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My version of the Tempest

in Elementalist

Posted by: Aedus.5973

Aedus.5973

New Weapon: Sword.
The Tempest will gain sword as a new weapon but loses the ability to equip a staff. Staff gives elementalist a “wizard” feel, which is the counterpart of the aggressive fighter tempest.
Sword Skills:
Fire:
1: Fan the Flames: (1) Fan the Flames: swing the sword to 1 side dealing X amount of damage. (2) Consuming flames: swing the sword to the other side dealing Y amount of damage and grants initiative (3) Devouring Flames: a slow frontal arc that deals higher damage than the first two swings and grants initiative. This is similar to a warrior’s hammer, where if you want to avoid the most damage you have to avoid the third swing
2: Inferno Furnace: (1) Inferno Furnace: deal small damage over time to targets around you. After 4 seconds, you will detonate for a large amount of damage and burning while destroying projectiles. (2) Inferno Blast: detonate the inferno prematurely but deal significantly less damage.
3: Firestorm’s Reach: leap forward and strike the target for mediocre damage and applying 2s of weakness to the enemy.
Water:
1: Torrent: Stab the ground with your sword, Water blades will rise from under the foe and allies to damage and heal (a little amount) respectively, gaining initiative.
2: Flash Freeze: Damage the target for X amount of damage. Casting this ability three times will cause your next Torrent to deal 100% more damage to foes and 300% more healing to allies
3: Unrelenting Tide: Unleash a flood of water at a location that knocks back enemies and leaves a water field.
Air:
1: Storm Bolt: (1) storm bolt: does a short distance lightning flash towards the enemy and stab for X amount of damage (2) Lightning Rend: slash foe for Y amount of damage and gain initiative. (3) Shifting Storm: Slash the foe for Z amount of damage while evading during the animation, gain initiative.
2: Electric Essences: (1) Electric Essences: imbue your next attack with electricity, gaining electric essence; causes your next attack to deal extra X amount of damage, daze the target. (2) Fork Lightning: unleash a volley of electricity in front of the Tempest after a small cast time, dealing Y amount of damage, consuming the electric charge, and dazes all enemies hit by this attack. Activating Fork Lightning costs extra initiative.
3: Fury of the Storm: The tempest lightning flashes towards their target to slash their target for X amount of damage, then slash nearby random enemies for 4 additional flashes – for a total of 5 flashes. The first and last flash will always hit the same enemy. Consecutive strikes on the same target will dramatically reduce damage. The Tempest gains evasion during this skill.
Earth:
1: Can’t think of anything that have a natural disaster related name that isn’t taken.
2: Roaring Tremor: the Tempest impale the ground with their sword, creating a Tremor under their feet that pulses 5 times, dealing X damage of damage and apply cripple each pulse.
3. Earth Prison: surround target with a ring of rocks, lasting 3 seconds, that prevents the enemy from passing. Can be destroyed with one attack. When enemies destroy the ring, it explodes applying 2 stack of bleed and 2 seconds of weakness in the area.
Utilities
The shouts that ANET have are pretty good effect, but it would be better if they put those skills in another category or have better names.

Elite:
Elemental Ascension: After a short cast time, the Tempest immediately enter Overload state. 180 second cool down. This elite will be useful for situation where the Tempest want to switch to another attunement but doesn’t want to lose momentum of losing imitative and the previous overloaded attunement.

Thoughts and opinions?

My version of the Tempest

in Elementalist

Posted by: Aedus.5973

Aedus.5973

New Mechanic: initiative
Since the Tempest stays in a single attunement for an extended period of time. They will not have enough abilities for them to last an entire encounter. All of the tempest’s weapon abilities will have NO COOLDOWN – except for obsidian flesh, shocking aura, whirling wind, earthquake, gale, magnetic wave which will have a small cool down of 5 – 10 seconds. ALL of the tempest’s weapon abilities (except skill #1) will use initiative.
The Tempest can store up to a maximum of 20 initiatives, but will only start the fight with 10. Additional initiative can be gained by using the “1” skill of each weapon set. After using 20 initiative, the Tempest will enter a charged state, gaining additional initiatives per second. After using 30 initiatives, the Tempest will enter an overload state, surrounding them with a storm of their respective elements (like ANET’s version but stronger) and certain weapon skills will be empowered.
Switching to another attunement will cause ALL other attunements to enter a 20 second cool down, the tempest will lose the charged state/overload state and return to 10 initiative. So this discourages the Tempest from attunement dancing unless they desperately needed extra damage to finish a person off or cast water spell to save their life.
Empowered Abilities
*Main Dagger:
*Dragon’s Claw: gain an additional projectile
*Drake’s Breath: each second of channel will remove a boon
*Burning Speed: hitting a target will grant swiftness
*Vapor Blade: decrease cast time by 50%
*Cone of Cold: heals for 50% of damage on chilled targets
*Frozen Burst: leave a small ice field at burst location (5 second internal cooldown)
*Lightning Whip: Increase damage by 15%
*Lightning Touch: Evades for a short period when casted
*Impale: enemies hit will be crippled for 1s .
*Magnetic Grasp: Magnetic Leap will daze the target.

