Showing Posts For MaxTNT.3154:
It makes sense to me that outstanding members of a certain profession would band together, albeit loosely, to advance/develop/understand said profession. They could also teach each other about whichever aspect of the magic school they master. Compare it to real life scientists. (Outstanding) members in a certain field will meet up at conventions/symposiums and read and write in the same journals. By supporting each other they can achieve much more then just on their own(and it avoids double work/research).
One Mesmer might be excellent at creating Illusions while another might master Mantra’s. They could help each other and through the co-operation develop new skills never seen before.
Besides the Mesmer Collective I can totally see that there would be a Necromancer Cabal or an Elementalist Circle. but ofc, this could also transcend the scholar classes with things like the Thieves Guild and such…
According to the GW2 wiki there are between 5-10 Seraph Captains at one time and they are the highest rank a Seraph can achieve. Logan Thackery is ‘just a captain’ but because he is very skilled, experienced and has direct ties to the Queen he is seen as the first among equals and all other captains respect him.
Also, I believe the zone’s we play in the game are a downscaled version of what the zone would be ‘in reality’ or lore. This is mostly because there simply isn’t enough farmland to provide food for everyone in Divinity’s Reach AND all the villages in Kryta. Covering such massive amounts of land with centaur camps and bandit hide-outs pretty much everywhere, it’s going to be hard for a single Seraph Captain to effectively organize all Seraph in a zone. For example, Captain Lindel seems to have her base of operations in the township of Claypool and her Seraph would protect the surrounding lands, but she would never be able to effectively protect Beetletun…
Looking at the Hirathi Hinterlands in particular, that zone is the front in the war against the three centaur tribes(Hirathi, Tamini and Modniir) so it’s quite logical that it would also have the highest number of Seraph troops stationed there. However, among so many captains, conflicting orders and an unclear chain of command are bound to occur. So I believe that is why Commander “Bulldog” Janson has the rank of Commander. It’s probably just a field title given out to the most senior or experienced Captain present to take overall command.(There is a second ‘Commander’ in HH, but I’m guessing this was an accidental mistake by A-net)
So I recently realized that Ebonhawke is not inside the territory of the Krytan Kingdom. Which would mean that it would not fall under the rule of Queen Jenna, right?
Isn’t Ebonhawke part of the Ascalonian Kingdom? and now that it’s basically the only major Human settlement in Ascalon, would that make it the de-facto capital? And what about its leadership? Of course there is the Ebon Vanguard, but they would serve a similar purpose like the Seraph; military, police, etc…
Ebonhawke has an Asura Gate linked to Divinity’s Reach and of course there is a strong alliance between Kryta and Ebonhawke(Ascalon).
Anyone who can shed some light on this for me?
Your mother’s IQ is so low, she think the term ‘Elder Dragons’ refers to the people in her retirement home.
9/10. It’s clear you spent time and effort on the outfit and mixed and matched a lot of stuff and dyes. End results is a not over the top, Norn feeling set of gear. It doesn’t even feel like ‘heavy armor’ all that much. Not a huge fan of the Celestial blue stuff, but I understand you can’t dye it…
Here’s my Norn Thief;
Tier 1 Cultural with the Subterfuge Hood and Rox’s Quiver. Since the quiver cannot be dyed I was stuck with the color of the leather(brown) and metal(steel/iron) if I wanted to present the gear as a whole, not separate pieces.
Also, the Subterfuge Hood suffers from something common among ‘unique’ profession pieces in that it becomes a different shade if dyed in the same manner as the armor. So I had to go for a lighter shade to approach the Midnight Fuchsia used in the armor, but it’s not perfect.
9/10 for the first one, nice combination of Cultural, other armor and dye choice. (I don’t like over-the-top flashy characters) The second has the Spinal Blades backpiece and that can’t be very practical in combat(maybe some intimidation) so 8/10.
