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Blood Magic Trait Idea

in Necromancer

Posted by: Doopslayer.2304

Doopslayer.2304

the HP linking could be abused and greatly disliked. I love the revive speed thing, we should also grant tons of might on revive imo.

the siphons are nice as well.

Blood Magic Trait Idea

in Necromancer

Posted by: Doopslayer.2304

Doopslayer.2304

I originally thought that the trait transfusion, the DS 4 skill heals others, applied to all siphons. very confusing wording on it.

the problem is: Small but rapid heals are not very useful if the boss 1-hit downs you. the necro needs support in a way other than life siphons. Even group life siphons.

maybe, when a minion dies, a downed ally is revived (30 sec icd) or with priority, a dead ally is resurrected (ICD 60)

Blood Magic Trait Idea

in Necromancer

Posted by: Doopslayer.2304

Doopslayer.2304

Making it only work while inc combat would be important Muchacho. that’s a good point. Hi Bhawb, I see you around here a lot! If they are working to make Blood Magic half support, then they cpuld make one GM trait a support one, and one grandmaster trait a siphon one.

Currently they could make minions take conditions from everyone, and the well trait for siphon, or change it to a new support, and my siphon.

Blood Magic Trait Idea

in Necromancer

Posted by: Doopslayer.2304

Doopslayer.2304

with your last sentence, are you saying it shouldn’t be in the support line blood magic? I feel it should be there with all of the siphoning traits. You would also have to go into the support tree then for a perk at 30, that is quite powerful.

Blood Magic Trait Idea

in Necromancer

Posted by: Doopslayer.2304

Doopslayer.2304

What would the ramifications/effects be of adding a grandmaster trait to blood magic:

Vampiric Aura: Every second drains health from nearby enemies: If 1 enemy, drain 100 hps, 100 hps
if 2: 80 hps from each one, 160 a second
if three: 70 hps from each one, 210 hps
if four: 60 hps from each one, 240 hps
if five: 50 hps from each one, 250 hps from each one.

I made these numbers by subtracting how many enemies you are fighting from 100, with 1 for 100 being the base.

caps at five.

This would encourage getting the fray, for risk vs. reward, while giving some ability to stay in that clash.

Also to me feels very necromancy, sucking their soul out by being near them.

range of 600.

Elementalist Bugs

in Elementalist

Posted by: Doopslayer.2304

Doopslayer.2304

Powerful Auras (Aurashare) will not share any aura you get from executing a combo.

Ideas for changes to Aura based traits

in Elementalist

Posted by: Doopslayer.2304

Doopslayer.2304

If I use a leap through an ice field, it will not spread to allies with powerful Auras traited.

Ideas for changes to Aura based traits

in Elementalist

Posted by: Doopslayer.2304

Doopslayer.2304

Hi everyone, I’m really into the aura-mancer play style as it contains boons unique to the Ele, and a great way of applying other boons.

There are some limitations that make it a bit cookie-cutter/ineffective though, so I have some ideas that could change this. As far as I’m aware, no pvp tournaments are soon so this would not negatively impact those, and it could just be a pve change anyway.

first off, powerful auras and all aura traits needs to work with combo auras. This is absolutely necessary and should be in the next bug-fix, if possible, if not: tell us.

Second: powerful Auras. Being at 30 water greatly limits aura build capabilities, but being any lower requires a nerf. What do auramancers think of changing it to one of these: (All are master water unless noted)

1. Now only affects three closest allies
2. Makes weapon skill auras a target-able 3 person aoe, non-weapon skill (Fire’s Embrace) just affect closest 3.
3. GrandMaster: Affects 5, with a 20% reduction on Aura weapon skills

I also see that the Air and Earth tree have on Aura effects that can be spread with Powerful Auras. I suggest adding ones for all trees. (all adept tier)(I’ll list existing as well for convenience.)

Fire: Burning Fire: From added burning on select abilities to 10 seconds of 5 Might.
Air: Zephyr’s Boon: Aura’s grant 5 seconds of fury and swiftness (Swiftness is kinda useless in combat so it can be pinned on to fury) (Existing)
Earth: Elemental Shielding: Gain 3 seconds of protection (Existing)
Water: On Aura, gain 5 seconds of regen
Arcane: On Aura, gain 5 seconds of vigor OR 1 second of haste (some input on which would be balanced/preferred)

All aura traits apply to people you aurashare with as well remember.

