Showing Posts For Danama.1462:
Usually when a downed player gets to #3 its helpful and maybe turns the tides of your downed state.
Does any one know what Rev downed #3 is suppored to do other than a circle of damage?
its description indicates its supposed to pulse but iv never seen it.
is this broken or in need of tweek?
aside from using tomes of knowledge you still need to run around the core content and start filling in your waypoints.
So something I’m really hoping happens as things close in on the release of HoT is the early release of core Revanant to the pre-purchasers. This way we have some amount of time to level and gear them up prior to the release of the new content.
I HAVE A POWERFUL WANTING ANET!
Generally when playing your profession in GW2 there is a sense of personal identity in your build when your able to mix and match your 2 choice weapons and selection of healing utility and elite skills. There are then many trade-offs possible to make in your trait selection to improve on some or all of your skills or behaviors while playing.
I fear the revenant will suffer from a lack of build diversity and player personal identity because of the lack of utility and 2 weapon combination choices.
What I suggest to help the revenant with regards to both of these problems is to introduce one set of core skills (Heal, 4 utilities, elite) attached to the “invocations” specialization. Allow these skills to be slotted in with each of your selected legends and swap with each of your legends.
Core Skills suggestions
I think these skills should remain very neutral themed like the existing content of the “invocations” specialization. Also all other classes tend to have a set f skills associated with the mechanic specialization where the revenant does not YET.
Heal – something that restores energy or increases your recharge for some time. this would be the revenants first offensive heal skill.
Utility 1 – a gap closer. Because I really enjoy the Staff however without the ability to weapon swap to a ranged option or a 1200 ranged damage themed legend I find the mobility of the melee revenant difficult.
Utility 2 – stun breaker grants fury. Because some times we may need the skills of a particular legend set like Malliyx/Ventari in order to tank a very condition heavy challenge but also require the stun breaker from utilities which is not currently available to those legends.
Utility 3 – condition removal. cure x conditions, for each condition removed create a spinning healing orb.
Utility 4 – Something that shadow steps targets away from you. The new mechanic to knock-back via shadow step seems interesting but is very rarely seen.
Elite – gain max energy regeneration for X seconds.
Let me know what you think!
With the hammer skills I really hope that it contains the necessary utility to stand on its own without needing another kit. Like I really hope that if I am trying for an in your face melee build I don’t still need toolkit for a block and gap closer.
- Customize the back skins for each kit – CUS I CAN DREAM!!!
- Hammer please please please dont be terrible! Colin do us justice!
- If we lose some of our base skills when we specialize please don’t take away something I love… i dont know what but i can see this being a deal breaker.
- Elite Kit… cus it would be epic!!! some kit with an ok auto of whatever but the 4 skills all have like 90 second cooldowns to do some crazy stuff like major part buff, giant projectile block, giant aoe, giant chill. it would be awesome!
So the engineer’s present weapons (not kits) have a ton of utility , block, stun, reflect, leapshot, remove immobilize, ect.
With the idea of the engineer getting a hammer I feel safe assuming that the new weapon would carry at least an equal level of utility (atleast i hope so) but what would it be?
Personally I hope the skills are inspired by effects we have seen on the aether blades since they seem to have a lot of active defense.
Do you think the Hammer will provide a lot of defensive utilities or simply be an pbAoe machine?
Was Fixed on 2/10/2015 with the Goat Year update… HURRAY! The only thing in the update that got me excited!!
Bumping without shame! Please Halp us!!
I bought this thinking it was going to get fixed a while ago. Still looking forward to an acknowledgment of the issue. Most of my characters are male sylvari and I really look forward to enjoying this skin.
A lot of the mesmers skills produce no effect unless there is a target to activate them against:
GS #1 Spacial Surge,
Scepter #3 Confusing Images,
Sword #3 Illusionary Leap,
Arcane Thievery,
Mimic (new)
Mantra of Pain (Power Spike),
Mantra of Distraction (Power Lock),
Polymorph Moa,
ALL illusion producing skills,
And all down state skills.
