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mooseyfate
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| Chapter 4: profession ideas with Mounts |
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http://uk.pc.ign.com/articles/740/740016p2.html
| QUOTE | | It should also be noted that when the question was raised as to whether the appearance of rideable wurms in Nightfall signified some kind of mounts in a future campaign, the members of the development team we were talking to chuckled, smiled, and said they couldn't talk about it. |
Let's assume chapter 4 will have one class with mounts. Now come up with your own ideas for chapter 4. Entries should have the following:
1) Chapter 4 setting idea.
For example Prophesies was Mid-Evil Western European, Factions was Asian, Nighfall will be Arabic/Egyptian. You can keep the setting as short as one word, but please include an idea.
2) A Ranger-related class, and an Elementalist-related class.
Following the trend, secondary classes are following primary classes.
N = Rt
Me = A
Mo = D
P = W
R = ?
E = ?
Assume the R class will have Mount Mastery/Charm Mount. The E class could be a caster, melee, support, whatever, but based on the 4 elements and/or an energy storage related aspect (but of course they won't actually have energy storage). Write about what these classes are. Either what they can do, or what their background is. Just be sure to include a theme and so that what the character can do fits with that theme.
3) Don't get too hung up on details. Mention attributes if you want. Maybe skill ideas, but don't get into energy/cast/recharge/damage stats. The most important thing is your idea for the theme of the setting and the two classes. If you can't think of one of these theme, just make up something quick and claim it to be just quick filler content in your post.
HAVE FUN!!
For an old class ideas post not confined to these mount-related-rules, pleas post here instead:
http://guildwars.gameamp.com/forum/showTopic/28311.php
My old idea was the Marauder (first post), but the Nightfall setting is too close to the same, so I'll come up with a different idea. I did get semi-close to predicting the Dervish class with my Egyptian Priest idea further down the page. Far from exact, but had the form-of-the-god idea.
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| 10/20/06 06:58 |
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mooseyfate
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| RE: Chapter 4: profession ideas with Mounts |
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Here is my old Marauder idea from the old post
http://guildwars.gameamp.com/forum/showTopic/28311.php
Don't consider this an entry though. I am including it here because it contains system rules for how Riding can work.
| QUOTE |
Marauder [Ma] (formerly known as Raider/Nomad): Looks like the classic Arabian warrior. The kind that would roam to camps and villages to plunder and whatnot. Of course there'd have to be a noble spin on it. Kind of an assassin style class in that it's primarily melee with same ranged skills. I'm thinking off hand items for this class will be shields, torches, and unarmed (see below). Main hand items will be scimitars.
Attributes:
Contraptions - tools used for raiding and the like. Include Molotov Cocktails (range of short bow, AOE small damage and burning), snares, nets, bolas, some torch ability if using a torch off hand
Riding - like beast mastery, but applies only to mounts. Mounts would have two main purposes, travel and battle. Travel skills would include things like ride (long lasting speed skill that is easily interpretable), trek (shout skill that makes duration even longer). There would be some combat run skills, but they would be shorter duration and faster than sprint, something like charge. Battle skills would be like stomp, bite. For example, bite was used by war horses to distract an opponents mount (so a dismount type skill). There could also be some attack skills specific to riding for the rider (or these skills could be under Brawl).
Brawl (optional main attribute) - This would be the fighting skill. Include some minor attacks with main weapon and off hand abilities. Off hand abilities could be used depending on the one held. Shields would be small bucklers and have some attacks (unless too similar to shield bash). Touch would have some special attacks (like a blinding move). Unarmed would have grapple style abilities that hold or prevent dodge, or tackle. Brawl might be split into two attributes or there may only be one of these three off hand style abilities. On second thought, maybe clubs and unarmed to keep things in scope, but same general idea.
Rage (optional main attribute) - some barbarian style raw blood lust and demoralizing style shouts.
The animals you can tame as mounts would all be found in this Arabian continent. Horses of course, but others too, like some sort of humped beast, or reptile. Wolf riders would be very cool, but they don't really fit the Arabian theme, so there would have to be an environment on the continent conducive to them. Maybe 3-6 types to choose from all together. Some unique GW style animal with 2-4 of what they would normally have 1-2 of of course (guild wars Minotaurs have 4 horns, scorpions 2 tails, wales, 2 blow holes).
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| 10/20/06 06:58 |
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mooseyfate
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| RE: Chapter 4: profession ideas with Mounts |
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HIGHLANDS. (setting)
Think Northern European. Not snow covered like shiverpeaks, but the Braveheart/Highlander/Sound of Music mountains.
A rift has opened from another world in the north where hords of demons flow from. These being These demons are scavengers that travel dimensions, consuming all in their wake. Socially structured with a hive mentality, very little can stand in their wake. The opening of the mother rift has spawned other minor rifts of chaos that sometimes put reality on the brink. The noble dragons of the land have held back these demons for centuries. But the dragons can hold back no more, and teeter on the brink of extinction.
DRAGON MASTER (Ranger inspired)
Many highlander tribes claim their home high in the lush mountains. It is in these remote regions that humanity first encountered these demons that leaked past the protection of the dragons. It is these people who struggle with the dragons to hold back the forces of chaos. Many of these highlanders have developed unique bonds with their dragon allies, and go into battle together. Mounting the dragons in combat, the two combined are greater than the sum of their parts. This bond is a rare one, and only since the onslaught of the hive have the mountain dragons even permitted humans to mount them.
Weapons
The Dragon Master goes into battle wielding a lance or pole arm.
Mounts
The mountain dragons consist of several closely related species. The thunder species breath electricity and call upon the storm. The molten species breath fire and live in long dormant volcanoes. The poison species dwell in bogs beneath the highlands. The water species dwell in chill cave ponds. Possibly other species too. It is the thunder species that is most involved in the battle, but all mountain dragons are threatened and have put their lives on the line. The dragons that Dragon Masters ride are either a sub-species, or young dragons about the size of a Prophesies Drake or Dokoylan. They are not large enough to support flight while mounted. Adult dracons are larger, and there may be some PvE (maybe flying) mission where you ride one of them, but it will not be standard. The Dragon Masters name is slightly a miss-nomer. Though they are know for being the only ones to mount dragons, they have the skills to train all manner of mountable beasts. Another mounts available in the region include a beast that resembles a cross between a mountain goat and a bison. If these characters go to prophesies of factions lands, they can tame creatures like the Dakoyln or bull or water buffalo/cow (whatever the one on starter island Cantha is) or leviathan (Factions) or worm (Nightfall).
