Showing Posts For Nebiros.5612:
more skills for existing weapons, swappable via the weapon skills tab we already have
easiest way to solve the pet issue in content that doesnt allow pets to survive is a toggle ability that stows pet and boosts damage, say by 30%
or make trait that caters to non pet playstyle, I’d put it in the beastermaster tree
example trait:
Loner – Increase damage with all skills by 20%, all stat bonuses applied by beastmaster allotted points apply to the ranger instead. Pets are Disabled
I see the stow being the easier of the two
Adding New Skills to Existing Weapon via usage of the Weapon Skills Tab:
the basic idea is that not all weapons are suited to all builds, the idea is to change that via the weapon skills tab (which at this point is wasted space other than to view skill details)
I’m going to use Ranger for this example:
Shortbow for Ranger is basically pure condition based weapon adding the ability to swap out say -
*Crossfire: Fire an arrow. Bleed your target if you hit them from behind or from the side.
and swap it with:
*Flanking Shot: Fire an arrow. Deal additional damage to your target if you hit them from behind or from the side.
*Poison Volley: Fire a spread of five poison arrows.
swapped for:
*Arrow Volley: Spin firing arrows in all directions for x dmg. (Combo Finisher: Whirl)
The swap would be made in the weapon skills tab in the same manner that you would change a trait.
This could basically be applied to all classes giving each weapon a way to work into every build type.
Copied from a post I made as its the only true complaint I have with current thief.
Thieves class mechanic in general needs to be reworked, steal was just a terrible idea from the start. When you look at all the other classes thief is the only one with a mechanic that is very limited.
Every other class can use their mechanic actively:
- Warrior every 10secs (8sec traited)
- Mesmer every 15 – 30 – 45 -60secs (11 – 23 – 34 – 46 traited)
- Necro every 10secs (5secs traited)
- Ranger’s is perma
- Guardian every 30 – 60 – 90sec (23 – 46 – 69sec when traited)
- Elementalist every 15secs (9secs traited)
- Engineer’s is varied depending on utility skills but all relatively short cooldowns (less when traited)
The only class that suffers due to its mechanic is thief with a 45secs cooldown (34 traited) and their mechanic consists of one skill, warrior may only have one as well but at least theirs is only on a 8secs cooldown when traited.
Thieves mechanic need to be reworked to something more active, one long cooldown skill just isnt cutting it.
Maybe one cooldown for offensive and one for defensive with decent cooldowns (15-25secs)
Thieves class mechanic in general needs to be reworked, steal was just a terrible idea from the start. When you look at all the other classes thief is the only one with a mechanic that is very limited.
Every other class can use their mechanic actively:
- Warrior every 10secs (8sec traited)
- Mesmer every 15 – 30 – 45 -60secs (11 – 23 – 34 – 46 traited)
- Necro every 10secs (5secs traited)
- Ranger’s is perma
- Guardian every 30 – 60 – 90sec (23 – 46 – 69sec when traited)
- Elementalist every 15secs (9secs traited)
- Engineer’s is varied depending on utility skills but all relatively short cooldowns (less when traited)
The only class that suffers due to its mechanic is thief with a 45secs cooldown (34 traited) and their mechanic consists of one skill, warrior may only have one as well but at least theirs is only on a 8secs cooldown when traited.
Thieves mechanic need to be reworked to something more active, one long cooldown skill just isnt cutting it.
Seeing as I am a turret eng I wouldn’t mind if they took out elixirs and gave them to a alchemist class, I’d love to see how that classes other mechanics would play out seems like a cool idea
both armors are a mix of T1 and Duelist
went for Megaman X full armor on 1st set and Megaman X standard for 2nd considering my Asuran’s name is Megaman ZX lol
Made a few changes to the skills from feedback on the thread, wanted to make kirin’s wrath into more of a help allies regroup from a bad situation type skill
skill 1 – Spear of Light:
Fires an arrow of light dealing x dmg
skill 2 – Holy Strike:
Fires an arrow dealing x dmg and burns target for 5 seconds
skill 3 – Kirin’s Wrath:
Fires an arrow that passes thru enemies dealing x dmg and knocking them back, allies it passes thru gain Swiftness for 3 secs
skill 4 – Symbol of Rage:
Create a Symbol of Rage at target location dealing X dmg and crippling foes every second for 5 seconds and fury every second for 5 seconds to allies
skill 5 – Heaven’s Delight:
Rain down arrows of light from the sky healing allies in target area
I agree with bri, scepter/staff should be improved.
not only that they need to add another condition to one of the weapons, most classes can at least make decent use of condition builds where guardian is lacking outside of burning damage (and confuse/poison for an asuran in PvE)
Considering scepter is rather lacking at this point I’ve been thinking what weapon could they implement that wouldn’t bash lore. Considering that shortbow is more of a short range skirmish weapon I went with longbow.
