Trait consolidations and fixes.

Trait consolidations and fixes.

in Suggestions

Posted by: Panda.1967

Panda.1967

I feel that many of the traits for most classes are underpreforming, or near useless in their current form. Most notably are the “20% cooldown reduction” traits. Several of these are paired with another trait for the same skill/weapon types and thats good. It’s the ones that are alone that are the issue to me.

Other traits have similar issues. Some even just simply don’t do anything worthwhile. I know that my impression of the traits isn’t nessisarily accurate to how a trait really operates though.

I’d like to ask the community to give feedback as to what traits they would like to see altered, merged, removed, or even added.

In the next several posts I’ll list the traits and proposed alterations. I’ll update them as new popular and reasonable additions are added to the thread.

Legend:
Remove trait
Addition to trait

Please stop assuming I’m a guy… I am female.

Trait consolidations and fixes.

in Suggestions

Posted by: Panda.1967

Panda.1967

Warrior
Power

  1. Death from Above: Damage & launch foes when you take falling damage. Take 50% less damage from falling.
  2. Restorative Strength: Using a heal skill removes crippled, chilled, immobilize, & weakness.
  3. Great Fortitude: 5% of power is given as a bonus to vitality.
  4. Short Temper: Gain 3 stacks of might for 5 seconds & 1 strike of adrenaline each time you are blocked.
  5. Berserker’s Power: Increases damage based how much adrenaline you have built.
  6. Powerful Banners: Banners do damage when summoned.
  7. Distracting Strikes: Apply confusion when you interrupt a foe.
  8. Dual Wielding: Damage is increased by 5% when wielding an axe, mace, or sword in your offhand.
  9. Slashing Power: Greatsword & spear damage is increased by 10%.
  10. Axe Mastery: Improve critical damage by 10% while wielding an axe in your main hand.
  11. Physical Training: Physical utility skills do 100% more damage & recharge 20% faster.
  12. Berserker’s Might: Go into Berserker’s Stance when you gain over 5 stacks of might.

Arms

  1. Deep Strike: Gain +40 precision for each unused signet you have equipped.
  2. Furious Speed: 10% chance to gain swiftness on critical hits.
  3. Deep Cuts: Bleeds you apply last 50% longer.
  4. Unsuspecting Foe: 50% critical-hit chance against stunned foes.
  5. Rending Strikes: 33% chance to cause vulnerability on critical hits.
  6. Furious Reaction: Gain fury & vigor when you take more than 10% of your health in a single strike.
  7. Crack Shot: Rifle & harpoon gun shots pierce. Rifle & harpoon gun skills recharge 20% faster.
  8. Blademaster: Increases your critical-hit chance with a sword by 10%.
  9. Opportunist: Gain fury when you immobilize a target.
  10. Force Greatsword: Gain might on critical hit with a greatsword or spear. Greatsword & spear skill recharge 20% faster.
  11. Furious: Critical hits grant an extra adrenaline strike.
  12. Last Chance: Gain quickness for 4 seconds when you strike a foe with less than 25% health.

Defense

  1. Embrace the Pain: Gain adrenaline when hit.
  2. Dogged March: Incoming immobilize, chill, & cripple conditions are reduced by 33%. Gain regeneration for 3 seconds when you are affected by one of these conditions.
  3. Sure-Footed: Increases stance duration by 25%.
  4. Vigorous Return: Increases health on rally.
  5. Missile Deflection: Reflect missiles whenever you are blocking.
  6. Cull the Weak: Increases damage to weakened foes by 5%.
  7. Sundering Mace: Mace damage is increased by 10% when a foe is weakened. Reduces cooldown of mace skills by 20%.
  8. Last St&: Activates Balanced Stance when you are dazed, knocked down, launched, pushed back, or stunned.
  9. Shield Master: Gain +90 toughness while using a shield. Shield skills recharge 20% faster.
  10. Merciless Hammer: Hammer damage is increased by 25% when a foe is disabled. Reduces cooldown of hammer skills by 20%.
  11. Defy Pain: Activates Endure Pain at 25% health.
  12. Spiked Armor: Gain 5 seconds of retaliation when struck by a critical hit.

Tactics

  1. Leg Specialist: Apply a 1-second immobilize whenever you cripple a target with a skill.
  2. Empower Allies: Increases power of nearby allies by 70 points.
  3. Desperate Power: You do 20% extra damage under 25% health.
  4. Stronger Bowstrings: Increases longbow range.
  5. Inspiring Banners: Banners apply their bonuses to a larger area. Banners recharge 20% faster.
  6. Empowered: Increases damage for every boon on you.
  7. Shrug it Off: Use Shake It Off automatically when you have more than 1 condition.
  8. Lung Capacity: Shouts recharge 20% faster.
  9. Quick Breathing: Warhorn skills recharge 20% faster. Warhorn skills convert 1 condition into a boon.
  10. Burning Arrows: Longbow damage is increased by 10% against burning foes.
  11. Inspiring Battle St&ard: Banners also grant regeneration to allies.
  12. Vigorous Shouts: Shouts heal.

Discipline

  1. Mighty Defenses: You gain might when you block an attack.
  2. Thrill of the Kill: Gain extra adrenaline on a kill.
  3. Warrior’s Sprint: Run faster while wielding melee weapons.
  4. Inspiring Shouts: Gain adrenaline when using a shout.
  5. Hightened Focus: Gain a 2% critical-hit chance for 1 stage of adrenaline, 5% for 2 stages, & 9% for 3 stages.
  6. Signet Mastery: Signets recharge 20% faster.
  7. Sweet Revenge: 100% chance to rally if you kill someone while in vengeance.
  8. Vigorous Focus: Gain vigor when using a stance.
  9. Sharpened Axes: Critical hits with axes grant extra adrenaline.
  10. Mobile Strikes: Movement skills break immobilize.
  11. Burst Mastery: Burst skills recharge 20% faster & cost less.
  12. Destruction of the Empowered: Deal 3% bonus damage per boon on your target.
Please stop assuming I’m a guy… I am female.