Anyway, here’s my Ash Legion Sniper and second-in-command to her Warband:
Tier 1 Cultural chest and legs supplemented with Banded gloves, boots and shoulders. The whole set is topped off with an Ascalonian Helmet(which looks amazing on a female, but not so much on a male for some reason) and the whole deal is dyed in Pitch(for a lack of Black or Abyss dye, Pitch works great of metallic armor) and Ash(a gray tone, but with a name like that I had to use it) dyes to give it that Ash Legion flavor.
(I would love ‘The Hunter’ but that thing is expensive!)
(Swords are close-quarters back-up)
(edited by MaxTNT.3154)
I’m not entirely sure that the Elder Dragons are the autotrophs of magical energy. Magical Energy might be a natural resource present in the world of Tyria, maybe created at the Tyrian equivalent of of the ‘Big Bang’ along with all other things in the Universe. Since we have no idea how old Tyria is or how many cycles these Elder Dragons have gone through, it could even be that the Elder Dragons were one of the first lifeforms that evolved on Tyria. They fed off of an energy source widely available and potent, and at that time uncontested, magic. After they became the dominant species, whether through conflict(which might explain their combative nature) or by being the sole species at the time, they lives off the Tyrian Magic.
Similar to Earthly creatures that go into hybernation when their food source runs low, the ED’s might have gone to sleep, waiting for the magic levels to build up again. During this hybernation they leaked the excess magical energy that they had consumed. Perhaps they had consumed all of the magic in the world, or it is as you say, that more magical energy sources are present(Tyria’s planetary core or magical ‘bleeding’ through contact with the Mists?) However, their hybernation was so long that other creatures evolved and rose to dominance. After the awoke once more, these other lifeforms might have hoarded magical energy(it is after all a highly potent power source) and thus came into conflict over the Dragon’s food source. Repeat that for several cycles and you have yourself something that can quickly be assumed to be part of the ‘natural order of Tyria’.
Does this make any sense?
Corruption of the living aside, Zhaitan does use corpses for his minions(the Corpse Ark proves this.) and Necromancers have magical power over the dead. So a conglomeration of powerful Necromancers should have the potential to return the basic minions of Zhaitan to their dead state, thus pacifying them. Stronger minions, those who received Zhaitans Premium Package deal, would possibly be a different matter since they have a conscious mind and a limit amount of free will.
Also, the Risen Abominations are little more then Necro Minions 2.0, they are corpses fused together and resurrected. They show about the same amount of brainpower of a Necro’s minions.
I mentioned Marjory, but of course, back then she was not on anyone’s radar.(Maybe a Priestess of Grenth would be better suited) Wiebe however, could certainly be contacted and perhaps conscripted(he is both well known and powerful). Havroun Grechen of Bear was present in Orr(may she rest in peace) to assist the Pact, so why not Weibe?
Zhaitan is the Undead Elder Dragon, the supreme master of everything Undead. His Minions operate on a whole different level then a Necromancers Minions, but isn’t it still a form of Necromancy?
Why didn’t the Pact gather Tyria’s most powerful Necromancers into a kind of Anti-Zhaitan collective?
A group containing;
- Trahearne, the Sylvari Firstborn and expert on Orrian Undead.
- Weibe, Havroun of Raven and one of the most powerful Norn Necromancers
- Marjory Delaqua, member of ’Destiny’s Edge 2.0’
I’m not suggesting that this coven of Necromancers would be able to outright stop Zhaitan, but they could perhaps get a greater understanding of it’s undead and their vulnerabilities. Or, more hands on, perhaps they could also bundle their powers to convert, cripple or lay waste to a portion of Zhaitan’s army(timed right before a kittenault?).
It feels like an overlooked opportunity to me…
Wasn’t it explained that the Risen are still around because all of Zhaitains control and power over them was passed on to his ‘next-of-kin", a.k.a. the OTHER Undead Dragons like Tequatl(who was already the strongest of them, so got a massive powerboost by Zhaitan’s demise).
