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Post a picture of your Elementalist [Merged]

in Elementalist

Posted by: potemkin.4239

potemkin.4239

My Elementalist!

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The thief and its gameplay - Your feedback [Merged]

in Thief

Posted by: potemkin.4239

potemkin.4239

Some changes I would like to see…

Backstab: Front damage increased by 20%. Back damage now deals damage equal to 150% of the front damage. So for example…

Old front damage: 100
Old back damage: 200
New front damage: 120
New back damage: 180

Description changed to the following:
Attack your foe from the shadow, striking for additional damage if you hit from behind.

Roll for Initiative and Withdraw: Counts as dodging/evading for traits.
More skill/trait interaction.

Infiltrator’s Signet: Active component also applies 4 stacks of Vulnerability for 4 seconds.
Helps support in group situations.

Basilisk Venom: Also applies Crippled for 3 seconds.

(edited by potemkin.4239)

Mutual Takedown

in Elementalist

Posted by: potemkin.4239

potemkin.4239

I’m often put into a down state before I can finish an opponent off in a 1v1 skirmish. Most of the time, I bring the opponent to 10%-15% HP. I use the following to down them when they rush over to stomp me:

Icy Mist trait
Lava Tomb trait
Superior Rune of the Afflicted

If I’m lucky, I throw a Lava Font around me before I go down, to make things doubly painful. Using Vapor Form offensively catches some people by surprise.

New Game Types & Map Variants - List

in PvP

Posted by: potemkin.4239

potemkin.4239

I would like to see a Payload Race mode, similar to the one used in Team Fortress 2.

Each team starts out next to a golem NPC that’s holding some explosives. Standing near your team’s golem gives it the ability to move. The objective is to get your golem to enemy territory while preventing your opponent’s golem from reaching your territory.

Reviewing all of the Traits: Analysis and suggested changes.

in Elementalist

Posted by: potemkin.4239

potemkin.4239

The adjustments below is what I’d like to see.

Ember’s Might | Burn (3 sec) nearby foes when you reach 6 or more stacks of Might. 30 second cooldown.

One with Air | Swiftness lasts 30% longer. Reduce fall damage by 50% when under the effects of Swiftness.

Obsidian Focus | Gain 90 Power and 90 Toughness while wielding a Conjured weapon.

Skill Types to Those That Have None

in Suggestions

Posted by: potemkin.4239

potemkin.4239

Many weapon skills and some healing skills lack a skill type. Assigning skill types to more skills will enable more diverse builds.

Thief

  • Deception – Heal | Hide in Shadows
  • Trick – Heal | Withdraw

Ranger

  • Survival – Heal | Troll Unguent

Warrior

  • Physical – Elite | Rampage (All skills)
  • Shout – Warhorn | Charge
  • Stance – Shield | Shield Stance

My opinion of body shot :( Lets make it useful

in Thief

Posted by: potemkin.4239

potemkin.4239

Since Thieves lack the ability to attack beyond 900 range reliably, how about extending the range of Body Shot to 1200?

Stealth Fix by Prolonging the Revealed Effect

in Suggestions

Posted by: potemkin.4239

potemkin.4239

My suggestion:

Revealed

  • Duration refreshes itself when the Thief takes damage.
  • Condition damage doesn’t refresh the Revealed effect.

To balance the fact that constantly attacking the Thief will keep the Revealed effect up, also would like to change the Revealed effect to behave like the Blind condition for stealth:

Revealed

  • Causes your next stealth attempt to fail. (Failed stealth cures Revealed.)

So if the Thief opens up with an attack from stealth and wants to jump back into stealth, he’ll have to…

  • Avoid direct attacks or damaging AoE for three seconds. This can be done by dodging, applying blind to the enemy, shadowstep away, etc.
  • If under constant attack, use a Stealth skill to remove the Revealed effect, then use a Stealth skill again.

(edited by potemkin.4239)

Post Your Build Thread

in Elementalist

Posted by: potemkin.4239

potemkin.4239

Dungeon Support Build

http://tinyurl.com/c6k95kd

Concept

Give yourself and nearby teammates Protection (3 seconds) and a Fire Shield (3 seconds) each time you apply an Aura. You apply this each time you activate a Signet.

Staff allows you to lay down a bunch of combo fields for your allies, along with having access to Magnetic Aura. If you want to focus more on Auras, use Dagger / Dagger for Shocking Aura and Frost Aura.

On the offense, you apply 3 stacks of Vulnerability each time you use a Signet. You can also apply 5 stacks of Vulnerability with Ice Spike, which is traited down to 3.25 second recharge so you can weave them in between Signet casts. Each Signet applies their own condition as well. You should wait 3 seconds between Signet uses to keep up Fire Shield, since it doesn’t stack duration. Keep close to your allies so that they can benefit from your Aura sharing.

Stats should focus on Power, Vitality, and Condition Damage. Having constant Protection should compensate for the lack of Toughness in your equipment. Having a teammate that also gives Protection will help extend the duration. Farm Sorrow’s Embrace explorable mode to get the Superior Runes of the Forge, or substitute it for something else.

This build doesn’t focus on Condition Removal, so another teammate will have to pick up the slack. Air Attunement isn’t used much. This build focuses on Condition Damage and surviving. Doesn’t use Precision for much of anything, so elected not to trait for Zephyr’s Boon.

Endurance as a Resource for Various Skills

in Suggestions

Posted by: potemkin.4239

potemkin.4239

What if the various skills that are viewed as “problematic” were solved by requiring said skills to use endurance? This would add another dimension to gameplay by forcing the player to trade a defensive benefit (dodging) for something else.
Here are a few examples:

  • Quickness – Lasts until you run out of endurance or the Quickness duration ends, whichever occurs first. While under the effects of Quickness, you cannot gain endurance and it decays at 20% per second. When you activate a Quickness skill, you instantly lose 20% endurance.
  • Stealth – Lasts until you run out of endurance, you attack, or the stealth duration ends, whichever occurs first. While under the effects of Stealth, you cannot gain endurance and it decays at 20% per second. When you activate a Stealth skill, you instantly lose 20% endurance.
    Note: You can probably do away with the Revealed debuff with this in place.

(edited by potemkin.4239)