(edited by Panda.1967)

Trait consolidations and fixes.

in Suggestions

Posted by: Panda.1967

Panda.1967

Guardian
Zeal

  1. Binding Jeopardy: Immobilizing a foe also applies vulnerability to them.
  2. Fiery Wrath: Increases damage by 10% against burning foes.
  3. Protector’s Impact: Create a Symbol of Protection when you take falling damage. Take 50% less damage when falling.
  4. Revenge of the Fallen: Increased damage by 50% while downed.
  5. Shattered Aegis: When an aegis you applied is removed, it burns nearby foes.
  6. Spirit Weapon Mastery: Spirit weapon skills recharge 20% faster.
  7. Greatsword Power: Greatsword damage is increased by 5%.
  8. Focused Mastery: Focus skills recharge 20% faster.
  9. Scepter Power: Scepter damage is increased by 5%.
  10. Eternal Spirit: Spirit weapons are not destroyed when comm&ed.
  11. Wrathful Spirits: Increases spirit weapon damage by 10%.
  12. Zealous Blade: Greatsword attacks heal you.

Radiance

  1. Healer’s Retribution: Gain 3 seconds of retaliation when using a heal skill.
  2. Signet Mastery: Signets recharge 20% faster.
  3. Shimmering Defense: Burn nearby foes when your health reaches 25%.
  4. Inner Fire: When you are set on fire, you gain fury.
  5. Searing Flames: When you apply burning to an foe, remove a boon.
  6. Blind Exposure: Applying blind also applies 3 stacks of vulnerability.
  7. Radiant Fire: Torch skills recharge 15% faster.
  8. A Fire Inside: Spirit weapons cause burning.
  9. Inscribed Removal: Using a signet cures a condition on you.
  10. Powerful Blades: Sword & spear damage is increased by 5%.
  11. Right-handed Strength: Critical-hit chance with one-handed weapons is increased by 15%.
  12. Perfect Inscriptions: Signet passive effects are improved.

Valor

  1. Meditation Mastery: Meditations recharge 20% faster.
  2. Defender’s Flame: Gain a 100% chance to burn attackers when blocking.
  3. Strength of the Fallen: Lose health 33% slower while downed.
  4. Strength in Numbers: Nearby allies gain up to 70 toughness based on your effective level.
  5. Purity: Lose a condition every 10 seconds.
  6. Retributive Armor: 5% of toughness is given as a bonus to precision.
  7. Mace of Justice: Mace damage is increased by 5%.
  8. Glacial Heart: Critical hits with a hammer have a 50% chance to chill your target for 4 seconds.
  9. Honorable Shield: Gain +90 Toughness when wielding a shield & reduce the cooldown on Shield skills by 20%.
  10. Focused Mind: Meditation skills are instant & recharge 20% faster.
  11. Altruistic Healing: Applying a boon to allies heals you.
  12. Monk’s Focus: Using a meditation skill heals you.

Honor

  1. Wrathful Spirit: Aegis gives retaliation when it ends.
  2. Superior Aria: Shouts recharge 20% faster.
  3. Writ of Exaltation: Symbols are larger & last longer.
  4. Protective Reviver: When you revive an ally, you both gain aegis, protection, & regeneration for 10 seconds.
  5. Resolute Healer: Generates a Shield of Absorption when you start reviving an ally.
  6. Pure of Heart: Aegis heals on removal.
  7. Writ of Persistence: Symbols last longer.
  8. Empowering Might: Nearby allies gain might when you land a critical hit.
  9. Two-handed Mastery: Two-handed weapon skills recharge 20% faster.
  10. Writ of the Merciful: All symbols heal allies.
  11. Pure of Voice: Allies affected by shouts convert one condition to a boon.
  12. Battle Presence: Nearby allies gain Virtue of Resolve’s passive effect.

Virtues

  1. Unscathed Contender: Deal 20% more damage while under the effects of aegis.
  2. Vengeful: Retaliation lasts 25% longer.
  3. Consecrated Ground: Consecration skill use ground-targeting.
  4. Retaliatory Subconscious: Gain 3 seconds of retaliation whenever you are dazed, stunned, knocked down, knocked back, or feared.
  5. Improved Spirit Weapon Duration: Spirit weapons last 50% longer & recharge 20% faster.
  6. Master of Consecrations: Consecration skills recharge 20% faster & last longer.
  7. Elite Focus: Elite skills last longer.
  8. Supreme Justice: Virtue of Justice causes burning every 4 attacks instead of 5. When activating Virtue of Justice, the burn duration is increased.
  9. Absolute Resolution: Activating Virtue of Resolve removes three conditions. Virtue of Resolve’s passive effect is stronger.
  10. Indomitable Courage: Virtue of Courage grants 3 seconds of stability. Virtue of Courage’s passive effect triggers every 30 seconds.
  11. Permeating Wrath: Virtue of Justice’s passive effect no longer burns your target, but instead burns the area around you each time it activates.
  12. Shielded Mind: Activating Courage also breaks stuns.
Please stop assuming I’m a guy… I am female.

(edited by Panda.1967)

Trait consolidations and fixes.

in Suggestions

Posted by: Panda.1967

Panda.1967

Engineer
Explosives

  1. Acidic Elixirs: Thrown elixirs cause damage when they land.
  2. Shrapnel: Explosions have a 15% chance to cause bleeding.
  3. Forceful Explosives: Bombs & mines have a larger explosion radius.
  4. Empowering Adrenaline: Get a 5% damage bonus when endurance is not full.
  5. Incendiary Powder: 100% chance to inflict burning for 4 seconds on critical hits.
  6. Exploit Weakness: Apply a 5 second cripple to foes you hit when they are below 25% health.
  7. Explosive Powder: Improves damage from explosions by 10%. Reduces recharge for bombs & grenades by 20%.
  8. Short Fuse: Reduces recharge for bombs & grenades by 20%.
  9. Accelerant-Packed Turrets: Turrets explode when killed. When your turrets explode, they push back foes.
  10. Enhanced Preformance: Gain 3 stacks of might for 15 seconds when you use a heal skill.
  11. Grenadier: You throw grenades 25% farther, & you throw an extra grenade with each grenade kit skill.
  12. Autodefense Bomb Dispenser: Drop a smoke bomb whenever you are disabled.