I think these would greatly improve a unique aspect of the Ele, while improving a fun playstyle.

Brainstorming for new Death Magic Minors.

in Necromancer

Posted by: Doopslayer.2304

Doopslayer.2304

Make protection of the Horde a major ability, then change it to “gain 3 seconds of protection whenever a minion dies.”

Replace with: “While casting/channeling, gain X toughness.” make dark armor the minor.

How would you design the Necromancer ?

in Necromancer

Posted by: Doopslayer.2304

Doopslayer.2304

How I would design them?

easy answer: follow the gw 1 necromancer design.

my answer: Different builds for the necromancer should be: Debuffing/control, Healing, Minions (sturdy and suicidal), dps through dots.

I would make sure the necro can have an easy access and high uptime chill/cripple/weakness with some immbolilizes and fears, but at a cost to the necro. Maybe like corruption they get the debuff, and apply it to the enemy.

The healing focused necro should have access to short time revives, revive for 30 seconds then they have to down someone, a channeled full revive, sacrificing life force to heal an ally, stealing health from the enemy and applying it to allies.

The minion necro should have either – high cd yet sturdy and very damagaging minions, or low cd, weaker, swarmier minions. Either have a life force cost or require bodies.

The dot dps necro should bleed, poison, torment and slow enemies. Also a stealth capability that costs life force over time.

As a last type, a pure deathshroud necro who can stay in for a long time and applies effects in a radius as long as he is in. Basically plague form, along with abilities like those that currently exist.

Basically allow better control, more choice in the type of MM, stronger DS, party support, but not all at once and with the life force bar as an energy resource.

ANet designers wanted Evon to win too

in Cutthroat Politics

Posted by: Doopslayer.2304

Doopslayer.2304

so the last given numbers we were given were kiel at 52% evon at 48%, so a 4% difference of ~10 million votes. I think most people would agree that both fractals should be added, seeing as the results are so close.

One Vote Per Account

in Cutthroat Politics

Posted by: Doopslayer.2304

Doopslayer.2304

Didn’t a Dev say he was more excited about the reactor fractal? I dunno… I’ll take his opinion over what you think will be good or bad.

warning: im in a bad mood due to outside of game events

the devs are also really excited about diversifying our choice of dungeons, excited about “balancing” classes for esport tournaments, excited about implementing new methods to make players “play more” (read: grind).

the creator of content will always think that their idea is better, no way to stop it. I personally would prefer both, or if only 1, then abaddon, because you know.. the most important character in the lore.

Downed HP still not fixed.

in Necromancer

Posted by: Doopslayer.2304

Doopslayer.2304

yay! BillFeist Ftaghn Tyria ph’nghlui wagh’naghlmgwl’ftah

there, forgot an apostrophe, now necromancers downed hp is fixed, and yes this is the programming language that necro is done in.

Prepare for serious nerfs next week

in Elementalist

Posted by: Doopslayer.2304

Doopslayer.2304

wow, basically every single forum says that the world is ending except for 2, necros and shockingly, engineers. Necros because we are finally good! Engineers because we have accepted our fate as terrible
Eles look fine, my build was wrecked but I will find another
rangers are hurting a lot
thieves look fine (i would say tied with eles in terms of how they will be effected)
same with guardians
warriors have more cond removal to help with that
necros now have a high damage nich move
engineers are looking very bad
mesmer same with guardians, thieves, warriors, eles they all have pretty good notes.

forums in general = overeaction, and the only classes that have real cause to fret are A. rangers (who have never been powerful, and still aren’t)
B. Engineers (who are just a little puppy dog now :P)

Leaked Notes: No improvements for non-bunkers

in Elementalist

Posted by: Doopslayer.2304

Doopslayer.2304

/sob my necromancer is happy, but my ele build was totally wrecked by 1 change, the signet of air, please keep it at 20 sec.

i do believe that these are a penultimate iteration of the patchnotes, but not the final ones.

Leaked

in Thief

Posted by: Doopslayer.2304

Doopslayer.2304

only the thief has those errors in spelling but whatever, I think they are an iteration of the changes, but not the final.

