Showing Posts For redrex.9634:

Kodan fanfiction

in Community Creations

Posted by: redrex.9634

redrex.9634

There is a writer over at Chronicles of Tyria writing a story about a kodan guardian. I’ve been a long-time fan of the kodan and this story is really enjoyable. He has even designed his character the same as if he was playing an in-game race. He releases another episode every week
The character page: http://www.chroniclesoftyria.com/kodas-breath/
Prologue and chapter 1: http://www.chroniclesoftyria.com/kodas-breath/chapter-1/

Possible tower defence sPvP or minigame

in PvP

Posted by: redrex.9634

redrex.9634

The castle style one? Its possible they’re working on it i guess, but an asuran floating ng cube would be a cooler way to have this represented i think

Possible tower defence sPvP or minigame

in PvP

Posted by: redrex.9634

redrex.9634

sPvP suggestion:
Tower defense

2 sides. One team is the attackers, the other defends.

The path should be a Labyrinth which the attackers follow, but with high enough walls that they cannot get up onto them. If the defenders fall down into the labyrinth there will be portals to allow them to return to the top at the checkpoints

The attacking team cannot be damaged by the defenders directly. They can only take damage from the turrets placed along the passage by the defending team. Defending team can be hurt by the attacking players.

The attacking team use bundles.
Types:
• Shield – deflects projectiles, stuns enemy players when thrown
? Skills include a projectile reflect, enemy player stun, lightning aura, geographic CC (skritt cannot come close)
• Gun – attack turrets with the gun. Uses aoe targeting.
? Each skill can target a certain turret. Flame bullet stuns chill turret, stability bullet stuns thumper turret, poison bullet stuns healing turret, etcetera.
• Grappling hook – to pull defending players onto the path, where they can be killed.
? Skills are heavily foccused on moving around, some stealth, pulling players, pushing players, interrupting enemy players.
• Hammer – to smash the area near skritt, causing them to flee.
? Skills include crippling, launching, fearing skritt etc. can also knock down players on the walls.
• Elixir belt – drops elixirs for nearby players to use
? skills include swiftness, retaliation, regeneration evade, quickness, etc.
• Flute – summons wolves
? each subsequent wolf will remove conditions and take some damage from the whole party. The first skill summons wolves, and each one then commands them to remove a specific condition. Each wolf can take 1 stack of each condition, so at maximum numbers, 8 wolves can cleanse 8 conditions from 5 players in range.

The defending team can place Turrets. Each player will have a flare gun, which indicates which turret they want. An airship then drops the turret where they want.

Turrets cannot occupy the same space, and each turret has its own cooldown.
Types:
• Chill Turret – applies stacks of chill in a radius around it
• Thumper turret – launches nearby players, reveals stealth
• Healing turret – heals other turrets, but not other healing turrets.
• Skritt hole – summons skritt to attack players on the path. Skritt carry bombs which they place down near players.
• Rifle turret – targets the nearest player for direct damage and bleed.
• Flamethrower turret – targets the farthest player in range and blasts them with a flamethrower
• Cannon – same as a wvw cannon but with much lower health
• Portal turret – sends enemy players back along the path to the last checkpoint

The defending team has 1 minute to set up their initial turrets, while the attacking team gets to play with the bundles.

At the end there is a tower, much like those in WvW, which has outer and inner gates, and finally a Lord. In this room the defenders may activate the traps from an above floor, and the attackers must dodge out of the telegraphs. If the attackers die in this room they are teleported to the last checkpoint. The lord also receives health every time he kills someone.

pardon any spelling mistakes

Wild guess, baseless too, but.[spoilers?]

in Living World

Posted by: redrex.9634

redrex.9634

We have known there were six dragons for a long time. Zhaitan was killed by the pact, Trehearne cleansed Orr, not Zhaitan.

Your theory doesn’t work with the Elder Races: Jotun, Seer, Forgotten, Mursaat and Dwarves, who successfully survived their previous rise.

A couple of things to correct here, Kralkatorrik’s magic is not Chaotic, it’s Crystalline. S.Bubbles’ powers are of yet unknown but I would wager, since She/he is the opposite of Kralky, its power is more Fluid.

We don’t know if Belinda’s sacrifice will be important until we know. It could be anything from Caladbolg-style cleanse of Maguuma to “oh crepe, save Marjory” moment.

Finishing to LS astride Glint's baby

in Living World

Posted by: redrex.9634

redrex.9634

Kind of food for thought here.

