Showing Posts For Crey.5263:

Episode 6 trailer!

in Living World

Posted by: Crey.5263

Crey.5263

The statue we see at 0:33 in the video reminds me on a Margonite

https://wiki.guildwars.com/wiki/Margonite

Margonites? Ally with Abaddon to take down the other 6 gods? Abaddon breaks free! This was all his plan…Talk about the long con!

people getting kicked when raid boss is on 2%

in Fractals, Dungeons & Raids

Posted by: Crey.5263

Crey.5263

I been trying every single day to get into a Raid nobody will help i get kicked for nothing and now i cannot get any better armour !

Your problem is thinking raids is the path to better armor in the first place. I’d kick you too with that attitude.

Correct me if i’m wrong, but aren’t legendary armor sets Raid Locked? That’s like saying you can craft a legendary without doing WvW…

Dungeon Queue

in Fractals, Dungeons & Raids

Posted by: Crey.5263

Crey.5263

Greetings Community,

I did a cursory search for both Dungeon Queue and Dungeon Finder to see if this has been suggested before, but I’d like to know if other players would find this to be a worthwhile development for Anet as well. Please forgive me if this has already been addressed by the community or Anet, and I’d be willing to read the other thread if you point it out to me.

At the moment, we have a very nice lfg function that allows us to post our groups who want to do a specific dungeon and search for the same amongst the postings. However, I’d really love for Anet to add a dungeon finder queue that performs a match making function. This is not an uncommon feature in games with a dungeon element, and GW already has a fairly adaptable function in it’s PVP Matchmaking Queue.

I’d love to be able to select from a list of paths that I’d be willing to run from ones that I am high enough leveled to participate in (preferably the system could also intuitively let me opt out of doing paths for which I have already received the daily reward) and be placed in a party with 4 other people with matching dungeon preferences (obviously preferring people that I am partied with). Once a dungeon party is found I could receive the same notification that I would receive were I on the map of the dungeon asking me if I would like to join the instance, provided that I am not in combat and be teleported into the instance similar to how pvp works.

If this is generally something that the community would find useful, would Anet be willing to develop it?

Mesmer new elite wishlist

in Mesmer

Posted by: Crey.5263

Crey.5263

I agree with a previous post that as a class that is supposed to be messing with people’s mind it is strange that we don’t have access to taunt. But what is more surprising to me is that a class that manipulates illusions has zero access to Fear… Furthermore, I like the ideas of specializations giving the professions access to play styles they don’t currently have. I think the mesmer lacks a melee-condi build since the mesmer sword is a flat damage item. Thus I recommend:

The Terrormancer
Weapon: MH Dagger
Utility: Spectral
Traits: focus on enhancing stealth/speed, condition effectiveness, or augmenting fear. Since it’s a dagger spec give lots of bonus conditions for striking from behind, stealth, or against debilitated enemies. FEAR, FEAR, AND MORE FEAR, maybe even let the spectral trait inflict aoe fear on cast since they are based on phobias.
Visually: The effects could borrow from the toxic nightmare arch with a pink highlight. Focus on smoke and tendrils.

1: Enduring Toxin- (x2) Each hit applies torment
1: (Stealth Attack) Shameful Fear- Applies Fear & Summons 2 Clones that use Enduring Toxin
2: Unseen Fury- AOE Damages and Blinds foes facing the Terrormancer, Enemies with their back turned will be poisoned and burned instead.
3: Living Shadow- Terrormancer removes revealed, gains 4 seconds of Stealth and Super speed. Can reactivate to return to their original location. Breaks Stun.

Heal Skill: Aquaphobia: Terrormancer heals and becomes water (evade 3/4s) and leaps to target location dealing aoe damage and chilling on arrival. Water Field 2 s. Leap Combo Finisher

Achluophobia: Terrormancers becomes shrouded in darkness, becoming immune to blind and inflicting blindness on enemies. Breaks Stun.

Insectophobia: Terrormancer is surrounded by an insect cloud that hits 12x inflicting burning.

Spectrophobia: Terrormancer gains an aura of swirling ghosts gaining resistances and inflicting Fear on enemies that strike the user.

