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Staff 1 suggestion

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Posted by: nopoet.2960

nopoet.2960

So I just started playing a Guardian and I really like the staff because I want something totally different than my thief (incidentally I feel really at home with sword/focus). I get why they killed the range on the staff auto attack but 300 range on a range weapon is really awkward to play with.

Suggestion: Change the range back to 600 on the staff auto attack but invert the shape of the attack so that the wide part of the triangle is close to your character and the ‘point’ is at the far edge of the weapon’s range. See no more loot stick and I can AA at range with my range weapon.

Other suggestion:
Detonate Orb (staff 2) should be a blast finisher for even more support options.

Symbol of swiftness – visually you should somehow see that enemies are being harmed by standing on it (this goes for all symbols). I’m envisioning something like pulsing blue flames at their feet.

Empower – Really love this skill but can we up the range. What if it started off big then shrank each tick to 600 for the last pulse? Also since I can’t move while casting can I get stability on the 3rd or 4th pulse just so I can guarantee the final tick.

Line of Warding – Not sure if it affects breakbars but it should

Last thing… what the hell is up with guardian scepter. It’s gotta be the worse weapon in the game. Does anyone use it?

Thief's Shadow Trap vs Mesmer Portal

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Posted by: nopoet.2960

nopoet.2960

Isn’t the issue that you are not teleporting to the fixed location of the trap but instead to the thing that triggered the trap? It’s not really the same as mesmer portals. You are actually making a really long shadow step to a moving target. They could probably cut the distance to steal range to make it work reliably or change it so that you port back to the location and not the target.

Is the ‘Kneel’ killing the Deadeye’s Rifle?

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Posted by: nopoet.2960

nopoet.2960

The current iteration of steal took a lot of time to get where it is. I get the impression that they will need to play around with rifle until it gonna feel right but dodging should most definitely break kneel. Free Action then would only be used when not under pressure so they could drop the condition clear and give you a short burst of swiftness so you can re-position yourself instead.

[Suggestion] Daggerstorm

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Posted by: nopoet.2960

nopoet.2960

Can you guys reduce the CD of Daggerstorm by like… half?

Reasoning: Basilisk Venom is regularly the superior choice in a lot of scenarios, it has support, strong 1v1 potential and a great bar breaker. And it has a 40 CD untraited.
Meanwhile, Daggerstorm used to have this “free CC immunity and escape AoE button for 8 secs” effect but that’s been reduced to half, reducing one of it’s great uses which was surviving and moving away/reflecting projectiles.
So it’s only fair we get to use it twice as much right? The damage is AoE and not really worth it on 1v1s, it’s a good and strong (and relatively safe) AoE which Thief really lacks.

And lastly but not least, because it’s freaking cool to spin throwing daggers and I’d like to spam it whenever it’s off CD.

We need to increase the cd on Basilisk Venom! – Some Dev

[Feedback]Path of Fire Elite Specialization Preview - August 18-20

in Guild Wars 2 Discussion

Posted by: nopoet.2960

nopoet.2960

Deadeye – If malice only affects the marked target why are the malice marks on my hud and not incorporated into the mark itself? The target gets malice the thief gets a stolen item. This needs to be visually clear. I still don’t like the idea of kneeling but it sounds like other players have adjusted to the clumsiness of it. Maybe I can too but I just can’t see it working in fractals with all the red rings of death and all but again maybe that’s ok.

Few suggestions for Deadeye

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Posted by: nopoet.2960

nopoet.2960

Of all the stupid suggestions ppl have written in the forums this last 2 days this is one probably the worst of them all. Standing still just to proc my “strong abilites”?

Deadeye does what it’s supposed to do, it’s a learn to play issue.

How is this worse than kneeling to proc your strong abilities?

Few suggestions for Deadeye

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Posted by: nopoet.2960

nopoet.2960

Somehow visually incorporate the number of malice charges into the mark on your target. They are not really visible where they are now.

Deadeye steal needs a better animation. Does it have one? If so it’s to subtle. When I tested it the stolen skills just showed up. I want to visually see that I’m taking something from my target. Improve the visuals on use it as well. This will help it feel more fun.

Instead of activating kneel. Rifle skills should flip over to the move powerful versions after you’ve been still for a certain amount of time. You should still have to kneel to shoot but you stand up afterwards essentially giving these skills a cast time (that can be reduced with quickness). Once you move they immediately go back to the normal skills. Also give us a real rifle fifth attack.

There should be a trait somewhere that increases the range of shortbow and pistol against marked targets or maybe this can be baseline.

There should be a trait that causes range attacks not directed at your marked target to ricochet to your marked target.

I still feel negative overall about the spec but these changes would help. Anyone else have suggestions that might make DE more fun to play?

[Suggestions] Quality of Life Changes

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Posted by: nopoet.2960

nopoet.2960

- When you walk up to an anvil the interact button should sat Repair. When you click your armor should be repaired no dialog needed.

- Get rid of the sell junk button on vendors. The junk should be sold automatically when you interact with them.

- When you enter one of the major cities your armor should automatically be repaired and junk sold.

- Our home instance need a portal to our guild hall.

[Suggestions] Quality of Life Changes

in Guild Wars 2 Discussion

Posted by: nopoet.2960

nopoet.2960

Why am I only now noticing this thread…

Please disable tool tips during combat.

I’m a clicker and often get a wall of text obscuring my view during combat. This is GAME BREAKING! Who reads tools tips in combat anyway?

Please either disable tool tips in combat or give us the ability to put a delay on them so they don’t pop up unless we hover for longer.

Please disable tooltips during combat

in Guild Wars 2 Discussion

Posted by: nopoet.2960

nopoet.2960

WASD and top row number keys are basically where your fingers should be while you’re in combat. Keep one hand on your mouse for rotating camera and targeting abilities.

I suggest using the options setting where ground-target skills fire on release of the skill key. This way, you can still properly aim those skills, but your mouse never has to move away from the action.

Wait… how do you move and attack at the same time? I got the WASD down just can’t figure out how to attack while doing that.

