Showing Posts For Tantrikx.7653:
My topic was merged so sorry if some of this is a repeat from earlier in this thread.
Before I begin I’d like to emphasize that these are just my personal ideas and ideals of raiding and how it can relate to GW2. These are by no means what I consider the perfect solution and the most complete list of what raiding in GW2 should be, but some ideas that I’ve been pondering over. Some of these ideas may already exist in some form and if they are I apologize for not referencing them all directly. You all may understand this game far better than I.
1. Overview (also a TL:DR if need be):
I’d like raiding to be composed of challenges that really takes advantage of the combat in GW2 and on the surface may look almost like a weird conglomeration of pvp combat in a pve environment. Essentially I’d like enemy trash mobs and bosses to employ abilities that are commonly associated with player behaviors (ex: condi cleanse, soft CC, dodges, etc.) and profession behaviors (ex: stealth, blinks, illusions, etc.). With the purpose being that it allows players to choose to use existing burst mechanics to burn down a mob or a boss at the risk of not bringing significant enough support and control to keep that mob from avoiding damage.
2. “Trash” Mob behavior and value:
I’d like to see mobs in general have nuances that contribute to the feeling of progressing through a raid. For instance trash mobs have drops that contribute to summoning the boss at the end of the wing. Or in order to summon the boss, the raid must control 2-3 points at the same time while combating trash mobs in order to draw out the rage of the boss who comes down, wipes out the trash in the process and begins the encounter. This may mean that players will have to tailor their build to deal with trash and a boss without the time to swap builds to optimize for either individually. Another idea may be to have players select which of the three wings of trash mobs they’d like to go through before reaching the boss encounter. Each path will give a certain group buff that may make the encounter easier in different ways (ex: speed boost, percentage increase in endurance recharge, etc)
3. Boss Encounters:
I think it would be interesting if bosses adopted abilities that are found on player professions, including large channeled elite abilities that can only be interrupted after breaking through a break bar and allowing a player to interrupt that cast. Alternatively a fight can consist of a pair of bosses that have to be burned down simultaneously and at interval phases, players must glide from one boss to the other in order to do damage (players only have a limited time on a boss before it becomes immune temporarily). I’d also love phased boss encounters that rely on players to burn down summoned adds before they reach a point. These adds can be subject to CC (or even given their own break bar) and can act as a wipe mechanic if players fail to target swap to the add. Bosses can also randomly swap targets or gain a focus target periodically to force a player to play defensively or get some support from the raid to live. Lastly I’d love to see GW2 raids take advantage of large rooms that are cut off by large enemy AOE rings, forcing players to be mindful of their position during the fight.
4. What I hope does not appear in GW2 Raids:
I’m sure this list will be deliberately short because of my own limited perspective but I hope there are two things that do not make it in GW2 raids. I hope enrage timers (Boss time limits that require fixed DPS requirements to complete) are not a part. I want Raids to rely on personal performance in avoiding/mitigating damage taken and positioning to be more of a factor than pumping out raw DPS in order to beat a boss. Now I can be ok with high DPS glassy groups being a part of raiding, but I think an enrage timer is something that really isolates the “damage” portion of their, “damage, support, and control,” set up in GW2 combat. The other part I hope isn’t a part of raids is static bosses. GW2 prides itself in it’s action oriented combat style and keeping a boss moving to take advantage of terrain, LOSing players, etc. would go a long way to making things feel dynamic. Make the bosses pathing predictable and static encounter guides will go up to match it.
Well thanks for reading of all this if you did. I don’t think these are all my thoughts but they are the ones that come to mind at the moment. What do you think of these? Feel free to disagree with everything I have here. It’s just my opinion that I’d like to share.
(edited by Tantrikx.7653)
While I understand staff is better dps, sometimes I want to be a Lightning hammer wielding crazy person with bolts of lightning flying everywhere. And unless I’m in ideal conditions with 100% uptime I don’t see my damage that much worse than staff. That being said. I’m just on here to confirm that I’m not clueless to some universal agreement that my LH is free-for-all. You all can take my frost bow though! Thanks
So I’m sorry if this has been asked already, but what is the general consensus in dungeon runs in regards to conjured weapons? Specifically I’m wondering about party members picking up the Lightning hammer when I am running a scepter LH build in dungeon runs. From what I understand having that 2nd hammer allows me to have a fairly smooth rotation due to the cooldown of the ability.
Now I have no problem with people picking up Frost Bow because that makes sense but what about Lightning Hammer? I was running with that build awhile back (pre-specializations) and I kindly asked if people would not pick up my LH (but were totally encouraged to use the Frost Bow) so I could maintain my dps and someone replied I was doing it wrong and that I was not promoting good gameplay by telling them not to use 2nd LH. I was tired and kind of cranky at the time so I just swapped to a staff conjure build for the rest of the run but it had be thinking lately. Was I wrong in saying what I did? Is it generally assumed party members use the 2nd LH that’s dropped?