Claustrophobia: Creates an illusory ring around the Terrormancer that enemies cannot pass through. Absorbs projectiles. Smoke Combo Field.

Elite: Agoraphobia: Recharges illusion summoning skills. Next Illusion skill cooldown reduced to 10 s.

Elite Spec Runes

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

So to my great disappointment today i discovered that mastering an elite spec only grants the recipe for it’s runes to that character…this is problematic if your character does not have access to 400 crafting necessary to make the rune…for example my necromancer does not have 400 in tailoring so I cannot craft superior rune of the reaper…I feel that these rune recipes should be account bound so that if i have a designated tailoring character they can craft the runes that my other characters unlocked.

healing spring should be a trap.

in Ranger

Posted by: Crey.5263

Crey.5263

I’m pretty sure this has been discussed elsewhere, but realistically it should be a trap or wilderness survival.

I don’t feel that having troll unguent be a survival skill should exclude the healing spring. after all there are other skills that some classes have more of ( i.e. engineer elixers) and every class has more of a type of skill than slots allow meaning that the player has to choose (3 utility slots, but most utilities have 4 of each type).

Being a gw1 player, healing spring was originally a trap. I believe instead of having to be triggered it just went off after a delay though, of course i could be wrong.

Healing Spring Category - Trap

in Ranger

Posted by: Crey.5263

Crey.5263

I think it will probably end up being a trap considering, the gw1 skill was actually a trap and they were doing a lot of call backs to gw1 skills with these traits. And to compensate, I think they could make the activation effect be an aoe cleanse and heal to make up for not having access to the water field and pulsing cleanse immediately.

Specialization - ninja nerfing players.

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

I think the OPs concern is based in a mental block, you say that you will not be getting 6 stat lines because armors (excluding celestial) only boost 3 lines. All you have to is mix-match your armor, you dont have to wear all of the same insignia. The separation of stats from armor is a huge boost because we not will get to choose our stat combinations. So for example, if I wanted toughness from Earth Magic, but didnt care much for the condition damage, because i’l building some sort of zerk build. I could now just put 1-2 pieces of Cavaliers on, instead of investing those 2 points into earth.

The teasing is getting a little annoying.

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

because traps are so useful on the classes that have access to them, really looking forward.

It’s definitely not the Ranger, so I’m really hoping for the Thief. The idea of playing an ambushing sniper that lays traps around for people that get close is just beautiful.

Thieves already have traps…if their specialization’s utilities were related to traps then they wouldn’t really be getting anything new…

Specilizations and the new traits

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

So you are afraid of change? You think a game that prides itself on a living story and is setting itself to add more and more new content over time really should limit itself because you aren’t willing to adapt?

Specialisations Primer - Feedback

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

They are taking away guardians virtues.-..nice…kill us more and give us warhorn and 6x shouts. R.I.P. Longbow.

Where are you getting this from? Besides, Guardian already has shouts… The post said that 1 specialization is getting 6 shouts, which comes out to 1 heal shout, 4 utility shouts, and one 1 elite shout. I highly doubt that they would give 6 new shouts to a Guardian.

(I miss my imbagon)

Elite Specialization's effect on wardrobe

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

They aren’t changing armor types, why would they need new skins?

specs: not able to use more than 3 lines?

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

@Galeskyring. They aren’t taking a trait line away from you…they are giving you a 6th trait line. Correct me if I’m wrong, but they haven’t said: Druids cannot use the Beast Mastery Trait line. The specialization line gives traits… just like your other trait lines do.

Please don't set back my characters

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

i hope they are gonna make trait unlocks acount bound (and i heard they are), if so i hope this means all my grandfathered character will unlock all the traits.
i am surely never gonna unlock them with this BS system, it would mean the end of this game if they even force me to unlock them on my existing characters.

I don’t see how having account bound traits would be helpful…unless you have multiples of one profession.

i have……

Why…

Specialisations Primer - Feedback

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

Got to say I agree with the OP.

I just read Specializations, Part One and Part Two. It sounds pretty horrific.

