Showing Posts For Talgor.9427:

My friend can't get into his account

in Account & Technical Support

Posted by: Talgor.9427

Talgor.9427

Hey guys. My friend bought the game during beta and only played a little near release. He doesn’t remember his password. He has the serial key for his account, but only made one character and doesn’t remember its name. Please help?

Screenshot Thread

in Community Creations

Posted by: Talgor.9427

Talgor.9427

I had too many screenshots to post on here, so I complied them all together into a video. I hope you guys enjoy!

The Beauty of the Tyrian Landscape

in Community Creations

Posted by: Talgor.9427

Talgor.9427

Hey guys! A friend of mine recently stopped playing GW2, before even reaching 80 :/. I decided to make a video of all of the wonderful landscapes I came across, hoping to inspire them to play again! I don’t have much photography or video editing skills, but I think I was able to capture some beautiful pictures! Please take a look and let me know what you guys think. Thanks!

Evasive Arcana Icon?

in Elementalist

Posted by: Talgor.9427

Talgor.9427

They’d have to do it with all active-skill-traits.

That would take a completely newly designed and programmed UI to be implemented into the game for that.

I’ll answer for the devs on this one.

“We’d love to, but we dont have the time as of right now”

Imo, great idea tho.

Would it really be that difficult? The icon would look like a boon, but just maybe have the roman numeral symbol that corresponds to it.

Evasive Arcana Icon?

in Elementalist

Posted by: Talgor.9427

Talgor.9427

Hey guys, like most of you ele users, I use the Evasive Arcana trait. It is an amazing trait, but the only downside is that I have to guess when it is back up after I use it. Anet, could you guys possibly make a little icon above the action bar that shows the CD and lets us know when it is back up? Would be a great help, thanks.

Vote on the profession you'd like to see next

in Suggestions

Posted by: Talgor.9427

Talgor.9427

I say ritualist, I miss them personally I used to play one and I really liked her.
Maybe even add the ‘personal’ armor style again like in gw1- where each profession had their own unique armor- but thats a different topic entirely.
I could see anyone of these professions- but I really enjoyed my ritualist and would love a revamp on the class.

Same, I miss my rit!! :’(

Vote on the profession you'd like to see next

in Suggestions

Posted by: Talgor.9427

Talgor.9427

Instead of new professions How about adding a secondary class to the characters? or branching out the current ones in 3 or more. Exemple:

- Warrior/Ranger
- Guardian/Engineer
… and so on

or branching
……………………….. Mesmer ………………………
_______/ ……………. | ………….. \____________
(Ilusionist)……(Space Bender)………(Chaos Controler)
….

or even mixing both

Elementalist/Engineer —-—-> Technomage
….

also according to the Order you chose you had access to different things, spell’s skill’s, itens.etc…

Once again, it seems you guys are having trouble following the guidelines in the OP. Please only use this thread to give feedback on the professions listed in the OP. If you have new ideas, please PM them to me. Since you’ve already posted this idea, i’ll go ahead and address it. Anet has stated that they want to remove the “Trinity” standard from their MMO, which they have done pretty successfully. Adding 3 “specializations” for each profession would only serve to make it another WoW clone. Anet wants to be unique, and while I do agree the trait system could use some work, it works much better and makes the game much more unique than the 3 specialization system that almost all other MMO’s follow. That being said, future posters, please read the OP guidelines on what to/not to post in this thread. Thanks.

Vote on the profession you'd like to see next

in Suggestions

Posted by: Talgor.9427

Talgor.9427

Edit: updated chronomancer

Vote on the profession you'd like to see next

in Suggestions

Posted by: Talgor.9427

Talgor.9427

I wouldn’t want the devs to add a new class to the game, but rather do more with what we have! Adding a selection of new weapons an abilities would be just as good as putting in new professions! So I thought of a few things that might be pretty rad!

Land based spear, tridents, and spearguns – An example of a few things that could be done with this! A new warrior set up with skills focusing on bleeds, and jabbing single targets, or swinging your spear as an AoE! Spearguns for engineers could make the class a little more versatile on land (Granted tool kits do a good job at this already), maybe giving them some cool extra moves that they use without filling a utility slot!
The use of tridents may also give elementalists a possible melee option, with brutal close range elemental attacks! (Stay in water attunement to play as Aquaman!)

I mean really, my suggestions were probably dumb, but there’s no doubt that there are some kitten weapons out there that you’d love to play with in this game! Like cool chain flails, and crossbows, and lances!

Please refer to the OP.

Vote on the profession you'd like to see next

in Suggestions

Posted by: Talgor.9427

Talgor.9427

Hey guys, I recently created a post asking what people would like to see as the next profession, but it was eventually locked.

PLEASE refrain from the following:

Saying that the devs need to fix the current professions before they make new ones. While I do agree that the current profs could use some work, this is not the thread to discuss that.

Why? What is the point of posts making up fantasy professions? Yes, the current ones we already have need some TLC.

I’d rather see the Dev’s in charge of professions or skills/traits spend their time, and therefore the money to pay them – to work on what we already have and expand on the existing 8 professions instead of creating an entirely new one.

Getting to choose from 8 well rounded, balanced professions is better than getting to choose from 9 half broken, unbalanced professions.

Thanks for the input, but as you saw in the OP, shown by your quote, I made it clear that this thread IS to discuss “fantasy” professions. Not to ask for updates to the previous ones.

