Showing Posts For VocalThought.9835:

Can new Weapons be added as weapon sets?

in Guild Wars 2 Discussion

Posted by: VocalThought.9835

VocalThought.9835

Since GW2, we known that all weapon types were not going to be added to the game, but since there have been an array of different sets or skins, I thought it’ll be cool to have different skins of existing weapons modeled after desired or requested weapons.

I know that due to each class having a different play style or animation associated with each weapon that some suggestions might work well, but lets give it a try.

For example: Great Sword could be a Great Axe. I know it may not look well when holstered, but I think people wouldn’t mind.

1) Great Axe = Great Sword
2) Chakras/Shurikens= Daggers/Swords/Axes/Great Swords
3) Crossbows = Pistols/Rifles
4) Halberd/Javelin/Spear/Trident/Scythe = Staff
5) Whip = Scepter/Focus/Sword
6) Wand = Scepter
7) Scroll = Focus
8) Cestus = Dagger/Mace

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: VocalThought.9835

VocalThought.9835

Warrior:
1) Berserker- Torch weapon and Rage(Physical) skills
2) Slayer- Off Hand Daggers w/ (Tricks) skills
3) Mercenary – Off Hand Pistol w/ Recruits (Phantasms) skills
4) Warlord- Staff (melee Halberd) w/ Zones(Consecration) skills
5) Raider- Short Bow w/ Survival skills
Guardian:
1) Dragon Hunter- Long Bow w/ Traps
2) Purifier- Off Hand Scepter w/ Tomes skills
3) Vanguard- Off Hand Sword w/Stances skills
4) Sentential-Off Hand Mace w/ Physical skills
5) Summoner- War Horn w/ Mystical Animals (Spirit)
Revenant:
1) Herald- Shield w/Dragon (Signets)
2) Ritualist- Focus w/ Rift magic skills
3)Avenger- Short Bow / Rift Spirits
4) Hierophant- Main Hand Axe w/ Titan skills
5) Legionnaire -Great Sword / The Destroyer skills
Ranger:
1) Druid- Staff w/ Glyphs
2) Strider- Off Hand Sword w/ Kits skills
3) Shaman- Focus w/ Totems skills
4) Pact Master- Scepter (Whip) w/ Minions
5) Warden- Shield w/ Physical skills
Thief:
1) Daredevil- Staff w/Physical skills
2) Rouge- Off Hand Sword w/ Pets
3) Stalker- Rifle w/ Glyphs skills
4) Mystic- Focus w/ Scrolls (Mantras) skills
5) Bandit- Mace (Dual Weld) w/ Stances skills
Engineer:
1) Scrapper- Hammer w/ Gyros
2) Artificer- Staff w/ Survival skills
3) Saboteur- Focus w/ Traps
4) Forge- Main Hand Mace, w/ Minion
5) Technomancer- Great Sword w/ Arcane skills
Elementalist:
1) Tempest- War Horn w/ Shouts
2) Battle Mage- Great Sword w/ Stances
3) Arcane Archer- Long Bow w/ Mantras
4) Warlock- Off Hand Scepter w/Minions
5) Rune Master- Shield w/Traps
Mesmer:
1) Chronomancer- Shield w/ Wells
2) Enchanter- War Horn w/ Shouts
3) Psion- Off Hand Dagger w/ Arcane skills
4) Conjurer- Off Hand Scepter w/ Minions
5) Mirage- Rifle w/Cantrips
Necromancer:
1) Reaper- Great Sword w/ Shouts
2) Spectre- Off Hand Scepter w/ Arcane
3) Soul Weaver- Short Bow w/Traps
4) Scourge- Torch w/ Spirits
5) Reaver- Off Hand Axe w/ Physical skills

Guild wars 2 Elite specs suggestions

in Guild Wars 2 Discussion

Posted by: VocalThought.9835

VocalThought.9835

I’d rather they continue with where their going with the Elites… Yes, having more content and story should be the main focus for the X-Pacs, but the elites should be adding diversity to the profession while sticking to the overall theme of the class, play the role of secondary professions from guild war 1 days, and complimenting core specializations in some way.

So far the current formula has been 5 core specializations that geared towards Damage, Conditions, Defense, Healing, and Profession Mech. They could come up with five elites to re-enforce the core while, filling in the gaps that the profession is lacking a role in.

I think putting more work into existing skills and traits is a waste of time, especially for an X-Pac. Even if the current system, professions may be too this or that, adding more diversity to a class will make each build feel special. every one won’t have the same build when all the builds are so good, and each player brings something you’d least expect.

I had come up with more elites per profession hoping these ideas help shape the future of the professions.

Warrior:
1) Berserker- Torch weapon and Rage(Physical) skills
2) Slayer- Off Hand Daggers w/ (Tricks) skills
3) Mercenary – Off Hand Pistol w/ Recruits (Phantasms) skills
4) Warlord- Staff (melee Halberd) w/ Zones(Consecration) skills
5) Raider- Short Bow w/ Survival skills

Guardian:
1) Dragon Hunter- Long Bow w/ Traps
2) Purifier- Off Hand Scepter w/ Tomes skills
3) Vanguard- Off Hand Sword w/Stances skills
4) Sentential-Off Hand Mace w/ Physical skills
5) Summoner- War Horn w/ Mystical Animals (Spirit)

Revenant:
1) Herald- Shield w/Dragon (Signets)
2) Ritualist- Focus w/ Rift magic skills
3)Avenger- Short Bow / Rift Spirits
4) Hierophant- Main Hand Axe w/ Titan skills
5) Legionnaire -Great Sword / The Destroyer skills

Ranger:
1) Druid- Staff w/ Glyphs
2) Strider- Off Hand Sword w/ Kits skills
3) Shaman- Focus w/ Totems skills
4) Pact Master- Scepter (Whip) w/ Minions
5) Warden- Shield w/ Physical skills

Thief:
1) Daredevil- Staff w/Physical skills
2) Rouge- Off Hand Sword w/ Pets
3) Stalker- Rifle w/ Glyphs skills
4) Mystic- Focus w/ Scrolls (Mantras) skills
5) Bandit- Mace (Dual Weld) w/ Stances skills

Engineer:
1) Scrapper- Hammer w/ Gyros
2) Artificer- Staff w/ Survival skills
3) Saboteur- Focus w/ Traps
4) Forge- Main Hand Mace, w/ Minion
5) Technomancer- Great Sword w/ Arcane skills

Elementalist:
1) Tempest- War Horn w/ Shouts
2) Battle Mage- Great Sword w/ Stances
3) Arcane Archer- Long Bow w/ Mantras
4) Warlock- Off Hand Scepter w/Minions
5) Rune Master- Shield w/Traps

Mesmer:
1) Chronomancer- Shield w/ Wells
2) Enchanter- War Horn w/ Shouts
3) Psion- Off Hand Dagger w/ Arcane skills
4) Conjurer- Off Hand Scepter w/ Minions
5) Mirage- Rifle w/Cantrips

Necromancer:
1) Reaper- Great Sword w/ Shouts
2) Spectre- Off Hand Scepter w/ Arcane
3) Soul Weaver- Short Bow w/Traps
4) Scourge- Torch w/ Spirits
5) Reaver- Off Hand Axe w/ Physical skills

(edited by VocalThought.9835)

Elementalist Elites Predictions

in Elementalist

Posted by: VocalThought.9835

VocalThought.9835

Btw… these ideas are not meant to all be for the next expansion, but better yet, expansions. I think they’ll have an expansion for each dragon, or at least 2 more expansions.

