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Scrapper Brainstorm: Replace the 2nd minor

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Recycled Renown - Destroyed gyros drop scrap. Collecting scrap reduces the recharge of all gyros by x amount

Thief Profession Specialization

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Thief Specialisation Idea - Complete Overview

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Traits

[Adept] Martial Insight – The Thief’s martial prowess has reached a level allowing you to steal the combat techniques of those who you fight.

Adaptive Manoeuvres – After stealing from an enemy evade their attacks for a short duration, non-damaging conditions are reduced.
As thick as thieves - You and allies gain stability when leaving stealth that you apply.
No Holds Barred – Deal extra damage against targets inflicted with weakness.

[Master] Extended Enfeeblement – Weakness lasts longer, disabling effects against weakened foes extends the duration.

Way of the Empty Palm – Physical skills cause weakness and you transfer damaging conditions to your target.
Perfect Imitation – Using steal when your target is using a skill allows you to duplicate the ability, excludes elite abilities.
Shadow Hustle – You and nearby allies gain increased attack and movement speed.

[Grandmaster] Peerless Awareness – Gain damage reduction based on the number of enemies within range.

Quarterstaff Feat – Attacks with your Staff deal extra damage. Staff finishers have no initiative cost.
Internal Rupture – Critical hits have a chance to inflict bleeding, conditions are now able to critically hit while weakness is applied.
Tumbling Maverick – Dodging rolling costs 66% less endurance.

Thief Specialisation Idea - Complete Overview

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Utilities

[Heal] Shadowy Reprisal – Evade attacks and regenerate health, strike back at foes when attacks miss.

Six Point Pressure Strike – Strike your foes pressure points repeatedly removing protection, stability, and resistance. Leaving the enemy crippled, slowed and vulnerable.

Iron Palm – Lunge and strike your target creating a blast of energy in a cone behind the target, vulnerability and bleeding applied to the main target will be inflicted on all targets hit.

Abyssal Dispatch – Shadowstep across the battlefield appearing behind targets immobilizing and performing a myriad of kicks to all enemies within the target area. Enemies are knocked down if struck twice.

Splitting Fracture – Leap into the air and perform a drop down kick making foes have all attacks against them unblockable.

[Elite] Martial Edict - Assume the form of martial supremacy with unsurpassed skill at unarmed combat, grants vigor and increased initiative regeneration.

1. External Strike – Fire a quick blast of energy that pierces and damages foes.

2. Shadow Cutter – Shadowstep behind your target damaging all enemies in your path, removes moving impairing effects.

3. Martial Counter – Block the next attack, Prepare a counter if you are attacked at range.
?> Shattering Defence – Deliver a shattering blow leaving the target dazed and vulnerable.

4. Deadly Reposition - Leap forward and kick the target then evade away to a safe distance.

5. Shadow Sweep – Perform a leg sweep knocking down all nearby foes.

Thief Specialisation Idea - Complete Overview

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Thief – Shadow Marshal Mechanic

Steal is replaced by Shadow Steal, allowing you to steal the combat techniques of those who you fight. Keeping in line with the theme of the Shadow Marshal as well as a thief you would undoubtedly steal the skills of others to fight against them.
Might include stolen items as well making this become an F3 skill

PVP Stolen Skills

Mesmer – Illusionary Kicks – Unleash an illusionary series of kicks at your target and all foes within the area.
Elementalist – Phoenix Rising – Rush to your target and blast the area with fire.
Necromancer – Spectral Soul Strike – Strike your foe corrupting a boon on your target into a negative condition.
Engineer – Exploding palm – Pummel your foe creating a delayed explosion that bleeds and cripples
Ranger – Vipers challenge – Taunt a foe, when in range perform a kick that pushes foes back.
Thief – Twisting Shadow – Strike and poison your target, then evade to the side and poison the target again.
Warrior – Titan Stomp – Smash the ground creating a shockwave that knocks down the first person it hits.
Guardian – Radiant Hands – Set your hands ablaze burning foes with the next five attacks.
Revenant – Chaotic Mists Wave – Smash the ground sending out a shockwave of mist energy slowing all foes hit.

PVE Stolen Skill Example

Moa – Hollow Peck – Do an evasive thrust gouging the eyes out of your foe damaging and blinding them.

Thief Specialisation Idea - Complete Overview

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Shadow Marshal

This is my Thief specialisation idea thread hope you enjoy the read and would very much like feedback on anything or if you have an better ideas let me know!

The Shadow Marshal is based around becoming a prominent forward attacker able to deal with frontline battles at his/her discretion. The theme revolves around a having a very martial arts focused skill set and because of this physical skills are the most appropriate utility set.

