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A Few Fun Yet Balanced Utility Skill Ideas

skill utilitys

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#1 Briar

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Posted 17 January 2013 - 06:18 PM

Here are a couple Ideas I had for fun/useful utility skills that could be introduced to the game for that little extra strategic depth without permanently unbalancing the game.

Engineer:

Surveillance Cam: 30 Recharge, 1/2 activation time
Deploy a turret that can be activated to remotely view its surroundings

Skill Chain: Surveillance Cam -> Glass Blast (causes 3 second cripple, no damage)
Tool Belt Skill: Observe (self explanatory)

Why this is cool: In WvW, remotely scout roadways and defensive structures while you actually do something constructive. Use in jumping puzzles to make sure a bunch of players are not sneaking up behind you. In PvE keep tabs on your friends, pick up a turret someone else has placed and redeploy it in hilarious locations for them to discover later! Precariously on the side of a cliff - up a tree - on top of a stray cat!! Its up to you!

Ranger:

Eyes of the Beast: 45 Recharge, 2 second activation
Enter a trance and take manual control of your pet. The ranger remains stationary during this skill.

Why this is cool: In PvE use your pet to lure mobs away while your ally's sneak behind them, use it to safely pull said mobs, defeat easy NPC's in pet mode for the lols. In WvW scout enemy territory with little risk to yourself, check for zergs right around the bend, Engage in "Pokemon battles" with other rangers.

Mesmer:

Mirror Recall: 60 Recharge, Instant activation
Mark the ground with temporal magic. When this skill is activated again you will teleport to this location

Why this is cool: Like portal but just for you! use it to confuse people while not actually harming them (Mirror recall is more subtle because it does not leave a portal behind) Use in conjunction with portal to zip across the map like an ADHD ferret on stimulants!

Do you think these would be welcome additions to the game? Or would they cause too many problems?

Any other creative uses or ideas?

/discuss

#2 Red J

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Posted 17 January 2013 - 07:15 PM

Interesting ideas for Engie and Mesmer, but

View PostBriar, on 17 January 2013 - 06:18 PM, said:

Ranger:

Eyes of the Beast: 45 Recharge, 2 second activation
Enter a trance and take manual control of your pet. The ranger remains stationary during this skill.

Why this is cool: In PvE use your pet to lure mobs away while your ally's sneak behind them, use it to safely pull said mobs, defeat easy NPC's in pet mode for the lols. In WvW scout enemy territory with little risk to yourself, check for zergs right around the bend, Engage in "Pokemon battles" with other rangers.

More like to make it more easy for thieves to instagib you.

#3 Briar

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Posted 17 January 2013 - 07:26 PM

View PostRed J, on 17 January 2013 - 07:15 PM, said:

More like to make it more easy for thieves to instagib you.
I don't think you get it.

You don't use it in the middle of an open field that would be stupid, use it from inside stonemist to harass the thief instead

#4 ZCKS

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Posted 17 January 2013 - 10:12 PM

Good Ideas, though you would have to be careful how you use them.

Have a few ideas myself.

Guardian

Sunspear: Medittate creating a spear of light energy & thow it at your target. When it hits it explodes burning all enemies within the radius for 3 seconds & weakening them for 5, Radius would be around 240 units.
Counts as a meditation, has a 20 second cool down & a 1/2 second cast time, direct damage would be minimal to start but scale with power moderately well.

For Swift Justice: Shout granting swiftness (10 seconds) & fury (8 seconds) for up to 5 nearby allies.
Counts as a shout, has a 30 second cool down & is instant cast.

Edited by ZCKS, 17 January 2013 - 10:13 PM.


#5 Sword Hammer Axe

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Posted 25 January 2013 - 02:43 PM

I just want 1 skill. Make it an elite if you please. Have you noticed how Basilisks and certain Golems have awesome lasers? Well... Mesmer... need I say more?

#6 ZCKS

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Posted 25 January 2013 - 08:02 PM

View PostSword Hammer Axe, on 25 January 2013 - 02:43 PM, said:

I just want 1 skill. Make it an elite if you please. Have you noticed how Basilisks and certain Golems have awesome lasers? Well... Mesmer... need I say more?

You kind of have that already with the greatsword, but I suppose it could be used on something else.

#7 ShezuTsukai

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Posted 25 January 2013 - 08:19 PM

Just give my Thief a GW2 version of Shadow Form and I'd do a jig!

#8 Sword Hammer Axe

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Posted 25 January 2013 - 09:27 PM

View PostZCKS, on 25 January 2013 - 08:02 PM, said:

You kind of have that already with the greatsword, but I suppose it could be used on something else.

That's a beam, yeah, but have you seen the basilisk lasers? Totally different level of awesome :P

#9 ZCKS

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Posted 27 January 2013 - 01:58 AM

View PostSword Hammer Axe, on 25 January 2013 - 09:27 PM, said:

That's a beam, yeah, but have you seen the basilisk lasers? Totally different level of awesome :P

True.

If I were a dev though I would only agree to give mesmers another lazer type attack (especially one like that basilsk one) if and only if it also mad them shout "I'm firin my laza"

#10 Sword Hammer Axe

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Posted 27 January 2013 - 10:11 AM

View PostZCKS, on 27 January 2013 - 01:58 AM, said:

True.

If I were a dev though I would only agree to give mesmers another lazer type attack (especially one like that basilsk one) if and only if it also mad them shout "I'm firin my laza"

Asura: Shoop da woop!

Charr: Imma Firin' ma lazor!