Raptor=Yoshi?

in Guild Wars 2 Discussion

Posted by: nopoet.2960

nopoet.2960

And the Springer is Luigi. The Skimmer is Princess Peach and the Jackal is Toad.

Please disable tooltips during combat

in Guild Wars 2 Discussion

Posted by: nopoet.2960

nopoet.2960

So while the devs work on this (cause I know they will – they have nothing better to do) can anyone explain where your fingers go if you don’t click? How do I not be a clicker?

Please disable tooltips during combat

in Guild Wars 2 Discussion

Posted by: nopoet.2960

nopoet.2960

Heading says it all.
I’m a clicker and often get a wall of text obscuring my view during combat. This is GAME BREAKING! Who reads tools tips in combat anyway?

Please either disable tool tips in combat or give us the ability to put a delay on them so they don’t pop up unless we hover for longer.

Core warrior changes- so far Updated

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Posted by: nopoet.2960

nopoet.2960

Pretty interesting really. While I doubt it’ll make physical utilities worth taking it does make them more interesting. Also two charges on throw axe is great! Makes it harder to get kited.
Berserkers power we’ll have to see but if nerfed thats a shame.

I must be the only person who uses physical skills. They have received buff after buff and honestly people should try them out before dismissing. Granted this is an alt and not my main but its really fun to play.. My build http://gw2skills.net/editor/?vJIQNApZUj8cQVHW2BudAnIGICMsFkDGBWA4DOAuQYDY5B-TxxWABioHY2HAAA7PU7JAwH1fCQ5HEKBBA-e

Dead Eye

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Posted by: nopoet.2960

nopoet.2960

I don’t see how it will work in pve either. Well, maybe the traitline will but that rifle certainly won’t. You need to move your ass in raids, that kneeling thing just won’t work. Even if you can dodge with the kneel that’s just not enough in raids. Need to be able to haul kitten

I agree with this. The concept of kneeling for damage is cute but it’s antithetical to the concept of thieves as I understand them and in sharp opposition to the design of the rest of the game. Everything up to this point in the game trains you to move, dodge, run now you want us to kneel? Ok… Negan.

That said, I assume that Anet’s mind is made up. They did succeed in designing a new play style. I will try the spec but not likely to use rifle. The mechanics that I wanted for the thief ended up with the Revenant(Renegade) short bow /sigh.

Thief Rifle

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Posted by: nopoet.2960

nopoet.2960

For the love of all that is good in wvw, no killshot/gunflame-like skills.

My hope is that rifle provides excellent ranged dps and hopefully nice aoe damage (ricochet among other things) since this class really needs that as an option but no high-octane burst skills.

I agree with this. Fingers crossed. Maybe they’ll surprise us and give us Deceiver’s Deadeye.

Elite spec suggestion - the Bard

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Posted by: nopoet.2960

nopoet.2960

Just playing with theidea of a bard. Do you think something like this could work? Would you play it? This is a support character the broad idea is to make things difficult for your enemies while making it easy for your friends. So main hand warhorn with a mix of single target skills and aoes. I wanted every skill to have flipover skills (for that classic mmo bard button overload flavor) but couldn’t make it work. I might take another stab at it if you guys think it’s worthwhile. Thoughts?


New Mechanic – Parody: Steal no longer shadowsteps to your target. Instead it randomly puts one of your target’s abilities on cooldown then replaces Steal with the targeted skill. (target must be humanoid)

Warhorn Skills:
Sneak attack: Terrorize – AOE Fear

Auto attack chain: Wail – Inflicts vulnerability and damages your target / Howl – Damages your target and inflicts vulnerability to foes near your target /Shriek – Damages your target and its nearby foes. Vulnerable foes are also weakened

Skill two: Dissonance – Ground targeted AOE that damages and torments victims / (Flip over skill) Discord – Cripples your target and dazes it if it is tormented

Dual Wield (dagger): Be Sharp – Attack your target with sonic daggers and stack poison for each second the skill is channeled (2 ini to activate/ 1 ini per sec to maintain)

Dual Wield (pistol): Reverberation – Use your warhorn to augment the sound of your pistol confusing and damaging your target and nearby foes (blast finisher at player’s location)

Utility Skills:
Heal: Reprise – Heal yourself and reset nearby allies healing skills
Utility 1: Canon – Gain fury. If you perform a critical strike nearby allies will also crit
Utility 2: Allegretto – You and your allies gain quickness, swiftness and vigor
Utility 3: Etude – Gain stability and retaliation if your target is defeated while under these effects the duration is refreshed
Elite: Fermata – For a short while your skills require no initiative

Trait line 1: Dazes
Trait line 2: Condition mitigation
Trait line 3: Enhancing buffs
Minors do stuff with aggro

(edited by nopoet.2960)

Core thief trait suggestions

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Posted by: nopoet.2960

nopoet.2960


Deadly Arts
Serpent’s Touch – Stealing inflicts poison. While in the downed state, your attacks apply poison

Dagger Training – Dagger attacks have a chance to poison enemies.
Mug – Deal damage and gain life when stealing. This attack cannot critically hit enemies.
Trappers Respite – Drop a needle trap when you use a healing skill.

Lotus Poison – Weaken targets when you poison them.

Deadly Trapper – Traps apply vulnerability to enemies and grant you might. Trap recharges are reduced.
Panic Strike – Immobilizing a foe poisons them. Striking a foe that is below the health threshold immobilizes them.
Revealed Training – Gain extra power while you are revealed.

Exposed Weakness – Deal more damage if your target has a condition.

Potent Poison – Increased poison duration. Poison deals increased damage. Other Deadly Arts traits apply additional poison stacks.
Improvisation – You can use stolen items twice. One random skill category is immediately recharged when you steal.
Executioner – Deal extra damage when your target is below the health threshold.

Critical Strikes
Keen Observer – Critical-hit chance is increased while your health is above the threshold.