Staff

My staff idea revolves around the unique mechanic of dual skills, creating a different dual skill depending on the weapon chosen. The staff showcases this idea and is a unique weapon as is holds different possibilities depending on the flow and order of battle. Shadow blitz is a staff skill and the initiator and will start the sequence, the next ability used except for the basic weapon chain is known as the follow through this will in turn morph shadow blitz into a completely different skill which are aptly named finishers.

For example > [Initiator] Shadow Blitz > [Follow through] Spinning Fang > [Finisher] Empty Storm

[Stealth] Sweeping Waylay – Perform a flurry of sweeping strikes from stealth that knockdown your foe and all enemies around your target. Damage is increased if the target is immune to disabling effects.

1. Fierce slash – Slash your staff at your foe.
?? Double Swipe – Swipe your staff at your foe twice.
?? Crushing Descent – Perform a crushing downward smash leaving the target weakened.

2. Black Mantis Thrust – Thrust through your target gaining might for each enemy struck, Damage is increased based on initiative.

3. [Initiator] Shadow Blitz – Cloak yourself in shadow and rush at the target evading all attacks.

4. Spinning Fang – Strike all foes around you crippling and poisoning them, Refunds half its initiative if used on equal or more targets then the threshold.

5. Enveloping Shadows – Envelop the area around you in shadow granting stealth, areas grows the longer it is maintained.

3+2[Finisher] Six Tail Strike – Shadowstep to your target and perform a series of rapid strikes with your staff damaging and applying weakness.

3+3[Finisher] Sudden Descent – Leap at target area and send out a wave of shadow energy granting protection for each foe hit.

3+4[Finisher] Empty Storm – Rapidly spin your staff around blocking all attacks and damaging all targets within range.

3+5[Finisher] Crescent Blackout – Swing your staff in an arc dealing damage and blinding all nearby foes.

(edited by Nuddsy.3219)

Engineer Specialization Idea

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Tinker Traits
[Adept] Theoretical Destruction – You can equip hammers and use prototype skills. Gain access to supercharge which allows you to augment your tool belt skills.
[Master] Shock and Awe – Blast finishers have increased radius and inflict weakness.
[Grandmaster] External Converter - Tool belt skills have increased recharge when gaining maximum supercharge.

[Adept] Mechanical Fortitude – Gain safeguard drones when falling below the health threshold, Gain the ability to self-destruct a drone when downed.
[Adept] Seismic Sledgehammer - Blast finishers trigger twice when using a hammer and inflicts burning at the blast location.
[Adept] Kinetic Transferral – Moving forward causes supercharge to recharge at an increased rate, swiftness further increases the recharge rate.

[Master] Safety Measures – Gain Protection when using a prototype skill and cannot be critically hit for a short duration.
[Master] Embrittlement – Each tick of burning inflicts vulnerability. Vulnerability applied is equal to the amount of burning stacks.
[Master] Enhanced Transistor – Gain increased damage and healing for a short time after using a supercharged tool belt skill.

[Grandmaster] Dynamo System – Activating Exo Battlesuit elite grants a breakbar absorbing all control effects, if depleted stuns yourself and increases damage taken.
[Grandmaster] Caustic Control – Vulnerability now increases condition damage per stack.
[Grandmaster] Distribution Unit - Supercharge now effects the next three tool belt skills.

I hope you enjoyed the read and I would like to hear your thoughts on what the engineer might become!

(edited by Nuddsy.3219)

Engineer Specialization Idea

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Prototype Skills
Prototype - Prototype skills are intricate experimental contraptions, Involving powerful and complex machinery that can produce volatile results.
After many adventures and feats around Tyria engineers have observed many strange and unconventional contraptions from many different races, to the sound based weapons of the dredge to the mechanical wonders of the stream creatures. This has driven tinkers to expand their knowledge and explore these unconventional devices, Tinkers now armed with experimental prototypes that will be able to test them headlong into battle.
Heal
[Prototype] Dynamic Transfusion – Heal yourself, Gain additional health based on the level of supercharge. Removes two conditions and apply vigor if supercharge is full.
> [Tool belt] Dynamic Assimilation – Channel an energy beam at your target dealing damage and stealing two boons.

Utilities
[Prototype] Safeguard Drones – Summon safeguard drones to protect you granting stability, drones that absorb a control effect explode dealing damage to all targets within range.
> [Tool belt] Third Eye – Summon a drone to circle yourself revealing nearby stealth foes, targets found will be immobilized.

