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Revenant: Solution (Maybe Maybe Not)

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Posted by: Agile Sound.7516

Agile Sound.7516

The main reason why the Revenant is having such a tough time are:

The EIGHT core Professions have multitudes of skills that can be applied to different play-styles. For the Revenant however you are only provided with the utilities for that particular legend/role . The skills have high energy cost, while only having access to 50% energy with no method to regenerate that said energy except by being forced to swap legends. The skills are under powered and are not viable in PvP nor WvW. The traits lines and Legend skills are based on the core eight professions instead of treating each legend as a profession on their own, creating a self-imposed “trinity system” that recoils the profession as a whole.

Problem 1. The buffs, boons, etc. are “based” off the idea of the other core “eight” professions “traits systems” whereby the other core professions are able to out-do the Revenant especially with its limited utilities pool.

Solution:

  • Allow stances provided by the Revnant player to have the option of a “Partywide” stance (up to 5 players) and a “Solo stance” (The Revenant player only) via the click of a button (similar to the PoF mount button) that will alter the attributes of that said stance via percentages. This will make up for the Revanants lack of of buffs by providing utilities that are only unique to the profession itself.

Problem 2. There are a very limited number of skills leaving only two options:

  1. Overpower them (to be nerfed later)
    OR
  2. Limit their usage as much as possible. (Energy)
    Problem with these options… THE REVENANT HAS BOTH!

Solutions:

Option A: If the skills are too overpowered than divide them up. Allow the Revenants utility skills to become more like Kits for the Engineer, Tomes for the Firebrand, or Attunements for the Elementalist whereby a single utility stance skill can provide more possibilities.

Option B: Do not dedicate legends to a specified trait-line instead base each trait line row (minor and major traits) to a key “attribute” for each Legend to create synergy with another Legend.

  • Example:
    Devastation = Row 1: Power, Row 2: Precision, Row 3: Ferocity
    Retribution = Row 1: Power, Row 2: Vitality, Row 3: Toughness
    Herald = Row 1: Concentration, Row 2: Vitality, Row 3: Healing Power
    Corruption =Row 1: Condition Damage, Row 2: Precision, Row 3: Expertise
    Renegade = Row 1: Condition Damage, Row 2: Toughness, Row 3:
    Salvation = Row 1: Healing Power, Row 2: Toughness, Row 3: Vitality
    Invocation = Row 1: Ferocity, Row 2: Concentration, Row 3: Power

Problem 3. Specializations are associated with a “single legendary” stance that benefits a “single weapon” instead having specializations being able to be “associated with all legendary stances”, and “weapons” as a result Half of the DPS applied by the Revenant are “defined” by utility skills rather than the weapons themselves.*

Solution: Allow Weapon skills to become the main form of DPS, while allowing the other utility skills to be used for movement, damage increase percentage, condition reduction, regeneration, shadow stepping and most importantly survivability only.

Problem 4. Each Legend is confined to a “SINGLE ROLE,” or one attributed category per Legendary Stance meaning none of the Legends can really synergize and be viable for “other/contradicting” legends which limits the play-style even further.

Solution: Allow each Legend “utilities” to have their own functionality, in other words TO BE THEIR OWN PROFESSION. Each Legend should be able to be played by itself (without the excessive need to swap Legends) as if playing a core profession while having trait lines that are equally beneficial to each legend; not be bound to a single stance.

6. 50% Energy

  1. Energy Renewal at the cost of health instead of only through legend swapping.
  2. Weapon skills either cost no energy cost, or gain energy upon weapon swapping.
  3. Legends can be played at 100% ENERGY instead of 50%.

Thank you for reading If you have any suggestions let me know!

Renegade: Skill Alteration (Not gonna happen)

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Posted by: Agile Sound.7516

Agile Sound.7516

Thanks for your reply Malthurius.6870 and Kidel.2057!

I’m really am starting to believe that the Rev would become a lot more viable if the energy cost were lowered, or if we had skills that could regenerate energy rather than just relying on legend swap. Just saying if you look at the GW1 skills like “Blood is Power” you gain energy at the sacrifice of health. I think if these mechanics were brought back without too many alteration the class could focus upon more of each legend acting out there particular role Mallyx being condition, Jalis Toughness, Shiro Power, Glint Boons, Kalla…trying to figure out…. Another part that baffles me is the sheer fact that we don’t get energy upon weapon swap and that the weapons cost energy at all. The class would be way more beneficial without these issues.

(edited by Agile Sound.7516)

Renegade: Skill Alteration (Not gonna happen)

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Posted by: Agile Sound.7516

Agile Sound.7516

it seems too strong . also you lose the spirit effect if it cant be killed.

I agree, the “recommendation” skill is most definately OP its just that for very critical situations whereby you take burst dps, or are very low on health only after swapping from a previous legend for another “energy rotation” the Renegade player really needs some form of “comeback” heal.

i like your idea and would like to improve them a bit

Pulsing Area Heal: 267 – if Era Breakrazor get killed you gain a barrier of 2,000
Initial Self Heal: 3,179
Breakrazor’s Bastion (10s): -33% Incoming Condition Damage – if Era Breakrazor get killed you gain 66% for 5 more sec
Number of Allied Targets: 5
Pulses: 10 – if Era Breakrazor get killed you gain 5 more pulses
Interval: 1s
Radius: 360
Breaks Stun – remove it and give it to the elite as we lack of stability as heavy front class.

I would agree with the suggestion more if instead of the -33% , or the -66%s if the Renegade were given a form of resistance instead. I’m just saying after encountering Scourages, Weavers, a few Burst SpellBreakers, and Deadeyes in PvP we are really going to need some initial barrier for the heal to even put up a fighting chance. Also we have to look at it from a players perepctive If I had to choose between attacking Breakrazor 3k Health and a Renegade player at 5k Health I would most defeinatly attack the Rengade and get them down as quickly as possible.

make the AI killable. but make it also worthy for your allies if they were killed.

The main way that I can agree with the killable AI is if the Npc’s are allowed to stay alive for a specific amount of time similar to:
Protected Phantasms — Phantasms gain distortion briefly upon creation. Illusions gain protection when you activate a shatter skill.
The other issue that about the killable AI is that they are only alive for 6 seconds.

Thanks Kidel.2057, ZeftheWicked.3076, and Joxer.6024 for your replies!

Personally, I like that the AI can be killed. It makes Renegade that little bit more unique, because as far as I know, no other class is the same in that respect. However, I agree that the AI should at least be far more powerful than it currently is, as you suggest in your posts. Other than that, I really like your suggestions and I seriously hope the devs listen to you. They made changes just before HoT was released to please the fans and I don’t see why they wouldn’t do it this time around!

Thank Allias for your reply!

So it’s not that I wouldn’t mind the AI having health it’s just that I ran into these four situations while playing.

  1. The AI having more health rather then be non-killable are the NPC’s attacking certain targets in PvE. To me it’s more beneficial if the enemy NPC’s ignore them while attacking you to apply combos rather than summoning one of the AI only for it to be destroyed and wasting the energy that was used to summon it.
  2. For PvP despite me placing the AI on the battlefield the other players just ignored it and slaughtered me lol.
  3. Zergs in WvW would just ignore them outrightly anyway, or destroy them on the spot.
  4. The AI durations are only 6 seconds.

(edited by Agile Sound.7516)

Renegade: Skill Alteration (Not gonna happen)

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Posted by: Agile Sound.7516

Agile Sound.7516

Give this man an oscar, its true REVENANT needs a buff 100% if not I’ll quit the game and these recommendations happen it will help the class for sure super work man

Thanks aimz.6287 for the support!

I’m not so sure I agree with Soulcleave’s Summit being an ice field over a fire field; the projectile finisher burning and blasting for might seems much more valuable to me.

Thanks Malthurius.6870 for the reply! I don’t mind whether the combo field fire or Ice I mainly just wanted to add a combo field to apply more synergy between other weapon sets, mainly shortbow though.

Alacrity actually benefits Kalla’s utilities and our weapon skills… but mostly Kalla’s f skills. Their CDs are decently long, and alacrity helps to get back to them quicker, meaning more might sharing and more burning from the bombardment, as well as more warband summoning. Not to mention the value of alacrity in group settings.

The main reson why I had an issue with the Alacrity boon was mainly due to the energy cost of the skill while Alacrity is beneficial it was just extremely difficult maintain other skills while using it on the Rnegade itself even when swapping legends. I guess the best way that I can descibe would be if Alacrity can reduce the cooldown for a skill can it also reduce the energy count, or restore energy pips for skills in process aswell?

If there’s any place where alacrity is questionable, it’s on ventari… a legend that’s longest CD is 5 seconds long…

Most definatly lol.

Also, this is very minor, but every utility skill on revenant goes by the same naming conventions. Shiro utilities are all called “Legendary Assassin”s, Mallyx’s are called “Legendary Demon”s. Don’t know where you saw “Stances” on utility skill types. Kalla’s utilities are categorized as “Legendary Renegade” utilities.

Thanks for the tip i’ll make the corrections above.

The thing I agree with you most on is that Icerazor’s Ire should chill. It seems like such an obvious thing for ICErazor. Revenants have never crippled anything in the past, and we have existing traits that synergize with chill, so this seems like a design oversight that it cripples at the moment.

Yea I really didn’t understand the cripple aspect of it. I wonder if they thought that chill would be a tad bit too OP if it was a field, or due to the radius being 360.

I think instead of the heal being a stun break… or in addition to it being a stun break… either the f2 or f4 should stun break as well.

Part of me kind of feels like the warband summons should have been the profession mechanic, and the f skills be the utilities. We’re not really channeling Kalla… we’re channeling her warband. The f skills are more "Kalla’ than the utilities are, and you don’t even need to be using Kalla to get them. The fantasy of this elite spec just seems off and pretty stilted.

I seriously agree with this, after playing the Scourge (shades) and the Firebrands (tomes) I was wondering why the route you explained wasn’t taken.

Renegade: Skill Alteration (Not gonna happen)

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Posted by: Agile Sound.7516

Agile Sound.7516

Sevenshot (recommendations)

  • Damage (7x): 576
  • 7 Torment (3s): 462 Damage, 668 Damage if Moving
  • Dazes (1/2) (The same foe cannot be dazed more than once per interval.)
  • Number of Targets: 5
  • Combo Finisher: Physical Projectile (20% chance)

_ Skill compared to: “Concussion Shot” + “Choking Gas”_

Reason for these recommendations:

  1. If we add a daze to the arrows not only would it now be an interruptible skill but it would also compensate for all arrows no hitting a specified target.