Mount System
Something will have to be done about what different mounts can do. There will be the riding/attacking rules above (in the Marauder post). But to have one mount available at a time that you have to level, and each mount having different abilities, would be too restrictive. Maybe you can charm multiple mounts, but choose your active mount in a town (PvP and tamed PvE mounts). Or maybe the young mounted dragons do not develop special abilities/breath attacks until they become adult. That way you can have mounts where no mount type has unique skills from other mounts. But I like the idea of the unique skills. Oh well, these are just ideas, so I don't need to figure out all those details to fantasize about them :)
ARCANIST (Elementalist inspired)
These masters of magic pull from the power of the rifts to harness trans-dimensional powers into lethal energies. The original Arcanists were powerful Elementalists. They learned to used the forces of the rifts as they use the forces of the elements. These forces proved to be quite effective helping the Dragons and Dragon Riders defend against The Hive. Both in damaging, and protecting their allies from the demons unique and foreign energies. Only the very old and most powerful Elementalist could grasp both the concepts of the elemental energies of our world and the extra-dimensional energies of the Hive Demons world. The energies competed with each other and drove those founders of the art mad. But they passed their knowledge down to new students, so that today new Archanists are trained in the art of these rift energies for the explicit purpose of holding back the Demons. If the Dragons and Dragon Riders can hold out long enough, hopefully the Arcanists can devise a way to seal the portals once and for all.
Political Corruption
All Arcanists realize that if they reach their goal and close the rifts, the energies they draw on will be gone, and their years of study will be inapplicable. This is a discipline of sacrifice. Though the Arcanist school is too young to have too be corrupted too deeply, there are those who will always be self serving. The school tries to weed these potential trainers out before allowing them to study. But a few of these individuals slip through the cracks. These individually operate secretly from within the schools to ensure the rifts don't close. And some even work to open rifts to other deadly dimensions. Other less sneaky selfish Arcanists have actually fully converted to the other side and made pacts with the Demons. And then others have made pacts with the demons but are still working as double agents and truly on the side of humanity.
Attributes:
Attunement - Primary attribute. Something akin to energy storage, but using energies of the rifts. Won't be based on actually being around a rift, as that would unbalance PvP.
Arcane Magic - Similar to one of the elemental schools, but deals in magic attacks made of pure magic (like the classic magic missile). Mostly offensive, but some defensive.
Rifts - Using rifts more directly. Some offense, but mostly defense and energy management. Banish (like in Warcraft 3, Frozen Throne) would be one skill.
Magic Twisting - What happens when elemental forces and rift forces collide? Magic Twisting. A different variety of offensive and defensive powers. But the volatile nature imposes certain penalties like health sacrificing.
Old arcanist idea... not used any more because too similar to Nightfall setting. But it was my idea originally, so I can do whatever I want to it :)
http://guildwars.gameamp.com/forum/showTopic/28311.php
| QUOTE | Arcanist [Ac]: This is the classic wizard that uses arcane magic energy style spells. Storyline wise they would travel in small number with bands of Raiders/Nomads, being the right hand of the chief Raider.
Attributes:
Divination - ways of seeing into the future. This type of spell would be slow casting. Would be things like glimpse of death (target sees how they are destined to die, and will avoid the next killing blow within so many seconds), premonition (party gets occasional glimpses into future and is able to dodge some attacks), soul gaze (lists the last 4 skills used by the opponent), inner vision (see all hexes and/or conditions and/or enchantments on a target (for or ally), ether site (see targets energy bar in addition to health).
Arcane Magic - Similar to one of the elemental schools, but deals in magic attacks made of pure magic (like the classic magic missile)
Signs - Think signets on steroids. Hand gestures write arcane symbols in the air to change an element on next spell casted.
Desert Spirit (main attribute) - A small list of skills. Maybe the skills are more effective in the desert, or maybe while standing on dry land. Include abilities to draw spirit (energy management, maybe spell effectiveness) from the earth. A minor bit of air style magic, but more importantly, some skills that will mix well with air or earth Elementalist being the secondary class.
* Sand - Manipulating the forces of desert winds to create harmful effects. Like AOE blind, or dodge percentage, or knockdown.
* Pacts - Abilities that cause some sort of sacrifice of one member, for the benefit of another (or others). Examples would be draining one mana from all allies for yourself, or experiencing life drain for the duration of a charge style shout effect. There could be life chains that distributed damage taken amongst linked party members.
* These are two ideas I had before Desert Spirit, that I just wanted to keep cause I'd typed them out. They are a little too much like Mo/N or E abilities the way I was envisioning them. |
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| 10/20/06 06:58 |
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Yidd
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| RE: Chapter 4: profession ideas with Mounts |
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Woa.. nice job..
Don't have anything to add just yet, but i'll bump this for ya.
Main IGNs
Talstron The Rotten -- PvE lvl 20 W/?
Orichal The Tiny -- PvE lvl 20 Mo/?
http://www.youtube.com/watch?v=QjA5faZF1A8...related&search=
Take the Hecatomb™ TCG What Is Your Doom? quiz.
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| 10/21/06 06:27 |
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Left Her For A Tree
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| RE: Chapter 4: profession ideas with Mounts |
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What is a mount?
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| 10/21/06 06:52 |
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Annoy Mous
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| RE: Chapter 4: profession ideas with Mounts |
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A creature of some sorts that you would ride. It was speculated somewhere about being able to ride Worms in certain areas.
Smoked all my sigs :-(
Account 1: Annoy Mous
Account 2: Illicit Ignoramous
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| 10/21/06 07:03 |
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Left Her For A Tree
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| RE: Chapter 4: profession ideas with Mounts |
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o true...so they can ride stuff...Like Animals =) imagine one riding on a panda or a bear =)
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| 10/21/06 07:45 |
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Oilball
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| RE: Chapter 4: profession ideas with Mounts |
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At first I thought the idea of mounts wouldn't really work in guild wars, what with map travel and all..However, Mounts would be good in combat..maybe you could have a charging bonus or something? Shock Cavalry, rather than scouts?
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| 10/21/06 08:21 |
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Knight Of The Black Mantle
GameAmp Staff
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| RE: Chapter 4: profession ideas with Mounts |
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The wurms are for everyone, for certain areas they are needed, so maybe also in chapter 4.
GuildWars: Frostage
The plot: There is a land fa away that again requests the help from our heroes. In Prestalvia, a land that exists of plateaus floating on water with the help of Manipulation magic, performed by a new profession that this land brings, the manipulator. Other then the plateaus, there are also whole pieces of land under water, and farther to the North, on the frozen lakes. Here the other unique profession prevails: The Bestenger. Why does this land needs help? Well, recently, the great Ice mass of the north has started to expand fast, and after further research, there is found that this is not by natural cause. A young man was exploring the frozen lakes with his friends, and they found a strange looking stone. When one of them wanted to pick it up, he got frozen immediatly. The stone started to pulsate, and they heard a demonic laughter. Suddenly the stone explode, freezing everyone around it. Only Karskus Vesbreach had survived, and he made his way to capital as fast as he could, telling the terrible news to the king...