[Prototype] Oscillating Echo – Load an Oscillating Echo attachment onto your weapon, for a short duration your attacks become unblockable and create an echo of pulsing damage to foes in a cone, targets hit by the echo also have confusion applied.
> [Tool belt] Sonic Reverberation – Fire a short range shockwave that travels forward damaging and removing boons.

[Prototype] Resonance Reactor – Deploy a Resonance Reactor above the target location creating an unstable atmosphere, damaging multiple foes with lightning strikes that apply vulnerability. Enemies that move out of range are displaced back.
> [Tool belt] Discharged Core – Release excess energy enveloping yourself in a shocking aura that stuns foes when hit.

[Prototype] Quarantine Zone – Deploy a quarantine zone at the target area, any foe suffering from poison, bleeds or burning are trapped and take damage based on the number of conditions. Removes conditions from allies and applies regeneration.
> [Tool belt] Neutralizer – Use a personal condition neutralizer gaining resistance.

Elite
[Prototype] Exo Battlesuit – Equip an Exo Battlesuit increasing toughness and becoming immune to movement impairing effects.
> [Tool belt] Lockdown – lockdown your external Exo suit becoming invulnerable and remaining in place for a short duration.

Engineer Specialization Idea

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Engineer Ideas – Tinker

This is my engineer specialization idea, while anet are on a break from revealing specializations i thought i would speculate what engineer might become. Disclaimer – The name tinker is a name i used more to identify it as a specialization so if you have a better name let me know (we all know how important a name can be, cough* Dragonhunter cough*)

Tinker is an engineer elite specialization that can wield hammers. They will be given a new mechanic Supercharge to augment tool belt skills, and access to prototype skills a new class of abilities featuring experimental contraptions.

Weapon – Hammer
Tinkers will gain access to a new weapon, the hammer. This weapon set will focus on getting up close and personal with enemies to unleash a myriad of high impact blows fuelled by explosive power.

Friction Swing – Swing your hammer and gather heat.
> Heated Swing – Swing your hammer again, gathering more heat.
> Blasting Cap – Smash the super-heated hammer into the ground, detonating the blasting cap on its tip. (Blast finisher)

Bunker Buster – Smash the ground with the force of a rocket that stuns targets on impact, causing a cascading shockwave in all directions applying slow to all foes hit.

Rocket Rampart – Use your rocket powered hammer to charge your target constructing a shield to block all attacks until you collide with your target.

Unstable Payload – Damage the ground at your foe exploding on impact and releasing a fire bomb scorching the ground.

Magnetic Haymaker – Slam your hammer which magnetises the impacted target, apply immobilise if the same target is hit twice. When a different second foe is hit the targets are pulled to one another.

Profession mechanic – Supercharge

The tinker’s unique mechanic is a new resource that takes the form of an electrical bar above the tool belt skills. This resource, Supercharge, is what allows the tinker to augment tool belt skills to produce a variety of effects.
Supercharge is gained over time at a set rate and can be increased with traits, once the maximum amount of charge is gained the resource bar and tool belt skills increase in saturation, visually showcasing that the next tool belt skill used will become supercharged.

Supercharged Examples

Super speed – Super speed now grants blur for a short period of time allowing you to evade all attacks.
Throw wrench – Throw wrench now includes a knock down when thrown to its target
Big o’ Bomb – Big o’ Bomb becomes unblockable and inflicts vulnerability to all targets hit.
Incendiary Ammo – Incendiary ammo now explodes on contact burning all foes around the target.
Toss Elixir B – Toss Elixir B now heals allies at the targeted location and clears a condition.

(edited by Nuddsy.3219)

Revenant Legends - Who would you channel?

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Revenant Ideas – Kingsbane

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In terms of being legendary Rurik in my opinion doesn’t fit the bill, and while the feasibility of Adelburn are stretching it a lot maby a place for it as a Rytlock only channel.
Where do ghosts go when they die ? mists maybe. A long shot i know but from a lore perspective Rytlock ‘kills’ Adelburn in AC > while he regenerates to return > Rytlock finds him in the mists chasing after his lost sword sohothin after the failed ritual > they clash > Rytlock wins > big explosion of power> gets blinded by the mists> before Adelburn can return to the surface he gains control of his spirit allowing for him to channel Adelburn> this allows him to subside the threat of the ghost for a time while he focuses on mordremoth.
Im thinking of redoing the revenant legend idea, atm i leaning towards Urgoz if you have any better legends let me know.