Spiritcrush (In-Game)

  • Damage (4x): 588 (1.6)?
  • 4 Burning (1s): 524 Damage
  • 4 Slow (1s): Skills and actions are slower.
  • Pulses: 4
  • Duration: 3s
  • Interval: 1s
  • Combo Field: Fire
  • Range: 900

Spiritcrush (Recommendations)

  • Damage (4x): 588 (1.6)?
  • 4 Burning (1s): 524 Damage
  • 4 Slow (1s): Skills and actions are slower.
  • Pulses: 4
  • Duration: 3s
  • Interval: 1s
  • Shadowstep (backwards) or (to target location) evasion (This is quite OP though…)
  • Combo Field: Fire
  • Range: 600

Skill compared to: “Quick Shot” + “Disabling Shot”

Reason for these recommendations:

  1. The one thing the shortbow lacks is a good evasion, or teleportation skill that can keep an enemy player from consistently attacking you.
  2. While the area effect can ward off enemy players from the Renegade by forcing the opponent to leave attack radius and while the Scorchrazor ability can knock down an opponent if someone gets to close. The shortbow lacks an ability to change direction or avoid a direct hit from an attack.
  3. Option 1: If the player character can teleport within the field it’s self then it would compensate the character bringing the player within range to cause damage or apply one of
  4. Option 2: If the player character can teleport away from the attack radius.
  5. Your not as dependent upon the Legendary Renegade, or other skills for survival.

Scorchrazor (In-Game)

  • Damage: 80
  • 2 Burning (2s): 524 Damage
  • Knockdown: 2s
  • Number of Targets: 5
  • Range: 900

In my opinion this skill is fine.

Skill compared to: “Infiltrator’s Arrow” + “Crippling Shot"

And that’s it everyone if you have any suggestions let me know. ????

(edited by Agile Sound.7516)

Renegade: Skill Alteration (Not gonna happen)

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Posted by: Agile Sound.7516

Agile Sound.7516

Heroic Command (Recommendations)

  • Kalla’s Fervor (12s): 30 Ferocity, 2% Condition Damage
  • Might per Kalla’s Fervor (12s): +30 Power, +30 Condition Damage
  • Fury
  • Number of Allied Targets: 5
  • Radius: 300
  • Combo field: Blast Finisher

Reasons for these recommendations:

  1. Added a blast finisher so that it could be used with other skills sets above. Once more I’m not a developer so without the skills Legendary Renegade combo fields above Blast Finisher is useless.

Short Bow

  • Personally, in my opinion, the short-bow is lacking a “Daze, Combo Finisher: Blast, and an Evade” skill.

Scattershot (In-Game)

  • Damage: 0
  • Bleeding (0s): 0 Damage
  • Number of Targets: 5
  • Radius: 120
  • Combo Finisher: Physical Projectile (20% chance)
  • Range: 900

In my opinion this skill is fine, due to the amount of targets.

Bloodbane Path (In-Game)

  • Damage (3x): 318
  • 3 Bleeding (5s): 330 Damage
  • Number of Targets: 3
  • Range: 900

In my opinion this skill is fine, does a great amount of dps.

Skill compared to: “Poisson Volley” + “Cluster Bomb”

Sevenshot (In-Game)

  • Damage (7x): 576
  • 7 Torment (3s): 462 Damage, 668 Damage if Moving
  • Combo Finisher: Physical Projectile (20% chance)

The shots target a single location but still would not determine a successful hit for all arrows resulting in lower DPS.

(edited by Agile Sound.7516)

Renegade: Skill Alteration (Not gonna happen)

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Posted by: Agile Sound.7516

Agile Sound.7516

  1. Soulcleave’s Summit doesn’t provide enough protection nor does it have any auto healing mechanics pertaining to it just incase if the character misses, or attacks are blocked.
  2. Reason for the barrier mechanic: Even if the enemy player has left the area players should still benefit health-wise in some manner.
  3. Without the unblockable status in it’s current state the skill becomes wasteful especially going up against opponents with shields and blocks.

Additional Mechanics

Orders from Above (In-Game)

  • Alacrity (1s): 33% Skill Recharge Rate.
  • Number of Allied Targets: 5
  • Duration: 4s
  • Interval: 1s
  • Radius: 240

I really don’t see the point in “Alacrity” being even used for the Revenant period due to the energy cost of the Revenants skill sets themselves.

Orders from Above (Recommendations)

  • Superspeed (1s).
  • Number of Allied Targets: 5
  • Duration: 5-7s
  • Interval: 1s
  • Radius: 240
  • Combo field: Blast Finisher

Reasons for these recommendations:

  1. The Renegade lacks speed skills severely.
  2. Superspeed isn’t a boon and therefore cannot be stripped.
  3. Orders from Above (Superspeed) can be applied even after swapping legends due to it being an additional mechanic.
  4. Its more beneficial to the Revenant “itself” which uses energy rather than “recharge time.” Now if Alacrity reduced the amount of energy used for skills then “I would be absolutely fine with it”.
  5. Added a blast finisher so that it could be used with other skills sets above. Once more I’m not a developer so without the skills Legendary Renegade combo fields above Blast Finisher is useless.

    Citadel Bombardment (In-game)
  • Damage: 0
  • Burning (2¼s): 295 Damage
  • Ordnance Count: 10
  • Targets per Ordnance: 3
  • Radius: 120
  • Range: 900

Skill is perfect for DPS and burst dmg.

Citadel Bombardment (Recommendations)

  • Damage: 0
  • Burning (2¼s): 295 Damage
  • Ordnance Count: 10
  • Targets per Ordnance: 3
  • Radius: 120
  • Range: 900
  • Combo field: Blast Finisher
  • Added a blast finisher so that it could be used with other skills sets above. Once more I’m not a developer so without the skills Legendary Renegade combo fields above Blast Finisher is useless.

Heroic Command (In-game)

  • Kalla’s Fervor (12s): 30 Ferocity, 2% Condition Damage
  • Might per Kalla’s Fervor (12s): +30 Power, +30 Condition Damage
  • Number of Allied Targets: 5
  • Radius: 300

(edited by Agile Sound.7516)

Renegade: Skill Alteration (Not gonna happen)

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Posted by: Agile Sound.7516

Agile Sound.7516

Darkrazor’s Daring

  • Damage (6x): 750
  • Daze: ¼s
  • Number of Targets: 5
  • Duration: 6s
  • Interval: 1s
  • Radius: 360

This skill is great for PvE scenarios. PvP and WvW players just move out of the way and avoid entirely.

Darkrazor’s Daring (Recommendations) (No Health bar for AI)

  • Blind (1-3s): Next outgoing attack misses.
  • Number of Targets: 3 (3 instead of 5 due to radius would be OP if it was 5)
  • Pulse: 1 s
  • Duration: 6s
  • Duration: 6s
  • Interval: 1s
  • Radius: 360
  • Combo Field: Smoke (possibility to stealth)
  • Range 600:
  • Unblockable

Optional

Adding Cripple would also be beneficial in exchange for reducing Blind from “3s” to “2-1s”
Change the Mist animations from Gray to a more Dark Grey.

Skill based off of: “Well of Darkness” + “Icerazor Ire”

Reasons for these recommendations:

  1. Her name is Darkrazor therefore she’s Ash legion .
  2. Blindness will make things more survivable and instead of wasting 35 energy for another player to just run out of the field I would much rather for the daze to be applied for the bow (more controllable).
  3. Smoke field creates possibility for Stealth which is beneficial even if enemy player has left area, or is outside of area.

Soulcleave’s Summit (In-game)

  • Life Siphon Damage: 748
  • Life Siphon Heal: 386 (0.2)?
  • Soulcleave’s Summit: Your outgoing strikes deal additional damage and restore your health.
  • Number of Allied Targets: 5
  • Radius: 360

Soulcleave’s Summit (Recommendations) (No Health bar for AI)

  • Life Siphon Damage: 748
  • Life Siphon Heal: 386 (0.2)? (per attack made by player)
  • Barrier: 374 (0.2)? (per pulse within area)
  • Barrier Pulse: 1-2s
  • Soulcleave’s Summit: Your outgoing strikes deal additional damage and restore your health while receiving Barrier within the target area.
  • Number of Allied Targets: 5
  • Radius: 360
  • Combo Field: Ice
  • Unblockable

Skill based off of: “Signet of Might” + " Life Siphon" + “Lava Skin”

Reasons for these recommendations:

Renegade: Skill Alteration (Not gonna happen)

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Posted by: Agile Sound.7516

Agile Sound.7516

Icerazor’s Ire (In-game)

  • Damage (20x):
  • Vulnerability (3s):
  • Cripple(1s):
  • Number of cast: 20
  • Duration 6 seconds
  • Radius 360
  • Range 600:

The vulnerability applied was fantastic and the AI does extremely well spreading the condition towards multiple foes, I really don’t have any complaints with this skill except that the dps is underwhelming.

Icerazor’s Ire (Recommendations) (No Health bar for AI)

  • Slow (1-2s) per cast: (Slows enemies in area).
  • Number of Cast (4-20) (Dependent on number of foes that enter area)
  • Number of Targets: 3-5
  • Chill per pulse (1-2s): (combo field: only)
  • Chill at start (2s): (initial cast only) (The same foe cannot be chilled more than once per interval, or enemy player is only chilled once upon entry, or exiting radius except for combo field.
  • Duration 6 seconds
  • Radius 360:
  • Range 600:
  • Combo Field: Ice
  • Unblockable

Skill based off of: “Time Warp” + “Frozen Ground”

Reason for these recommendations:

  1. His name is Icerazor.
  2. Slow will make skills more interruptible.
  3. Chill will keep enemies at a distance (no need to apply damage to Icerazor would be way too OP).

Razorclaw (In-game)

  • Razorclaw’s Rage (10s)
  • Bleeding (2s)
  • Number of Allied Targets: 5
  • Pulses: 10
  • Interval: 1 second
  • Radius: 360
  • Range: 600

I found this skill to be quite underwhelming for PvP and WvW it does well against the Golems and PvP/WvW npc’s but against actual players It was completely useless enemy players just ran inside radius and slaughtered me in the process. The skill doesn’t have any form of application that would make an enemy disengage the Renegade

  • Razorclaw (Recommendations) (No Health bar for AI)*
  • Razorclaw’s Rage (10s)
  • Bleeding (2s)
  • Number of Allied Targets: 5
  • Vulnerability (5s): 2% Incoming Damage, 2% Incoming Condition Damage: (area vulnerability)
  • Pulses: 6
  • Interval: 1 second
  • Duration 6 seconds
  • Radius 360:
  • Range 600:
  • Unblockable

Optional
Adding some form of boon, or boon strip in exchange for the unblockable (the vulnerability would be unblockable however)"

Skill based off of: “Well of Suffering” + “Razorclaws Rage” + “Icerazor”
Reasons for these recommendations:

  1. His name is Razorclaw.
  2. Vulnerability stacks based on players within field.
  3. Razorclaw bleed mechanic stays the same as before; player must be in field for bleed application to take effect). Note: Players benefit being in area of Razorclaw due to bleed mechanic.