Vote on the profession you'd like to see next

in Suggestions

Posted by: Talgor.9427

Talgor.9427

Here’s a post I made in the “Spears on Land” thread:

Spear and Shield reminds me of the Paragon from GW. You could make the “Javelin” usable by Warriors, Rangers, and Guardians since they all already have shouts. Then you could add in some special Skills for the shield and warhorn when wielding a spear in MH. Echos and Anthems would be a great addition to these classes.

I’d say that would be the best way to have Paragons in GW2, especially since they say the Guardian is the evolution of the Paragon.

I think it would be cool to have Paragons reintroduced, although I think I would want them to use something other than shouts/anthems. So many professions alreay have shouts, and while they are useful, they aren’t really “cool” and visually appealing. I think a lot of the utility skills for many professions are sort of boring, and I hope whatever profession comes out next will have skills that look visually appealing as well rather than “shout these words and gain Stability.”

Vote on the profession you'd like to see next

in Suggestions

Posted by: Talgor.9427

Talgor.9427

Id vote for none of these as most of these I totally either dislike as I find the concepts either boring, unfitting or just redundant (or insert words, which would be written out here now too rude) as they add nearly nothing new and unique to the game or have otherwise only features, which would be just better simple improvements for the current existing classes.

I could write here now a huge essay over all listed up concepts here, why they don’t really fit as playable own separate classes and would definetely suit better as improvements to the current classes, but I’ll just keep myself brief now and write only this for now:

  • Bards and any bardlike gameplay belongs to Mesmers
  • Mimics and any mimic like gamplay belongs to Mesmers
  • GW1 Monks will never come back
  • Dervishs will never come back
  • Dueslists and any duelistlike gameplay is part of the Mesmer and belongs to them.
  • Martial Artist of any kind belongs to Thiefs, they are already our martial artist or what the heck do you call please Death Blossom???
  • Samurai will never come, they are nothing else than warriors/guardians

However, if I had to vote for something now…

I’d vote the Chronomancer, but not under the listed concept here.
Instead under the concept of my Visionary.
The reason is simple.
A kind of time “mage” based Chronomancer concept would be way too overpowered and wouldn’t fit designwise into the game. The concept arts from Anet look way too futuristic for the game, even if they were made for GW1 basically.
A well balanced time manipiulator gameplay can be only achieved by letting time manipulation getting channeled through something, that enemy players can “stop”.
So it has something, that players can kill, because its the only way how enemies could stop the time manipulation by killing the source, that manipulates the time.
Something like Time Aspects.

The Visionary is the only capable gameplay concept, that can perfectly combine the gameplay elements of a ritualist together with the gameplay concepts of a chronomancer hitting two birds with one stone and is also able on top of that to add to the game its very own gameplay features by using Astral Magic and as class specific abilities Visions from the past and future useing tarot cards also as a kind of gambling gameplay mechanic, which would be truly unique.

Ive yet to see since 8+ years in a single MMORPG a good playable class, that enables the player to use the powers of Astral Magic and esoteric skills that Tarot Cards would offer to the player under a random gambling gameplay mechanic which can offer to the player as like to enemies always some kind of interesting surprise effect, what would it make very interestin to play such a class fortunetelling your allies/enemies future and receiving everytime a different result as skill effect …
Something like that would perfectly fit to a Cantha Add on, as Astrology plays in cantha a very great role (Closer to the Stars)
Visionaries woudl be the perfect rebranding for Ritualists, without making them look like some kind of lame boring retort class that just got only recycled.
No, instead it just uses the left over true ritualist thing – Ash Skills and combines them together with two completely new unique gameplay mechanisms, that have rarely to never been seen in a MMORPG before – the Chronomancer and the Fortuneteller

To the rest I won’t say something for now.
To say it in brief. the next class that GW2 should get with the Cantha Add on should be best the Visionary, as it would add absolutely the most best things of all missing things to the game under 1 single new class. Visionaries would be like the 3 in 1 Surprise Eggs with their mixture of ritualist, chronmancer, fortuneteller gameplay where being good for surprises is basically their name’s program, when playing with Tarot Cards

Theres absosutely no outwritten rule here that says that the next class must be a soldier class, only because alot of people are not able to stand it out, that there are currently only 2 soldier classes … not everything in a game has to be always even.
However, if there should be together with the Canthan Add on a new soldier.. the best thign Anet could add would be the Dragoon

And with that being said I end my shamelessly self promotion as my concepts stand not yet in the list here :P

I like your ideas, but I also like many of the other ideas listed in the OP. Anet could easily do something with Bards, Monks, Samurai, or Dualists….they would just have to take an innovative approach which i’m sure they can pull off. That being said, a Fortuneteller does sound like a cool idea!

Reduce Waypoints

in Suggestions

Posted by: Talgor.9427

Talgor.9427

Completely disagreed.

Why?

People are lazy/impatient.

Yes, but is it a good reason to build a game around laziness and impatience?

I think my biggest problem is that I feel like nothing is immersive in the world of Tyria. Besides dungeons, almost everything is one zerg fest after another being called out in map/guild chat where people waypoint in and out in a matter of minutes with no real reason other than to add another checkmark to their daily/monthly or farm a chest that takes no skill and no possible negative consequence and has the ability to drop the best items in the game.

Transfer to a less populated server, you will hardly ever see events called out, let alone other players

Vote on the profession you'd like to see next

in Suggestions

Posted by: Talgor.9427

Talgor.9427

The Monk. A Class that uses endurance for something else than doging seems like a great concept, since endurance is based on points and not uses. If I remember correctly ANEt planned to use endurance for almost everything back in BWE1. I fully understand why that didn’t go through but to have one class leaning towards that would add a nice touch.