Wondering that, considering that a LOT of people didn’t like the end of the Personal Story (atop the Glory of Tyria), how would you feel if we defeated Mordremoth on the back of a dragon or even possibly Glints Baby

Keep in mind that a final battle such as this could not possibly be done with our regular skills, we need something truly epic to finish the LS and Mordy.

Having discussed this with some friends, someone even suggested having profession and race specific skills when you fight astride the baby dragon.

Thoughts?

A Discussion of Elder Dragons

in Lore

Posted by: redrex.9634

redrex.9634

It seems that not all elder dragons have the same M.O. Some corrupt living beings, others create their own from the materials around them. It seems to be possible (and I’m stretching a little here) that there may be two different types of Elder dragon. Creators, and corruptors.

Primordus, Mordremoth and (unsubstatiated) Bubbles may be creators.
Primordus’ minions are MADE of rock and lava, and given life. Mordemoth grows his minions from plants. Bubbles has no information here.

Kralkatorrik, Zhaitan and Jormag act more like corruptors.
Branded were once living areas. Areas once full of life are now swallowed by the ice. and zhaitan’s undead clearly corrupted Orr.

All of them clearly are involved with the acquisition of territory.

The new "Red ship" Didn't crash

in Living World

Posted by: redrex.9634

redrex.9634

Not the one with the orange sails, the one with the scarlet sails. Its anchored to the crashed ship near a point involved in your investigation in the LS. I havent managed to get to the top of the jumping puzzle but from the ground it seems to be siting there, in tact, very comfortably.

This was the one that was glowing (check out the FotFW trailer, its featured in a fly-by).

If i remember correctly it was not with them before they came back (from Cantha is the current consensus), and the glow is similar to the glow in the backpack worn by the MoP.

The new "Red ship" Didn't crash

in Living World

Posted by: redrex.9634

redrex.9634

It’s still floating above dry top. If you remember from the Labyrinthine Cliffs, it was glowing strangely.

Is this significant? Could this be where Glint’s offspring is?

What do we think?

Disease & GW2

in Necromancer

Posted by: redrex.9634

redrex.9634

I think there is another way to do this. Instead, have it act similar to retaliation: when you’re struck, you apply a stack to your enemy.

This can be an effect of entering into DS. That way, we actually DO get stronger over time. We are supposed to be a condition heavy profession and yet our torment is only 3 stacks and we can only chill and fear in DS.

That way, you’ll load up on poison/bleed/cripple/chill or whichever condis you’d like, pop DS and watch as is spreads. That now involves a little strategy

That being said, I think that after Disease has been applied, your enemy should receive a stack of “immune” for a few seconds, much how thieves get stealth and revealed.

[Proposal] PvP Map Rotation for Borderlands

in WvW

Posted by: redrex.9634

redrex.9634

Reading through my ideas again I may have gotten carried away hahaha.

Jade: Actually, I agree with you on this one.

Perhaps, instead, capping a specific area allows your team to view the timers on the elevators?

Desert: We have moveable siege. Its called Golems. Why not a much much bigger version, which moves slower, but which can house players inside, like a massive tank?

Obviously its not gonna always be tank warfare, but having one could be an advantage on an open map like the desert map, and tank v tank warfare would be pretty cool. Having cannons inside for multiple players would make it a great team activity. Make the tank cost a lot of sups, as well as the cannons inside cost more sups, and then go zerg around the map.

Mountains:
I was thinking more like tunnels inside the mountains to get up, or winding pathways alongside them, and bridges.

Asuran Megacity:

The maze like idea would follow similarly to the halloween maze, which was for most intents and purposes a fairly symmetrical one. This is pretty cool for zerg warfare, isn’kitten you get very tangible ground gained when you cover a maze.

Volcanic:
This is pretty much fleshed out hahaha i dont think i need to add to this

[Proposal] PvP Map Rotation for Borderlands

in WvW

Posted by: redrex.9634

redrex.9634

Something I rather enjoy about ANET defeatists is that they never cease to not only attempt to shut down threads like this but their rather obvious lack of knowledge of business and how it runs. OF COURSE they took more than 18 months to implement a new map! The gargantuan amount of balancing, living story, feature packs, events, new weapons, new armors, new traits, new skills, all this new stuff that has happened over the past 2 ish years takes a hell of a lot of time. we don’t get to see the time it takes to make a map. Furthermore, just because it was announced 18 months after does not mean it was being developed significantly prior to announcement.

Map Diversity does a slew of things: it deliberately imbalances the maps, which in turn, actually might balance WvW. It makes new strategies. It makes new places for me and my friends to have fun. It also gives ANET the opportunity to showcase their artistic talent, this game is absolutely beautiful, why would we not want more maps?