Revenant Ideas – Kingsbane

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>.> back to the drawing board i guess > Legendary Vizier Khilbron

Revenant Ideas – Kingsbane

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Yeah i mean Adelburn only used the foefire to create an unrelenting army of ghosts which the charr are still fighting to this day, totally not worth mentioning i guess. On a side note legends can be viewed greatly in their last moments much like King Jalis who is known for performing the Rite of the Great Dwarf. To answer your question why i designed something that will never happen is simple, i enjoy creating ideas. You might not regard the legend as feasible which is fine, just try to take away some of the core ideas i suggested.

Revenant Ideas – Kingsbane

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This is a fan idea for the revenant, this is just a bit of fun speculate on the profession legends. The legend I suggested ‘King Adelbern’ might seem conflicted from a lore perspective, however I thought it would be a cool idea to use and might have some lore into why we choose the particular legends.

Legendary Sorcerer-King Stance – Invoke the power of the legendary Sorcerer-King Adelbern
Heal, Utilities and Elite

Eternal Zeal – Heal Yourself, Heal more for each boon currently applied to you.

Decree of the accursed – Imbue your weapon with the ghosts of Ascalon, granting fury, might, swiftness or regeneration when attacking a foe.

Hollow Exile - Sacrifice two boons to launch a foe away and remove any boons that you have applied to yourself, any enemies in its path are knocked down.

Royal Support – Summon two a royal guards to aid you in battle, if below the boon threshold gain protection and vigor. Royal guards gain bonus damage if you have equal or more boons than the threshold applied to you.

Foefire - Release a surge of mystic light temporally burning away mortal forms of nearby allies granting might and increased energy regeneration. Boon duration is paused.

Trait Line – Conviction

Conviction is a trait line for the revenant that focuses on boon control and the Legendary Sorcerer-King Stance. Per point:

[Adept] Sovereign Rule - Gain might when swapping to the Sorcerer-King Stance.
[Master] Undying Morale – Chance to gain a boon when spending energy.
[Grandmaster] Certain Triumph - Deal increased damage if you have more boons applied to yourself than your target.

[Adept] Partial Dedication - Gaining a boon has a chance to also be applied to nearby allies
[Adept] Vengeful Reclamation – Gain regeneration when you deliver a critical hit.
[Adept] Shifted Treatment – Reviving an ally temporarily places you in the mists becoming invulnerable.
[Master] Recovering Essence – When a boon is removed or expires, heal yourself.
[Master] Investing Defiance - Regenerate health every second when over the boon threshold
[Master] Inspiring Presence - Gain increased Vitality when switching to the Sorcerer-King Stance
[Grandmaster] Ghostly Return – Activating foefire revives the nearest downed ally
[Grandmaster] Unparalleled verve – Skill or abilities that apply might grants an additional stack.
[Grandmaster]Fanatical Grasp – Boons are protected from being removed or stolen when under the health threshold

Any criticism or if you have any better ideas for legends are all welcome and appreciated.

(edited by Nuddsy.3219)

Engineer Idea - Demolitionist

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The turret passive skills i designed to be somewhat more powerful than usual because your giving up a utility slot, i wanted to a give a impactful choice but i do agree some would need working on. A simpler idea would to swap the active and passive effect making recharge overcharge slightly reduced thats passive and a 8 second active for all the addition effects another idea to have trade of would be to weaken your turrets health in favor of damage to give a more counter measure to turret engis. Now for adjustment phase it was mainly created because of the drone mechanic you would not be able to blast your turrets as your f1-4 doesn’t change based on your utilities but as you said i might need to rethink that how it interacts with overcharge.
Magnetic salvo is balanced around having twice as much chance to miss, for the taunt to occur you would have to time it well enough because if you miss your second shot with skill would go on cooldown without any effect taking place.
Thanks for your input help me a great deal when coming up with ideas

Engineer Idea - Demolitionist

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just out of curiosity what do you think is overpowered i know some trait ideas might need moving about, with one or two moving to grandmaster.
Also giving the engineer the longbow was a slightly difficult choice make originally i thought about a main hand mace however because of the skills making the engineer attach his explosives to the end of an arrow seemed more feasible.

Engineer Idea - Demolitionist

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Attachments Trait Line Example

Attachments is a trait line for the engineer that focuses on improving your Drones functions and replaces the tools trait line.

Per point:
Ferocity +50
Attachment Recharge Rate +5%

[Adept] Adapting Beacon – Converts conditions on yourself to boons granted to your drone.
[Master] Prototype Movement – Your Drone now teleports to your target instantly when commanded to attach to an enemy.
[Grandmaster] Danger Close – Your Drone skills deal more damage and abilities have a larger radius.