Firstly, I will admit it give me a huge headache and I am not sure I understand it all.

But, I get the impression they are dumbing down the trait system even more, making stats even more ridged and lessening our ability to vary them, introducing lots of new forms of grinding (reward tracks). Also, ultimately the rewards, skills, we get are no better then we have now and in some cases worse, dumbed down.

Also, this was the bit I am not sure on, are some of our present level 80 traits being stripped away from us? I get the impression Anet wants us to re earn traits we already got.

Really, sounds terrible…

I agree that they are streamlining things. But stats are not more rigid. In fact in some ways they are now more flexible since they are no longer linked to traits. I mentioned this in another thread, but there is nothing preventing you from mixing and matching armor/trinket pieces with differing stats. Maybe you’re used to having full zerk armor, then traiting into toughness and vitality for extra survivability. Well now you can simply switch out some of the zerk armor with knights and some with valk and you get the exact same thing.

Stop agreeing with me on everything and posting slightly before me…it’s causing it to look like i’m copying you…

Specialisations Primer - Feedback

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

As for the 1st point of shifting stats to the armor…If you want to modify your stats, simply change your armor. They have almost every stat combination now and they keep adding new insignias with new content (i.e. zealots, settlers, sinister, nomads, etc). You don’t have to have wear a full set of the same insignia. I think this change will actually be a buff, because some of the traits that I would like to increase aren’t on the same line. For example, I like to build a Healing Power/Condition Necro. In order to get condition damage I have to go down the spite or curses lines which those traits don’t align with my play style. Now I can say…build my Shaman (Vit, Heal, Condi) armor then get traits from Death and Soul Reaping… without sacrificing my stats.

Please don't set back my characters

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

i hope they are gonna make trait unlocks acount bound (and i heard they are), if so i hope this means all my grandfathered character will unlock all the traits.
i am surely never gonna unlock them with this BS system, it would mean the end of this game if they even force me to unlock them on my existing characters.

I don’t see how having account bound traits would be helpful…unless you have multiples of one profession.

Miyani + No Skill Points

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

I cry evrytim…

Specialisations Primer - Feedback

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

It looks like my ranger won’t be able to use Spotter and Piercing Arrows at the same time seeing as how they’re both Master Traits. Hopefully this isn’t the case…

They could make piercing arrows a natural mechanic like they did ground targeting for wells…

Specialisations Primer - Feedback

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

Look the thing that I loved about gw1 was the 1000s of skills available to my character…but I eventually grew up and realized that you still only use a small set of these skills. The people who are going to complain about losing access to those two trait lines, need to go back and really look at their builds and see that the overwhelming majority of the time, they are going to have two trait lines that they weren’t using anyways. or if they were it was for some negligible minor trait… especially since (using the water ele traits that have been revealed as a example) the traits seem to be getting better and doing more.

Im afraid i disagree.

I have 5 builds that i like to use for different scenarios on my warrior as follows and for when im just bored with one.

6,0,4,0,4 (shin’s build) for WvW
2,0,6,0,6 (TDM legendary 3.0) for WvW
0,0,6,2,6 (leg specialist GS/hammer) for WvW
0,5,0,6,3 (Phalanx Strength) for dungeons
0,5,6,0,3 (forceful GS) for Silverwastes.

As you can i see i go 6 deep in every trait line except ARMS (i go 5) . If im forced to only be able to spec into 3 trait lines im going to get bored real quick.

You realize that you just showed me multiple builds you use that only incorporate 3 trait lines right? In all of those builds you have two 0s…

Miyani + No Skill Points

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

So I should stock up on augur stone’s so I don’t have to get them by chance or behind some time wall?

Specialisations Primer - Feedback

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

I am really happy with the separation of traits from the stats though…I will make a water ele capable of dps….just you wait!!! you will all see!!!!

Specialisations Primer - Feedback

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

Look the thing that I loved about gw1 was the 1000s of skills available to my character…but I eventually grew up and realized that you still only use a small set of these skills. The people who are going to complain about losing access to those two trait lines, need to go back and really look at their builds and see that the overwhelming majority of the time, they are going to have two trait lines that they weren’t using anyways. or if they were it was for some negligible minor trait… especially since (using the water ele traits that have been revealed as a example) the traits seem to be getting better and doing more.

