View Full Version : Warrior: Non-combat skills.
Cademus
09-10-2007, 09:16 AM
This is a ongoing discussion in the Play.net forums, but some of you don't read them and I think this is a very important topic.
Just about every other profession out there has a utility skill they can use to generate extra silvers and generally be useful.
Rangers: Got nature's resist and making imbeddables.
Sorcerers: Will get Ensorcellment.
Wizards: Obviously have enchanting/imbedding/recharging etc.
Empaths: Got the healing.
Bards: Gem purifier.
Clerics: Rezzing.
Warriors: ???
Sure, we got assess weighting, which can only be done to the specific weapon we are trained in. But frankly none of my warriors ever had to use this, plus there are much more accurate methods of determining weighting. PCALC for example.
So, my first suggesstion is temporary weighting/padding for armors and weapons.
The warrior will have to train to pad/weight armors at the guild and will need supplies (perhaps a slab of the material that is being padded)? About the same amount of time as forging. Takes a hour to even few hours for the warrior to finish padding/weighting armors, depending upon how much is being added.
This is only temporary and acts like a cleric cast bless. Perhaps at mastery it may have 200 shots where the weapon connects or you take damage with the armor. Or better yet if you really want to be realistic, it can act like a damage pool say 2000 points, and however much damage is inflicted/taken then it is deducted from this pool. The highest any mastered warrior can pad or weight is decent.
Celephais
09-10-2007, 09:21 AM
Well... at least you're aiming high.
http://images.despair.com/products/demotivators/dreams.jpg
Anebriated
09-10-2007, 09:23 AM
You left out another class that might be convenient for the argument or just an oversight. Rogues. Warriors and Rogues both have the most intensive guild skills in the game. Granted with the Cman changes they are a little more readily available to all classes, we get the skills and can use Cmans on other things. I would love to see warriors get the chance to weight/pad items, but the thought of having another guild skill makes me cringe. Not that its really worth anything but we can make worthless sheathes.
Cademus
09-10-2007, 09:24 AM
The suggestion isn't overpowered.Most people can afford to purchase permanent decent padding or weighting on most of their gear. Much less taking a day out of your play time for something that can potentially fade after 1 particularly brutal hunt.
Anebriated
09-10-2007, 09:25 AM
Although I wouldnt mind seeing warriors get this ability and have Rogues get something like the ability to make/add poisons/diseases to weapons/armor. Although I think they would be more fitting in a small dosage setting, you arent really going to need to poison something with every swing but it wouldnt be bad on armor. Just a thought.
Celephais
09-10-2007, 09:29 AM
Warriors can make money by disarming other people and stealing their weapons.
CrystalTears
09-10-2007, 09:30 AM
I'd like to see rogues get a guild skill to make poisons to pour on weapons, and antidotes to remove poisons and/or diseases. Where perhaps one vial has about 5-10 doses and one dose on a weapon is good for as many swings as eblades and blessings do.
I think it would be cool for warriors to have padding abilities.
Cademus
09-10-2007, 09:34 AM
I wanted rogues to get poison making from this alchemy thing coming out...but the official GM response to this was "We see alchemy as Pure only". I'm like "Um, alchemy doesn't use any magic...in fact such practices existed in the real world and much of it was the predecessors of modern chemistry."
Then the GM's were like "No, alchemy pure only." Then I asked them ..."Then why isn't forging square only ?" They never responded after that.
Personally, squares are in for it pretty rough. We don't have a profession guru and thus no representation - sctatch that- no enthusiastic representation at Simu HQ. Oh well...thus is life I guess.
Cademus
09-10-2007, 09:40 AM
Come to think of it...it isn't even alchemy. Making healing/medical concotions (like Bolmara potions) existed in the real world too.... I think pures just have overrepresentation in GS, that and they may have a louder voice...
Gelston
09-10-2007, 09:46 AM
I really think Squares and perhaps Semis should have been the only ones able to forge. Most, BUT NOT ALL, pures don't even use weapons anymore. Of course, it would be pretty messed up to change all that now.
Anebriated
09-10-2007, 09:47 AM
And theyve been bitching about guild skills(or lack of) for the better part of the games existance...
