Showing Posts For Darth Corpse.7246:
Ok first, jora was cautious and reluctant to even go near the power at the lake while her brother, like Arthas taking frostmourn, was willing to take its power as his own.
Here are the two mental reactions: the female of the two; is on the edge of a her fight or flight response activating and thus fights the power and then runs away, for all we know the bear within her was from then on fighting a constant battle against Jormags corruptive influence: the male of the two; is not only accepting of the power but is arrogant enough to think he can control it… his bear spirit becomes directly tainted by it transforming him into his animal form and he is under Jormags control.
As you can see if their mind states had been the same they both would have been taken over or as jora wanted they would have simply left the power alone, meanwhile if their mindstates had been reversed their positions would have also been reversed.
Second Jora, a female, gathered together a group of allies to help kill, the now martyr of the brotherhood, svanir… they see females in general as weak and untrustworthy because of this as you can tell by the words of blane the insane; a skill point holder on darkriven bluffs of the norn starter area.
This does not exclude female norn from the service of jormag… however… it does exclude all females from the sons of svanir… the main fighting force/ cannon fodder of jormag from what i can tell… any females that fight them likely die and most female norn probably go up against them instead of one of jormags other followers.
In short… there probably are a few rare female norn icebrood… do they get sent on the front line? maybe not… do the ones that see them report them? maybe not… do the ones that see them live to report them? maybe not… lots of unknown factors but yes there are probably one or two female norn icebrood at the least.
As for jormag feeling bad mad about the guy taking a tooth from him… well… maybe the root was rotted and he really only helped prevent jormag from dieing of toothdecay working its way up into the dragons brain and said dragon knows it?
Could jormag have even allowed him to take the tooth out and let him live as a reward for helping him? i’ve collect rabbit food from rabid rabbits with an insane knockback ability… i doubt there isn’t a quest for rotted dragon tooth removal somewhere out there.
With the smaller weapons Attunement could effect which auto spell is up and cause the weapon spells to change based on how that spell would be effected by the spirit of that element while ultimately keeping the same base magic, and thus the same timer.
For instance Earth could make a lava spell, a healing mud that hardens and absorbs up to a percentage of the casters health, not sure what would be a good amount, and maybe slow down the enemy, an earthen piller that shoots out lighting bolts, and a field of spikes that cripple and damage any enemy who move on the field.
Lightning could allow the flamestrike type attack, a water spell that both heals allies and gives enemies a nasty shock, maybe a phaoe lightning blast and an earth spell that causes an area of gravity to push enemies out and away.
Water would maybe create a lingering steam that hurts enemies and heals allies while slowly expanding in an orb shape and thus loosing power but also effecting more people at one time, a water spell might be an almost tidal wave effect that knocks back enemies and heals in a wider area of effect, the lightning effect i can think of would be another knockback wave except damaging, earth could turn the ground into an effect that slows enemies and transfers water into allies for a heal over time.
Fire might create a cone of fire, turn a healing water spell into a lingering mist, a lightning spell that lingers and spreads to enemies that pass near each other like fire and a ten second pool of lava to slow and burn enemies.
This way the elementalist would have ten spells like everyone else with their heavy hitters under staff and their really versatile stuff under their secondary weapon set…
Plus with the two main hand and three offhand elementalists have sixteen close to mid range spells, with a focus on more close aoe, from dagger or sixteen short to long ranged effects, with a focus on single target and smaller area aoe, from scepter; eight possible cone aoe attacks from dagger offhand or eight possible phaoe spells from a focus and five greater spells with a total of sixteen possible auto attacks if you use my first suggestion and this one.
Lastly as the elementalist would no longer be having four different spell lists they can cast one… after… the… other… almost non-stop… you could take away the attunement countdown when they leave that element allowing them to switch seemlessly and pick whichever spell they want when they want it if they have the right weapon, or let them pre-attuned each spell slot and have four before battle-selected lists where their attunement is now so that they can use their spells one way, say a crowd control tab, then switch to their second, like a damage list and then protection followed by healing.
The end result would be a highly adaptable still squishy caster than can’t chain spells almost non-stop but does have five powerful attacks and can use up to four spell slots that can hold a vast selection of spells still based on their weapons that can do up close, mid range or far away effects with powers from all four effect lines: damage, buffing, healing, and crowd control.
Obviously you would need to tweak my ideas a little as i think they may have gotten away from me just a bit… maybe more than a bit… ok a lot more than just a bit …but i dislike the idea that they can just keep casting without pause while a poor little engineer i have both just sets up their turrets waits for the right time to set of his four little attacks, maybe all at once if they have both pistols or a rifle, and then auto-attacks until the cd is over.
I hope that even if you don’t use my ideas they spawn some new ones for you, thanks for reading and have a wonderful day
(edited by Darth Corpse.7246)
From what i can tell, although they can shape magic in the form of skills, the people of guild wars 2 primarily channel magic through their weapons in order to shape it; thus i must question what exactly happens when they fuse the magic of the two weapons.
For my first suggestion i sound like a magician fusion auto spells and possibly one of the two offhand spells being a fusion.
Warhorns for instance could be a once every five second `very minor` aoe-heal mixed into the auto attack that effects all within hearing.
Pistols, daggers and the like would be a second shot.
Foci could be a passive damage increase or maybe a magical chakram-like attack.
Shields could be a three second absorbion shield every five seconds that can take up to a certian percentage of the users health before falling.
Fusion spells would be the fourth slot, in short dagger and warhorn would be a different spell than dagger and focus but both fourth slots would have something that adentifies with what each hand is holding.
My second suggestion… Greater spells and Attunement of the spells spirit.
Elementalists would have switch weapon again; if they can now can you please check my elementalist and possibly my engineer as well as all i have is five weapon and five skills instead of ten and five.
The staff would have attunement shut off and would give you four greater spells, one from each element, that causes bigger effects, lasts longer and does more damage/healing/or protection for a longer cooldown: say sixty-ninty seconds.
My idea for the five spells
Instead of an Auto attack; Elemental Blast: a large direct bolt of red lightning that chains to nearby enemies as small red lightning doing minor lightning damage and setting them on fire while chaining to nearby allies as small blue lightning doing a minor direct heal and absorbing one bolt of damage; unlike the auto-attack of your average first slot there would be a three-five second cooldown and, of course, you would have to hit it yourself with a final negative factor of it being obstructable by walls, trees and the like as all direct attacks are and reflectable by things like the shield effect of a engineer. Note: the absorbing effect is all but worthless against quick attacks or group attacks but is good against powerful attacks.
Fire Nova: fire wave that sets the ground it passes ablaze for ten seconds causing fire damage to those within the area of effect for however long while also setting them on fire for five seconds that can light anyone they pass near on fire as well.
Healing Clouds: creates a master cloud for ten seconds that heals all under it and grants them a mini-cloud that heals them and all allies they get near for five seconds.
Bolt Chain: a spell that attacks from above to ignore line of sight, as dragon tooth and similar spells do, issues that some have then chains outward at full power to all within
Earthen Wall: a twenty-thirty second stone wall that can be walked on, jumped on if your above ground level already and near enough, blocks direct attacks like pistol shots, does not block indirect attacks like the aoe arrow attack, has Health equal to the caster with double their armor and takes only 10% damage from aoe attacks.
(edited by Darth Corpse.7246)