I kept the skill names that of GW1 skills like they did with most of GW2’s skills (outside of symbol). My idea basically adds support skills to keep guardian in that niche since that’s what their known for. I also added a bleed to one of the skills to try and open up condition damage builds as a possible choice.
skill 1 – Spear of Light:
Fires an arrow of light dealing x dmg
skill 2 – Holy Strike:
Fires an arrow dealing x dmg and bleeds target for 5 seconds
skill 3 – Kirin’s Wrath:
Fires an arrow that passes thru enemies dealing x dmg and knocking them back, allies it passes thru gain protection for 3 secs
skill 4 – Symbol of Rage:
Create a Symbol of Rage at target location dealing X dmg every second for 5 seconds to enemies and fury every second for 5 seconds to allies
skill 5 – Light of Dwayna:
Rain down arrows of light from the sky healing allies in target area
asuran face paint is just as bad as human lol
charr i think is the best looking
the first one makes charr look demonic dragon-ish, second one gives skull head and third makes the charr look undead they all just look great with charr. norn arent bad either.
i had tried for 2 days at this puzzle maybe at total of 5hrs and it just wasn’t going my way, never even made it to the drop down to the chest part. I’d all but given up, but being that today it all ends I figured what the heck might as well try it a few times.
I’m glad I did I just beat it about 4mins ago, it was hard and at some times seem undoable for me but I’m glad I could power thru it finally. The boots aren’t much of anything but its the feeling of accomplishment I take from this particular puzzle. 
GW2 elementalist is just like GW1 elementalist, it will need to be reworked several times just like in GW1 just to get it right.
I love my elem but the fact that when stat’d berserker in pvp against other classes in berserker we just don’t compare. Glass Cannon without the Cannon.
take this example into consideration:
Playing on my elementalist today, warrior charges me immobilizing me, all my skills are disabled (daze?) then does hundred blades and im downed instantly. Can i do the same to him with any combo of elem skills in the time it took him to kill me, the answer is no. Balanced? I don’t think so, to down me that quick he’d have to be rolling berserker stats so glass cannon, i can roll berserker on my elem and no combination of skills can do that same thing to him.
As of right now I seem to have trouble wrapping my head around PvP at this point and time. There are too many things that are affecting it in a negative way. Im going to break everything down:
Heavy Armor classes should have less burst damage and more sustained. Warriors for example are already the heaviest armor and hardest to kill with a big hp pool and lots of armor without having to stat for it. Having crazy high burst damage with all that just seems too much.
Medium Armor classes should have more burst damage and average sustained. Thief doesn’t really have an issue in this area but rangers do for most of their weapon choices. Your not able to take many hits like the heavy armored classes and have to waste stating toughness or vitality just to even the playing field. Even thieves can’t do much against a immobilizing / hundred blades, your just plain dead.
Light Armor classes should have the highest burst damage and average sustained. You have the lowest hp pool, lowest armor and are usually targeted first. Not because we’re a threat (outside mesmer) but because we are very easy to down.
Having played all classes this seems to be the one thing that just doesn’t add up. Also on a side note, quickness should not affect the speed at which you can finish off a player, I see this clearly abused all the time.
Pretty simple.
Add more skills per weapon and allow us to select what we want for that weapon kind of like we already do with skills 6 – 10
this is exactly what i want
one thing i noticed while playing a thief was how much I loved Twisted Fangs single dagger AoE, then we got Death Blossom (annoying flip) as our AoE once we equipped another dagger. I want to stay dual daggers for the stealth skill (cloak and dagger) but dont even like using death blossom.
I also find rifle engineer to be lacking, why does Warrior a usually non-ranged class have far superior rifle skills? Engineer doesn’t have a single rapid fire type skill for pistols or rifle but Warrior does (for rifle).
Removing the cap isnt going to do much of anything at all in terms of you getting a better medal on bosses. If people can get the boss to 25 stacks in seconds they can surely get him to 30, 40, 50 etc… just as quick. Your necros dmg will still be zero if you come into the fight once at max stacks. So this suggestion doesnt solve that issue, it would just cause another one, which would be overpowered bleeding stacks.
We really need a decent, measurable, critically important reason to become more powerful.
in Suggestions
Posted by: Nebiros.5612
No thanks to open world pvp, like many others have said i’ll go to the mists for that. I don’t want to be bothered with pvp content when I am off leveling or grinding mats.
I think a trial would be fine to allow friends and others to try the game but i think a few restrictions should be set in place to prevent gold spammer abuse.
I would mainly go with all chat / mail functions are disabled, that would take away gold spammers use for the trials
to keep communication available in trials for when friends try the game via trial and play along with you, party chat could be kept unlocked