(edited by Thomassassinate.9370)
Occult Flame and Entropy are proof
Dhuumfire should totally have been a torch skill.
-BnooMaGoo.5690
Don’t try to take torch from my Ranger just cause you want it. And setting yourself on fire is classic Guardian, they be crazy.
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker
Who knows what is causing the torch to be lit for a necromancer? Could be the souls of fallen enemies creating it.
Actually, I was thinking the Mecha Anchor is proof Engineers should have hammers.
Dakka Warforge- Level 80 Charr Engineer
Xairro – Level 80 Asura Revenant
I do agree with that, how does an engy build all that crap but cant wield a hammer?
What’d even be cool is if a engy had a skill that makes you build a machine after you strike your opponent.
Nah.
Thieves, and Scholar should have quarterstaves instead hammers, that would effectively be hammers, but won’t look like hammers. So they’ll be hammers with skins that look more like staves, but without the decorations a the top, just the blunt parts in both sides. A hammer do not fit their theme very well.
Engineer and Rangers are the ones that could use hammers next.
Engineers because ENGINEERS. And rangers because there MUST be a ranger skill called “Thump” that has a visual effect with an actually bunny thumping, much like the “Maul” has a bear mauling.
As for torches I would agree. Masters of conditions will do great with torches, and there’s lots of “flaming” things in the themes that match them.
It could even be a main hand torch.
The horn, the shield and the torch should appear as main hand weapons in one profession each at least.
Rangers have the greatsword, having a hammer too seems to make it seem more like a melee profession. I mean sure necromancers have axes but its range, with a ranger unless they are throwing the hammer i see no point.
Engineers definitly
Necromancers already have evidence of necromancers wielding hammers, the fractal cliffside a necromancer is using poison and blood Aoe attks, now that we have a hammer surrounded by darkness necromancers should earn the right.
There’s no “melee professions” there’s only “melee builds”.
NPCs do not follow normal player rules when it comes to builds. They could even have skills from all 8 professions in their skillbar.
Nah.
Thieves, and Scholar should have quarterstaves instead hammers, that would effectively be hammers, but won’t look like hammers. So they’ll be hammers with skins that look more like staves, but without the decorations a the top, just the blunt parts in both sides. A hammer do not fit their theme very well.
Engineer and Rangers are the ones that could use hammers next.
Engineers because ENGINEERS. And rangers because there MUST be a ranger skill called “Thump” that has a visual effect with an actually bunny thumping, much like the “Maul” has a bear mauling.As for torches I would agree. Masters of conditions will do great with torches, and there’s lots of “flaming” things in the themes that match them.
It could even be a main hand torch.The horn, the shield and the torch should appear as main hand weapons in one profession each at least.
Assassins used only sharp weaponery trough most of known history, thieves having tools (bundles), even ninjas didnt exactly favour the bo staff or any variant of the quarterstaff.
Religious people tied to pagan and pre catholic influence minior religions mostly used actual weapons (and since they were in 99% of the cases also farmers so did the scythe get tied to them and the good metaphore of the grim reaper getting his harvest), not to mention the amount of historical figures people see as symbols for spiritual and mysterious legends not only using swords (and rarely shields), but also high collateral damage weapons for brawls and fights like hammers and polearms.
Engie hammer – makes too much sense (just as mace offhand) to say no, ranger one, nope, when did you ever see someone go hunt with a giant piece of blunt metal that does a shwoop sound and alarms everything within a mile once you hit something with it (even if the thump idea could fit a mace or dagger mainhand strike well).
Warhorns and Shields cannot be really used as weapons, no matter how much tech you add to it (like even the CA one off shield throw from the engie is explained by steampunk tech+magic on magnets).
Engineer and Rangers are the ones that could use hammers next.
Engineers because ENGINEERS. And rangers because there MUST be a ranger skill called “Thump” that has a visual effect with an actually bunny thumping, much like the “Maul” has a bear mauling.
That would actually be hilarious! The fluffier the bunny was, the better!
If they give necromancers hammers before greatswords I will be one very disgruntled Asura. Well, I already am but I’ll be even more so!
As a side note, Cobalt makes me swoon.
I heard they plan on giving each class access to 1 more weapon from the overall weapon pool. But if your necromancer gets torch, I want the Ranger to get a staff that functions for group support with nature-type skills.
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald
Fungal not every class should have greatswords if they have greatswords to every class it’d get a bit dull.
Necromancer should have a hammer, it’d be more original, and i can imagine a hammer of death, but i would want it to be a range weapon we already got daggers no need for close combat.
And necromancers should have torches, sure “fire” isn’t necromancery but who knows what lights the flames? Souls of dead enemies perhaps?
Ryu, I’m not sure, i can imagine an elf like archer having a staff but ranger is all about being an archer, who can wield swords. Scholars should always have the, staff even if some staff on profession are meh.
Necromancer should have a hammer, it’d be more original, and i can imagine a hammer of death, but i would want it to be a range weapon we already got daggers no need for close combat.
Right because it can totally cleave and isnt designed just to feed a DS build life force…
leave the heavy lifting for the heavies! ; )))
though i agree, the new torch is MADE for the necro.
Akaigi | Warrior Made of Wood
[CDS] – Sanctum of Rall
The new hammer Entropy is made for the necromancer too, it looks and i wouldnt be suprised if it is the necromancer’s hammer from fractals of the mist, as well as his aoe attks show what a hammer could do.
I hoped from the beginning that necros would get hammers, and wield them like they’re a bit to heavy, like fable 1 with a weapon you weren’t ready for. but with the torches, looks like they may get torches. Also, in Guild Wars 1, if you never used a hammer on a ranger, you didn’t do pvp from certain times, it was great having them with hammers.