It may be said that clone skills require a target because they need to be assigned to a target to exist. I say this is not true for the following reasons.
Staff #2 Phase Retreat, Decoy, Mirror Images, and Deceptive Evasion Trait are all useable without a target.
In the case of Deceptive Evasion, a clone is produced and assigned to the closest target. For Phase Retreat the Leap effect is still executed without the clone. Decoy acts as a stealth and a stun breaker without a target. Mirror Images acts as a stun breaker only.
The Skill Feedback produces a reflective bubble over your target and it might make sense that this skill does not work without a target. However this skill does produce a non targeted effect producing a Feedback bubble at the closest terrain that the center of the camera is pointing at. This effect is useful yet difficult to control.
There are many possibilities for how to handle these skills untargeted other than telling the caster that they can’t do that.
If Spatial Surge is used untargeted what if it produce a melee range cleave hit box ?
What if an untargeted Polymorph Moa turned the caster into the moa!?
What if Mantra of Pain and Mantra of Distraction produced its new AOE effect centered on the caster when there is no valid target?
Even more wild what if clone skills produced target less clones that just died after a few seconds such that skills like Mind Stab could be used as a fast AOE?
What if Illusionary Leap produced a targetless clone for a few seconds that way the Leap effect might be used for mobility or combo fields?
Phantasms could be spawned at a fixed distance in front of the caster to execute some static action: iWarden stays at a fixed spot and acts as a reflect shield, iBerserker Whirls forward and back to the caster, All other Phantasms act as turret like creatures for some short duration?
To the forum I submit, what would be a reasonable solution for untargeted skills?
Would it be an acceptable option if we got a little skin window where we could select skins from the wardrobe to replace each of the kit skins. the button for the engineer skin window can be some place on the wardrobe tab. if the skin select is left blank than the skin could be the default.
Example toolkit gets both a mace skin and a back piece skin, Flamethrower/elixir gun gets a rifle skin and back skin, bomb kit/grenades get just a back skin.
1. Elementalist
2. Ranger
3. Necromancer
However, I can understand that you want to wait with such changes until after sigil and rune changes have gone through, as being able to use 2 on-swap sigils might be a major buff to eles.
only to staff since its the only 2 handed ele weapon.
I really hoped that ele scepter auto attacks might see a damage increase since they are so weak that attunement swapping is the only way for scepter to sustain comparable damage to other classes.
I would much rather Dhuumfire get replaced by a trait that instead of doing burning damage on crit, does torment damage on crit with a 2-3 second cooldown. That would give necros more of an identity of stacking conditions rather than trying to vie with engineers as a burst condition profession. Not to mention we’d be maxing out stacks of a condition very few others apply. And instead of necros being punished by not having all those escapes others have, high torment stacking would let us punish all those people running circles around us.
this sounds so good
And instead of necros being punished by not having all those escapes others have, high torment stacking would let us punish all those people running circles around us.
And this sounds even better when read by Morgan Freeman!
When I brows the change logs I always look forward to reading some big novel changes that I could make a new build around.
Necro Duumfire being connected to life blast, I like it a lot as Its now in my control when to apply burning. Previously it was out of my control when I wanted to apply burst conditions and that is bad when I know an enemy has not used up its condi removal yet.
Sigils and Runes rework is exciting to me since I know I will be forced to study up on the latest and greatest rune abilities. Looking at new possibilities using 2 sigils on 2-handed builds is great.
My personal suggestion is to allow pet based builds to exist in a skill based way.
I started playing guild wars about a year ago thrilled to know that almost every profession has the ability to summon different kinds of allies in some form or another. Every change log since then I have been waiting to hear that summon duration have been removed from guardian and Elementalist summons OR a trait has been added to do so. I LOVE micro managing pets but I would also LOVE to do it on a class other than Necromancer which does it best in my opinion.