Have you been playing recently? I think we might have 2 dead dragons by the end of this Living World Season. Not saying that limits the number of future expansions in any way, just saying.

Personally I think #1 is likely but not with GS(greatswords suck anyway) but sword instead. No idea on the new mechanics though.

IDK…. I just can’t see a “Battle Mage” w/o a Great Sword.

I think these weapons are the better weapons to go with the lore. I could be wrong, but I’m just not to interested in seeing a Ele with a pistol or rifle nor am I interested in seeing a Warrior with a Scepter.

Elementalist Elites Predictions

in Elementalist

Posted by: VocalThought.9835

VocalThought.9835

1) I’m sorry but no, just no. First the GS, it seem we already got this one as summoned weapon and it will probably give us nothing new to have another one. Then the mechanism… Well… How do you even chose the 2nd attunment? At the end, this will only make people confused with their own profession, a very bad choice.

2) Bow : same as above. Arcane attunment : a fifth attunment is probably the most unlikely thing that we can expect from Anet. To much work involved for this kind of thing.

3) Seem simple and easy. I think this one have chance to come out. Playerbase will hate it but out of the 4 this is the elite spec that have the most chance to make it to live.

4) Shield : look at 1 and 2. Profession mechanism look a lot like tempest’s except that you create a rune instead of a whirl… Not sure that it would be worth to support.

Well for the 1st idea, you could press F5 to toggle, then press the F1-4. if that too much work, then we could make Eles have a burst like Warriors, where with each main hand weapon they have an attack based on the element they use. I don’t see anything wrong with eles having the same conjure weapons, if they do something different. Plus Conjure weapons are also for allies to use as well as the player. Weapons are not.

2nd- Other than this taking work, I don’t see the issue. All things take work.

The 4th idea, I think they could have a creative way of making this different than Tempest.

Btw… these ideas are not meant to all be for the next expansion, but better yet, expansions. I think they’ll have an expansion for each dragon, or at least 2 more expansions.

Elementalist Elites Predictions

in Elementalist

Posted by: VocalThought.9835

VocalThought.9835

Hey guys. I know everyone has seen tons of threads about future elite predictions. I have been trying to come up with a full description of an elite spec with mechanics traits, and skill descriptions, but I’m just not that creative right now. I can say I have thought out Elites for each profession for each expected expansion. So what I came up with was Concepts, weapons, and ideal skills. Maybe we can help the devs. come up with ideal elite spec. so it’s a win/win for us all.

Here are some of ideas:

1) Battle Mage- Uses Great Sword and has different Stances to aid in close combat. Prof. Mech.: “Synergy” combines the attunements. Therefore you can have skills 1-3 be one element and skills 4 & 5 be another for a time.

2) Arcane Archer- Uses Long Bow and Mantras. Prof. Mech.: Arcane Attunement

3) Warlock- Uses Off-hand Scepter and Minions. Prof. Mech.: Take the Physical Form of the elemental creature.

4) Warden- Uses Shield and Wells. Prof. Mech.: create a Rune for each element, which offers buffs to allies and conditions to foes in the area.

(edited by VocalThought.9835)

Spellbreaker leaked elite spec discussion

in Warrior

Posted by: VocalThought.9835

VocalThought.9835

I think the elite Spec should be “Slayer” which, like the leak specialization in mobility and uses of the Dagger, but in the off hand. I can see their elite mech. being that they gain quickness and swiftness for a duration for each bar of adrenaline when they press F2.

I think they should be Thief influenced and having Tricks. One skill would be use would snare and pull their opponents. Another skill that you use would be like a “Impactful Strike”, but the first hit will taunt your opponent, the second strike will stun enemies in the area if it hits your opponent, and the third strike (if it finishes you opponent) will cause other enemies to run in fear.

For the second expansion [Elite Specs]

in Guild Wars 2 Discussion

Posted by: VocalThought.9835

VocalThought.9835

Is the idea still to have an expansion for each remaining dragon?

I don’t see how they could come up with two elite spec for each expansion. Maybe they could, but I really don’t see how many possibilities and variations of each profession they could come up with. Maybe they could come up with two at one time, but I would expect one expansion not having an elite spec.

I though the rule was:

1) Make an expansion for each dragon.
2) Each Dragon has to open up a new part of the map.
3) Each Elite has to keep to the theme of the Profession.
4) Each elite should add a new playstyle to Profession.
5) Each elite should compliment or support a Core Specialization.

Xpac 2: what could replace DH/Longbow?

in Guardian

Posted by: VocalThought.9835

VocalThought.9835

They should get an Off Hand Scepter… Yeah, I said it!

Traits system does not prone build diversity

in Guild Wars 2 Discussion

Posted by: VocalThought.9835

VocalThought.9835

I see that the proposition is quite badly received. Some points are however misunderstood:

I enjoy the fact that this trait system is not complicated to be used and also accessible from new players. The “trait merged” was a good thing, aswell as the disparition of stats associated to the “lines”.

What I blame, in revenge, is the fact that the traits are totally exclusive: the choice of one means a nonsense exclusion of an other. By taking example on guard traits: why should I not be able to take both the condicleanse on F2 and the hammer trait (virtues, master) ? Why is not possible to play with a traited scepter (zeal, minor) when playing meditation (valor, grandmaster) and still getting good things on virtues (virtues + dragonhunter) ? A lot of examples can be made relying on this exclusion.

As I’ve mentionned in my first post, something that will prone build diversity while still being new players-friendly would be: choose 3 minor traits among the actual 18 minors avalaible, choose 3 master traits among the actual 18 masters avalaible, choose 3 grandmaster traits among the actual 18 grandmaster avalaible. Or, more simplified to still get this idea of line: choose 3 lines, and now choose 3 traits by tier.