I agree, it would be an interesting mechanic to see utilized

Vote on the profession you'd like to see next

in Suggestions

Posted by: Talgor.9427

Talgor.9427

Edit: Added Paragon

Vote on the profession you'd like to see next

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Posted by: Talgor.9427

Talgor.9427

EDIT: Added Demon Hunter, Dualist, and Reaper.

Time to add GvG+HA

in Suggestions

Posted by: Talgor.9427

Talgor.9427

I really wish we could get an ANet post in here, at least letting us know which, if any, of these PvP options are being worked on for GW2. Since they have deprived us of good PvP by adding only a Conquest gametype, they should at the very least let us know exactly what they are planning to do with the future of sPvP, so that their fanbase can help give them ideas.

Increasing Power Necromancer's Viability

in Suggestions

Posted by: Talgor.9427

Talgor.9427

+1, except the constant cripple from the auto attack on greatsword would probably be an issue in PvP, maybe change it to Vuln or Bleed?

Vote on the profession you'd like to see next

in Suggestions

Posted by: Talgor.9427

Talgor.9427

Edit: Added Spiritualist, Inquisitor, and Mimic.

Vote on the profession you'd like to see next

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Posted by: Talgor.9427

Talgor.9427

Copypasta from my post elsewhere:

I had the idea of a 9th Class, but calling it Man-At-Arms. Men At Arms were generally professional soldiers, as opposed to the commoner jack wearers.

The concept would be mainly support, summoning weapons for others in the team to use, quick rallying and healing for self and others (as if he was inspiring his troops) and summoning minions for attack and defence.

After all, rangers have pets and thieves have Theifs Guild/Ambush, necros have minions and summonings… this would give Heavy a summoning/distraction class to match.

Your class related skill would be ‘Battle Orders’. F1 for Assault (more power, less vitality), F2 for Defence (less power, more vitality), F3 for Arquebusiers (ranged attack, weakish defence) and F4 for Field Medics (guess what…). These would control what your summoned troops would be best at.

Say you are on F3 Battle Order and you use, probably, an elite skill. The skill would drop 3 rifles for your team mates to use, to allow them ranged skills where they might not have them. If on F2, they would get a temporary vit boost… etc. See where I’m going?

Please refer to the OP. If you wish to suggest a new profession idea, inbox it to me. Thanks.

Vote on the profession you'd like to see next

in Suggestions

Posted by: Talgor.9427

Talgor.9427

Hey guys, I recently created a post asking what people would like to see as the next profession, but it was eventually locked. So, in order to keep those ideas alive, I am going to compile the best ideas I saw from that thread and let you guys decide which one sounds like it should/could be the next profession!

PLEASE refrain from the following:

Saying that the devs need to fix the current professions before they make new ones. While I do agree that the current profs could use some work, this is not the thread to discuss that.

Arguing with another user about something they said that you disagree with. Please just state your own opinions about the OP.

Suggest a new system involving traits/skill points.

Suggest new profession ideas. If you wish to add to the OP list, please send me a PM with your idea, and i’ll make sure it gets on the front page.
__________________________________________________________________

That being said, I hope you guys will enjoy the cool ideas that have surfaced so far, and I look forward to hearing your thoughts on how these professions could be implemented!
__________________________________________________________________

NEW PROFESSION IDEAS

Bard/Minstrel/Skald (Talgor) – Creates music/poetry that can be used to heal/buff allies, or deal damage to enemies.

Monk (Talgor/Animag) – Specialized in unarmed/1h weapon combat, and focuses on the Vigor boon to utilize endurance to do more than just dodge. They could also go into difference stances to improve combat capabilities (like doubling endurance regeneration or block all incoming attacks by consuming endurance)

Chronomancer (xCrusadentx/redrex) – Specializes in magic that can bend and warp time to the users will. (Could possibly be the first mage class to wear heavy armor) More info here: https://forum-en.gw2archive.eu/forum/game/suggestions/Concept-Profession-Chronomancer/first

Samurai (Talgor) – Heavy armor fighter that could use a unique “chakra” or "energy system. Some abilities grant chakra, some consume it.

Ritualist (joneb) – Similar to GW1, the Ritualist could conjure spirits that could be used in conjunction with their spells. Ashes could also be conjured to provide a unique 1-5 skillset, and could be dropped for an effect (Area might, damage to enemies, etc)

Runemaster (VaileCearo) – Specializes in runic type abilities and enchantments. Could utilize the combo field system much more than other professions.

Spiritualist (redrex) – Utilizes orbs and spirits to create different offensive/defensive effects across the battlefield. More info here: https://forum-en.gw2archive.eu/forum/game/suggestions/Concept-Profession-Spiritualist/first

Inquisitor (redrex) – Specializes in domination of the mind. More info here: https://forum-en.gw2archive.eu/forum/game/suggestions/Concept-Profession-Name-undecided/first

Mimic (redrex) – Can take on various forms by “copying” numerios NPC’s across Tyria. More info here: https://forum-en.gw2archive.eu/forum/game/suggestions/Concept-Profession-Mimic/first

Demon Hunter (Arkham Creed) – Medium armor wearer that focuses primarily on magic. More info here: https://forum-en.gw2archive.eu/forum/game/suggestions/New-Profession-Demon-Hunter/first#post1498385

Reaper (Duke Blackrose) – A heavy armor wearer who specializes in dark magic. More info here: https://forum-en.gw2archive.eu/forum/game/suggestions/3rd-Soldier-Reaper/first#post1493611

Dualist (Arkham Creed) – Master of finesse and close combat, the Dualist focuses on going toe to toe with an enemy rather than using stealth tactics like a thief. More info here: https://forum-en.gw2archive.eu/forum/game/suggestions/New-profession-The-Dualist/first#post1498368

Paragon (Hydrocity) – Able to use spears on land, possibly as ranged weapons, the paragon can utilize a variety of anthems and chants to buff their allies in ways other professions can not.