Side Strike – Gain bonus critical-hit chance when hitting a foe from behind or the side.
Signets of Power -Gain might when activating a signet. Signet recharge is reduced.
Flawless Strike – Deal increased critical damage while your health is above the threshold.

Unrelenting Strikes – Gain fury when you strike an enemy whose health is below the threshold.

Sundering Strikes – Critical hits have a chance to cause vulnerability.
Practiced Tolerance -Gain ferocity based on your precision.
Ankle Shots – Critical hits with pistols and harpoon guns have a chance to cripple foes. Pistol and harpoon attacks deal increased damage to crippled foes.

Ferocious Strikes – Gain increased critical damage against foes whose health is above the threshold.

No Quarter – Landing a critical hit while under the effects of fury increases the duration of fury. Gain increased ferocity while under the effects of fury.
Hidden Killer -Gain bonus critical-hit chance while in stealth.
Invigorating Precision – You are healed for a percentage of outgoing critical hit damage.

Shadow Arts
Merciful Ambush – Stealth yourself and your target when reviving an ally. You revive allies faster.

Last Refuge – Use Blinding Powder when your health reaches a certain threshold.
Concealed Defeat – Create a smoke screen when downed. Deception abilities recharge faster.
Shadow’s Embrace – Remove conditions periodically while in stealth.

Meld with Shadows – Stealth skills last longer.

Shadow Protector – When you grant stealth to an ally, they gain regeneration.
Hidden Thief – Stealing grants you stealth.
Leeching Venoms – Siphon life from your foe when triggering a venom. This can only occur once per strike. Venom recharges are reduced.

Resilience of Shadows – Stealth effects that you apply reduce incoming attack damage.

Cloaked in Shadow – Gaining stealth blinds nearby foes. Release a blinding powder when you take falling damage, and take less damage from falling.
Shadow’s Rejuvenation – Regenerate health and initiative while in stealth.
Rending Shade – Steal boons from enemies you strike with stealth attacks. Incoming damage from enemies without boons is reduced.

Acrobatics
Expeditious Dodger- Gain swiftness upon dodging.

Instant Reflexes – Evade attacks when you are struck below the health threshold.
Vigorous Recovery – Gain vigor when using a healing skill.
Pain Response – Gain regeneration and remove conditions when struck while your health is below the threshold.

Feline Grace – Gain vigor upon successfully evading an attack

Guarded Initiation – Remove conditions when striking an enemy while your health is above the threshold.
Swindler’s Equilibrium – Successfully evading an attack while wielding a sword or spear recharges steal by a static amount. Swords and spears deal increased damage.
Hard to Catch – Break stun and refill endurance when you are stunned, dazed, knocked back, pulled, knocked down, sink, floated, launched, or inflicted with fear.

Endless Stamina – The effects of vigor on you are enhanced.

Assassin’s Reward – Heal yourself whenever you use a skill that uses initiative. Heal yourself for each point of initiative spent.
Upper Hand – Gain initiative and regeneration when you evade an attack.
Don’t Stop – Cripple and chill applied to you have reduced effectiveness. Periodically ignore incoming immobilize effects, becoming crippled instead.

Trickery
Kleptomaniac – Stealing gives you initiative.

Uncatchable – Leave behind Caltrops when you dodge.
Flanking Strikes – Gain Haste when attacking a foe from behind or from the side.
Thrill of the Crime – When you Steal, you and all nearby allies gain fury, might, and swiftness for 10 seconds.

Preparedness – Increases maximum initiative by 3.

Bountiful Theft – Stealing grants you and all nearby allies vigor. You rip boons from your target and grant them to nearby allies.
Trickster – Reduces recharge on tricks. Tricks remove conditions.
Pressure Striking – Enemies you interrupt are inflicted with torment.

Lead Attacks – Increases damage and condition damage per initiative spent. Steal recharges faster.

Quick Pockets – Gain initiative on swapping weapons while in combat.
Sleight of Hand – Stealing also dazes the target. Reduces the recharge of Steal.
Bewildering Ambush – Stealing also applies confusion.

Core thief trait suggestions

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Posted by: nopoet.2960

nopoet.2960

So there is a thread suggesting that the devs switch Revealed Training with Leeching Venoms. I agree with that suggestion but I think they would also need to move traps out of DA and into Acro. So here are the trees with my suggested changes. What do you guys think. The spoiler tag has the current traits for reference.

Deadly Arts
Serpent’s Touch – Stealing inflicts poison. While in the downed state, your attacks apply poison

Dagger Training – Dagger attacks have a chance to poison enemies.
Mug – Deal damage and gain life when stealing. This attack cannot critically hit enemies.
Poisoner’s Spite- Apply spider venom when you use a healing skill

Lotus Poison – Weaken targets when you poison them.

Toxic Shadows – Stealth attacks apply 10 stacks of poison for 1 second
Panic Strike – Immobilizing a foe poisons them. Striking a foe that is below the health threshold immobilizes them.
Leeching Venoms – Siphon life from your foe when triggering a venom. This can only occur once per strike. Venom recharges are reduced.

Exposed Weakness – Deal more damage if your target has a condition.

Potent Poison – Increased poison duration. Poison deals increased damage. Other Deadly Arts traits apply additional poison stacks.
Improvisation – You can use stolen items twice. One random skill category is immediately recharged when you steal.
Executioner – Deal extra damage when your target is below the health threshold.

Shadow Arts
Merciful Ambush – Stealth yourself and your target when reviving an ally. You revive allies faster.

Last Refuge – Use Blinding Powder when your health reaches a certain threshold.
Concealed Defeat – Create a smoke screen when downed. Deception abilities recharge faster.
Shadow’s Embrace – Remove conditions periodically while in stealth.

Meld with Shadows – Stealth skills last longer.

Shadow Protector – When you grant stealth to an ally, they gain regeneration.
Hidden Thief – Stealing grants you stealth.
Revealed Training – Gain extra power while you are revealed.

Resilience of Shadows – Stealth effects that you apply reduce incoming attack damage.