(edited by Agile Sound.7516)

Renegade: Skill Alteration (Not gonna happen)

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Posted by: Agile Sound.7516

Agile Sound.7516

Legendary Renegade

  • AI should not have any health bars unless they can chase after enemy targets. Note: (No health bar for AI’s means can’t be killed.)
  • Instead of “Stances” It would be better suited if these skills were “Wells” considering that they apply area effects, or applications based upon the “Renegade Spirits” themselves. Personally, these skills make absolutely no sense to even be considered stances.
  • The AI are more beneficial if they do not apply damage but stick to area effects that would benefit the player(s) within them even when an enemy is not.
  • Cast times/energy cost stays the same for skills.
  • Conditions: Vulnerability, Blindness, Chill, and Slow that are “not solely dependent” upon stats such as: Power, Ferocity, Condition damage, Toughness, Healing Power, and etc would allow for more universal builds from among the other traits panels “Legendary Assassin’s (Shiro), Legendary Demon’s (Mallyx), Legendary Centaur’s (Ventari), and Legendary Dwarf’s (Jalis).”
    ———————————————————————————-

PERSONAL NOTE

I have no knowledge about how to determine the calculations used to value out the "pulses, intervals, seconds, and etc for skills therefore consider the cast times for the conditions and etc with “grain of salt.” The main factor to consider for the recommendations are:

  • To make the Renegade more beneficial in WvW, PvE, and PvP. I understand that a lot of these combinations are OP, but the current "In Game skills” are not even close to being viable in PvP nor WvW at all.
    * Skills that would benefit the Renegade player whether a foe is within the radius area of skills, or not.
  • Skills that would benefit the Renegade player for staying within the radius of entities.
  • Apply conditions that are not solely dependent on a single “trait line” nor “stat” to create more diverse game-play between other Legends and trait lines.
  • Weapon skills become more prominent for Dps while the other five skills are more for survival purposes.

Breakrazor’s Bastion (In-game)

  • Pulsing Area Heal: 267
  • Initial Self Heal: 3,179
  • Breakrazor’s Bastion (10s): -33% Incoming Condition Damage
  • Number of Allied Targets: 5
  • Pulses: 10
  • Interval: 1s
  • Radius: 360
  • Breaks Stun
  • Range:

The healing skill is very underwhelming especially for “clutch” situations. Pulsing area heals does nothing to negate dps. Break stun isn’t instant (in my opinion). Breakrazor’s Bastion isn’t beneficial for the player to negate conditions.

Breakrazor’s Bastion (Recommendations) (No Health bar for AI)

  • Pulsing Area Heal: 310-380 (Applies Healing to Allies)
  • Initial Barrier: 3,579-4200 (Applies Barrier to allies)
  • Breakrazor’s Bastion (10s): Conditions Converted to boons: 1-2, Interval: 5s
  • Boon Conversion: Fury (4s)
  • Boon Conversion: Stability ( Retaliation, Aegis, or Vigor) (4s)
  • Number of Allied Targets: 5
  • Pulses: 10
  • Radius: 360
  • Daze: ½s (initial cast only)
  • Breaks Stun
  • Range: 600
  • Combo field: Water

Skill based off of: “Sand Flare” + “Healing Spring” + “Lunar Impact + “Signet of Vampirism ”

Reason for these recommendations:

  1. The In-game version of the skill doesn’t provide any initiative protections against burst damage.
  2. The Daze will synergize with the break stun to ward enemy players/Npcs and avoid initial burst dps.
  3. Barrier will provide protection to the Renegade player/Allies and would provide the player to stay within the radius “just” long enough to obtain the pulse healing.
  4. Breakeazor can convert conditions into Fury which will keep the Renegade player engaged and enable them to bunker and kit hits for a short duration of time.

(edited by Agile Sound.7516)

Path of Fire: We're not even in Elona...

in Living World

Posted by: Agile Sound.7516

Agile Sound.7516

So I’m just curious about everyone’s expectation of an even larger Expansion coming into fruition regarding Anet Path of Fire content. The reason why I’m stating this is because in comparison to the map scope of the The Dessolation, Elona, Vabbi, Korna, and Istan provinces depicted in Gw1 PoW doesn’t even measure up to how much content will be depicted. PoW actually seems more comparable and only to the GW1 map Tyria Crystal Desert solely and only. As a matter of fact you could probably fit " 2-3" expansions and “3-4” living stories within these “5” sections of the map.

There is NO WAY that that Anet is going to be able to solve all three crisis pertaining too Palawa Joko, Balthazar, and Crystal Dragon in this short continuation NOT POSSIBLE. They can do so many things based off the original lore that it’s not even funny…

- A the sun-spears still more then likely exist
- There will still need to be an explanation about what has happened to the Ossa Bloodline.
- Palawa Joko still will have to be or need to be defeated.
- There are instances pertaining to the Charr that “I believe” talks about a hero going back to his homeland or something like that.
- There is no way that they are going to plot regarding the Vabbi kings go to waste, nor what happens to their descendants.
- Abbandons partial return in the form of knowledge that could lead onto the next plot; possible correlation to “Bubbles,” once the Elona expansion has been completed.
- The War between the 6 human gods.

There’s a whole lot more…

The point is that once the Crystal dragon has been put to sleep instead of dragon slaying we may go back to gods sealing/Zombie slaying/reclaiming Elona, probably back to Tyria and etc.

So with that said i will have to state that we may get the return of the Dervish, Paragon, with a new class “possibly.” I understand what you’re all thinking “that won’t happen,” “Anet is already satisfied with the 9 we have” yada yada yada… however If the creators I am willing to state that at-least by the time the Kourna and Istan expansions we should have new professions/classes (Basing this on Anets improved skills and technology).

Also i would say this would take about 3-6 years…

Laurel Merchant: Jewelry No Purchase Warning

in Guild Wars 2 Discussion

Posted by: Agile Sound.7516

Agile Sound.7516

Wait but if they did away with the infusion system then why keep the “unique” function?

Laurel Merchant: Jewelry No Purchase Warning

in Guild Wars 2 Discussion

Posted by: Agile Sound.7516

Agile Sound.7516

Is the reason for the jewelry being unique because of certain quest, or is required to obtain a legendary weapon etc for future updates etc?

Gem Store: "Armor Class Profession Changer"

in Guild Wars 2 Discussion

Posted by: Agile Sound.7516

Agile Sound.7516

Thank you The Greyhawk for your reply, also you’re right their really would have to be serious overhaul.

I guess the way that “I was looking at it” is that if you’re able to change a characters appearance, name, armor and weapon appearance (swapping code for another to obtain a new appearance), being able to insert specializations and add a new weapon set for a character, wield an item or object and receive a new set of skills in the process, and etc

Like I can understand in regards to a characters race when it comes converting a Charr into an Asura, or converting a medium armored character into a light armor class which would be impossible when it comes to the amount of code that would would have to be sorted through regarding the personal story, like the city locations, weapon sets, armor sets, quest completed, and etc.

I still “think” its possible to perform similar to swapping an appearance of an armor-set/weapon in the wardrobe, change a characters name, and etc but in this case if it were based upon a characters armor class.

Laurel Merchant: Jewelry No Purchase Warning

in Guild Wars 2 Discussion

Posted by: Agile Sound.7516

Agile Sound.7516

I’ve sent a ticket, just gotta wait. I think it should be ok now but this is still an issue though… I understand “now” that the item is “unique” but there still wasn’t an actual warning for the purchase itself.

Another example that i would like to provide is that Ascended weapons, armor, earring, rings, and amulets benefit is that you’re able to cross wield them with other characters. This earring/ring issue is the complete opposite; well not entirely…., of that philosophy.

For example if I had two Sylvari heavy classes and used transmutation charges on ascended armor to convert it into cultural armor they would be able to wield the transmuted armor. Now I can understand if I couldn’t equip the armor to a Norn because it’s a completely different race. An earring and a ring however isn’t the case considering that we’re able to wield two of the same exotic jewelry and the same goes for weapons if the class is capable of wielding them.

Gem Store: "Armor Class Profession Changer"

in Guild Wars 2 Discussion

Posted by: Agile Sound.7516

Agile Sound.7516

Oh and I almost forgot to add if you create a bundle for 3 characters it could be 3000 – 4000 gems, or for whatever price you think is sufficient.

Gem Store: "Armor Class Profession Changer"

in Guild Wars 2 Discussion

Posted by: Agile Sound.7516

Agile Sound.7516

So basically i have run into an odd delima whereby I want to change my Warrior (Sylvari) into a Revenant, my Guardian (Norn) into a Warrior, and my Revenant (Human) into a guardian.

I know that I could just purchase another character slot which cost about “800 gems” although starting over with a brand new character; which is time consuming, or by deleting a current character with all of its progression (map areas, locations, birthday’s (I’ve been playing since pre-launch, name etc) for another really isn’t an option for me at-least in my opinion that is.

Secondly i understand that we have the level 80 Boost that we are able to use on a new character although just as a “personal preference” I would much rather just purchase a Total Make Over Kit (350 – 1400 gems), or a Identity Repair Kit (1000 gems) rather than create another character of the “same profession”.

- In my defense for this idea i just want to state that considering we have specializations (that makes other weapons viable to wield especially for upcoming expansions and isn’t as much of a lost for the player character.

- The “Armor Class Profession changer” would be dependent on Light, Medium, and Heavy. In other worlds the conversion wouldn’t work if a Mesmer wanted to become a warrior, or vice versa. However if a Thief wanted to become an Engi, or a Ranger then it’s “fine”.

- Ascended/Legendary weapons and armor are becoming more prominent now (so we wouldn’t really run into as many issues of soulbound items.

- We now have the Wardrobe and transmutations charges (150 – 600 gems) for weapons; I don’t know about anyone else but I like Fashion Wars 2.

- Cultural Armor wouldn’t be affected.

- Living World/ Story shouldn’t be affected much in my opinion since everything is based upon character “Race”

Anyway I know that this would be time consuming but there are quite a-lot of benefits from this especially when it comes to purchasing more gems for other items as well.

Total Make Over Kit (350 – 1400 gems)
Identity Repair Kit (1000 gems)
Transmutation Charges (150 – 600 gems)
etc…

Anyway for the “Armor Class Profession Changer” would 1400 – 2000 gems be sufficient per character?

Also if anyone have any suggestions why this idea wouldn’t work, could work, if the price is sufficient, or not let me know in the post.

Thank You.

Laurel Merchant: Jewelry No Purchase Warning

in Guild Wars 2 Discussion

Posted by: Agile Sound.7516

Agile Sound.7516

Thanks Just A Flesh Wound for your reply. So i tried using an Infusion on one of the earrings which works however I am still unable to wield both earrings simultaneously.