Last Refuge Cooldown Reduction

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Posted by: Doopslayer.2304

Doopslayer.2304

Muahahaha, we of the necromancers guild have stolen your precious OPnes and have used it to make spectral wall the most powerful move in the game!!!!! FEAR fear, FEAR terror (the trait), FEAR spectral wall

(I never thought theives were OP, and neither will be necroes, but it is fun to take on a persona)

Leaked Patch Notes

in Thief

Posted by: Doopslayer.2304

Doopslayer.2304

i think this is not the final edition of the patch notes, but a basis for them. They might be changed, but I doubt drastically.

Who believes the leaked patch notes are real?

in Thief

Posted by: Doopslayer.2304

Doopslayer.2304

I dont think they are fake, I dont think they are the final patchnotes, this is probably the basis of what we will get though. Some changes here or there, I wouldnt be surprised if they were leaked just to see what are the reactions, and to reconsider certain changes.

To many passives in warrior traitlines

in Warrior

Posted by: Doopslayer.2304

Doopslayer.2304

Aleetnoob that is a good idea, then you can still avoid using your class mechanic, but gain that dynamic combat that we need.

Ranger Patch Notes - June 25, 2013 - Official

in Ranger

Posted by: Doopslayer.2304

Doopslayer.2304

You’re living a fantasy if you think the current state of Rangers was ok. After seeing the supposedly leaked Patch Notes, you go on a QQ spree.

This FOTM no skill class needed to be toned down.

If these Patch Notes are legit, we’ll ONLY continue to see skilled rangers continue to play and the kiddo’s running Mes or something.

Autoattacking/petcarryme builds are in for a treat.

Enjoy the backseat.

seeing as beastmaster builds have never been buffed since launch, you might just want to realize that a lot the people that moved to ranger from other classes are just fotm hoppers. Beastmastery hasnt changed, ranger has never been OP, other classes have been nerfed to our level, which means we have to be nerfed again!

Terror+Spec.wall will be best combo

in Necromancer

Posted by: Doopslayer.2304

Doopslayer.2304

Spoj, this fear will enable extreme damage though, especially with the torment condition. just use focus 4, that is some great vuln stacking there, and if you are using vuln then you are probably power so you either have warhorn or focus.

Terror+Spec.wall will be best combo

in Necromancer

Posted by: Doopslayer.2304

Doopslayer.2304

what with wells having reduced cast, I have the feeling that necros just got a lot scarier at area denial.

Terror+Spec.wall will be best combo

in Necromancer

Posted by: Doopslayer.2304

Doopslayer.2304

fear + torment will be fun too it seems. Since people move when they’re feared :o

I like the way you think!!!!
as can be seen by my gratuitous use of exclamation points.

To many passives in warrior traitlines

in Warrior

Posted by: Doopslayer.2304

Doopslayer.2304

I dont play a guardian so… Im posting here. In a game that is supposed to be about action combat and (uggh) e-sports, why do we have this amny passives in the game. I’m just focusing on the guardian right now, but in general yes there are to many. You should be rewarded for using skills, so looking at the warrior skills, we can see that some of the traits can be changed to be more fitting of an action styled game.

To many passives in warrior traitlines

in Warrior

Posted by: Doopslayer.2304

Doopslayer.2304

these traits stop conditionals, they make you not use your abilities, which is bad. You make a thread in the guardian forum about passives, this one is here because I dont like the passives on my warrior. When I use a burst skill I want to feel empowered, I dont want to avoid using utilities, right now if i do use them, I get weaker!
You should never get weaker for using a skill, unless that skill has a tradeoff. Right now you are stronger by: never hitting 6-0, never hitting f1 (except for the axe)

my idea would make the warrior a more conditional, but stronger warrior. You would actually use your full amount of abilities.

To many passives in warrior traitlines

in Warrior

Posted by: Doopslayer.2304

Doopslayer.2304

using your class defining ability every cd is better than never using it.

although with what you say, you do agree with the signet fix then?

Terror+Spec.wall will be best combo

in Necromancer

Posted by: Doopslayer.2304

Doopslayer.2304

after reading the leaked patch notes, I would just like to say, that I, DoopSlayer, am the first to recognize formally that spectral wall will be our best burst ability.

