Showing Posts For PRFNTX.6893:

Broadening elite skills mechanics

in Suggestions

Posted by: PRFNTX.6893

PRFNTX.6893

For a long time people have been discussing the merits of the current elite system.

In gw1 Elites skills acted as keystones to a player’s build.
the elites in gw2 are much closer to those of Moba’s, high impact and long cooldowns.

While the moba style isn’t bad, i feel the gw1 elite skills make a game like this much more interesting. The problem is improving the system without a complete overhaul.

So what if:
1) any skill can be put into the elite slot
2) each skill has an elite form, which becomes active when it is in the elite slot, and this form has improved damage, improved or added effects, lower/longer cool downs.

It would be easy enough to alter the effects of current skills for elites versions so it wouldn’t be too hard a change to make and would remove some stagnation from builds in PvP.

This way a build can be focused around any skill and can potentially keep the high impact nature of elites for the skills where it make sense. Likewise current elites could have low impact forms as utility skills

(edited by PRFNTX.6893)

Offensive PvP Guardian Build: 'Whirlwind of Fire'

in Guardian

Posted by: PRFNTX.6893

PRFNTX.6893

I use a very similar premise but i add defense in the second weapon set.
http://www.guildhead.com/skill-calc#Mzcz0czzMnLvMMnLvmGGaG0MkVzMzs

Typically ill judge in drop the fire field, then charge for the AoE blind+fire aura, spin to spread fire, and switch to mace and use focus 5 for area might, use the defensive skills to block/blind away as many attacks as possible while the fire ticks down. Then jump back to Sword when I’ve used all the focus skills.

(this was made for PvE but i had decent success in PvP as well)

Running back in combat undermining satisfaction?

in Fractals, Dungeons & Raids

Posted by: PRFNTX.6893

PRFNTX.6893

First of all i will say that I’m somewhat inexperienced with dungeons so far. I’ve completed all paths in Cadecus’ manor and story mode for Catacombs, manor, and Arbor. I thoroughly enjoyed every dungeon I’ve run but i have never had a group quit because of successive failures.

Success to me has always felt like a forgone conclusion, and this is due to being able to run back after being defeated, in the middle of combat. There have been times when there wasn’t time to walk back but for the most part, if you get defeated you run back and join the fight. I personally feel as though this makes every success gained that way feel like a failure, because you don’t deserve it. Especially on the longer bosses where this may happen more than once.

Does anyone else feel this way? Do you think they should be turned off while in combat with bosses, events and/or trash? Only for explorable? Or perhaps adding a “Hardcore” mode with better loot and no running back in combat?