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[Suggestions] Future Elite Specializations

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Posted by: Gerzanthulus.9642

Gerzanthulus.9642

Revenant
New specialization: Distorter
New legend: ? the Mesmer (Grants Shatter.)
New weapon: Scepter; 1) Confounding Strike (Strike and confuse your foe.) 2) Distorting Blow (Distort the space around you as you strike a foe.) 3) Spatial Rupture (Rupture the space around your foe and causing it to implode on them.)
New healing skill: Heal yourself. Gain additional healing for each active illusion.
New utilities: 1) Phantasmal Guardian (Attacks and weakens foes. Grants protection when shattered.) 2) Phantasmal Demon (Attacks and torments foes. Grants Resistance when shattered.) 3) Phantasmal Assassin (Attacks and inflicts bleeding to foes. Grants Fury when shattered.)
New elite skill: Phantasmal Chronomancer (Attacks and slows foes. Grants alacrity when shattered.)
Thoughts: With legends resembling classes already (Jalis=Warrior/Guardian, Mallyx=Necromancer, Ventari=Ranger, Shiro=Thief.), I figured it was only natural to add a class they didn’t resemble yet. Note: Phanstasms would drain revenant energy while channeled and would not grant shatter benefits if they expire.

[Suggestions] Future Elite Specializations

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Posted by: Gerzanthulus.9642

Gerzanthulus.9642

Necromancer
New specialization: Poisoner
New weapon: Shortbow; 1) Poisoned Arrow (Fire a poisoned arrow at your foe.) 2) Ghastly Arrow (Fire a poisoned arrow imbued in dark magic. Gain life force.) 3) Grasping Arrow (Fire an arrow imbued in dark magic, immobilizing your foe.) 4) Chilling Arrow (Fire a chilled arrow at your foe and shadowstep to them.) 5) Swarming Arrow (Fire an arrow that draws locust to blind and cripple your foe.)
New healing skill: Leeching Venom (Heal yourself. X% of poison damage on your foes heals you for the next few seconds.)
New utilities: Venom; 1) Bone Venom (Your next few attacks apply vulnerability and slow.) 2) Fiendish Venom (Your next few attacks apply weakness and torment.) 3) Shadow Venom (Your next few attacks apply blind and poison.) 4) Flesh Rotting Venom (Your next few attacks apply cripple and bleeding.)
New elite skill: Flesh Eating Venom (Your next few attacks apply fear and torment.)
Thoughts: Poison has always been somewhat lackluster, so I’m hoping that by adding a specialization that focuses on it will make it somewhat more useful. There’s also only two classes that can use shortbows.

Guardian
New specialization: Inquisitor
New weapon: Torch (main hand); 1) Burning Strike (Damage and burn foe.) 2) Symbol of Purging (Smash a mystic symbol onto the ground to burn foes.) 3) Fire Spray (Fire multiple orbs of flame at your foe.)
New healing skill: Cleanse (Heal yourself and burn nearby foes. Cure a condition for every foe burned by this skill.)
New utilities: Manipulation; 1) Purging Light (Transform boons on foe into stacks of burning.) 2) Fire Wall (Create a wall of fire that burns foes.) 3) Burning Grasp (Pull your foe to you and apply burning.) 4) Flames of Redemption (Set a downed ally alight, periodically burning nearby foes.)
New elite skill: Mass Inquisition (Burn all nearby foes.)
Thoughts: I figured a burn-based condition build was the only viable choice for condition damage guardians, so why not a torch in the main hand slot?

Thief
New specialization: Sniper
New weapon: Longbow; 1) Long Shot (Shoot your foe from long range. The farther the arrow flies, the more likely it is to land a critical hit.) Stealth Attack: Snipe (Shoot a powerful arrow. Critical hits deal more damage.) 2) Crippling Shot (Fire a crippling shot at your foe.) 3) Distancing Shot (Shoot your foe and shadowstep away.) 4) Smoke Shot (Fire a blinding smoke screen at foes.) 5) Concealing Shot (Shoot your foe and vanish in stealth.)
New healing skill: Stimpack (Heal yourself and gain fury.)
New utilities: Gadget; 1) Simple Grenade (Throw a grenade at your foes.) 2) Defibrillator (Revive a nearby downed ally.) 3) Emergency Kit (Breaks stun and removes conditions.) 4) Infrared Goggles (Render foes under stealth visible.)
New elite skill: Tactical Strike (Call in a tactical missile to attack your foe.)
Thoughts: Being the only class without a weapon that can reach 1200 range, I figured a longbow could fix that.

Engineer
New specialization: Hex Tech
New weapon: Focus; 4) Concussion Grenade (Throw a grenade that applies confusion.) 5) Warp (Teleport to the targeted area and daze nearby foes.)
New healing skill: Glue Trap (Heal yourself and place a net propulsion trap. Foes that trigger this trap are immobilized.)
New utilities: Trap; 1) Spring Trap (Foes that trigger this trap are launched.) 2) Napalm Trap (Foes that trigger this trap are engulfed in a field of napalm.) 3) Gas Vent (Foes that trigger this trap are engulfed in a cloud of poison.) 4) Corrosive Trap (Foes that trigger this trap lose boons and gain vulnerability.)
New elite skill: The Big One (Foes that trigger this trap are damaged and stunned.)
Thoughts: Engineer was a bit tough to be creative with due to already being very versatile, so I just patched whatever I could come up with into one set up.

