How unbalancing would it be:
-to add a general aa called cross-training that gives melee mana bar and unlocks crosstraining for all
-add specific crosstraining aa, spread throughout the aa tabs to match the 51-55-59-65-70 ranges.
Example:
level 51 cross-training aa (nothinig from above level 20 on regular class the spell is from)
1. a low heal
2. a low heal over time
3. breeze
4. the lowest pc haste spell
5. a low ds
6. the crappy invis
7. identify
level 55 (add to archetype list)
1. a minor upgrade to most/all of the above
2. riftwind's protection
3. spirit of wolf *(maybe should be later in this list)
4. low spell haste
5. low symbol buff
6. a mid level chanter dot (gets overwritten in most groups at the same level)
7. an early beast nuke (nice and fast)
8. shrink
level 59
1. give a low version of the the basic stat buff spells, so an agility buff, stamina buff, charisma buff, etc.
2. mid level pet and self only attack/haste/stat buffs (i.e., yaulp 2, spirit of scorpion)
3. east commons gate
level 65
1. a good range of the level 49ish cut off spells (the ones you can cast on lowbies) to upgrade the spell lines started earlier.
2. a low slow
Level 70
1. clarity 2
2. temperance
3. haste to match this range
4. improved invis
5. leviation
6. a decent necro dot, druid dot, wiz/mage nuke (maybe level 50ish)
7. a better slow but still not better than a 50s beast.
8. a low pet something odd like a white tiger (use beastlord model and 20s pet as the basis).
**the aa cost has to be significant, tied into prerequisites (i.e. tier 2 cross training requires 40aa in general, any upgrade spell line needs the previous. Make them 50 aa each. 100 if it is that good.
Mostly usefull to the soloing in faraway places or odd groupers (i.e. wizard warrior duo I know would really benefit from this)
In normal grouping, particularly high end, most of these spells wont be useful. Any thoughts?