User:Tambora/Other Guild Wars ideas

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These ideas are ones that are nice to think about, but that i don't like enough to actually stick in a suggestions page.


Mission changes[edit]

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)

Heroes in Prophecies and Factions[edit]

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

Factions[edit]

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 as a spy/saboteur for the jade brotherhood or Am Fah. Alternatively, this hero would be gotten after a quest gotten right near a primary quest, about how the Jade Brotherhood and Am Fah have gotten more dangerous with the plague's arrival.

All of the above heroes 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 spirit's living 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.

Prophecies[edit]

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 to 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.


Secondary Profession Effects[edit]

Since a lot of skills are balanced around having points in the profession's primary attribute, these are some ideas for secondary professions giving some of the benefit of a primary attribute of that profession. It also would add some effects of secondary profession choice even to character who otherwise are not interested in secondary profession skills.

Warrior: Secondary warriors would get +(level/2) armor, and would gain +(level/2) armor penetration for attacks.

Paragon: Secondary paragons would gain 1 energy per ally effected by a shout, up to (level/6).

Dervish: Secondary dervishes would gain (level/4) health and (level/10) energy when an enchantment on them ends.

Assasin: Secondary assasins would gain 1 energy when a critical hit occurs, and gain a (level/4) increased critical hit chance.

Ranger: Secondary rangers would get (level) or (level/2) reduction in energy costs of attacks, stances, traps, spirits, etc. (The same stuff effected by ranger expertise attribute) and (level/2) extra armor vs. elemental damage.

Necromancer: Secondary necromancers gain (level/4) energy 3 times every 15 seconds when a creature in the area dies.

Ritualist: Creatures summoned by secondary ritualists have (level)% extra health, and weapon spells and ashes last (level/2)% longer.

Monk: Secondary monks would gain +(level) healing for monk skills (or all skills) targeting allies.

Mesmer: Secondary mesmers cast spells in (1-level/2) as much time as usual.

Elementalist: Secondary elementalists would gain +(2/3*level) or +(level) maximum energy.