Spectral wall now applies a 1 sec. fear to enemies that pass through.
so grab the terror trait, 2 necros trap a foe between two walls, and utterly destroy the enemy!

or 1 necro (with terror) places wall, foe tuns through, gets hit, then spectral grab them through again, then fear them back in with satff, then fear them back in with DS 3.

You heard it here, from Doopslayer

Potential leak of 6/25 changes

in Necromancer

Posted by: Doopslayer.2304

Doopslayer.2304

omg yes!!! spectral wall with the Terror trait will be our new burst, I’m calling it!

also my DS necro will be awesome!

Removing Conditions with Burst Abilities

in Warrior

Posted by: Doopslayer.2304

Doopslayer.2304

Also

-New condition Torment (confusion on movement) (for thiefs and mesmers bc why not?)

- Stun breakers more evenly distributed across classes’ skills

- New death shroud skill (#5, taking control of a player?)

Compared to removing some conditions in grandmaster trait..yeah.

Im sorry but where did you hear that #5 takes control of people? the necro number 5 was leaked to be 1. aoe torment, 2. at the end of a cast immobilise in aoe

thats as much mind control as throw bolas lol.

To many passives in warrior traitlines

in Warrior

Posted by: Doopslayer.2304

Doopslayer.2304

none of the passives i listed require a weapon, they require adrenaline. So, they are passives because as long as you ignore your utilities and f1, you get increased stats. Ignoring your class mechanic should not net you more damage, nor should ignoring your 6-0 buttons either. My suggestion would turn the sedentary warrior into a more proc based class where you actually have to use your abilities.

To many passives in warrior traitlines

in Warrior

Posted by: Doopslayer.2304

Doopslayer.2304

Then passives should be nerfed, because a passive should always be substantially weaker than an active ability.
A passive is that, passive, no work required for it to operate. An activate does require something to work, so it should do much more.

To many passives in warrior traitlines

in Warrior

Posted by: Doopslayer.2304

Doopslayer.2304

Like the title suggests I feel that the warrior has to many passives. 4 that I think should be changed are: Deep Strike, Berserker’s power, Adrenal Health and Heightened Focus.

Deep Strike “Arms 1” gain 40 prec. for each unused signet you have equipped. This trait revolves around not using your utilities, or heal, or elite if you go full signet. I would change this to, gain X (im thinking 70) precision for X (im thinking 10) seconds after activation of signet. Stacks intensity, can’t be stolen or removed. Instead of a permanent increase to prec. Now you look for a bust point and pop your signets, this would enable some large burst on a cd, or you could spread apart signet use, and have a permanent increase o less prec.

Berserker’s Power “Strength 5” increases damage by 3% 6% 9% for each strike of adrenaline. Change this to increase damage by 5% 10% 15% (determined by adrenaline level) after using a burst skill for X seconds (I was thinking 10)
this hampers non-burst using builds, but increases the activeness of the character.

Adrenal Health and Heightened focus are changed similarly to Berserker’s power.
Heightened Focus is 5% 10% 15% crit chance for 10 sec. after using burst skill
Adrenal Health is Regen 5% 10% 15% of total health over 10 seconds after using a burst skill.

this makes the warrior a more active class, retaining the same strengths, even increased, with more tactical gameplay.

One final plea for banner changes!

in Warrior

Posted by: Doopslayer.2304

Doopslayer.2304

someone who steals banners here: i like being able to pick them up and help warriors move to the next farm/event spot. Or when i see a warrior run off and leave it to waste, what a shame! I have to take them in so that they are not out in the cold.

being able to teleport banners to you would be helpful though.

I know im going to get flak for this but: Banners become summon able people, they carry the banner around. they can be killed, hitting the utility button hile targetting a character makes them follwo that character.

Now they are mobile, and balanced with the ranger spirit summons!

100 Blades, its going to be reworked or not?

in Warrior

Posted by: Doopslayer.2304

Doopslayer.2304

move 100blades to the f1 skill, make the greatsword f1 skill the #2 skill for greatsword

done :P

thief dmg.. realy..

in Thief

Posted by: Doopslayer.2304

Doopslayer.2304

im not a theif, but could you post your stats/build? if you are very glass cannon then you had it coming.