Firearms

  1. Knee Shot: Cripple targets for 5 seconds whenever you immobilize them.
  2. Sitting Duck: Immobilizing a foe also applies 5 stacks of vulnerability to them.
  3. Infused Precision: 50% chance to gain swiftness for 5 seconds on critical hits.
  4. Rifled Barrels: Improves rifle, pistol, harpoon gun, & elixir gun range.
  5. Precise Sights: 50% chance to cause vulnerability on critical hits
  6. Hair Trigger: Rifle, pistol, & harpoon gun skills recharge 20% faster.
  7. Napalm Specialist: Burns you apply last 20% longer.
  8. Fireforged Trigger: Flamethrower & elixir gun skills recharge 20% faster.
  9. Rifle Mod: Improves damage for the rifle & harpoon gun by 10%.
  10. Go for the Eyes: Critical hits with the rifle have a 50% chance to inflict blindness for 5 seconds.
  11. Juggernaut: You gain 200 toughness while wielding a flamethrower. In addition, gain might for 15 seconds every 3 seconds, as long as you remain in this weapon kit.
  12. Coated Bullets: Pistol shots pierce.

Inventions

  1. Protective Shield: Gain protection for 3 seconds when you are hit with a critical attack.
  2. Explosive Descent: Release a barrage of grenades when you take falling damage. Take 50% less damage from falling.
  3. Metal Plating: Reduces damage dealt to turrets by 30%.
  4. Stabilized Armor: You take 5% less damage when your endurance is full.
  5. Energized armor: 5% of your toughness is converted to power.
  6. Cloaking Device: You become invisible for 5 seconds when immobilized.
  7. Reinforced Shield: Gain 90 toughness while holding a shield & shield skills recharge 20% faster.
  8. Power Shoes: 25% faster movement speed in combat.
  9. Elite Supplies: The Supply Crate has extra supplies, Elixir X lasts longer, & Mortar has increased range.
  10. Autotool Installation: Turrets are self-repairing.
  11. Elixir-Infused Bombs: Bomb explosions heal allies.
  12. Rifled Turret Barrels: Turrets deal 15% more damage & have a longer attack range.

Alchemy

  1. Invigorating Speed: When you gain swiftness, you also gain 5 seconds of vigor.
  2. Fast-Acting Elixirs: Elixir skills recharge 20% faster.
  3. Acidic Coating: 20% chance to cause poison for 5 seconds when struck with a melee attack.
  4. Self-Regulating Defenses: Drink an Elixir S at 25% health.
  5. Blood Injection: 5% of vitality is converted into condition damage.
  6. Protection Injection: Gain protection for 3 seconds whenever you are disabled.
  7. Deadly Mixture: Deal 15% extra damage with a flamethrower or elixir gun.
  8. Potent Elixirs: Increases elixir durations by 20%
  9. Backpack Regenerator: Gain regeneration when using a kit.
  10. Cleaning Formula 409: Throwing or consuming elixirs removes conditions from those affected.
  11. HGH: All elixirs give 20 seconds of might.
  12. Automated Response: Become immune to conditions when health is below 25%.

Tools

  1. Always Prepared: Drop b&ages & a Flamethrower or an Elixir Gun when downed. Downed damage is increased by 25%.
  2. Static Discharge: Discharge a bolt of lightning whenever you use a tool belt skill.
  3. Speedy Gadgets: Gadgets recharge 20% faster.
  4. Kit Refinement: Equipping a kit creates an attack or a spell.
  5. Deployable Turrets: Turret skills use ground targeting.
  6. Speedy Kits: Gain swiftness for 5 seconds when ever you equip a kit.
  7. Packaged Stimulants: Med Kit skills can be thrown.
  8. Power Wrench: The Throw Wrench & Smack skills heal turrets twice as fast, & cripple foes for 5 seconds. Tool kit skills recharge 20% faster.
  9. Scope: Gain 10% critical hit chance while st&ing still.
  10. Leg Mods: Move 10% faster while using an unarmed kit.
  11. Armor mods: Gain 5 seconds of retaliation when critically hit.
  12. Adrenal Implant: 50% faster endurance regeneration.
Please stop assuming I’m a guy… I am female.

(edited by Panda.1967)

Trait consolidations and fixes.

in Suggestions

Posted by: Panda.1967

Panda.1967

Ranger
Marksmanship

  1. Steady Focus: Damage increases by 10% when endurance is full.
  2. Malicious Training: Increases duration for conditions applied by your pets.
  3. Keen Edge: Use Sharpening Stone when your health reaches 75%.
  4. Signet Mastery: Signets recharge 20% faster.
  5. Predator’s Instinct: Apply cripple to foes you hit when they are below 25% health.
  6. Beastmaster’s Bond: Gain fury & might when your pet’s health reaches 50%.
  7. Spotter: Increases precision of nearby allies by up to 70 points.
  8. Piercing Arrows: All arrow attacks pierce targets.
  9. Beastmaster’s Might: Activating a signet grants might.
  10. Eagle Eye: Increases longbow & harpoon gun range. Increases longbow & harpoon gun damage by 5%.
  11. Signet of the Beastmaster: Active effects of signets also affect you.
  12. Remorseless: Regain Opening Strikes when you kill a foe.

Skirmishing

  1. Pet’s Prowess: Pet do 30% more damage on critical hits.
  2. Sharpened Edges: Chance to cause bleeding on critical hits.
  3. Trapper’s Defense: Create a spike trap while reviving an ally.
  4. Primal Reflexes: You gain 5s of vigor when you are struck by a critical hit.
  5. Companion’s Might: Critical hits grant might to your pets.
  6. Agility Training: Pets move 30% faster.
  7. Carnivorous Appetite: Pets gain health on critical hits.
  8. Trapper’s Expertise: Trap skills use ground targeting & are 50% larger.
  9. Honed Axes: You do 10% more critical damage when wielding an axe in your main hand.
  10. Quick Draw: Shortbow & longbow skills recharge 20% faster.
  11. Trap Potency: Conditions caused by traps last twice as long & traps recharge 20% faster.
  12. Moment of Clarity: Gain an attack of opportunity for you & your pet on interrupting a foe. Daze & stun durations you inflict are also increased by 50%.

