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		<summary type="html">&lt;p&gt;ArenaNet namespace closed.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{ArenaNet:Guild Wars 2 suggestions/Sidebox}}&lt;br /&gt;
===Inventor/Crafter/Blacksmith, etc===&lt;br /&gt;
&lt;br /&gt;
Why not have an inventor/crafter profession, who can use crafting materials and make his/her own weapons, armor, and consummables.&lt;br /&gt;
&lt;br /&gt;
Crafting an item could require common or rare materials, gold, and experience points (just as EoTN consummables currently do). There could also be a percentage chance of success, and/or a varying degree of effectiveness, depending on the attribute points of the crafter.&lt;br /&gt;
&lt;br /&gt;
For comparison in other games:&lt;br /&gt;
* in Morrowind, it's possible to enchant items with limited-use or permanent effects; these effects correspond to spells that can be learned; for instance, you can add a levitation effect to your shoes, or a life-stealing effect to your sword;&lt;br /&gt;
* in Darklands, there was an alchemist profession; different potions could be made if the recipes were learned and the materials gathered; increasing levels corresponded to an increasing chance of success in creation; the most effective potions required very rare components;&lt;br /&gt;
* in WoW, there's a number of skills and a large number of possible craftable objects -- alchemy, blacksmithing, cooking, enchanting, engineering, first aid, inscription, jewelcrafting, leatherworking, mining, poisons, tailoring... &lt;br /&gt;
&lt;br /&gt;
Such a profession would add enormous depth, interest, variety to gameplay, but would also raise an enormous number of balance and economy issues.&lt;br /&gt;
&lt;br /&gt;
'''Attributes'''&lt;br /&gt;
&lt;br /&gt;
If I was to make the attributes for these guys in GW1 they would be:&lt;br /&gt;
&lt;br /&gt;
Weapons Crafting | No inherent effect. Inventor skills that deal with damage and offense, this becomes more effective with higher Weapons Crafting.&lt;br /&gt;
&lt;br /&gt;
Armor Crafting | No inherent effect. Inventor skills that deal with defense, this becomes more effective with higher Armor Crafting.&lt;br /&gt;
&lt;br /&gt;
Item Crafting | No inherent effect. Inventor skills that deal with support, this becomes more effective with higher Item Crafting.&lt;br /&gt;
&lt;br /&gt;
and some Cost Effiency or something for the Primary. | Something like this: +2% reduced cost of Weapons, Armor, or Item crafting for every rank. Inventor skills that makes things less pricey, this becomes more effective with higher Cost Effiency.&lt;br /&gt;
&lt;br /&gt;
; Why this is a good idea&lt;br /&gt;
* Gives people something creative to do, whereas currently PvE is repetitive monster-killing.&lt;br /&gt;
* Adds great richness and complexity to the game, including many more possibilities for strategies. Just consider the consummables currently used in GW1: transmogrifier potions, golem summoning stones, festive items, EoTN consummables, Istani food...&lt;br /&gt;
* Adds a larger role-playing element to the game. &lt;br /&gt;
&lt;br /&gt;
;Why it may not work out&lt;br /&gt;
* Balance issues.&lt;br /&gt;
* It's difficult to make a crafter profession into something people would take into combat. &lt;br /&gt;
* Some may like it as mechanics, but a profession for it? Don't see the point in that.&lt;br /&gt;
&lt;br /&gt;
   [[Category:Profession suggestions|{{SUBPAGENAME}}]]&lt;br /&gt;
   [[Category:GW2 suggestions|{{SUBPAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>gww&gt;Poke</name></author>
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