What is ONE change you'd make to your class?

What is ONE change you'd make to your class?

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Posted by: Lady Minuit.3186

Lady Minuit.3186

Hello,

Here are my ideas to make all classes more enjoyable and interresting. I have all level 80 classes and play them regularly so I am not too biaised, but my main is a thief.
I hope they look at this thread, because I see a lot of very good ideas. These ideas might be OP or might not be, but there are always ways to adjust things to be fair.
I love all classes and I am just trying to make things better and give Arenanet ideas.

Thief

  • Give them a weapon that has 1200 range on auto-attack like everyone else. So many times you needs to have 1200 range (WvW, Fractals, pulling in general). Even guardians have the 1200 scepter.
  • Need more underwater stealth skills.
  • Higher base HP pool.
  • Give them more than just F1 skill. Add F2, F3, F4. I think all classes should have F1 to F4 skills.
    People suggested venoms, but instead you could have variants of stealing with different effect or specific things you steal.
    F1: steal a common object (same as current F1)
    F2: steal a weapon that grants you an attack buff (Might, Fury or Retaliation)
    F3: steal an item that protects you (Aegis, Protection or Regeneration)
    F4: steal an item that gives you mobility (Stability, Vigor or Swiftness + Stealth)
    Balance as necessary.

Mesmer

  • Need a permanent running 25% faster signet, skill or trait.
  • Need decent high heel boots similar to Blood Prince town outfit… :P

Engineer

  • Need a permanent running 25% faster signet, skill or trait.
  • Make Bomb kit #1 auto-attack like in underwater. You’re giving your engineers RSI (for real).
  • Add 1 more melee weapon (other than kits).
  • Give them weapon swap while out of combat.

Guardian

  • Need a permanent running 25% faster signet, skill or trait.

Necromancer

  • Make the minions more controlable and give possibility to sacrifice them. See suggestion below.
  • Give them more than just F1 skill. Add F2, F3, F4. I think all classes should have F1 to F4 skills.
    F1: Dead Shroud. (Same old)
    F2: Verata’s Sacrifice. Self inflict a stack a bleeding for each minion under your control and grant them regneration.
    F3: Taste of Death. Destroy your minions and heal allies in the areas for each minion destroyed.
    F4: Death Nova. Destroy your minions which cause damage to the targets in the area and add confusion, torment, bleeding, blind and weakness for each minion destroyed.
    Balance as necessary.

Elementalist

  • Buff their resilience a little.
  • Give them weapon swap while out of combat.

Ranger

  • Change the pet mechanic into an utility.
    When it’s on your bar, your F1-F4 skills are changed to pet control skills similar to what we have now.
    Improve the pet to be much stronger and resilient and make it more obedient.
    To do so, your pet should mimic you.
    When you dodge, it dodges. When your invisible, the pet becomes invisible and when you stow your pet, it stays stowed until you say so.
    No coming out when you go in the water or attack or anything.

    Add Guard mode to the existing modes (So Aggressive, Guard, Passive).
    Aggressive: attack enemies on sight. If the ranger is attacking a specific target, the pet will target that foe. Grant the pet Fury.
    Guard: attack enemies that attacks the master. Grant the pet Protection.
    Passive: do not attack at all, even if the F2 skill is used. Grant Regeneration to the pet.
    Finally, let us choose the special ability for our pet (F2) so we don’t have to be torn between practicality and look. If possible it would be great to be able to choose among all the existing F2 skills, but it might not make sens in some cases.
  • When your pet is not equipped, your F1-F4 skills are changed to preparations. Preparations takes 2 seconds to cast and last x amount of times.
    F1: Read the wind. Arrows move faster and stack vulnerability on target.
    F2: Glass Arrows. Gives you penetrating arrows that bleeds and criple your targets. Deals extra damage to bleeding foes.
    F3: Ignite Arrows. Explode on contact dealing damage to nearby ennemies and set them on fire.
    F4: Chocking Gas. Spread poison and weakness and interrupt nearby foes.
    Balance as necessary.