I’ll try to ask Anet if i can get an exchange.

Laurel Merchant: Jewelry No Purchase Warning

in Guild Wars 2 Discussion

Posted by: Agile Sound.7516

Agile Sound.7516

So to describe my situation I’ve accidentally purchased two versions of the same ascended earring from a Laurel merchant whereby after the purchase I am able to wield one earring and not the other, as well as am unable to exchange one variation of the ring for it’s “parallel (same stats)” despite the item being account-bound.

I just want state that I ran into these situations “below” after the purchase and am wondering if anything can be done about it so that i don’t have to farm for another month to acquire another. “Refund”, “Exchange” “Warning” “Anything” LOL.

- You’re able to purchase multiple quantities of the same versions of a ascended necklace, earring, and ring based upon the currency limitation.

- You’re unable to wield two variations of the same earring/ring.

- There is no way to refund the Laurels and ectos spent nor is there any ability to exchange “a variation” of an earring and ring for its “parallel” that has the “same stats” if a mistake does occur while purchasing “one or multiple” despite the items being “account bound”.

- Unlike ascended/exotics weapons that can be duel wielded by the same character, or equip two versions of the same “exotic” earrings and rings the player is unable to do either in this “scenario.”

- There was no warning stating that the jewelry was a “one time purchase item,” that you have a “version of the same ring already within your inventory, or equipped to your character.”
———————————————————————————-

As a player I just want to state that Laurels take a while to acquire because they can’t be farmed and that each earring is about 40 laurel each which means it would take approximately 1 – 2 month depending on time to purchase another.

Mounts Movement Impediment: Crystal Oasis

in Bugs: Game, Forum, Website

Posted by: Agile Sound.7516

Agile Sound.7516

Location: Points of Interest – Amnoon Water Authority
Collision Error: Movement Impediment
Mount: Raptor
Meshes Raptor Has Collide Issues With certain floor elements: Metal Floor Panels, Wooden floor tiles, etc

Issue:
After traversing certain areas within the the Free City of Amnoon on my Raptor I kept running into and being obstructed by certain ground planes.
Using a “Player Character” “unmounted” I am able to traverse “up” particular slopes; on-top of the “metal floor panels,” without any obstruction. While on a mount however within certain locations their are specific intersecting floor meshes/panels/tiles that cannot be traversed unless by “jumping over them.” Its a Minor detail that i ran into, literally lol, after trying to get a running head start to jump over certain “runway” with a gaping hole in-between and a couple of monsters chasing after.

Attachments:

Energy Cost on weapon Skills is a hinderance

in Revenant

Posted by: Agile Sound.7516

Agile Sound.7516

Legenday Demon Stance:

This stance does more harm to your character and to be honest i don’t care for it.

Empowering Misery:

In comparison to the Jalis and Ventari the heal skill doesn’t apply any benefits and is self defeating.

Solution:
I would recommend to just take off the the self-weakness and leave the skill as is, allow the skill to also provide some form of regeneration, or increase the healing power of the skill itself by 50-100% while keeping the self-weakness.

Pain Absorption:
The self blinding duration (8s) is way too long and is self defeating if you’re using melee weapon; or any weapon at that also you’re not able to transfer the self blind immediately afterward to another npc, or player due to the 35 energy cost.

Solution:

Instead of self-blind i would recommend that the condition applied would be self-vulnerability with a duration of five – eight seconds, the skill being unblockable, having an energy cost of 35 while being able to transfer up to three condition to a target foe, and having a recharge duration of 8-15 seconds.

Banish Enchantment:
This skill is ok in my opinion.

Unyielding Anguish:
This skill is ok in my opinion.

Embrass the darkness:
The skill seems to be ok.

Energy Cost on weapon Skills is a hinderance

in Revenant

Posted by: Agile Sound.7516

Agile Sound.7516

Legendary Dwarf Stance:

Soothing Stone:

Skill is perfect in my opinion. (Although take away the energy cost as explained above.)

Inspiring Reinforcement:

Skill is perfect in my opinion.

Forced Engagement:
The skill drains way too much energy, it would be more balanced if the skill would cost 40 energy to activate while having a recharge time of 6-12 seconds, and the taunt/slow duration being increased from 2 too 3 seconds.

Rite of the great drawf:
The skill takes way too long to activate. In my opinion i would recommend decreasing the activation too either 1/4 or 1 second, having a duration time 5-10 seconds, and a recharge time of 20-60 seconds.

(edited by Agile Sound.7516)

Energy Cost on weapon Skills is a hinderance

in Revenant

Posted by: Agile Sound.7516

Agile Sound.7516

Legendary Ventari’s Stance:

Anomaly’s:

PvP, PvE, or WvW: the Project Tranquility does not reset to Ventair’s Will when you die even after the Tablet is destroyed.

Suggestion:

-Have a grandmaster trait for Expulsion activates upon death while using Ventari stance.

Ventari’s Will: (already activated)
The healing skill is fine in general although there is no form of visual reference of the tablet passing through and healing someone. (Maybe create a green-ring to symbolize the healing radius similar to red-rings when an enemy or player attacks using an AoE skill; the flower effects are a great visual although when the tablet is out of sight or is at a certain distance the flower effects become unreadable).

-The radius could be increased too 180-240.

Project Tranquility:

Ventari’s Tablets healing radius increased to 300 instead of 240 the amount of healing produced is fine.

Reason why:

In PVP and PVE ducking and dodging enemy players attacks forces the Revenant to be pushed outside of its radius while the pass through healing effect of Ventari’s Will starts to become uncontrollable during tense situations. This mostly caused by the limited radius of Tablet, the Revenants sole dependency on the Tablet once activated, and the inability of the Revenant being able to survive on it’s own without it.

Protective Solace:
Perfect in my opinion it’s not over powered nor underpowered.

Natural Harmony:
Increase radius from 240 too 300.

Purifying Esccense:

The skill is perfect, although increasing the radius to 300-480 with a recharge time of 5-12 seconds would balance it.

Something like this…

300 radius for 4-5 seconds
360-420 radius for 6-10 seconds
360-480 radius for 8-12 seconds

Energy Expulsion:

Increase radius too 300.

The healing orbs created disappear way to quickly, in my opinion, it should be like the Engineers bandages so a player will actually have time to see and acquire the orbs if need be.

(edited by Agile Sound.7516)

Energy Cost on weapon Skills is a hinderance

in Revenant

Posted by: Agile Sound.7516

Agile Sound.7516

So here are a few suggestions that would be great to see applied to the weapons.

Mace:
Damage increased by 10-20%.

Axe:
Damage increased by 10-20%.

Staff:
Skills #3, #4, and #5 are perfect in my opinion, however the radius for skill #1 could be increased from 130 to 150. During combat scenarios in PvP it was like i was barely hitting anything at all… Skill #1 also needs a damage buff severely, the current damage output is so small that even after fighting one of the training npc’s in the mist for like 2 minutes they’ll just walk away back to their previous position and heal back to full health as if you had never engaged them to begin with.

In terms of skill #2 its “ok” although the damage output needs to be increased severely. Also it would be nice if Debilitating Slam had the ability to act as an interrupt with a cool-down.

Hammer:
-Has no form of block or evade skills making the Rev extremly subceptable towards melle attacks.
-Lacks survivability for close quarter combat.

Solution: (just one would be a great help; in my opinion)

-Phase Smash provides evasion, or distortion for (1-2) seconds.
-Field of the Mist being both a projectile blocker and applies blindness to foes that pass through it.

Energy:
Energy for Rev needs be increased by 5-15%

(edited by Agile Sound.7516)

Energy Cost on weapon Skills is a hinderance

in Revenant

Posted by: Agile Sound.7516

Agile Sound.7516

Staff: When swapped to Ventari.
Skill #1: applies Regeneration to you when you use skill (add a cooldown similar to sigils)
Skill #2: applies Swiftness to you when you use skill (add a cooldown similar to sigils)
Skill #3: applies Protection to you when you use skill (add a cooldown similar to sigils)
Skill #4: applies Aegis to you when you use skill (add a cooldown similar to sigils)
Skill #5: applies Resistance to you when you use skill (add a cooldown similar to sigils)

Mace: When swapped to Ventari.
Skill #1: applies Regeneration to you when you use skill (add a cooldown similar to sigils)
Skill #2: applies Swiftness to you when you use skill (add a cooldown similar to sigils)
Skill #3: applies Protection to you when you use skill (add a cooldown similar to sigils)

Axe: When swapped to Ventari.
Skill #4: applies Aegis to you when you use skill (add a cooldown similar to sigils)
Skill #5: applies Resistance to you when you use skill (add a cooldown similar to sigils)

Example of weapon set solution: BOTH LEGENDS APPLIED TO single weapon sets:

Well you get the idea just apply what is above with the weapon set but with both legends simultaneously with each weapon.

(edited by Agile Sound.7516)

Energy Cost on weapon Skills is a hinderance

in Revenant

Posted by: Agile Sound.7516

Agile Sound.7516

Example of weapon set solution:

Jalis: Provide each attack caused by the Revenant to receive some form of boon: might, fury, stability, retaliation, or vigor to your character’s weapon.

Mallyx: Provide each attack caused by the Revenant to receive some form of condition: poison, vulnerability, blindness, confusion, and torment to your character’s weapon.

Ventari: Provide each attack caused by the Revenant to receive some form of boon: regeneration, swiftness, protection, aegis, and resistance to your character’s weapon…..