[Adept] Self-Destruct – Gain the ability to self-destruct your drone when downed. Deal more damage while downed.
[Adept] Recovery System – Healing yourself causes your drone to grant regeneration to nearby allies.
[Adept] Mechanical Dominance – Upgrades last longer. Reduces recharge on Upgrade skills
[Adept] Safeguard Systems – Take reduced damage while your drone at your side.
[Adept] Adjustment Phase – Greatly reduces recharge on turret skills when picking them up
[Adept] Rangefinder - Increased Ferocity while wielding a Longbow. Reduces the recharge on Longbow skills.
[Master] Stealth Reconnaissance – Your drone gains stealth and swiftness when orbiting an enemy.
[Master] Experimental Balance – Grants stability to Your Experimental Prototype weapon kit.
[Master] Forward Observer - Chance to gain quickness when hitting an enemy with your drone orbiting.
[Master] Reactor Booster - Critical hits have a chance to reduce the recharge of your drone skills.
[Grandmaster] Emergency Response – When struck below the health threshold you’re drone returns to your aid breaking stuns and granting protection, vigor and regeneration.
[Grandmaster] Calibrating Sights – when one of your attacks is evaded, your next attack will be critical.
[Grandmaster] High Priority Target - Gain bonus critical-hit chance against the target your drone is orbiting.

Thanks for anyone who actually read all of my ideas, any criticism or if you have any better ideas are all welcome and appreciated.

Engineer Idea - Demolitionist

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Elite

[Weapon Kit] Experimental Prototype

Charged beam – Charge up the cannon releasing a burst of energy that explodes on impact hitting multiple targets.

Disintegrate – Fires a continuous cone of electricity that damages and inflicts weakness

Volatile bulwark – Construct a shield to absorb projectiles in front of you, if the shield reaches its maximum protection it burst forward dazing foes.

Flux shift – Teleport to a target location if an enemy is selected swap positions with that target and apply confusion

Electromagnetic shot – Fires an unblockable electromagnetic shot that applies vulnerability and slowly pulls nearby enemies to the centre

The Experimental Prototype weapon kit elite works slightly different compared to the utility counterparts because of its inherent power this kits has a short cooldown however when using the ability you are free to move between the your different kits and weapons as you please. While the kit is active the UI will gain a flurry of sparks and energy which slowly dissipates showcasing the duration left visually.

Engineer Idea - Demolitionist

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Upgrade Utility Set

The upgrade utility set allows the engineer to make battlefields improvements to certain aspects of his/her equipment, these upgrades work similar to signets granting a passive and an active effect.

[Upgrade] Unstable Turrets
Passive – Upgrade your current turrets granting them additional effects.
Active – Refresh all overcharge turret skill abilities

Rifle Turret – Equips the turret with hollow point ammunition causing it ricochet between foes.
Flame Turret – Upgrades the fuel injection system allowing for a continuous stream of fire.
Thumper Turret – Dual shock systems create a secondary shockwave after every thump.
Rocket Turret – Improves rocket propulsion increasing projectile velocity.
Healing Turret – Healing mist is now concentrated granting vigor to allies.
Net Turret – Phosphorus lined nets now inflict burning when immobilising foes.
Mortar Turret – Introduces Spin-stabilized mortar shells that greatly increases the range.

[Upgrade] Reinforced Plating
Passive – Grants additional toughness to your drone, you gain retaliation when it’s struck.
Active – Pulses stability from your drone to all nearby allies.

[Upgrade] Reactive Armour
Passive – Disabling effects are grounded and transferred to a random enemy every twenty seconds.
Active – Gain protection, Attacks against you emit a small pulse of energy pushing back nearby foes a short distance.

[Upgrade] Prototype Munitions
Passive – Improved condition and power damage
Active – Reduces recharge on weapon skills

Engineer Idea - Demolitionist

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Engineer – Demolitionist Mechanic

Drone – ‘Orbital Assistance Drone’

The demolitionist now implores the use of a mechanical drone instead of tool belt skills, the drones function is to assist you defensively and offensively when necessary. The drone has two ‘stances’ first of which is safeguard which places the drone beside you, the next is observe which you are able to direct the drone into orbiting an enemy. These stances are controlled by the F1 skill and showcase three different abilities on each of the stances, the concept is similar to the tool belt mechanic however these skills are not determined by your heal and utility skills.

F1- [Toggle]
Observe – Direct your drone to orbit above the target enemy.
Safeguard – Direct your drone to return back to your side.