Specialisations Primer - Feedback

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

…at least one profession’s elite specialization will be a full set of six shouts.

Warrior’s specialization = Paragon?

If that were the case, the base warrior would be losing 4 shouts, or the specialization would only be gaining the heal shout and elite shout. They said each specialization was getting 6 new skills. I take this to mean that they are giving shouts to one of the 6 classes that doesn’t have them already. Maybe the Revenant specialization will be Paragon…and he’ll be able to channel Kormir or Morgahn

specs: not able to use more than 3 lines?

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

would be nice if we could at least choose the stat points but as it seems they will just be put on armor instead which will again limit variety because i assume that power gear will have more power on it then, and not vitality.

i’m not saying the trait rework is all bad but this just caught my eye and i would, as a game dev, not make the same decision and limit the traits (and also the stats).

If you want vitality…the vitality gear will also be more powerful…

specs: not able to use more than 3 lines?

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

There isn’t really build diversity as it is, because in order to get to your grandmaster traits you have to spend 6 points in lines anyways. It’s very rare to actual spread your points across more than 3 lines anyways.

Necromancer Specialization

in Necromancer

Posted by: Crey.5263

Crey.5263

I’m NOT happy about all wells becoming ground targeted. Personally, I prefer having them cast at my feet without requiring 2 clicks or 2 button-pushes…

I agree that I like the speed of casting at my feet, I think a nice happy medium for this change would be to make the offensive wells (corruption, darkness, suffering) cast around target, while the defensive ones (blood and power) are on our feet.

Necromancer Specialization

in Necromancer

Posted by: Crey.5263

Crey.5263

I might be disappointed if they poorly change DS for the specialization because I kind of just want greatsword + old DS

Another thing. I think we will be getting shouts.
One specialization will have access to traps, while at least one profession’s elite specialization will be a full set of six shouts.

Don’t put that evil on our necromancers…there are currently 6 classes that do not have shouts…it doesn’t have to all be about necros… Giving a class 6 shouts sounds a lot like one class is getting Paragon as a specialization since they will be getting a shout heal skill and a shout elite skill, and the GW1 paragon was all about that shout action. I don’t feel that the necromancer would specialize into becoming a paragon.

Information, and the lack thereof

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

Sooo much plus for Eve, very well crafted and funny to read…

[Suggestion] The Assassin

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

My one concern is that it seems both the shortbow and the pistol are fairly bleed oriented. I’d like to have a flat damage range weapon..

Why I'm >not< hyped for HoT

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

some things though i noticed are that the core problem doesn’t come from the players, but from the design of things.

I will apologize if anyone has already brought up this point, but I could only get half way through this thread before being fed up with people’s undue criticism of the Anet Developers. I am curious how many people who troll these forums have a minimum of a bachelors in computer science or any relevant experience with video game design. It’s really kitten easy to snipe from the bushes and complain about AI when you have no real idea of how it works, or the challenges of designing a boss that cannot be exploited that is not broken.

The problem is not the developers, IT IS THE PLAYER AND THEIR HUMAN NATURE. If I paint a picture, someone is going to find a flaw with it, If I write a story, someone is going to poke kitten in the plot, if I code a creature in a video game that has realistic restraints on it’s capabilities to make it beatable…some kitten is going to abuse that restraint or find one scenario that I didn’t code for and abuse it.

It’s not as if I can’t enter a dungeon and see what the developers planned for each encounter, when we choose to stack we are actively circumventing the mechanics. It is highly unlikely that people who do this really believe that is what the developers wanted, so why would anyone complain as if it is the developers fault for player behavior. If you want to truly run a dungeon (no stacking/ no skipping) get a group of friends together or include it in the description in lfg.

I appreciate that these forums are a place for feedback for the players, but unless you lead with " I have a degree in Computer Science from X university with a specialization in Artificial Intelligence or video game design" you really don’t have a legitimate position to criticize the boss ai of this game.

