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Example Build: (Utility Skills) Servitude
Lets say you wanted to do Servitude, your 1st skill would be to pick up “Servitor,” your “summon steam giant” skill. Now your next 2 skills would most likely be a skill be “Buffer” to increase its damage resistance for a short time and “Negate” to create an anti-projectile area. “Servitor’s” Cooldown will activate once your Gauntlet is changed, also “Servitor” can only be placed on 1 Gauntlet, whereas other skills can be on different Gauntlets, so make sure not to switch Gauntlets until you are ready to no longer use the Steam Giant. Your Elite could be any number of skills, the Elite I would probably pick if you were building a Servitude Build however would be “Overcharge,” which sends your Steam Giant into a frenzy, making it invulnerable to damage while it spins and does an AoE damage before self-destructing and blowing away all nearby enemies(Note this Elite would also start the Cooldown for “Servitor” but shares its cooldown when spec’d in the trait lines (approx 90 seconds).
So to review
Healing Skill: Unkown
Skill 1: “Servitor” Summon a Steam Giant to fight at your side (will be changed by trait line choices)
Skill 2: “Buffer” Grant your Steam Giant 10 seconds of Protection and Regeneration.
Skill 3: “Negate” Your Steam Giant creates an anti-projectile field around it for 5 seconds.Elite: “Overcharge” Your Steam Giant spins for 5 seconds dealing damage to all enemies within range and then explodes dealing damage and causing blowback to enemies close to it.
This would all be on 1 Gauntlet so, once your Steam Giant is downed and is on recharge you can swap Gauntlets to use other skills while “Servitor” recharges.
(edited by Animatus.6197)
Healing Skills:
Utility Skills:
Zero Energy:
-Fields:
-Create Orbs of Zero Energy that activate if an enemy is within their field. These orbs can activate 3 times with a period of 2 seconds between each activation before dissipating. Fields last 15 seconds or 3 activations.Zero Field(Impact): Create an orb that hits the ground knocking down enemies in the field with a shock-wave.
Zero Field (Sol): Create an orb which releases light, blinding enemies in the field.
Zero Field (Axis): Create an orb that absorbs heat, freezing enemies in the field.
-Columns:
-Create a Column of Zero Energy that gives enhancements to nearby allies on with each activation. Columns activate every 2 seconds, affecting all allies within the field. Columns last 15 seconds or 3 activations.Zero Column (Plasma): Create a column of Plasma, granting 3 stacks of might and protection to allies upon activation.
Zero Column (Kelt): Create a column of Kelt, granting swiftness and removing a condition to allies upon activation.
Servitude:
Servitor: Summon a Steam Giant to fight at your side. (Will be altered by trait line choices) (90 Second CD)
Buffer: Grant your Steam Giant 10 seconds of Protection and Regeneration. (45 Second CD)
Negate: Your Steam Giant creates an anti-projectile field around it for 5 seconds. (30 Second CD)
Construction:
Time Lens: Create a lens that slows all projectiles to an unbearably low speed
Vorpal Lens: Create a lens that alters projectiles, firing them at random angles.
Iron Curtain: Construct an Iron barricade at target location blocking the path and stopping projectiles that hit it. Lasts until broken or demolished.
Pallisade: Create a Spike field that harms enemies that move in it.
Tech-Armor:
There are no active skills for Tech Armor, this is a trait tree that would have multiple instance effects at certain events and HP %’s
Elite Skills:
Singularity: Create a mass of Zero Energy around you that is so dense it cripples and pulls towards you all enemies in a zone around you, damaging every second it charges and placing a special debuff on those affected with every pulse. Once fully charged the energy amassed is repelled from you hitting all enemies in the created zone consuming and damaging them based on the stack of the debuff. If interuppted or ended early the energy is repelled but only does half-damage. (900 radius around you) (can be interrupted) (240 Second CD)
Overcharge: Your Steam Giant spins for 5 seconds dealing damage to all enemies within range and then explodes dealing damage and causing blowback to enemies close to it. (180 Second CD)
Mass Driver: Create a Mass Driver cannon at target location, this cannon will face the direction your facing and can only turn 20[sup]o[/sup] in any given direction from the original facing. This cannon has multiple skills that act like the mortar in doing different amounts of damage and causing different conditions, however affecting targets in a line rather than a targeted area. All skills have a charge timer of 1 second on them and the M.D. must change facing before the charge begins, so the shots can be dodged if paying attention to the cannons facing.