(edited by Talgor.9427)

9th profession: The Shapeshifter

in Suggestions

Posted by: Talgor.9427

Talgor.9427

Shapeshifting? Sun and moon? Sounds like a druid

Elementalist Weapon swap,out of combat

in Suggestions

Posted by: Talgor.9427

Talgor.9427

“I guess one could use the excuse of your just being lazy, well so be it, guess every other player is just as lazy for using the in combat weapon switch macro of “~” also.”

…are you serious? Even with using their in combat weapon switch macro, they are still ONLY getting 10 skills. While we have 20 already without even having to worry about a swap. Since we have TWICE as many abilities as they do in combat, that means they have to swap their weapons out of combat TWICE as many times as we do. We DO NOT need an out of combat swap, it is completely unnecessary, and i’d rather the devs spend time on doing something productive rather then catering to the few lazy eles out there who have to moan bout pressing a button and clicking twice on their keyboard to swap a weapon in a game.

You didn’t read anything except what you wanted to huh? First off how does in combat abilities relate to an out of combat situation? Secondly I already stated that there are more important issues at hand right now. Lastly what kind of a player are you to deny something that has an out of combat utility of something we can already do, then taking that and streamlining it? That is like being fork lift certified and going to a job where you boss ask you to move a pallet of cement bags ( 500) and telling you that you can choose to use the forklift or carry them by hand and time is not a factor and you choosing to do it by hand. If there is a chance to stream line something that will not make the elementalist or the engineer overpowered then why not do it. Cause switching a weapon out of combat is already possible so that is not changing what they can do, it just changing the speed in which they can do it.

So again unless you can give some concrete proof that this will be game breaking, and the you have X amount of skills in combat BS argument holds no fluidity here as this is an out of combat discussion, then why are you arguing it?

There are only three reasons I see why anyone would argue against this

  • They don’t play an elementalist
  • They don’t understand what is being suggested
  • They are a complete Idiot

Now I am not saying anyone here is either one of those as I do not know you, but you have to fit into one of those, unless someone can explain how streamlining a process for two professions that they can already do is game breaking.

So, to sum it up, you are just extremely lazy. That is all. Just play the game. ANet obviously has a problem with it, which I agree with, and it is for the best. Like i’ve said, it takes all of TWO seconds to switch. Oh no, I have to click my mouse a little bit more. Lol like seriously? If you don’t like the mechanic eles have and its just SO much of an inconvenience to you, go play another profession. Trust us, we eles won’t miss ya.

Elementalist Weapon swap,out of combat

in Suggestions

Posted by: Talgor.9427

Talgor.9427

“I guess one could use the excuse of your just being lazy, well so be it, guess every other player is just as lazy for using the in combat weapon switch macro of “~” also.”

…are you serious? Even with using their in combat weapon switch macro, they are still ONLY getting 10 skills. While we have 20 already without even having to worry about a swap. Since we have TWICE as many abilities as they do in combat, that means they have to swap their weapons out of combat TWICE as many times as we do. We DO NOT need an out of combat swap, it is completely unnecessary, and i’d rather the devs spend time on doing something productive rather then catering to the few lazy eles out there who have to moan bout pressing a button and clicking twice on their keyboard to swap a weapon in a game.

Elementalist Weapon swap,out of combat

in Suggestions

Posted by: Talgor.9427

Talgor.9427

Hmm that’s weird. Even when playing other professions I still find myself often having to press H to change out something. Every profession has to do it. Its not a big deal at all. Don’t see why there should be any further discussion on this topic.

What do you want as the next profession?

in Suggestions

Posted by: Talgor.9427

Talgor.9427

@ Sirendor:

Where did I talk about splittin the trait system into 3 trees? Thats something I’ve never suggested!
All I want is GW2 to have more depth and a bit more complexity, when it comes to character progression, because currently this game has nearly no character progression, except getting a hand full of utility skills and mostly kitten elite skills, where half of it can’t be used everywhere, but only on land and those few traits, which are even limited to silly 70 points instead on 150 allowing us to max all traits and gettign full access to full variable builds with 15 instead of only 7 chooseable major traits, what wpuld make character builds alot more flexible and not so extreme static, as its at the moment now.

I’ve nowehere said something, that they should make out of the trait system 3 different ones.
I want Sub Classes, thats niot splittign the traits into 3 different ones.
Sub Classes would just add to the core gameplay of the primary class new elements and features or change their core gameplay to something different and improved, so that the player really gets a good impression on it, that the character has really developed itself further into something more powerful and experienced, than how you were as the primary class. thats basically why i priorize my concept part version 1 over version 2 as with version 2 would there be 3 seperate specializations beside the core mechanics what the primary class brings in…

Only because a class specializes into something, doesn’t mean, that they become unable to do the two other things. Specializing means just only, that the become in one thing better, than they were before with the core mechanics only.