Safeguard Abilities

Target Acquisition - Acquire a target increasing range from all attacks and making them unblockable.

Chaff Flare - Deploy a flurry of flares in all directions burning nearby enemies and gaining stealth and swiftness

Emergency Countermeasures – Unleash a shockwave of energy stunning all nearby foes and gaining vigor.

Observe Abilities

Orbital Strike - Command the drone to lock onto the target from above releasing a series of airborne bombardments.

Electrical Discharge - Overcharge the drone releasing a storm of electrical currents that damages and cripples targets

Unstable Payload - Releases a fire bomb at your foe scorching the ground and apply burning.

Engineer Idea - Demolitionist

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Utility skills

Possible additions to our repertoire of utility skills, I have included these utilities skills and their corresponding tool belt skills to show different ideas however these skills are not necessarily tied to the specialisation.

[Gadget] Quarantine Zone – Deploy a quarantine zone at the target area, any foe suffering from poison, bleeds or burning are trapped and take damage based on the number of conditions. Removes conditions from allies and applies regeneration.
?? [Tool belt] Neutralizer – Use a personal condition neutralizer gaining resistance

[Elixir] Elixir E – Drink Elixir E, gaining resistance. Randomly gain protection or stability after the effect has worn off.
?? [Tool belt] Toss Elixir E – Toss Elixir E stunning all foes within the target area. Randomly apply chill or slow after the effect has worn off.

[Turret] Laser Turret – Build a laser turret that fire a beam that damages and applies cripple to foes and anyone caught in its path.
?? Focused Dissonance - Overcharge your Laser Turret to fire a focused energy beam that applies slow.

Heal

[Heal] Volatile Infusion
Passive – Gain a boon upon reaching a certain health threshold
80% – Vigor
40% – regeneration
20% – protection

Active – Gain a burst of regeneration gaining resistance for the duration.

Engineer Idea - Demolitionist

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[Weapon Kit] Rocket Launcher

Rocket Blast – Fire a rocket at your foe from long range. Rocket Velocity is increased in stages the further the projectile flies.

Hellfire Rockets – Charge up to fire multiple rockets at once.

Bunker Buster – Fires a projectile that stuns targets on impact, causing a cascading shockwave in all directions applying slow to all foes hit.

Magnetic salvo – Fires a projectile that magnetises the impacted target, apply immobilise if the same target is hit twice. When a different second foe is hit the targets are taunted to one another.

[Toggle] Sunburst / Starstreak

Sunburst – Rockets fired are now loaded with a sunburst shell that burns all targets on impact within the blast radius.
Starstreak – Rockets fired are now loaded with starstreak shells that apply vulnerability.

?? [Tool belt] Rocket fuel – Burn of excess rocket fuel enveloping yourself in a fire shield that burns foes

The rocket launcher is a weapon that excels at control and fire power while the rate of fire is lower than other ranged weapons it makes up for this being a heavy hitting weapon. The rocket launcher weapon kit displays a method in creating an option for the player to focus on highly assessable condition damage through burns or put all emphasis on power through vulnerability stacks opening up different playstyles.

Engineer Idea - Demolitionist

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This is a fan specialization idea for the engineer, while it is a bit wordy this is just a bit of fun speculate on the future of this profession . Apologies for the lack of images however I explain most areas a detail to give you an idea of direction and style. * I realize engineers are being introduced to hammers in heart of thorns so i decided to look into some areas that we could specialize in the future*

The Demolitionist is ranged explosives expert specialisation for the engineer, excelling in volatile munitions and equipment to oppose any threat at a distance.

Control the area with compact turrets or blast away foes with a series of explosives. The longbow provides the engineer a way to create a defensible position from ranged, punish foes that stray to close and blast away unnecessary cannon fodder to focus your destructive expertise at your main target, this weapon best suits the engineer who prefers to stay at range.

Main Hand Weapon – Longbow
Timed Explosive - Attach a timed charge to a foe damaging the target after a short time. Continuous fire delays the explosion adding up to four charges.
?> Primer Shot - Preemptively detonate all the explosive charges creating a chain reaction damaging nearby foes.

Elixtrail – Shoot an elixir arrow at your target applying chill, weakness and poison. Leaving behind a line of elixir mist, allies gain regeneration and vigor.

Shaped Charge – Fire a shaped charge at your foe exploding on impact and releasing a blast dealing damage and knocking back foes in a cone behind the target.

Dual Volt – Shoot a pair of arrows connected by an electrical link that damages and applies torment to enemies.