However, I fully agree with your opinions. I think this build-diversity is indeed bothering me more since I tend to play the most efficient build. There is no reason to change if it does not bother anyone else.

How can a Ranger who’s a Marksmen Grandmaster be able to have his Open Strikes always be a critical hit if he never learned how to do an Open Strike to begin with?

This is a progression of skill, so I don’t know how your idea is even possible. You might not agree that these skills should be arranged in there current order, but to say you should pick what ever skills you want or even being able to pick any master skill because your a master does not make sense to me and is not realistic. I know this a fantasy game, but it has to be grounded in something reasonable and believable.

I guess I look at this differently. I see these traits like College Courses or Common Knowledge. Each Profession has a different expertise, which, one would have to have the prerequisite in order to move forward. The minor traits are the basics that you would have to know in order to be at your level of expertise. Basically, you can’t graduate with out knowing these things. That’s like saying you’re a Grandmaster Plumber, but not knowing anything about basic plumbing…

Even if you’re talking about Major Skills… They’re arrange so that they are in area of expertise and in position of difficulty. You not going to specialize in one area of knowledge and then kinda know something here and dabble in something there, and expect to know what to do or how to do in something that takes a lot of practice or great comprehension to perform. This is the same as in real life. Everyone has their school of thought or their natural go to in their line of practice. I would assume that the typical peasants in the game may not specialize in anything or maybe one thing, and maybe the other NPC and our initial trait system would only allow 2 areas that we could be Grandmasters while knowing a little bit of something else… but the fact that our characters can now have three specializations which they can be Grandmasters in speaks volumes of how great our characters are. That’s like being a Doctor in three different types of practice.

(edited by VocalThought.9835)

Traits system does not prone build diversity

in Guild Wars 2 Discussion

Posted by: VocalThought.9835

VocalThought.9835

Excuse me while I put on my “Captain Explains Things” codpiece and recount history for a bit.

The original trait system we had was quite free form. Given 70 points, we were allowed to invest any number of points into any line, and once we had sufficient points we could grab any trait along that line. This would also give us status bonuses depending which lines we invested in. This system… was scrapped. Largely because Anet found in testing that free-form trait choice lead to the ability to make some seriously overpowered builds. Having no better way to deal with the horrible build inequality that would arise from the situation, the “adept-master-grandmaster” tiering system was made. This provide at least some form of exclusion along the traits.

However, all was not well. We still had to deal with difficult trait balancing, even more so since physical stats were still tied to the trait system. After awhile, Anet noticed an anomaly among player trends. There was a large portion (I can’t remember the exact number, so lets just say significant enough) of players who, quite frankly, couldn’t build themselves right. One of the most popular builds in the game was the 14/14/14/14/14 build, where players would distribute their trait points evenly across all lines. Back then, the system was designed so you would specialize into different lines, and it gave you a new trait choice for every 5 points. So players would instinctively distribute their points in the literally worst possible way.

After a horrible NPE update and a couple of attempts to lock traits behind achievements, the system before was scrapped almost entirely, and now we have the new specialization system. While the freeform point allocation could work well for players who liked to theorycraft or listen to theorycrafters, the system was too idiot-prone to function. The current system we have now was designed specifically to minimize the chances that a player is going to build themselves into ineffectiveness.

As much as I’d like to see the build system become more diverse, the dreaded 14 × 6 build problem still exists. Any complicated system proposed would have to either accommodate for the fact that players will use it incorrectly, or have to convince Anet that it is O.K. for players to build themselves horribly.

I remember dem dayz, which is why I like the new system. They condensed the traits so you no longer have to spend a separate point on “reduce cool downs” and “improve damage” for a skill, etc. They put like things together and made it so players can be effective and creative despite their “career paths”… (am I the first to call it that).

In the End we’ll have 5 core & 5 elites specializations… Is that still not enough?

Traits system does not prone build diversity

in Guild Wars 2 Discussion

Posted by: VocalThought.9835

VocalThought.9835

The specializations are great. I like how it puts you in a dilemma to see what you choose to focus on and you can’t have all the best traits. I hope that future elites cater to have more synergy between the less used traits in the game, which will lead to more diversity between players. This will lead create more build diversity.

Melee Pistols

in Guild Wars 2 Discussion

Posted by: VocalThought.9835

VocalThought.9835

Every class will not have guns. I can bet you that. There’s hopefully going to be four more expansions which will not allow for each class to get a gun. Plus its creatively difficult to give each class a gun if each class would use them differently. Plus I doubt if Ranger or Ele will get a gun.

Ranger should be getting guns with next Elite Spec, to fit the “Hunter” theme they have going. That Warriors cannot use pistols, and Rangers cannot use rifles, is a horrible affront to every true Ascalonian.

And the “Gunmage” trope is popular enough to justify giving guns to Elementalists.

Wait, you can see a Ranger with a Pistol, but not a Rifle, and it’s ok for Warriors to have Rifles, but not Pistols :/

I would have a Warrior with a Pistol and call them “Marauders”. I wouldn’t give Pistols or Rifles to Rangers due to going against their Nature theme.

Melee Pistols

in Guild Wars 2 Discussion

Posted by: VocalThought.9835

VocalThought.9835

It always amazes me how people are “blessed” with such amazingly poor imaginations.

Why is it better to look at something and tear it down than it is to look at it and try to figure out how it could work?

Why do it? Because it could be fun. That’s the only reason that matters. Because it can be done and it could be fun. Why make a war hammer a ranged weapon? Because it could be fun. And wouldn’t you know, it kind of is. This could be to.

There are 19,237 active suggestions that could be fun — which should we choose? I think it’s worth considering which have the most potential, which add to or complement existing themes and mechanics, and which are reasonable effort relative to those benefits.

Of course melee pistols could be made to fit and they could be fun, depending on how they were implemented. However, to me, they aren’t more fun than a lot of other ideas for the next set of weapons.

At some point ANet wants to put every weapon in the hands of every class. That’s the idea down the road. So eventually every class will have guns. Right now we have Mesmer, Thief and Engineer. A weird magic set that doesn’t really shoot so much as use the weapon as a totem. A classic firearm set. A bizarre set what fires strange effects and has little to no connection with how guns should ever work.

There are potentially infinite options, maybe? But it’s going to get hard. Having a melee option to work with is not unreasonable.

Every class will not have guns. I can bet you that. There’s hopefully going to be four more expansions which will not allow for each class to get a gun. Plus its creatively difficult to give each class a gun if each class would use them differently. Plus I doubt if Ranger or Ele will get a gun.