I know this might be a bit weird, but there needs to be a server merge on the lower tiers. I play on a bottom tier server and we are empty lot of the time.

Furthermore, why not set up the Wvw map to look more like the norse Yggdrasil, and have different servers shifted through the maps, each getting the chance to play on each map at least once throughout the season. that way, they can all be scored based on their points on each map over a longer period of time.

WvW is a huge part of this game that attracts hundred upon hundreds of players.

Structured PvP gets 6 maps, now with CUSTOM ARENAS, so technically they have unlimited maps now. PvE’ers get the world map, of which i haven’t counted the numbers, including dungeons, fractals etc. WvW get…3 different maps. (cries)

Its not juts a matter of “I WANT MOAR” its actually more a matter of creating new ways to play, new places to go. As a commander, I want the challenge of leading a team through a new environment and hopefully to get totally wiped and realise thats not the way to do things hahaha.

Map diversity will definitely bring people it. It will also add value to their game, something arenanet is very good at doing so far.

Hamster, what did you think of my ideas for new WvW mechanics?

Attachments:

[Proposal] PvP Map Rotation for Borderlands

in WvW

Posted by: redrex.9634

redrex.9634

Thanks for the link to my thread, first off!

Ok I want to have a quick reply to each of the maps you’ve had a stab at, and give a few suggestions?

Why aren’t there a greater racial influence on each map? I mean, the races are such a big part of the concept of gw2, add some influence!

1) Jade

I think that this is a really solid idea, the only problem here is falling damage. Can I suggest that these platforms move fairly slowly initially when they do shift to give people a chance to jump down/up on to them and join their team.

Furthermore, the ‘platforms’ should function similar to the wurm tunnel in EotM. There should be 3 separate groupings of these platforms which can glow their colours when they are ‘owned’ by the respective servers. A centralised control panel could exist in the centre of the map, in open world (perhaps above a very large tower?), where players can manipulate the platforms that their server owns. This means commanders will send out a party to not only secure their own jade tower but also to camp the other two control towers. When your server ‘owns’ the correct objectives, your tower will have full functionality, allowing a player to manipulate the platforms. If you own nothing, the tower is useless. The object is to first gain a few objectives to gain control of platforms, then send a squad to secure your tower, then communicate with your squad via TS to manipulate the platforms.

This map should be allocated to the weakest server, so that they can have a terrain advantage.

Make this a Human area with mainly human and Canthan influences.

2) Desert
Open world ftw! I have no criticisms for this, only that there should be absolutely NO terrain blocks whatsoever to facilitate summons and possibly, moveable siege? Potential to implement a tank style siege weapon? Have the objectives be open (as in, no walls, just chokepoints), and far apart. That way, servers will be forced into open-world combat. Furthermore, give this to the strongest server, so that they have a harder time defending despite their numbers.

Make this a Charr area! Charr architecture (have you been to the black citadel? Much neovictorian, such steampunk)

3)Foothills/mountains
I think the best way to implement this would be actually more like the cliffs of Ha Long Bay and china (shout out to the new Chinese players), but in a western style, with lots of vertical climbs to get to objectives. Whiles this will be annoying at first, perhaps, between your captured objectives, we can have many bridges like in EotM (an underused mechanic) which require much more supply to build and can be destroyed more easily. This will be highly defensible INITIALLY, but with some good strategy, the opposing server can overcome the high cliffs.

Make this a Norn Area! Norn Nps, Architecture, with really oversized buildings etc.

4)Asuran Megatropolis
Bit of a lore problem here, but not impossible to make canon.
From what I understand, this is a MASSIVE building, not necessarily a map? However, this is a really amazing amazing way to implement a maze into one of the floors. Furthermore, add our ability to create walls in this maze, so we can either knock it down, or a small group can go through and recreate the whole thing. Put some PvE elements into the maze and presto, you have some really difficult terrain to navigate. This would be really fun and really tough to go through, but this really reminds me of the maze in the halloween event which was tough but fun.

Obviously, this is a very very Asuran area.

5)Jungle
I have no suggestions for this, except that many jungles IRL will slow down larger goups by their very nature. Perhaps this can be designed with roaming builds in mind? Guerilla warfare so to speak? I like the idea of the objectives being in open spaces which you have to venture out into (possibly revealing your position) in order to capture. The dense jungle hides enemies, which you will have to be ready for.

Make this a Sylvari map, with Sylvari NPCs and architecture!