Cloaked in Shadow – Gaining stealth blinds nearby foes. Release a blinding powder when you take falling damage, and take less damage from falling.
Shadow’s Rejuvenation – Regenerate health and initiative while in stealth.
Rending Shade – Steal boons from enemies you strike with stealth attacks. Incoming damage from enemies without boons is reduced.

Acrobatics
Expeditious Dodger- Gain swiftness upon dodging.

Trappers Respite – Drop a tripwire when you are struck below the health threshold
Vigorous Recovery – Gain vigor when using a healing skill.
Pain Response – Gain regeneration and remove conditions when struck while your health is below the threshold.

Feline Grace – Gain vigor upon successfully evading an attack

Deadly Trapper – Traps apply vulnerability to enemies and grant you resistance. Trap recharges are reduced.
Swindler’s Equilibrium – Successfully evading an attack while wielding a sword or spear recharges steal by a static amount. Swords and spears deal increased damage.
Hard to Catch – Break stun and refill endurance when you are stunned, dazed, knocked back, pulled, knocked down, sink, floated, launched, or inflicted with fear.

Endless Stamina – The effects of vigor on you are enhanced.

Assassin’s Reward – Heal yourself whenever you use a skill that uses initiative. Heal yourself for each point of initiative spent.
Upper Hand – Gain initiative and regeneration when you evade an attack.
Don’t Stop – Cripple and chill applied to you have reduced effectiveness. Periodically ignore incoming immobilize effects, becoming crippled instead.

Leeching Venoms & Revealed Training

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Posted by: nopoet.2960

nopoet.2960

I know this is looking at it kind of sideways but the real issue is that Shadow Arts modifies both Deception and Venom. I think they just made a mistake when creating the lines. I think it should be:

Venom → Deadly Arts
Signets → Critical Strikes
Deception →Shadow Arts
Acrobatics → Traps
Trickery → Tricks

Elite Spec - The Dart

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Posted by: nopoet.2960

nopoet.2960

For the heal:
VFX, quote from you on the skill:
“rolling a small six sided human relic with the images of the human gods on each side”

RNG is in more than one location in this spec. The heal’s boons, Distraction Shot, Frenzied Firing, Dig Deep, and Tac superiority all use RNG.

It’s also NEVER a good thing for competitive play, especially with potent effects. One of the biggest complaints regarding sPvP skillplay was Fire/Air sigils providing too much without any way to deal with them or predict them.

So the heal for this spec needs to be really good because the other natural choice is hide in shadows. If you don’t have a very strong option everyone would just use that. The randomness allows it to be strong but unreliable. Also I understand what you are saying about the visuals but I never intending there to be a long drawn out animation. You get a heal and a random effect immediately. The casing time can imply that you are rolling a die. Plus I’m really proud of the name. It’s super clever. Imagine a smiley with shades on here.

The Elite
Again, this comes down to “fun” concerns and VFX. A lot of people actively dislike and disliked playing against this mechanic as a concept. It also begs problems in multiplayer scenarios, where the victim might be hallucinating while other players see him as just being a bad player spamming keys hitting air or something. It makes a mess of larger-than 1v1 encounter tech and opens up a can of worms for people bad-mouthing others for no good reason. …

No no no you are taking it to literally. If you’ve ever played around near a toxic offshoot you can be affected with hallucination. Everyone can see the things and fight them but in this case they would only target the thing you’ve attacked with the skill. The lore implication is that this class stole some “tech” from Scarlett.

Debilitating Shot
I recognize it’s a support skill. It doesn’t change the fact this skill is busted OP. I’m sorry, but unless it costs something like 10 initiative and barely affects the timers, this skill will break competitive modes or be entirely useless.

So here’s another way to approach the skill; tell me if it makes any difference to you. Debilitating Shot copies three conditions on your target; basically adding a stack of each. This is really no more powerful than something a necro or mesmer could do. Also note it is in the last slot so it will cost more ini than all the other skills.

Punishing Pace
Again, bigger picture; you have the ability with Seeds to stack boons and boon duration, and this is a boon which is persistent on the character. You could easily swap weapons to say, S/P, P/P, or D/P and gain an insane amount of bonus damage from this trait.

I see your point but I’m not convinced that it would be overpowered especially compared to what some of the other classes can do. You’ll run out of ini before it can become a real issue. For context unload spam would get you 3 seconds of haste if you are traited for trickery and if the rgn gods are kind.

(edited by nopoet.2960)

Elite Spec - The Dart

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Posted by: nopoet.2960

nopoet.2960

I would like to point out that this elite spec could easily be called “The Fart”.

Heh this made me laugh. Maybe there should be a spec built around flatulence. Let’s see you have poison, toxicity, aoe fields, maybe a fan looking focus, land air breathers… could work. Could be really crappy.

Elite Spec - The Dart

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Posted by: nopoet.2960

nopoet.2960

Ahh there you are Deceiver X. I knew you wouldn’t disappoint me. Yes I know about the leak. Did you know that there has been Deadeyes in the game since launch? In fact, there is one in the human story line so it’s likely that your suggestion has no influence at all on the new spec.

Hook and Reel
Anyway hook and reel’s pull would work like gravity well pulling the target to a fixed point. As far as it working for the core spec we have pistol and shortbow that would benefit from a “semi-gap-opener” you can also make a case that sword/dagger could get some use out of it as well. That’s three out of four of our land weapons that has some use for the new mechanic and I would also add harpoon gun to that list as well. Your critique is not founded.

Hook and Reel would have different uses in different game modes. In PVE the pull would work as described. It can also be used to damage breakbars. In PVP it can be used to force a dodge. I’m no PVP expert but I suspect that would be useful. However your opponent chooses to respond to it space is created.

The heal
The change to improvisation was actually a suggestion I made that the devs picked up slightly modified so we just disagree about that and RGN skills. If not overused they can make you pay attention to what’s going on. I assume this critique is for the heal. I take your point and disagree for the reason above. In addition I never detailed how any of the skills would look so I don’t know where your coming from about the VFX. I’m agnostic to visual. The devs would decide what looks best.