Warrior

  • Allow warriors to move while using hundred bladed.
  • Give them more than just F1 skill. Add F2, F3, F4. I think all classes should have F1 to F4 skills.
    F1: Same as before.
    F2: Warrior’s Endurance. Regen Endurance until adrenaline is depleated. Gain Vigor at the end.
    F3: Gladiator’s Defense. Grant retaliation until adrenaline is depleated. Gain Regeneration at the end.
    F4: Bonetti’s Defense. Block all attacks and deal damage for each blow blocked until adrenaline is depleated. Gain Fury at the end.
    Balance as necessary.

There might be other things, but I can’t think of anything else right now sorry.

Thanks for reading.

Lady Minuit

(edited by Lady Minuit.3186)

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Posted by: Cameirus.8407

Cameirus.8407

Elementalist – weapon swapping. No other class has to pick between melee range and long range before even going into combat. Once we’re in combat, we’re stuck with what we have. If by some chance we have D/D equipped, we have no range options except conjures, which are limited. Changing to long range requires opening up the inventory and finding the other weapons to equip (having to run until out of combat before doing so).

apart from guardian…no you are right, no ranged option, so no choice I guess.

Unless I’m wrong, dagger on elementalist is 300 range. Scepter on guardian is 900. So a guardian can have both a short range and long range weapon equipped and switch between them in combat. If an elementalist goes into a battle with dagger equipped, we’re stuck at 300 range in combat.

well, yes a scepter is 900, but you wont hit anything that is moving, that walks away, or which is not totally stationary. So it may aswell be a melee weapon.
Its possibly the most useless weapon in the game for ranged combat. Its got some use, and its ok for solo pve, but for anything else its just plain pants.

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Posted by: StinVec.3621

StinVec.3621

Ranger PvE Changes

  • Option #1: Pet Dismissal Replaces Pet Stow
    • Pet Stow option removed and replaced with Dismiss mechanic.
    • Pets can only be Dismissed or Recalled when out of combat and both tasks have a 6 second cast time that can be canceled by the ranger, but not interrupted by enemies.
      • Dismissing pets allows the ranger to more fully focus on the task at hand instead of their attention being divided with managing the pet.
      • Running with a Dismissed pet grants a 15% weapon damage increase due to the increased focus that allows the ranger to determine weaker areas of enemies and fire more precise strikes to those areas and inflict more damage.
  • Option #2: Nomad
    As an alternative or addition to Option #1, a Non-Pet/Beastmaster Class Option:
    • During character creation, rangers can choose to not follow the Beastmaster path and instead focus on Wilderness Training and a form of GW1 Preparations (as Chemiclord commented on Page 1) as a Nomad.
      • Existing Beastmaster characters can switch to this alternate class behavior through talking to the Ranger Class Trainer for a fee. Characters created as a Nomad can switch to Beastmaster by talking to the Ranger Class Trainer for a fee.

Would also love the pet customizations and the return of the pet rez mechanic as CaveSalamander mentioned, as well as finally having all pet names be stored.


Necromancer PvE Changes

| [“I’d really like this…” — Resource for Gifting Strangers] |
| [Free Ports For All “Not So Secret” JP Needs (and 1st Try Dive Tips)] |
| [Classic Thread: “all is vain”] |

(edited by StinVec.3621)

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Posted by: ElenaDragon.8401

ElenaDragon.8401

Elementalist – weapon swapping. No other class has to pick between melee range and long range before even going into combat. Once we’re in combat, we’re stuck with what we have. If by some chance we have D/D equipped, we have no range options except conjures, which are limited. Changing to long range requires opening up the inventory and finding the other weapons to equip (having to run until out of combat before doing so).

apart from guardian…no you are right, no ranged option, so no choice I guess.

Unless I’m wrong, dagger on elementalist is 300 range. Scepter on guardian is 900. So a guardian can have both a short range and long range weapon equipped and switch between them in combat. If an elementalist goes into a battle with dagger equipped, we’re stuck at 300 range in combat.

well, yes a scepter is 900, but you wont hit anything that is moving, that walks away, or which is not totally stationary. So it may aswell be a melee weapon.
Its possibly the most useless weapon in the game for ranged combat. Its got some use, and its ok for solo pve, but for anything else its just plain pants.

Sounds like scepter could use some improvements then. Or maybe increase the range on staff? I’ve only played a guardian to mid 20’s, so I’m not as familiar with the class.