For Jalis:

Hammer: When swapped to Jalis.
Skill #1: applies Might to you when you use skill (add a cooldown similar to sigils)
Skill #2: applies Fury to you when you use skill (add a cooldown similar to sigils)
Skill #3: applies Stability to you when you use skill (add a cooldown similar to sigils)
Skill #4: applies Retaliation to you when you use skill (add a cooldown similar to sigils)
Skill #5: applies Vigor to you when you use skill (add a cooldown similar to sigils)

Staff: When swapped to Jalis.
Skill #1: applies Might to you when you use skill (add a cooldown similar to sigils)
Skill #2: applies Fury to you when you use skill (add a cooldown similar to sigils)
Skill #3: applies Stability to you when you use skill (add a cooldown similar to sigils)
Skill #4: applies Retaliation to you when you use skill (add a cooldown similar to sigils)
Skill #5: applies Vigor to you when you use skill (add a cooldown similar to sigils)

Mace: When swapped to Jalis.
Skill #1: applies Might to you when you use skill (add a cooldown similar to sigils)
Skill #2: applies Fury to you when you use skill (add a cooldown similar to sigils)
Skill #3: applies Stability to you when you use skill (add a cooldown similar to sigils)

Axe: When swapped to Jalis.
Skill #4: applies Retaliation to you when you use skill (add a cooldown similar to sigils)
Skill #5: applies Vigor to you when you use skill (add a cooldown similar to sigils)

For Mallyx:

Hammer: When swapped to Mallyx.
Skill #1: applies Poison on hit when you use skill (add a cooldown similar to sigils)
Skill #2: applies Vulnerability on hit when you use skill (add a cooldown similar to sigils)
Skill #3: applies Blindness on hit when you use skill (add a cooldown similar to sigils)
Skill #4: applies Confusion on hit when you use skill (add a cooldown similar to sigils)
Skill #5: applies Torment on hit when you use skill (add a cooldown similar to sigils)

Staff: When swapped to Mallyx.
Skill #1: applies Poison on hit when you use skill (add a cooldown similar to sigils)
Skill #2: applies Vulnerability on hit when you use skill (add a cooldown similar to sigils)
Skill #3: applies Blindness on hit when you use skill (add a cooldown similar to sigils)
Skill #4: applies Confusion on hit when you use skill (add a cooldown similar to sigils)
Skill #5: applies Torment on hit when you use skill (add a cooldown similar to sigils)

Mace: When swapped to Mallyx.
Skill #1: applies Poison on hit when you use skill (add a cooldown similar to sigils)
Skill #2: applies Vulnerability on hit when you use skill (add a cooldown similar to sigils)
Skill #3: applies Blindness on hit when you use skill (add a cooldown similar to sigils)

Axe: When swapped to Mallyx.
Skill #4: applies Confusion on hit when you use skill (add a cooldown similar to sigils)
Skill #5: applies Torment on hit when you use skill (add a cooldown similar to sigils)

For Ventari

Hammer: When swapped to Ventari.
Skill #1: applies Regeneration to you when you use skill (add a cooldown similar to sigils)
Skill #2: applies Swiftness to you when you use skill (add a cooldown similar to sigils)
Skill #3: applies Protection to you when you use skill (add a cooldown similar to sigils)
Skill #4: applies Aegis to you when you use skill (add a cooldown similar to sigils)
Skill #5: applies Resistance to you when you use skill (add a cooldown similar to sigils)

(edited by Agile Sound.7516)

Energy Cost on weapon Skills is a hinderance

in Revenant

Posted by: Agile Sound.7516

Agile Sound.7516

This leads to the third problem about the class… You become incapable of healing yourself…

The energy cost for the three utility skills and the elite skill is fine, however the energy cost for the healing skill needs to be either taken off entirely, or actually gives energy back to the player similar to the warriors shout healing skill that recharges its adrenaline to 30. I’ve run into way too many encounters whereby i needed the healing skill ASAP but had to choose between defending myself solely with the weapon skills, healing skill, or use a utility to compensate for survivability, disengage from combat entirely, being forced to switch to another legend who’s heal skill i’ve already used, or wait until my energy goes back up by attacking the enemy which is a death-wish waiting to happen… Another issue is that current heal skills take way to long to activate especially for Ventari whereby activating Ventari’s Will doesn’t provide anything heal wise initially leaving you with the option of being forced to wait/survive for 2 seconds until Natural Harmony and the regeneration caused by the tablet itself get you to a certain degree of health. The healing while under the Tablet is great, but does absolutely nothing to protect you from burst, or to even compensate for the amount of damage the other eight classes are able to dish-out.

Solutions:

-Take off the energy cost of weapon skills and let energy solely be applied to the utility skills.

-Make the Heal skills for the Revenant actually restore energy instead of cost energy similar to the warriors healing shout skill that gives it 30 adrenaline.

Comparing Revenent weapon skills to other classes:

Why can’t the Revenant’s energy cost solely be used for the Utility skills like the Thief’s Initiative for weapon skills?

-Theif’s are able to spam their skills as much as they want without having to wait for a recharge with the exception of maybe five skills although the duration for these skills are extremely short and doesn’t act as an anchor for the player at all, also their utility skills don’t compromise their ability to attack nor disengage from combat but instead improves it.

Why can’t the Revenant just be limited to time duration/cooldowns for weapon skills like the Elementalist?

-Elementalist are able to spam (not literally) all five of their weapon skills while having option of four attunments to choose from whereby all of the skills have low and efficient cool-downs. The only durations they would have to worry about are for the attunment swap and weapon skills, however by the time the attunments fully recharges the weapon skills themselves are already recharged and ready for activation.

Why can’t the Revenant acquire attack benefits weapon stats from legends similar to the Engineer being able to swap kits?

-Engineers are capable of swapping to kits that are able to increase the survivability of the profession as a whole and dish-out some heavy damage with climatic results such causing poison, bleeds, confusion, create burst, heal etc… A MORE effective idea for the Revenants weapon skills would be to NOT TIE THE WEAPON SET TO THE LEGEND but TIE THE LEGEND TO THE WEAPON SET that way it wouldn’t matter about which weapon you choose because each legend would be adding attack benefits to the weapon itself.

(edited by Agile Sound.7516)

Energy Cost on weapon Skills is a hinderance

in Revenant

Posted by: Agile Sound.7516

Agile Sound.7516

I’ve noticed something extremely annoying in PVP while in combat and activating both a utility skill/skills and weapon skill/skills simultaneously… You run out of energy way too fast and are capable of doing absolutely nothing once your energy reaches zero while attempting to disengage from combat, or survive period leaving you with the following options:

1. Being forced to reengage in combat to try and restore energy using skill #1 until your energy bar recharges.
2. Being forced to swap legends instead of having the option not too.
3. Stay out of combat completely until your energy bar climbs back to 50%.
4. Even if you wanted to run/disengage from combat you wouldn’t be able to because the Revenant isn’t fast enough to get away, and your weapons skills except for the #1 skill are locked.

Reason for this occurrence:

1. The double duration caused by the energy cost and cool-down duration of the weapon skill’s itself.
2. The amount of energy the Revenant has is not enough to support both the weapon set and the utility skills even with the capability of swapping between legends.

In other words you have to wait until both the energy cost and the duration/cooldown of the weapon skill’s fully recharges. This severely limits playability because even if a weapon skill such as the staffs #3 block has fully recharged you still wouldn’t be able to activate it because of the possibility of not having enough energy, or you may have enough energy at the time however you would be forced to wait until the skill recharges although may no longer have the option to activate the skill because you’ve already run out of energy attempting to maintain/use the heal skill, the 3 utility skill’s, or elite skill for survivability.

(edited by Agile Sound.7516)

Ventari tablet should autosummon and follow

in Revenant

Posted by: Agile Sound.7516

Agile Sound.7516

Legendary Ventar’i Stance:

I agree with the Tablet being auto summoned the moment you switch to Ventari after being in multiple scenarios fighting Warrior’s, Mesmer’s, and Thief’s in PvP that used control skills such as knock backs and interrupts. I didn’t have time to summon the Tablet and by the time I did my health had already dropped too 10% as I started spamming Natural Harmony hoping/waiting for the 2 second duration heal to activate, be knocked out of Natural Harmony’s healing radius before i could receive any of it’s benefits, or be forced to switch back to the original legend that i was previously in like Jalis for a quick heal.

Solution (in my opinion):

-The moment you switch to Ventari you’re automatically healed for the pass-through effect of Ventai’s Will as the skill becomes Project Tranquility.

-Preserve Project Tranquility control effect of physically being able to move the Tablet to your desired location however increase the healing radius from 240 to 300.

-While the flower effects under the Tablet creates great indication of where the healing effects are being applied it disappears the moment the Tablet is moved. I would recommend if a green AoE ring could be created that will ONLY appear as the Tablet is moved to the Revenant players desired location. Only allies will be able to see the green ring.

-Increase the speed of the Tablet by 33%.

-Leave behind healing orbs when the Tablet destroys itself once you’re out of range of the its tether.

The reason why i wouldn’t recommend the Tablet to actually follow the player character:

-It’s extremely easy to track and follow with the naked eye.

-Gives your enemy an indication of your position as it “glides” to your position which is extremely dangerous in WvW and PvP when you’re trying to escape enemy player’s.

I mean seriously the tablet gives three indications:
1. A Revenant is in the Area.
2. The Revenant is within 900 range of the Tablet.
3. EASY KILL!!!

I would much rather have the current effect of the Tablet destroying itself once you’re out of range preserved.

This is probably a bug:

-For some odd reason upon death the Tablet Skills doesn’t seem reset itself.

(edited by Agile Sound.7516)

General Dungeon Discussion Thread - Part 2

in Fractals, Dungeons & Raids

Posted by: Agile Sound.7516

Agile Sound.7516

I really think Anet need to expand the dungeons and make them more vast in size; maybe something close to the map size of malchor’s Leap, or at the very least the size of FoW and UW were in GW1.

DP Should be brought back although not in the 15%, 30%, 45%, 60% death penalty form whereby your stats were hindered each time you died, but rather in the form of the hearts vessel depicted in Super Adventure Box. In other words if you’re downed you lose a heart, you can still be revived, although if all party members lose their said hearts and are downed then game over and everyone in the current instance is teleported outside of the dungeon. However in order to regain a heart you would have to kill a certain number of foes maybe 30-50, or its subtracted from your current kill count; which doesn’t appeal to me at all.

Also there should be a kill count to mitigate speed runs, whereby each/every mob/individual npc you kill within said dungeons would increase the amount of rewards inside a rewards chest. The chest would have their own RNG system and be solely based upon the kill counts. The items, and etc that is within said chest can only be obtained within the specified dungeon.

Example: if you kill 100 Ascalon npc’s; which could be called Ascalon souls or whatever, by the end of the dungeon you would receive a level one chest. 200 a level 2 and so on up to maybe a tier 5 or 6 (500-600 enemies total)

I would suggest there be multiple rewards chest and that their only effected by an individuals kill count “until opened”.

In terms of the current path system, or quest system I would suggest keeping them the same, but expanding them by being able to complete multiple quest in the same instance, and receiving the 1 gold + 90 tokens at the end of said quest.

If a player is accidentally disconnected from the server allow their kill count to be placed on file, or be tracked similar to the score boards depicted in PVP ( example: get to 500 points to win), so if they log back into the same instance they’re able to start where they had left off.

Increase the number of Npc’s, allow them to have more complex patrols, add puzzles and traps to the dungeon that would discourage bots so you can get rid of “DR”.

Add trophies or points of interest that could be used to advance the new legendary precursor crafting system, or in other ways that would immerse the player into the game.

Add more lore and scenery to the dungeon that is interchangeable so its a new experience every time you enter.

In terms of the boss fights in said dungeon allow them to be worth a certain number of points or kill counts similar to the guild lord in Stronghold/ or the “Legacy Of The Foefire” map. Maybe each boss could be worth anywhere from 15-50 point, or kill counts.