I’ve always viewed the Elder Dragon’s strongest lieutenants, the other dragons, as being like his children or kin in some way, instead of just another minion type. They control portions of the armies of the EDs in a more or less autonomous way(e.g. Shatterer and The Brand) and feed off magic in a similar manner as their ‘father’, just in a lesser amount. So if daddy dies, they would have to spread control among the remaining dragons, thus they all get stronger. (possibly, if given enough time, the strongest of the bunch could even attain the powers of the original Elder Dragon and thus repairing the power vacuum and balance of the Tyrian Universe)
A warlike race under the zealotry leadership of the Flame Legion and their new ‘Gods’ such as the Charr to halt their momentum and fortify? They would ride their momentum to deathor glory…which turned out to be the former.
A Human would see reason in what you suggest and maybe they wouldn’t have overextended…but these are not Humans…
The whole ‘quiver without a bow’ thing is a bit different. Ofcourse you cant opt to get a quiver backpiece without having a bow equiped, but that is going to be an exeption and most people will only use a quiver if they actually have a bow to use.
The issue I have with ‘quiver without a bow’ is weapon persistency. You can have two weaponsets(apart from Ele and Engi ofc) but when you swap weaponsets, the other weapon just vanishes. Arguably because it would easily clutter your character and that if you have, for example, a Hammer and a Greatsword they would both be sheathed in the same spot, thus clipping heavily.(possible option for this would be a restriction for one backslotter set and one beltslotter set, but thats not gonna happen now is it…)
I would like persitent weaponsets, but I doubt it will ever happen…
Ah yes, good point. the mixing and matching had not crossed my mind, yet it is such an obvious issue when you allow for multiple armor classes to be used. Silly me.
Workaround could be a choice(drop-down menu?). If you pick ‘light’, then you can only pick light armor skins for your gear. Switching it out to the ‘medium’ catagory will give you access to those, but once again lock ‘light’.
The WvW and PvP issue is not something I can really associate with, being pretty much a PvE purist. However I would say it adds a new level of challange to the mix. If an enemy player can disguise himself cleverly, he’ll gain an advantage over an assuming player. (Isn’t it also already kind of the case with dyes? A player can dye him/herself pink/purple an then suddenly go into deathshroud. An assuming player would mistake the enemy for a Mesmer and prepare/react accordingly only to be surprised by the Necromancer he is has to adapt to and deal with now)
Finding new and clever ways to present yourself and constantly seeking new ways to surprise your opponent makes competitive play fun, right?
Now that we’ve all experienced the new wardrobe, I’d like to make a request, suggestion about it.
Why not make all(or most, some exclusives are fine ofcourse) types of armor available to every profession. In the end it is just an armorskin in the same manner that you can already wear a fuzzy bear hat or even hide your whole gearset with an ‘Outfit’.
Aren’t we past the rigid structure of Light, Medium and Heavy armor of the old school RPG days?
For example, my Guardian is primarily focussed on burning damage and is much more a mage/wizard/sorcerer(or whatever you want to call it) then an ironclad frontline trooper. Having her running around in ‘light’ armor(wardrobe skin only ofcourse…don’t want to mess with the existing game balance) which is tuned much more towards magic users, would make sense.
Or in a similar manner, a double dagger Elementalist might opt to go for a more rogue/thief/assassin like look instead of being a mage.
And if the argument of identification is an issue, then I would say that you can identify a profession much easier by the skills and color of them then by looking at the armor.
Let me know what you think…
(Didn’t really know where to post this…)
Looking through all(?) the different torch skins available to me for my Guardian, I thought about an idea for a new torch design.
While basically fulfilling the slot of a torch, my idea is not exactly a torch at all…
I was thinking about instead of the stick or chalice with the flame in it/on it/at the end, we could just hold the flame in the palm of our hand.