Wilderness Survival

  1. Soften the Fall: Create Muddy Terrain when you take falling damage. You take 50% less damage from falling.
  2. Healer’s Clarity: Grants swiftness to you & your ally when you revive someone.
  3. Shared Anguish: Incoming disables are transferred to your pet.
  4. Vigorous Renewal: Gain vigor when using a heal skill.
  5. Expertise Training: Pets deal extra condition damage.
  6. Wilderness Knowledge: Survival skills recharge 20% faster.
  7. Off-hand Training: Offhand skills have a longer range & 20% quicker recharge.
  8. Oakheart Salve: Gain regeneration for 5s when you suffer from bleeding, poison or burning.
  9. Hide in Plain Sight: Applies camouflage when you are dazed, knocked down, launched, pushed back, or stunned.
  10. Martial Mastery: Sword, greatsword, & spear skills recharge 20% faster.
  11. Empathic Bond: Pets periodically take conditions from you.
  12. Bark Skin: You & your pet take 30% less damage when under 25% health.

Nature Magic

  1. Circle of Life: Create a healing spring on death.
  2. Concentration Training: Boons applied by your pets last longer.
  3. Nature’s Bounty: Regeneration you apply lasts 33% longer.
  4. Vigorous Spirits: Spirits have twice as much health.
  5. Strength of Spirit: 5% of vitality is given as a bonus to power.
  6. Nature’s Protection: Receive protection for 5 seconds when you take more than 10% damage in a single strike.
  7. Nature’s Vengeance: Activated skills of spirits are larger & trigger when the spirit is killed.
  8. Spiritual Knowledge: Spirit bonuses have a 35% better chance of providing their benefits.
  9. Two-handed Training: Greatsword & spear damage is increased by 5%.
  10. Enlargement: Pets get enlarged when you reach 25% health.
  11. Spirits Unbound: Spirits can move & follow you.
  12. Evasive Purity: Dodging removes blind & poison from you.

Beastmastery

  1. Speed Training: Pets recharge their skills 10% faster.
  2. Master’s Bond: Your pet has a bond with you that increases its attributes each time you kill a foe. When it is defeated or deactivated, the bond is reset.
  3. Shout Mastery: Shouts recharge 20% faster.
  4. Compassion Training: Pets heal for more.
  5. Commanding Voice: Pet skills (F2) recharge faster.
  6. Mighty Swap: Pets gain 3 stacks of might when they are activated.
  7. Rending Attacks: Drake, feline, devourer, & shark pets bleed on critical hit with their basic attacks.
  8. Stability Training: Ursine, porcine, & armor fish pets gain stability when disabled.
  9. Intimidation Training: Activated (F2) abilities for canines & spiders cause cripple.
  10. Vigorous Training: Moa, bird, & jellyfish pets grant AoE vigor when activated.
  11. Instinctual Bond: When you are downed, your pet gains quickness for 5 seconds.
  12. Natural Healing: Your pets have natural health regeneration.
Please stop assuming I’m a guy… I am female.

(edited by Panda.1967)

Trait consolidations and fixes.

in Suggestions

Posted by: Panda.1967

Panda.1967

Thief
Deadly Arts

  1. Back Fighting: +50% damage while downed.
  2. Corrosive Traps: Traps apply 5 stacks of vulnerability when triggered. Traps recharge 20% faster.
  3. Mug: Deal damage & gain life when stealing. This attack cannot critically hit enemies.
  4. Venomous Strength: When applied, venoms grant 2 stacks of might for 20 seconds.
  5. Potent Poison: Increases poison duration by 33%. Venom skills recharge 20% faster.
  6. Sundering Strikes: 40% chance to cause vulnerability for 5 seconds on a critical hit.
  7. Improvisation: Stealing recharges all skills of one type. Deal 10% more damage while wielding a bundle.
  8. Quick Venoms: Venom skills recharge 20% faster.
  9. Dagger Training: Dagger damage is increased by 5%.
  10. Combined Training: Dual skills deal 5% more damage.
  11. Panic Strike: When you strike a foe with less than 50% health, you cause immobilize for 4 seconds.
  12. Residual Venom: Applied venoms last one extra strike.

Critical Strikes

  1. Furious Retaliation: Gain fury for 10 seconds when your target reaches 50% health.
  2. Signets of Power: When activating a signet, gain 5 stacks of might that last 5 seconds.
  3. Side Strike: +7% chance to critical hit when hitting a foe from behind or the side.
  4. Concealed Defeat: Create a Smoke Screen when downed.
  5. Pistol Mastery: +10% damage with pistols.
  6. Practiced Tolerance: 5% of precision is converted into vitality.
  7. Ankle Shots: Critical hits with a pistol have a 60% chance to cripple foes for 3s.
  8. Signet Use: Gain 2 initiative when activating a signet. Reduces signet recharge by 20%.
  9. Combo Critical Chance: Dual skills have a +5% chance to critical hit.
  10. Critical Haste: 10% chance to get quickness on a critical hit.
  11. Executioner: Deal 20% extra damage when target is below 50% health.
  12. Hidden Killer: 100% critical hit chance while in stealth.

Shadow Arts

  1. Master Deception: Deception skills recharge 20% faster.
  2. Slowed Pulse: Grant 10 seconds of regeneration if you have 5 or more stacks of bleeding.
  3. Shadow Protector: When you stealth an ally, they gain regeneration for 5 seconds.
  4. Shadow’s Embrace: Remove one condition every 3 seconds while in stealth.
  5. Infusion of Shadow: Gain 2 initiative when using a skill that stealths you.
  6. Cloaked in Shadow: Going stealth blinds nearby foes.
  7. Power Shots: Shortbow & harpoon gun damage is increased by 5%.
  8. Hidden Thief: Stealing grants you 2 seconds of stealth.
  9. Leeching Venoms: Steal health when triggering a venom. This can only occur once per strike.
  10. Patience: Regain initiative faster while in stealth.
  11. Shadow’s Rejuvenation: Regenerate health while in stealth.
  12. Venomous Aura: When you use a venom skill, you apply the effects to all nearby allies as well.