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Posted by: Ahlen.7591

Ahlen.7591

Engineer – Give them Hammer as a melee weapon.

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Posted by: Krispera.5087

Krispera.5087

Mesmer : Faster #1 (AA) scepter on mesmer. Gosh this weapon is frustrating.

I’m okay with Phantasms, but I wish it was hexes like in GW1 and not an AI. When you’re summoning one, if the player/monster is dying, your phantasm won’t spawn.

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Posted by: Lady Minuit.3186

Lady Minuit.3186

Elementalist – weapon swapping. No other class has to pick between melee range and long range before even going into combat. Once we’re in combat, we’re stuck with what we have. If by some chance we have D/D equipped, we have no range options except conjures, which are limited. Changing to long range requires opening up the inventory and finding the other weapons to equip (having to run until out of combat before doing so).

apart from guardian…no you are right, no ranged option, so no choice I guess.

Unless I’m wrong, dagger on elementalist is 300 range. Scepter on guardian is 900. So a guardian can have both a short range and long range weapon equipped and switch between them in combat. If an elementalist goes into a battle with dagger equipped, we’re stuck at 300 range in combat.

well, yes a scepter is 900, but you wont hit anything that is moving, that walks away, or which is not totally stationary. So it may aswell be a melee weapon.
Its possibly the most useless weapon in the game for ranged combat. Its got some use, and its ok for solo pve, but for anything else its just plain pants.

Sounds like scepter could use some improvements then. Or maybe increase the range on staff? I’ve only played a guardian to mid 20’s, so I’m not as familiar with the class.

To get things straight once and for all: scepter is a 1200 range weapon on Guardians: http://wiki.guildwars2.com/wiki/Orb_of_Wrath
http://wiki.guildwars2.com/wiki/Smite
It is kinda slow moving though, so if you think that should be fixed then good idea, but the range is already 1200.
If traited properly though, scepter on guard can be their highest DPS, so you want to be careful here.

Lady Minuit

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Posted by: Berformet.2981

Berformet.2981

Ranger – Replace the current Skirmishing line 5 point minor traits with~

Beasmaster’s Revenge: You gain +25% damage while your pet is stowed or defeated.

(major bonus points after that if we could stow pets and they’d STAY stowed)

this i fully agree with, since the new contents seem to wipe our pets in the first 2 seconds of combat they’re effectively dead weight and we lose the extra damage due to it. also id like the damage done by ranger GS to be more powerful. its a great defensive weapon but ranger seriously needs a small power boost.

/) /)
(^.^)b Cmdr Whíte Rabbit, The Bunny Mesmer
d(“)(”) Alias: Thalia Cereus, Cisna Brightwell, Toxic Bunny

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Posted by: LoreChief.8391

LoreChief.8391

Hi everyone! I’ve updated the document with all the recent suggestions. Sorry for the delay; it’s been a busy week at work.

I would like to point out that even though the game has been out over a year now, most of the improvements are still aimed at Rangers and very few are requested by Warriors. Pretty symbolic I think!

New link is in the OP, but here it is again; https://drive.google.com/file/d/0B8pOlN5QiiHTb2VZVjlKbHFTdHM/edit?usp=sharing

EDIT: Standby everyone… for some reason the document got corrupted and now I’m missing most of the content… sonuva..

(edited by LoreChief.8391)

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Posted by: LoreChief.8391

LoreChief.8391

Ok, had to remake the document from scratch because LibreOffice doesn’t like saving in .docx formats. PITA.

Anyways, here’s the new doc link; https://docs.google.com/document/d/1OsfR3pciHNC9XBCw066eceKb14Hpvc0QjfEQjxLbLBU/edit?usp=sharing

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Posted by: DarkWasp.7291

DarkWasp.7291

Ranger:

I can’t decided between:
A. Allowing free movement during skill 1 of the 1h sword in PvE
or
B. A pet overhaul

^ Uses Guild Wars 2 character screenshots for desktop wallpapers.

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Posted by: Yougottawanna.7420

Yougottawanna.7420

Mesmer: give us some kind of movement skill or way to not be the slowest class in the game anymore. I use runes of the centaur but I’d rather use something else.