Utilities
As far as the cultural elements, I specifically wanted to create a spec that would be unique to Tyria. I have a deep appreciation for the world that the devs created and I wanted to show them that. I hope when they are designing this next batch of elite specs they take the time to pat themselves on the back by creating something that reflects the Tyria’s uniqueness.

The Elite
Again I don’t understand your objection to hallucinations. I don’t think they have ever been used in PVP. I only remember them around the toxic offshoots. To be clear there are two types of damage. 1. The instant damage that occurs when your target has poison/bleeding. This can influenced by stats. 2. Hallucination damage not affected by stats. If you manage to defeat your opponent the elite can be responsible for a lot of damage when combined. I don’t know what the right balance is but I was conservative because the damage can get out of hand on large fights with huge stacks of poison/bleeding

Debilitating Shot
Intended to be a support skill. I envision a low damage skill that relies on party members to be effective.

Muscle Memory
Enemies in your immediate vicinity are inflected with confusion or slow when you use a gadget.

Rapid Ricochet
On all crits but with a cooldown. No I don’t know what the cool down number should be

Waterberry Seeds
Boons. I’m thinking about something like a 30% increase on the level of Facet of Nature from a Herald. Has Herald broken PVP?

Vicious Shadows
Ok this one is weird and I probably let my imagination run away from me. So the idea is that with all of the shadow stepping you’re bound to snag some of the shadow on your weapons in the process… and when that happens … you know mixed with the blood of your opponent … sentience in the form of tiny black oozes. These oozes will act like other oozes in the game and will produce dark fields, inflict torment and chill.

Punishing Pace
So the big secret is that quickness on this spec really only affects auto attack. All of the other skill are instant so it sounds good on paper but has limited impact. Secondly the spec is designed to have perma swiftness. The real potential problem is the vigor but having the other two boons in the queue helps to mitigate that issue.

Elite Spec - The Dart

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Posted by: nopoet.2960

nopoet.2960

Ok I didn’t see this coming… over 200 views and no naysayers. From this group it must mean I nailed it this time!

And thanks Shadowpass.

Elite Spec - The Dart

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Posted by: nopoet.2960

nopoet.2960

Just read though this again and realized that I forget the stealth attack.

Departing Shot – Shadow step in a line though your target chilling and dazing any foes you pass though.

Elite Spec - The Dart

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Posted by: nopoet.2960

nopoet.2960

Recently came back to the game from a break and had some fun rehashing an elite spec that I posted posted a while back. I know it’s probably moot after seeing the leaks but whatever I had a good time putting it together. I hope you enjoy reading it and let me know what you think.

The Dart is a rifle user that is elusive though speed and has an very indirect attack style. It uses stolen “technology” from all of the player races of the game (gadgets loosely). The rifle technique was lifted from the order of whispers the rest should be obvious.

The first three rifle skills say ‘shoot into the shadows.’ That’s my way of describing shooting a bullet into ‘somewhere’ and it come out ‘somewhere’ else. You can think of it as shadow stepping a bullet if it helps. The activation range for all of these skill are 900 units but the bullets themselves can travel 1200 units.

New mechanic – Hook and Reel
When you steal you drop a reel at your old location and attach a hook to your target at your new location. There is a visible chain between the two. The reel will start pulling your target slowly at first then more quickly the closer it gets to the reel. Your target can escape the hook by dodging off, destroying the reel or having other protection against pulls.

Rifle:
0. Departing Shot – (Stealth Attack) Shadow step in a line though your target chilling and dazing any foes you pass though.
1. Distraction Shot – Your shoot into the shadows and your bullets advance toward your target from random locations. Has a chance to cause confusion. You shoot at the target standing in front of you but the bullet comes from behind or from the side of your target
2. Delayed Shot – You shoot into the shadows and the bullet emerges 1.5 later. Applies a .5 slow. You shoot and move but the bullet come from where you were not from where you are
3. Double Shot – You shoot a piercing shot that travel and additional 300 units after it strikes its primary target then it enters the shadows returning to the to the point where it started and travel the same path again.
4. Detonation Shot – You shoot an explosive round that sticks to you target and explodes after a short delay / Discharge (flip over skill) send a second explosive round that will immediately detonate the first causing a larger explosion that damages foes near your target. Blast finisher.
5. Debilitating Shot – You shot a bullet that adds to the duration of up to three conditions on the target (prioritizes conditions with the least amount of time) Range finisher

Utilities:

Plead the sixth (Heal) – Heal yourself by rolling a small six sided human relic with the images of the human gods on each side. Gain swiftness and one of the following effects depending on which side lands face up.
Dwayna – Gain regeneration
Balthazar – Next few attacks cause burning
Melandru – Summon an oakheart that entangles nearby foes
Lyssa – Convert conditions to boons
Grenth – gain frost aura
Komir – Gain resistance

Asura Evasion Device – Your next three dodges causes you to teleport instead of roll. Gain blur at the end of each teleport

Cragstead Ale – Cures fear, chilled and weakness. Gain eight seconds of might each second for the next seven seconds

Charr Karka Mech – Release three mechanical karaka hatchlings that inflect blind, cripple and bleeding. Create lightning field when destroyed

Waterberry Seeds – Toss three seeds on the ground that quickly grow and fill with liquid. Allies that step on them create a water field that extends the duration of currently active buffs.

Toxic dart (elite) – Target takes 100 damage for each stack of poison and 50 damage for each stack of bleeding immediately (damage capped at 25 stacks). In addition the target begins to hallucinating (see toxic pollen). The hallucinations do heavy damage but your target recovers from hallucinated damage if not defeated before the hallucination ends. Blowgun animation

Traits:

Minor – T1
Shifting Shots – Gain Access to gadget skill category and rifle weapon type. Stealing triggers hook and reel.