Well, it’s true that Munne in GW1 went around with a hammer, but later in the game you won’t see hammer-wielding necromancers and it was rare to see players trying necromancer/warrior with a hammer.
What would they do that for? To trigger Fetid Ground? It was easier just to get another party member deal the knockdowns.
[…]
Warhorns and Shields cannot be really used as weapons, no matter how much tech you add to it (like even the CA one off shield throw from the engie is explained by steampunk tech+magic on magnets).
ANYTHING can be used as a weapon.
All professions that use shields already use shields both offensively and defensively. In the case of the engineer, the two skills have sequence skills that deal damage.
To make it a main weapon, you just have to make 3 skills that are more offensive and focus on using the shield as a disc a-la Tron or Captain America.
Rangers and specially necromancer use warhorns offensively. Warriors are the only ones that have them as mere buffers, which makes their warhorn kind of boring compared with the rest.
Rangers even have the summon wolf easter egg in there for even more offense and damage mitigation (summoned creatures soak up damage by using up AoE damage ticks that may have hit a party member instead).
As for the warhorn as a main weapon, all you need as an engineer and some amplification gadgetry or a mesmer and some magic to get attacks like a PBAoE sonic shockwaves by using the warhorn pointed to the ground, and other stuff like dealing small damage with an explosive honk that can startle the enemy and cause daze if used from the back and dealing confusion with loud noises.
Most of the damage from many kinds of explosions come actually from the supersonic shockwave, not from the explosion itself.
The pistol shrimp uses sound pressure to hunt, and not just that, the bubble it makes by shooting sound reaches temperatures relatively close to that of the surface of th sun.
Sound can also be used to heal. Not as fast as a regeneration effect, but certain frequencies are known to help bones recover faster from fractures.
Never underestimate sound.
(edited by MithranArkanere.8957)
I am all for Necros using Torches now. It’s rather fitting, especially with the new skin. I imagine it would be used in rituals and such. Perhaps skills with long channeling times that have an effect at the start and when it ends, like Mesmer’s The Prestige.
Nameless Inversion/Ascension/Evasion/Ruination/Impression/Perdition/Compassion/Tactician
Guild Wars 2 will be an amazing game when it’s finished. Compare Prophecies to EotN!
New weapons for classes are all well and good, but I really don’t think skins have anything to do with that. Just because a skin with a glowy skull on it is introduced doesn’t mean Necro’s need that weapon all of a sudden. Its just a skin, not some grand show of what class should use that weapon (and if that were the case then Necro’s should have every weapon type in the game, because of sets like the Godskull set). And I really don’t get why everyone is always so caught up on Necro’s needing to have “evil” weapons anyway, but that’s a different matter entirely.
I really don’t think hammer or torch fits Necro very well. Torches produce light, which seems counter-intuitive to the nature of Necromancer. Hammer wouldn’t be “too” bad I suppose, but assuming battleaxes ever get added into the game I think that would fit much better as a 2H option.
2H axe sounds nice, but I actually don’t think it would be a good weapon type. this is because the way of wielding a large axe is virtually indistinguishable from that of a hammer, except with sharp edges. Therefore, very few unique skills or animations could be created for 2H axe that were not already covered by GS, 1H axe, and/or Hammer.
However, a viable alternative that could be quite similar, but with more potential, would be Polearm. Various skins for pikes, halberds, glaives, naginatas, and even war scythes (with blades that point UP not sideways. I always hated that in GW1 Dervish scythes.) Polearm would be a more distinct weapon class, and would also satisfy the desire for 2H axe, because that’s essentially what a halberd is.
To get back on topic, I personally do not think that torches or hammers should be Necro weapons, and the new skins certainly don’t suggest it. Necromancers do not need a monopoly on evil-looking weapons, nor do Necros need to be restricted to evil weapons.
@MithranArkanere: I believe a hammer should fit the minion style of necromancers thats why i love necromancers , in any game, summoning dead stuff is wicked cool.
When i say minion style i think one move should be slamming the ground summoning a bunch of minions to fight, another move should be the aoe attk that the cliffside fractal necromancer with the hammer uses
@ Electro.41, A hammer would fit perfectly, imagine slamming that hammer down awakening the dead i could so imagine it, the torch is absolutely yes, sure fire is light but what do you know a necromancers fire is made of it could actually be the souls of an enemy.
@Taglor, a necromancer doesnt need evil weapons 100% their are plenty of already used weapons, but those 2 specific weapons couldnt possibly match any class as perfect as the necromancer.
To anyone: It is indeed confirmed that arenanet is planning on making new weapons for classes, its pretty much confirmed that engineers are getting hammers. I am hoping that when these new weapons come out necromancer gets some love too a greatsword is overatted and a hammer of death sounds way cooler, a torch is insanely perfect it doesnt need burn to be a torch as stated it could be the souls that creates said flame.
(edited by Thomassassinate.9370)
Ryu, I’m not sure, i can imagine an elf like archer having a staff but ranger is all about being an archer, who can wield swords. Scholars should always have the, staff even if some staff on profession are meh.
We have access to nature spirits. It wouldn’t be too out of the ordinary for us to use staves to have more access to the powers of nature. Or we use them like a quarterstaff and go close range on them.
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald
You would have a class that is wielder of all 3, sword type weapons for melee, bow for range, staff for magic. That is why no mager will be wielding a bow rifle or pistol (not counting offhand), just seems unfit.
Which is why the staff would just be complete support…at least if I made the skills for it I would. That way it’s not powerful enough to warrant using for damage, but useful enough in groups that Rangers can actually do more for group play.
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald