Showing Posts For Fuuljo.1690:
Tar Elemental Core, for crafting the final iteration of Rodgort’s Flame, claims to drop from ‘fallen tar elementals’ but none of the many Tar Elementals I’ve killed in Orr and Ascalon, including Veterans and the Event boss, have dropped one.
Either the drop rate is unusually low or they don’t drop at all. If they don’t drop them that means the core is bugged or the description of the Tar Elemental Core needs to elaborate on what does drop it.
I finished my elite spec in a day because I’ve mained my class for 3 years. I already had 200 Hero points going into HoT.
Well most of the hero points in HoT are gated behind masteries. Masteries are also account wide. Once you get the hang of the jungle you can just blitz through it with some guildies or a party, picking up all the points on the way.
200 hero points is a zone and a half, could easily take you somewhere between 1 and 2 hours to get them.
Being able to unlock your Elite specialization straight away would have been a better option, then players could be playing through the new content with it. HoT didn’t need to be incentivised with a mass of hero points. New achievements, weapons and armour, crafting supplies and environments are incentive enough.
I think a Paragon style soldier profession would be a good choice somewhere down the line. Guardians already inherited some of the Paragon’s concepts so it would need to include some more unique mechanics.
If we start off saying it could only use one weapon set but was bound to using a shield plus one main hand. Rather than using one handed weapons it would use staves and be the first profession to use spears outside of aquatic environments.
The class mechanic would be similar to adrenaline but rather than spending it on a skill it is used to provide boons of varying strength as each threshold is met, when the weapon mode is switched. Switching from Shield mode would provide defensive boons at 3 different levels and switching from two hand mode would provide offensive boons. Traits can be taken to share boons or achieve new ones.
When a weapon mode is switched all of the skills would take on new forms. For example a spear wielded with two hands wouldn’t share any skills with the one handed counterpart, they would effectively be different weapons.
Shield mode skills would be based around providing support for the player and other allies nearby where two handed mode would be about damage. Staff would be ranged with defensive boons and spear would be close combat with a ranged skill or two plus some offensive boons.
To cover up the lack of weapon choice additional utility skills can be taken which work in a similar manner to Elementalist’s conjured weapons, Guardian tomes and Engineer kits. The elite skill slot would be used for this and would be unique in the sense that they act like a third weapon slot with 10/20 second cooldowns. There would also be a choice of 3, 2×10 pointers and 1 30 pointer.
The problem is that a lot of bosses are designed poorly and not to the strength of the game. Colossi bosses are excellent examples of a good boss, even if they are easy. Other good examples are bosses that do not specifically target someone and latch onto them but instead throw hazards around, like bombs or fire, and summon smaller creatures to fight.
The creature archetypes listed underneath are prime examples of good boss material.
- Giants: Undead giants in particular are well balanced. They summon adds with ranged attacks and stomp at nearby melee targets, which can be dodged.
- Abominations/Ettins: Attacks are heavy hitting, slow and televised with a wide range.
- Colossi: They do not target specific players but summon a host of minions and zone hazards, excellent material for final zone/dungeon bosses.
- Worms: Attacks are televised and can be dodged if paying attention. Same goes for range rock throws.
- Mage types with avoidable AoE: The Centaur Shaman in the world event in Hinterlands is an example, ruined only by his silly accurate flame blast which deals massive amounts of damage and is spammed at his prime target.
- Melee types with relatively weak standard attacks: The Orrian Wizard for the Cursed Shore World event does not hit very hard with his standard attack, 2-3k on my Warrior at most which is enough to survive against while your heal is cooling down. His Arcing Strike does a lot of damage but can be clearly noticed and dodged.
There are plenty more examples of good bosses but it seems most of the dungeons and several high level events do not play to these strengths, producing frustrating bosses that require cheesing by ranged spam and graveyard zerging.
Perhaps a bleed that is applied at the 25 stack limit should push off the lowest duration bleed causing it to deal all of the remaining damage at the same time.
I like the idea of swapping the places of Hundred Blades and Arcing Strike. Arcing Strike would have a default of 10s cooldown with 8s of fury and decent enough damage for a basic weapon skill.
While we are on the topic of greatsword skills, I would like to see rush scrapped or just converted into 6s of swiftness and a few might stacks.
Obviously the main villain here is Quickness.