Theives, in order to deal large amounts of damage, have to sacrifice a lot of survivability, throw some aoes down and he will die.

if you are in a group, a thief can’t kill you, when trying to down you they will be killed, even with a shadow refuge stomp, have your allies rez you back up, all they can do is harrass.

A way to fix this would not be to nerf thief but to make other builds more viable, because right now that is all a thief can do well.

so tldr: get more toughness, use aoe, the thief cant kill you, only down you, thieves have to sacrifice a lot to be able to do that, the solution is not to nerf them, but to make other builds more viable for them.

Section for reporting a bug for living story

in Suggestions

Posted by: Doopslayer.2304

Doopslayer.2304

please ad an option when reporting a bug, under the general pve section, labelled living story.

when bugs occured in crab toss i had no idea where to report it too, spvp? something else?

if we just had an option under general pve that was labelled living story, it would be much easier to report bugs

Thief stealth/burst needs severe nerf.

in Suggestions

Posted by: Doopslayer.2304

Doopslayer.2304

a one hit kill seems very unlikely, unless you are playing full glass cannon, in which case it is your fault for not playing defensive.

For a thief to reach that damage number, they are most likely playing glass cannon, so lay some aoe down, have a pet chase them, summon clones, whatever you play as, you have ways to fight it.

i dont play a thief, and it sure is annoying when they down you with shadow refuge and you cant stop it, but they sacrifice a lot of defensiveness to reach that high damage state.
what could be done is to encourage theives to play other builds besides the backstab build which is the most viable.

My own RNG solution

in Suggestions

Posted by: Doopslayer.2304

Doopslayer.2304

So my idea is basically:

every coffer stays the same except for one thing: each coffer now drops a voucher/coin/thingy (the cash shop coffers drop more).
at a number to be set by Anet (I believe that 250 is good), you can trade it in for one jade skin.

you can still get skins randomly, but for those who try, now there is a guaranteed chance!

this way you can A. get lucky
B. grind the open world and if unlucky, still get one
C. By from cash shop and get them faster (because Anet still needs to make money)

numbers can be changed of course but I think this would be a good way of having rng, with reward for those unlucky try-hards (me :P)

Signet of Restoration is bugged.

in Elementalist

Posted by: Doopslayer.2304

Doopslayer.2304

i noticed that too, in spvp, dont remember pve though. Other signets are fine though.

Please comment on my build

in Elementalist

Posted by: Doopslayer.2304

Doopslayer.2304

thank you for the responses.

seeing as im relatively new to dungeons, and you all are saying that I lack damage, I think I will use my build first, with monk/grove/water

then as i get more comfortable, move over to the attunement swapping and maybe leave auramancer all together for more risk v. reward builds,

thank you

Please comment on my build

in Elementalist

Posted by: Doopslayer.2304

Doopslayer.2304

dropping the 10 earth points leaves me with no reduced cds, and putting it in attunement encourages leaving earth as soon as i get in, which removes the 25% reduction in enemy damage advantage of earth. The cantrip may provide burst survivability, but at the sacrifice of long term group wide survivability?

using grove and earth gives me toughness and increases the duration on my only boon, protection.

This is sacrificing group ability for solo ability, and weakening the core of my build.
while I am thankful of the feedback, i dont think this is really fitting for my build

I am considering replacing soldiers trinkets, rings, amulets with condition damage ones though, as earth 2 is a great source of bleeds.

New Class Ideas?

in Suggestions

Posted by: Doopslayer.2304

Doopslayer.2304

My wild dervish/druid idea!
https://forum-en.gw2archive.eu/forum/game/suggestions/a-better-druid-psuedogypsie-idea/first#post2163452

because a dervish would not work due to different religions, and the class having to be available to all races, I was thinking a nature based dervish offspring that used spirits of wild instead of human gods.