An Elementalist, which specializes to become a Runologist , will still be able to do Support and Control effects, the point is only, he will be in Damage Dealing more superior, than the core mechanics of the Elementalist made it possible as a Runologist will be basically nothing else, than an Elementalist, which is focused mainly on damage dealing and does this in a different style, than the simple Elementalist by using the helpful powers of Runestones to become able to use elemental based Rune Magic over normal Elemental Magic.
Just that a Runologist maybe hasn’t to change between elemental attunements anymore, but has instead an other new special gameplay system that is then based on Runestones instead with different effects which change the effects of how the core skills of the elementalist work turning an Meteor Shower into a skill called Armageddon maybe, when the skill gets used under the effect of Runestone X, while Meteor Shower becomes maybe to “Magma Pillars”, while using Runestone Y and so on turning the mechanic of meteor shwoer upside down making it so, that no something falls down, insteand huge magma pillars rising up from the ground at a random pattern… the possibilities are unendless for this

Lets just agree to disagree on this topic. While you have some cool ideas, the purpose of this thread is to suggest new professions, not variations on the old system, so I ask you guys to stick to the OP please. Thanks

What do you want as the next profession?

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Posted by: Talgor.9427

Talgor.9427

Back to the OP. A Bard and playable instruments for combat and/or RP would be awesome and something fitting well into this game. A Monk would fit both the GW theme and for a new fighting style as well. With a druid like spellcaster, we would have a perfekt trio of classes to add to the game sometime. I would buy those charslots without thought for them

Exactly! I’d love it if monk/bard were the next 2 professions released.

What do you want as the next profession?

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Posted by: Talgor.9427

Talgor.9427

I would like to see The Commando lol j/k

You sir just hit exactly what we need. Heavy armor soldier or commando class.
I don’t have.time for.detailed stuff right now I’ll post later

I think it would be cool to see a heavy armor profession that specialized in magic or ranged combat rather than just brutes running in headfirst.

Elementalist Weapon swap,out of combat

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Posted by: Talgor.9427

Talgor.9427

I agree, Ele should be able to swap from Staff to daggers with the press of a button when out of combat.

Guys, how do you not understand that would be extremely unfair to other professions. We as elementalists have 20 skills on our weapon. Now, for those of you griping that other professions get to swap 2 sets, even though they can swap between 2 different sets, they still only have 10 abilities available to them. So, even with other professions getting the ability to swap between 2 weapon sets, we still have TWICE the amount of options they do for their 1-5 skills. We have it VERY easy as eles.

What do you want as the next profession?

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Posted by: Talgor.9427

Talgor.9427

A Rune Master, Dervish, and Ritualist. The Rune Master is an idea I had a while back. with more runic type abilities and enchantments. Such as before say, Swinging their great sword at the foe they enchant the blade with a runic imprint that sets the blade ablaze in a toxic flare dealing additional burn damage and inflicting poison. or Create a Rune ward at target location that heals allies and damages foes over time. things like that. I realize these things can be and maybe even are used in other classes. but these would be more of a focus point for a Rune Master.

I like the idea of a Rune Master. Maybe they could utilize/make combo fields much more than other classes can. The combo system is a great idea and I think they need to do more with it.

Elementalist Weapon swap,out of combat

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Posted by: Talgor.9427

Talgor.9427

I am an elementalist. I swap weapons around. Never salvaged any of my weapons by accident because I’m careful. Invisible bags are also a thing.

If you a elementalist, why do you not want the convenience to swap weapons in and out of combat.

Elementalists do have more weapon sets from having four types of magic. But each weapon uses those four types of magic in it’s own combat style.

My suggestion is for both convenience and as a safeguard for you favorite weapons. It doesn’t give a advantage to the Elementalist over other classes.

You are still not acknowledging the Invisible bags people keep telling you about. Do you know what they do? Refer to my above post about how to never have to worry about salvaging your stuff.

Elementalist Weapon swap,out of combat

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Posted by: Talgor.9427

Talgor.9427

Guys….it takes 2 seconds to go into your bags and switch…it is really not something to fuss about. Just get an invisible bag, put it at your bottom bag slot, and keep your weapons in there. You won’t worry about selling them. There ya go.

What do you want as the next profession?

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Posted by: Talgor.9427

Talgor.9427

@ Sirendor:

I did use Runologist over Sage, because it sounded best for a type of scholar class, that specialized itself into using rune magic, which is a superior form of using elemental magic capable of creating nature disasters and cataclysms easily of much bigger size, than what we see Eles doing with Meteor Storms currently
I wanted to keep up the profession name “Sage” clean, because I use this one as an increasing level for maybe a later improved trait system with a new size of trait tiers as also I use the term of “sage” priorized for my concept of an improved Guild System Concept, which you do like so much (so far ^^), because I don’t like GW2 currently so much with its tiny tier system consisting only of Adept, Master & Grandmaster.

For me is Sage the absolute highest “wisdom term”, that goes past being a grand master in something and shouldn’t be something, that a playable class in GW2 should be named like.
I hope, that some day the trait/guild system will get improved by increasign the number of tiers from the tiny 3 to a more complex and good 6 tiers system based on

You ask me, what an Augmentor is? ^^ Never played FF13 ?
it would be just a specialization based heavily on the magical part of the guardian that uses the Staff and uses augmentating buffs either for modifying the environment with buff effects, or alterating things to protect others.
It could be for example skills, that could directly buff ally stats temporarely.
Augmentors in FF13 were also mainly supporters that protected allies with various kinds of buffs, like barriers, increased critical hit chances, improved resistances vs. certain types of damages, like projectiles and so on (sadly GW2 so far hasn’t different damage types yet to build on more on that aspect for support alot)
But here they could buff differently either direct damage, condition damage and critical damage at least..would be a beginning ^^

next point.. I absolutely dislike the name of sniper as a class for GW2..
GW2 isn’t Call of Duty, where military class names fit into the game.
Also Sniper is just only a “gateway” to bring the discussion to the point, that Rangers should get a way to get played totally without pets, what you can imply by that class name, that this is something what you want..
But I don’t. Hunter is the more fitting name for a ranger, that is specialized in DD, because they have simple better knowledge of hunting effectively and how to deal effectively damage. They are way better trappers, than simple rangers and being a hunter also has this kind of “sniper attitude”, as hunter are better skilled archers, without sounding too much military.