Compact Rivet Turret - Deploy a rivet turret into the ground that fires pressurized rivets applying vulnerability to your target

Harbinger Specialization Idea

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[Ritual Skills Examples]

[Ritual] Chains of Enslavement – Summon a bone effigy at the location, tethering foes within a certain distance. Chained enemies are crippled and apply torment when moving.
(Greater offerings will increase the range distance of tethered captures as well as the duration)

[Ritual] Defiled Domain – Defile the ground where you walk pulsing stability to yourself and allies and weakness to foes.
(Greater offerings will increase the range of defiled ground around you and the duration)

[Ritual] Fetid Storm – Corrupts the air around yourself destroying projectiles
(Greater offerings will increase the size of the storm around you enabling a combo field also increasing the duration of the ability)

[Ritual] Shambling Horror – Summon a shambling horror to attack your foes with bleeding claws
(Greater offerings will increase the strength of the minion and the attack speed – the offering level will also visually change the minion giving it a different appearance)

[Elite]

[Corruption] Tainted Flesh - Corrupt your flesh and gain resistance and swiftness. Attacks against you apply a random condition to foes. Abilities apply poison.

Again thanks to any who read through this block of text successfully and hope it inspired some, as always critique and ideas are welcome and appreciated.

Harbinger Specialization Idea

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Posted by: Nuddsy.3219

Nuddsy.3219

Continuing this idea I created new heal, utilities and elite skills, while most of the skills suggestions I made previously where throwbacks from guild wars 1, I decided to create a new set based on gaps that were missing in gameplay as well as slightly in theme of a necromancer.

[Heal]
[Spectral] Spectral Bond - Create a bond between you and a foe, applying cripple to the target gaining Regeneration over time. Heal amount is based on current health of the linked target.

[Rituals Skill Explanation]
The ritual skills are based on the idea of using an ‘offering’ to empower an ability. This is achieved by placing a ritual circle on the ground, which will when activated apply bleeds to all target in the circle and allow the ability to become active. The amount of targets offered will determine the overall strength of the ability.

This skill set is showcasing a risk and reward style where by situations where you can determine a position in which you can receive the best results in any given fight will yield greater return. Ritual skills are powerful in their own right and become more useful to yourself/team the greater the amount offered, however you can use the ritual skill on yourself before or during the fight giving you the immediate use at its base level.

This type of skill has three stages ritual placement, offering and skill activation. The ritual placement is instant cast and beginning the offering shortly after. Once the ritual has triggered and the requirements met, the skill becomes instant cast and can be used at will.

The amount of targets that can be offered in one ritual circle is five including yourself, this will apply five stacks of bleeding on each target. If successful in offering five it will reward you with the maximum power output of the given the ability.

Harbinger Specialization Idea

in Necromancer

Posted by: Nuddsy.3219

Nuddsy.3219

I’m back with some new ideas and revisions! Hopefully better in some areas this time. Enjoy the read.

Death Shroud 2.0

In my previous idea it focused on increasing the options of the death shroud mechanic by adding a similar use of life force, that was aimed at the weapon you currently had equipped for example a stafkittencythe. This created more options but also needlessly increased the complexity resulting in being able to have five different weapon sets available at one time.

This time around I still based my ideas around having different options however limited to the playstyle of your choice. At the moment death shroud is more valuable to power builds due to the life force gain over time and the abilities death shroud provide. Condition builds mostly use it for utility which in its self is not inherently bad, however death shroud should accommodate that style of play without seeming semi redundant.

My idea consists of having the ability to choose a particular unique necromancer weapon/item while in death shroud. This item would have a role in deciding the route in which the play would like to take his build, for instance having a condition/control based ability set in death shroud that would provide a more meaningful reason to enter it. It would be as simple as changing a utility skill by selecting the pip arrow and the corresponding item would change the death shroud action set.

[Examples]

Default no weapon – Power / Control
Scythe – Hybrid / Movement
Grimoire – Condition / Control

I will refrain from explaining every weapon ability however you can view my earlier post for ideas on a scythe base weapon.

Harbinger Specialization Idea

in Necromancer

Posted by: Nuddsy.3219

Nuddsy.3219

Yeah the idea might be a little to complex given the amount of weapon skills you would have. Until we get to see how much of a difference specializations change are mechanics (if any) its a little hard to speculate, some ideas like the staff skills could easily be translated over to something like a greatsword and the over skills would still be able to work. But yeah maby a little too creative on the Infuse death idea >.<

(edited by Nuddsy.3219)

Harbinger Specialization Idea

in Necromancer

Posted by: Nuddsy.3219

Nuddsy.3219

(Spectral) Vengeful Spirits [Elite] – Unleash 5 spirits seeking out nearby enemies once attached applies confusion and torment every second. Gain life force based on the damage done.