6)Volcanic
Having a height disadvantage here is pretty important. Your walls will need to be a curved shape to keep your defenders safe. I think the ‘big keeps’ in this map will probably be regularly overrun, if theyre situated lower than other keeps. Give this keep to the most successful server so they have a harder time defending it.

Variety is, after all, the spice of life

(edited by redrex.9634)

How an Underwater Map could be Implemented

in WvW

Posted by: redrex.9634

redrex.9634

Helpful, thankyou

How an Underwater Map could be Implemented

in WvW

Posted by: redrex.9634

redrex.9634

Underwater combat is a part of this game which, although at times frustrating, is one of the better versions of underwater combat to be seen in most MMO’s.

This thread will not be discussing the pros or cons of underwater combat. It seeks to create a dialogue of how an underwater WvWvW map may work, its mechanics, its design, and any ideas we creative WvW types have.

I believe that an underwater map could be designed, and it could introduce some neat new features.

Map shape
I think the best design for an underwater map would be a tetrahedron. (If you don’t know what that is, google it.)

I think that three of the ‘points’ of the map should house the respective B/G/R keep, and the centre of the tetrahedron holds the “stonemist” style keep. The fourth point should have a mercenary keep (quaggans or Largos), who will permeate the map for your team if you succeed in capturing it. or, an suggested alternative, cause very light current streams across the map which gives an advantage to the team who captures it

This way we can have a 3 Dimensional map.

Castles, Towers, Keeps and Camps

Naturally, these will need to be spherical. They can be attacked from all directions, (unless they are wedged into the terrain). The design of these could very easily mimic Quaggan Architecture, or Charr architecture (spherical black citadel), with gates, and walls which are harder to knock down.

Defence
Obviously with the current system, defenders are safe within the walls and they may venture onto the walls to fire down onto the invaders. This won’t work in a 3D environment, so my suggestion is portholes through which skills may pass, but characters can’t. They can be clear, like glass. Defenders may hide around the ring of the portholes, where they are safe, and periodically swim out to fire their weapons at invaders. Furthermore, siege may pass through these portholes.

Siege
Some siege will not work in an underwater environment. A perfect example is the arrow cart. It is my suggestion that Any ground-targeted siege can be traded for underwater siege at a siege master in the respective servers safe zone.

Below is a list of prospective replacements
Arrow Cart can be replaced by a player-targeted siege weapon which bleeds/poisons and damages the water near them in a sphere.
Flame Ram It is my understanding that flame rams can be deployed underwater already. However, unlike the current system, it is best if siege deployment is done directly where the character is, and is not ground targeted.
Ballista No need to change this, aside from a change in the way it is deployed.
Catapult The current way a catapult is designed is to fire a projectile with left-right positioning options and a charge to fire in a greater distance. This won’t work undertwater in a 3 D environment. Instead, a catapult should be ground targetable, but the mouse button shows no grund targeting sphere, and holding down the mouse button increases the frange of fire. It should also be designed with an underwater theme in mind, and might end up looking more like a slingshot.
Trebuchet it is possible that this could be implemented as ground targetable, and could alter the player using it’s field of vision to accommodate for this. However, I will need to do more thinking re this idea.
Cannon Same as arrow cart, the underwater version of this could be player targetable and create a sphere of influence
Mortar I think this could be more interesting, since there really is only one currently used mortar skill. Mouse buttons 1,2,3,4 could be left-right-up-down directions, allowing for say, 45 degrees movement in each direction, and hold down to charge on 5.
Burning Oil These could be placed to any side of the gate, and simply cause a burning sphere where they are ground targeted to, in a very short range.
Golems no change. They already function underwater.

Mercenaries
Some ideas for mercenaries include Krait, Quaggans (as a main merenary with a significant part of the map), Hylek, and everybody’s favorite, LARGOS

Ideas for environments

Underwater cavers, tunnels and caves. Kelp forests, open oceans. Giant coral, deep, dark areas where you have limited visibility, Icy, glacier like areas which have large, floating, moving icebergs.

What needs to change
Underwater combat isnt perfect. Specifically, the low amount of underwater weapons. Every class needs to be given a ranged weapon AT LEAST, to make him/her WvW viable. I have seen suggestions for underwater weapons including claws (melee range) wands, chakras/discs, fans.

Can’t wait to hear what you all think

-Arhovinh

(edited by redrex.9634)

Minions Race

in Necromancer

Posted by: redrex.9634

redrex.9634

I have been discussing this with friends and guildies, and we all agree minions should be race specific, much like mesmer clones and thieves summons are.

For example, sylvari ones should reflect the wildlife at caledon forest. Asura ones from metrica. and this list goes on.