Being magically attuned(and having the ability to set yourself alight completly anyway) it’s not so farfetched for the Guardian to not need a ‘lighter’ for his/her flames. Instead the Guardian could have the ability to have a passive flame in his or her handpalm(or a whole burning hand if thats what you prefer…) when weapons are drawn.
Typical Guardian fire is blue, so a blue variant seems appropaite here, but a standard ‘flame’ color could also work(if combined with a burning sword it works perfectly) or even a green flame…let your imagination run wild
Also, its not restricted to Guardians, now is it? Mesmers are also torch users…and as luck would have it, also magic users. For a mesmer to have a flame in their hands is also not very strange, expecially if said flame were pink/purple.
I did think about the Ranger and its abiliy to also wield torches, but being pretty much magicless. Easiest idea I came up with is…too bad, then this specific torch skin is not designed for them(or get creative and make it work with your headcanon)
I couldn’t find this, but maybe some of you have information(or speculation)
What are the sizes of the Legions? How many Charr are in each? And if no exact number is known, what is the respective size of each legion?(1:1 for Blood:Iron, or 3:1 Blood:Ash?)
I would personally assume that Blood Legion would be biggest since it’s main purpose is front line troops…ergo, highest casualty rate.
Iron is probably also quite sizable since they not only construct all warmachines, tanks, guns and all other technological stuff but also need the people to operate and maintain the stuff(both in the field and the workshops). On top of that they have the Adamant Guard as Black Citadel police.
Ash is probably the smallest of all the Legions. spies and scouts usually operate either alone or in small groups and any commando teams or assassination squads they deploy would also probably prefer small and covert over overwhelming. (Only reference to possible Ash Legion size I found is Ash Legion Operations Group 98, Kalla’s Killers. This could mean that there are atleast 100, possibly more, ’Operations Groups, aka Warbands, in the Ash Legion)
Flame Legion seems freaking huge with the amount of them we encounter in the game. One can also reason that the Flame Shamans still hold some power over the less powerful/smart and or fortunate, therefor pressuring them into service to bolster their numbers
Any thoughts? (Or did I just unleash the sh*tstorm?)
Double consonant, so that’s a +1 for any Asura name. Also short, which scores you another +1 and you have an honorific(on three out of four) so you get another +1.\
No honorific for the Engineer?
I’ve taken inspiration for her honorific from Dungeon Siege III and the folks that run the town of Stonebridge, the Meisters;
She graduated from the College of Dynamics and ran an intership at the Black Citadel learning about Iron Legion metallurgy and blacksmithing. As you’ve guessed by now, she’s an Engineer.
(edited by MaxTNT.3154)
My(Our) Guild’s name is ’It’s A Trap!’ (a multigaming community originally started as a SWTOR guild)
So naturally, when some of us started the idea of a Charr Warband our warband name was gonna be ‘Trap’ and we felt that the Ash Legion would be the best out of the three to utilise the most diverse group of professions.
Thus came into existence the Trap warband of the Ash Legion. A covert commando team, its members can always be found on the front lines hitting where it hurts. Thought not like some Blood Legion cannonfodder going into the meatgrinder, but more like a rapier made for precise piercing hits.
All of our members are also on the Order of Whispers’ agents list, but duty to the Legion comes first.
Our Centurion is Tybalt Trapjaw, a Guardian wielding a cursed hammer
The Legionnaire and second in command would be me, Rava Clawtrap, a Warrior and marksman
Our resident Thief is Ketukas Soultrap and she might have a tongue that’s sharper then her daggers.
Coming back from retirement is Foggy Mindtrap, an Elementalist. Even the wildlife is not safe around that guy.
A young addition to our roster is Kharr Shieldtrap, another Guardian. Although he’s young and bold, in time he will earn his place on the front lines.
And as with any healthy Charr Warband, our roster keeps changing. Casualties of war are ever so common these days and new members keep dripping in.