Major – T1
Forceful Flanking – Gain might when you strike from behind or the side
Hurried Inspiration – Nearby allies lose movement impairing conditions when you crit
Fleeting Confusion – You gain swiftness when attacking confused foes and increase the duration of the confusion you inflict

Minor- T2
Dizzying Speed – Gain super speed (short duration) when you gain swiftness

Major – T2
Frenzied Firing – When wielding a rifle, successfully attacking from behind or the side has a chance to increase initiative regeneration
Rapid Ricochet – Ranged critical strikes trigger distraction shots that hit foes near your target
Muscle Memory – Reduces the cooldown on gadgets. Your movements are so smooth when using a gadget nearby opponents lose confidence becoming slow to react or confused about how to respond.

Minor – T3
Dig Deep – You have a chance to gain quickness (short duration) when you attack while moving

Major – T3
Tactical Superiority – Your attacks have the chance to inflict slow when you are under the effects of quickness
Viscous Shadows – Your critical attacks cause shadows to congeal on your target. Each critical strike increases the likelihood of spawning a tiny black ooze. (Tiny black ooze: attacks cause torment and can create a chilling dark field)
Punishing Pace – Gain one second of swiftness, quickness or vigor each time you use initiative

(edited by nopoet.2960)

Create a skill/trait for the upcoming Elite!

in Thief

Posted by: nopoet.2960

nopoet.2960

I would make a trait that would give you haste when for not hitting the same target twice in a row. Think about it, if it’s really going to be a sniper there is going to already be a lot incentive to just burst down one target at a time. I hope the spec builds in some sort of counter play to that. The idea is that you shot, switch, shoot, switch, shoot , switch and build up enough haste to then take down a target quickly.

What's Missing from Material Storage?

in Guild Wars 2 Discussion

Posted by: nopoet.2960

nopoet.2960

So the one thing I want is access to my material storage when I’m at the trading post.

Elite Spec – Run and Gun (Rifle)

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Posted by: nopoet.2960

nopoet.2960

..If the swap has some noticeable counterplay, it could work, but not if there’s the possibility for it to come out of nowhere. ..

Ok thank you. I understand now. Here’s how it we fix it: Trigger hook and tackle on steal.

When you steal you drop a reel at you old location and attach a hook to your target at the new location. There is a visible chain between the two. The reel will start pulling your target slowly at first then more quickly the closer it gets to the reel. Your target can escape the hook by dodging off, destroying the reel or having other protection against pulls.

Hmm thanks draxynnic this actually sounds more fun than just swapping places but I’m pretty attached to the elixirs. I’ll give it some thought though.

Elite Spec – Run and Gun (Rifle)

in Thief

Posted by: nopoet.2960

nopoet.2960

:…Regarding the utilities, I’m inclined to agree with what others have said – they feel a bit too elementalist-y. …

So let me tell you where that comes from. My first character was a thief. I didn’t touch another class until I was level 80 for a while. I played warriors, guardians, necos and the thing that struck me was how much more effort was required to play a thief. There are situation when you play other classes where you feel like you are not being efficient unless you are surrounded by 3 or 4 enemies at a time. So anyway when I was daydreaming about a elite spec I had this picture of a guy, from the B squad, that excelled not because of natural talent but because he worked really really hard.

In my head the Dart is this guy. He’s running around the battle field at full tilt using every trick he knows to get the upper hand. If he lets up even just a little he’s going to die. It’s exhausting… and when you are exhausted… you need a drink. That drink became the flask utilities. The liquid in those flasks might be a bit magical. It really doesn’t seem like a stretch next to engineer elixirs.

It was the best thing I could think of to provide the class with a defense if they get caught that was really an offense. The Malicious Elixirs trait just skewes them to more to offense.

And to the idea that swapping places is to powerful it seems like everyone is taking issue with the pull portion more than the teleport. To that the wiki says there are seven weapon skills, three utility skills and three elite skill that can pull. I think the devs have already decided that pulls are ok. You know you want it and it’s ok. Don’t let what other people may think stop you from doing something that will feel so good.

Elite Spec – Run and Gun (Rifle)

in Thief

Posted by: nopoet.2960

nopoet.2960

No, it doesn’t. There are plenty of ideas out there that feature the rifle as being high-octane/non-sniper (cough-see-my-signature-for-what-could-have-been-cough).

That said, this proposal is pretty crazy busted. The prospect of permanent super speed and quickness on yourself and permanent slow on your enemy when using perplexity runes via Dizzying Speed + Dig Deep + Fleeting Confusion + Malicious Elixirs + Destructive Shot, plus interrupts just makes this full-on silly.

Seems just a little bit too difficult to deal with since the re-application process of all of these effects is just so easy.

First off I’m actually a fan of the Deadeye. The class mechanic is a bit complex but it is one of the suggestions that I hoped would be re-posted.

Second it’s so cool that you actually thought though a build and saw some of the synergies but come on man, you know that there will be cool downs on those traits. I purposely didn’t put any numbers in my suggestion because those things have to be balanced and I wanted to present a high level concept without getting into the weeds. Just assume that perma anything would be balanced out. Although I will give you Dig Deep. It probably shouldn’t trigger unless you’ve used all of your ini.

Thirdly, the stealth ability is powerful but the duration is so short it only really functions as an interrupt and not a control. It’s really there to help with breakbars.

Elite Spec – Run and Gun (Rifle)

in Thief

Posted by: nopoet.2960

nopoet.2960

Dug this up after seeing post about the new thief spec being a slow rifle user; ugh. It doesn’t have to be that way.

This spec, that I now think of as the Dart, is kinda the anti sniper. Speed as evasion, no spikes but pure sustained damage. There elixirs and add traits support. Just wanted to bring to everyone’s attention that there are a lot of good ideas on this forum that use rifle that aren’t snipers.

I hope you guys will repost them so we can see them all again. I can’t be the only one that thinks standing still at 1500 units away is boring.

Suggestion – New Destroyers

in Guild Wars 2: Heart of Thorns

Posted by: nopoet.2960

nopoet.2960

First off let me say that rolling powers from the defeated dragons to the new one is brilliant! I don’t know if you guys just came up with that recently or you had it planned all along but it gives you a lot of flexibility in the future. The problem, as I see it, is that powers were implemented in a way that makes your hard work less noticeable. Without the contrast of the original destroyers it’s hard to recognize the new Destroyers as an upgrade.

