready in their other hand. A glyph would appear around the character, displaying the skills combination effect range (discussed later). Attacks can be made, simple jabs and thrusts of the blade would keep the shield in place, where as sweeping or slashing earnestly would require you to lower it (ending the stance, ideally). The skill would last for a set duration, or can be voluntarily ended by selecting the skill again. When deactivated, some end-effect would presumably occur, but for now that is still being thought up.

Now however, the combination is created when a second player uses the same skill while within the glyph effect of the first player. Once the second player has activated their skill, a wall of light appears between the players, creating the Shield Wall. When the wall appears, the stance then becomes a maintained AoE stance-buff that has greater defense protection for not just the users, but the players within a defined distance behind the defenders ("In the area" or less). As the users of the skill move in tandem (movement being reduced due to the stance), the wall effect can also be moved through a battlefield.

While active, all ranged attacks that are direct (low arch) can be blocked, blunted, or simply redirected to the shielding soldiers, where as ranged attacks that have higher arches or simply come from the skies above (etc. Barrage) are unaffected. Melee enemies that approach the shield wall will be unable to move between the users as long as the users remain within the glyphs' distances, and must instead go around (which the users could move to keep them from doing so to an extent). As with all skills, this one will have a duration time, and a recharge (Preferably similar to 15-20second duration/60-35second recharge). Energy cost should be reasonably set, though with a limitation.

Now this may seem a little bit on the "why would I use that?" side, but the beauty of such a skill would be if a third player came in. At higher skill levels, if the first two users staggered their skills use, they could effectively swap places as the skills ran out. This would look similar to a tactical triangle shield formation (the triangle base being the two active users, and the point being the recharging user). The user that was recharging could then safely use ranged attacks from behind the shields, shooting over the other two. However, It would be overpowered to allow such a formation to keep up indefinitely. Therefor, setting the energy cost to allow its use in this method a few times, but then be no longer maintainable until more energy is gained.

"Don't just stand there, do something!"
For a possible bonus for this; during the time the wall is active, the users could have their skills change to be ones more suited to their current situation. When hefting a shield in front of you, you wouldn't want to let melee enemies draw too near, least you be overwhelmed when the skill ends. Neither then would you want your slash-tastic skills to cause your wall to break, or limit you to poking the enemy to death. When the shield wall is in effect, the users can then use temporary new skills that last as long as they are in the wall effect. These would include common skills available to everyone, as well as skills restricted to weapon type equipped, and could be like:


 * Shield Bash:          Push back, daze, or knock down nearby enemy.
 * Shield Brace:         Temporarily reduce movement by 75%, but raise defense and prevent knock-back/knockdown.
 * Trip:                 Knockdown and cripple for a short time.
 * Final Thrust:         Deal heavy damage to a close enemy with a blade thrust.
 * Pot Shot:             Fire a quick recharging pistol attack (should 1 handed pistols be available.)
 * Air Blast:            Knock-back and knock down nearby enemies with a blast of air.
 * "Incoming!":          Give allies increased defense to ranged attacks.
 * Shield of Absorption: Absorb a percentage of damage received, then convert to healing for nearby allies after x seconds.
 * etc...

You get the point, and these need not be the temporary skill names nor effects available. Basically these would be useful utility skills, allowing the defenders to still fight and support the group while providing a defensive boost to allies. They would need to be cheep (otherwise it would quickly drain the amount of times the shields could be re-used), and therefor their effects wont be what one would call pristine... but they would still help the group in the long run. Temporary skills gained from the wall that decrease/increase movement would need to effect both users (otherwise one might just walk off...), like a shout.

A shield is just a shield, right?
In all possibility, any shield could work. However, when this idea was first suggested, I had a new shield type to be the catalyst to the combination; Tower Shields.


 * Considering current shields already have their skills fairly set, a new shield could be used to prevent re-tweaking those skills. A Tower Shield would have the pro of more defense, but it would need a con (due to its size) to equalize the balance. For reference, It would look similar to the Tower Shields of Guild Wars 1, but many large shield types would easily work just as effectively. They are shields that are broad, tall, and allow for maximum defensive protection. Generally these shields were heavy and cumbersome, you wouldn't be swinging this one around like you do with any other shield. That is why they would need some type of "con" to them to set them apart from other shields.

However after discussion, a new idea arose...

Got any alternatives?
A different way to approach the skill idea would be for a new shout, ideally for the Guardian profession, considering the shield wall's party defense concept. When the shout is used, The stance effect applies to the user as before, providing them with a skill useful even in solo parties. In a group, all allies within range are given an endable effect (double-click and its gone). When another party member wielding an offhand shield or focus item chooses to end the effect, they join the wall. Thats right. With this method, any profession can become part of a shield wall with no extra equipment necessary. Shield users and focus users will then take the "shield stance," as well as have a shield icon appear hovering before their offhand. The wall of light will appear between each guarding user, with each link connecting to the two closest players. This removes the need for the glyph, but limits the wall's lifetime to a non-staggerable wall (less OP that way, but less useful too...). The more guardians in the group however would permit multiple uses.

This way also introduces more pros and cons. As a pro, more diverse professions means more temporary skill possibilities are available, as each profession would have skills relative to themselves (for balance and predictability, race choice will not mean different available skills to same professions). However as a con, differing classes means that shield walls will now have different armor rating members, meaning scholar and adventurer classes would be more vulnerable targets. A fix for that could be an armor rating buff, or possibly shared damage between members, but I feel leaving it like it is presented there is best. Every skill needs things to both help and hinder its use in differing situations.

And there you have it. The Shield Wall. One defensive chain skill combo that allows for tactical movement, skill swapping for more flexibility, Body blocking, and AoE defensive protection, all for a balanced (or balance-able) duration/recharge/cost, and now with broader alternative applications! Thank you for reading, and if you have any comments, suggestions, or critiques, leave a message on the Talk page. Ill promptly respond as quickly as I can.