Guild Wars: Character Profession Primary attribute
#17
SwissMercenary,Feb 9 2005, 03:05 PM Wrote:I'd also tend to disagree with this - its very much plausible to play to one's secondary[right][snapback]67705[/snapback][/right]

Hehe. Shows I need to reword my statement. Didn't focus on skillsets enough, and primary attribute as a secondary factor to support those skills. I think we have a similar philosophy, to say the least... although the particulars on how to word it isn't easy :)

We do differ a little bit. I think the Primary attribute should be taken into consideration. However, disregarding the attributes all together, there is NO combination which is completely useless. Less effective than others for certain tasks, sure, but still quite effective. I've used my R/E from complete Ranger, to complete Elementalist and back again to Beastmaster / Escape artist - Survivalist for emergency healer type-- by adding ressurrect skill using a superior skill charm. You can do anything...

However, I want players to have full knowledge and be able to take advantage of primary attributes against their priorities in gameplay. Advantages/Disadvantages of armor protection (vs Phys and Elemental, W & E respectively) vs energy should though of too, but nitpicked last imo, as they're less important to overall flow of desired gameplay.

SwissMerc, those are prime examples of skill flexibity you gave. There aren't standard limitations in gameplay. Mix and match the skills as one pleases. Mix and match attributes too. Sometimes, the skill's so useful, one doesn't need to even invest attributes into it! Or support it with loads of energy. Don't have to. Take in consideration what are its effects, not how numberically 'effective' it is--as that is not clear cut. I love the skill whirlwind, and I never need to invest in air magic for it to be useful. Knock down all around me, and for a pittance mana cost. I like it on my casters, and it'd be highly useful on a melee character. Use whirlwind on enemies, then those +belly smash skills that require a knocked down enemy.

Everyone, whenever you go to a skill trainer, scan for unusual and highly effective skill combinations from seperate trees and professions, starting with knowing what skills you currently have. My skills do X, what skills can complement X?

Low mana cost skills? Easy mana gain? No real need for energy on armor then.

I love the 'support' and 'command' skillsets in each profession, as they can be useful everywhere.

You've covered signets, so I'll name skills useable for anyone off the top of my head.

Rangers: Evade+Run skills. Oh my. That's useful for any caster. Marksman's wager, +5 energy for each successful ranged attack, -10 for each miss. Quick ranged recharge.

Warrior: Instant disposable +Hp, +block/evade/dodge/parry stance skills. Especially bonetti's defense, which gives +5 energy for every parry. Caught in a rut? Use that, and firebomb AoE spells. Defend yourself and recharge.

Mesmer: Whole bunch of instants, signets. The whole Inspiration magic tree really. Mana of distortion, stance +75% evade for 5-3 energy per evade. Mantra of flame/frost, serious elemental damage reduction AND gain energy from said element.

Monk: Everything that's a 'cure' or boost, which is 2 whole trees. Resurrection especially.

Elemenalists: All those Earth magic armors and +block attack auras. Whirlwind, which knocks down attackers. Gale, the sit your arse down skill. Signets that reduce energy cost. Very neat stuff.

Necro: Necro teleport. Well of Power. Bunch of slow / cripple enemy curses.

I must write more before the weekend...
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Guild Wars: Character Profession Primary attribute - by Drasca - 02-09-2005, 09:12 PM

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