Mesmer
New specialization: Mind Breaker
New weapon: Pistol (main hand); 1) Confounding Shot (Shoot and confuse your foe.) 2) Blazing Distortion (Fire repeatedly, distorting the space around you.) 3) Distracting Shot (Summon an illusion that will taunt your target.)
New healing skill: Hide Within Mirrors (Vanish in stealth and confuse nearby foes.)
New utilities: Deception; 1) Temporal Refuge (Create a pulsing refuge that grants distortion.) 2) Confounding Powder (Confuse foes in the target area.) 3) Illusionary Screen (Create an illusionary screen that slows foes.) 4) Swap (Switch places with the target.)
New elite skill: Illusionary Army (The next shatter skill you use gains the benefit of X more illusions.)
Thoughts: Mesmers have quite a few off hand weapons (this was the case even before Chronomancer) with a rather short list of main hand weapons, so I figured it this would help fix that. I also found it peculiar that deception wasn’t an asset for a class that thrives on confusing enemies, so I threw that in, too.

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Gerzanthulus.9642

Gerzanthulus.9642

A few exceptions aside, the elite specialization is pretty much mandatory for all play styles (which means that players are somewhat limited in terms of variety). To fix this, I propose more elite specializations.

Elementalist
New specialization: To be named (Couldn’t think of anything, sorry).
New weapon: Sword (main hand); 1) Fire: Cleave (Cleave your foe with an arc of flames.) Water: Pierce (Stab and chill a foe.) Air: Shock (Strike and weaken your foe.) Earth: Shattering Strike (Shatter a stone-coated blade on your foe to inflict damage and bleeding on them.) 2) Fire: Flame Wheel (Spin in place, damaging and burning foes around you.) Water: Flash Freeze (Freeze your foe to the ground, immobilizing them.) Air: Lightning Rod (Become a lightning rod, damaging all nearby foes.) Earth: Ring of Earth (Raise a ring of earth to damage and bleed nearby foes.) 3) Fire: Inferno (Bring down an exploding orb of flames on your foe.) Water: Water Dance (Perform an evasive dance around your foe, healing nearby allies.) (Air: Bolt (Launch yourself at your foe and strike them with your sword.) Earth: Gravitate (Raise 3 orbs of stone from the ground to orbit around you. Orbs deal damage to foes they hit.)
New healing skill: Well of Flooding (Target area pulses, healing allies and curing conditions. Additional healing for each cured condition (small amount).)
New utilities: Well; 1) Well of Eruption (Target area pulses, damaging and burning foes.) 2) Well of Frost (Target area pulses, chilling and damaging foes.) 3) Well of Storms (Target area pulses, damaging foes.) 4) Well of Quicksand (Target area pulses, slowing and crippling foes.)
New elite skill: Well of Ice Age (Target area pulses, freezing all foes.)
Thoughts: To be honest, I was a bit saddened when Tempests got warhorn instead of sword. Also, wells kind of seemed like a natural choice when it came to the class’ first melee weapon (easier to keep them inside the wells that way).

Warrior
New specialization: Soldier
New weapon: Shield (main hand); 1) Chain: Bash your foe. Slam your foe. Whirl into your foe (applies vulnerability). 2) Crushing Defense (Block the next attack and deliver a crushing blow. Leap at foe if out of melee range (max 450).) 3) Mocking Blow (Taunt and damage foe.)
New healing skill: Bunker (Block while healing.)
New utilities: Survival; 1) Phalanx (Retaliation hits twice per attack for X seconds.) 2) Rapid Recovery (Gain alacrity.) 3) Retaliatory Response (Breaks stun and grants retaliation.) 4) Mobile Fortress (Gain protection and swiftness.)
New elite skill: Adrenal Rush (Gain adrenaline, quickness and swiftness.)
Thoughts: I’ve always wanted to dual wield shields and figured a hardened soldier was one way to go about it.

Ranger
New specialization: Gunner
New weapon: Rifle; 1) Glorious Shot (Deals more damage to close foes.) 2) Barrage (Fire multiple shots at your foe.) 3) Tuck and Roll (Roll forward and shoot your foe.) 4) Put Down (Fire a shot that deals extra damage to foes with low health.) 5) Butt-stroke (Stun your foe.)
New healing skill: Animalistic Recovery (Heal yourself and gain fury.)
New utilities: Physical; 1) Throw Net (Immobilizes. Duration is longer if closer.) 2) My Boot In Your Chest (Knocks down foe.) 3) Boar Charge (Charge and launch your foe.) 4) Feral Assault (Strike your foe multiple times.)
New elite skill: Throat Stomp (Deals a large amount of damage. Downed enemies struck with this are finished.)
Thoughts: Seeing as to how most animals have heightened hearing, gun shots from your best friend don’t sound like a great idea. This is why I believe this specialization loses it’s pet for various bonuses [i.e. traits affecting pets would now affect the player instead, gain bonus stats from beast stance (which would be chosen from the pet menu and swapped with F1, etc.])