Please comment on my build

in Elementalist

Posted by: Doopslayer.2304

Doopslayer.2304

So my plan is for a supportive auramancer who can apply 100% uptime protection to the party.

http://gw2skills.net/editor/?fEEQFAWhMmYbux3gjDAkHmoSJBFHgwQhIgA-jQCBoLAEEAZPFRjtoMs1ORrAKI6FY6SER1ecFRrOEATA-e

copy + paste into bar*

using food from my cooking profession, runes of the grove, and major+superior runes of the earth, I have 70% boon duration for protection. Due to rounding that means 5 seconds per aura, for the entire party.

i use signets on their cd to keep a flame aura on allies, granting protection, a 33% reduction in incoming damage to that person. I also have weakness from earth/staff 1, which over the course of a fight is a 25% reduction in damage dealt by a boss.

so with that alone people are taking 58% less damage, a higher reduction uif you count their toughness.

I use soldier armor for my own survivability, and due to a lack of crit.
Staff is for staff earth 1, staff earth 3 (reflect aura), and staff earth 2 blast combo with water 4 for ice aura.

would this be helpful? against a boss this would equal 15% reduction from my armor for myself, 33% reduction from protection, 25% reduction from weakness

so i receive 73% damage reduction!
Allies receive at the very least 58%

so would you take someone like this with you in a dungeon, would it be viable?
please post suggestions

and I have considered changing to daggers for more auras, but this is already about 100% upkeep of prot, and i really like weakness and auras from staff, also the range of it.

Lunar Turret!

in Engineer

Posted by: Doopslayer.2304

Doopslayer.2304

in lions arch the other day we summoned the lunar wolf! pretty awesome. All the classes should start looking for pop culture references in their own classes though. Maybe yours is " Have you tried turning it on and off again?

anyway, reminder that our spirit wolf just runs around and dies, no attacking

a better druid/psuedogypsie idea!

in Suggestions

Posted by: Doopslayer.2304

Doopslayer.2304

I was thinking about how to make lore fit the class. My ideas were behind how maybe a branch of the dervishes, sickened by the war, broke off and went to magumma. There they learned of the wild gods, and replaced their human gods with the new ones. So humans got it, then because these were the wild gods, some norn joined, some sylvari joined because they like to learn, a few charr tired of the war and maybe lost in the jungle joined them, and some asura chose to take a less scientific route and join them.

While normally a peaceful group, the now Wyld Devishes decided that the threat of the dragons could not be let go to cause havoc. This thought was especially strong amongst the norns.

//This is almost a fanfic now lol

I know that my dreams are unrealistic, but i really miss the dervish, and i think thi wyld god format fits all the races, and would be really fun!
edit: some spelling and miscommunication errors

beginner guess at rifle build

in Engineer

Posted by: Doopslayer.2304

Doopslayer.2304

Hi all, my first post on the engi forums!

i have been trying to level my engineer as a rifle master using gadgets as control along with the net shot. This enables me to keep enemies at bay and line them up for piercing rifle shots. This is my idea for a build and gear at endgame

link may not work so try and copy/paste into bar:
http://gw2skills.net/editor/?fcAQFAUl0paZX8y3F17IxoHdmzkG0j86X7KqQ+B-jwxAorgQQCSCsIasFuioxqWwUlER1ujioVDA-e

as i said, gagets are to keep enemies at bay, medpack is beacause f1 is shortened timer due to toolbelts cd reduction. Also with medkit i can have 100% uptime of vigor and swiftness.

the average rifle hit is 741 on a medium armor target (medium being average armor, right?)

my crit is 49%, and my crit multiplier is 74%

so to find my average damage on an average target, I take 741+(.74*741*.49)

741 is my base damage done, .74 is crit multiplier, .49 is crit chance. that equals 1009.6866 average damage of my 1 shot. lets say i pound away at a boss for 1 minute, this equals a dps of (60*1.25)*1009.6866/60 or 1262.10825
60 being 60 seconds times 1.25 to get cast times * damage per cast (on average) /60 seconds

so a dps of 1.260*10^3 with 18262 health and 2423 armor

is that good? especially for a relatively new player?

traitwise I took 30 in firearms for reduce rifle cd, increase rifle damage by 10%, and immobilize a foe causes vulnerability

10 in alchemy for swiftness grants vigor

30 in tools for speedy kits, speedy gagdets, and static discharge

so recpa: permanent vigor, swiftness, and an average dps of 1.260*10^3

a better druid/psuedogypsie idea!

in Suggestions

Posted by: Doopslayer.2304

Doopslayer.2304

To list utility skils would be a whole chaopter, and i can only imagine what the devs go through, but I have some ideas:

Heal skills: form of Wave, become a healing wave that surges forward to heal allies and yourself, damage is reduced by 50%, higher cd (in the 30-40 sec. range)

Vampiric Hex: low enough cd to keep permantly up with traits, Apply 10 stacks to an enemy: whenver a stack is consumed, the druid, and whoever consumed the stack, is healed. You consume a stakc by atacking the hexed enemy.