Sapper… no offense, but I find this profession name suggestion is kitten, it always reminds me on such stuff like again military games ala Call of Duty..

About Bards… have you ever see the pink concept art about Mesmers?
This here?
http://huntersinsight.files.wordpress.com/2010/07/mesmer.jpg

Have u ever played yet a Mesmer under Water with trident?
Their Skill Button 1 attack shoots MUSIC NOTES and is called “Siren’s Call”
http://wiki.guildwars2.com/wiki/Siren%27s_Call

It would perfectly fit to them best, when a Mesmer bard sub class would specialize into lullabying enemies into insanity, sleep, confusion and the like and at the same time buffing allies, just like their already do with their chaos based mechanic of dealing conditions while at the same time buffing them self and allies.

Enchanter doesn’t fit into the game, GW2 has no enchantments anymore and its no profession name at all. Bards are a real profession and thereby would suit better to the role as a mesmer’s sub profession into which they can specialize.
Together with duelants/dueslists they would have a way to specialize either more onto a magic based route with becoming Bards and a more physical based route by becoming Duelists and by that way becoming better in melee battles with improved sword battle styles/moves using rapiers/epees and foils being masters of fencing arts like Raphael/Amy from the Soul Calibur-Series

Example:
http://www.youtube.com/watch?v=NDPRqtwGpTc
http://www.youtube.com/watch?v=axbKDN2t-PE

As thats the way how Dualists fight really fencing with rapiers
http://www.youtube.com/watch?v=6r7VWIQCHvM

While your ideas are good, like i’ve said, i’m like 99% positive they won’t completely facelift the current trait system into 3 trait trees, 1 designed for each specific role. As they have said, they want to do away with the trinity. If they did what you are suggesting, people would probably be forming a group looking for 3 damage, 1 support, and 1 controller. They want to avoid this as much as possible. That being said, I do like some of your ideas for the “sub-classes” and think some of them could be made into a profession of their own

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Posted by: Talgor.9427

Talgor.9427

ANet once made up a 3rd soldier (other 2 are Warrior and Guardian) class called Commando. They even made up concept art for it. My impression of the Commando was that it was very similar to the Engineer. However, that was their little April Fools joke. Watch it not become a joke any longer. Kind of similar to Game Infarcer (Game Informer’s April Fool article that sometimes comes to fruition in a way)

Haha as cool as that would be, Engineer is already way too much like commando, so i’m pretty sure we won’t be seeing commando anytime soon XD

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Talgor.9427

Unarmed brawlers are always kitten. Especially when they go over the top. I want a class that can grab their opponent by the face and ram them into the nearest wall. Or do flip kicks for knockdowns.
I think I’d like to see the return of the Ritualist and the Dervish.

Man I would really love to see this unarmed idea come into the game

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Posted by: Talgor.9427

Talgor.9427

Well for people saying an unarmed class wouldnt work, I think they could make a Monk work. If you dont have a weapon equipped in your main hand, you get your 1-3 unarmed skills. Off hand would be 4-5. Then, they could possibly use weapons like a staff, mace, or sword possibly. You could have a mace in your main hand for your 1-3 then nothing in your off hand for your 4-5. I believe it could work…maybe give them stances for utility skills that when activated give them a different skillset for a short time? Just some thoughts.

Then how would the weapon attack and the rest of the weapon stats apply? Would they get free exotic stats for their unarmed attacks, or would they always have worse stats than someone who would use actual weapons? As I said, it wouldn’t work.

Add handwraps/fist weapons as a weapon choice? Problem solved

And that would be a weapon for one profession alone. I believe weapons unique to single profession are already discussed. The only way I see for unarmed combat to work is as a transformation skill, and we already have that, the Warrior elite skill Rampage.

Well if fist weapons were released to apply to monks, i’m sure they would make them available to other professions too (thief, warrior, possibly mesmer or engineer)

Then do tell me, how would you have your exotic handwraps look different from the fine handwraps crafted by the guy next to you? And under what crafting disciple would they fall?

Besides, it would look dumb to see people punching dragons.

I mean like i said… fistwraps OR fist weapons. I was just brainstorming, forget I said handwraps. Fist weapons could easily be used.

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Posted by: Talgor.9427

Talgor.9427

Well for people saying an unarmed class wouldnt work, I think they could make a Monk work. If you dont have a weapon equipped in your main hand, you get your 1-3 unarmed skills. Off hand would be 4-5. Then, they could possibly use weapons like a staff, mace, or sword possibly. You could have a mace in your main hand for your 1-3 then nothing in your off hand for your 4-5. I believe it could work…maybe give them stances for utility skills that when activated give them a different skillset for a short time? Just some thoughts.

Then how would the weapon attack and the rest of the weapon stats apply? Would they get free exotic stats for their unarmed attacks, or would they always have worse stats than someone who would use actual weapons? As I said, it wouldn’t work.