Acrobatics

  1. Descent of Shadows: Release blinding powder when you take falling damage. Take 50% less damage from falling.
  2. Power of Inertia: Gain might whenever you dodge.
  3. Vigorous Recovery: Gain vigor when using a healing skill.
  4. Assassin’s Retreat: Gain swiftness when you kill an foe.
  5. Master Trapper: Traps recharge 20% faster.
  6. Fleet Shadow: Move 50% faster while in stealth.
  7. Fleet of Foot: Dodging removes cripple & weakness from you.
  8. Pain Response: Gain 10s of regeneration & remove bleeding, poison, & burning when struck & health is below 75%.
  9. Quick Recovery: Gain 2 initiative every 10 seconds.
  10. Assassin’s Reward: Heal yourself whenever you use a skill that uses initiative. Heal yourself for each point of initiative spent.
  11. Hard to Catch: Shadowstep away & give swiftness when you are disabled.
  12. Quick Pockets: Gain 3 initiative on weapon swap while in combat.

Trickery

  1. Merciful Ambush: Create an ambush trap while reviving an ally.
  2. Instinctual Response: Use feathers to blind & stealth when you take more than 10% of your health in a single strike.
  3. Uncatchable: Leave behind caltrops when you dodge.
  4. Flanking Strikes: Increases damage by 5% when attacking a foe from behind or the side.
  5. Thrill of the Crime: When you steal, you & all nearby allies gain fury, might & swiftness for 10 seconds.
  6. Long Reach: Increases the range on stealing.
  7. Bountiful Theft: Stealing grants you & all nearby allies vigor for 15 seconds. Up to two boons are also ripped from your target & granted to nearby allies.
  8. Trickster: Tricks recharge 20% faster.
  9. Initial Strike: Attacks with the first weapon-skill slot have a 7% chance to regain 1 initiative.
  10. Ricochet: Pistol shots have a 20% chance to bounce to an additional target.
  11. Hastened Replenishment: You receive 4 initiative when using a heal skill.
  12. Sleight of Hand: Stealing also dazes your target for 1 second.
Please stop assuming I’m a guy… I am female.

(edited by Panda.1967)

Trait consolidations and fixes.

in Suggestions

Posted by: Panda.1967

Panda.1967

Mesmer
Domination

  1. Mental Torment: Mind Wrack causes 20% more damage.
  2. Halting Strike: Deal damage when interrupting a foe.
  3. Empowered Illusions: Illusions inflict 15% more damage.
  4. Rending Shatter: Shattering illusions causes vulnerability for 8 seconds to nearby foes.
  5. Crippling Dissipation: Clones cripple nearby foes when they are killed.
  6. Signet Mastery: Signets recharge 20% faster.
  7. Shattered Concentration: Shatter skills also remove a boon on hit.
  8. Confusion Enchantments: Glamour skills cause confusion for 5 seconds to foes who enter or exit their areas.
  9. Cleansing Conflagration: Torch skills remove conditions. Reduces cooldowns of torch skills by 20%.
  10. Greatsword Training: +50 power while wielding a greatsword. Reduces recharge of greatsword skills by 20%.
  11. Harmonious Mantras: Mantras can be activated three times before needing to be channeled again.
  12. Confounding Suggestions: 50% chance to cause a 1-second stun whenever you daze a target.

Dueling

  1. Far-Reaching Manipulations: The range of your manipulation skills is increased. Manipulation skills have 20% shorter cooldowns.
  2. Phantasmal Fury: Your phantasms have fury. Phantasms recharge 20% faster. (Move to XII)
  3. Retaliatory Shield: Gain 3 seconds of retaliation when you block an attack.
  4. Blade Training: +50 precision while wielding a one-handed sword or a spear. Reduces the recharge of sword & spear skills by 20%.
  5. Desperate Decoy: Cloak & leave a clone of yourself behind at 25% health.
  6. Protected Mantras: Increases armor while casting mantras.
  7. Mantra Mastery: Mantras recharge 20% faster.
  8. Blurred Inscriptions: Activating a signet grants you 1 second of distortion.
  9. Duelist’s Discipline: Increases pistol attack range for you & your illusions. Reduces recharge of pistol skills by 20%.
  10. Deceptive Evasion: Create a clone at your current position when you dodge.
  11. Empowering Mantras: 4% more damage for each readied mantra.
  12. Furious Interruption: Gain 4 seconds of fury when you interrupt a foe. _(Move to II)/-

Chaos

  1. Chaotic Revival: Gain 5 seconds of Chaos Armor when you rally.
  2. Descent into Madness: Create a chaos storm when you take falling damage. Take 50% less damage from falling.
  3. Master of Manipulation: Manipulation skills have 20% shorter cooldowns.
  4. Illusionary Defense: 3% reduced damage for each illusion you have in the world.
  5. Debilitating Dissipation: Clones apply a random condition to nearby foes when they are killed.
  6. Retaliatory Demise: Gain 5 seconds of retaliation when you are downed.
  7. Mirror of Anguish: When disabled, you mirror the disable back to the source.
  8. [s]Chaotic Interruption: Apply a random condition when you interrupt a foe.[]
  9. Cleansing Inscriptions: Activating a signet removes a condition.
  10. Chaotic Dampening: +50 toughness while wielding a staff or trident. Reduces recharge of staff skills by 20%.
  11. Bountiful Interruption: Apply a random boon to yourself and a random condition to foe when you interrupt a foe.
  12. Prismatic Underst&ing: Cloaking skills last 1 second longer & you gain a random boon when you are cloaked.

Inspiration

  1. Medic’s Feedback: Create a feedback bubble while reviving an ally.
  2. Glamour Mastery: Glamour skills recharge 20% faster.
  3. Vigorous Revelation: Shattering illusions grants vigor to nearby allies.
  4. Mender’s Purity: Remove a condition when you heal.
  5. Persisting Images: Phantasms have 20% more health.
  6. Compounding Celerity: Move faster for each active illusion.
  7. Malicious Sorcery: +50 condition damage when wielding a scepter. Reduces recharge of Scepter skills by 20%.
  8. Warden’s Feedback: Focus skills reflect projectiles. Reduces recharge of focus skills by 20%.
  9. Temporal Enchanter: Glamour skills last longer & recharge 20% faster.
  10. Restorative Mantras: Heal allies when you cast a mantra.
  11. Shattered Conditions: Using a shatter skill removes a condition.
  12. Restorative Illusions: Heal a small amount when you shatter illusions.