ANet themselves have said they do want every class to get access to every weapon eventually. Rangers already use long bows and short bows, which rifles and pistols are just cousins of. Both send out projectile weapons.

Elementalists would likely have bullets that are imbued with whatever element they are attuned to.

When did Anet say that? Come on now… every class use every weapon. Doesn’t that smack the Warrior in the face, since they’re the Master of Weapons. How in the World you gonna get Ele, Rev, and Engineers to use all weapons. So is Warrior gonna use Scepters too?

It wasn’t a promise, however it was a stated goal shortly after launch.

Gw2’s master plan for 2013

“What’s more is that the team is also working very hard on finding a way to make it so that every profession has access to every weapon and their own weapon skills for those previously locked weapons. Engineer plus Hammer? Check”

Well wasn’t it also stated that each elite would offer a new weapon. Unless they’re going to have more than 4 more expansions or offer more than one weapon per expansion, I don’t see how that’s going to happen. There’s 16 weapons used on land. Engineer currently uses 4 while Warriors use 10. They need to have at least 9 -11 expansions per individual weapon, even if they would have dual weld weapons. I don’t think so…

Melee Pistols

in Guild Wars 2 Discussion

Posted by: VocalThought.9835

VocalThought.9835

It always amazes me how people are “blessed” with such amazingly poor imaginations.

Why is it better to look at something and tear it down than it is to look at it and try to figure out how it could work?

Why do it? Because it could be fun. That’s the only reason that matters. Because it can be done and it could be fun. Why make a war hammer a ranged weapon? Because it could be fun. And wouldn’t you know, it kind of is. This could be to.

There are 19,237 active suggestions that could be fun — which should we choose? I think it’s worth considering which have the most potential, which add to or complement existing themes and mechanics, and which are reasonable effort relative to those benefits.

Of course melee pistols could be made to fit and they could be fun, depending on how they were implemented. However, to me, they aren’t more fun than a lot of other ideas for the next set of weapons.

At some point ANet wants to put every weapon in the hands of every class. That’s the idea down the road. So eventually every class will have guns. Right now we have Mesmer, Thief and Engineer. A weird magic set that doesn’t really shoot so much as use the weapon as a totem. A classic firearm set. A bizarre set what fires strange effects and has little to no connection with how guns should ever work.

There are potentially infinite options, maybe? But it’s going to get hard. Having a melee option to work with is not unreasonable.

Every class will not have guns. I can bet you that. There’s hopefully going to be four more expansions which will not allow for each class to get a gun. Plus its creatively difficult to give each class a gun if each class would use them differently. Plus I doubt if Ranger or Ele will get a gun.

ANet themselves have said they do want every class to get access to every weapon eventually. Rangers already use long bows and short bows, which rifles and pistols are just cousins of. Both send out projectile weapons.

Elementalists would likely have bullets that are imbued with whatever element they are attuned to.

When did Anet say that? Come on now… every class use every weapon. Doesn’t that smack the Warrior in the face, since they’re the Master of Weapons. How in the World you gonna get Ele, Rev, and Engineers to use all weapons. So is Warrior gonna use Scepters too?

Melee Pistols

in Guild Wars 2 Discussion

Posted by: VocalThought.9835

VocalThought.9835

It always amazes me how people are “blessed” with such amazingly poor imaginations.

Why is it better to look at something and tear it down than it is to look at it and try to figure out how it could work?

Why do it? Because it could be fun. That’s the only reason that matters. Because it can be done and it could be fun. Why make a war hammer a ranged weapon? Because it could be fun. And wouldn’t you know, it kind of is. This could be to.

There are 19,237 active suggestions that could be fun — which should we choose? I think it’s worth considering which have the most potential, which add to or complement existing themes and mechanics, and which are reasonable effort relative to those benefits.

Of course melee pistols could be made to fit and they could be fun, depending on how they were implemented. However, to me, they aren’t more fun than a lot of other ideas for the next set of weapons.

At some point ANet wants to put every weapon in the hands of every class. That’s the idea down the road. So eventually every class will have guns. Right now we have Mesmer, Thief and Engineer. A weird magic set that doesn’t really shoot so much as use the weapon as a totem. A classic firearm set. A bizarre set what fires strange effects and has little to no connection with how guns should ever work.

There are potentially infinite options, maybe? But it’s going to get hard. Having a melee option to work with is not unreasonable.

Every class will not have guns. I can bet you that. There’s hopefully going to be four more expansions which will not allow for each class to get a gun. Plus its creatively difficult to give each class a gun if each class would use them differently. Plus I doubt if Ranger or Ele will get a gun.

And you get a Staff...

in Guild Wars 2 Discussion

Posted by: VocalThought.9835

VocalThought.9835

I’ve been speculating the new elites and it looks like they will be having a new elite with each expansion and an expansion for each elder dragon. So that’s 4 expansions, right. The only weapon I can see being used by all professions is the Staff. I initially though Sword, but I’m thinking Sword might not be given to the Engineer, but staff could. Staff seems like the most versatile weapon in the game. I can see why Firearms and Bows are so rare and have so few professions that can use them. Even Foci needs some attention.

With the goal being that each class uses each weapon different, pistols, riffles, short and long bows have a hill to climb in the creativity department. The Devs did a great job making traditional melee weapons used for range attacks, but would you really want a ranged weapon having mostly melee skills.?

I expect Warrior and Rev’s to get the Short Bow. Rev’s, Rangers, Egineers & Thieves to get Foci. Mesmers and Thieves to get rifles. Necros may get long or short bows, but I bet everyone will be able to use a staff.

Shortbow Elite Spec?

in Revenant

Posted by: VocalThought.9835

VocalThought.9835

I can see the Short Bow being used. It’ll be nice if it had some Ice effects and more Rift magic. Call the Elite the “Avenger”

Greatsword as a ranged weapon for Revenant

in Revenant

Posted by: VocalThought.9835

VocalThought.9835

I don’t see it, but nice job putting it together. The only ranged weapon I see with the Rev is a Focus. One skill where it shoots a beam of immense heat and another where it opens a Rift in the sky causing your foes to float!

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: VocalThought.9835

VocalThought.9835

Reading past threads about new expansions made me think of this. “What’s next?” Before we look for what to come, we should look at what evaluate what happened with the current expansion. Thinking that they might have an expansion for each remaining Dragon, that may lead to a new specialization for each class, bring a new weapon, skill, and playstyle to the class.

Guardians- The combination of the Warrior and the Monk from the previous game, has been the Title of the “Dragon Hunter”. They appears to further include an essence of the Paragon with their Spear as a prof. mech., and the abilities of the Ranger add the Long Bow and Traps. Their new abilities appear less spiritual and more like a Game Hunter.