Welcome to Prestalvia!
The two new professions:
The Manipulater: This is a kind of elementalist, but he uses the elements far more directly,and only the air, earth and water. He's one with this elements. He manipulates the air to create tornado's, storms, but also wind shields and stuff...
He manipulates the earth, and more specific the earth magnetism to knock down enemies or hurl rocks at them. He can also bind it into magnetic shockwaves or defending aura's...
He manipulates water to create tidal waves out of the humidity and twisters that rise from undeground rivers.
Attributes
Manipulation (primary) For each 2 points in manipulation, you get 1 health if you cast a spell.
Gaiaticism: No inherent effect. Many skills, especially the ones that use the Earth magnetism, become stronger with this attribute.
Aeroticism: No inherent effect. Many skills, especially the ones that use air en wind, become stronger with this attribute.
Hydroticism: No inherent effect. many skills, especially the ones that work with water, become stronger with this attribute.
Also, very experienced manipulators are possible to create temporally allies out of the elements, the so called 'Djinns'
ex. skills
Manipulation: One with the elements. Elite enchantement spell, for 20..55 seconds your Gaiaticism, Aeroticism and Hydroticism are raised by 1..3 cost 10 cast time 2 recharge 120
Gaiaticism: Magentic hold. Hex spell. For 5..15 seconds, target enemy has a 30..60 % chance to miss with physicla attacks.
Aeroticism: Conjure wind Djinn. Elite spell. The next time you use a aeroticism spell, you summon a level 3..21 wind djinn.This djinn dies after you used 3..10 skills. You can only have one Djinn at a time.
Hydroticism: Healing Fountain. Spell. Bind a healing fountain to the surface, all allies that are in the are of that fountain, get 1..3 health regeneration. This fountain disseapears after 8..20 seconds. cost 10 cast time 1 recharge 30
The djinns attack damage is the corresponding to it's attribute. (wind djinn=lightning damage,...) They attack ranged and don't have health degeneration, but die after the caster has used x skills.
and the second profession:
The Bestenger.
The Bestenger is a rough and strong human, with a little more euhm, public hair then other humans. He is used to cold, and is a surviver, he has more health then the others, and also uses adrenaline. When he's at top rage level, he can trasnform in a fierce beast. He uses claws to attack.
Attributes.
Bestialism (primary) For each 3 ponits in this, you have 10 more max health.
Claw mastery: For each point in this, you have 1% chance of hitting a critical hit while using claws.
Instinctive survival: No inherent effect, many skills, especially the ones that keep you alive, become better with this attribute.
Rage: No inherent effect, many skills, especially the ones that do damage to the enemy or make your attacks stronger, become stronger with this attribute.
example skills.
Bestialism: Transform to Felix magnus. Elite skill. You transform into a Felix Magnus. (giant catlike animal) While you are in this form, you have a 25% chance of evading incoming attacks, you attack 15% faster and you do +5..25 damage. You transform back to normal after 30..55 seconds.
adrenaline cost: 12 cast time 0 recharge time: 60 seconds
Claw mastery: Tiger slash. Claw attack. You perform a tiger slash which does +10..30 slashing damage.
Adrenaline cost: 8
Instinctive Survival: Licking wounds. Skill. You gain 10..20 health point per strike of adrenaline you have. You lose all adrenaline. Energy cost: 5 cast time 1 recharge time 15
Rage: Bloodthirst: Elite stance. For 5..20 seconds, you attack 10% faster, your attacks cause bleeding and you have an additional 2..10% chance of inflicting a critical hit.
He wears claws, one on each hand.
they do 5-20 slashing damage, and a critical hit results in a double strike.
Enjoy =)
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| 10/21/06 12:28 |
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Night I Shroud
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| RE: Chapter 4: profession ideas with Mounts |
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holy crap, u guys shld become guild wars staff pplz or sumthing, my idea wld be to use that nomad idea but with shortbows only, u cld shoot somehwat while riding, and also if ur mount gets kd while ur on it u suffer more damage, as if ur trapped underneath you know. i like that nomad thing oooo gots an idea, shortbow thing i said, they cld use a curved blade that does 15-22, you kno sorta an all around warrior tahts fast and smart
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| 10/21/06 12:44 |
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Night I Shroud
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| RE: Chapter 4: profession ideas with Mounts |
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u kno if u talk bout this GW isnt gonna use the idea, they want to be 'Original' and if tehy use ur ideas well they cld get sued from sum1. but besides that wat if they had a new type of pvp 16v16 maybe like the new place vrs. one of the old places like there cld be an old rivalry between the 2 (war in iraq, like that) isnteado f having a new factions cuase we alrdy got kurzick + luxon. or it cld be kurz vrs luxon 16v16 using sum new mounts even bigger maps than in AB and instead of map changing hmmmm, the CLIMATE CHANGING!
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| 10/21/06 12:49 |
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Night I Shroud
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| RE: Chapter 4: profession ideas with Mounts |
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Also, mount shldnt rly be an attribute that wld be gay if only 1 class got mounts and the others didnt, they shld be class specific, like wars get bears, rangers get wolves, assassins get ONIS!!!! (like a differnet kind but they are like sins in a way) they cld just have aerial mounts too THAT WLD OWN! anywayz i rly hope gw makes mounts!!
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| 10/21/06 12:51 |
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bobbbo ob
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| RE: Chapter 4: profession ideas with Mounts |
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here is my extremely long idea for a Mount system in Guildwars:::
Setting:
Somewhere in the North, with wide open plains. The restrictiveness of the two newer campaigns, say for a few areas in Nightfall, would really restrict having a mount. The Northern place could be tundra, Glaciers, just wide open plains, or Steppes out in Mongolia. Some really mystical place would be good for these ideas.
Now here is my Mount system....
Instead of having a seperate Profession with a mount, you could have mounts for all of your professions instead. The Mount could be like an item in your inventory. You could get it from a quest. When you double click on it, your mount will appear beside you. After you get on your mount, there could be very adverse effertc depending on your class. This will be discussed later.
When on your mount, you can have extra health, extra armor, extra Stat attributes, extra energy, or a combination of al of these. Say for instance a Warrior has a horse, He could have 30% extra health, and 20% extra speed. Or 10% extra health, a 1 attribute boost to your stats, and 30% armor, just never going above 50% in anything, or 50% in anything combined, as that would be too imbalanced.
Now bringing out your mount could take a few seconds to cast, whereas a anger could easily intterupt that. and while the Mount is out, it could act as a Permant Enchantment Spell. This is so you can't always have the effects of your mount, and several classes can easily get rid of your mount to even out the playing field.