Heal 3: Totally drawing a blank here, comment an idea if you want

Utilities would follwo the line fo short term transformations that have positives and drawbacks, new hexes, signets, enviromental attacks

Elite 1: Become the spirit of the Tortoise: Toughness increased by 2000, vitality increased by 2000, all damage dealt decreased by 90%, movement speed decreased by 30% (so that swiftness counteracts this) CD of around 2 minutes

Elite 2: Ravage your foe with all the elements: Creates a storm, radius of 600, that deals burning, chill, blindness, cripple, weakness. duration of 10 seconds. CD of around 2 minutes

Elite 3: Applies a hex that puts the druid in control of the enemy, the druids body becomes invincible, and the controlled enemy still autoattacks, all other abilities go under control of the druid though. Massive CD, like 5 minutes

Traits

Traitline 1 would be power and precision: it would focus on hexes
Traitline 2 would be condition duration and critical damage : it would focus on the enviromental aspect
traitline 3 would toughness and boon duration: it would be a tanky tree that revolves around converting hexes into boon providers for allies.
Traitline 4: Healing and condition damage hybridizes elemental aspects into healings spells as well
Traitline 5: Vitality and class stat: class stat increases strength of shapeshifts, and traits reduce the weaknesses

now to the f1, f2, f3, f4 abilities

these would be shapeshifts into spirit animals, they eahc have their own healthpool
you could eprk this into throwaway abilities that you use to absorb a hard hitting ability, or your primary damage form. Traitline 5 would let you choose between lowering cd of these abilities for throaway nature, or for increasing damage and duration of abilities.

Traitline 5 needs a slightly more indepth explanation:

The different tiers let you choose or hybridize between very short cooldown health bar increases that you get kicked out of after a few seconds, or a very damaging, long lasting ability with a high cd.

risk vs. reward

I know that this must be extremly hard to program, but if the devs want this game to enter the e-sport arena, it needs 2 more things

a. it needs more risk vs. reward, stop giving us straight up increases, this also makes balance easier
b. more classes, and more classes that change dramatically throghout the fight, dynamics!

if you read this entire post then thank you, go out and enjoy your day now!

requires two posts lol

a better druid/psuedogypsie idea!

in Suggestions

Posted by: Doopslayer.2304

Doopslayer.2304

I posted a massive reply in the druid thread, and thought:
a. My idea is different enough
b. it requires its own thread due to size, to enable people to respond to it. here it is
i think you are getting dangerously close to a reskinned elementalist with this idea
so here is mine:

The Druid
Weapons: Staff, scepter, focus, axe, mainhand focus (i know sounds like a necromancer’s weapon choice but bare with me)

Staff: a hex based weapon, hexes arent conditions, they are abilities like the warriors throw, or the guardians chains. All abilities are 1200 range

1. a piercing beam of light that deals moderate damage 33% to burn on crit
2. a low cooldown hex that applies 5 stacks of a hex that tick to deal damage based on power stat, whenever the foe attacks.
3. a moderate cooldown hex that lasts 5 seconds and damages whenever the enemy moves
4. a moderate to high cooldown hex that has 1 stacks, and when an enemy attacks with this hex, no attack is done, but the ability is put on cooldown (the autoattack ability is put on cd for 5 seconds)
5. A very high cooldown hex that applies 10 stacks that increase the damage of staff #1 by 50%

Scepter

Scepter 1: does light damage at 800 range, has a 50% of applying 1 sec. of burning, 25% of applying 1 sec of cripple, 25% of applying 1 sec. of chilled.
scepter 2: low cooldown, grants bark armor to the druid, increases toughness by 200 at lvl 80. Melee hits to the druid have a 50% of applying a splinter to the enemy (5 second hex that bleeds)
Scepter 3: moderate to high cooldown, roots will immobilise foes with splinter and cripple otherwise