CrystalTears
09-10-2007, 09:49 AM
When alchemy first came out, I repeatedly said that I didn't understand why everyone didn't have access to alchemy as it could benefit anyone. After seeing it being done, I can see why they left it for pures only and changed my mind.
It's not just chemisty, it involves incantations and use of mana. Besides, pures need to get some use out of their guilds. Let them get their tedious days in them like warriors and rogues have. Share the wealth, I say. :D
Now they just need to find something neat for rangers and bards to do out of their guilds.
Gelston
09-10-2007, 09:52 AM
It seems to me Alchemy could have been done like playing instruments, where only Bards could pass a certain point. I guess Squares and Semis can't even make chocolate milk though.
Stanley Burrell
09-10-2007, 10:54 AM
It seems to me Alchemy could have been done like playing instruments, where only Bards could pass a certain point. I guess Squares and Semis can't even make chocolate milk though.
Warriors should have a prerequisite to brew Yoohoo. Non-OOG-ly.
Latrinsorm
09-10-2007, 11:37 AM
Um, alchemy doesn't use any magicElanthian alchemy does.
We don't have a profession guru Yes we do (as was revealed on the officials).
As I stated on the officials, it doesn't make a ton of sense for warriors (and only warriors) to have the ability to temp pad/weight items. If you compare Grkknar the Barbarian who wields a tree trunk to Nancy McWizardly the master Forger, who's going to know more about the construction of weapons? I would be hard-pressed to say Grkknar. It'd be one thing if the suggestion was for warriors to somehow gain inherent padding/weighting in addition to natural (stat-based), but the ability to impart that on others seems like Artisan city.
I proposed a couple suggestions on the officials that I think have an advantage in making sense:
1) I propose allowing warriors to reduce the previously irreducible action penalty (including maneuver penalty) by let's say 1 per 22 skill. This reduction would be permanent for the warrior personally, but would also be teachable to others. (To prevent complete reduction, warrior lessons would refresh rather than stack.) These lessons would have some considerable roundtime (a couple minutes?) and last for (let's say) 15 minutes before rapid deterioration. [This also solves the question of "how do we make it desireable for warriors to train past 140 armor ranks?"]
2) In general, I don't think warriors should help migrating skills. However, it certainly seems that warriors could assist others (including other warriors) in migrating CML points. I'd prefer keeping this partner-based to foster community and whatnot. I would think that the best way to work it would again use lessons, but it's hard to figure a way that's both realistic and non-AFK-inducing.
The second one I can see going to rogues as well, really, as they're just as good at the theory of maneuvering as warriors.
Anebriated
09-10-2007, 11:50 AM
Nancy McWizardly
I chuckled.
Fallen
09-10-2007, 06:33 PM
I like the idea of warriors being able to tweak padding to take out the randomization of it to a certain extent based on training. Taunt was also a good suggestion, where you basically draw aggro.
Poison making for rogues is a given, perhaps even weapon modding to allow weapons to allow for poison vials, as well as the ability to forge weapons with poison vial holders.
Anebriated
09-10-2007, 06:51 PM
Ooh thats a cool idea with the vial holders. Maybe give the hilt a small button on the base or something to turn to apply a coat of poison. That would be neat.
TheEschaton
09-10-2007, 07:32 PM
errr.
Khaladon has made poison hilts before. And I know as an owner of a poison vial hilted weapon, I'd be pretty pissed if suddenly any stupid ass rogue could do it.
-TheE-
Gelston
09-10-2007, 07:37 PM
I have a poison vialed slegehammer, I personally wouldn't give a fuck. If giving new skills to a profession to add a little flare to the game makes my item cheaper, oh well.
Warriorbird
09-10-2007, 07:47 PM
"Khaladon has made poison hilts before. And I know as an owner of a poison vial hilted weapon, I'd be pretty pissed if suddenly any stupid ass rogue could do it."
The balance staff likes making the rare less cool. Example? Elemental bows and crossbows.
Gnomad
09-10-2007, 10:13 PM
People, people, please!
Warriors can make sheaths!
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