Spells that you do, would stack on you and your mount. So say that the mount is letting you move 30% faster. You can then use escape that would make you move 25% faster than that. That would be 37.5 percent faster in the end. as well as using escape makes you invulnerable to harm.
In this system, your horse isn't a seperate character with its own health bar, but it is rather like apart of you, until you come across a Necro or Mesmer and you lose your mount by some disenchant. but still.
The New Classes..... Well, they aren't really based off of mounting any animals, but they are here because every expansion need two new character classes.
Berzerker - The Berzerker is a profession that wields very heavy weapons. Two handed swords such as the Claymore and the Zwehander. Large Battle Axes as well. No hammers, as that is a warrior weapon, and Berzerker never used such weapons. The Berzerker relies on his attributes to raise his effectiveness in battle as well as his skills to become a damaging machine. The Berzerker also relies on Rune Skills to raise their very low Armor count, as well as making them practically invulnerable in battle.
Attributes:::
Berzerk - For every point raised in this attribute, your character will attack 2% faster, and your max. health will rise by 2% Skills that use adrenaline will decrease by 1% total cost for every rank in this attribute as well.
Heavy Sword Mastery - Skills that involve Heavy Swords will become more effective in battle as this rank goes up.
Battle Axe Mastery - Skills that involve Battle Axes will become more effective in battle as this rank goes up.
Runic Mastery - Skills that involve creating Runes will become more effective in battle as this rank goes up.
A berzerker will have only 40 armor. There is a good reason for this. Their class-only attribute, Berzerk, will raise their max health by up to 32%. Their attack speed can be raised by up to 32%, and their Adrenaline cost can be reduced by up to 16%. Their Berzerk skills will cause the Character to go into a fit of rage, which will raise their max. health, and can raise armor, attack speed, make adrenalin rise without attacking. Some Runes are very powerful and would be perfect for other classes to try out. Some Runes can help out your party members but every rune you use will have consequences for you, wether it is temporary, or permanent. The other bad thing is that Berzerkers have skills and Enchantment spells, but no Stances. A berzerker doesn't have very many stances that lets the Player dodge, evade, or block attacks. A Berzerker has some Healing spells and skills, that can affect only themselves.
Some Skills-
Berzerk - Fallen Rage. - Berzerk skill. You get hit in a fit of rage. You gain 10...200% maximun health and 10...100 armor for every fallen party member in range. This Berzerk skill lasts for 5...16 seconds.
Berzerk - Broken Rage. - Berzerk Skill. You gain 5....100% max. health and 1...9 health regeneration for every negative condition on you. This skill lasts for 5...16 seconds.
Heavy Sword - Whirlwind attack - Heavy Sword Skill. You attempt a Whirlwind attack. It can hit every enemy in the area for +15....60 damage. This skill can be easily interrupted.
Heavy Sword - Reaching Weapon - Heavy Sword attack. You reach out with your weapon. For 12.....36 seconds, your attacks can hit up to 1....5 additional foes.
Battle Axe - Cleave - Heavy Axe attack. You Cleave your enemy in front of you, dealing +15...60 damage. Target enemy will also bleed for 2...15 seconds.
Runic Mastery - Rune of Frost. Rune Spell. Your weapon will turn into a Frost weapon. All damage you deal with that weapon will be cold damage instead. If you hit a fire type enemy, you deal double damage. If you hit a cold type creature, you cause healing instead. This spell lasts for 12...48 seconds.
Runic Mastery - Rune of Protection. Rune Spell. All your allies have +40 armor for 10....48 seconds. but you lose 40 armor.
Runic Mastery - Rune of Health. Rune spell. For 10....48 seconds, you have +20....200 health, but your attacks deal 5...1 less damage during this duration.
Runic Mastery - Rune of Death. Rune spell. Sacrifice 99% of your health. You then have 9 health degeneration. When you die(and this enchantment ends), all enemies within earshot will take 150....800 damage. if you kill 6....2 enemies this way, you are revived with 10.....60% of your health with no death penalty.
Runic Mastery - Rune of Haste. Rune spell. You move 25% faster and attack 25% faster, but you lose 20 armor. This spell lasts for 10....48 seconds.
Runic Mastery - Rune of Healing. Rune spell. for 5...15 seconds you have +1...8 health regeneration. as long as this Enchantment is active you have 1 energy degeneration.
Berzerker and Mounts. The Berzerker with a Mount would be quite deadly. He can move around much faster, as well as having more health and armor. And since you can use all your original skills while mounted, a Berzerker can go on attacking without having to worry about really anything. A goo dmount to have would be one that increases armor by 50% that way the Berzerker could then become a more effective tank than a Warrior even, as well as using berzerk skills making him even more powerful.
Witch - The Witch is a profession that uses Charms, Spirits, and mostly indirect means of damaging the enemy. Not like a Mesmer, or a Necromancer. A Witch can do some other truely unique things such as changing into animals to do direct damage if doing indirect damage isn't the way to go. The Witch's unique attribute, is Spiritual Attunement.
Attributes:::
Charms - Spells that use Charms, will become more effective as this skill rises in rank.
Spiritual attunment - Status effects that a Witch casts across all attributes and skills will last for 2% longer with every rank of this attribute. this includes positive effects, and negative effects. There are also special Spirit summoning spells in here.
Enchantments - A Witch's enchantment spells will raise in effectiveness with every rank in this attribute.
Transforming - A Witch's ability to change into animals will increase with every rank in this attribute.
Charms- Charms are a truely unique kind of spell. A Witch can charm an enemy into working for her for a period of time, or confusing a whole group of enemies into thinking that she is infact an ally, not an enemy. She can also inflict some minor status effects. Poisoning, setting on fire, bleeding, crippling, etc. but there is very few charms that actually do any sort of damage. You can also summon spirits with thi sattribute.
Spiritual Attunement - Like I said before, status's inflicted by a Witch will last for 2% longer with every rank. Think of what this would do if you multi classed? Conjur Phantasm would last even longer, as well as many other Mesmer spelle. or a Rangers statusing an enemy to death would also come in handy if the With multiclasses. The Witch can also summon certain spirits that don't stay in one place. They will actually follow the Witch around the Field of play and attack enemies like a regular henchmen or hero, but still only lasts for a certain amount of time. You can summon more than one spirit at a time as well.
Enchantments - These are spells that can help out a witch in combat. These Enchantments will mainly only effect her, but there is also enchantments that can affect the whole party, or just one person.
Transforming - Lookat the skill description below.
Charm -"I'm your Ally" - Charm spell. For 5...36 seconds all enemies within range think that you are their Ally.