Axe: axe 1, part 1/3: leap 200 to strike at foe, deals higher damage (highest damage autoattack for druids)
2/3: With the strength of a bear, do an overhand chop onto enemy
3/3: Swipe foes in a cone with last axe attack
Axe 2: moderate cd, whirl in a circle with your axe, throwing splinters in every direction
Axe 3: high cd, immobilise yourself, grants 500 toughness for duration, become a tree, fruit drops around you (acts as engineer bandaid), roots crippel foes around, immobilise if they are affected by splinter

Mainhand Focus
Focus 1: 1/2 slash your foes with spirit of panther
Focus 1/2: Swipe in a cone that heals for 20 for each foe hit
focus 2 1/2: low to moderate CD, Leap at your foe with spirit of hornet (apply hex: irritation: moves faster but takes more damage)
Focus 2 2/2: Leap back, ripping the barb out (removes hex and replaces with a standard bleed)
Focus 3: High CD: Take on spirit of troll and berserk (3 ranger mauls at the cost of taking increased damage)

Offhands!!!
Offhand Focus:
OFFocus 4: take on the spirit of spider, evade and shoot poisoning projectiles at foe (moderate cd, lasts 3 seconds, removes all endurance)
OFFocus 5: Take on the spirit of the Drake: Shoot a blast of flame that inflicts burning

The staff is the primary hex weapon, the scepter is again a condition weapon, the axe is a power melee weapon, the mainhand focus is for morph junkies, the off hand focus fits the axe, mhfocus, and scepter by having power mixed with condition abilities.

New Class - DRUID

in Suggestions

Posted by: Doopslayer.2304

Doopslayer.2304

To list utility skils would be a whole chaopter, and i can only imagine what the devs go through, but I have some ideas:

Heal skills: form of Wave, become a healing wave that surges forward to heal allies and yourself, damage is reduced by 50%, higher cd (in the 30-40 sec. range)

Vampiric Hex: low enough cd to keep permantly up with traits, Apply 10 stacks to an enemy: whenver a stack is consumed, the druid, and whoever consumed the stack, is healed. You consume a stakc by atacking the hexed enemy.

Heal 3: Totally drawing a blank here, comment an idea if you want

Utilities would follwo the line fo short term transformations that have positives and drawbacks, new hexes, signets, enviromental attacks

Elite 1: Become the spirit of the Tortoise: Toughness increased by 2000, vitality increased by 2000, all damage dealt decreased by 90%, movement speed decreased by 30% (so that swiftness counteracts this) CD of around 2 minutes

Elite 2: Ravage your foe with all the elements: Creates a storm, radius of 600, that deals burning, chill, blindness, cripple, weakness. duration of 10 seconds. CD of around 2 minutes

Elite 3: Applies a hex that puts the druid in control of the enemy, the druids body becomes invincible, and the controlled enemy still autoattacks, all other abilities go under control of the druid though. Massive CD, like 5 minutes

Traits

Traitline 1 would be power and precision: it would focus on hexes
Traitline 2 would be condition duration and critical damage : it would focus on the enviromental aspect
traitline 3 would toughness and boon duration: it would be a tanky tree that revolves around converting hexes into boon providers for allies.
Traitline 4: Healing and condition damage hybridizes elemental aspects into healings spells as well
Traitline 5: Vitality and class stat: class stat increases strength of shapeshifts, and traits reduce the weaknesses

now to the f1, f2, f3, f4 abilities

these would be shapeshifts into spirit animals, they eahc have their own healthpool
you could eprk this into throwaway abilities that you use to absorb a hard hitting ability, or your primary damage form. Traitline 5 would let you choose between lowering cd of these abilities for throaway nature, or for increasing damage and duration of abilities.

Traitline 5 needs a slightly more indepth explanation:

The different tiers let you choose or hybridize between very short cooldown health bar increases that you get kicked out of after a few seconds, or a very damaging, long lasting ability with a high cd.

risk vs. reward

I know that this must be extremly hard to program, but if the devs want this game to enter the e-sport arena, it needs 2 more things

a. it needs more risk vs. reward, stop giving us straight up increases, this also makes balance easier
b. more classes, and more classes that change dramatically throghout the fight, dynamics!

if you read this entire post then thank you, go out and enjoy your day now!