Angel Wing Glider

in Guild Wars 2: Heart of Thorns

Posted by: Agile Sound.7516

Agile Sound.7516

Awesome Idea, I really wouldn’t mind seeing an improved wing animation for the glider’s using the Paragon’s stance.

I am Sylvari! I am not Zombari!

in Living World

Posted by: Agile Sound.7516

Agile Sound.7516

Not a flame: for joking purposes only
———————————————————————————————————————————————————————
So wait!!!

How dare all of you others races: NORN, HUMAN, ASURA, and CHARR blame us Sylvari when your SHAME is NO better.
———————————————————————————————————————————————————————
Dear Norn:

REALLY!?

Now I know you can’t say anything about us Sylvari considering that you Norn have a cave dedicated to serving JORMAG in the very city, YEA I’M TALKING ABOUT HOELBRAK, you reside in that was approved by your own LEADER. I MEAN SERIOUSLY, at-least us Sylvari were made by the flipping dragon ITSELF your SONS OF SVANIR however serve it WILLINGLY after it destroyed your homes in the Farshiverpeaks, chased you out, killed your spirit animals, and take and disappear with the woman from your village.

REALLY NORN?

YOU would have to be DRUNK to make a decision LIKE THAT! But oh WAIT!
———————————————————————————————————————————————————————
Dear Humans:

I KNOW YOU’RE NOT TALKING about CORRUPTION!

With your nobles, scandals, and corrupt politics for the crown in your BANDIT infested CITY! HECK can’t even turn my BACK without the risk of being STABBED! But oh WAIT, yea my dear brother CANACH who accepted a job by your COUNTESS ANISE for redemption to atone for his past mistakes, (tear in eye Sniff Sniff) SO NOBLE, only to be LOCKED up again all because he’s a SYLVARI. I mean yea sure his eyes glowed a bit but hey at-least he was fighting the dragon’s CORRUPTION!

Also about COUNTESS ANISE for a woman so young she sure seems to know a lot and may know quite few SECRETS! In MY opinion, she’s the one that needs INVESTIGATING! No wonder The Pale Tree kept all of this Mordem fiasco a SECRET. With your history record of WAR, CHAOS, BETRAYAL, and fighting each other for no apparent reason throughout the first three guildwars! SINKING YOUR OWN city dedicated to your FIVE Gods; that Treherne a Sylvari (cough) had to CLENSE for your sake, releasing PALAWA JOKO from a can, and the list go on. No wonder you guys are almost EXTINCT! Oh wait so that’s why the city is called DIVINITY’S REACH!

Also at least the crime rate in our city is ZERO!! Yea sure we have the nightmare court attacking nearby camps, but once more NOT IN THE CITY!
———————————————————————————————————————————————————————
Dear Asura:

Really YOU’RE NO better than the HUMANS OR THE NORNS!

You’re still associating with the INQUEST!? Wait the INQUEST is still apart of the ARCANE COUNCIL!!?? For a race full of geniuses that sure doesn’t sound so SMART TO ME! Not only do you have an infestation of deranged back stabbing eternal alchemist running around your CITY, BUT their creating out of control experiments like KUDU’s DRAGON MINIONS and SUBJECT ALPHA. I mean at-least Scarlet got corrupted by the Dragon considering that she was already A MINION OF IT! But come on, you have the audacity to TALK ABOUT OUR behavior in being corrupted by the dragon when you have a syndicate that you still allow in YOUR COUNCIL that aids in the experimentation of creating and controlling DRAGON MINIONS? Also don’t I remember hearing something about Scarlet actually helping the INQUEST FIND those said LEY LINES as a special consultant?

Yea sorry but you Asura’s aren’t as SMART as you THINK!
———————————————————————————————————————————————————————

Dear Charr:

HOW DARE YOU SAY ANYTHING about us Sylvari with your so called MIST DRIVEN TRIBUNE RYTLOCK!

GASP

After 250 years of war and chaos against the humans you still don’t remember how you were all INFLUENCED by your so called FLAME LEGION shamans who tricked you into serving Titan’s that were actually controlled by ABADDON! I mean seriously, give us a BREAK at-least us SYLVARI were actually minions of the DRAGON that majority of the inhabitants in the Grove DIDN’T KNOW ABOUT. You can’t see the connection HERE?

RYTLOCK you seriously need to take off that BLINDFOLD and see the big picture!
———————————————————————————————————————————————————————

As matter of fact! YEA ALL YOU OTHER RACES just leave magumma we’ll handle this dragon business OURSELVES. AND BY THE WAY we’re TREE’s not SALADS!
With all of that said, TO THE SYLVARI HATER’S… HOPE YOU ALL EAT SPLINTERS, but to everyone supporting and aiding in our little predicament cough MUCH APPRECIATED!

Sincerely,

Agile Rogue, A Sylvari Ranger
———————————————————————————————————————————————————————
I really couldn’t come up with anything funny for the Charr but I tried atleast.

(edited by Agile Sound.7516)

Does revealing the release date kill hype?

in Guild Wars 2: Heart of Thorns

Posted by: Agile Sound.7516

Agile Sound.7516

Yes revealing the date does kill hype if the date of release is too far from the current date, or too close that someone would have to postpone purchasing it. Remember it’s all about numbers and aiming to get the #1 bought MMO of 2015 slogan which brings forth the possibility of bringing back old player’s and bring in new one’s, but most of all obtaining the results from the purchases within that current week or month.

(edited by Agile Sound.7516)

Death to the one we all hate >:D

in Guild Wars 2: Heart of Thorns

Posted by: Agile Sound.7516

Agile Sound.7516

Bah, Treaherne just needs more character development that is more reflective upon his actions rather than being a satellite character for our personal story, the same could be reflective towards Kormir. I mean seriously did anyone complain about the chaotic relationship between Cyn and Mhenlo… absolutely not… Why you ask because they were interacting with one another and there was conflict. The same could be said about the Hench NPC’s in EOTN they just stood around in one spot, but they were depicted having expressions and emotions which actually made you stop and look to see what was going on. The Npc’s in GW2 they move around, good. Say the same thing towards one another, not so good… Conflict, none…? Where’s the story?

(edited by Agile Sound.7516)

I miss "peaceful" areas

in Guild Wars 2: Heart of Thorns

Posted by: Agile Sound.7516

Agile Sound.7516

I know what you mean. But that is part of the development. You start as someone who’s essentially little more than a farm hand, whacking grubs and retrieving birdfeed from bandits.
But as you develop yourself you get faced with bigger and bigger problems and conflicts.

True, but bigger problems don’t necessarily mean larger-scale battles and lots of explosions. You could be exploring ancient temples, doing rituals to contact the dead or calm their spirits, taking down Lovecraftian horrors in strange locations, etc. “Warzone” is just one possible setting for a high-level adventure, but it seems to be the only one GW2 uses.

Yea this is what I’m seriously looking forward to, although I seriously do hope there will not be as many areas having the Pact influence; soldiers, broken airships, etc in terms of scenery as we go further or deeper into Mordems territory so the natural Magumma textures can flourish.

I miss "peaceful" areas

in Guild Wars 2: Heart of Thorns

Posted by: Agile Sound.7516

Agile Sound.7516

To be honest, I really do believe the actual reason why there are a lack of peaceful moments is actually due to getting rid of the old explorable area function where we had the option to slay every monster in that specific map to complete the vanquish title.

Source:
http://wiki.guildwars.com/wiki/Vanquish
http://wiki.guildwars.com/wiki/Explorable_area

but yea i know what you mean, a few more peaceful moments or at-least a minute or two to look at the lore within a specific place would be nice. The only place where you can have a peaceful moment would have to be in the dungeons however Anet doesn’t seem to add enough lore to the content to make a group DPS/beserker geared token/gold runners to take the time and look unless whatever the lore is would be depicted at the end of the dungeon. You also have to consider that in order to view this said lore content you would need a group and not too many people like to wait for someone to view a cut-scene, from my experience.

(edited by Agile Sound.7516)

Tybalt, Sieran, and Forgal

in Guild Wars 2 Discussion

Posted by: Agile Sound.7516

Agile Sound.7516

You must accept their deaths and move on. Wanting them back even with different personalities is very creepy, bordering on monstrous. Like bringing them back from the dead with the wrong soul in their body. Who would be happy with that?! They died, stop trying to dig them back up.

Well i did add the Another dimension theory lol so technically speaking they wouldn’t be dead. Also of course i wouldn’t want the previous characters to return especially considering their fate. Although a shift in scenario or a what if situation if they had survived, while demanding, wouldn’t be so far fetched, especially with the concept of WvW and fighting against opposing invaders from another said dimension.

Tybalt, Sieran, and Forgal

in Guild Wars 2 Discussion

Posted by: Agile Sound.7516

Agile Sound.7516

Is there any possibility that these characters; Tybalt, Sieran, and Forgal, could return to the game? In my opinion, their sacrifice at Claw Island just seemed way too short lived. I can acknowledge that their deaths acted as a plot point to boost the story and motivate our characters to sort of grow on their own and later aid Trahearne to become the Pact leader and defeat Zahitan, but now that Zaihtan’s dead I think it’s time to bring them back. Whether it be from another dimension where their all Revenant’s; or their current Professions, with no memory of their former feats with the hero; new personalities maybe? maybe not? Allow them to form a group similar to that of Destiny’s Edge and Kasmeer’s band aiding the hero in the fight against the next Elder Dragon after Mordem. It would also be a lot more nostalgic than adjusting to a new character from scratch as well.

I acknowledge that the Pact acts as a peace treaty between each order, although is there any possibility that the Order’s we’ve chosen can depict more diversity for quest content that will be aimed towards that specific Order?

So what do you think? Yes? No? Maybe So?

Post your reaction: No weapon for eles, but

in Guild Wars 2: Heart of Thorns

Posted by: Agile Sound.7516

Agile Sound.7516

“YES I WILL DEFEAT MY OPPONENTS WITH LIFE!!!!”

SLASH

enemy player healed 20,000 hp

my reaction: uhhh….

Death to the one we all hate >:D

in Guild Wars 2: Heart of Thorns

Posted by: Agile Sound.7516

Agile Sound.7516

Hey, now. A lot of us are not on the “I hate Traeherne” team!