Charm -"Please fight for me" - Charm spell. For 5...36 seconds. Target enemy will become your ally and will attack any hostile target near you.
Charm -"Don't kill me!" - Charm spell. For 5...60 seconds, all enemies within range will not deal a death blow to you.
Charm -Poisonous Kiss - Charm spell. For 2...18 seconds, target enemy is poisoned.
Charm - Cuddly Rat - Nature Ritual. You summon a level 1...16 rat familiar that will last for 10...40 seconds that deals 1...10 damage. Your enemies cannot target this spirit.
Charm - Fluffy Kitty - Nature Ritual. You summon a level 1...16 cat familiar that will last for 10...40 seconds that deals 1...5 damage and causes bleeding for 2...10 seconds. Your enemies cannot target this spirit.
Spiritual Attunement - Bear Familiar - Nature Ritual. You summon a level 1...16 Bear Familiar that will last for 25...60 seconds and deals 5...40 damage.
Spiritual Attunement - Imp Familiar - Binding Ritual. You summon a Level 1...16 Imp Familiar that will last for 25...60 seconds and deals 2...25 Ranged damage.
Spiritual Attunement - Bat Familiar - Nature Ritual. You summon a Level 1...16 Bat Familiar that will last for 25...60 seconds and deals 5...25 damage. Both you and your Familiar will gain 2...15 health whenever your familiar gives damage.
Spiritual Attunement - Lasting Bonds - Binding Ritual. All your Familiars will last for 10...100 seconds longer. If they are removed with a disenchant spell though, you lose 20% max. health.
Spiritual Attunement - Permanent Bonds - Binding Ritual. All your familiars will last permanently, but they and you will lose health gradually. If they are removed with a disenchant spell, then you lose 40% max. health.
Enchantment - immunity to Poison - Enchantment spell. Target ally will become immune to posion, and disease for 30...200 seconds.
Transforming - Shape of Rat. You transform into a level 1...20 rat. You are able to move 10...90% closer to enemies without aggroing them. You deal 5...28 damage and have these skills:: Call of protection, Disrupting Lunge, Otyugh's cry, and Poisonous bite.
Transforming - Shape of Bear. You Transform into a level 1...20 Bear. You deal 10...35 damage and have these skills:: Call of Protection, Gash, Savage Slash, and Brutal Strike.
Transforming- Shape of Bat. You Transform into a level 1...20 bat. You deal 5...20 damage and gain 2...10 health when you give damage. You have these skills:: Vampiric Bite, Vampiric Touch, Offering of Blood, and Blood Renewal.
Witch's and Mounts. Witch's and mounts don't really get along very well, when you transform into your animal shapes, you cannot be riding a mount. But your Charms and Enchantments will be able to work very well, as you can use your enchantment spells to make yourself move faster, have more health, etc, but also if your charms suddenly take a turn for the worse, you can get out of there quicker than on foot.
Warriors and Mounts. Warriors would be the perfect class to have a mount with. you can ride around the battlefield quicker, chase after enemies more efficiently, and even have more health and armor. You can have higher stat points in swordsmanship and other skills, and you can use them more effectively.
Rangers and Mounts. Well, A Ranger should ride their animal companion, not another mount. What this does, is that you are riding on top of an animal that can attack on its own as well as taking orders from you on who to attack. You can attack while mounted with a bow, and since you are technically higher off of the ground, you should have a slight bonus on your attacks. Riding a Moa bird would be the best one for doing this. Take a warrior subclass, and you and your pet can be relentlessly attacking and sending off status's but the enemy will only attack either you or your animal. but when your animal dies, you will be thrown off of it, taking damage, and getting knocked down.
Beast Mastery - Animal Mount - Enchantment. You mount your Animal Companion. You attack seperately, and have seperate health bars still. if your animal companion dies while Mounted, you take 40...10% damage to your health and are knocked down. A beast mastery of twelve or more doesn't knock you down. Look at the table below to see what effect mounting different animals will do.
Marskmanship - Forced Dismount - Bow Attack. If this attack hits, your enemy if forced to dismount and takes +5...15 damage.
Necromancers, Elementalists, Mesmers, Monks, Ritualists and Mounts. Well, all Magic classes will work in very much the same way. You would be riding that mount for the extra speed, armor, and extra stat points. A Mount's speed is also a good thing for a magic class, as you can run away from battle quicker if things take a turn for the worse. The extra stat points could go into an Elementalists fire magic for that extra damage as well, or a Necro for raising even more powerful minion!
Death Magic - Animate Mount - Spell. You animate a level 1...20 mount that does 5...25 damage. . if your Mount companion dies while Mounted, you take 40...10% damage to your health and are knocked down. A Death Magic of twelve or more doesn't knock you down and you take no damage at 16 Death Magic.
Death Magic - Animate Vampiric Mount - Spell. You animate a level 1...20 mount that does 5...25 damage and steals 1...20 health. If your Mount dies while Mounted, you take 40...10% damage to your health and are knocked down. A Death Magic of twelve or more doesn't knock you down and you take no damage at 16 Death Magic.
Assasins and Mounts. Speed, Speed, and more Speed. An Assain wants to rush in there, damage the crap out of the enemy, then disapear as quickly as they came, recharge their mana, then return for more damaging. An Armor bonus would also help the Assasin in that, they wouldn't take so much damage.
Paragons and Mounts. Well, what wouldn't be cooler for a Battlefield commander than to be riding a mount giving off their skills to their allies in the surrounding area. There would also be a bonus for the Paragon because he is technically higher off of the ground with his ranged attacks. And like the Bezerker and Warrior, extra armor is never a bad thing, if you are getting swarmed by mobs of enemies.
Dervishes and Mounts. A dervish and her mount wouldn't do anything more than what a warrior and a mount would. You can get more armor, speed, etc. but turning into your god forms may or may not take away your mount.
...Mounts were edited out of this post...better examples of Mounts comming later...
now remember that mounts can be easily disenchanted, so for all these bonuses, they are worthless unless you can counter these types of spells. Any attacks/spells that force a player to get knocked down should also force a character to dismount. If Anet ever decides to go this Route, they would have to make half a billion new animations for skills and attacks for when the character is mounted, which might be the bad part.
***THIS POST HAS BEEN EDITED***
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| 10/21/06 16:13 |
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Pancake of Doom
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| RE: Chapter 4: profession ideas with Mounts |
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I mentioned Armonth already in a past article of mine, that'd be a good setting for a Mid-Evil Western European setting, i'm
gonna think of something along with the Wanderer pretty soon, in the meantime consider this as a free bump!
