Feedback:User/Viktor/Profession Construction

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Problem with Guild Wars Attributes[edit]

A problem in Guild Wars was or still is that the professions have a varying amounts of skills. This lead to balance issues for the devs this suggestion I put here will make it possible to make a greater amount of professions with out having to worry about this. Keep a part of the old attribute system, give each profession a primary attribute, two Major attributes and one racial attribute. Then just as before give professions the option of choosing a secondary profession just as before give them access to all the skills that secondary profession has but only its two Major attributes that will count as Minor(not rune-able) attributes to invest in. If a secondary profession is chosen where it shares a Major attribute then that attribute is not added to the character as it already has that attribute. This way it will be easier to balance the coming expansions, all professions will get the same amount of skills available and adding new classes will be easier since you only need to focus upon a few attributes (13 + 5(races specific) + 1 per new profession).

Suggestion[edit]

Just like in Guild Wars give each profession a Primary Attribute and Other attributes however make all classes share the other attributes examples:

Shared Major Attributes[edit]

  • Melee Weapon Mastery
  • Ranged Weapon Mastery
  • Healing Prayers
  • Protection Prayers
  • Shadow Mastery
  • Fire Mastery
  • Earth Mastery
  • Air Mastery
  • Water Mastery
  • Summoning
  • Wilderness Survival
  • Mind Mastery
  • Curses

Race Attribute[edit]

  • Shapeshifting (Norn)
  • Tinkering (Asura)
  • Life force (Sylvari)
  • Tactics (Human)
  • Rage (Charr)

Examples of classes[edit]

Primary and Major attributes can be enhanced by runes, Minor attributes can't

Warrior[edit]

Primary:
  • Strength - Your attacks has x percent AP
Major:
  • Melee Weapon Mastery
  • Ranged Weapon Mastery
  • Race specific
Minor:
  • Secondary professions Major Attributes

Monk[edit]

Primary:
  • Divine Favor - Spells that target allies heals for x
Major:
  • Healing Prayers
  • Protection Prayers
  • Race specific
Minor:
  • Secondary professions Major Attributes

Pyromancer[edit]

Primary:
  • Warmth - When Enchanted, you recover x% energy of the total casting cost whenever you successfully cast a spell
Major:
  • Air Mastery
  • Fire Mastery
  • Race specific
Minor:
  • Secondary professions Major Attributes

Geomancer[edit]

Primary:
  • Energy Storage - For each point in Energy Storage you have x more total energy
Major:
  • Earth Mastery
  • Water Mastery
  • Race specific
Minor:
  • Secondary professions Major Attributes

Assassin[edit]

Primary:
  • Critical Strike - For each point in Critical Strike you have 1% Higher chance of getting a critical hit, Whenever you get a critical hit you gain x energy.
Major:
  • Melee Weapon Mastery
  • Shadow Mastery
  • Race specific
Minor:
  • Secondary professions Major Attributes

Mesmer[edit]

Primary:
  • Fast Casting - Your spells cast x% faster
Major:
  • Mind Mastery
  • Curses
  • Race Specific
Minor:
  • Secondary professions Major Attributes

Necromancer[edit]

Primary:
  • Master of Death - You can control X additional Animated Summons
Major:
  • Summoning
  • Curses
  • Race Specific
Minor:
  • Secondary professions Major Attributes