Some elite mechs to think off… having more virtues. It’s hard to imagine where they will take this class next, but the weapons I’m looking forward to see with this class is the Off-hand Mace, Off-hand Sword, War Horn, maybe the Rifle. As far as Skills, I guessing their going to bring back the Tomes, and I can see them adding Spectral, Stances, or Mantras.

Rangers- Adding melee to the original range only class, they now added Celestial abilities. Not fitting for what most people had in mind when they think of Druids, but there is a plant-ish vibe if you choose to focus on 2 of the 5 staff skills. They focused on making them a dedicated healer in a non role-dedicated game.

An elite mech… remove pet and have pet buff go to allies, have multiple pets at one time, or have burst attack like the Warrior. I guess we should look forward to is how many other derivatives they can think of from our outdoorsman pet having friend. Weapon I can think coming down the pike are Off-hand sword, Hammers, Shields, and maybe the focus. I guessing the new skills would be Physical, Glamours, Cantrips and how about Shapeshifting to animals… Do I hear “Shaman”!

Warriors- They did a great job merging the Paragon and the Warrior from GW1, and now they buff the warrior with rage skills that the Berserker is raw then one would have thought of.

Can’t think of an elite mech. I can see them adding Dagger and Pistol to their off hand, and also adding Staff for melee and Short Bow simply because there is any other weapons left that would keep this class feeling non-magical. Skill wise, I can see them getting Venoms, Survivals, Meditation, and “Henchmen”.

Thief- Ok they dropped the assassin’s dagger and added a key for the thief, then they added more Dodge and made the Daredevil. It sounds better than Tumbler. This class is already known for damage, but with the added staff and physical skills, it’s more close up and personal. Nice touch for all those that wanted a ninja!

Can’t think of an elite mech. I hope they give this class a Rifle, off-hand Sword, Focus, and how about Dual Weld Maces!! Yes this is my first attempt to suggest they add two new weapons instead of one and the Thief I think would be perfect for this. I see them adding Meditation, Stance, Arcane, and Mantras.

Engineers- New to the World, replacing the Ritualist to some degree, the Engineer was a pleasant plus, and now with the Scrapper, we have drones added to the mix. I still think that this class is still trying to find it’s niche.

Can’t think of an elite mech. I hope they get a Main-hand Maces, Staff for both Melee and Range attacks, Focus, and maybe a Torch! Skills… lets see Minions, Traps, Conjures, and Signets

Necromancers- Just what you would expect, blood magic black magic, and now with a the Reaper elite, we can Shout! I think Reaper was a great addition to this class, making a melee class that strikes fear in the hearts and minds. I love that chill was added this as well. It makes so much since for foes to be frozen from terror.

An elite mech… an uber buff where your shroud form gets OP. Maybe having two forms to turn into. I can see them giving Necros Off hand Axe, Short Bow, Torch, and Hammer. I see their skills being Manipulations, Glyphs, Spirits, and Venoms.

Mesmers… glad they kept them in the game. Was worried at first. And then they decided to add the Chronomancer and Time Wells to this class which makes them more than great. Everything reality based is in question with this class. As much as it is a nice addition, this elite spec is not as far fetch as other classes.

An Elite mechanic, having more slots for illusions, turning clones into phantasms, or merging illusions into one mega monster. I can see new weapons being War Horn, Rifle, Hammer, and Dual Daggers. I think their skills will be Shouts, Spirits, Traps, Cantrips.

Elementalist are more of the same but with an ultra mode. Being a Tempest is definitely the next tier to what they could initially do. Overpowering the attunements is make me think they should have done this from the start. Having Shouts and a War Horn really makes one appreciate the power of nature and those that can control it!

An elite mech… attuning into the Arcane. This could be treated like a shoud, than an actual attunement. I see this class having Main-hand Mace, Main-hand Sword, Hammer and an off-hand Scepter. I also see them having Traps, Mantras, Stances, and Spell Books.

Revenants- Great Job bringing back the Ritualist/Dervish/Assassin. I guess we needed another Soldier class and we definitely the role of a Mystic. This was by far the void that needed to be filed since the Ritualist and Dervish were absent from the game and the Revenant has much needed room to fill. Everything, from rift magic, to communing with the dead, to ancestral summoning, there are so much expected with the future of this class.

An elite mech… Possession, where your weapon skills change as well (another shroud skill). I see them getting Great Sword, Focus, off-hand Mace, and Long Bow. With Revenants being done totally different then the other classes, I can only hope that they can sprinkle different types of skills into the Legends they can channel. Skills I think they need to have are Spirits, Conjures, Mantras, and Stances.

Your thoughts.

(edited by VocalThought.9835)

Druid Healer Confirmed - Feedback [merged]

in Ranger

Posted by: VocalThought.9835

VocalThought.9835

I agree with ShadowKain… I don’t know why HOT is making major twist on some of these themes. If they would have simply made druid a plant themed class, there would be no issue. The fact is they have a name for something, that doesn’t look familiar. I’m not saying that I don’t like their abilities, I just wouldn’t call them Druids. I do think these theme, despite the name, has a place with the ranger as an elite spec. They should call it something different, and save the name for the next expansion.

Druid Healer Confirmed - Feedback [merged]

in Ranger

Posted by: VocalThought.9835

VocalThought.9835

I actually like the Spec…. wouldn’t call it druid though. It seems that, despite the new utility skills, if you wanted to make the druid you had in mind, you would have to pick some racial skills. This would be easy for Norn, Humans, and Sylvari… you might not be as powerful, but you would fit the theme you had in mind.

Im lost what is the concept of a revenant?

in Guild Wars 2: Heart of Thorns

Posted by: VocalThought.9835

VocalThought.9835

And what is the playstyle? I have watched vids and it kind of reminds me of a heavy meleed ninja depending on what weapons your using, I love how they are being original I do not think I ever seen a class like this but this is a strange concept to me. As far as the magic does it seemed very subtle, but the melee looks really good.

Revenants aren’t anything new to RPGs… think of them as a mystical class of warriors. Look a what they can do. They:
-Commune with the died
-Channel energy
-Rift Magic
-Spiritual Attunement
-Mystical Cleansing

They fit in roles that range from Dreadnaught to Crusader to Mystic to Monk. Lore wise, they seem in incorporate all the GW1 expansion roles (Paragon, Dervish, Assassin, and Ritualist), with a heavier emphasis on Ritualist and Dervish.

Daredevil GM Traits should be the Prof. Mechs

in Guild Wars 2: Heart of Thorns

Posted by: VocalThought.9835

VocalThought.9835

In fact, the Devs stated that they were looking into Daredevils having all three dodges from the grandmaster traits. Why stop?!