Ah yeah, some of the areas:
the Bernrun (wide open plains, grass fields)
the Woods Of Ellu (very high trees, a sacred place)
Risthar valley (most cultivated area, fields for knightly games, farms, u know what i mean)
area around Wymarienhall (slopes leading to the shiverpeaks)
Well i figured that this is a pretty good setting to speculate around :p
***THIS POST HAS BEEN EDITED***
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| 10/21/06 16:16 |
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corkycls
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| RE: Chapter 4: profession ideas with Mounts |
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mysticism wouldnt work as its the dervish primary so cross that out for the berserker idea.
Togo Dies [ToD] pvp officer
Togo Dies [ToD] recruitment thread
Extreme Pressure Warrior
Fragility Spiker Revised Version
The Midnight Sin
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| 10/21/06 16:28 |
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bobbbo ob
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| RE: Chapter 4: profession ideas with Mounts |
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oops, just now noticed that. not sure of what to change it to though, I'll get back to ya on that. can't think of anything right now.
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| 10/21/06 19:18 |
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bobbbo ob
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| RE: Chapter 4: profession ideas with Mounts |
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no idea of a new attribute for the Berzerker or on any new spells for the class. So I just changed Mysticism to Runic Mastery, and Enchantment spell to Runic spell and Runic Skill.
Edit: does anyone else like my ideas?
***THIS POST HAS BEEN EDITED***
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| 10/21/06 19:42 |
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actionjack
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| RE: Chapter 4: profession ideas with Mounts |
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Huntsman
Premise:
A Huntsman have the role of a physical-range attacker, as well as condition dealer. With their low armor, it is best play to be in the back (although it should still be possible to make a evading-tanker), and throwing their Gravie from afar. They can often deal multiple attacks and hit multiple enemies with their skills. Also they can apply different type of conditions that hinder their foe. They also have skills that allow them to better deal first-strikes, and are more depended to the battle field.
As primary, they have a good amount of energy, which make them easy to spam skills, but is coupled with low armor, which is their biggest weakness.
Weapon:
The Huntsman primary use a new weapon type call Glavie. There are many type of Glavie, from a large boomerang, to a giant shuriken. It is a thrown weapon that will fly back. Its two-hand, have greater damage than bow, but shorter in attack range, and bit slower in attack speed. Normal attack will just attack the target foe with no additional damage. One would need to use skills to have it attack on return or attack several foe at one.
Looks:
Huntsman will have an appearance of a native or aboriginal hunter, which is best fit with a Native-America / Inca / Australian theme chapter. Usually clad in leather or partially nude with body-paints.
Armor:
Huntsman have lower armor than that of Ranger, which is about 55 to 65 range. Will have a base of 25 to 30 energy with 3 to 4 arrow or regen. (depend on the sets) Their armor will also usually come with extra AL against elemental damage.
Attribute:
- -Predator Sense (P):
- For each points in this attribute, you gain 1% chance to evade attacks.
- -Huntsmanship:
- -Glavie Mastery
- -Geomastery/ Bestial Spirit/ Falconry
(still uncertain which one is best)
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Predator Sense (Primary):
A hunter have a highlighted Sense to aid in them in tracking and stalking down they prey, as well as avoid danger. I think the effect is fair, as that at Max, you still only get 15% to evade attacks, especially with their low armors, and that is not including spells or hex. However, there are skills in this attribute that further improve your chance of survival, as well as skills that are depended with the number of enemy in the region.
Anticipation Movement
10e | 1/2c | 25r
For T seconds, as long as you keep on continue targeting the target foe, you have extra X% to dodge the incoming attacks or attack spells from that foe. This skill end if you change your target.
Harm Dodger
5e | 1/2c | 15r
You evade the next attack against you, and randomly “jump” to a space nearby.
Herd Hunter
10e | 1/2c | 30r
For T seconds, if there are more than 8…4 enemies in the region, you gain X extra AL for each extra enemies.
Solo Stalker
10e | 1/2c | 30r
For T seconds, if there are no other enemy near target foe (that it is by itself), you gain X extra damage against that foe.
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Huntsmanship:
Include dart/blowgun skills that cause conditions from afar. Also include stalking type of attack that helps you get better first strike advantage.
Stunner Dart
10e | 1c | 20r
Target foe suffer Numb for T seconds. (When Numb, will attack and move slower)
Fire Ant Toxin
10e | 1c | 25r
For T seconds, each time target foe stop moving for more than 3..1 seconds, he is set on fire.
First Strike
5e | 1c | 20r
If you and all you team are in the “rest” state, your next attack deal X more damage.
Bypassing Stalk
10e | 2c | 30r
In T seconds, you can not be target of an attack or spell (both friendly or from foe), and move 33% slower. This skill ends if you attack or use a skill.
Game Trophy
5e | 2c | 20r
Exploit target corpus, and your team gain 4…8% moral boost for T seconds. Must be apply at touch range.
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Glavie Mastery:
Skills that allow you to better use your Glavie. It grants additional hits to the target, or hit several enemies at once, as well as skill that are better suited for short or longer distance.
Pong Attack
10e | 1c | 10r
Attack target foe and up to 1…4 additional nearby enemies in one flight.
Double Pass
5e | 1/2c | 5r
Attack target foe twice in one flight. The second hit will be 50…80% damage of the first hit.
Spinning Star
10e | 1c | 15r
You throw you Gravis that will fly around you, and make 1…3 fights (each flights will hit all nearby enemies once, and take 2 seconds). In this duration, you cannot attack with your weapon.
Shadow Throw
5 | 1/2c | 10r
You throw a Gravis which will only deal 50…80% of damage. The next attack you made after this can not be block of evaded.
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Here are 3 attributes that I think could fit well with this class, but uncertain which one is the best fit.
Geomastery- Where you manipulate the ground to better suit you needs. Much like a combination of wards and spirits.
Bestial Spirit- Skills and spell associate with summoning bestial sprit (ghost wolf, shadow raven, spirit bear) to fight with you.
Falconry- Allow you to use a flying pet (hawk, falcon, owl, bat, raven, etc), with skill that associate them. Unlike normal pet, those flying pet can not be target and attack in a different pattern (think RO’s Hunter class)
I would say Falconry seem to be the better choice, if can find a way to make hovering/flying birds not seem strange, especially when clip against walls in a tight space. (maybe will put more some skill examples for that later)
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Designer Note:
Yes, this CC is very much like a Ranger. There are some difference, of course, as I try not to make another ranger clone, and one is Protector of Nature, while the other is suppose be the Killer of Nature. But there are still a close similarity in functions and utilities. It is more as a creative exercise to try to come up with a class that would use Bomerang/Gravise, as well as other Hunter like skills that I had in mine. As alternative, I would also like to see this class more as a New Core class for a new race, one that is mirror of Ranger.
