Feedback:User/Aquadrizzt/Skill rebalance/New Skill Types

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This suggestion is part of my overarching skill rebalance project.

Profession Skill Types[edit]

In my opinion, every profession should have at least one skill type [beyond weapon specific attack skills] that is unique to them, similar to the GW2 unique profession mechanics. I only consider PvX skills in determining unique availability (i.e. wards are considered elementalist-exclusive despite Radiation Field) Profession unique skill types include (* means that this is a type I am implementing in this suggestion):

  • Warrior – weapon styles*
  • Ranger – pet attacks, nature spirits, preparations, traps
  • Monk – incantations*
  • Necromancer – minions*, wells, marks
  • Mesmer – mantras*
  • Elementalist – arcana*, glyphs, wards
  • Assassin – ways*
  • Ritualist – binding rituals, weapon spells, item spells
  • Paragon – chants, echoes
  • Dervish – flash enchantments, forms

Arcana[edit]

Arcana are passive buffs that augment hte elementalists skills based on how much energy they cost.

— Aqua

Auras[edit]

An aura is a type of spell that lasts indefinitely without an upkeep. Auras can provide a bonus to allies adjacent to the caster or a penalty to foes adjacent to the caster, but the caster pays energy for each ally or foe that benefits from an aura. This lasts until the caster can no longer pay the cost of the benefit, until the caster cancels it or until the aura is stripped.

— Aqua

Characteristics[edit]

All auras share the following traits:

  • Self-targeted enchantment that lasts indefinitely without an upkeep.
  • Drains energy for every use (damage packet, healing packet or second, as appropriate) and ends upon reaching 0 energy or upon cancel (such as current maintained enchantments).
  • Provides effect for those within a certain range (usually adjacent) of the caster (including the caster).
  • A character can only have one aura up (much like stances).

Examples[edit]

Monk Heal Area.jpg Aura of Healing

10 Energy2 Activation time15 Recharge time Aura. Adjacent allies are healed for 10...26...30 every 3 seconds. Heal cost: you lose 5...3...2 energy or this aura ends.

Monk Mending.jpg Mending Aura

10 Energy2 Activation time15 Recharge time Aura. Adjacent allies receive +2...6...7 health regeneration. You lose 5...3...2 energy for every adjacent ally every second or this aura ends.

Incantations[edit]

Incantations are a type of spell that adds benefits to spells cast on other allies by a Monk. Whenever a Monk under the effects of an incantation casts a spell on an ally that is not themselves, that ally gains some benefit in addition to the cast spell's usual effects.

— Aqua

Characteristics[edit]

All incantations share the following traits:

  • Usually

10 Energy1 Activation time10 Recharge time (10 energy, 1 second activation time and 10 second recharge) Subject to change

  • Only one can be active at a time.
  • Adds an effect to allies that the user casts spells on.
  • Ends after a certain number of activations.

Examples[edit]

Divine Boon Divine Boon

10 Energy1 Activation time10 Recharge time Incantation. For 10...50...60 seconds, whenever you cast a spell that targets another ally, they gain +1...3...3 health regneration for 5...13...15 seconds. Ends after 1...4...5 activations.

Mantras[edit]

Mantras are skills that offer both a passive bonus and a conditional energy return linked to that passive bonus.

— Aqua

Characteristics[edit]

  • Cast instantly [potentially dialogue animation]

Examples[edit]

10 Energy20 Recharge time Mantra. For 10...26...30 seconds, interrupts against you fail. Every time you would be interrupted, gain 1...4...5 energy. Ends after 1...4...5 activations.

Resurrections[edit]

Resurrections are skills capable of reviving dead party members. They generally have long cast times and return the character back to life with some amount of health or energy.

— Aqua

Characteristics[edit]

  • Can revive dead allies

Examples[edit]

[WIP]

Weapon Styles[edit]

Weapon styles are an entirely new skill type inspired by stances and dervish forms. They can augment attacks made with specific weapons or with all weapons.

— Aqua

Characteristics[edit]

All weapon styles share the following traits:

  • Only one weapon style can be active at a time (much like stances).
  • Weapon styles only function when certain weapons (which are always martial weapons) are equipped. [You can't use a bow style with a sword.]
  • Weapon styles provide both a passive bonus and an on-attack bonus.
  • Activate instantly but have a long recharge
  • Weapon styles disable attack skills for their duration.

Example[edit]

Warrior Hundred Blades Hundred Blades

5 Energy25 Recharge time Elite Sword Style. For 10...22...25 seconds, attacks with a sword also damage all adjacent foes and deal +5...13...15 damage. You apply bleeding for 3...7...8 seconds when you deal damage with your sword. You apply deep wound for 3...7...8 seconds upon critical hits with your sword. You cannot use attack skills.

Scraped[edit]

Info-Logo.png Note: Skill types in this section were abandoned. They are kept here should I come up with a better way to implement them.

Divine Enchantments[edit]

Protective enchantments available to monks. This designation serves to limit the number of protective enchantments a single player can be under the effects of.

— Aqua

Characteristics[edit]

  • Players can only be under the effect of three divine enchantments at any given time (if this limit is exceeded, newer ones will overwrite older ones.
  • Generally provide a defensive or healing bonus.

Examples[edit]

10 Energy1 Activation time10 Recharge time Divine Enchantment. For 10...50...60 seconds, whenever you cast a spell that targets an other ally, you gain +1...3...3 health regneration for 5...13...15 seconds.

5 Energy1 Activation time3 Recharge time Divine Enchantment. Heals for 20...68...80. Target ally takes 10...26...30% less damage while under the effects of a hex or condition.

Cantrips and Orisons[edit]

An orison is a type of spell that is defined by its low cost and simple effect. Orisons are defensive spells. Orisons will never be the strongest spells but their lack of recharges provides them with spammability.

— Aqua

A cantrip is a type of spell that is defined by its low cost and simple effect. Cantrips are offensive spells. Cantrips will never be the strongest spells but their lack of recharges provides them with spammability.

— Aqua

Characteristics[edit]

All orisons and cantrips share the following traits:

5 Energy0.25¼ Activation time (Five energy cost, 0.25¼ second activation, no recharge). These skills will have no other cost.

  • Single, simple effect.

Examples[edit]

Monk Orison of Healing Orison of Healing

5 Energy0.25¼ Activation time Orison. Heals for 20...60...70.

Necromancer Dark Pact.jpg Cantrip of Darkness

5 Energy0.25¼ Activation time Cantrip. Deals 20...56...65 shadow damage.

Elementalist Flare.jpg Cantrip of Flame

5 Energy0.25¼ Activation time Cantrip. Deals 20...56...65 fire damage.

Chain Skills[edit]

Chain Skills are a type of skill that follow a pathing similar to the current Chain Lightning. They strike a primary target, and then determine a secondary target and then a tertiary and so on until it runs out of eligible targets or pulses.

— Aqua

Characteristics[edit]

All chain skills share the following traits:

  • Follows the unique path of hitting one target, picking the nearest eligible target, and continuing in that manner.
  • Will only hit an eligible target once (if the primary target is the only eligible target after the second pulse, the skill will just end.)

Examples[edit]

Monk Healing Ribbon Healing Ribbon

10 Energy1 Activation time5 Recharge time Chain Spell. Heals for 20...84...100. Heals an additional 1...3...3 allies near target.

Elementalist Chain Lightning Chain Lightning