Daredevil GM Traits should be the Prof. Mechs

in Guild Wars 2: Heart of Thorns

Posted by: VocalThought.9835

VocalThought.9835

I think they set it up just fine. This should also kinda be in thief forum.

Why should it not be here when we’re talking about the HoT?

Daredevil GM Traits should be the Prof. Mechs

in Guild Wars 2: Heart of Thorns

Posted by: VocalThought.9835

VocalThought.9835

Forcing you to choose one special dodge over the others (or the default dodge) is part of the tradeoff for the elite spec. And really the only tradeoff Dardevil seems to get. Giving all 3 special dodges + the normal dodge would make it a total upgrade as opposed to a tradeoff, which isn’t what elite specs are meant to be.

It’s the same trade off that Warrior has with being a Berserker and Mesmer has with being a Chronomancer.

Daredevil GM Traits should be the Prof. Mechs

in Guild Wars 2: Heart of Thorns

Posted by: VocalThought.9835

VocalThought.9835

I wouldn’t mind it if it was done this way.

I really don’t get this thing about people complaining about the profession mechanic not changing enough.

Changing the new dodges into F skills is more a matter of semantics. It’s the same new mechanic, putting it on the F skill bar doesn’t make it MORE of a class mechanic.

You suggestion would give more options, which is nice, but the point of the specialization traits is to lock you into your chosen dodge, so the decision to do that instead of letting you use all three with the trait to power one of them up like you suggested may make some balancing differences. Both potentially sound pretty balanced in my opinion though.

There’s more to class mechanics than just the F buttons. I don’t think thief is getting “cheated” just because the f-skills aren’t changing. Changing the mechanics of dodges and the endurance cap increase are pretty huge. Personally I’m looking forward to trying this out on my thief. It’s not quite as flashy as something like the chonomancer, but this will seriously change-up my play-style nonetheless. So far it’s actually one of the specs I’m most looking forward to playing.

Also, for what it’s worth, I think Engie and Ranger are going to have similar “problems” with their profession mechanic NOT being a change to how f-skills function. Engineer’s toolbelt already takes up all the f-slots, and I have a feeling Anet isn’t going to be too eager to replace the whole toolbelt mechanic considering the recent changes to it. It’d be weird to give vanilla engie a shiny new f5 and then lock the new spec out of using toolbelt skills.

Changing the ranger’s f-skills could require reworking nearly every pet, so I don’t think their new mechanic will be f-skill based either.

So thief might not be the only one getting this treatment.

It’s more than just Semantics, it’s also about appearance. Right now they forcing you to use your dodge as a new ability once you grandmaster it the spec. compaired to being able to use all three abilities and keeping your regular dodge. I don’t see why one couldn’t or shouldn’t have access to all three abilities. Clearly I exhibited how the abilities don’t have to be as powerful if their not spec’ed into. I know it’s just my opinion, but why not give them the ability to dodge, dash, bound, and have impaling lotus. I even stated that Daredevils could change their steal back to how it was before the updated version.

They might change future elites to not have alternative F abilities… I say thee nay! (In my Thor voice)

What ever idea they have not making changes to the F abilities are the same as they would have with making changes to the F ability!

A Daredevil Rant

in Thief

Posted by: VocalThought.9835

VocalThought.9835

I fully support having the elite use it’s prof. mech. as a F ability… We laid it out there so it is clearly possible and able to be balanced. Lets make it happen. It’s a Daredevil… call this mechanic “Stunts”!

A Daredevil Rant

in Thief

Posted by: VocalThought.9835

VocalThought.9835

So I had an epiphany…

Why the hell are we the only class that, in order to access the new and shiny mechanic, has to get it out of the Grand Master trait?!

So lets take some examples first:
- Spec into Berserker and you get: Berserk; Primal Skills; Torch; Primal Burst Skills.
- Spec into Reaper and you get: Wails; Greatsword; New Death’s Shroud with a full 1-5 new abilities on it.

Seems about right, take the spec, get the extras.

So heres thief:
- Spec into Daredevil and you get: Staff(if you even wanna play it anyway); +50 endurance; Physical Skills.

Our REAL flavor is in the GM traits, so we basically lose the chance to have actual GM traits.

Don’t get me wrong, I love it so far, but couldnt it have been made better?

Heres my suggestion:
- F1 (Steal) and F2 (Pocket) remain the same.
- F3, F4 and F5 become 3 diference “stances” that enable the type of dodge you want to perform.
Pick f3 and every dodge throws the cripple daggers; pick f4 and every dodge is a dash that grants swiftess; pick f5 and your dodge turns into a leap finisher that does landing damage.

I’m not being greedy as to suggest actual “F”-based class mechanic right? I mean god kitten it ANet the Daredevil looks amazing but at the same time half-kittened as kitten.

/rant over

Man… you took my idea!!
https://forum-en.gw2archive.eu/forum/game/hot/Daredevil-GM-Traits-should-be-the-Prof-Mechs

Thief POI

in Thief

Posted by: VocalThought.9835

VocalThought.9835

I don’t get that… there is a huge difference in changing the F1-F4 abilities for Ele or F1-F3 Guardian then what I’m proposing. My idea is more like the Mesmer where your adding an F5 ability. I’m simply adding F abilities so that people can still use a normal dodge if they wanted to and use each of the grandmaster trait abilities at a deficit. I don’t think Daredevils should have to choose if they want to dash, dodge, or bound. I can understand specializing in one or the other, but to choose…. They’re DAREDEVILS!!!

(edited by VocalThought.9835)

Thief POI

in Thief

Posted by: VocalThought.9835

VocalThought.9835

After watching POI and looking at the GW2 Wiki, it seems that the grandmaster traits for the elite should be in the F(#) slots.

I think the thief is getting cheated for not having this. I wouldn’t mind if they changed the steal mechanics back to what they used to be with the thief, for the daredevil, but to deny the thief with a lack of change to the prof. mech., I think is a bad idea.

I would call these mechanics “Stunts” They can still operate off of the endurance meter, still get an 50 point increase of endurance and have traits that improve the “stunts” so that player would have to pick which one of the three they could use more effectively.