Illusions

  1. Precise Wrack: 10% higher critical-hit chance with Mind Wrack.
  2. Confusing Cry: Cry of Frustration grants retaliation.
  3. Compounding Power: 3% more damage for each of your active illusions.
  4. Masterful Reflection: Distortion grants reflection.
  5. Master of Misdirection: Confusion you inflict lasts 33% longer.
  6. Illusionary Invigoration: Recharge all of your shatter skills at 50% health.
  7. Illusionary Elasticity: Bouncing attacks have one additional bounce.
  8. Dazzling Glamours: Glamour skills blind foes at target location.
  9. Blinding Befuddlement: Cause confusion when you blind an foe.
  10. Phantasmal Haste: Phantasms recharge 20% faster.
  11. Illusionary Persona: Shattering illusions creates the shatter effect on you as well.
  12. Impued Diversion: Diversion hits multiple targets.
Please stop assuming I’m a guy… I am female.

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Panda.1967

Necromancer
Spite

  1. Death’s Embrace: Deal 50% more damage while downed.
  2. Spiteful Talisman: Focus skills recharge 20% faster & have increased range.
  3. Spiteful Removal: When you kill a foe you lose three conditions.
  4. Signet Mastery: Signets recharge 20% faster.
  5. Spiteful Spirit: Gain retaliation for 3 seconds when entering Death Shroud.
  6. Reaper’s Might: Life Blast & Plague Blast grant might for 15 seconds.
  7. Spiteful Marks: Marks deal 10% more damage.
  8. Signet Power: Activating a signet gives you three stacks of might for 10 seconds.
  9. Training of the Master: Minion damage is increased by 30%.
  10. Chill of Death: Cast Spinal Shivers on an enemy when they hit 25% health.
  11. Axe Training: Axe damage is increased & axe skills recharge 20% faster.
  12. Close to Death: Increases damage by 20% to enemies below 50% health.

Curses

  1. Toxic landing: Creates a poison cloud when you take falling damage. Take 50% less falling damage.
  2. Hemophilia: 20% increased bleeding duration.
  3. Chilling Darkness: When you blind a target, you also apply chill for 1 second.
  4. Weakening Shroud: Cast Enfeebling Blood when entering death shroud.
  5. Reaper’s Precision: You have a 33% chance to gain 1% life force on critical hits.
  6. Terror: Fear deals damage, & it deals an additional 50% damage if the target has another condition on them.
  7. Master of Corruption: Corruption skills recharge 20% faster.
  8. Banshee’s Wail: Warhorn skills recharge 15% faster, & their effects last longer.
  9. Focused Rituals: Well skills use ground targeting.
  10. Spectral Attunement: Spectral skills have longer durations & grant life force on use. Spectral skills recharge 20% faster.
  11. Lingering Curse: Conditions inflicted by scepter skills last 33% longer.
  12. Withering Precision: 25% chance to cause weakness on critical hits.

Death Magic

  1. Dark Armor: Gain 400 toughness while channeling.
  2. Greater Marks: Increases area of marks & marks become unblockable.
  3. Minion Master: Minion skills recharge 20% faster.
  4. Ritual of Protection: Wells apply protection for 3 seconds when cast. Wells recharge 20% faster.
  5. Staff Mastery: Staff skills recharge 20% faster. Marks deal 10% more damage
  6. Shrouded Removal: Lose a condition when you enter death shroud.
  7. Spiteful Vigor: Gain retaliation for 5 seconds when you heal.
  8. Reaper’s Protection: When disabled, nearby foes fear you.
  9. Death Shiver: Apply vulnerability for 10 seconds every 3 seconds to nearby enemies while in Death Shroud.
  10. Flesh of the Master: Minions have 50% more health.
  11. Death Nova: Whenever a minion dies, it explodes in a cloud of poison that lasts for 3 seconds.
  12. Necromatic Corruption: Minions have a 10% chance to remove a boon when they attack.

Blood Magic

  1. Dagger Mastery: Dagger skills recharge 15% faster.
  2. Bloodthirst: Siphoning health is 50% more effective.
  3. Mark of Evasion: Leave a Mark of Blood when you dodge.
  4. Ritual of Life: Create a Well of Blood whenever you revive an ally.
  5. Vampiric Precision: Siphon health whenever you critical hit.
  6. Transfusion: Life Transfer heals nearby allies.
  7. Vampiric Master: Minions siphon health & transfer it to you.
  8. Ritual Mastery: Wells recharge 20% faster.
  9. Deathly Invigoration: Heal in an area when you leave death shroud.
  10. Quickening Thirst: Move 15% faster while wielding a main hand dagger, move 10% faster while wielding an offhand dagger. Dagger skills recharge 15% faster.
  11. Fetid Consumption: Minions draw conditions.
  12. Vampiric Rituals: Wells also siphon health every time they pulse.

Soul Reaping

  1. Fear of Death: Apply fear to foes when you are downed.
  2. Vital Persistence: Life force drains 25% slower while in death shroud.
  3. Path of Midnight: All death shroud skills recharge 15% faster.
  4. Spectral Mastery: Spectral skills recharge 20% faster.
  5. Speed of Shadows: Move 15% faster while in death shroud. All death shroud skills recharge 15% faster.
  6. Unyielding Blast: Life Blast pierces & causes vulnerability.
  7. Mark of Revival: Create a Reaper’s Mark while reviving someone.
  8. Decaying Swarm: At 25% health, you become surrounded by a locust swarm.
  9. Master of Terror: Fear you inflict lasts 50% longer.
  10. Soul Marks: Marks generate 3% life force when triggered.
  11. Foot in the Grave: Gain stability for 3 seconds when you enter death shroud.
  12. Near to Death: Death Shroud recharges 50% faster.
Please stop assuming I’m a guy… I am female.