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Posted by: NinjaEd.3946

NinjaEd.3946

Thief:

Add more group stealth skills/traits. If our main goal is to stealth, let us support from stealth.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

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Posted by: LoreChief.8391

LoreChief.8391

Thief:

Add more group stealth skills/traits. If our main goal is to stealth, let us support from stealth.

Give me an idea of how this would work. We already have Smoke Bomb that grants us and party members stealth for 4 seconds, and Shadow Refuge which is ground target-able and can provide up to 12 seconds of stealth as well as healing. The best I can think of is to make Steal usable on Allies, except instead of stealing from them you grant Stealth to yourself, the ally, and 3 other nearby allies…

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Posted by: Grimreaper.4906

Grimreaper.4906

a speed buff for my Mesmer which doesn’t require me using a focus….

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Posted by: jayb.1329

jayb.1329

Guardian

I’d like either a ward or a block (preferably a ward) on the number 5 shield skill, people who get knocked down by it literally get right back up and run into the bubble and hit you while you’re holding your shield up….it doesn’t make sense

im also crossing my fingers for a longbow

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Posted by: korelg.7862

korelg.7862

Mesmer: MH Pistol
Guardian: Move Altruistic Healer to Tier2

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Posted by: Cicatrix.6149

Cicatrix.6149

Ranger: More kitty-cat pets.

More pretty kitty cats? It’s Fluffy I want to send out to die moments after engaging with Melandru, not some generic-looking tan-colored linx.

A fluffy white cat, please.

Bright as snow.

Red as death.

(edited by Cicatrix.6149)

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Posted by: Raven.9603

Raven.9603

Elementalist: Make Celestial Gear easier to obtain through dungeons / non-account bound craftables.

Engineer: Grenade 1 now auto-attacks selected target when activated.

Guardian: Power-line GM trait- Spirit Weapons duration removed, they exist until destroyed. Spirit weapons recover health out of combat.

Necro: Change Dhuumfire to torment instead of burning. Change Darkpath to a targeted teleport that chills/bleeds, similar to Lightning Flash. Increase CD accordingly.

Ranger: Change “Passive” pet mode into “Spirit” pet mode. While in spirit mode, pets are invulnerable, cannot attack, and provide the ranger with a pet-specific bonus (crit chance for cats for example).

Warrior: Dogged March removed. Base value of health regeneration abilities reduced by 50% (Adrenal, etc). All health regen abilities now scale for double current rate with healing power (if youre going to regen tank, wear healing power like everyone else or GTFO).

SBI | Oceans | Ranger – Thief – Ele – Eng – Nec – Guard – Rev
Celestial Avatar is like an old man: Takes forever to get up and is spent in 4 seconds

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Posted by: slurpey.6014

slurpey.6014

to be honest there are no changes I would like to see besides cosmetic ones. I’m easy to please I guess. Therefore, Elementalist and Necromancer should have pink sparkles and glitter too. I hate switching to my mesmer everytime i want pink particles flying around

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Posted by: An Oak Knob.1275

An Oak Knob.1275

Give thief more hp and armor. Also change the way toughness+Vitality scale.

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Posted by: Reesha.7901

Reesha.7901

Mesmer: Out of combat increase by 25% run speed option.

It could be through Signet of Inspiration or, as suggested elsewhere: Through a trait similar to Compounding Celerity. However, make it so with zero active illusions, the mesmer runs with 25% movement speed and with illusions up (in combat) the speed is reduced to normal.

  • It is not cool only to have the focus provide a speed buff. (Alternatively, having to spend 50+ gold on traveler runes and then not be able to run with the rune set that would complement you build the best.)
  • It is annoying in dungeons if your focus speed runs out, and you then are the one having to deal with all the AOE on the ground from trash mobs.
  • It is annoying when leveling and exploring.

Overall, this is the one change I want the most.

(edited by Reesha.7901)

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Posted by: Cameirus.8407

Cameirus.8407

Elementalist – weapon swapping. No other class has to pick between melee range and long range before even going into combat. Once we’re in combat, we’re stuck with what we have. If by some chance we have D/D equipped, we have no range options except conjures, which are limited. Changing to long range requires opening up the inventory and finding the other weapons to equip (having to run until out of combat before doing so).

apart from guardian…no you are right, no ranged option, so no choice I guess.