Well the other side feels cheated out of his\her glory by him. Same like kormir back then…but lets not go there…
He got the prophecy, the epic sword, the blessing of the pale tree and the leader role in the pact. What do i got? A bodyguard position for a group of destiny edge wannabes that call me boss to make me feel less lame… :\ I should be where thraherne is. I atleast dont need to get rezzed after every darn (story related) fight. Also he takes credit for MY work. While i bandage my bruised rear he struts arround giving orders and he wasnt even a military man before he took over the pact….ugh…

And again :
http://breonnick.tumblr.com/post/110228431745/serpentwined-greekceltic-kisskicker

Dont care. I should be the pact leader. Without me none of this would be even possible. Sure… 20 years in orr helped him a lot to basically learn almost everything i did over the undead while fighting them 10 meters besides his downed body. Without me the stupid airships wouldnt even be in the air to shoot the darn dragon down… or did you see any npc or traherne defending the darn things from the weaves of undead that got thrown onto it in a way that was effective? Did he even discover the spring of orr without me talking to the former kings of orr to even know where he needs to do his kittening life mission? Oh yea and do tell me how he or the pact defeated the mouth of zhaitan to cut down the dragons way to eat… well after i defeated the now to risen turned ones. Oh yea and who protected everybody while they did experiments on the darn dead eye of zhaitan? Me.. without me they would be dead…well risen and they had taken their secrets to the grave and their knowledge to zhaitan. Also tell me who caught the undead who wanted to steal the krait orb that protects the fort…oh yea and tell me who even got the darn thing in the first place just to state a few examples why i should have his darn job. What did he do for 20 years in orr? In that time i would be strong enough to kittening solo zhaitan (what i eventually did to the dungeon to prove a point with some help to open the door who needs 2 people standing on buttons to open it, couldnt help it) and map out the entire land mass to the detail to KNOW where i find the place to do my job. He is a godforsaken bookman.. im sure he could have drawn a map with points of interrest SOMETIME in 20 years or anything like that. But whatever… he should be at my my side as advisor and nothing else.

I Rofl so hard at this lol!

Lady Glaive, Livia, and Anise: same person?

in Lore

Posted by: Agile Sound.7516

Agile Sound.7516

Lady Glaive has a Chapel in Orr

It has a coffin in the middle, iirc, so I am fairly certain that’d be Glaive’s grave.

Plus, Livia was very much normal during EN/WiK and very much indicates during Sea of Sorrows that she gained her magical longevity via studying in Orr and studying the Scepter of Orr (stuff she did after Eye of the North and, supposedly, after War in Kryta).

Thank you for posting Konig Des Todes.

Are you sure theirs anything still inside the coffin!!!! No lol just joking. :P

I didn’t have any information on the tomb in Gw2, thank you for clearing things up.

Well with that said there goes the theory, but still I’m quite curious what do all of you think about the theory, would it be cool if Anet had gone with an idea like this for Livia?

(edited by Agile Sound.7516)

Lady Glaive, Livia, and Anise: same person?

in Lore

Posted by: Agile Sound.7516

Agile Sound.7516

I’m not convinced. There are common elements, yes, but that’s because it’s the same story- nothing you’ve listed or cited above could account for Glaive abruptly becoming a fanatic Krytan patriot. Even if she did somehow know of Abaddon’s connection to her maybe-betrayer, that vendetta would’ve been finished three years at the point we meet Livia. And how would she know that Abaddon is behind all those things, anyway? We didn’t until we met all the witnesses he left cluttering up his home.

Thank you Aaron Ansari for commenting.

I will state that it is true that i cannot depict the events that would transform Glaive of becoming a fanatic Krytan patriot, but neither are the events on when the formation of the shining blade was established can be depicted either. While Evennia may have led the shining blade it doesn’t mean that she was it’s creator. There were also many events that had taken place prior of the original Prophecies story line involving the third guildwars between Kryta; taken over by the White Mantle, Ascalon, and Orr; King Rezza attempting to bring peace to to both factions. The events that transpired after King Jadon had gone into hiding, abandoning Kryta, while fleeing with a likely younger queen Salma due to the prior Charr invasion; causing the White Mantle to take over as a result, is not depicted as well. However considering that the shining blade doesn’t have a clear description of when it was formed, nor is there an exact time of the creation of the White Mantle it is possible that Glaive/Livia, WARNING SPECULATION, could have residence in Kryta during the events of the first two guildwars. I would also like to state that while many of these events cannot be depicted it does not mean that they did not occur lore-wise.

In terms of Abaddon, it’s highly likely Livia/Glaive wouldn’t know anything about the events that transpired. A perfect example would be Shiro Tagashi who was influenced by the fortune teller that the emperor would betray him. Shiro didn’t know that the fortune teller was an agent of Abaddon but was still influenced by the event towards the extent that he became so paranoid that he assassinated the emperor. The same goes for the Charr Shaman’s who influenced the rest of there race to serve the Titans that would eventually lead up to the Cataclysm. The final and most important example would be Vizier Khilbron whom was persuaded by Terick; that was actually Razakel in disguise which is a servant of Abaddon, into using dark magic causing the sinking of Orr. In other words Glaive/Livia wouldn’t have to know anything about Abaddon to be influenced by the events of it’s actions.

Last but not least while Glaive may have found out that Fendl Nin had betrayed her; making her the sole survivor of her crew, it doesn’t mean that she would know his contact nor that it was actually the adviser of King Zoran. In my opinion, she could’ve thought that it was the King himself that wanted to get rid of her therefore rendering her to never return back to Orr.

Anyway thank you everyone for reading, and tell me what you think!

Here are the sources:
The Shining Blade: http://wiki.guildwars.com/wiki/Shining_Blade
The White Mantle: http://wiki.guildwars.com/wiki/White_mantle
Evennia: http://wiki.guildwars.com/wiki/Evennia

Abaddon’s Influence:
Vizier Khilbron: http://wiki.guildwars.com/wiki/Vizier_Khilbron
Titan: http://wiki.guildwars.com/wiki/Titan
Terick: http://wiki.guildwars.com/wiki/Terick
Razakel: http://wiki.guildwars.com/wiki/Razakel

Abaddon’s Influence in Factions:
Fortune Teller: http://wiki.guildwars.com/wiki/Fortune_Teller
Shiro: http://wiki.guildwars.com/wiki/Shiro

(edited by Agile Sound.7516)

Lady Glaive, Livia, and Anise: same person?

in Lore

Posted by: Agile Sound.7516

Agile Sound.7516

So I’ve come up with this odd theory of the possibility of these three iconic figures, Lady Glaive, Livia, and Anise in Guildwars 1/2 could actually be the same person. I already have seen many other post depicting Livia could possibly be Anise in disguise due to their vendetta against the white mantle and the unknown abilities of the Scepter of Orr considering the Lich could also make illusions of himself, the possibility of immortality, the unknown power of the bloodstone, her associations with Gad to help obtain power to protect Kryta for Queen Salma, and Anise quotes with Canach depicting that she may be a lot older then she may seem with her position as protector of the royal family in Divinity’s Reach. Although what if the events transpired even further than that with Livia actually having been Lady Glaive the Corsair of the Queen of Fools. While Lady Glaive, lore-wise, have associations with Kourna and Orr; defeating the king Zoran therefore hiring her to become Orr’s navy coordinator, the story of one of her crew mates Fendi Nin betraying the crew with the help of the “kings adviser”; The lich or Vizier Khilbron maybe?, and trapping their souls in the Shards of Orr, with the exception of herself whereby her fate has remained unknown. I will say many of Livia’s associations from Gadd, the location of the Shards of Orr dungeon, wanting to obtain power of the bloodstone to protect Kryta, the undead Lich connection to Orr; caused by Abaddon, the charr scaring Queen Salma’s family into hiding by the Charr; caused by Abaddon, Evennia leader of the shining blade giving Vizier_Khilbron the Sceptor of Orr, the Mursaat and White Mantle taking over the Kryta region sacrificing souls to increase the power of the bloodstone, and no one knowing where Salma were hiding during all of this. All of it just seem to just have something in common to me…

Also as a defense for my theory that Vizier Khilbron was the adviser that aided Fendi Nin is that it’s quite possible that he became the adviser to King Rezza after Zoran had resigned his mantle.

Also if you consider Fendi Nin’s undead form, it could be in relationship to Vizier Khilbron necromancer abilities before he became the Lich.

In my defense for the Lady Glaive and Livia connection for her immortality and old age is due to the magical energies that washed the Tarnished Coast shores after the Cataclysm; caused by Vizier Khilbron, due to the lost scrolls.

I don’t know, but what do you think about this theory…?

Also here are the links associated with the theory:
Lady Glaive: http://wiki.guildwars.com/wiki/Lady_Glaive
Shard’s of Orr: http://wiki.guildwars.com/wiki/Shards_of_Orr
King Zoran: http://wiki.guildwars.com/wiki/King_Zoran

The Sinking of Orr:
Orr: http://wiki.guildwars.com/wiki/Orr
King Reza: http://wiki.guildwars.com/wiki/King_Reza
The Charr Invasion: http://wiki.guildwars.com/wiki/Charr_invasion
Vizier Khilbron: http://wiki.guildwars.com/wiki/Vizier_Khilbron

Scepter of Orr:
Vizier Khilbron: http://wiki.guildwars.com/wiki/Vizier_Khilbron
Evennia: http://wiki.guildwars.com/wiki/Evennia

Shining Blade and the Royal Family:
King Jadon: http://wiki.guildwars.com/wiki/King_Jadon
Salma: http://wiki.guildwars.com/wiki/Salma
Evennia: http://wiki.guildwars.com/wiki/Evennia

The White Mantle take over Kryta:
http://wiki.guildwars.com/wiki/White_Mantle
http://wiki.guildwars2.com/wiki/Mursaat
http://wiki.guildwars.com/wiki/Bloodstone

The Bloodstone:
Livia: Livia: http://wiki.guildwars.com/wiki/Livia
Bloodstone: http://wiki.guildwars.com/wiki/Bloodstone

Livia and Vizier Khilbron semi immortality?:
The Cataclysm: http://wiki.guildwars.com/wiki/The_Cataclysm
Shards of Orr: http://wiki.guildwars.com/wiki/Shards_of_Orr

Fendi Nin connection to The Lich:
Fendi Nin: http://wiki.guildwars.com/wiki/Fendi_Nin
The Lich: http://wiki.guildwars.com/wiki/The_Lich

Guildwars2 Anise Theory:
Livia: http://wiki.guildwars2.com/wiki/Livia
Countess Anise: http://wiki.guildwars2.com/wiki/Countess_Anise

(edited by Agile Sound.7516)

My take on remaining Legends for the Revenant

in Guild Wars 2: Heart of Thorns

Posted by: Agile Sound.7516

Agile Sound.7516

Considering your theory for the trait line as you described above and your theory that each Legend will be based on a single character from each Gw1 expansion.

The two Legends confirmed:
Jalis IronHammer (Rite of the Great Dwarf) for EOTN
Mallyx (The Unyielding) for Nightfall

Then yea it would be highly likely, in my opinion, that
Glint would be the Legend to represent Prophecies and Shiro Tagachi for Factions.