I posted this in another thread but I’ll summarize here. I’d really want to see Warhorn in a personal dps boosting role. What I mean by that the 4 and 5 abilities in certain attunements would be geared toward boosting your damage from your mainhand weapon. Such as placing a storm in an area and any targets in that storm take additional damage from you (and maybe to an extent, allies). Perhaps it will still have at least 1 FF and blast finisher so it doesn’t lag too far behind the existing OH
The way I see this working well (obviously just pure speculation) is warhorn being an almost selfish weapon. Now before you all lunge at my neck for such statement, hear me out. What I am hoping for is that focus will remain the Defensive/Support OH option with great invuln and support spells, dagger to remain the Burst Offensive/Support OH option with burst/mobility/support, and warhorn becoming a Target Debuffing/Personal DPS Boost OH option.
The way I see that working is that we would have abilities that we use to place a mark/focus on a target that would increase our dps (and maybe a smaller percentage benefit to the group) against the marked target. Or we could have abilities that give us a quickness/fury boost to our attacks for a set period of time on a long cooldown so we have cooldowns to burn that give us burst on our mainhand attacks while not stepping on the toes of OH dagger which will retain it’s mobility from air attunement. Focus will retain its role as a defense oriented OH this will give plenty of room for Anet to give us some flashy and exciting mechanics.
Well this is just a thought and I’m looking forward to getting more info about this elite spec.
I can only speak for myself and my relatively limited experience with ELE and as a disclaimer I don’t pvp much at all and focus on PVE mostly.
Until I see what direction the elite spec (tempest) goes, I will remain a bit skeptical. While there are lots of possibilities for WH and plenty of options with our 4 attunements, the fundamental problem I have is that we already have two offhand options that provide very distinct and a fairly comprehensive coverage with OH dagger being a great offensive/support option and focus being a defensive/support option. Both have a fire field and blast finishers that assist the ELE in stacking might for itself and allies. Unless the value of might is substantially changed to be something more niche (highly doubtful) the Warhorn must have a blast finisher or two and a firefield to compete with the existing OH options. With that in mind my concern is that in order for the Warhorn to compete with existing options it either has those abilities I mentioned before and thus is not as interesting an option in playstyle over existing OH options, Has less or none of those abilities and is not considered very powerful compared to existing options, or finally it has a far more finishers/firefields which would make it the only logical OH option for ELE. The way I can see it working (and final judgement will be for how it is revealed later) is that the warhorn provides a very niche group support role that provides stability, reflects, swiftness, and other group bonuses along with maybe a blast finisher.
I wanted sword because it would give us a more diverse option in terms of playstyle and not step on the toes (so to speak) of existing options.
I’m tired of arguing against people so I’mma just let woodenpotatoes do it in a clear and nonbiased way to get you all to realize why you’re wrong.
No need to appear hostile. I am not particularly opposed to the warhorn, just hesitantly optimistic. Frankly I hope it’s good. I am sure we will get really thematic and flashy abilities (Mesmer’s got some seriously cool stuff too). I’m just concerned that mechanically they might not include things that also help out the ELE and the party offense like might stacking.
I reserve my final opinion for after their clarification and such.
I can only speak for myself and my relatively limited experience with ELE and as a disclaimer I don’t pvp much at all and focus on PVE mostly.
Until I see what direction the elite spec (tempest) goes, I will remain a bit skeptical. While there are lots of possibilities for WH and plenty of options with our 4 attunements, the fundamental problem I have is that we already have two offhand options that provide very distinct and a fairly comprehensive coverage with OH dagger being a great offensive/support option and focus being a defensive/support option. Both have a fire field and blast finishers that assist the ELE in stacking might for itself and allies. Unless the value of might is substantially changed to be something more niche (highly doubtful) the Warhorn must have a blast finisher or two and a firefield to compete with the existing OH options. With that in mind my concern is that in order for the Warhorn to compete with existing options it either has those abilities I mentioned before and thus is not as interesting an option in playstyle over existing OH options, Has less or none of those abilities and is not considered very powerful compared to existing options, or finally it has a far more finishers/firefields which would make it the only logical OH option for ELE. The way I can see it working (and final judgement will be for how it is revealed later) is that the warhorn provides a very niche group support role that provides stability, reflects, swiftness, and other group bonuses along with maybe a blast finisher.
I wanted sword because it would give us a more diverse option in terms of playstyle and not step on the toes (so to speak) of existing options.