Unless I’m wrong, dagger on elementalist is 300 range. Scepter on guardian is 900. So a guardian can have both a short range and long range weapon equipped and switch between them in combat. If an elementalist goes into a battle with dagger equipped, we’re stuck at 300 range in combat.

well, yes a scepter is 900, but you wont hit anything that is moving, that walks away, or which is not totally stationary. So it may aswell be a melee weapon.
Its possibly the most useless weapon in the game for ranged combat. Its got some use, and its ok for solo pve, but for anything else its just plain pants.

Sounds like scepter could use some improvements then. Or maybe increase the range on staff? I’ve only played a guardian to mid 20’s, so I’m not as familiar with the class.

To get things straight once and for all: scepter is a 1200 range weapon on Guardians: http://wiki.guildwars2.com/wiki/Orb_of_Wrath
http://wiki.guildwars2.com/wiki/Smite
It is kinda slow moving though, so if you think that should be fixed then good idea, but the range is already 1200.
If traited properly though, scepter on guard can be their highest DPS, so you want to be careful here.

yes sorry, it is 1200.

But its not our highest dps. in theory it may be, but in pactise its not. It wont even hit most pve enemies which are moving. Its ok vs stationary targets, or very slow moving or closing targets,
But you can avoid 100% of it by just tapping sidestep.
Its slow, it tracks badly, you can almost walk faster than the projectile. Smite is good, however the ground placement makes it awkward to use, it was much better when it auto targetted due to the low cd it was less annoying.

It also has a massive disconnect with the off hands ranges. Shield and torch are mainly close in and whilst focus has one long range shot in ray, the 5 skill is again close in.

No, scepter needs some work, its not quite so appalling as it was in beta, but its still pants.

I do think the biggest change needed is all professions to have access to perma 25% move speed increases. and for thief movement to be nerfed hard.

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Posted by: selan.8354

selan.8354

I’d make the Mesmer more like its GW 1 counterpart and less of an illusion pet-spammer class. Bring back hexes in a limited fashion (call them “delusions” or something, I don’t care) and make us more of a punisher class dealing with the manipulation of the our enemies’ minds again.

this very much. our class is a light armor and hex like skills would make way more sense than being a duelist. id say tone the phantasms down and the whole aoe clone shatter as in wvw none of them are really good to use. as light armor u should have more access to aoe that doesnt depend on clones.
our class should be the one punishing mindless spammer. when confusion was still strong, it was great to punish mindlesszergs.

Lv 80 glamour Mesmer Triforce Mesmerpower PU mes,Lv 80 power necro
[AVTR]
Isle of Kickaspenwood

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Posted by: NinjaEd.3946

NinjaEd.3946

Thief:

Add more group stealth skills/traits. If our main goal is to stealth, let us support from stealth.

Give me an idea of how this would work. We already have Smoke Bomb that grants us and party members stealth for 4 seconds, and Shadow Refuge which is ground target-able and can provide up to 12 seconds of stealth as well as healing. The best I can think of is to make Steal usable on Allies, except instead of stealing from them you grant Stealth to yourself, the ally, and 3 other nearby allies…

Smoke bomb is a small radius, and only affects a few (5) and SR requires you to stand in the circle. I’m talking group stealth for wvw not to just have it. Mesmer veil is limitless and Mass invis affects 10 people with a large AoE.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

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Posted by: SSalp.6423

SSalp.6423

Mainhand pistol for mesmer

Immotal Kingdom[KING] – Desolation

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Posted by: Meridian.8730

Meridian.8730

Since the beginning of thief nerfs…

Thief needs more damage.

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Posted by: Kimahri.1628

Kimahri.1628

Engineer: blast finisher on rifle #5 isntead of leap. The jump shot looks more like an explosive shot so it would make sense in my eyes for it to be a blast finisher on the casting place. Also and most importantly, i wouldnt feel kinda bad for playing my beloved rifle over shield because of the blast finisher.

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Posted by: Vick.6805

Vick.6805

Elementalist: More viable build options, focusing on removing the overwhelming reliance on the water and arcana trait lines.

For one change I would make across the board: Equalize the base HP for all eight classes. There is no justification for this game design choice.

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Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

Engineer – pretty happy with it, but if my engi could use a whip, I’d be over the moon.