(appearance would be similar to the Giant Asura Laser Cannon in Sparkfly Fen, only smaller [around the size of normal cannons]) (1200-1900) (240 Second CD)Xenith Column: Create a Zero Column with a larger than normal field radius that returns allies from the downed state with every activation (Activation Occurs every 5 seconds for this column). (210 Second CD)
More to come
(edited by Animatus.6197)
Weapon Skills: 2H
Hammer:
1 – (3-hit combo) – 1st hit will damage, 2nd hit will cripple for 1 second, 3rd hit with 1 second charge will hit for more damage.
2 – Hold the Hammer like a rifle and fire a charged blast of energy at your target, if the blast hits it explodes lashing all foes around your target for damage (skill will deal damage then explode so it hits your target twice). (1200 Range) (20 Second CD)
3 – Charge a rocket on the back head of the hammer which after a 2 second charge lets loose, sending you flying forward until you connect with an enemy, thus sending him flying. (600 Range) (40 Second CD)
4 – Your hammer extends and a claw appears at the end grabbing your target and pulling him back towards you. (500 Range) (40 Second CD)
5 – Pound the hammer into the ground making 4 spider mines pop out of the ground, these mines run to the closest enemy and explode after a .5 second delay dealing AoE damage. (900 Range) (35 Second CD)
Staff:
1 – Create a laser blast from the sky on your target after a .5 second delay, dealing damage in a small area. (1200)
2 – Create a Zero Field: Energy (Deals damage) (1200 Range) (15 Second CD)
3 – Create a Zero Field: Capture (Create a “Ring of Warding” around the first enemy that enters (1200 Range) (30 Second CD)
4 – Create a Zero Field: Augment (Remove all boons) (1200 Range) (35 Second CD)
5 – Create a Zero Field: Gravity (Cripple and pull towards center for 5 seconds) (1200 Range) (45 Second CD)
Greatsword:
Rifle:
Harpoon Gun:
(edited by Animatus.6197)
Let me introduce the Technomage.
For those not familiar with what a Technomage is, its the use of magic through technology, very similar to the Golemancy that Asuras use. My design for them would be similar to the Elementalist with having a swap that has to do with altering skills, utilizing a Tech-Gauntlet (similar to Zoija’s) that can be swapped between the 3 specializations, changing the equipped Utility skills[not including the elite]).
Class Weapons:
-Hammer (Like a “rocket-powered hammer” with movement and control skills)
-Staff (Places Zero Points on the ground for different effects [like the Necro staff])
-Greatsword (Laser sword that cuts through armor)
-Rifle (Lasers)
-Harpoon Gun (Water)
Utility/Trait Trees:
Zero Fields – Skills that create an orb of energy that generates negative effects when enemies approach.
Zero Columns – Skills that create a column of energy that generates positive effects for nearby allies.
Servitude – A Single “Steam Giant” Summon and skills that affect that Steam Giant’s performance.
Contruction – Summoning of Environmental Weapons and Armors that shape the battlefield.
-“Lenses” affect projectile movement however do not affect the target or reflect the projectiles.
-“Objects” are made over a 3 second cast timer, and exist until either destroyed or demolished (demolish by reactivating the skill)
Tech-Armor – Skills that enhance the users ability to absorb or redirect damage.
I would love to see something like this in game, and would even love to work with the Devs to bring such a class into existence (I have worked with designing champions on League of Legends so I know about balancing and skill creation).
My thoughts would be that this would be Medium Armor class, and would also not have a weapon swap as the Technomage would have the Gauntlet to change the various abilities they have equipped.
How I see this class being played is to fit a variety of needs but touching on very specific areas at the same time, an idea of how this would work would be in WvW to utilize the Servitude tree and skills when taking a supply camp, but lets say a large group of the opposing team swarm you, then swap you Gauntlet to possible a Zero Field set to possible split up enemies and evade combat or support those who are fighting from your team. Then if maybe a nearby tower is being attacked quickly swap your Gauntlet to possibly a Field Alteration skill set to protect the gate, and enhance ally weapon fire to push back the onslaught.
Again this is just an example of playstyle
Well if anything comes of this I would love to hear about it, so Devs if you are reading you know how to reach me (look at my account)
(edited by Animatus.6197)
I will continue to add to this thread as I add more to the class Idea, hopefully I will eventually have more skills and such added, add as you feel to the thread and if it fits I will add it to the main topic.
