Showing Posts For Wren.8470:

Why do I have to unlock skills again

in Guild Wars 2 Discussion

Posted by: Wren.8470

Wren.8470

Hello, I decided to check out the update on my lvl 80 Ele which had all the skills for it unlocked previously, but now when I look it is asking me to spend points to unlock all my glyph and signets skills again. I already spent the skill points once to unlocked it, I should not have to do so again.

I Want a Hammer

in Ranger

Posted by: Wren.8470

Wren.8470

I miss the old bunny thumper build from GW1 and want to play with a hammer as a ranger.

Would need much work, take some existing animations from existing skills and put it with a hammer instead (why reinvent the wheel right)

Ideas for skills

1. Hammer chain
1. Knee Cap – damage plus cripple
2. Heavy Blow – damage plus weakness
3. Pulverizing Smash – damage plus vulnerability

2. Enraged Smash – blast – dmg plus knockdown if target is standing still

3. Leaping Smash – leap – dmg plus knockdown if target is moving

4. Whirlwind Smash – whirl – same as warrior greatsword 3 just with a hammer

5. Crushing Blow – blast – dmg + more dmg if target is knocked down

I feel this would capture the spirit of the old bunny thumper build. I’d let others argue over damage amounts, cool downs, and condition duration to make it fair and not OP

Has good dps, spike potential, and single target control

Warrior Sustain Brainstorming Thread

in Warrior

Posted by: Wren.8470

Wren.8470

Better idea, why doesn’t Anet look at making an F2 busrt skill that when activated uses all the adrenaline and removes a condition per bar of adrenaline built up. Set the recharge at 30 seconds, have the recharge be reduced by Discipline traitline, have burst mastery trait affect how much adrenaline is used when activating, and change Cleansing Ire give 3 seconds of regeneration for each condition removed using F2 burst. Name this new burst skill something like Imdomitable Will. Would give a more tactical use to adrenaline as well since do you use it for offensive or save for removing conditions/regen if traited.

Alternate way to get a Precursor

in Guild Wars 2 Discussion

Posted by: Wren.8470

Wren.8470

So I was thinking about this the other day and know that Anet has talked about possible implementing a scavenger hunt of some sort to give people access to a precursor and had some thoughts on how they could accomplish this.

What I would do is at the end of the personal story add another portion where the player is directed by Trahearne that he has heard rumors about Legendary weapons and wants the player to investigate it which the player would talk to the pact smiths who would direct the player to the mystic forge. At the Forge the player would talk with Miyani who would explain that Zommoros gifts that after receiving specific gifts from the user and Zommoros would add in that since the player played a significant role in the defeat of one of the dragons he would assist the user in finding one portion needed for a legendary weapon. The player would need to visit places of power around Tyria and possible be taken to a place in the mist. If the player can collect for different orbs from this location and bring it back to him, Zommoros would give the player one item that could be used in place of a precursor in the gifts needed for a Legendary weapon.

How this would work is that after communing with a place of power the player would be transported to a location in the mist and giving a choice of 4 different paths to follow. This would be a solo instance. The orbs would: Orb of Might, Orb of Speed, Orb of Wisdom, and Orb of Stamina. The Orb of Might would be rewarded after a 1v1 fight, the Orb of Speed would be rewarded after completing a new jumping puzzle in a set amount of time, the Orb of Wisdom would be rewarded after completing a new jumping puzzle that is full of traps and puzzles that are randomly selected from a list, and the Orb of Stamina would be to survive against a set amount of increasing difficulty waves of mobs.

The Orbs awarded would be soulbound to the character and the reward from Zommoros would be soulbound as well.

Each place of power is able to take the player to this location in the mist once a day and if the player is defeated while in the trial or after a successful completion of one path, they are expelled from the mist and must enter from a different place of power to access the location again.