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Posted by: coglin.1867

coglin.1867

Engineer – buff Flamethrower autoattack to make the kit a viable dps option

Hard to disagree that Flame jet is a problem. I can cast 3 bombs in the time one flame jet cycles. The problem is one bomb does the same damage as one flame jet at 1/3 the cast time. Secondly, the bomb hits five and FT is restricted to only damaging three targets at a time.

Engi: for legendaries to actually be useful. Meaning upgrade to damage and cosmetic to all of our kits.

General consensus of the entire engineer community based on post in the engineer forums.

Engineer: Kit damage should scale with gear/weapons/stats that I actually have, not a template.

Absolutely. we get hosed by not being able to use weapons swaps because of kits, yet having no benefit to kits based on weapons damage.

Engineer: blast finisher on rifle #5 isntead of leap.

Absolutely not. We have plenty of access to blast finishers and very very limited access to leap finishers.

Engineer* Need a permanent running 25% faster signet, skill or trait.

Engineer: Swiftness Signet.

uhgg, not this again.

The lore very specifically states that engineer do not use signets because they are of magic, and engineers are opposed to using magic. Just tossing that out there for those always seeming curious as to why we do not have them. Though I am certainly all for possibly adding a passive benefit for gadgets.

Although, I cannot say my view of what suits each gadget aligns with yours.

Personal Battering Ram: Improves power. – Seems as good a passive as any I can think of for this gadget.

Rocket Boots: Improves condition damage. – Doesn’t seem right to me at first, but I cannot think of a better idea at the moment, and I guess it does align with rocket kick being a condition damage ability.

Slick Shoes: Grants a 25% increase in movement speed. – I think this falls in line with what many have said before, and it certainly matches thematically to me.

Throw Mine: Your explosions deal 5% more damage. – Works for me.

Utility Goggles: Improves precision – I do not like the addition of precesion for these, I would feel a removal of a condition every ten seconds or something more applicable in my eyes.

Personally I would love to see utility goggles changes altogether. Gadgets have no condition removal. It all seems focused on elixirs and their traits(heck even kits only have 2, one through EG#5 and one through MK#4, 2 condition removal spread out on 2 kits is not much at all, and a lot of work to remove two conditions). I would love to see these become something like “Gas Mask” on the tool belt skill. Change the utility skill version of it to the 10 vulnerability and the 10s of fury, removing the blind immunity all together, it seems so situation at its very best. While changing “Analyze” to " Gas Mask" and simply have it remove 3 conditions with say a 30s cool down.

A video on what weak PvPer’s and WvWer’s want.
https://www.youtube.com/watch?v=6q3em9s5I4c

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Posted by: Protoavis.9107

Protoavis.9107

Mesmer: complete rework of scepter….or at least change the auto attack, it’s too slow to be of any real use.

Let us buy vendor mats (eg spools of thread) in 250 stacks, end the excessive clicking.

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Posted by: Yalora Istairiea.6287

Yalora Istairiea.6287

Elementalist: AoE spells – Please bring back the actual Area of Effect NOT hits only 5 people in the circle.

Let us bring back those days when one was afraid to step into an Elementalist’s AoE circle.

I am sorry that it is an issue with WvW choke points but for those of us that only do Open World PvE this is generally Not an issue.

If you want to keep it nerfed in WvW be my guest but if the PvE Baddies want to ball up and chase my poor defenseless Ele expecting easy prey; when I stop, turn, switch to fire and raise my staff…Oh yes,they will rue the day!

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Posted by: STRanger.5120

STRanger.5120

My main class: Elementalist

Only one change: Fix the skills/traits that are not working like they should (includes some ridiculous nerfs also…)

#ELEtism 4ever

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Posted by: LordByron.8369

LordByron.8369

Ele
RTL = 20 sec flat

GW2 balance:
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.

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Posted by: spoj.9672

spoj.9672

Give necro that projectile reflect bubble the toxic krait are using.

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Posted by: Hedgehog in the fog.1053

Hedgehog in the fog.1053

Fix pets on rangers.

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Posted by: meikodesign.6471

meikodesign.6471

General : Make AI more reliable (even the bad guys) They’re too easy to kite. I can kite a mob running in circles while my pet can’t touch the mob -_-
so…
Ranger : Pets more reliable or remove them and give us back our damage!

