Zexanima.7851 Posted June 17, 2019 Share Posted June 17, 2019 Just a for fun topic, doesn't really matter if the idea is broken or not. I'll kick things off. Fortitude - Account bound. Increases by 0.25% every 15 minutes you have a food or utility going. Increases how long food/utilities last and caps at 300%. Link to comment Share on other sites More sharing options...
VDAC.2137 Posted June 17, 2019 Share Posted June 17, 2019 Quickness — Wouldn’t be useful in a coordinated group where everyone is min-maxed and it’s provided for you, but it would be fun to have in other contexts and since you’d be sacrificing other stats for it, you wouldn’t hit as hard but you could hit faster. Link to comment Share on other sites More sharing options...
Hitman.5829 Posted June 17, 2019 Share Posted June 17, 2019 Just bring back the magic find gear. I have been playing this game for 6+ years with over 10000 hrs gameplay and not a single precursor drop. Link to comment Share on other sites More sharing options...
Warlord.9082 Posted June 17, 2019 Share Posted June 17, 2019 Athleticism - This trait improves running and jumping. Divide it up into 25 stages and is improved by completing jumping puzzles. Each stage improves your running speed and the distance you jump by 1%. There's 55 of them so there's enough to divide. Add a new collection with a one time item gotten from the end chest for progress tracking. Should be cool. Link to comment Share on other sites More sharing options...
Ayakaru.6583 Posted June 17, 2019 Share Posted June 17, 2019 Artisan, Its a grade on anything and everything you craft. As you make more items consecutively, the quality improves. The items you're crafting will cost less, and the quality will go up. Artisan skill increases for the items you craft, but also for items for a similar pool of trade. For example, you're chef 400, and you start cooking with fish. Your artisan skill with fish based platters increases and you make better food. This goes for all crafts, but will also slowly decrease of you neglect it. The same would be true for your combat skills. If you rely a lot on one pool of magic, or only use one weapon, you become proficient at that, but lose control over the other aspects. You could become a very powerful fire elementalist, but lose finesse control over water, earth and wind if you excessively focus on fire Link to comment Share on other sites More sharing options...
KidRoleplay.3615 Posted June 17, 2019 Share Posted June 17, 2019 For every 15 points of Healing Power, incoming Condition Damage is reduced by 1%. Link to comment Share on other sites More sharing options...
yusayu.3629 Posted June 18, 2019 Share Posted June 18, 2019 > @"KidRoleplay.3615" said: > For every 15 points of Healing Power, incoming Condition Damage is reduced by 1%. So with 1.5k healing power you're immune to condition damage? Dunno, maybe a profession-specific debuff that has all boons run out thrice as fast and all condis last thrice as long while it's on the target? Link to comment Share on other sites More sharing options...
Edelweiss.4261 Posted June 18, 2019 Share Posted June 18, 2019 Curse - increases the effectiveness of outgoing debuffs I would max it and run a build that had tons of weakness and slow to apply. Sometimes, I think I have a terrible personality. Link to comment Share on other sites More sharing options...
KidRoleplay.3615 Posted June 18, 2019 Share Posted June 18, 2019 > @"yusayu.3629" said: > > @"KidRoleplay.3615" said: > > For every 15 points of Healing Power, incoming Condition Damage is reduced by 1%. > > So with 1.5k healing power you're immune to condition damage? > > Dunno, maybe a profession-specific debuff that has all boons run out thrice as fast and all condis last thrice as long while it's on the target? Yup! ... Okay, maybe not. Was thinking along the lines of how Expertise works. But my idea stands, although... perhaps with a more reasonable number to percentage ratio. Link to comment Share on other sites More sharing options...
TheQuickFox.3826 Posted June 18, 2019 Share Posted June 18, 2019 Tourism. For every point in tourism, you gain .1 second of [Determined](https://wiki.guildwars2.com/wiki/Determined "Determined") for every second you are out of combat. The trait starts only after two minutes of being out of combat. Determined ends when you use a skill. You can mount up while tourist. This would save me of so many chat- and AFK kills. Link to comment Share on other sites More sharing options...
Clyan.1593 Posted June 18, 2019 Share Posted June 18, 2019 - monkeyness: increases heal on eating bananas Link to comment Share on other sites More sharing options...
Tainted Outcome.7481 Posted June 18, 2019 Share Posted June 18, 2019 Farming: each stack increases time on map before DR kicks in. Link to comment Share on other sites More sharing options...
Madja.1369 Posted June 18, 2019 Share Posted June 18, 2019 Leech: You heal for a percentage of your damage done (or simply a flat number depending on your skill level). Link to comment Share on other sites More sharing options...
Westenev.5289 Posted June 18, 2019 Share Posted June 18, 2019 Rigor - reduces incomming condition damage (basically a condi-focused toughness stat) Link to comment Share on other sites More sharing options...
Rauderi.8706 Posted June 18, 2019 Share Posted June 18, 2019 Update Vitality to increase incoming healing by 1% per 100. And/or make it the only stat that converts into other stats for traits and runes. Collapse Healing Power and Concentration. After that, have Guts, a soft-capping (probably logarithmic or 1% per 50) stat that has a chance to completely ignore disable/hard-CC effects. Extends the duration of Stability and triggers Stability after using a stun break. Link to comment Share on other sites More sharing options...
otto.5684 Posted June 18, 2019 Share Posted June 18, 2019 > @"Edelweiss.4261" said: > Curse - increases the effectiveness of outgoing debuffs > > I would max it and run a build that had tons of weakness and slow to apply. Sometimes, I think I have a terrible personality. If I remember correctly, expertise already does that. Link to comment Share on other sites More sharing options...
sorudo.9054 Posted June 18, 2019 Share Posted June 18, 2019 i would actually ether fuse stats or remove some, there are already way to many to keep up and balance properly. Link to comment Share on other sites More sharing options...
Edelweiss.4261 Posted June 18, 2019 Share Posted June 18, 2019 > @"otto.5684" said: > > @"Edelweiss.4261" said: > > Curse - increases the effectiveness of outgoing debuffs > > > > I would max it and run a build that had tons of weakness and slow to apply. Sometimes, I think I have a terrible personality. > > If I remember correctly, expertise already does that. Expertise increases condition duration. I want to increase the debuff(not all conditions) magnitude. Imagine applying weakness for a short duration that causes enemies to deal 80% less damage instead of 50%. Imagine slowing someone to 30% of their normal speed. Crippling enemies like this would be super enjoyable for me. Doubt it'll ever see the light of day, though. Link to comment Share on other sites More sharing options...
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