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Necromancer minion ideas

in Suggestions

Posted by: namethatimade.6108

namethatimade.6108

My first lvl 80 character was a necromancer, and I loved using the MinionMaster setup,
unaware of how outperformed it was by pretty much anything else.

Now, IMHO anets done a good job with necromancers so far as minions seem to be the only completely none viable skill set in their arsenal from personal experiance sPvP wise.

So, having not touched minions since the games first month I came up with some ideas to make them balanced and intresting, none Im too sure would be perfect, but bear with me, and please add some of your own personal insight.

1. Have the Minion stats scale with Necromancer stats.
Obviously in a way where they wouldnt have the exact same stats.

For example: 21 precision at level 80 for players = 1% critical chance.

84 Precision for level 80 minions = 1%

This would add diversity in Minion builds.

2. Minion command and placement
Basically the same deal as ranger pets, but with a “stop” command which roots a minion, for ambushes, build tests etc.

(This one being an idea that I simply thought would be neat) 3. Minion: the mechanic
The idea here is that with you would be able to redistribute your stats between them in a way similiar to ranger spirits, I.E you and your minions would only steal stats from minions you control that are alive and close by, meaning you could make it so while in proximity with them, Bone Minions take 2% of your precision each while Flesh Wurms get 10% of your power and you get 100% of their toughness.

(Another personal idea that i just thought sounded nice) 4. Minion Control
Being able to take control of and see from the perspective of placed minions.
“Divined” Minions would have higher capabilities then the average minion,
but you would be left vulnerable and the penalty for divined minions dying would be 15 seconds added to its cooldown + knockdown and health loss.

Feedback and new ideas are, of course and as previously stated, accepted.

Gear Accessories

in Suggestions

Posted by: namethatimade.6108

namethatimade.6108

As a way of pseudo gear progression, I thought they could add special “accessories” worn on armor.

They could come in sets for each section of the game, without any goals needing involvement between the three.

Each piece of armor would have an accessory slot for one, while weapons get an “effect” slot, which adds small effects to the characters actions.

Basically, a few already existant achievements would reward these on completion,
with larger goals giving fancier items.

They would be divided into three tiers: Beginner, Average, and Master.

Beginner would be somthing like “kill ten players with a theif” whereas average would be “win one hundred matches with a theif”.

Finally, master class accessories would be earned in ways such as “complete all PVE areas on a warrior” or “win one hundred PVP matches on all classes”

Constructive criticism is appreciated, and I do realize there already are items classified as accessories.

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: namethatimade.6108

namethatimade.6108

Most complaints stem from Ascended equipment being the strongest, which isnt true.

They can only be upgraded via infusion, which only gives you Agony resistance, meaning no runes and sigils.

The main problem would be if they made it mandatory for future content, but for

now it is mostly fine, other then being needed for really high Fotm difficulties.

Making legendaries legendary

in Suggestions

Posted by: namethatimade.6108

namethatimade.6108

As those of you have seen, certain legendary’s are outclassed by other’s, and all are outclassed by the greatswords.

My idea is that all legendaries gain boosts in cosmetic effects to make them on par with the Sunrise, Twilight etc.

I doubt some weapons, like offhanders, could match them, but they could still use better effects.

Anyway, to prevent clashing effects, I thought that each weapon would handle different effect types.

For example, all legends would effect weapon skills of their own type, but main hand’s effect footprints and surrounding effects, and off hand’s summon creatures that follow and respond to attacks from the weapon (Rodgort = flaming dragon effigy, Howler = nightmare wolf etc.) , or simply add an already existing special effect to the character.

If anyone else has any ideas or input, I would appreciate it.