Glint (The Keeper of the Flameseeker Prophecies) for Prophecies
Shiro Tagachi (The Harbringer of the Deceiver) for Factions

The reason why I’ll speculate that Shiro would be the most likely candidate to become a Legend is that he is literally, with the two exceptions being The Lich and Jalis, to appear in two expansions, Factions and Nightfall, and seem to have some form of impact related to Abaddon as do Mallyx the same way Jalis and Glint are associated with the Elder dragons. Therefore Shiro’s connection to the mist is solidified. The reason why I will not state the Lich being a Legend is because Glint, especially with Caithe hiding the dragon egg somewhere in the Magumma Jungle, seems to be the most iconic figure of the two considering the Lich sole goal was to become the Flameseeker from “Glints Prophecy”. I wouldn’t count Rurik considering he had been converted into an undead minion by the “Lich himself”. So with that said Glint would be the highest on the totem pole for Prophecies literally. Now back to Shiro who’s actions were manipulated by the fortune teller, whom was a spirit in disguise that followed Abaddon, caused all of the catastrophe’s revolving around factions. Not only did Shiro assassinate the previous emperor Angsiyan; consuming his soul in the process, but from Shiro’s death, not Angsiyan; at the hands of two champions who could easily pass as Legends from two warring factions Kurzick’s: Viktor and Luxon’s: Archemorus with the help of a third Legend Vizu who nearly sliced Shiro in half, resulted in the formation of the Jade sea and the stonification? of the Escovald Forest. Instead of being sent to the mist indefinitely to be imprisoned for eternity he became an Envoy thanks to Suun (The Oracle of the Mist), created the Afflicted, “killed Togo”, and was released by Abaddon to become one of his generals.

In terms of factions Shiro is so high on the Totem pole of being a legendary figure it’s not even funny.

In terms of Togo, and i’m not saying that he doesn’t have a chance of being or becoming a Legend for the Revenant, it just that, in my opinion, he seems to be too Canthan focused… So yea i can see him becoming one when a Cantha expansion arrive but not before…

The reason why Anet, in my opinon, chose Mallyx as a Legend is because of three things in terms of hierarchy he’d likely to be second in command to Abaddon; the big bad behind many of the events in Gw1, similar to how The Great Destroyer is to Primordous; one of the big bads in Gw2, he’s keeping his foothold in the realm of torment despite the efforts of Kormir, and last but not least he’s considered as being an elite boss.

The reason why Jalis IronHammer would be considered a Legend by Anet, in my opinon, is because of the Tome of the Rubicon that was created by the Great Dwarf before the Human God’s including Dwayna had existed warning of the existence of The Great Destroyer depicted in Gw1, yet having no knowledge of the six Elder Dragons. So yea Jalis is an official iconic figure in his own right because he fulfilled one of the prophecies of the Great Dwarf himself by fighting against and warning everyone of the upcoming threat.

Anyway i really do hope there are at-least five legends to add more diversity, four seems a tad bit too limited.

(edited by Agile Sound.7516)

Revenant and GS?

in Guild Wars 2: Heart of Thorns

Posted by: Agile Sound.7516

Agile Sound.7516

Considering what we’ve seen from the skills of the other weapon sets I’m starting to have doubts about it.

Name a Legend for your Revenant

in Guild Wars 2: Heart of Thorns

Posted by: Agile Sound.7516

Agile Sound.7516

Considering what we’ve seen with Jalis and Mallyx in terms of the elite skills, the possibility of Glint being a Legend in the roster, in my opinion, is quite high. Although do you think that it’s possible that Glint could be a legend solely exclusive to Rytlock?

Also do you think that it’s possible that a legend can be based upon multiple characters? For example the Luxons serve three demi goddesses, would it be possible that the skills could derive or be inspired to incorporate all three of their themes? another example would be Lyssa being two individuals rather than just one.

Not a good example but still, maybe Vizu, Viktor, and Archemorus could be considered as being one Legend rather then a division of three.

(edited by Agile Sound.7516)

Name a Legend for your Revenant

in Guild Wars 2: Heart of Thorns

Posted by: Agile Sound.7516

Agile Sound.7516

I’m all for Master Togo, he’s not just a GW1 hero but also ritualist, and I’d like skills like that. Guessing there’ll be 2 underwater legends – anyone has ideas? (I only see The Leviathan listed in this thread, unless pirates and margonites count as sufficiently sea-bound)

If there is the possibility that Anet would choose a character that we may have never encountered before in the previous Gw1 game, and it being underwater or water based, I would have to say Lady Glaive: http://wiki.guildwars.com/wiki/Lady_Glaive.
Who for some odd reason i keep thinking could be both Livia and Anise, although if this ever happened then likely not.

Then there is the possibility that that Archemorus: http://wiki.guildwars.com/wiki/Archemorus, but then you’d have to include Viktor and Vizu sooo maybe not…

However it doesn’t mean that later on Anet can’t make a new legend and state that its old so maybe a Largos legend for a later expansion?

With that said I’d have to say the Margonites are the most water related, while the Leviathan may hold’s credit of being the largest creature in Cantha there is the possibility of it still being alive.

Anyway here’s my question for everyone what do you think makes someone or something legendary and why would Anet choose that said Legend to be used by the Revenant?

(edited by Agile Sound.7516)

Revenant kills existing professions

in Guild Wars 2: Heart of Thorns

Posted by: Agile Sound.7516

Agile Sound.7516

I can understand how necro users may be at odds with with the Rev’s Mallyx skills but i don’t really see the skills as being so catastrophically OP that it leaves the other professions in the dust bin, as you put it. Considering the Energy Bar, not being able to weapon swap, the limited amount of utility skills (that we know of), and the Rev seeming to be more of a semi-mid range and semi-long rang profession (from what could be observed in video) I can see a lot possibilities involving control skills if the player is willing to engage the Rev head on, can apply enough pressure to force energy consumption from the other player, and can counter/dodge attacks or disengage and leap back into combat again before the player can recover or swap forms. So for the most part it still comes down to the skill of the player, their experience with using a said profession, the amount of knowledge they have about another profession, their traits, and play-style. So to be honest there really is nothing to worry about… at least that is my opinion.

(edited by Agile Sound.7516)

Comparison - How the new Class should be...

in Guild Wars 2: Heart of Thorns

Posted by: Agile Sound.7516

Agile Sound.7516

Everyone has the right to speculate and give an opinion, although i think stating how the class should be when all the details aren’t out yet might send the wrong message to others. I can understand what it’s like to have a strong belief, you’re not saying anything against the profession in general but how Anet may; speculation, incorporate the lore around the profession specifically based on the amount of human conquest depicted in the original Gw1. You’re cautious/considering that the lore would not be relate-able to the other races. You’re not alone its completely understandable especially with Rytlock being the first Revenant, where a character will spawn at the start of the personal story, will the missions already depict Zhaitan defeated and etc, however I wouldn’t call the Revanant a black-sheep, but rather an extremely misunderstood Profession with a lot of hidden potential….

The main problem: In my opinion

I think the main issue is that we’re basing the Revenant abilities on the possibility that Anet chose the legend characters before rather than simultaneously, or after knowing/having an idea just how the mechanics would work beforehand for each weapon/utility/etc.

In my opinion, I think the Lore should be viewed as merely a skin; an appearance, of the mechanics rather than the whole basis of the Profession, and should be viewed as an artistic expression? Another issue is that i think many of us are seeing how does the lore relate towards the current conflict in the game. Jalis has a valid reason for being a legend for aiding in the defeat of the Great Destoyer however he didn’t destroy it, but in a sense so does Mallyx even though he’s not related to any of the events, that i know of, in terms of fighting the elder dragons due to still having a hold of the realm of torment; Kormir, similar to Dhuum in the underworld; Grenth, and Balthazar brother he’s still considered a Legend. I really think we should take that into account does the creature have to have any real significants or does it just have to be strong/hard to kill? Both? Neither?

Anyway all the Revenant is doing is channeling; borrowing, power from the mist from past enemies and allies nothing more. All Anet is doing is combining lore themes to skill mechanics that they planned, way beforehand.. Hopefully?

Anyway nothing to get worked up about everything’s going to be alright? Yes? No? Maybe so?

(edited by Agile Sound.7516)

Name a Legend for your Revenant

in Guild Wars 2: Heart of Thorns

Posted by: Agile Sound.7516

Agile Sound.7516

From Prophecies:

Glint (The Keeper of the Flame Seekers Prophecies): http://wiki.guildwars.com/wiki/Glint
Ritualistic themed attacks
Legendary: Dragon Stance
Reason- Considering the trailers we have seen with Rytlock summoning Glints spirit, even if it may just be an elite skill, the lore around becoming an ascended before meeting Glint, her visions that aided in the defeat of the White Mantle/The Lich/The Titans/Etc, her efforts to aid Destiny’s Edge to defeat of Kralkatorrik, the Zepharite’s acquired their air/sun/lighting crystals from her corpse?, and her legacy hidden somewhere in the Magumma Jungle. I can sort of see this happening.

From Factions:

Suun (The Oracle of the Mist): http://wiki.guildwars.com/wiki/Suun
Celestial themed attacks
Legendary: Divine Stance
Reason- Due to the “Weh No Su”; to be closer to the stars quest.
While not likely to be an official legend, he does seem to be one of the most supernatural characters we’ve seen running around Cantha in human form, he’s a ritualist, and in my opinion he’s very similar to glint. ALSO HIS EYES FLIPPING GLOW PEOPLE!!!!!

Urgoz (The Spirit of the Echovald Forest): http://wiki.guildwars.com/wiki/Urgoz
Plant themed attacks
Legendary: Warden Stance
If the Revenenat would ever be able to wield a Longbow or shortbow I could seriously see this one happening.

Kanaxai (The Nightmare of the Deep) http://wiki.guildwars.com/wiki/Kanaxai
Nightmare themed attacks
Legendary: Nightmare Stance
Stated on the Wiki that it has no known connection to the Mist, but hey why not he’s on par with Urgoz and Mallyx.

From Nightfall:

Kormir (The Goddess of Truth): http://wiki.guildwars.com/wiki/Goddess_of_Truth
Light themed attacks
Legendary: God Stance
Reason- Cleansed the Realm of Torment after the defeat of Mallyx the Unyielding? To be honest i just want to see a Kormir themed avatar attack for once.

(Already Confirmed)
Mallyx (The Bastion of the Fallen Abbadon): http://wiki.guildwars.com/wiki/Mallyx
Poison themed attacks
Legendary: Demon Stance
Reason- Hard to kill?, simple as that.

Eye of the North:

(Already Confirmed)
Jalis Iron Hammer (The Rite of The Great Drawrf): http://wiki.guildwars.com/wiki/Jalis
Warrior themed attacks
Legendary: Dwarf Stance
Reason – Aiding in the defeat of “The Great Destroyer”.