The same should be said for turret design, honestly.

what do we think?

Concept Profession: Zephyrite

in Festival of the Four Winds

Posted by: redrex.9634

redrex.9634

If we forget the stacks, then the Zephyrite profession’s main buff should be vigor. They could share it in parties and have skills which bestow vigor on them, and cripple on their enemies.

Concept Profession: Zephyrite

in Festival of the Four Winds

Posted by: redrex.9634

redrex.9634

Why not in Wvw? The kodan have a tonic in edge of the mists and you can become the mecha devourer too wvw would be perfect for it! The jump isn’t higher than the walls after all

Concept Profession: Zephyrite

in Festival of the Four Winds

Posted by: redrex.9634

redrex.9634

a profession is to be implemented, the core mechanic, not the look or feel of the class, needs to be unique. Each of the eight current professions are unique on their mechanic first and foremost, with their looks and feels only superficial to that.
Warrior has a building power up system
Guardian has passive boons that can be sacrificed
Thief has initiative
Engineer has his toolkit
Ranger has her pets
Elementalist has attunements
Necromancer has a second life force
Mesmer has clones/phantasms and shatters
If a ninth class is implemented, the mechanic needs to be functionally different from the above list.

I think a movement based mechanic is different from those.

And yes, I’ve played staff and dagger/dagger ele, please don’t assume I’m a total rookie, I’ve also made about 5 concept professions to date that are much more than “hey guyz, wudent it be kewl if…”

I do put thought behind my work.

Concept Profession: Zephyrite

in Festival of the Four Winds

Posted by: redrex.9634

redrex.9634

I don’t really see how the armor makes a difference, although I know a lot of heavies are crying for another class, I’ve never been a purponent of 3/3/3 for each myself. Ultimately it’s about the play mechanic and how the class operates, not its armor. I think we have highly nobile professions, but none whose core mechanic is about movement which I think would be a great addition to the game. If you’re interested, I’ve developed four or five other concept professions, which you can find in the archived suggestions forum

Concept Profession: Zephyrite

in Festival of the Four Winds

Posted by: redrex.9634

redrex.9634

Yes, but the kodan will defend themselves as they do in the edge of the mists, so I suspect the Zephs will too if things get sticky. don’t think that a new profession would happen anyway, weapons and races would come first, but this was my idea to marry the current in-game mechanics with a profession mechanic.

Just a tribute and an idea and, since this is my favorite event in GW2, and seems to be for many others, I think some people might get a bit of a kick out of this idea

Concept Profession: Zephyrite

in Festival of the Four Winds

Posted by: redrex.9634

redrex.9634

Yeah I know… I play an ele every once in a while. I know everything you told me already, and I agree, its way too close in terms of aesthetic to ele.

The mechanics are different though.

Concept Profession: Zephyrite

in Festival of the Four Winds

Posted by: redrex.9634

redrex.9634

This will never happen, but it could be so much fun

The Zephyrite
A medium armor Profession, the travel-weary Zephyrites have decided to allow the Tyrians access to their secrets (much to the delight of the durmand priory)

Profession mechanics
Aspect stacks -

Buttons f1-f3 will represent the aspects of the wind, sun and storm.
F1, Assisted leap, will cause the player to leap high into the air. For game mechanics purposes and balance, they cannot move during this leap. Temporarily makes the player invulnerable and can only be used twice maximum (same as dodging), and costs 5 stacks of Aspect. When they land, foes are knocked back.
F2, Light Dash, will cause the player to shoot forward, it is a channeled skill, and during this dash they are invulnerable. Can only be used twice maximum, costs 5 stacks of Aspect. When they stop, foes are blinded.
F3, Lightning Pull, will cause the player to pull themselves to the location. This pull does not allow invulnerability, but will apply a daze shield (same as in Aspect arena), while airborne and daze enemies at the target location. Can only be used twice, and costs 5 stacks

Certain skills (weapon skills 2,3,4, weapon skill 5 will apply some stacks of all 3) will build stacks (same as crystals) of the specials skills. The maximum stacks is 25, but 10 can only be used in rapid succession, as the use of these skills also uses up endurance.

Other skills include tornado knockbacks, targeted sun/supernova, long-channeled dazes and lots of movement-based mechanics.

I’m thinking that their weapons should be
Longbow, shortbow, staff, scepter, torch, focus, sword (mainhand and offhand), shield.

I know this will never ever happen, but it’s a part of my tribute to the Zephyrites, I would love to play one!

