Showing Posts For Kheros.7256:
Karl man im sorry to say this but, i dont like your way of balancing or understanding the profesion. Eles should be dynamic with so many skills you should feel able to respond to any threat in any given situation, Eles cooldowns are mostly bad, we lack combinations and “combos”, it doesnt feel like it has synergy anymore, i dont want to be op i know tempest support had to be brought down, but for the love of god casting a water overload was so kittening hard sometimes i had to run like a chicken behind walls and stuff to get LoS and cast my overloads, theres so much room of improvement for different ele builds and room to give ele an identity which it has lost. We dont have good mobility (compared to others), we dont have good damage builds, we have ok support builds (if people ignore us and let us live), we have kittenty condi builds (condi needs to spam 3+ different condi types in order to be good).
I dont ask for op ele, becuase lets be honest as fun as cele ele was (a lot of fun) it was op, tempest support heals ect was op as well. I just want to have fun and be able to outplay my enemies and stuff, not just spammfest.
Edit: Forgot to mention we have 1 of the worst ccs? mostly slow cc and clunky.
#MakeElesGreatAgain
(edited by Kheros.7256)
Are you in 0 pips?
Let me dream a bit, dream with me and suggest names, numbers, cast times and stuff xD.
Tempest elite skill.
Elemental Awakening: Is an ancient shout that awakens the power of elements, changing all your atuments with awakened attunements for 15 seconds (Or only your current attunement with an awakened one, so it provides choices)
Awakened fire attunement:
You are surrounded by flames (any cool animation that tells you visually you are in an awakened fire attunement, and doesnt interfere with legendaries weapon animations you might have) Being in awakened fire attunement gives you a Superior fire aura. Which besides normal fire aura it gives enemys that attack you a ¨superhot defuff¨ when the superhot debuffs stacks to X number your enemys are disarmed. For 2 seconds (Pretty much like a daze but it takes away the stats that the weapon gives you for those 2 secs). The passive aura is lost if you are cced X amount of time.
Skill 1: Flame barrage: Throws falling meteorites. that have X size(king of medium size/small , after they fall they roll in the direction they are facing.
Skill 2: Soulburn: Sets a targeted area on fire, removing booms from enemies and removing conditions from allies
Skill 3: Fire eruption; You Make big circles of fire erupt from the ground with a 1/2 delay that damage and burn targets. (1 1/2 second cooldown)
Skill 4: Unstable fire: (channeled) Start to form a mass of unstable fire around your target, dealing damage each 1/2 second to him and his surroindings, burning 1/2 each second for X seconds, after that time explode applying burn, and big damage to the target and his surrounding it leaves a fire field. (It also applys torment)
Skill 5: Instantly marks an area a circle of symbols ect appears on the ground, after X seconds (2+) a giant fiery ball falls down and explodes, knocking all targets down and dealing massive damage, also burning and leaving a fire field. (You mark the area instantly, you are not locked out casting)
Pretty much all fire skills, burn , deal aoe damage and have long cast range.
Awakened water attunement:
(cool animation ect)
Passively heals allies around you and apply resistance X sec or cleanse X ammount of conditions to you and your nearby allies. Also increase your healing power by X amount.
Skill 1: Refreshening water: Throw glowing water to a location, healing allies and granting regeneration. (no cooldown) (Gives random boom)
Skill 2: Traps an enemy in a floating bubble, the enemy cannot attack or be attacked for X amount of seconds. It can be used on an ally, Granting them invulnerability for X amount of seconds your allies can attack while in the bubble and have regeneration.
Skill 3: Water of life: big targeted heal, with 1 sec cast time.( If used on a downed ally they go back to whooping azzes
). The closer you are the higher the heal amount.
Skill 4: Water of fortitude: (A figure of a watery like lady pouring water to a targeted area, like the zodiac aquarius XD) Transform the conditions of players into booms, and also grants then a 10 % damage reduction and 10% damage dealt increase for X seconds.
Skill 5: Water barrier: Puts a shield of water a small targeted area. The shield absords (flat amount or % of max hp).
Awakened air attunement:
(Floating with windy animation and thunders around you). Your attacks apply blind, cannot blind the same target for 2 secs. Also you have superspeed while in this awakened attunement.
Skill 1: Air cutter: Send a barrage of ¨slashing air¨ Around you applying vulnerability.
Skill 2: Lighting burst; (You put your hands together, and shock your target, dazing
them). After succesfully using this skill you can.
Thunder crush: channel for X secs doing several fast lighting attacks, deal extra damage equal 2% of targets hp for ech 2 succesfull attacks, and at the end apply vulnerability (Like 10 attacks )
Lighting Stomp: Stomp the ground sending stunning shockwave.
Skill 3: Lighting flash: Same skill, with a really low cooldown like 4 secs or something like that.
Skill 4: Lighting Mark: Marks your target, for X seconds, every attack you do againts that target deals 1% of their max hp as extra damage, also every 3 attacks is a critical and deal have increased crit damage (20%).
Skill 5: Wind crush: You compress wind around your target, them ¨crush it¨ dealing high damage. 1 sec cast time.
Wind skills are mostly close range. With fast cast times and high single target damage.
Awakened Earth attunement:
(Cool animation xD)
Increase your toughness, and every X seconds you get an Earth armor that absorbs damage Equals to % of Hp or equal to X times your toughness or i dont know xD.
Skill 1: Earth Challenge: You lock a target to you, all their attacks only deal damage to you, everybody else is invulnerable to their attacks.
Skill 2: Spiky Earth armor: you deal X amount of damage to your attackers(it can be equal to a flat amount or a percentage of toughness).
Skill 3: Magnetic Dome: Creates a Magnetic field that reflects proyectiles and gives you and your allies protection.
Skill 4: Earth call: Rock hands come out of the ground snaring targets and bleeding them. (this skill has low cooldown, targets cant be snared again for X amount of secs)
Skill 5:
I kind of rushed things, but each attunement should be focused in a specific role
Fire: Aoe, range and conditions.
Water: Support, Healing
Air: Single target burst, and cc.
Earth: Tankyness
Im tired, lol well most of the skills i didnt say cast time, range or cooldowns, im lazy. Mostly i just want to dream with the conpcept and fantasize that im some kind of avatar of elements
.
Pd: Excuse my english grammar ect. English is not my native languaje.
Those pics are nice, eventhough im not a fan of filters. Where is that?
Please, Ready up, speak about specializations
in Guild Wars 2: Heart of Thorns
Posted by: Kheros.7256
Im starving like literally starving for more information on specializations, especially which especialization every profession is getting. (New wep usage for each proffesion) To stop the madness of speculations.