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Panda.1967

Elementalist
Fire Magic

  1. Lava Tomb: Create a Lava Font when downed.
  2. Burning Fire: Cleansing Flame, Signet of Fire, Conjure Flame, & Conjure Fiery Greatsword inflict 3 seconds of burning.
  3. Ember’s Might: Deal 5% extra damage to burning foes.
  4. Spell Slinger: Cantrips grant you 3 stacks of might when used.
  5. Burning Precision: 30% chance to cause burning on a critical hit.
  6. Internal Fire: Deal 10% more damage while attuned to fire. All your fire weapon skills recharge 20% faster.
  7. Pyromancer’s Alacrity: All your fire weapon skills recharge 20% faster.
  8. Conjurer: Conjured weapons have 10 more charges.
  9. Fire’s Embrace: When you activate a signet, you gain a fire shield for 3 seconds.
  10. One with Fire: Flame Barrier’s chance to burn foes goes up the longer you are attuned to fire.
  11. Persisting Flames: Fire fields last 30% longer.
  12. Pyromancer’s Puissance: Each fire spell you cast adds might for 10 seconds.

Air Magic

  1. Zephyr’s Boon: Auras grant fury & swiftness when applied.
  2. Zephyr’s Focus: Your endurance regenerates 100% faster while channeling skills.
  3. Quick Glyphs: Glyphs recharge 20% faster. Grants a boon associated with your current attunement when you cast a glyph.
  4. One with Air: You move 5% faster every 10 seconds you are attuned to air. Maximum of 25% bonus movement speed.
  5. Soothing Winds: 5% of your precision is converted to healing.
  6. _ Bolt to the Heart:_ Deal 20% more damage to foes with less than 33% health.
  7. Arcane Lightning: Gain 3% more critical-hit damage for 10 seconds when you use an arcane skill.
  8. Inscription: Grants a boon associated with your current attunement when you cast a glyph.
  9. Aeromancer’s Alacrity: All your air weapon skills recharge 20% faster. Deal 10% more damage while attuned to air.
  10. Air Training: Deal 10% more damage while attuned to air.
  11. Tempest Defense: Surround yourself with a Shocking Aura when disabled.
  12. Grounded: Deal 20% more damage to knocked down & stunned foes.

Earth Magic

  1. Obsidian Focus: Gain toughness while using a channeled skill.
  2. Signet Mastery: Signets recharge 20% faster.
  3. Earth’s Embrace: Gain Armor of Earth when health reaches 50%.
  4. Salt Stone: Deal 5% more damage to bleeding foes.
  5. Elemental Shielding: Gain protection for 3 seconds when applying an aura to yourself or an ally.
  6. Stone Splinters: Deal 5% more damage when you are within a distance of 50 of your target.
  7. Strength of Stone: Deal 10% more damage while attuned to earth. All your earth weapon skills recharge 20% faster.
  8. Serrated Stones: Bleeds you apply last 20% longer.
  9. Geomancer’s Freedom: You recover from crippled, immobilized, & chilled 33% faster.
  10. Geomancer’s Alacrity: All your earth weapon skills recharge 20% faster.
  11. Rock Solid: Grant stability to nearby allies when attuning to earth.
  12. Written in Stone: Maintain the passive effects of signets when you activate them.
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Water Magic

  1. Aquamancer’s Alacrity: All your water weapon skills recharge 20% faster.
  2. Shard of Ice: Arcane & signet skills cause vulnerability when activated.
  3. Soothing Disruption: Cantrips grant you regeneration & vigor.
  4. Piercing Shards: While attuned to water, your spells deal 20% more damage to vulnerable foes. All your water weapon skills recharge 20% faster.
  5. Cleansing Wave: Remove a condition from you & your allies when attuning to water.
  6. Vital Striking: Deal extra damage when health is above 90%.
  7. Stop Drop & Role: Dodge rolling removes burning & chilled.
  8. Arcane Abatement: Take 50% less damage from falling. Create a spell when you take falling damage, based on your attunement.
  9. Cantrip Mastery: Cantrips recharge 20% faster.
  10. Soothing Wave: Mist Form, Frost Bow, & Signet of Water grant 6 seconds of regeneration. Damage & inflict chill & vulnerability to nearby foes while in mist or vapor form.
  11. Cleansing Water: Remove a condition when granting regeneration to yourself or an ally.
  12. Powerful Aura: Auras are applied to nearby allies.

Arcana

  1. Arcane Mastery: Arcane skills recharge 20% faster.
  2. Arcane Resurrection: You have 10% increased revive speed. When you revive an ally, you & the revived ally gain an aura based on your attunement.
  3. Arcane Retribution: Gain Arcane Power at 75% health.
  4. Final Shielding: Create an Arcane Shield when health reaches 25%.
  5. Elemental Attunement: When attuning to an element, you & all nearby allies gain: Fire: might; Water: regeneration; Air: swiftness; Earth: protection;
  6. Renewing Stamina: Gain vigor when you deliver a critical hit.
  7. Vigorous Scepter: Endurance recharges faster while wielding a scepter.
  8. Blasting Staff: Area attacks with staff are larger.
  9. Windborne Dagger: Move 15% faster when wielding a dagger.
  10. Arcane Energy: Arcane & signet skills restore 25% endurance when used. Arcane skills recharge 20% faster.
  11. Evasive Arcana: Create an attunement-based spell at the end of your dodge.
  12. Elemental Surge: Based on attunement, arcane skills cause: Fire: burning; Water: chilled; Air: blindness; Earth: immobilized;
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Posted by: Panda.1967

Panda.1967

Feel free to post now. I know it’s a lot of information to skim through but hopefully we can get a good constructive discussion going on about how traits should be adjusted.

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Posted by: Panda.1967

Panda.1967

someone has to have some opinions to contribute

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Posted by: Carighan.6758

Carighan.6758

If I am to assume that the idea of Duelling for Mesmers is to overpower the enemy, then I would move the combined Phantasm skill (Fury + faster attack-recharge) to XII, and move Furious Interruptions down to II.

Reasoning:

  • Furious Interruptions is very weak as a trait, but even more so for being so deep in a line when another line already has a Master and a Grandmaster Interrupt-trait (Chaos). By making it more accessible, it offers an alternative solution to simply buffing it. The issue remains that one of our strongest interrupts (Sword #4) has it’s CD reduction trait in the same slot then, but I’d tackle that separately.
  • A combined Phantasm-damage trait is actually very powerful. It might be sensible to make individual traits for Phantasms much stronger, but move them so they can’t all be taken at the same time. Potentially the interval-reduction needs to be buffed to 30%.
The strength of heart to face oneself has been made manifest. The persona Carighan has appeared.