Game Improvement - Suggestions

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Posted by: Gerzanthulus.9642

Gerzanthulus.9642

Ideas for new elite skills
Necromancer
-Well of _______
Does damage in the same fashion as Well of Corruption or Well of Suffering and each pulse revives a percent downed allies inside of it similarly to the engineer’s Toss Elixir R.
-A Corruption Skill
Burn yourself to gain boons and burn all nearby foes. (Not sure what kind of boons would be appropriate.)
Mesmer
-Phantasmal Transformation
Transform yourself into a more powerful version of your weapon’s respective phantasm. Seeing as to how each weapon combination possible includes one, I think this could be doable. For example, none of the non-2-handed weapon main hands have a phantasm, but all of the off-handed weapons do, so if the person is wielding anything with a sword in the off-hand slot, then the mesmer could turn into a more powerful version of the Phantasmal Swordsman (with a new set of skills of course).
Engineer
-Elixir I (Immortality)
Drink Elixir I to revive yourself the next time you are downed. Lasts _ seconds.
Elementalist
-Elemental Flux
Fluctuate the surrounding environment based on your attunement.
Fire: Burn your foes in a sea of flames and grant might to yourself and nearby allies.
Water: Chill your foes and heal your allies in a torrential vortex.
Air: Electrocute and immobilize your foes in a web of lightning.
Earth: Bleed your foes and make them vulnerable by impaling them with large stalagmites.
Thief
-Undetectable
Your next _
hits don’t break stealth.
Ranger
-Nature’s Call
Call more animals to support you in combat. (Similar to the thief’s Thieves Guild)
Guardian
-Divine Intervention
Damage all foes and heal all allies in a target area.
Warrior
-Overzealous Strike
Strike target foe with such ferocity that you damage yourself.

Game Improvement - Suggestions

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Posted by: Gerzanthulus.9642

Gerzanthulus.9642

1) Add so you can inspect players would be really nice.

2) I haven’t really found a place where a lot of ppl are just hanging out being social. In all the other mmo’s there are always 1-2 spots where there always are loads of people everywhere giving you that cool feeling that it’s like a city, so would be cool if a place like that would exist

I agree for inspect players. As for that big city, in most servers it’s Lion’s Arch. If you don’t have a large number of players there, you’re probably either playing during the down hours or your server is barren.

Game Improvement - Suggestions

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Posted by: Gerzanthulus.9642

Gerzanthulus.9642

Changes for the Necromancer
Staff marks – It would be really nice if they triggered off each and every monster that steps on them. As it is, a dragon can stomp his foot on one 10-12 times without it going off and a wolf can put 1 paw on it and boom. Nightmare tree from Twilight Arbor does not trigger staff marks either.
More Elite Skill Variety – 2 Transformation skills and a minion. Please change 1 of the 2 transformation skills or add 1 or 2 new elite skills for more variety.
Underwater combat (Necromancer specific) – Why do half (7/20) of my utility skills suddenly become useless underwater? Most classes don’t lose more than 4. Guild Wars 2 has some of the best underwater combat mechanics I’ve ever seen. It’s just a shame that my necromancer is doomed underwater because none of his main skills are available to him.
Changes for the Mesmer
Illusions – Why do all my illusions disappear when my target dies? Wouldn’t it be better if they disappeared when my mesmer leaves combat? You could just make my illusions attack my target the same way you do with other minions/pets and if you’re dead-set on making illusions target specific, then maybe set it up so that mesmers can have up to 3 illusions per target.
General changes
Underwater combat (general) – A lot of classes are restricted to 1 elite skill. Kind of throws the idea of variable builds out the window.

Game Improvement - Suggestions

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Posted by: Gerzanthulus.9642

Gerzanthulus.9642

Better in and out of combat system: sometimes I’ll get into a fight with too many enemies and need to retreat. Well, often times, after a retreat, the game will not consider me out-of-combat despite the fact that there aren’t any enemies trying to kill me. As a result, I usually have to stay hidden until I can use my healing skill enough times to kill something just to get out of combat.

Improvement for mesmer’s illusions: don’t make them disappear when one target dies. Instead, make them disappear when the game considers the player out-of-combat. It isn’t rare for me to die just because my illusions all disappeared in the middle of a fight with more than one enemy.

Removing the underwater combat restrictions: yes, I realize that some skills don’t look like they could ever work underwater (like a flamethrower), but the problem is that some character builds are completely ruined by this feature and heavily restricts characters to a handful of builds or forces players to swap out their traits for underwater quests/fights.

(edited by Gerzanthulus.9642)