User:Tambora

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Basic information: I am a college student at the moment, who plays guild wars on and off. I own all four campaigns on two acounts.

I tend to mostly PvE, but do occasional alliance battles, arenas, and other quick PvP.

I have 2 accounts, each of them with 3 PvP characters and 7 PvE characters.

I have a PvE character of every profession, with 2 ritualists, 2 rangers, 2 assasins, and 2 dervishes.

I find mesmers and warriors less fun than the other classes, but still in general like all of them.

I am looking foorward to guild wars 2, and am quite interested in any new information that comes out about it.

(I am a male, for anyone interested, Tambora is a volcano that had a huge eruption in 1815.)

Contents

[edit] Minor changes I would like to see

Spawning power: In addition to increasing spirit health, would also increase ash duration by 1-20% per level, and increases weapon spell duration (both actual time, and amount of attacks or hits it lasts for) by 2-45 per level. (For an example of a weapon spell duration increase of the second time, if you had splinter weapon lasting for 4 attacks, and spawning power game 4% extra duration per point, than 12 attribute points would increase splinter weapon to last for 6 attacks)

(Update: well, turns out it does stretch out weapon spells, I get to eat some words on this.)

Paragon Shouts: Shouts such as "Incoming!" that cause problems when lots of paragons in a group would not be able to effect a target within a certain amount of time that they previously were used on a target. (So, for example, Incoming! would not be able to effect a character within 10 seconds of being effected by a previous Incoming!).

Fast Casting: Would reduce recharge times of spells by a certain amount, as well as reducing cast times of signets and spells. (Probably something like 1.5% per point.)

Divine Favor: Would possibly effect spells of all professions.

[edit] Mission changes

These are mission changes that are big enough that they probably won't happen, but that i have thought of anyway to make some of them more interesting.

Nahpui quarter: The portals at the start of the mission would lead to small rooms containing the celestials, which players would be required to kill. The first room would just contain the main celestial boss plus some of its celestial spawns. Once players killed that celestial, celestial spanws associated with the killed boss would spawn in the other celestial rooms, and the players would receive an unremovable buff associated with the celestial boss killed. The process would repeat for each of the rooms, so that in the final room players would fight a large group of celestials and have three buffs.

Raisu Palace: Would be made into another 2-team mission. One team would stay back and guard to palace against further attackers, while the second team ran through it to save the emperor.

Unwaking Waters: The whirlpool would have two paths that both spiral in and reach the harvest temple in the center. The two teams would be on separate paths, and kuunavang would split attacks between both of them (Or possibly be positioned so that both teams would get shots at her, but would be fighting their own afflicted groups)

[edit] Heroes in Prophecies and Factions

These are just some ideas for adding heroes to the two non-hero campaigns.

[edit] Factions

Anchow Wingblade: Tengu Warrior. Joins after the Warning the Tengu quest.

Kisai, Taya: Elementalist, monk, same as the henchmen. Gotten after the Journey to the Master quest. A bit of quest dialogue might be added describing how these two students are sent with you.

Imperial Spy Huang: Mesmer hero. Appears with Togo for Mayhem in the Market as someone helping with the afflicted issues. His background would be in causing trouble with the Jade brotherhood and Am Fah. Alternatively, this hero would be gotten after a quest gotten right near a primary quest, about how with the plague the jade brotherhood and Am Fah problems have gotten more serious.

All of these heros would be gotten after Vizunah Square for foreign characters.

Zenmai: Changed back to a quest to just kill some afflicted. The quest would be gotten again from Kaineng center, and the nightfall requirement would be removed.

Xiao: Ritualist hero. Gotten from a quest in kaineng center that involves calming some aggressive spirits driven mad by the plague, talking to relatives in the city.

Gruder Durnheim: Kurzick necromancer. Joins the party after Arborstone, to study and assist with dealing with the plague.

Leo; Luxon ranger. Background would be as a scout. Joins after Boreas Seabed, after being impressed by the strength of the heros.


[edit] Prophecies

Armin Saberlin: Warrior. Gotten after the fort ranik mission. Master Saberlin in Beacon's Perch would be replaced by another person.

Drakor Rocksplinter: Elementalist. Starts as an Earth/water elementalist, joins the party after the Borlis Pass mission ot assist the players on their journey.

Lionguard Merak: Monk. Joins the party on their arrival in Lion's arch, to assist them with fighting the undead.

Shadow: Ranger. Joins the party after bloodstone fen.

Olias: Necromancer. the quest would be changed to be received in Kryta, and would involve killing some undead in north kryta province, along with fighting some mysterious demons that apeared in the area. (These demons would be related to the titans, rather than being margonites or abaddon associated demons)

Marzan: Mesmer. Would also be gotten from a quest in lion's arch. This character would be attempting to work out what the white mantle were about, but would be preoccupied with the undead as well. The quest would involve spying on a white mantle gathering, finding nothing, but than being asked to help fight some undead.

[edit] Kurzick/Luxon Faction System Changes

These are some change ideas to perhaps make the faction system more useful and/or interesting.

[edit] Outpost control/restricted areas

Alliances would not gain control based on having the most faction, instead, access could be based on a number of ways:

A faction "tax: In this system, alliances that wanted to access a restricted area would pay a certain amount of faction per time to owners of an outpost to be allowed to access it.

No restrictions: Everyone would have access to restricted areas (Or perhaps everyone in an alliance aligned with that faction.)

Faction payments: Slightly different from taxes, alliance members would just pay some faction to be allowed into restricted areas in one-time payments.

[edit] Alliance faction uses

For most alliances, alliance faction isn't too useful, so these are some ideas for what could be done with it.

Access to alliance units: This would be along the lines of "spend alliance faction, get kurzick/luxon fighters and/or juggernauts/turtles while in explorable areas". This could either be a "faction tax", a requirement to have a certain amount of alliance faction, or something else along those lines.

Merchant discounts: discounts would be based on the amount of alliance faction maintained, with dimishing returns on the discounts.

Access to areas without monsters: This might also be an individual faction reward. It would be something along the lines of "spend alliance faction/have a certain amount of alliance faction, get the ability to travel in eternal grove without monsters".

Random rewards from NPCs, Special weapons and armor: This would be along the lines of "Alliances with more than 30,000 faction can spend money to get elemental weapon enhancements", or, "for every 10,000 alliance faction, each member has a chance to get a piece of amber", with diminishing returns of course.

[edit] Individual faction uses

Access to alliance units: This would be something along the lines of "when traveling in Kurzick Territory, spend 1,000 faction for a kurzick monk, 2,000 faction for three warriors, 5,000 for a juggernaut", etc. Useful for tough captures or just to speed up travel.

Access to special quests: This might be along the lines of "spend 1,000 faction, get a repeatable quest with a high reward for the time put in".

Access to areas without monsters: Same as about for "alliance faction uses".

[edit] Faction gains

Scout/skirmish quests: Outposts near an alliance border would give quests where characters would go into the split zone, and either kill or scout out members of opposing faction armies. The zone would have many of its normal enemies taken out, and replaced with luxon forces, otherwise it would be a typical setup with patrols, aggro, etc. The difficulty and reward might change depending on where the line was.

Battle quests: Similar to scout quests, outposts on opposite sides of the faction line. These quests would involve players joining in a large battle between the Kurzicks and the Luxons. The zone would have all other enemies cleared from it, and would have large amounts of Kurzicks and Luxons fighting each other. The quest goal would be to win the battle, the reward would be based on the amount of surviving forces on the player's side.

Both of these quests would influence faction line movement.

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