Showing Posts For Sephard.3985:

Revenant traits are messy

in Guild Wars 2: Heart of Thorns

Posted by: Sephard.3985

Sephard.3985

The problem with the traits, is that the first one does nothing until you spend enough mastery points to get to the 2nd minor trait. Why spawn globes? It’s a waste of mastery when starting the character.

The alternative is giving that spec a “free” trait on top of what it already gets.

HoT wish: Get people to Grandmaster faster!

in Guild Wars 2: Heart of Thorns

Posted by: Sephard.3985

Sephard.3985

“Level 10: Downed State and Healing Skill (give them a free one)”
Characters already start with a healing skill on creation (the mastery line associated with healing skills would have the first unlocked automatically?)

“Level 11-20: Utility/Elite Skills (give them a free one of each)”
Currently, characters do get a few utility skills while leveling up. This would need to be changed to unlocking mastery lines, which give you the “lowest” type of that skill just for unlocking it. Elite would be wierd to give away though, I think they should have to spend mastery to get one.

Possibility for outside-the-box elite specs

in Guild Wars 2: Heart of Thorns

Posted by: Sephard.3985

Sephard.3985

Bear with me while I give an example

I was thinking about a perfect Thief specialization, Martial Artist. The idea is that they would have Stances which work like weapon kits, replacing your weapon skills. The offset is that choosing the specialization would remove weapon swapping. Also, F1 would become an attack when in one of the new stances, inheriting all of the steal traits.

So basically, inheriting weird mechanics (like no weapon swapping) in addition to a previously-unique mechanic. I don’t call it weapon kits though, because that doesn’t make sense with martial arts styles.

New Necromancer trait line

in Guild Wars 2: Heart of Thorns

Posted by: Sephard.3985

Sephard.3985

Swapping Master of Terror and Reaper’s Precision actually makes sense. The problem with Greater Marks is that it doesn’t make sense in the Soul Reaping trait line.

Feedback: Dragon Hunter [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Sephard.3985

Sephard.3985

It feels significantly forced. Like they laid out a spreadsheet of weapons and skill types, and Guardians got the leftovers.

Their arbitrary rule of not reusing a weapon or skill type in the first set of elite specs is too limiting, since any new elite specs will break it down. Unless the second elite specs will all utilize new weapons.
Doesn’t change that they should have gone with a name that fits the profession.

Elite Specs = No Diversity?

in Guild Wars 2: Heart of Thorns

Posted by: Sephard.3985

Sephard.3985

Anet has said all Professions will have access to all weapons eventually

Hold on there.

Compare Warrior with Engineer. Ain’t happening.

Fall damage/Revive/on kill traits

in Guild Wars 2: Heart of Thorns

Posted by: Sephard.3985

Sephard.3985

Yes, every trait with only Downed effects needs a non-Downed effect on top of them. And the falling traits need to be completely replaced, or upgraded to also trigger the AoE attack on leap finishers.

What kind of love will warrior get?

in Guild Wars 2: Heart of Thorns

Posted by: Sephard.3985

Sephard.3985

Well, if the Warrior elite spec gives an off-hand burst skill, and assuming 2-handed weapons don’t gain a second burst skill, then the new Warrior weapon would have to be an off-hand. The only realistic options are dagger and torch. But assuming the theme will be about specializing in two weapons, it would have to be dagger. And also assuming it’s about being a gladiator, I’d say the best bet for its new skill type is Tricks.

Plea to reconsider adding "melee staff"

in Guild Wars 2: Heart of Thorns

Posted by: Sephard.3985

Sephard.3985

Why isn’t the Revenant allowed to do magic spins and shoot magic out of a staff? It will be like Avatar The Last Airbender or something.

Masteries and Specializations

in Guild Wars 2: Heart of Thorns

Posted by: Sephard.3985

Sephard.3985

I think the Fall Damage Traits should be removed, with something like 75% fall damage becoming baseline. Right now, the Fall Damage Traits are just ruining the adept major trait selection of those core trait lines.

Trait Concerns: Chronophantasm

in Mesmer

Posted by: Sephard.3985

Sephard.3985

I just hope that they are changing clones and phantasms to act more like minions, rather than being “connected” to a target. The Chronomancer reveal video showed the 2 clones from Mirror Images targeting the 2 different targets. Shatter could just make them all run to your current target, and Continuum Shift would be a target-less shatter.

This doesn’t help ranged clones/phantasms being in melee range, but I at least hope it will make it so clones and phantasms don’t end themselves all the time, since they would no longer die when their target does (but they would still die when you leave combat)

Continuum Split/Shift Combos Thread

in Mesmer

Posted by: Sephard.3985

Sephard.3985

You’d be able to keep a persistent Time Warp for 30 seconds straight. However, the nature of it disallows the use of skills between the first and second Continuum Split, but at least you can build clones with scepter auto-attacking

Revenant weapon skills

in Revenant

Posted by: Sephard.3985

Sephard.3985

I just wish they would reconsider and make the 1-chain on Sword be a ranged attack.

Warrior Specialization Confirmed: Focus

in Warrior

Posted by: Sephard.3985

Sephard.3985

That wiki link is kitten. No one in their right mind would waste skill slots or attribute points in air, water, or earth.