Maybe it's just me...but...

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

Yeah, actually logging into the game is kind of a chore now. I didn’t used to pay all that much attention to the forums either, but now on like every day hoping for some news that’s going to make me excited to play the game again…

And based on how long it was between when they announced GW2 originally and when it came out I feel that we’re probably in for a long wait.

I do think that Anet could relieve a little bit of the disappointment in the updates if they were to say…give us a choice in which features they covered next. Not an open choice mind you…but similar to what they did with Kiel and Gnashblade affected which fractal was released between the options: Thermonova Reactor and Fall of Abbadon. They could give us options like where does Kasmeer get her hair cut, how do charr clip their claws, and what are the new legendaries (my vote/participation would clearly go towards the burning question of charr hygiene). I think having some control over the weekly updates would revamp some excitement.

Changing "We don't rez the dead" mentality.

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

Maybe Anet should just implement a system that automatically way points dead people from world boss event areas after they have been fully dead for kitten -1min (timer stops while someone is attempting to revive you) to the closest uncontested way point at no cost. Because after a minute has passed of you watching other people struggle to complete an unnecessarily up leveled boss it should be clear that you aren’t getting revived. This would remove afkers and lazy people who just don’t want to take the walk of shame. Then people cant complain about people not rezzing you when your fully dead.

Conditions

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

I think they are just adding value to the resistance boon

When can we pre-order?

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

To the people willing to part with family members for a pre-order… You will get more for organs then you will for the person as a whole… I’m not suggesting anything at all just stating a fact. Just saying…they only NEED one kidney…

Chronomancer Specialization

in Mesmer

Posted by: Crey.5263

Crey.5263

So you are saying that similar to how a thief’s off hand manipulates the dual strike skill on the main hand, a chronomancers shield will manipulate one or more of the main hand weapon’s skills?

Changing "We don't rez the dead" mentality.

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

Yes, Scenario 1) no one cares about your game play so they’re not going to rez you…you should way point. Scenario 2) golden rule, if you expect someone to care enough about your game play experience to rez you, you should care enough about their experience to not make them rez you…you should way point.

Concept of Dueling/Party vs Party

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

I will completely agree with Devillordlaser pvp players are notoriously kitten jerks… However, I will say that I am a pve player and I would occasionally like to challenge people that I know (not really interested in challenging some random stranger to a duel) just for fun, maybe while we are sitting around waiting for tequatl to spawn or for what ever reason that we pve players have downtime.

I think that the guild halls may offer an outlet to allow for dueling, I mean that’s what they were used for in gw1…

Changing "We don't rez the dead" mentality.

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

Rezzing is ultimately sacrificing your own safety/participation in the game for the benefit of another. I think what it ultimately comes down to is what type of community GW2 actually . I think Anet would say that we are supposed to be collaborative community as evidenced by the movement from gw1 instances to gw2 open world content… however, I think that the players ultimately dictate the true community. Based off of numerous post in this thread, and others…the community (MAJORITY NOT ALL) value what is meta…what in raw numbers is better…cold efficiency… The community is elitist and those who die in these simple world events were not an asset worth investing the slightest time in rezzing.

The sooner you can accept this realization the sooner you will realize that if you want to be rezzed from dead in one of these events you need to go in with a group of friends (not one of the countless pick up groups that form at the event) or guildies, or just people who care about your playing experience more than the random stranger you encounter on a world boss train. And if you don’t have access to these supportive players…then use the way point.

Anet can do a lot to influence the market, the grinds, and even the builds of the player base, but ultimately they cannot change the mentality or culture of the players, short of banning non-community oriented players which would be suicide for the gaming company. And even if they offer some reward for the selfless act of rezzing a stranger…someone with far too much time on their hands is going to crunch the numbers and find that it is probably negligible and we will go right back to the meta of a bunch of strangers meeting up at a set time to zerg a world boss down then dissipate with as little meaningful interaction as possible.

Legendary Armor

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

Lol, it would be funny if they made you craft every ascended armor piece (all insignias and all pieces)to work on the legendary armor crafting. Then and only then could you begin to grind for a recipe for a single legendary armor piece…

Legendary Armor

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

I hope not. One ascended piece costs more then a precursor atm. Imagine how much 1 legendary piece would cost.