Concept Profession: Chronomancer

in Suggestions

Posted by: redrex.9634

redrex.9634

I got reinspired, and edited the apects. now, it’s a channel-transform! What do we all think?

Profession Idea?

in Suggestions

Posted by: redrex.9634

redrex.9634

The issue with this profession suggestion is that it’s not functionally any different from the elementalist attunements. Remember, if a profession is to be implemented, the core mechanic, not the look or feel of the class, needs to be unique. Each of the eight current professions are unique on their mechanic first and foremost, with their looks and feels only superficial to that.

Warrior has a building power up system
Guardian has passive boons that can be sacrificed
Thief has initiative
Engineer has his toolkit
Ranger has her pets
Elementalist has attunements
Necromancer has a second life force
Mesmer has clones/phantasms and shatters

If a ninth class is implemented, the mechanic needs to be functionally different from the above list.

New Class Ideas?

in Suggestions

Posted by: redrex.9634

redrex.9634

Concept Profession: Chronomancer

in Suggestions

Posted by: redrex.9634

redrex.9634

Small edit on the aspects, have a look, critique

New profession: Chronomancer

in Suggestions

Posted by: redrex.9634

redrex.9634

New Skills (Lvl 80)

in Suggestions

Posted by: redrex.9634

redrex.9634

The problem with this idea is that mechanic-changing skills makes all the learning that we’ve spent 1-80 completely redundant, doesn’t it?

Concept Profession: Tactician

in Suggestions

Posted by: redrex.9634

redrex.9634

Reserved for extras and FAQ

Concept Profession: Tactician

in Suggestions

Posted by: redrex.9634

redrex.9634

Reserved for Utility Skills

Concept Profession: Tactician

in Suggestions

Posted by: redrex.9634

redrex.9634

Reserved for weapon skills

Concept Profession: Tactician

in Suggestions

Posted by: redrex.9634

redrex.9634

Lore and Introduction
The constantly war-ravaged continent of Tyria is as blood-soaked as they come. The Charr, the indigenous population of Kryta, have honed their battle skills so far as to become the continent’s prime killing machines. So powerful they have become, that they have slain their own gods in an act of ultimate defiance and freedom. Rosha Gripfang, long-time admirer of Rytlock Brimstone, was out exploring with a group of her fellow Vigil when she stumbled across an ancient tome, buried halfway under rubble when she fell through a sinkhole in Lornar’s Pass The fall caused her to completely break her spine, and her months in hospice she used to her advantage, working with a member of the Durmand Priory she knew from her days in the fahrah, she slowly pieced together the meaning behind the ancient text. It was a compendium of war secrets, strategy and tactics from a race of flying men, whose abilities allowed them to phase out from reality and appear elsewhere. Rosha’s determination led her to master the arts stored within the text, allowing her the ability to warp the space around her, slipping into and out of reality, teleporting over large distances at will. She was the very first Tactician. She soon garnered a following, and began teaching her disciples the arts of the void, and how to create her unique voidfields , which were the key to this soldier’s success.

Mechanics description
The concept behind this soldier profession is the creation of ‘fields’, which are long-lasting combo fields which the soldier uses to their advantage. They utilise these fields as a form of area denial, the fields benefitting allies and hurting enemies. The Tactician also always has the ability to teleport into their voidfields from afar, and cause an active effect when they do so. The fields are ground-targetable.
Other professions have area denial skills, but the Tactician uses them as a major part of gameplay.
Skills f1-f4 are the Tactician’s 4 field skill:
F1: Field of Anger: Burns or provides Might. Daze on activation.
F2: Field of Woe: Chills or provides Protection. Pull on activation.
F3: Field of Compassion: Blinds or provides Regeneration. Push on activation.
F4: Field of Fear: Cripples or provides Swiftness. Launch on activation.
The second feature of voidfields are their activation. When placed, they are initially passive; the Tactician activates them by pressing their f1-4 skills a second time, teleporting to the field to activate it. When placed, they are invisible. The Tacticianmay teleport to their voidfield a maximum of 3 times (5 traited) before the field is destroyed. Cooldown on teleports is 3 sec (not global to fields, specific to field) Voidfields cannot be placed over one another.
Due to their extreme mobility, this soldier class has very little access to ranged weapons with the exception of the shortbow.

Weapons:
Hammer (Melee)
Staff (Melee)
Greatsword (Melee)
Shortbow
Axe/Axe (Melee)
Sword/Sword (Mid-Ranged)
Shield (Support)

(edited by redrex.9634)

WvWvW Suggestions

in Suggestions

Posted by: redrex.9634

redrex.9634

I wonder if we should be able to “steal” outer wall’s supplies once we’re inside. Would mean that the defenders have to use their supply effectively.