My suggestion is to fill areas with the original red destroyers but also create a very common structure called a vine touched fissure (artistic types ponder what that would look like). These structures serve two purposes. One, it spawns vine touched destroyers and two, it will convert red destroyers into vine touched ones. This will help players understand in a real way the green destroyers are in fact an upgrade.

For death touched destroyers, I think you guys should play around with the finisher mechanic. If you defeat a red or green destroyer and don’t finish it a black (if it doesn’t upset lore) should spawn. In small pve areas it won’t make much of a difference but in larger scale battles it will be almost impossible to finish all the enemies. Then the death destroyer ability to summon will really shine and create a new challenge for the players. In addition to this I propose another ancient mastery that makes finishing moves aoe (could it be used in pvp?).

Ricochet

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Posted by: nopoet.2960

nopoet.2960

If they are not going to give us ricochet back they should at least take another look at short bow so we have a true aoe option.

A few things that could be done:
1. Increase the projectile speed for all attacks – It’s always felt really slow especially cluster bombs and choking gas

2. Make trick shot (auto attack) bleed on the second bounce – increases effectiveness in multi enemy fights without buffing 1 vs 1 combat

3. Disabling shot should bounce at least once – the bounce doesn’t need to cripple

4. Infiltrators Arrow should leave some cluster bombs at the location you port from giving it a way to be used offensively

Why don't pets have a defensive stance?

in Ranger

Posted by: nopoet.2960

nopoet.2960

I’m new to ranger. Pet “guard” is really an aggressive state. They just attack everything. Why isn’t there a defensive stance that will make the pet only aggro on things that attack the player directly? It would make the the stupid animal much easier to control.

Also I wonder if Anet ever played around with diminishing aggro. Meaning that if something aggroed your pet but then went to attack something else you it would eventually fall off your pets aggro list completely. That would end some of the problems with you pet running off at the “end” of a fight.

Thief steal video

in Thief

Posted by: nopoet.2960

nopoet.2960

This is from the official website. It made me smile.

I think what we ended up with is better.

BUFF open word enemies!

in Guild Wars 2 Discussion

Posted by: nopoet.2960

nopoet.2960

So if there are any devs looking at this thread… I can only speak for myself but I don’t think I’m on only player that would appreciate seeing some of the new tech come to the core game. Along with the stuff at the top I would like to see…

-Spiders that jump on your face and pump poison though your eyeballs
-Jotun that smash the ground so hard a wave of earth knocks you to the ground
-Enemy casters that create physical barriers that can be destroyed or jumped over
- Ettin that beserk
- Imps that use chrono magic
- Cave trolls that can create darkness like the cave in TD
- Krait capable of using reaper shrouds
- Ogre druids!

BUFF open word enemies!

in Guild Wars 2 Discussion

Posted by: nopoet.2960

nopoet.2960

Given the number of threads I’ve read this year about mobs and certain activities being too hard? My answer is no. Let’s not go in that direction again.

I had no idea that HoT traumatized so many people. It’s kind of funny…

Would it make any difference if mobs only went into super saiyen mod when they were fighting level 80 players. By super saiyen mode I mean gain access to 1 or 2 new attacks or gain buff that they don’t usually have.

BUFF open word enemies!

in Guild Wars 2 Discussion

Posted by: nopoet.2960

nopoet.2960

i thought pocket raptors were enough.

Pocket raptor need parachutes so they can jump down from the trees to surprise you and should grow larger and do more damage as you attack them! joking…

Listen guys I’m not talking about taking about making the core world as challenging as HoT. What I’m suggesting is that the devs take a look at “old world” mobs and make the encounters more engaging and interesting. They’ve developed a lot of tech since launch. Maybe they can use it. I’m sure they’ve learned about designing enemies. I’m just looking for a refresh.

BUFF open word enemies!

in Guild Wars 2 Discussion

Posted by: nopoet.2960

nopoet.2960

Here’s the situation, players gets buffs all the time but who is looking out for the mobs or Tyira? It’s not even close to a fair fight anymore. So here are my suggestions to try to even the odds.

Bears: All bears should be able to endure pain because they’re bears.

Drakes: All drakes need a point blank AOE for when you move a few inches to the left and they miss you with fire/poison/ice breath. Also they all need swiftness cause fast lizards are scarier then slow ones.

Oozes: Oozes should be able to combine with other oozes when damaged and potentially rank up in the process. Two regular oozes should be able to make a veteran. Three vets can make an elite and so on.

Pinesoul/Oakharts: Should be able to charm nearby animals and sylvari when attacked because you know… nature.

Griffons: should be able to use the elementalist skills updraft, swirling winds.

Cats: All wild cats should gain haste, swiftness, fury, and stability at dusk and again at dawn to reflect real life. Also there is no good reason why we don’t have a mob in the game called Thunder Cat.

Skritt: They steal Taimi’s walkie talkie and figure out how to reproduce it. Just make it happen.

Pirates: Gain a new attack called disarm. Disarm forces a weapon swap and puts it on a long cooldown… Eles are forced to swap attunement and all others go on cooldown. Not sure how this plays with engineers. Anyway the point is that you should have to improvise when fighting pirates.

Ghost and shadowy type demons: If they don’t have you targeted or you don’t have them targeted, they should be invisible beyond 1300 units. This mean walking into a haunted/cursed area might look safer than it is and you might pick up lots of adds if you aren’t careful.

Steam Creatures: Just want to see more of these around. They should be able to combine to form larger steam creatures. Wait… for some reason I think this already happened but I don’t know where they all went.

That’s all I got for now. Would love to see how other people would buff open world mobs; particularly in Tyria’s core .

[Suggestion] Sigil of Demon Summoning

in Guild Wars 2 Discussion

Posted by: nopoet.2960

nopoet.2960

The sigils of demon summoning and celerity are weird. They might work ok in large scale battles but don’t scale down at all. They are simply not useful most of the time. I suggest that a new type of sigil be created; Stacking Chance.