It just adds to the already existing grinding and frustration. Terrible idea.

what you talking about…. 1 ascended weapon costs 40-50 gold and for chest piece 150-200g…thats like nothing u can farm it in 2 days

I want to know where you are farming 40-50 gold per day…

Druid still stuck with pets?

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

I think the reason is very simple, they will only change 1 trait line per new specialization, and being Anet they couldn’t be bothered removing and replacing all the pet related traits in the other trait lines. So druids will definitely be stuck with pets.

To add on to this, I have seen no mention of them modifying existing weapon skills so all of the ranger skills that affect pet would effectively be loosing half of their utility, making them even more ineffective as a druid.

Mesmer Specialization Speculation

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

I think a lot of people are expecting the mesmer specialization to be the Chronomancer, especially since the introduction of the new debuff: Slow.

I hope that this is the case and would like to speculate on how Anet might implement it. I don’t think that they will get rid of clones and phantasms because that would essentially require them to overwrite at least one skill on every weapon for the mesmer, sometimes 2. It would also require them to modify traits in every trait line.

I think that they will keep the illusion summoning skills, but rebrand them as parallel selves or the character from an alternate timeline.

I think the shatter’s will be rebranded as time manipulation and instead of destroying your parallel versions will simply get stronger for having them. Here are some of the replacements that I think would work with it:

F1) Reverse Time: Heal allied units in the area (max 5); Each Parallel version of you grants regeneration to allies around them.

F2) Slow Time: Inflicts Slow debuff on your target nearby enemies; Each Parallel version of you chills their target nearby enemies.

F3) Speed Time: Grants quickness buff to allied units in the area (max 5); Each Parallel version of you grants swiftness to allies around them.

F4) Freeze Time: Petrifies your target; Each Parallel version of you immobilizes their target.

I think that would be an interesting change to the Mesmer that doesn’t require such an unrealistic retool of the the class.

What's roles you want from Specializations?

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

theres no rule, that anet just can’t repeat it to give a class a new weapon, that has been given also ready to another class.

You know, Anet wil ladd in the future also more specializations over time, so it basically plays no role of i,t if anet gives now every class a unique different new weapon, or not and they repeat themself in one case, where in regard of class design that repeat would make more sense, than to go for the unique weapon.

heack ,even if anet would follow that unique weapon them, why do do many people think, it must be rifle, when there are also for thieves the choices of torch, mace, axe, warhorn, scepter and focus still theoreticalyl open also, even if some of those listed up thigns would make far much lesser sense, than the rifle.

heck twice, they could give the thief even also simply the off hand sword, which many people wish to get also… an added already existing weapon they can already use, but for a different hand is also a way to improve a clas for a specialization, the same way how I wouldn’t find it surprising, if we would get to see the Main Hand Shield first for warrior, to give the Shield finally a way to fight with it in a way more offensive way together with an Auto Attack, because shields aren’t only for defense, you can use them also perfectly fine as main hand weapon to attack and create openings for your secondary weapon…

I absolutely understand that they could if they wanted to give two specializations the same weapon in this first iteration of the expansion. I simply doubt that they would, because there are soon to be 9 classes and they have 16 land weapons they can dole out, and most humans who were taught anything about the resources instantly think 1 for you…and 1 for you…and 1 for you…etc. In this same reasoning, I think it makes sense to me that if you have two classes that have weak long range play, and two weapons that have long range (traditionally speaking…I’m cognizant of you Mesmer GS users) the natural instinct would be to give each one one of them.

I also recognize that unless they add more weapons in the future they will have to duplicate new weapon usage when they add future specializations if they keep with the idea of new specialization means new weapon/weapon use that the class didn’t have access to before.

What's roles you want from Specializations?