Can’t imagine this being popular though.

Vote on the profession you'd like to see next

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Posted by: redrex.9634

redrex.9634

Can I vote for my own? lol

I like the duelist concept.

Honestly I think new professions could go a long way to help round out the current professions, more than we give them credit. Balancing issues would be present, ofc, but the game is less than a year old, nothing as sophisticated as GW2 has ever been perfect so early after launch.

Concept Profession: Spiritualist

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Posted by: redrex.9634

redrex.9634

Vote for the spiritualist on Talgor’s new profession ballot!!!

Concept Profession: Name undecided

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Posted by: redrex.9634

redrex.9634

I still like Inquisitor, lore or no lore.

But Magistrate is another possibility.

Could I get away with “Titan”?

Concept Profession: Mimic

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Posted by: redrex.9634

redrex.9634

I think it would be a pretty broad area of play.

I should clarify a point above: the mimicry isn’t permanent, it’s lasts as long as the skills last.

I chose ranger pets for programming ease, but if anet decided they wanted a mimic to be able to choose ANY in-game Npc for mimicry I would not complain. Breadth is what this profession is about!!!

Concept Profession: Chronomancer

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Posted by: redrex.9634

redrex.9634

Time for a bump methinks!

I agree, mesmers do kind of have a great deal of this feel to them.

Have I stepped on their toes? Probably not. Their mechanics are about confusing people in the present, hopefully a Chronomancer is more about trade-offs between their time-stances

Summoner Profession

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Posted by: redrex.9634

redrex.9634

Unfortunately making summons a one-time attack is not a mechanic, it’s just a skill aesthetic. Much like the rangers’ greatsword abilities (the bear and hawk).

Summoning is, at it’s core, a pet profession. Although every single profession has summons, only the Mesmer relies totally on summons for its mechanic.

Technically speaking, ranger pets are not summons, since they aren’t skill-summoned.

However, to make a summons mechanic you need to define the resource and gameplay aspects of the profession.

Eg) Mesmer
Resource: clones/phantasms
Mechanic: shatters
Etc.

In my Spiritualist concept profession, I actually began with a summons profession and ended up with a non-summons profession, simply because the mechanic was flawed and was too muddled. It is important to focus on your ‘feel’ of the profession, but never at the loss of a solid, capable mechanic.

It’s good to hear that you are currently working on a mechanic, and don’t be afraid to add several potential gameplay styles and tease out the one that suits the profession best.

Best of luck! I’ll be checking back to see how it goes

If you need some inspiration, feel free to browse any of my 4 concept professions here on the forums.

Concept Profession: Chronomancer

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Posted by: redrex.9634

redrex.9634

Reserved for Extras and FAQ’s

Concept Profession: Chronomancer

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Posted by: redrex.9634

redrex.9634

Reserved for Utility Skills

Conditions of the past
Send all your conditions forward in time, to be suffered by your future self

Rewind
Rewind your health and location to where you were 10 seconds ago

Boons of the Future
Proc many boons randomly for 10 seconds. for the following 10 seconds, any boons are transformed into conditions.

Past and Future lives
Summon a child and wizened old person (if you are sylvari, a shorter version and taller version) versions of yourself. Your past self does damage, and your future self supports.

(edited by redrex.9634)

Concept Profession: Chronomancer

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Posted by: redrex.9634

redrex.9634

Reserved for Weapon skills

Staff: Melee/mid-range
1) Swing your staff three times, dealing damage, receiving a random boon and applying a random condition. (chain skill)
2) Thwack your opponent, crippling them.
3) Throw your staff, impaling your enemy, immobilising them. (3 sec). If they break out of the immobilise, they are pulled to your feet.
4) Swing your staff above your head, dealing damage in an AoE and turning boons into conditions
5) Charged skill-become immobilised, and strip conditions off of you and your allies. If you are struck whilst charging, transfer those conditions to the one who attacked you.

Scepter mid/long-range
1)
2)
3)

(edited by redrex.9634)

Concept Profession: Chronomancer

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Posted by: redrex.9634

redrex.9634

Disclaimer
The following is a concept profession, and it is posted with the aim towards discussion vis-a-vis it’s aesthetic and mechanic. I make no claim that this profession is balanced for in-game purposes, and it will continue to remain a work-in-progress

Lore and Introduction
The Chronomancer, or time magus, lives outside our dimension. With one foot squarely in all three states, the past, present and future, the Chronomancer balances the events of now with those yet to come and those that have occurred. They straddle the veil of existence, and call upon their past and future selves as aid in battle, and maintain the unique ability to interact with these selves and even switch with them.