I would have it-
Thief: F1(Steal) F2 (Stash Item)
Daredevil: F1 (Steal/Stash) F2 (Dash) F3 (Impaling Lotus) F4 (Bound)

I would change the skills to look like:

Dash-
Gain swiftness, then rush forward and evade attacks.
Swiftness (8s): 33% Movement Speed
Evade: ¾s
Distance Traveled: 130

Impaling Lotus-
Hurl damaging daggers at multiple targets
Damage: 50
Number of Targets: 3
Radius: 600
Distance Traveled: 300
Combo Finisher: Whirl

Bound-
Leap at a target and deliver a massive blow to enemy.
Damage: 465
Number of Targets: 1
Radius: 180
Distance Traveled: 150
Evade: ¾s
Combo Finisher: Leap

I would have the grandmaster traits:
Bounding Dodger-
Your Bound ability deals damage to the area after you evade. Double the distance traveled and increase the number of targets to 5.

Lotus Training-
When using Impaling Lotus, evade attacks and dealing multiple conditions to enemies.

Unhindered Combatant-
Increase range on your dash ability and removes inhibiting conditions.

This way if you want simply dodge like you usually do, you can. If you want to use a “stunt” instead, you can too. It doesn’t change much from what the current proposal is for the Daredevil, except you won’t be able to steal like a normal thief, but you will be able to use all stunts once you specialize in the elite, without the perks unless you have the grandmaster trait for them.

I like this idea.

Daredevil GM Traits should be the Prof. Mechs

in Guild Wars 2: Heart of Thorns

Posted by: VocalThought.9835

VocalThought.9835

After watching POI and looking at the GW2 Wiki, it seems that the grandmaster traits for the elite should be in the F(#) slots.

I think the thief is getting cheated for not having this. I wouldn’t mind if they changed the steal mechanics back to what they used to be with the thief, for the daredevil, but to deny the thief with a lack of change to the prof. mech., I think is a bad idea.

I would call these mechanics “Stunts” They can still operate off of the endurance meter, still get an 50 point increase of endurance and have traits that improve the “stunts” so that player would have to pick which one of the three they could use more effectively.

I would have it-
Thief: F1(Steal) F2 (Stash Item)
Daredevil: F1 (Steal/Stash) F2 (Dash) F3 (Impaling Lotus) F4 (Bound)

I would change to skills to look like:

Dash-
Gain swiftness, then rush forward and evade attacks.
Swiftness (8s): 33% Movement Speed
Evade: ¾s
Distance Traveled: 130

Impaling Lotus-
Hurl damaging daggers at multiple targets
Damage: 50
Number of Targets: 3
Radius: 600
Distance Traveled: 300
Combo Finisher: Whirl

Bound-
Leap at a target and deliver a massive blow to enemy.
Damage: 465
Number of Targets: 1
Radius: 180
Distance Traveled: 150
Evade: ¾s
Combo Finisher: Leap

I would have the grandmaster traits:
Bounding Dodger-
Your Bound ability deals damage to the area after you evade. Double the distance traveled and increase the number of targets to 5.

Lotus Training-
When using Impaling Lotus, evade attacks and dealing multiple conditions to enemies.

Unhindered Combatant-
Increase range on your dash ability and removes inhibiting conditions.

This way if you want simply dodge like you usually do, you can. If you want to use a “stunt” instead, you can too. It doesn’t change much from what the current proposal is for the Daredevil, except you won’t be able to steal like a normal thief, but you will be able to use all stunts once you specialize in the elite, without the perks unless you have the grandmaster trait for them.

I like this idea.

Has rifle been abandoned completely?

in Guild Wars 2: Heart of Thorns

Posted by: VocalThought.9835

VocalThought.9835

The only classes I could see using the rifle in future expansions are the Thief and the Mesmer and maybe… Revenant. All the other classes seem more appropriate with ancient or archaic weapon styles.

ArenaNet Overthinking it with these Names

in Guild Wars 2: Heart of Thorns

Posted by: VocalThought.9835

VocalThought.9835

I swear ArenaNet stop overthinking it with these names.

I am an MMO vet since Ultima Online and I have to say these have to be the worst names I have ever seen for classes. These take the cake. How hard would it have been to give the Guardian a cool name like Crusader? Or the Thief a Monk name?

Daredevil makes everyone think of “Evel” Knievel.

Its not too late. Come on.

And now “Forge” for engineers? What? A forge is an object. Brutal…

It’s funny. I was a strong supporter for changing Dragon Hunter’s name, but now it really I’m starting to like it. Daredevil is a cool name and so is Forge. I am glad they went a different route with the name selection, because its fits within their world and it’s different from what you’re use to. Plus they have ample time to put in more names that your familiar to with later additions to this game.

Weapons and Skills locked behind Elite Spec

in Guild Wars 2: Heart of Thorns

Posted by: VocalThought.9835

VocalThought.9835

With the exception of a couple of good points brought up, the thread mostly sounds like a way of bypassing purchasing the expansion o.O

E.g. Using Great Sword on Necromancer without being a Reaper.
Jim who doesn’t buy the expansion but has necro
Jill who did buy the expansion but has necro
Under the purposed system, both necros will be able to use Great Sword

I may have missed something, i sort of just skimmed over most of the thread.

My personal opinion is, once you unlock that new content in HoT, then the weapon should be usable whenever you want to use it.

Let’s go to the extreme with this convo…
“Why do we have different professions?”
“Why does different professions have different skills?”
“Why does different skills do different things?”
“Why can’t we pick what ever skills we want?”
“Why do we have different specialization lines?”
“Why do we have traits?”
“Why do we have elite specialization?”

Answer: Because ANet wants us to!!

Just joking… the real answer is because ANet wants us to be able to create characters that fits a theme or archetype, where each archetype has abilities that reflect a diverse range, to allow flexibility of concept and play style, while still fitting with the theme.

Having different skills allows personalization of what your character can do different from others. Traits establishes how, what you do is different from others that can do the same thing. There used o be trait lines, but it was changed to Specializations, to ensure that players can make an effective character.

Elite Specializations are intended to augment the profession from it’s typical play style by tilting the theme, adding new skills, weapons, and altering the professional mechanics.

To sum this all up… you can’t get what ever skills and weapons you want because it won’t fit with the theme of the profession or elite specialization and it wouldn’t ensure being an effective player. Although ANet wants us to have some flexibility, they also want us to have some boundaries.

Expansions...

in Guild Wars 2: Heart of Thorns

Posted by: VocalThought.9835

VocalThought.9835

So, if there is to be an expansion for each of the remaining Dragons, then how many elite specs you think will come down the pipe. I hear some saying there’s four Dragons left and if there an elite spec per expansion, then I’m curious to what type of Warriors their gonna have next. This is gonna be crazy!

Why couldn't Elites get unique weapons?

in Guild Wars 2: Heart of Thorns

Posted by: VocalThought.9835

VocalThought.9835

I like all the weapon choices for all the elite specs. Their relative to the class and in line with want the class needs are. Not saying other weapons would not have worked, but these weapons seems more appealing to me. I don’t see anything wrong with multiple classes using the same weapons or not evenly distributing the 16 weapons among the professions. I think being too creative would be more of a turn off to most people, then just going for what seems more practical.