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

Engineer “Saboteurs” with Hammer = Power Melee Cascades
Mesmer (Chronomancers) with Shield = Condi AoE Cascade Support
Elementalist “Arcanists” with Sword = Power Melee Cleave
Necromancer “Ritualists” with Greatsword = Power CC Cleave
Thief “Infiltrator” with Longbow = Full Range Hybrid Burst
Warrior “Marauder” with Shortbow = Condi Support
Guardian “Crusader” with Longbow = Full Range Burst
Ranger (Druid) with Staff = Condi/CC Hybrid Support
Revenant ..no clue

my guesses and hopes

I doubt that they will give the same weapon to two classes in the specializations. I think most people expect the guardian to get a longbow. Thief should get rifle “Sniper” class high dps ranged.

I kinda hope the guardian longbow is support oriented planting seals every where. Like a ground targeted 1 skill.

RE: Specializations

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

To be fair, all I have wanted since launch is a mesmer mainhand pistol, to open the build diversity up for power ranged builds.

I agree, i have lyss and ilya, but what’s the point…my mesmer can only wield 1 of them at a time…

RE: Specializations

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

Yes. And these two ‘new weaponset combos’ offer only two new skills. By that logic the ele will be the biggest winner, considering they get both 8 new skills AND two new weaponset combos. But guess what. The biggest winners are the classes of which gaps are filled. Rather than just another offhand for the Mesmer. Torch, sword and focus can all three considered defensive, so another defensive offhand seems redundant…

Poor mesmer pistol didn’t make the list…

Theif specialization?

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

I’m personally hoping for a Sniper specialization. Thieves are the only class that can’t hit 1200 range. But if they got rifle you could give them the 1500 range and maybe make it so that they cant uses it within a certain distance (0-450/600). And their utilities and weapon skills could focus on putting distance between them and their target. Plus that would work great with their critical strikes trait line.

Specialisations and old weapons.

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

I think Geo’s speculation was well thought out and sounds logical. I think the best way for them to have an out of combat switch between specializations would be to let them swap out their last trait line. And if they are going to make certain utility skills exclusive to the base class it will probably be the ones that their profession mechanic trait line and mechanic modifies. They should also make one of the heals specialization specific. So:

Mesmers: Illusion and Phantasm Skills and Ether Feast/Signet
Rangers: Shouts and Heal as One (was originally a pet skill in gw1 anyways)
Thief: Trickery and Withdraw (it should have been a trick anyways)
Engineer: Gadgets
Elementalist: Arcane
Guardian: Consecrations and Shelter (Shelter should have been a consecration anyways)

Warrior: Hard to say as their profession mechanic trait line isn’t all that tied to a utility set…signets? and Healing Surge (their mechanic is changing so they shouldn’t need the adrenaline based heal)

Necromancer: I think necromancer is the hardest to speculate as I think that the set of skills that is uniquely for necromancers and should not be available to it’s specilization is minion skills which isnt modified by their profession mechanic trait line. And admittedly spectrals which is modified by the profession mechanic trait line doesn’t even work with the necromancer death shroud mechanic so it would probably be better if it belonged to their specialization[spoiler] (what with Marjory’s greatsword holding the spirit of her dead sister in it)[/spoiler]

Of course it would be nice if they modified some weapon skills if they are going to have us swap out our profession mechanic trait line. For example, I play condi mesmer; my scepter 3 skill, confusing images, is going to be fairly nerfed if they take away the traits in the Illusion trait line that modify confusion. Actually, the scepter in general will be fairly nerfed without the illusion trait line…all it’s good for is summoning clones and inflicting confusion. This is just one instance where it would be in the games best interest if they modified some weapon skills for the specialization.

Lets Chat: Revenant Masters of the Mist

in Guild Wars 2: Heart of Thorns

Posted by: Crey.5263

Crey.5263

I think what is odd about this class is that, based on the thief we would expect a resource class to not have real cool downs since the cap on their skill use is their energy. But with their heal and elite skills (i’m ok with the utility skills swapping out, since they don’t have a weapon swap or kit/weapon ability) being tied to their legend, we now have a class that can instantly cast two heals and two elite skills in a row, and if they don’t have some sort of meaningful cooldown, it will quickly become overpowered. Their heals and elites are all ready doubly effective, which means they will need large cooldowns to compensate.