The Scrying Pool: Second Class

In this article of The Scrying Pool, I look at how secondary classes could exist in GW2.

Other games have taken this specific spell to mean only a handful of the other class’s skills can be used with other classes. Games like Final Fantasy XIV allow players to use skills from similar classes after they have first unlocked them on that other class.

That, however, is not what I imagine this specific spells to be within GW2. Picking out only certain skills that can be used by any profession still would create balance concerns. It does limit how much of these concerns exist, but it also can make the players feel limited in how they can build their character. Imagine if the only skills that were usable by other classes were the ones you like the least on that class.

Instead I would like to see brand new skills exist within the dual profession system. These skills would, therefore, just be more utility skills available to any single profession. Balancing them wouldn't be a concern if it works, not with every class, but just the single class that has the option to use that skill.

Unlike adding new utilities to classes, these dual profession utilities would be flavored to match with different classes. For example, maybe my guardian has elementalist as his secondary profession. Now he has access to a handful of utilities that only a guardian/elementalist can use. One of these unique utilities then could be Heaven's Descent, a combination of the elementalist's Meteor Shower skill and the guardian's iconic holy blue flames.

Adding a bunch of new skills for all of the combinations may seem like an enormous task, but it wouldn't really be creating a multitude of new skills. My Heaven's Descent skill for example, would use the same animations as Meteor Shower just recolored with guardian blue fire instead of elementalist fire. Initially creating the skill would be as simple as copying over the current damage, cast time and cooldown, but because it is a separate skill it can be balanced and adjusted until it fits the guardian.

The limitations on gaining access to these secondary professions, being level 80 and having another level 80 of the desired secondary profession, would help to keep the image and uniqueness of these classes. In this setup I would play a pure ranger until max level before it is diluted with the style and flavors of other classes. Likewise, once my ranger is 80 he wouldn't be able to dilute the thief until I have played that in its vanilla form up to level 80. Then both classes would build and keep their own identity before things got complicated mixing classes together.

The only one active secondary profession at any moment was a good setup in GW1, a limitation that I think should be kept with this system for GW2. If possible I'd like to limit the system just a little more. One of the complaints I mentioned earlier in this article was that in GW1 I could have a ranger with zero ranger skills on the bar. While this system in GW2 would only allow replacing the three utility skill slots, I would still like to limit the usage of dual profession skills to a maximum of one or two on the bar at a time. With this limitation, I feel that the secondary profession would always remain as a secondary without the chance of usurping the main class.

Matt "Mattsta" Adams can't wait for the Halloween content in the next patch!

In last week's article of The Scrying Pool I said how I think the dungeon paths should be replaced with a single normal path, a heroic path and later on a 10-man path. It was amazing to take part in the press preview and find out within an hour of my article going live that the new TA path was replacing an old path and becoming a heroic path in a way. Now we just need one of the other old TA paths to get replaced with a 10-man...

First, however, the other dungeons need some of this same attention. I love the new TA path. I had already achieved Dungeon Master, and while TA used to be one of the dungeons I liked the least, this new path is now at the top of my dungeon favorites.

If you have a question for me or a topic you would like to see talked about here, leave a comment below. You can also tweet your question and topics or follow me on twitter @MattstaNinja.

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Dual Professions
# Oct 04 2013 at 9:01 AM Rating: Decent
There are many reasons I don't find Guild Wars 2 enjoyable, and many of them are because it is missing what I enjoyed in Guild Wars. One of my favourite GW past-times was creating random builds and testing them out, there were so many possibilities within the profession system that I'd never really get bored of this... it made PvP very interesting (for me) and allowed for a lot of different team compositions and strategies.

The skill system in Guild Wars 2 isn't so much mix and match skills and "build" how you want to, its more a series of presets, not nearly as interesting. Going off on a tangent I wish they done elite skills in GW2 the same as GW1, finding elites in the world and capturing them lends itself much better to the exploration of GW2.

Your idea is interesting, I'm all for allowing players to customize their build more. Though I don't think it goes far enough or really adds all that much to the gameplay, perhaps something more impactful would be better (imo).

Edited, Oct 4th 2013 11:02am by Crainey
Dual Professions
# Oct 04 2013 at 2:52 PM Rating: Decent
I agree with the the ability to build how you want to is a bit lacking in GW2. I think a big part atm is the number of skills that players have available to choose from. It is a small percentage of what was available to classes in the original Guild Wars. A big part of this system is that it would allow them to quickly expand that number of skills as, like I said in the article, they can quickly copy/paste old skills without it really feeling like a copy/paste.

Then with the limit of a single secondary profession you get into some big choices. Maybe you really like Heaven's Descent, but if you went with necro as your secondary you can open up poison to your build. Now the choice of building your build has a bit of a consequence. You are not just replacing a utility skill for one that fits the fight better, but now you are limiting your utility set to grab a skill you might need which adds a little depth to the system.

Finding elites in GW1 was gameplay-wise really awesome. As a lore and world building mechanic it was terrible. You might go and get a Healing Whisper skill from an animal that wasn't able to talk. In the article I said you had to have another max level character to unlock that secondary profession, but I didn't talk at all about how you unlock the individual skills. This is partly because there a few different ways that you can go about doing it, some of which are complicated and others are a bit boring. I might go into this in another article, but one way I liked was from the quote "find a mesmer to teach her" could become mesmers of the five races are scattered around the world. Then it could be a kill and absorb the skill like in GW1 or maybe they send you out on a quest. Each NPC then would be in charge of unlocking a specific skill for the character.

One thing that you have to remember is, not long after this goes in there will be guides on where to find these NPCs and how to defeat their challenge. In an MMO, things like these progression/unlock gates don't really add to the exploration as much as one would hope.
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