#11 Little Bird

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Posted 27 January 2013 - 10:20 AM

If I had a wish it would be that like Ranger Spirits, Engineer Turrets could become mobile. The mobility would be a trait though rather than a button skill. It would extend the value of Turrets that's for certain.

#12 blazob

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Posted 27 January 2013 - 10:37 AM

Spirits can become mobile.

#13 NatasMC

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Posted 27 January 2013 - 10:50 AM

This thread reminded me that each class should have a special utility skill to detect invisibility.

#14 SnowmanRelic

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Posted 27 January 2013 - 11:03 AM

View PostNatasMC, on 27 January 2013 - 10:50 AM, said:

This thread reminded me that each class should have a special utility skill to detect invisibility.
  Yes because let's take the one thing that makes thieves be able to survive and remove it, if you think its OP its most likely you've run into a good thief or two.  Unfortunately not all thieves are that good, most of the general population wouldn't survive if you nerfed our escape.  If you run into someone very good at any class you'll find them hard to beat and if they built right they would seem pretty OP, the answer? Practice, bunker ele's can take massive amounts of damage so we know that thieves have at least one foil, practice and think and maybe you can stop them without having them nerfed.

#15 NatasMC

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Posted 27 January 2013 - 09:54 PM

View PostSnowmanRelic, on 27 January 2013 - 11:03 AM, said:

Yes because let's take the one thing that makes thieves be able to survive and remove it, if you think its OP its most likely you've run into a good thief or two.  Unfortunately not all thieves are that good, most of the general population wouldn't survive if you nerfed our escape.  If you run into someone very good at any class you'll find them hard to beat and if they built right they would seem pretty OP, the answer? Practice, bunker ele's can take massive amounts of damage so we know that thieves have at least one foil, practice and think and maybe you can stop them without having them nerfed.

Did i mention thief are OP? Did i say i encountered a thief i could not beat ? Answer no. Why i said that is because invisibility is broken in the current state of the game. And btw not only thief can go invisible. And if you think about it having to invest one utility slot to detect invisibility in a small radius around you for a few sec remove a lot option to the players to counter other class and its a gamble just to counter an invisibility combo for a short period. But the way you replied to me you just seem like a butt hurt thief player, so dont bother understanding a new layer of complexity in the game.

#16 SnowmanRelic

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Posted 27 January 2013 - 10:05 PM

View PostNatasMC, on 27 January 2013 - 09:54 PM, said:

Did i mention thief are OP? Did i say i encountered a thief i could not beat ? Answer no. Why i said that is because invisibility is broken in the current state of the game. And btw not only thief can go invisible. And if you think about it having to invest one utility slot to detect invisibility in a small radius around you for a few sec remove a lot option to the players to counter other class and its a gamble just to counter an invisibility combo for a short period. But the way you replied to me you just seem like a butt hurt thief player, so dont bother understanding a new layer of complexity in the game.

Okay, I maybe jumped the gun a little with the thief.  However, the mode of escape for classes which are general squishy enough to die in a couple hits shouldn't be reduced to only effective when out of the way of a radar of sorts which could be easily manipulated to make thieves or other stealth-using-classes useless as what good is the damage if it dies immediately after.

#17 Vashtirak

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Posted 28 January 2013 - 06:16 AM

Well I have some ideas around Mesmers, and Necromancers, but not much else. Personally I think Necromancer should be changed around completely, but nonetheless, in the interest of balance and capability, I'd suggest that the Necromancer get a skill that comes after being killed (Not downed, just killed) where he can come back to life as a buffed Lich for 60 seconds before dying again. As for Mesmers, I think they should have an ability to teleport 2 clones to a specific location, then skill chained into switching places with the clones.

Edited by Vashtirak, 28 January 2013 - 06:20 AM.


#18 ZCKS

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Posted 29 January 2013 - 01:43 AM

View PostVashtirak, on 28 January 2013 - 06:16 AM, said:

Well I have some ideas around Mesmers, and Necromancers, but not much else. Personally I think Necromancer should be changed around completely, but nonetheless, in the interest of balance and capability, I'd suggest that the Necromancer get a skill that comes after being killed (Not downed, just killed)


Coming back from the dead would be kind of OP.


That being said I think giving the necro a new downed ability would be cool.

Will of the Lich: Rise from the downed for X seconds becoming an undead lich & gaining new abilities. While in this state your life force is depleted instead of your health, once it is depleted you fall back into the downed state.

#19 Vashtirak

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Posted 29 January 2013 - 02:12 AM

View PostZCKS, on 29 January 2013 - 01:43 AM, said:



Coming back from the dead would be kind of OP.


That being said I think giving the necro a new downed ability would be cool.

Will of the Lich: Rise from the downed for X seconds becoming an undead lich & gaining new abilities. While in this state your life force is depleted instead of your health, once it is depleted you fall back into the downed state.

That would be pretty awesome. However, again, I think Necromancers need a total redesign anyway. Think about it, Necromancers take their power from death, shouldn't they become more powerful the closer they get to it?

#20 ZCKS

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Posted 29 January 2013 - 09:18 AM

View PostVashtirak, on 29 January 2013 - 02:12 AM, said:

That would be pretty awesome. However, again, I think Necromancers need a total redesign anyway. Think about it, Necromancers take their power from death, shouldn't they become more powerful the closer they get to it?

Well I know we have a trait somewhere that increases damage done to enemies at lower health but other then that your right necro's should get something that adds bonus damage while you or your enemy is at low health.





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