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	<updated>2026-10-18T17:04:31Z</updated>
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	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Aura_Soldier&amp;diff=14558</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Aura Soldier</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Aura_Soldier&amp;diff=14558"/>
		<updated>2009-07-13T04:16:19Z</updated>

		<summary type="html">&lt;p&gt;206.255.79.103: /* Crusader  (Discussion) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
===Crusader  ([[ArenaNet talk:Guild Wars 2 suggestions/Crusader|Discussion]])===&lt;br /&gt;
&lt;br /&gt;
These holy soliders dash into battle alongside warriors, able to wear heavy armor and deal destructive ammounts of damage using their weapons and also be able to enchant themselves and allies in the midst of battle with auras that increase  armor, damage, and provide healing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
'''Attributes''':&lt;br /&gt;
&lt;br /&gt;
'''Aura Management'''(Primary)- With every 2 ranks of Aura Management, auras you cast last 2% longer.&lt;br /&gt;
&lt;br /&gt;
'''Holy Might'''- No inherent effect. Like many Aura Soldier skills, especially attacks that dealholy damage, or auras that increase armor or damage, become more effective with higher Holy Might.&lt;br /&gt;
&lt;br /&gt;
'''Halberd Mastery'''- With higher Halberd Mastery, damage you do with halberds is increased by 2% with every rank.Like many Aura Soldier skills, especially those that deal slashing damage with a halberd become more effective with higher Halberd Mastery.&lt;br /&gt;
&lt;br /&gt;
'''Holy Devotion'''- No inherent effect. Like many Aura Soldier skills,especially auras that provide healing or health regeneration become more effective with higher Holy Devotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their base AR would be 70 cuz this is is a mix between a monk(kinda) and a warrior. So the armor shouldnt be too heavy nor too light.&lt;br /&gt;
&lt;br /&gt;
Some ideas for skills that i came up with:&lt;br /&gt;
&lt;br /&gt;
'''Holy Light'''(Holy Devotion)Heals target ally for 10..105. Cost:10 Cast Time:1sec Recharge:5sec&lt;br /&gt;
&lt;br /&gt;
'''Holy Water'''(Holy Devotion)You and all allies have +2..6 health regeneration for 5..15 sec. Cost:5 Cast Time:1sec Recharge:7sec&lt;br /&gt;
&lt;br /&gt;
'''Aura of Serenity'''(Holy Devotion)Elite Aura. Target ally has +3..10 health regeneration for 10 sec. Cost:10 Cast Time:2sec Recharge:20sec&lt;br /&gt;
&lt;br /&gt;
'''Aura of Strength'''(Holy Might)Aura. Target ally deals +5...25 damage for 10..20 sec. Cost:10 Cast Time:3sec Recharge: 15sec&lt;br /&gt;
&lt;br /&gt;
'''Defy Punishment'''(Holy Might)Skill. You have +50..240 health for 3..15 sec. Cost:5 Cast Time:1/4sec Recharge: 30sec&lt;br /&gt;
&lt;br /&gt;
'''Aura of Defiance'''(Holy Might)Aura. Target ally has +5..25 armor for 5..20 sec. Cost: 10 Cast Time:1sec Recharge:7sec&lt;br /&gt;
&lt;br /&gt;
'''Leviathan's Swing'''(Halberd Mastery)Skill. Deals +7..25 damage. Inflicts Bleeding condition(3..21sec) Cost:5 CastTime:3/4  &lt;br /&gt;
Recharge:2sec&lt;br /&gt;
 &lt;br /&gt;
AND THIS IS NOT A VARIATION OF A PALADIN FROM WoW, i came up with the idea myself.&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* &amp;amp;nbsp;GuildWars could use a real type of char that can tank and/or heal/protect allies.&lt;br /&gt;
* &amp;amp;nbsp;People who dont want a warrior due to lack of healing skills and who dont want a monk cuz of crappy smiting skills have an option to be able to deal good amounts of damage and also be able to play as a secondary healer.&lt;br /&gt;
* I like the idea, although, it sort of reminds me of a paragon.&lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* &amp;amp;nbsp;Needs a better name&lt;br /&gt;
* &amp;amp;nbsp;The Dervish fills this role.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   [[Category:Profession suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>206.255.79.103</name></author>
	</entry>
	<entry>
		<id>https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Classless_System&amp;diff=14691</id>
		<title>ArenaNet:Guild Wars 2 suggestions/Classless System</title>
		<link rel="alternate" type="text/html" href="https://gw1wiki.ezgame.cc/index.php?title=ArenaNet:Guild_Wars_2_suggestions/Classless_System&amp;diff=14691"/>
		<updated>2009-07-13T04:10:13Z</updated>

		<summary type="html">&lt;p&gt;206.255.79.103: /* Classless system (Discussion) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