Add handwraps/fist weapons as a weapon choice? Problem solved

And that would be a weapon for one profession alone. I believe weapons unique to single profession are already discussed. The only way I see for unarmed combat to work is as a transformation skill, and we already have that, the Warrior elite skill Rampage.

Well if fist weapons were released to apply to monks, i’m sure they would make them available to other professions too (thief, warrior, possibly mesmer or engineer)

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Talgor.9427

Probably get flamed for saying this. But i reckon Deathknight’s would be kitten awesome in this game!

Haha I was actually thinking the same thing, but I know Anet doesn’t just want to rip off WoW. Idk…I mean its hard thinking of another plate class, just because Warrior covers SO many other plate classes that could be made, but would be very similar to warrior (tactician, barbarian, soldier, knight, etc). A heavy armor chronomancer was mentioned above, and while I believe it would be a light armor class…I could see it working as a Heavy too…I mean a heavy armored time mage would be something never done in an MMO and would just be soooooo amazing.

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Posted by: Talgor.9427

Talgor.9427

Well for people saying an unarmed class wouldnt work, I think they could make a Monk work. If you dont have a weapon equipped in your main hand, you get your 1-3 unarmed skills. Off hand would be 4-5. Then, they could possibly use weapons like a staff, mace, or sword possibly. You could have a mace in your main hand for your 1-3 then nothing in your off hand for your 4-5. I believe it could work…maybe give them stances for utility skills that when activated give them a different skillset for a short time? Just some thoughts.

Then how would the weapon attack and the rest of the weapon stats apply? Would they get free exotic stats for their unarmed attacks, or would they always have worse stats than someone who would use actual weapons? As I said, it wouldn’t work.

Add handwraps/fist weapons as a weapon choice? Problem solved

New Skills, New Choices

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Talgor.9427

I see where you are coming from. Anet said that they wanted to reduce the number of skills from traditional MMO’s, but make every skill feel useful. I do think that they did accomplish this, and I do applaud their efforts on making all skills useful. Altough, I think they could have added quite a few more skills than they did. I would love to see 2 choices for each 1-5 skill, meaning that the number of 1-5 weapon skills would be doubled, but hey, it’s Anet…they are good at pulling off awesome updates

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Talgor.9427

Any class designed around a specific weapon idea (dervish, unarmed martiala rtists) You will never see them again. They are too restrictive and do not fit the ideal of the game. The unarmed fighters lack weapons to equip for weapons kills (remember people, classes have to be able to use EXISTING weapons) and the dervish is locked to only one weapon meaning the dervish only ever has 5 skills available on the first bar.

Bards are offensive machines and already in the game (they are warrior poets…aka the kitten warrior class IS a bard people, you shout and you slaughter). Minstrels have no combat ability and would be slaughtered helplessly (British artists aren’t known for being good fighters). Skald could work as a chanter-style…again would need to be close combat though.

The ritualist is already in the game, the engineer and the guardian have everything that was the ritualist, let the dead horse lay burried and forgotten.

Also, the expansions will not be the old style new island/location ones! This game has a very specific story it is telling. One dragon down, 3 to go…and all indications point to Jormag being next…meaning we are going into the mountains and deeper into snow swept locations. The game throws so many mentions of Jormag at us directly that it is pretty clear that will be the next dragon, thus our direction is farther north. IF a new class comes into play it will be a norse inspired one. Expect it to be heavy armored and a brawler in gameplay style (the warrior is more of a weapon master and less of a brawler).

I agree and disagree with your points. First, I do agree with your point about classes based on one weapon not being viable. You are right, the traditional GW1 Dervish would not have a place in GW2, just because it focused only on a scythe. Unless of course, Anet made the scythe a new weapon, that could be used by other classes too, maybe necros or eles. They would also have to give Dervishes the ability to use other weapons, which I think could possibly work…it just wouldn’t kep the feel of the traditional dervish.

Now, with Warriors being Bards and Minstrels not being fighters, i’d have to disagree. You have to keep in mind, it is a fantasy game, so if Anet wants Minstrels to be able to play ballads of death, it shall be done (which would be amazing).

I agree with you on Rits. Ritualists could be a possibility in my eyes, but probably won’t happen. Mainly because if you give them their spirit summoning skills in their 6-9 slots, it will be like engis turrets. Give it to them in 1-5, it will be like mesmer clones. Make the spirits actually mobile, you have a Necro.

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Talgor.9427

Well for people saying an unarmed class wouldnt work, I think they could make a Monk work. If you dont have a weapon equipped in your main hand, you get your 1-3 unarmed skills. Off hand would be 4-5. Then, they could possibly use weapons like a staff, mace, or sword possibly. You could have a mace in your main hand for your 1-3 then nothing in your off hand for your 4-5. I believe it could work…maybe give them stances for utility skills that when activated give them a different skillset for a short time? Just some thoughts.

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Talgor.9427

As much as I would love to see new professions it would be detrimental to the game if they did not finish the other professions such as the engineer, necro, & ranger that is in need of serious attention.

I mean we all would love to see the existing professions get some love, and i’m sure they will in upcoming patches. But an expansion is a big thing, and will probably include new races/professions. If an expansion comes out, I personally would much rather see an entirely new profession introduced rather than some reworks. That being said, I think they should do a big patch that introduces many new skills to existing professions, that’d be awesome!

[Guide] Mastering the D/D ele 7/15/13

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Posted by: Talgor.9427

Talgor.9427

What runes do you use for your armor as a D/D in sPvP?