This would give a way for each character to have a chance to earn one precursor without seriously effecting the precursor market that would be skill based. If Anet were to do something like this, I would like the different paths to earn the Orbs to be very challenging to give a sense of accomplishment and to make it something earned and not just given to the player.

So, no more blasts on evasive arcana [Merged]

in Elementalist

Posted by: Wren.8470

Wren.8470

They should just change it to “Cast Arcane Wave at the end of your dodge. Can be triggered once every 10 seconds.” and lower the amount of damage that arcane wave does with this trait. This would already use a skill that has a blast finisher and bring back the playstyle that many enjoyed. Also it fits in with the name since it is an arcane spell.

Elementalist Fire Trait Changes Suggestion

in Elementalist

Posted by: Wren.8470

Wren.8470

First time posting here, but I have been playing since BWE1 on an Elementalist. I do not claim to be an expert but feel that I do have some good ideas for the profession that I love. As many here have pointed out, a lot of Elementalist traits are either subpar or counter intuitive with the classes’ mechanic of attunement switching by only giving incentive while in specific attunements but having skills being balanced around accessibility to all the attunements. Also, the supposed damage lines of fire and air are lacking. As many have said, “I’d like some cannon with my glass.” Since we have the lowest armor and health of all professions, we are not compensated well when trying to go glass cannon. I do not think that an increase in weapon skill damage would be good since it would also increase the damage of tanky specs, instead modifying traits in lines that are not normally considered part of survivability would offer the cost/benefit needed to balance an increase in damage. This balance would be achieved since a person would need to give up spending points in other lines and not get traits from them to get the benefits from the Fire line. I will only be focusing on the Fire line at this time but will do the other lines at a later time.

Fire Magic

Minor traits

Adept – Flame Barrier – Move it to Grandmaster change it to “You have a 25% chance to cause burning whenever a foe attacks you, add an additional 25% chance to cause burning while attuned to fire”
Master- Sunspot – Move to Adept tier
Grandmaster – Burning Rage – Move to Master tier change to “Increase area of Sunspot to 360 and inflict burning”

Major traits

Adept – Lava Tomb – add Take 50% less damage from falling
Adept – Burning Fire – Keep the same
Adept – Ember’s Might – Move to Master tier change to “Deal 5% extra damage to burning foes, deal an additional 15% extra damage while attuned to fire”
Adept – Spell Slinger – Keep the same
Adept – Burning Precision – Keep the same
Adept – Internal Fire – Change to “Deal 5% more damage, deal an additional 5% more damage while attuned to fire”
Master – Pyromancer’s Alacrity – Change to “All your weapon skills recharge 10% faster, your weapon skills recharge an additional 10% faster if you are attuned to fire”
Master – Conjurer – Change to “Conjured weapons recharge 20% faster and have 20% increase to stats”
Master – Fire’s Embrace – Keep the same
Master – One with Fire – Move to Adept tier, change to “You recover from burning 50% faster “
Grandmaster – Persisting Flames – Change to “Fire Fields last 25% longer and you do 5% more damage to burning foes, add an additional 20% damage to burning foes if attuned to fire”
Grandmaster – Pyromancer’s Puissance – change to “Add quickness and 2 might for 2 seconds when you cast a weapon spell while attuned to fire”

An example of the new traits would be if someone went 30 into fire and chose Internal Fire, Ember’s Might, and Persisting Flames. Current traits would give you 20% extra damage to a burning foe while attuned to fire and 10% when not attuned. With the changes to the traits this would change to 55% extra damage while attuned to fire and 15% when not attuned. Only an increase of 5% when not attuned to fire and an increase of 35% when attuned. This is increase is almost half the amount of the damage decrease that elementalist saw during the BWE, but that was a decrease in skill damage which at that time you could still trait yourself to be survivable and still do more damage. By making the damage increase come from the traits and the larger increase coming the more you spec into the line, this balances out with not having as many points to put into the other lines for more survivability/versatility.

Any thoughts, feelings, or suggestions are appreciated.