The Vengeful Spirits Elite showcases a direction of resource management and positioning allowing stronger Life Force generation at the any point in the fight. As the skill in the spectral skill set the elite can be used in conjunction with Infuse Death to provide a strong upkeep of life force.

When unleashed the spirits hunt for a target with a 800 range distance, the spirits will try to attach to as many enemies within range up to a limit of 5 however if only one is present all 5 will congregate to the one target and apply torment and confusion faster up to a maximum of 10 stacks each.

Thanks for anyone who actually read all of my ideas while i have a load more for different weapons and traits I’ll hold back as for now. Any criticism or if you have any better ideas are all welcome and appreciated.

Harbinger Specialization Idea

in Necromancer

Posted by: Nuddsy.3219

Nuddsy.3219

Harbinger Heal, Utilities and Elite Skills

Hollow Dread [Heal] – Heal yourself. Inscribing a reapers mark on foes when hit. Fear effectiveness is based on current health when used.

<30% – 1 ½ second flee
30-50% – 1 second flee
>50% – ¾ second flee

[Utility Skills]
The order utility set is an upkeep based skill that draws on Life force or health to fuel a consent effect that benefits not only yourself but allies within a certain distance. All order skill emanate from the player so positioning to get the full effect is required.

Order of the Vampire – Envelop the nearby area with blood magic that allows yourself and allies to gain health from their target when dealing damage.

Order of Apostasy – Envelop the nearby area with a curse that allows yourself and allies to removes one boon from their target when dealing damage.

Order of Undeath - Envelop the nearby area with death magic that allows minions to inflict a random condition when attacking and summoning a jagged horror when enemies die.

Order of Blood - Envelop the nearby area with blood magic that allows yourself and allies to share all boons with each other.

Harbinger Specialization Idea

in Necromancer

Posted by: Nuddsy.3219

Nuddsy.3219

Infuse Death Example – Staff – Scythe
The visual form of this is similar to when using Necrotic Grasp for the staff, however it is greatly superior for example the scythe size doubles and gains a green aura around the blade. As the weapon is switching form a ranged to a melee weapon the stance is similar to when wielding a hammer or greatsword.

1. Reaper’s slash - Slash upwards at your foe
Reapers arc – Slash downwards at your foe
Reapers Harvest – sweep damaging foes around you gaining health for each hit

2. Vile Miasma – Pierce the ground releasing a geyser of vile miasma. Enemies hit have a poison cloud follow them for a short duration.

3. Exhume – Charge your target dragging your scythe behind summoning bone fiends based on the distance travelled.

0 – 200 summon 1 minion
200 – 400 summon 2 minions
400 – 600 summons 3 minions

4. Death Sentence – Teleport to a target, chilling them and performing a arcing slash. Gains 100% critical strike chance when target is under 20% health.

5. Rigor Mortis – unleash dark energy cascading in all directions applying slow to all enemies hit, upon reaching its maximum distance it recedes back to the origin stunning target hit that have slow applied.

Harbinger Specialization Idea

in Necromancer

Posted by: Nuddsy.3219

Nuddsy.3219

This is a fan specialization idea for the necromancer, while it is a bit wordy this is just a bit of fun to get the creative juicy flowing. Apologies for the lack of images however I explain most areas a detail to give you an idea of direction and style of the harbinger.

Infuse Death
Infuse death is a special ability that utilizes the necromancers life force by infusing it into their current weapon. When necromancers active Infuse Death the current weapons form and skill set will change. Unlike Death shroud it will not act as a secondary health bar instead it will form to enhance combat abilities giving the user more options to their playstyle.

Infuse death has many differences than death shroud for instance, each skill will have a life force cost depending on how powerful the move is instead of a degrading effect. Infuse Death also allows you to use your right hand side of your skill set, enabling you the use of your, heal, utilities and elite skills at will.

By specialising in harbinger you will still be able to use Death Shroud, however it work slightly different to an elementalist attunements or the revenants Legends swap. Necromancers will be able to activate them both at once allowing for Death Shrouds secondary health bar as well as the weapon skill changes form Infuse Death, although as a result you will lose the right hand set of your skill bar equivalent to using Death Shroud normally.

Managing life force will become a significant role in deciding the expenditure and allocation within the harbinger specialization. While this might seem to demanding for your life force as generation during the start of an encounter can be problematic new weapon skills, abilities and traits will help smooth out the flow of life force.