*Off Dagger:
*Fire Grab: Increase width by 25%
*Cleansing Wave: deals minor damage and remove a single boon from enemy nearby
*Ride the lightning: deals more damage the more distance you traveled during the skill
*Churning Earth: enemies hit by the blast of churning earth will be knocked down
*Will do Focus and Scepter later. Notice I left out some skills because I feel like those skills are already in a good place.

My version of the Tempest

in Elementalist

Posted by: Aedus.5973

Aedus.5973

I am kind of disappointed with the Tempest reveal. Mostly with the fact that they are getting warhorn instead of swords because it only offers more support & utilities to the elementalist, who is already amazing in that department – massive might stacking in pve, sustain and condition removal in pvp, swiftness stacking in zergs.
The other thing is shouts, which makes sense for the “sound” aspect of a tempest/storm, but they are redundant as four other professions already utilize shouts. Shouts does not befit the Tempest as much as the other professions. I remember someone in another thread posted: “Guardians/Warriors shout to inspire allies, Reapers shout to threaten their enemies, Rangers shout to command their pets.” To me, Tempest shouts seems like those anime characters that shout the name of their skill when they use it.
But I do like the new attunement overloading system, which is something different from the “stance dance” of the elementalist.
Here’s my version
My interpretation of the Tempest
An Elementalist controls the elements, but a Tempest becomes the elements themselves, bringing utter destruction to their enemies like a natural disaster. Unlike the elementalist, whose versatile play style revolves around rotating through the four attunements for combos and access to a large amount of utility, the tempest will focus on remaining on one attunement that best accommodates the situation they encounter.
The tempest will be a close-mid range, aggressive mobile fighter character (Think sword/dagger thief except less mobility / damage for more utility and sustain).
Ultimately, the tempest will be stronger in every attunement compare to the Elementalist. However, they are more “trapped” in their current attunement and does not have the versatile kitten nal that the Elementalist have access to by rotating through attunements. The tempest will be stuck in their attunement’s roles:
Fire: Damage and condition, but weak survivability
Water: Healing and condition cleansing, but deals mediocre damage
Air: Damage, mobility, and decent survivability, but does not deal as much damage as fire.
Earth: Self-sustaining skills and control, but deals mediocre damage and provide no support

Combat UI improvements

in Suggestions

Posted by: Aedus.5973

Aedus.5973

I support this idea. I prefer GW2 moving towards the path of hack’n’slash because of its small skill set. This implementation would make GW2 feel more fluid.

(edited by Aedus.5973)

Is it a genuine game problem or is your perspective skewed?

in Guild Wars 2 Discussion

Posted by: Aedus.5973

Aedus.5973

No… That is not what I said… I apologies if you misunderstood me. I thought I was fairly clear in what I said. But i’ll try reiterate for you…
There is a vast difference between discovering bugged content, a legitimate concern for any game. And complaining that the games main features are not going to be successful because they aren’t like WoW.

The explorer mode for each dungeon does indeed change the experience of the dungeon. They have entirely different bosses, different mechanics and different stories.

I do not recall them mentioning branching dynamic events. However they did mention branching story lines and for the most part they do actually branch outward. Though the branches are fleeting and not as permanent as we might have hoped. And reconvene together as you reach the final act.

Most of the issues with the lack of events is due to them being balanced weakly. The events act like a pendulum swaying from side to side. However presently most events in zones outside of Orr are too easy. And therefore the pendulum never swings due to players always dominating the enemy force. This is a balancing issue, these things happen and they have said they are working on them in other threads.

They did promise branching events in multiple interviews. And I am not talking about explorer mode dungeon paths; I am talking about them promising DEs INSIDE DUNGEONS that will change the dungeon experience but never implementing them (Colin said this in an interview with the person who did MMO reports).

Is it a genuine game problem or is your perspective skewed?

in Guild Wars 2 Discussion

Posted by: Aedus.5973

Aedus.5973

So what you’re saying that every bit of flaws in GW2 is WOW’s fault, OP? That is bull. I’m pretty sure flaws in a game are the developers’ fault.
Dynamic Events are the crowning features of GW2. They boasted about how every play-through the same zone will be different, but I’ve repeated certain events (in the same play session) like 7 to 10 times before leaving the zone. They boasted about branching events, but the events only progress down a single path.
I remember in an interview, they said there would be events in explorer mode dungeons that actually changes the experience. I completed 2 dungeons thoroughly, but I don’t see any events that changes the dungeon experience. What I see, though, is dungeons that are rushed, especially honor of the waves: the bugs in there are hilarious (jellyfishes stuck on land, mobs going through walls)
GW2 is a good game. What is disappointing is that it could have been an awesome game.

(edited by Aedus.5973)

[Suggestion] 3rd Soldier Profession

in Suggestions

Posted by: Aedus.5973

Aedus.5973

We don’t need a new class; I believe gw2 already cover all the class elements in fantasy games. They should just improve the classes we have now (balance, add new spells, etc).

Terribly disappointed in this game overall

in Guild Wars 2 Discussion

Posted by: Aedus.5973

Aedus.5973

I was disappointed because of the lack of variety in dynamic events. In Queensdale, I did the “escorting the packbull to Claypool” 6 times in my first play through. In Sparkfly Fen, I did “defending the Hylek villages” like around 15 times and killed tequalt 4 times before I moved on to the next zone (My play sessions are 6-8 hours straight each day). The events are looping too fast, and I think the problem is that they don’t have enough events for a longer interval.