I feel there is a uniqueness between the classes and pets that would make each classes summon build different.
Example: Guardian pets all add meaning full support abilities that are ready to active provided you keep them alive and are spatially aware of where they are when you active them.
Necromancer pets shadow fiend and bone fiend apply important CC abilities but again you need to be spatially aware of where they are.
Elementalist pets would have an activated ability which is the skill they already do independently. It would be up to the Elementalist to choose which ability they will need most like additional support(Water/Earth) or damage (aoe fire/ranged air).
The key problem that I run into with summon builds on Guardian and Elementalist is that they have a limited effective up time because of the limited duration. Not to mention Elementalist pets are just summon and forget since you have no control over their abilities (non skillful play).
Please please look into this in the future and if your serious about adding this kind of build please let me know so I know if my constant forum browsing is worth it or “All is Vain”
Personally I read these change logs and monitor Reddit constantly waiting patiently for a nice set of changes that makes the game more enjoyable.
https://forum-en.gw2archive.eu/forum/professions/elementalist/Improving-Glyph-of-Elementals
I cant beg enough for Elementalist and guardian Summons durations to be removed PLEASE ANET PLEASE
I quite like this skill but to me for an elite it is rather lackluster and i think with a few changes it could be improved
1) Stats – Make them have increased stats based on the elementalist
2) Cast time – Reduce it 3/4 of a second or 1second at most
3) Cool down – Have it start the moment that it is summoned not when it dies
4) Duration – Remove the 60second duration
5) Health – Make them regain health outside of combat (like Flesh Golem)I think rather than the elementals “best” attack being automatic i think it would be better if it was like Flesh Golem and that it replaced the Elite slot with the skill and it uses it when we want them to.
Stats wise they should be the same as they are now for Health and Toughness but different stats increased depending on the Elemental summoned:
Fire: Increased Power/Attack Power and Precision
Water: Increased Healing Power and Boon Duration
Air: Increased Crit Damage and Boon Duration
Earth: Increased Vitality and ToughnessAlso make it so that it uses its “best” attack when summoned but one that has 50% effectiveness and doesn’t put the main attack on cool down something like:
Fire = Casts “Lightening Strike” when summoned (random name for a fire attack lol)
Water = When summoned casts Cleansing Wave
Air Elemental = Casts “Mind Shock” on the currently selected target
Earth = Casts “Stomp” when summoned
I signed into the GW2 forums this evening to write #4 and #5 of this exact post. I personally feel that having access to 100% up time of at least the lesser elemental would be appropriate for the squishiest class. If there where considerations of making it a trait I would take it even if it was a grandmaster air trait (which totally screws up all of my builds).
Having a semi permanent companion (Example Flesh Golem) makes me feel like I am protected from stupid things like a single wandering skritt in Metrica Province that jumps me for my shinies while I am away from my computer pouring a glass of Omnomberry juice.
I can’t beg enough for elementalist to have access to semi-permanent elementals.
With all of the talk of Vertical and Horizontal Progression I have an observation. The introduction of the new healing skills on the classes I have observed looked like they where stronger but also required more skill to be effective.
I do like that these skills are not initially available to a class in spvp because personally I enjoyed feeling like I earned the skill and I also felt I needed to learn the class to appreciate what the skill could do.
This to me looked like both a horizontal and vertical progression. I am excited to see more of these skills and hopefully weapons that are unlocked by playing the class. I don’t know how but it would be great to have to unlock abilities in a different way other than just skill points.
Something I eagerly look for in every patch notes is if any of the mesmer offensive skills where given larger radius or increased targets. I’m not talking about iberserker or iwarden but instead I am talking about shatters and Mantra of Pain.