Mechanic
The Chronomancer wades into the tide of battle with their eyes focused across time, utilising their visions of future and past known as Aspects to influence their behavior in Battle.

The three aspects:
Aspect of the Past: Aid your future self in a benevolent act of sacrifice

The Chronomancer sacrifices half of their damage now for twice their health later, aiding their future self. This is the past aspect, during which you deal half damage. Activate to transform to Visionary of the Past, with twice health and new, damage dealing abilities. Cooldown is 30 sec

Aspect of the Present: Aid your present and influence the tide of battle

The Chronomancer understands that the past and future was now, or will be now, or… this is confusing, but they seem to understand it. This is the present aspect, during which you absorb half the damage that your allies would take. Activate to transform to Clairvoyant of Presence, with new, support abilities. Cooldown is 30 sec

Aspect of the Future: Aid your past self and send your experience backwards.

The Chronomancer takes twice damage now to take half damage later. This is the future aspect, during which you will take twice the damage from attacks. Activate to transform into Seer of the Future, with new, control abilities. Cooldown is 30 sec.

Mechanics details
f1-f3 buttons will be the aspects. They are charged skills, each charge representing 2 seconds of ‘up’ time, after which there is an equal time penalty, with a total of 5 charges (10 seconds). There is a trait line which reduces the Chronomancer’s penalty time.

The player will hold down their aspect, during which time the negative penalty will be applied. (halved damage dealt, receiving half damage from friendlies, twice damage recieved). After this is done, you recieve a buff which allows you to transform into your Aspect by tapping the f1-3 buttons again.

Armor
Undecided.
Many want this to be a heavy armor profession but that doesn’t truly suit the profession

Weapons
Staff
Scepter
Focus
Torch
Warhorn

Attachments:

(edited by redrex.9634)

Concept Profession: Name undecided

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Posted by: redrex.9634

redrex.9634

Name change suggested.

Concept Profession: Mimic

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Posted by: redrex.9634

redrex.9634

Wings =\= flying, don’t worry. They will be all implementable at the same time. I guess everyone envisions a transform class to mean that you would transform your whole body at once. I think that as a mechanic the ‘pick and mix’ transform is unique.

It’s also not as restrictive as other MMO’s which require transforms to be tied to your gameplay role. This way you can choose your own specialisations, which is closer to Anet’s own philosophy.

Concept Profession: Name undecided

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Posted by: redrex.9634

redrex.9634

All readers please feel free to take a gander at my newest work in progress!!!

https://forum-en.gw2archive.eu/forum/game/suggestions/Concept-Profession-Mimic/first

The Mimic!

Concept Profession: Name undecided

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Posted by: redrex.9634

redrex.9634

Ok I didn’t notice all the posts near the end, I’ll answer all I can right now and get to the rest later sometime.

RE: Inquisitor as a name.

Can we move on? I get it, some of you don’t like the name. I would like some discussion about the mechanic please. Also, I don’t really appreciate being called a thief. My concepts inspiration comes from a novel, not d&d. Please don’t be so dismissive of people’s creative work.

I’m aware that forcing pet/summon friendlies away from your control is a massive part of gameplay. It’s “horrible” in the same way stealth is “horrible” because you haven’t learnt to counteract it yet. It’s a feature that is deliberately designed to allow a learning curve. Counterracting it would be simple. Mesmers can still shatter their clones, engineers can destroy their turrets, and rangers can swap out their pets. You just have to be on your toes.

Player versus door? I haven’t heard the term, but guardians get geographic CC, why not another profession?

Darling, no weapon skills are going to be “thrown” anywhere, and after your incredibly rude post, you will not be invited to comment.

Concept Profession: Spiritualist

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Concept Profession: Spiritualist

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Posted by: redrex.9634

redrex.9634

@ naturemaster,

The consensus is 4 orbs currently.
Death masks will come in 3 types, support, damage and control, and will be a random class skill of each type. No elites, just utilities.

I’m also thinking dolls should be droppable, so you can give the skills to another player. Like the elementalist weapon summons.

Spirits: Tipsy’s mechanic and mine are mutually exclusive, and too many mechanics in one profession will clutter up the feel of the class. His ideas are great, but I have shied away from a summony-transformy profession here.

Tipsy:
Your Medium and my Spiritualist are, like I mentioned above, quite different mechanics. I like them both, but I’m not sure that putting them together makes then any better, you know?

New Guild Wars 2 Class please

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