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Posted by: Talgor.9427

Talgor.9427

Heavy Armor chronomancer. Complete with Time bubbles. I’ve always wanted a chronomancer. But Albeit idk if gw2’s design could handle it. Tera for example would work well with a chronomancer. But gw2, I don’t know.

I think they could pull it off. Although it is something that has never really been done in an MMO, but still, like the bard i suggested, if they do it and do it right, it would be outstanding.

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Talgor.9427

I would just like to see getting all existing classes improved with sub classes for better spezialization, character progression, more skills/traits, new talents and so on.

Everything else, that doesn’t find a place then under the sub professions is a potential thing for a new primary class, if its able to have also fitting sub classes.

Warrior needs following 3 Sub Classes:

  • Berserker – spezialized on Damage Dealing (Berserker upgrade gets renamed to “Swashbuckler”)
  • Gladiator – spezialized in Control
  • Skirmisher – spezialized in Support

Thief needs following 3 Sub Classes

  • Infiltrator – specialized in Support
  • Rogue – specialized in Damage Dealing
  • Saboteur – specialized in Control

Elementalist needs following 3 Sub Classes:

  • Arkanist – specializes on Support
  • Runologist – specializes on Damage Dealing
  • Sorcerer – specializes on Control

Necromancer needs following 3 Sub Classes

  • Occultist – specializes in Support
  • Witcher – specializes in Control
  • Summoner – specialzes in Damage Dealing

Guardian needs following 3 Sub Classes:

  • Defender – specializes in Control
  • Augmentor – specializes in Support
  • Sentinel – specializes in Damage Dealing

Ranger needs following 3 Sub Classes:

  • Hunter – specializes in Damage Dealing
  • Scout – specializes in Control
  • Explorer – specializes in Support

Engineer needs following 3 Sub Classes:

  • Alchemist – specializes in Control
  • Innovator – specializes in Damage Dealing
  • Technician – specializes in Support

Mesmer needs following 3 Sub Classes:

  • Bard – specializes in Support
  • Mentalist – specializes in Control
  • Duelant – specializes in Damage Dealing
    ———-

From that point on, there are only a few class niches left, that could fit as new classes being able to offer also sub classes.

The Visionary

  • Oracle – specializes in Control
  • Ritualist – specializes in Support
  • Shaman – specializes in Damage Dealing

The Lancer

  • Dragoon – specialized in Damage Dealing
  • Marauder – specialized in Control
  • Templar – specialized in Support

That way would have GW2 a much better feel for Character Progression besides getting only some traits and more skills if you could see also your character progressing in its talents becoming able to do more things in the line of specializing either more into damage, control or support with your character.
(Being able to reset your decision like you can reset traits with money, just that this kind of reset would cost a bit more, 1 Gold instead of 40 silver)

And this stuff would set the table for Add On Content for at least 3 add ons adding 1 sub class per class.

And the 2 new classes would perfectly fit as additional classes for the Cantha Add On with the nice project name of “Closer to the Stars”, which is most likely the next to come, together with Tengus…

All really cool ideas, but I don’t think Anet would want to go down this path. Having 3 “specs” would make it too much like WoW, and people would have to choose one of three roles, instead of just making their own like you can now. I will admit though, that the trait system could use some major reworks to get different builds feeling much more unique.

Team Last Man Standing, like GW1!!!!

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Talgor.9427

Also, alliance battles would be cool to bring back too…maybe in the form of Priory vs Vigil vs Order? Or if that is too story related, you could choose to ally with the quaggan, hylek, or grawl?

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Talgor.9427

I’d like to see another Heavy Armor class to balance it out (not necessary, but nice).

I’d say something like a Weapons Master, with the Profession Specific Ability to switch between additional weapons (which I think would be ok for balance as the Elementalist essentially already does this). For Flavor, give access to all real weapons (excluding things that are more mage like -Focus, Torch, Staff, Scepter.

I like the Animag’s idea of using the Stamina Bar for more – maybe even giving the class three segments and dodges rather than two – but having it be a resource for highly mobile utility skills, or the ability to burn stamina to decrease cool-downs on weapons skills.

Good ideas. But, the warrior is essentially a “weapon master”.

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Talgor.9427

None. For expansion content I’d like to see the available traits and skills for existing professions expanded to create greater diversity. As in, doubled. As well as new weapon types for existing professions.

This means that all of your expansion content is useful for both existing and new characters rather than releasing an expansion where a large chunk of it requires rerolling. I’ve always hated that in MMOs. Having to choose to play the “new thing” or playing my “slightly upgraded old thing”

I want an mmo expansion which is actually “Play your greatly expanded existing thing, or, optionally, roll a new thing because the additions we made to it make it interesting for you now.”

The way zone scaling works in this game is great, as any added areas are viable gameplay destinations for existing characters. We need to expand that to adding new toys to characters.

Would you rather have a new race, or double the appearance options, animations, and emotes on an existing one. These take similar amounts of development time and skillsets, but one option is actually useful to everyone that plays the game while the other is only useful to people willing to reroll.

This is a good point. I would also love to see two choices for every 1-5 skill, I believe it would make the game much more unique. But, that would require them to make double the amount of skills, which im sure would be very challenging. But, if it is possible, id love to see them do it! Still though, i’m pretty happy with the current professions, and I would love to see some more

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Talgor.9427

shape-shifter. i know the norn have elite skills like that but it would be super cool to have a class which can change its form. turning in to a ball of lightning, a ghost or even a monster. it would be great to have another proffesion of mass confusion.

This would be a cool idea…maybe each form could use different weapons as well? Lots of stuff to be done with this