ArenaNet:Guild Wars 2 suggestions/Tactician Profession
Tactician Profession
This profession would add three new skill types to the game: Perries, strategies, and risks. Perries would have an effect of: "Block next projectile, the owner of the projectile will be set on fire for X seconds" or "Block next physical attack, appear directly behind attacker and deal X damage. Attacker loses sight of player." Perries have extremely short duration, and long recharge if unsuccessful, but if successful, they recharge almost instantly. Strategies would be like: "Split Up: All party members deal X more damage if they are not nearby each other" or something similar to the Paragon "stand your ground." Strategies effect all party members, not just the ones in earshot. Risks would be gambles and such like "All or Nothing: Skills have a 50% chance to fail, but if they succeed their effects are doubled. All skills cost twice as much energy."
Outside of Perries, Strategies, and Risks, This new profession might have shouts.
This profession is weaponless, or else will hold a sabre. Sabres may or may not be included on their person, but they would mainly be for show. this profession should deal no damage in combat and should rely on their strategies, perries, and risks to deal damage. The sabre would be like an off-hand item only for energy. As for their true off hand item, they would hold a map to add to their health or something of that sort.
They should have a higher beginning maximum energy (like 40) with four regen on it, and a higher maximum health. I say this only because they deal no physical damage other than by their skills. They should have 60 or 70 armor, and the style should be a mixture between the mesmer and elementalist. Women should be in an old English attire.
the attributes will be simple and may look something like this:
Strategy/wisdom(primary):at every successful perry, strategy, or risk, the tactician gains X energy and X health, all strategies and gambles have an additional chance to succeed. Almost all strategies will be in this attribute.
Luck: The success and power (along with drawbacks) of risks will be enhanced with this attribute.
intuition: the power of perries increase with this attribute.
wit: This would be their healing attribute with skills like "meditation: you gain X more health at every successful strategy, and strategies cannot be interrupted." or "Mind over matter: you gain X armor and X health regen while deploying strategies or risks"
One of the reasons I'd like to see this carried out is because of the style of play unique to guild wars. The Paragon is by far my favorite profession because they are unique, and the tactician can boast of a new style of gameplay. If chosen as a new profession, I will be happy to help with the creation of it any way I can.
description
Most strategies fall apart after the first step, but, the Tacticians will plan anyways! Primarily a gambling profession, where most skills only work 50% of the time, these characters can manipulate any field to their advantage. They are not leaders, just normal beings, with a brain in between their two ears. With their primary attribute adding to the chance of a successful gamble or strategy, along with providing benefits for a successful strategy, perry, or risk, the Tactician may just be able to pull off his crazy schemes. With Intuition, Wit, and a little Luck, these characters are able to effect the battlefield in a most unusual way.
skills
notes
- All gambles and strategies have an inherent 50% chance to fail, unless boosted by a skill, primary attribute, or luck.
- Strategies effect all party members, no matter the distance. Strategies have activation time, but they cannot be interrupted.
- Gambles must specify who they effect. Gambles have no activation time/
- Perries have short duration, but short recharge time if successful, if unsuccessful, they have a long recharge time. perries have no activation time.
setup
- Skill name
- Skill Type
- description
Wisdom(primary)
Description: for every point in wisdom, the chances for gambles and strategies to succeed increase by 3%.for every three ranks in Wisdom 20 health and 1 energy will be awarded for a successful strategy or gamble.
- Stand your Ground
- Strategy
- All party members gain X armor and X health per second when not moving
- Spread out
- Strategy
- All party members gain X armor and X attack when not nearby an ally
- surround them
- strategy
- All party members gain X additional damage when attacking an non-targeted enemy
- Fortify the defenses
- strategy
- Party members gain X armor for each adjacent ally
- Terms of peace
- Elite Strategy
- you lose X% of health and niether party can attack the opposing party.
- Wash the spears
- Strategy
- All attack skills instantly recharge at the death of a targeted enemy
luck
- Double or nothing
- Risk
- All skills have an additional 50% chance to fail, but the power is doubled
- Luck of the dwarves
- Elite skills
- you gain an additional X% chance for gambles to succeed.
intuition
- Unknown name
- Perry
- Block next projectile, the owner of that projectile is set on fire for 3 seconds
- Unknown name
- Perry
- Block next physical Attack, you are no longer targeted. Appear directly behind attacker and deal X damage
wit
- Catch a couple stars
- Skill
- At every failed strategy or gamble, the drawback is dropped by X%
- Mind over matter
- Skill
- For every opponent within earshot you gain 5 armor and 1 health regen
- Tranquility
- skill
- strategies have an additional 12.5 chance to succeed.
- Why this is a good idea
- Well, many suggestions have been made for a profession to manipulate the battlefield.
- This profession will give a gameplay that is quite unique to other games.this profession should stand out, and will be fun to play with
- Why it may not work out
- To be quite honest, it may be hard for this profession to deal damage at the start, because of the different gameplay.
- I spose that many would find the profession annoying to battle against.