===Classless system ([[ArenaNet talk:Guild Wars 2 suggestions/Classless System|Discussion]])===&lt;br /&gt;
Professions should be eliminated altogether.  Realism is sometimes seen as a barrier, or a burden, but in this case, it makes so much more sense.  Players should pick their race of preference, and then start at that baseline, building up areas of skill as they play.  This way, the character they have will reflect everything they've done to that point.  &lt;br /&gt;
&lt;br /&gt;
It doesn't really make much sense for someone to just &amp;quot;be a warrior&amp;quot;.  I'm assuming that warriors don't have warrior genes, but instead, that they are trained (i.e. have gained experience) in that profession.  It seems to me that warriors are warriors because they worked to become them, and practiced fighting as warriors, not just because someone gave them a label and said &amp;quot;this is what you are now&amp;quot;.  If an elementalist picks up a sword, he can swing it and hit, although initially, he may do less damage or hit less frequently.  But after repeating these actions (i.e. gaining experience) the character should be proficient in sword use.  &lt;br /&gt;
&lt;br /&gt;
Instead of choosing a character, players will be creating a character.  &lt;br /&gt;
&lt;br /&gt;
To some extent, anet has incorporated this aspect into GW1 with the secondary classes.  I am suggesting that skill points go into allotted areas as various skills are used, or different actions are performed, such as melee, ranged, and casting, healing etc etc.  For example, during a warrior's third or fourth fight, the player will see a message pop up on the screen stating &amp;quot;(character name) has reached level 2 in swordsmanship.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The idea of allotting your own attribute points into areas is a complete break in the reality of the game.  The ability to add points, let alone subtract points, into certain areas needs to be eliminated.&lt;br /&gt;
&lt;br /&gt;
One counter-argument to this idea is that super-active players who basically live on the game would be able to max every profession on one character.  The counter-argument to THAT point is that doing so would take the same amount of time as maxing one character for each profession.  &lt;br /&gt;
&lt;br /&gt;
Most players want more customization for their characters.  Of course, none of us yet know how much there will be, but in addition to height, body types (heavy or thin) are being discussed. Based on what is in this forum, people are looking for more flexibility in professions, wanting to be able to change them, wanting skills to not be linked to a certain profession, and wondering why certain body types are linked to certain professions.  &lt;br /&gt;
&lt;br /&gt;
All of these suggestions are pointing to the one HUGE change that is essential.  To begin with a character that has no profession or class, and watch him/her grow and adapt with every action or decision that you undertake in the game.  &lt;br /&gt;
&lt;br /&gt;
; Why it will work&lt;br /&gt;
* Players would need less characters.&lt;br /&gt;
* Put more control into players' hands&lt;br /&gt;
* Players can choose to either invest into one character, or create specialized characters, rather than be limited to pre-made categories&lt;br /&gt;
* Gives more power to casual players: right now if you have, say, a mes you're useless for a speed clear and have to go create a new monk and play up to the area you want to SC; in this system you could just teach your primary char smiting prayers&lt;br /&gt;
&lt;br /&gt;
; Why it may not work out&lt;br /&gt;
* Depending on implementation a level cap would need to be removed, or levels alltogether eliminated. &lt;br /&gt;
* Players would need fewer characters.&lt;br /&gt;
* Players either have to grind massively or everyone has everything maxed out, making all characters identical (not true, because the different races will create character variety).&lt;br /&gt;
* Might break PvP (I.E. having someone with every skill maxed out have a super build [this shouldn't be a problem if active skills are limited as in GW1])&lt;br /&gt;
* That's actually a different game entirely.&lt;br /&gt;
* This would encourage skill-grinding if skills were not capped relatively low.  &lt;br /&gt;
&lt;br /&gt;
   [[Category:Profession suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>206.255.79.103</name></author>
	</entry>
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