Stacking chance sigils start with zero chance to proc its effect but as you defeat opponents the chance increases. One percent per kill seems right … on paper on paper at least. It would have to be tested. So if you kill 10 opponents you’ll have a 10 percent chance per attack to summon a demon; 15 kills 15 percent chance to proc and so on. I imagine that the proc chance would cap at 25%. However, once the effect procs the chance goes back to zero and you start over.

New Sigils:
Demon Summoning – Chance of summoning a demon increases as you defeat foes
Celerity – Chance of granting quickness increases as you defeat foes
Scorching – Chance of inflicting burning increases as you defeat foes
Enfeeblement – Chance of inflicting weakness increases as you defeat foes
Shielding – Chance of granting aegis increases as you defeat foes
Devastation – Chance of knocking down your opponent increases as you defeat foes

Hopefully you get the idea.

Suggestion: Grandmaster Jeweler

in Guild Wars 2 Discussion

Posted by: nopoet.2960

nopoet.2960

Since we can already get ascended jewelry outside of the trade skill why not let jewel crafters create ascended sigils, runes, inscriptions and infusions. I haven’t thought though all the details but you would start with an exotic rune/sigil and end with an ascended faceted rune or encrusted sigil. The names would be like Ruby Faceted Rune of the Adventurer and Emerald Encrusted Sigil of Might.

Maybe we can use low level runes and sigils as crafting materials. Faceted Runes will have a seventh effect. Encrusted Sigils might have additional stats or procs depending on the gems used. Not sure how inscriptions and infusions would work but the the big idea is that Jewelers would be masters of upgrades.

Swap Revealed Training with Leeching Venoms

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Posted by: nopoet.2960

nopoet.2960

So with recent changes this would make a lot more sense.

Leeching Venoms goes hand in hand with the theme of Lotus Poison, Potent Poison and Dagger Training traits in Deadly Arts since it’s all related to poisoning your weapons. Revealed Training is related to the stealth mechanic, which Shadow Arts is supposed to augment. Swapping these two positions would allow venom support users to decide weather they want to use a stealth build or an evasion build.

The problem really between the SA, DA and ACRO trees. Right now SA modifies 2 utilities lines; venom and deceptions. Acro modifies none. Probably what need to happen is that Traps should move to Acro, Venoms should move to DA and SA should only modify deceptions.

Scorpion Wire: Buff+Discussion

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Posted by: nopoet.2960

nopoet.2960

Devs make it happen! This is perfect.

Thieves and Venoms

in Thief

Posted by: nopoet.2960

nopoet.2960

What if we just changed where the venom is applied? Right now we apply the venom to our weapons and it is a buff because your attacks can do this extra thing. Instead, what if the venom is applied directly to your target so it is a debuff that causes secondary effects when your target is attacked.

For instance, if I’m sneaking around and attack someone with ice drake venom it wouldn’t break stealth because I’ve done no damage and I don’t have to attack the person at all because the next person that attacks my target will also inflict chill.

The venom would last a number of seconds/charges then go away. The Venomous Aura trait would increase the charges/time the venom would remain on the target.

[Suggestion] Reset traps

in Thief

Posted by: nopoet.2960

nopoet.2960

I feel like simply resetting traps wouldn’t be that useful.

Why not make something like : " when triggered your trap breaks and leave parts on the floor. Picking up those parts reduce the traps cooldown by X amount" ?

I leave the balance to someone else on the X.

They have the tech to do it since things like continium split exist.

It’s because you aren’t thinking about the synergies between classes. I mean yes on a very basic level my suggestion is about putting more traps on the ground in a shorter time. But it is also about increasing the value of all traps when a thief is around. A ranger might switch to her heal trap if she is in a group with thief because she knows that it can trigger twice doubling the effect. Same with dragon hunter. It would be cool if other players saw a thief and thought oh cool I should pull out my flame trap or lights judgement or whatever. Even if it’s just two thieves, could you imagine the hilarity if both slotted tripwires and they could be reset.

Master of Corruption - worst trait ever.

in Necromancer

Posted by: nopoet.2960

nopoet.2960

http://gw2skills.net/editor/?vRAQJArYjM0QzNWdDe3AHOWKGs4dYRMJGFAGAJApPQIoDA-TxRFQBub/BAcCA81DAYkKBbneg+p+TDV+RKgFVWB-e

There you go. Condi’s get transferred by minions/Offhand D#4 etc etc.

I agree it does limit your build quite a bit, but I maintain that it’s not a bad trait.

I wont have reaper for a while. Do people take Blood for Blood Bond and Unholy Martyr in this kind of build?

Master of Corruption - worst trait ever.

in Necromancer

Posted by: nopoet.2960

nopoet.2960

I’m fairly new to the necro but I’ve always wondered about that trait. Can someone link a build with it? Seems like the trait would benefit from a couple seconds of resistance.

[Suggestion] Reset traps

in Thief

Posted by: nopoet.2960

nopoet.2960

Some random details –
1. Reset Trap is a passive ability thieves get when they train their first trap skill and has a 25 sec cooldown
2. Resetting a trap does not trigger Trapper or Dragonhunter runes because it’s not on the skill bar
3. Reset dragonhuter and ranger traps will use the untrated version of the trap
4. Reset traps will trigger Deadly Trapper
5. In order to reset a trap the person/thing that set it off has to leave the trap area for a second and a half (scratch the hostile entity thing from above). In the case of pulsing traps that trap has to both finish all pulses and the original victim needs to have been out of the trap area for a second and a half.
6. The activation time to reset a trap is half a second for thief traps and 1 second for all other traps

(edited by nopoet.2960)

Best class for shield use?

in Players Helping Players

Posted by: nopoet.2960

nopoet.2960

What about engineers? Are they not effective on them?

Shield on engineer is completely useless.

I only got my engineer to like 78 but I really liked the shield. It can be used as a defense against both melee and ranged if you use the flips correctly.