Lunavi – Ranger 80 ~ Charr Kuttery – Warrior 80
Little Lunavi – Ranger – Rank 4x
[CPC] Insert Coin – Vizunah Square [FR]

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Posted by: Lagg.3960

Lagg.3960

Warrior: Banner is spawned on the back and can be carried around like this.

Hey, I just bash you, and this is frenzy,
But here’s my Wammo, so heal me maybe?

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Posted by: Raine.1394

Raine.1394

Ranger: Viable ranged option.

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Posted by: Xale.1095

Xale.1095

Necro
Improved death shroud. Give us more than 4 abilities to use in this form and have them change depending on the equipped weapon.

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Posted by: Khalith.2987

Khalith.2987

More weapon options, this could apply to any class really though.

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Posted by: Tyrannus Blade.3408

Tyrannus Blade.3408

Warrior: No root on 100B. I don’t care if I move at 1% speed, at least when I hit dodge I’ll actually dodge. Currently whirl-wind is the only reliable way of breaking out of 100B into an evade.

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Posted by: NargofWoV.4267

NargofWoV.4267

Ranger: If Anet can’t get a handle on the lag in wvwvw, then the Pet mechanic has to be allocated to another form to ensure the Ranger can actually get F2 abilities to work and pet AI to work. In the current Lagwars Pets are pretty useless and thereby gimping the Ranger.

I could live with a permanent pet stow with a corresponding bump to stats and an F2 ability.

Narg, Ranger JQ
Heavy Halo, Warrior JQ

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Posted by: justkoh.4073

justkoh.4073

Necromancer – waterproof flesh golem

Ranger – perma-storage of pet until summoned. Better still if we get a buff to compensate

Mesmer & Engineer – reliable 25% increased movement speed

Elementalist – weapon swap slot (just for alternate weapon storage. Cannot be activated in combat)

(edited by justkoh.4073)

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Posted by: Gibson.4036

Gibson.4036

Wow, so many people who have trouble counting to one.

My list:

Elementalist – Buff base health so they don’t feel pigeonholed into water traits.

Engineer – Kit damage should scale with equipped weapon.

Mesmer – Greater access to swiftness without having to rune for it.

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Posted by: Meadfreek.6789

Meadfreek.6789

Elementalist: a quick (very temporary) way to make most of their staff AoEs center on them without having to grab for the mouse and aim the circle. But only on a cast by cast basis. Most of the time the current way is great. But I would like that change.

Something like “press this (mappable) key to center the cursor on me”

I’m disabled and the coordination and proprioception in my hands are well below average. Controlling my mouse to cast staff/air/#5 around me and my group while on the run or a very quick stacking (to give a speed buff), or staff/fire/#2 for group might, or many group healing spells can be very difficult. I occasionally get kittened at by commanders for not doing as smoothly as most Eles.

+++++++++++++++++++++++++++

For my Guardian: One more ranged weapon.

Mead
Tol Acharn [PHNX]
Fort Aspenwood

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Posted by: Seven Star Stalker.1740

Seven Star Stalker.1740

Make engineer Swift shoes give a passive 25% move speed.

This ability just feels.. Really bad.. And engineers don’t have any half descent swiftness unless you take a ton of boon duration to chain-elixir-b.

I ? Karkas.

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Posted by: Protoavis.9107

Protoavis.9107

Make engineer Swift shoes give a passive 25% move speed.

This ability just feels.. Really bad.. And engineers don’t have any half descent swiftness unless you take a ton of boon duration to chain-elixir-b.

Speedy Kits trait…100% uptime of 33% swiftness…

Let us buy vendor mats (eg spools of thread) in 250 stacks, end the excessive clicking.

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Posted by: Seven Star Stalker.1740

Seven Star Stalker.1740

Make engineer Swift shoes give a passive 25% move speed.

This ability just feels.. Really bad.. And engineers don’t have any half descent swiftness unless you take a ton of boon duration to chain-elixir-b.

Speedy Kits trait…100% uptime of 33% swiftness…

Or we can get a proper change. Not everyone uses kits, or at least multiple kits, nor is everyone trailed for it.

More than that this is what I want to be changed. Nothing more. Better yet I’d prefer a new skill altogether.

I ? Karkas.