(edited by Carighan.6758)

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Posted by: Carighan.6758

Carighan.6758

Separate post to make them easier to process, I’d fold Chaotic Interruption into Bountiful Interruption in Chaos, and then make it also proc from being interrupted.

That should make it strong enough a trait for a GM slot. And being random conditions and boons it fits in really well with the Chaos line still.

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Posted by: Panda.1967

Panda.1967

Those are some pretty good points. added to the list ^-^

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Posted by: Seras.5702

Seras.5702

Also, the Engineer flamethrower & elixir gun traits need to be consolidated a bit. Juggernaut, Deadly Mixtures, and Fireforged Trigger should be reworked. As it is, FT & EG seem like they have to be taken together.

Flixx Gatebuster, Orwynn Lightgrave, Seras Snapdragon
[TTBH] [HATE], Yak’s Bend(NA)

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Posted by: Panda.1967

Panda.1967

Also, the Engineer flamethrower & elixir gun traits need to be consolidated a bit. Juggernaut, Deadly Mixtures, and Fireforged Trigger should be reworked. As it is, FT & EG seem like they have to be taken together.

How would you suggest reworking Juggernaut?

And as for Deadly Mixtures and Fireforged Trigger are you suggesting merging them into one trait or redistributing them so that they read as follows instead:

Fireforged Trigger: Flamethrower skills deal 15% extra damage and recharge 20% faster.

Deadly Mixtures: Elixir gun skills deal 15% extra damage and recharge 20% faster.

Merging them might be a bit overpowered since the traits affect multiple kits but redistributing them like this would make sense in my opinion…

as for juggernaut… personally I don’t see how or why it would need a rework… would love to hear what you had in mind for this and why.

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Posted by: Seras.5702

Seras.5702

Juggernaut rocks. But nobody who runs FT is going to skip that trait, so why not roll either the damage boost or CD reduction into it? And I don’t think Deadly Mixtures and Fireforged Trigger each need to tackle 2 different kits. If I am running a non-FT build I want to have the ability to buff my EG without going into the FT traits. Because they’re split, I don’t feel like I’m getting bonus FT buffs, but rather wasting 1/2 my trait on a kit I’m not using.

Flixx Gatebuster, Orwynn Lightgrave, Seras Snapdragon
[TTBH] [HATE], Yak’s Bend(NA)

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Posted by: Panda.1967

Panda.1967

Juggernaut rocks. But nobody who runs FT is going to skip that trait, so why not roll either the damage boost or CD reduction into it? And I don’t think Deadly Mixtures and Fireforged Trigger each need to tackle 2 different kits. If I am running a non-FT build I want to have the ability to buff my EG without going into the FT traits. Because they’re split, I don’t feel like I’m getting bonus FT buffs, but rather wasting 1/2 my trait on a kit I’m not using.

The purpose of the suggestion isn’t to turn already beneficial and useful traits into overly beneficial traits, so Juggernaut will stay as it is for now…

As for Deadly Mixtures and Fireforged Trigger… you’ve got me utterly confused now…

If we split them to focus on one kit each, that would mean you spend one trait slot on your EG or FT buffs respectively. Thus you wouldn’t have the feeling of “wasting 1/2 your trait on a kit your not using”. But you think they shouldn’t be split? How else would you propose fixing them then? If they remain as they are then you might be getting buffs for a kit you don’t use and feel it’s wasted potential???

merging the two traits also won’t work since that would likely turn into one OP trait instead of two separate highly beneficial traits… currently they both do seem very beneficial, though a simple redistribution of effects would make each slightly more beneficial as well as more focused.

Please stop assuming I’m a guy… I am female.

(edited by Panda.1967)

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Posted by: Carighan.6758

Carighan.6758

Maybe keep Deadly Mixtures as-is (the talent makes sense, deadly mixtures = more powerful napalm), but fold the CD-reduction for Flamethrower into Juggernaut. Or even better, make Juggernaut make the FT cause more damage / debuffs, and keep the CDs.

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Posted by: Panda.1967

Panda.1967

Maybe keep Deadly Mixtures as-is (the talent makes sense, deadly mixtures = more powerful napalm), but fold the CD-reduction for Flamethrower into Juggernaut. Or even better, make Juggernaut make the FT cause more damage / debuffs, and keep the CDs.

I’m still not sure about buffing Juggernaut…

Juggernaut: You gain 200 toughness while wielding a flamethrower. In addition, gain might for 15 seconds every 3 seconds, as long as you remain in this weapon kit.

That already appears to be a very beneficial and powerful trait as is… As I stated earlier, the purpose of this thread isn’t to buff already powerful traits but instead to merge and buff less desirable traits and traits that otherwise are under-preforming in their current state.

I haven’t gotten a chance to use the juggernaut trait myself (primarily because I never saw flamethrower as a desirable kit) so I wouldn’t know for certain if it really does provide as large of a benefit as it appears to by reading it… however… 200 toughness is a nice little defense boost and paired with a permanent 5Might stack while using Flamethrower… I fail to see where this trait would need a further buff…

Dividing Fireforged Trigger and Deadly Mixtures honestly seems like a better option than buffing juggernaut to me.

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Posted by: Panda.1967

Panda.1967

I hope Anet takes a look at this and does something about reworking a lot of traits.

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Posted by: Doctor Orderly MD PhD DDS.7625

Doctor Orderly MD PhD DDS.7625

Great thread. My (potential) contribution:

Warrior
Lung Capacity, add to Inspiring Shouts
or Inspiring Shouts add to Lung Capacity

Stronger Bowstrings, add to Burning Arrows
or Burning Arrows, add to Stronger Bowstrings

Furious Speed, add to Warrior’s Sprint
or Warrior’s Sprint, add to Furious Speed

(The alternatives are relevant because of tier placement (Adept – Master) and naming – effect)

Ranger
Malicious Training, add to Expertise Training
or vice versa

Compassion Training, add to Concentration Training
or vice versa

Spiritual Knowledge, add to Nature’s Vengeance

Vigorous Spirits, add to Spirits Unbound

Commanding Voice, add to Speed Training

Necromancer
Signet Mastery, add to Signet Power

Of course major trait overhauls is another, imo better, option. But lacking that, this is a good start :P