I mention shatters because it seems like the illusion will run towards their target and perform shatters #1 #2 and #3 when they are exactly in range which may sometimes completely miss if the intended target is moving away from the illusion. I am lead to think that either illusions shattering closer to their targets or shatter radius being increased would help resolve that issue.
When I saw the improvement to Mantra of Resolve (Power Cleanse) to now remove conditions of allies in a radius I have been interested to see if Mantra of Pain and Mantra of Recovery would receive a similar change. I don’t think it would be appropriate for mPain or mRecovery to be given a formidable radius of 240 but instead ~130(Max 3 targets). Support healing an ally with mRecovery means coordinating standing next to them and mPain could be used to not only help burst a downed enemy but also scare off their pall thats trying to help them up.
those 4 buttons would be perfect.
they would be like modes that you toggle between.
you would not need any other buttons cus you could recall a pet with the passive mode and have it attack again with any of the other 3.
That and get rid of the delays, I think that would solve everyone’s AI issues
As seen in “Minion AI Explained” http://www.youtube.com/watch?v=riyMsBRxXHs these guys played with the minions extensively to try to find out a way that works around the problems we all see but cant explain.
I just want them to be consistent such that they will not frequently choose not to help me.
p.s. And let Flesh Golem swim again!
Hello, my questions are about the necromancer’s minion support for the future.
I personally enjoy playing your game as the necromancer class utilizing the minion mechanic. The minion’s ability to react to player actions, such as minions attacking the target that the player attacks, seems very poor compared to the quality of work put into the ranger’s pet mechanic. I understand that the ranger has a whole interface for the pet which the necromancer does not have but without using it the ranger pets seem to always behave as expected without ever missing a beat.
I have noticed that the class updates that your team perform shape the class into the enjoyable experience that its creators envisioned while making the game. Because of this I want to ask…
Is the slow to react and some times unresponsive behavior of the necromancer minions the desired capability of the developers to make the minions seem like dumb flesh constructs?
If not, is it in their agenda to update this mechanic to behavior similar to ranger’s pet without the function key controls?
It is my understanding that the Flesh Golem elite minion is labeled as terrestrial only, because of this it has become an unneeded annoyance that every time the necromancer character must cross short distances of water or some time simply stands around water the Flesh Golem elite minion freezes in what looks like a falling animation and resets its cooldown to be re summoned. ThisIt is my understanding that the Flesh Golem elite minion is labeled as terrestrial only, because of this it has become an unneeded annoyance that every time the necromancer character must cross short distances of water or some time simply stands around water the Flesh Golem elite minion freezes in what looks like a falling animation and resets its cooldown to be re summoned. This annoyance just doesn’t feel right when compared to everything else in Guild Wars 2 that has been streamlined for the most enjoyable experience.
I have read that the Flesh Golem Elite skill was available underwater during beta testing but was eventually removed; will this capability ever be available again in the future solving the above described annoyance?
Bug: Flesh golem dies when the player enters the water.
I know the skill reads terrestrial only but it is a completely unnecessary annoyance that deters me from crossing rivers to chase people in WvW. It used to work under water in BWE.
I too looked forward to playing with minions when I started playing. I ended up putting the necro on hold so and played a ranger instead because the pet AI worked consistently. Also the fact that flesh golem dies every time i try to cross a river to the next objective is nothing more than an annoyance!
any kind of dev comment saying its on their agenda would at least give me hope.
It doesn’t make any sense to me that the Flesh Golem is not able to be active while under water.
It makes sense to me if the developers have not yet created swimming animations for him or have not yet perfected the Flesh Golem’s AI for 3D combat. For this reason I can see why they would make him terrestrial only with intentions of making him water capable later.
Does any one know if ANet intends to update this in the future? I am in love with what they are doing with the necromancer Minion Master and I cross my fingers every time I read the large monthly update notes.
If ANet does not intend to ever update the necro MM focus Id be happy to know now so I could move on.
p.s. Good work developers, i see that you are building the classes to be the type of game experience that you envision