Feedback:User/Phores/Add (not so) empty handed skills.

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The idea:[edit]

Add a set of abilities for some/all classes tied to "Empty" handed use (upgradeable with a "weapon", but available when no weapon is equipped). These skills aren't necessarily empty handed but use only what would make sense for someone of their profession to have or feels right without necessarily having a "weapon" in their hand These may only be for main hand or may be for off hand as well, depending on class needs and development times.

Specifications[edit]

The purpose of this idea is two-fold:

  • Add in a set of flavourful, class related, abilities that don't really tie into a weapon.
  • Remove/reduce the self inflicted problem of selling/forgetting to equip weapons.

Why add these abilities:

  • Some classes are sorely lacking in selection of weapon skills (engineer really stands out to me).
  • There are abilities a class feels right with that don't fit a specific weapon.

What weapon would fit this role then:

  • Empty handed, it currently has no allocation but is available as a choice.
  • "Professional tools"/"Professional equipment" to avoid tying to one particular style (this could take a standard appearance of a tool belt).

What determines the style of skill:

  • The overall feel of the class (and in some cases specialisation).
  • Archetypes missing from standard weapon skills (such as ranger beast mastery).

Examples[edit]

In each example an idea for the feel of the tool being used is included, followed by ideas for the skills.


Elementalist[edit]

(I actually feel most bases are covered here with the huge number of weapon skills available via attunements, though some empty handed skills would be nice. Add ideas in talk page to be added.)


Engineer[edit]

The more gritty engineering is mostly lacking, though awkward to work in with other weapons, the engineer lends itself nicely to this style of skill development.

Main hand: "Gyro-glove"/"Multi-glove". Using Asuran "alchemagical" designs, many tools can be fitted into one glove.

  1. Attack chain: Punch hard with no added effort by utilising built in gyro.
    1. Twist: Chain. Get the gyro going with a punch.
    2. Spin: Chain. Speed the gyro up with a backhand.
    3. Gyrate: Unleash the built up energy with a powerful gut-punch. (grant might, maybe inflict knockdown).
  2. Welder: Ignite nearby foes with this improvised weapon. Inflicts burning (high damage) melee range.
  3. Oil can: Throw a pressurised oil can to coat an area in oil, slowing move speeds and knocking down those initially in the area.


Guardian[edit]

For a very support based class it only seemed fitting to give them some more defensive skills.

Main hand: Gauntlet. With a little training even your hands can deny opponents their strikes.

  1. Shoulder punch: Aim for their shoulder deadening their arm. Inflicts weakness(short duration).
  2. Deflect: Deny your opponent their strikes and aid your allies offence.
    1. Deflect: Knock your opponent's next strike aside, creating an opening. (grants protection/aegis while held)
    2. Sweep: (only available once target swings)Sweep your opponents arms away giving your allies an opening. (Inflicts vulnerable)
  3. Symbol of hope: Symbol. Inflicts weakness on enemies and heals allies.

Mesmer[edit]

(I haven't had a chance to play this yet but feel free to suggest ideas in the talk page. Left in as place holder.)


Necromancer[edit]

(Definitely feels like it needs something but not sure what, suggestions in talk page welcome.)


Ranger[edit]

The ranger is a well rounded class but feels lacking in frequent use beast mastery abilities.

Main hand: Animal Treats. Various treats to coax the best out of your companion and to encourage the wild animals to come to your aid.

  1. Coach companion: Direct your animal companion to increase it's potential.
    1. Get 'em!: Grants your animal companion might while held./Animal companion make an immediate attack(in this case this is used twice twice before next effect).
    2. Go for the throat!: Grants your animal companion fury.
  2. Rodent food: Throw assorted bits of food over your opponent, calling in rodents to swarm them. Inflicts damage and poison.
  3. Bite back!: Grants your pet retaliation.


Thief[edit]

Stealing already covers a lot but some dirty tricks work best open handed. Suggested more for flavour than for need.

Main hand: empty. Who needs weapons when you can fight dirty?

  1. Attack chain: quick, nasty attacks that no honourable man would use.
    1. Groin shot: Chain. Right where it hurts.
    2. Headbutt: Chain. Aim for the nose.
    3. Gut punch: Hit them just under the ribs. Inflicts cripple and weakness (short durations)
  2. Kick dirt: Flick dirt into your opponents eye's. Inflicts blind and vulnerable/weakness
  3. Flick knife: "I never said this was a fistfight". Inflicts bleeding (few stacks).

Warrior[edit]

Not really played but some ideas for possibilities.

Main hand: Gauntlet. Punches, grabs, and throws.

  1. Attack chain: Boxing combo.
    1. Jab: Chain. Straight on the nose.
    2. Hook: Chain. Get them right in the jaw.
    3. Uppercut: Right to the chin. (either inflict knock down or a short "stun")
  2. Haymaker: Heavy damage, increase damage per condition on opponent. (maybe inflict vulnerable on self?)
  3. Throw: Twist into a foe and throw them (either towards or away from camera). inflicts damage and knock down.


Further suggestions to add to this suggestion[edit]

  • Offhand skills(maybe)

If you think of anything else, feel free to add to the talk page.