The original concept can be dated back to some month ago before they announce Paragon, in a discussion about spearman class, and also appear in few other similar threads.
Also credit to several people for inspiring ideas. There are also few other concept class with similar idea posted before this, but I don’t think I directly taken any from it, although did read several ideas (from various source and post) that lead/mold/improve/inspire into what is appear here. For now, I can only think of Cryingwolf and Rikimaru for creditship.
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Critics are welcome, as well as further suggestion for this concept. If there are additional interest, I could put up more skill examples (it is hard to try to keep myself from putting up too many). Thank you and hope you enjoy the reading.
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| 10/22/06 00:09 |
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bobbbo ob
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| RE: Chapter 4: profession ideas with Mounts |
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out of the ideas that I have posted and the ideas that everyone else has posted in this thread, I currently like yours the best.
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| 10/22/06 03:57 |
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Hammerite Rozsda
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| RE: Chapter 4: profession ideas with Mounts |
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55 or 65 armor? I think that is a bit low. I would say 70-75 max. And added elemental defense of +15. That way the character will not get express fast squashed by elementalists, nor against meele. Dodge/evade skills are nice but most characters have very nice counters against those...that is why I would raise the armor level to this amount.
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| 10/22/06 04:58 |
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Corruplt Intrept
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| RE: Chapter 4: profession ideas with Mounts |
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i highly doubt this mount idea will be appiled golbal I.E. new players in pvp will be outclassed by players with mounts, making it "nessesary" to get a mount before pvping.
My Opinions on this mount idea
>See, GW is quite a balanced game, when you introduce mounts and introduce them wrongly, the scales will be tipped and game balance will go off.
>Mount is a good idea. but i think it will only be allowed on some(certain) areas and all mounts "should" be uniform.
>where might a wurm mount be used? sandstorm mission perhaps? you never know what A-Net might think of.
>Seen WoW? their mount are all uniform, but its all used to get around faster due to the huge map WoW has. i'm not sure about GW.
Overall, Mount is a pretty darn good idea, and i fully support the idea, but i should warn you not to hope for too much like mount in a free explorable area to make running easier type of thing.
Guest me for GvG's
IGN: Baine Bloodfinger
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| 10/22/06 05:04 |
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bobbbo ob
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| RE: Chapter 4: profession ideas with Mounts |
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PvP maps are so small, that getting a mount is quite useless. Anet could just disable it in certain areas.
And I do agree that mounts are useless unless the explorable areas are absolutly huge, which there is only a few areas in Guildwars that are. That and with mounts that get you around faster among other things, you would see alot of people running around with the 'GrandMasterCartographer' title alot. Running in Tyria would become even more rampant. and Even raising your speed a little, would totally imbalance the game because Ranged attacks can miss more often is you are facing a faster enemy. But If Anet can manage to Nerf Most builds every season with their skill updates, then I am pretty sure that they will think of something, that is if their chuckling and no commenting when IGN and Gamespot asked them was actualy laughing as in "yes we are" or laughing as in "what the hell? you moron!"
But people can still come up with some wierd ideas for this stuff, some are actually pretty good ideas too.
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| 10/22/06 13:40 |
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actionjack
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| RE: Chapter 4: profession ideas with Mounts |
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I done a Mount class too before too (Dragoon), and read a few, but still uncertain what is the best way to do such thing.
Anyhow, I would always say "Mounts should not be for speed boost (thought they would still have speed boost type of skills) but rather they are for defense and offensive, like the pets." I think this idea is shared by a few here as well.
Anyhow, I do think a Mount class would be a nice addition.
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| 10/22/06 20:27 |
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| RE: Chapter 4: profession ideas with Mounts |
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Sorry guys, something came up where I couldn't get back to the thread I started for a whle. Thanks for the replies though! I'll address what hasn't been from your comments now...
Oilball,
Mounts would be for everything. Running, travel, combat, whatever you want. Even with map travel, there are various uses for running. Run yourself to an outpost, run yourself for explorer title, run others for money or kindness, run yourself to a PvE objective such as quest waypoint or skill cap boss. The sister post to this post (http://guildwars.gameamp.com/forum/showTopic/28311.php) even mentions ideas on how to balance mounts to make them the only choice for a run. Balances that keep certain advantages in the hands of a W or R classic running build. But yeah, the mount class would be good at running. But yeah, combat is much more interesting for mounts. If they couldn't be a PvP element, I would see no reason to work on a complex system for their inclusion. What mounts would not be used for is storage (like a pack mule). I mean, yeah it would be kind of neet, but it would make it so that every PvE player you have would want a pack mule. No one class should be that important. I personally think it would be neat to be a R/X (X being the mount class profession). Ride a war beast with war pet at your side. Of course you'd be eating up your skill bar pretty badly.
Knight of the Black Mantle,
Nice idea. You may have missed the point a little of the topic about having the R style class have a mount attribute. But hey, an E and R based class with nice history to them... I won't complain, thanks! Plus I suppose you could always argue that your R type class has the ability to kind of become a mount (like the NF worms... you ride in them, so you might as well become them). What really sparked my interest about your post was the idea of having the ele based class summon elementals (or golems for that matter), and the R class have a mount. Then your have four the classes to chose from to combine "pet" type creatures (R pets, N minions, R-type-class mounts, E-type-class elementals/golems). My wheels are churning....
Night I Shroud,
Don't worry about ANet not doing something because fans thought of it. In that sister post mentioned above, I had a idea for an Egyptian Priest that could be possessed by the spirit of a god. Not to far off base from what the Dervish became. Now I don't think ANet saw my idea and took it. But it was close enough to make me happy. There are a million ways to spin a single idea. As Actionjack said, he had a Dragoon mount class before. I saw that class, but the Dragon Master I made up is a different spin on a similar idea. There are tons of ways to spin an idea. ANet does get ideas from forums. Not that they literally use exactly what people make up, but it does help them brainstorm. I do strongly feel that mounts should be an attribute for a class (like pets are). They just need to be balanced so that they aren't so uber-great that everyone needs to have one. Pets aren't so uber great that everyone needs to have one. Mounts should be balanced to have similar desirability.