The only weapon that was a shock, was Ele’s warhorn, but I must admit, they did a great job with that weapon’s abilities. Rifle for thief would have been nice and I’m waiting for it, but I can’t think of how they would implement it and what would be different other then range that would make it different then Short Bow and Pistol and how would they make it unique from the Warrior and he Eng. I’m sure they could, but it might take more time.

I personally think that all other classes’ weapons were expected. I’d like to see more elite specs, but I am satisfied with the concept of these coming with HoT.

Expansions...

in Guild Wars 2: Heart of Thorns

Posted by: VocalThought.9835

VocalThought.9835

With HOT coming out soon and ANET claiming that they made changes to the classes so they can have more elite spec for the future, just how many expansions do y’all think they can come out with. What could be some of he expansion concepts and elite specs? Are there any ideas that you know isn’t coming in HOT that you hope comes in future expansions?

2nd Elite Specialization and Beyond

in Engineer

Posted by: VocalThought.9835

VocalThought.9835

I’m all for MH Mace! Staff sounds cool too!

Why isnt Mending in a skill cat.

in Warrior

Posted by: VocalThought.9835

VocalThought.9835

I would assume it fit in the physical skill category.

Racial Abilities

in Revenant

Posted by: VocalThought.9835

VocalThought.9835

I’m still wondering how they will work with the Revenant. Can they be slotted and exchanged in place of utility skills? will they swap when we switch legends?

Misinformaion...

in Revenant

Posted by: VocalThought.9835

VocalThought.9835

if you watched the POI you probably would know that there is a new function on the wiki just for that.

and no. you’re confusing professions with roles. revenant can switch roles, as every other class does. what defines a class are a mechanics. I haven’t see revenant go stealth or steal, or using toolbelt skills or death shroud. guardian now has longbow and traps, but I see no pet following him.

Yeah… I watched POI and tried to follow what they said to do. It just didn’t work for me.

And… No. I am not confusing professions with roles. I think we can say that profession are not just defined by they profession mechanics… I think the professions are defined by more than just that and it’s those other elements that that the Revenant is tapping into that makes it appear very familiar to the other professions. You might not have noticed it, but it seems that the Revenant is borrowing elements of the other professions, which makes it seems like it’s the off-spring of the other professions, having a little bit of this and that. I think it will be even more apparent when they add more elites!

Revenant's profession icon

in Revenant

Posted by: VocalThought.9835

VocalThought.9835

Uhm, from that hi-res picture it seems a man coming out from a rift (or going in).

I really like the idea of the man coming out of the rift. The fact that this pic has so many interpretations speaks volumes of how great it is!

Revenant's profession icon

in Revenant

Posted by: VocalThought.9835

VocalThought.9835

I see a couple things…
1) A closed scared eye
2) A person in praise, standing in the horizon.

This such a powerful image that is very fitting to this class. It’s like, on the surface you see a blind, weaken, and scarred warrior, but in depth there this enlightened, cleric, being used as a medium.

I don’t usually critique art, but I really like how the triangle covers the head give the impression that either the head is covered (hear no evil, see no evil, speak no evil) or the just he head is covered with a hat, which means a lot from a spiritual standpoint. Also the fact that it looks like a man standing with his head covered, arms out in praise, in front of a mountain and the horizon (triangle, triangle, triangle) shows just how attuned and aligned he is from a spiritual standpoint.

I feel they did a great job merging the ideas of the ritualist, dervish, paragon, and assassin together in this profession. Where he basic game covers the 1st guild wars main professions, the revenant covers the guild wars expansions classes.

Misinformaion...

in Revenant

Posted by: VocalThought.9835

VocalThought.9835

Well if I could change it myself I would.

And another thing. Is it me or does the Revenant seem like a mixture of all professions. It seem to be for those who want to not just switch legends, but switch between professions.

Misinformaion...

in Revenant

Posted by: VocalThought.9835

VocalThought.9835

I don’t now why this is annoying me, but the information about the Revenant Assassin’s Stance not being available while under water is not true. Didn’t we see them play using the assassin stance during the latest POI. It’s not that’s not that way on the wiki.

I tried to fix it on the wiki myself, but I don’t know how…

I also don’t understand why they have shield listed as an available weapon, when it’s only accessible when you have an elite. Under other classes they don’t list elite weapons on the main class profession page. Why did they do it for Revenant?

(edited by VocalThought.9835)

Non-Elite Specializations

in Guild Wars 2: Heart of Thorns

Posted by: VocalThought.9835

VocalThought.9835

This got to be a joke right… The specialization not being special, the elite spec out numbering the core specs, aquatic weapons being used on land? All of this makes no sense o me.

1) All the Specialization are special, hence they allow you to do what you could not do in other specs.
2) Elite specs could not out number the core specs, based on their current premise. I really can’t see how that could happen, mainly because the warrior is just about out of new weapons he could use. Even if they started making off hand only weapons able to be used in the main hand for the next elite specs, you still would only have one elite trait line and would have to pick which 2 core specs you want.
3) Why would they make aquatic weapons usable on land and not make land weapon usable under water? I think its hard enough to get more creative with the weapons they have, and you want them to add new weapons. What would be so different from a trident, spear, and a staff?

Elite specs - just no pleasing people

in Guild Wars 2: Heart of Thorns

Posted by: VocalThought.9835

VocalThought.9835

I think the elite specs are spot on. The weapon choices aren’t far fetch and the skills strike the right tone. The only skill I think isn’t fitting is Dragon Hunter’s “spin to win” Procession of Blades. I would prefer the animation didn’t look like a blinder’s blade. The only name so far I think needs to be changed is the Dragon Hunter because there are so many other names that are better fitting for what this elite can do.

So it looks like
Warriors elite weapon will be Torch, I hope they get Phantoms like skills, “Marauders”. I really can see them calling different marauders to the battle field (ex. Healer, Long bowman, Great Swordsman, Mace & Shieldman, & “The Brute”, has Rampage, Bull Charge, Kick, and Stomp attacks, as the elite skills.

I guess we’ll see by Friday.

Warrior Speculation

in Guild Wars 2: Heart of Thorns

Posted by: VocalThought.9835

VocalThought.9835

I still believe Warrior will get a Melee Staff or a Torch as their Elite Weapon!

"DragonHunter" name feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: VocalThought.9835

VocalThought.9835

I think ANet show put the name to a vote… this would allow players to let their voices be heard and settle this whole situation. I’m all for Democracy!