Bobbbo Ob,
It really doesn't matter what the setting. ANet will design to either allow for running or not. They've proved that. It surprises me how restrictive running is post-prophesies considering they designed the snake dance route specifically to allow for running. I still don't like the idea of a mount being for every class. Then PvP and PvE becomes a game where everyone is mounted. I think just a few should be, and only if your eating up some of your skill bar to balance it. But you are certainly justified to talk about how you would like mounts to work. I know Shroud is in your boat for all classes having mounts. As far as your mount health and yours being the same, I could see that. I could see them being different, but probably the same. I also see certain weapons having enhanced damage vs mounts (like pikes... not in the game... yet). Evading might be harder, but blocking more effective with a mount. But I'm starting to ramble and get off topic here. I like the idea you raised with the berserker about having low armor, but use of skills/attributes (especially rune attribute) to temporarily raise this while in a fit of rage. Very cool. Sounds a little too close to the dervish in some ways, but I see the potential for how it could be different. I won't get into specifics of skills though, as largely specific player developed skills are generally overpowered. And that's not what personally interests me anyways. It's the bigger picture of attributes, background, and the potential types of skills. For the witch, and any made-up-class, I really like any idea that is designed to combine well with other classes (spiritual attunement). The charm attribute line might sound too PvE oriented. Or it would certainly take a little fun out of the game to not be able to control your own character (have you played a character with fear on them in WoW... it takes the fun out of the game IMO). Although I don't like your idea of every class having a mount, I do like some of the considerations to classes and mounts you made. I'd like to add one, that the dervish would no longer hit multiple targets at a time while mounted. It's just hard to spin in a saddle. The R idea of riding their pet I didn't like though. While a R riding a pet sized boar, spider or lizard is funny, I just don't see that happening. The Paragon on the mount would be a sweet site on the battlefield! I like the idea of having a battle caster on a mount in the mid line of combat too. Probably the biggest use would be to avoid being knocked down (IE interrupted) like the Stone Summit Riders in Prophesies. But your best idea... "Animate Mount". I love that. Even if I get my way and mounts are specific to the new R-type-class, "Animate Mount" could still be a way for a N to have a mount without being part "new mount type class". Seeing a N on a mount fiend would be bad ass.
Actionjack,
Nice alt-R class. I like everything about it except for the mention of it being another race. Once of my favorite atmosphere points of GW is that it isn't cluttered with elves and dwarfs and orcs and crap. I love all PC's being human, and only ethnically different. Your R-type class also has nothing to do with mounts, but I like it anyways. Nice sketch too. Is it yours? When you mentioned the Glaive, I don't see mention of what a glaive really is. A Glaive is actually a pole arm. Popular culture has used Glaive to describe weapons like you mentioned enough to make your description of a Glaive a modern "slang" for the weapon type you described. I think wiki officially acknowledges your description of a Glaive as well. That type of a Glaive has never proven to be an effective weapon, but looks neet and is common in fantasy/sci-fi settings. Anyways, I have no problem with a Glaive as you described. Heck, I like the huntress from WC3 :)
Yeah, I've seen GW prof ideas with similar traits to what you describe. But I would hate it if one person mentioned a Glaive warrior and no-one else thought they could take their own spin at a Glaive warrior. After all, plagiarism is stealing from one source, and creation is stealing from many sources. Nice creation :)
I think it would be nice to branch out a bit farther from R armor with extra armor vs elemental. Have it be something like armor absorption vs elemental or energy gain when hit with elemental. Just to add a little spice. I like all your ideas for a 3 extra attributes, but would cast my vote for Falconry. Sounds kind of like the way the murder of ravens from Diablo 2 works. And those ravens were fun. Given the class you made, I don't really think a "mount mastery" type attribute line makes since anyways.
Hammerite Rozsda,
I don't know, you may or may not be right about the armor level thing. But everyone, this isn't really the place to get hung up about exact stats. Just say something like "similar to R armor, but a little lighter) or something.
Corruplt Intrept,
Your concerns regarding mounts are legitimate, but some of your thoughts seem to be biased on how other games do mounts. There is not a MMORPG out there I've seen that does mounts "right". WOW is a travel tool only, so don't try to compare it to that. I won't get into every specific now, but if you look at my posts, you will see that all balance concerns and different types of usage for mounts have been addressed.
Bobbbo Ob,
No, if you balance them right, there is no need to limit where mounts are available. Super mounts like the worm mount, yes. Mounts related to a skill line, no. Is there an area where you can't take pets? No. Why? Because they have been properly balanced.
Actionjack,
I disagree that mounts shouldn't be used for a speed boost. That is a tactical advantage of a mount. Now it needs to be done in moderation and be balanced of course. They also have defense and offensive bonuses. They also have defensive flaws like being less maneuverable at low speeds and vulnerable to certain weapons like pikes. A mount should be used for everything it would really be used for. But those advantages should come at a cost of there being disadvantages to balance them out as well. But overall, yes, we both would like to see them as long as they are balanced, and that's what's important.
EVERYONE,
This thread is supposed to be about the setting for a future chapter containing a mount bases ranger class and an elementalist type class. It's not supposed to be about the professions of a chapter that one of which does not have a mount mastery type ability. While I appreciate the ideas that have been posted here, if future class ideas are not mount related, please post them to the sister link (http://guildwars.gameamp.com/forum/showTopic/28311.php). If it's an idea for a different way a mount system should work (other than be a skill set based on a new profs attribute), start a new thread. Let's please try to keep this thread on-topic.
PS - come on Pancake and Yidd, where are your ideas? JK, lol.
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| 11/02/06 23:57 |
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mooseyfate
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| RE: Chapter 4: profession ideas with Mounts |
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Ha, that last post was mine. Took so long to read what everyone said and type many responces that AMP logged me out :p
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| 11/02/06 23:58 |
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scorche
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| RE: Chapter 4: profession ideas with Mounts |
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Personally i dont think that mounts should be based on the two new professions, but instead be universally available to everybody that gets the new campaign. Have it a no attribute skill, something like:
for 30 seconds you are on a mount, while on the mount you cannot use stances and you move 50% faster. this skill ends prematurely if you are knocked down.
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| 12/06/06 20:03 |
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madman24749
Posts: 7
Joined: 04/30/2006
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| RE: Chapter 4: profession ideas with Mounts |
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I'd really love to see some of these ideas put into the game :)
And I agree with the above poster, I know I'd hate if only one type of character could use horses, and how fun would it be to have like 12v12 pvp and everyone on horses :D
But I really wanna summoner in the game
The Glaive fighter I like a lot, would be nice combined with a roguish style character :D
Go GW!
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| 12/06/06 20:22 |
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aznese guy
Posts: 12
Joined: 03/13/2006
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| RE: Chapter 4: profession ideas with Mounts |
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I think they should stop with chapter 4 because i think their ideas are running slim and what other classes could they come up with that you can make out of another profesion already in the game. It seems that now as it keeps expanding the game is indepent now( or do it with your guild). I liked it when only prophecies was out.
quit gw for good. end of story.
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| 12/06/06 20:27 |
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stoney_titan
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Joined: 09/26/2006
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| RE: Chapter 4: profession ideas with Mounts |
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Give monks mounts!!!!!!! There will never be another monk shortage ever again!!!!! ; )
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