Actually steam could work, with the “Servitor” skill changing between a Steam minotaur for Control, Ogre for Damage, and Wind Rider for Heal……hmmm….
Sounds like a great idea, but it would have to be an Asura-only class. Those other races would just bookah it up!
Well by that statement Engineers should be race-locked to the Charr, since their skills are based on Charr technology, but no, I think other races should be allowed to study and delve into the secrets behind Asura technology, just like some Asura turn away from their own technology to be Engineers.
Spirit Bow.Just make it so that it spawns a usable spirit bow with special attacks we could use when range issues arise.The elementalist is a ranged powerhouse and yet they can conjure a frost bow.
This would allow the guardian to be able to bring more to the table than just a slow moving orb of watch me get dodged.
Or dare i say it,rework 2 handed hammer into a Thor like weapon with ranged attacks,the way 2 handed hammer is now is a joke.
I would actually love either of those (spirit bow like the ele weapon conjures, or the thor hammer)
Too bad the devs dont seem to care at all about fixing the range issue on guardians, all they care about is making dungeons impossible and ruining any sort of ability to farm with diminished rewards
Every single class has a good range and melee spec, everyone except guardians, and with this game being so anti-melee its very difficult without a ranged spec
I think most engineers would take issue with you assuming they have a good melee spec.
you have a wrench you can smack people over the head with
I’m not sure Guardians are supposed to be all that good at range. With the Staff being somewhat weak and only good at medium range, and with the Scepter being unreliable with its slow projectiles, I can only assume this was on purpose.
Every single class has a good range and melee spec, everyone except guardians, and with this game being so anti-melee its very difficult without a ranged spec
hm on that note does any class get reliable burning on their #1 chain?
well it does have a half second delay so if someone does get hit they could possible dodge the next, so it provides more reliable damage as a #1 skill
I love guardian, and don’t get me wrong, I would love to have the longbow on them just like everyone else, and I do agree that Guardians are the only class without a “REAL” ranged weapon set.
That being said I believe there is a way to fix this that could make everyone happy, I would suggest scrapping the 1st staff skill and changing it to something like this:
Crux: Drop a pillar of light on your target after a .5 second delay that deals damage to anything within a 100 range(50 radius) and burns enemies (1200 range)
this I think would provide more damage for staff guardians and actually give them some real range.
I could understand maybe an elite that acts liek a mount and gives you a permanent speed buff while on it (kinda like the asura summon golem suit)
Longbow(or staff rework) for Guardian > Mounts
Go to the Mists, you can see them from there
A few alternate suggestions on the same idea:
If you did the bow you could make the last skill instead a kind of laser, such as
Skill 5: Purify: (Damage) Charge for 2 seconds and then release a giant beam of light that does high damage and knocksback all foes (1200 range) (60 second CD)
another possibility would be to remove the staff 1 ability and completely change it to something a little more useful: my thoughts on that would be:
Staff 1: Sunbeam: (Damge) Create a pillar of light at your targets location with a .5 second delay that deals damage up to 5 enemies within a 100 range (1200 range)
As mentioned, everyone that I’ve known that pvps guardian absolutely hates the nerfs they did on the books. They have no stability what-so-ever now. I’d be completely fine if they just removed them from the game now. Hell, I’d use a rabid attacking squirrel ult that does 200 dmg a hit rather then those terrible books, or that sad excuse of a invincible ult that you cant even move in.
Actually they removed the Immobile part of the spell, so your argument there is invalid. They aren’t that bad you just cant try and use them late, best way to do it is to lead with it.
Another dye to note (also my favorite dye in game) is the Oil Slick Dye. Though it appears brown when you mouse over it, when put on armor the dye is actually pearlescent, changing colors depending on the light and angle, just like a real oil slick. It’s amazing.
I would make a different suggestion in the same idea, Make the ability to make a Explorer Character, this character would have a bag with 1 slot, no armor, would literally appear as a Ghost of the race you choose and could utilize waypoints for free. This way you could explore but couldn’t attack or be attacked and could go explore, the only thing you could receive from this character would be 1 Gift of Exploration at 100% (reason for that 1 slot bag), that way there would actually be a use for this character, you could place the gift in the bank once you had it.
Since I know Anet actually looks and reads these I was hoping to maybe shed a little light on a change that would really make Guardian feel a little more balanced; what am I saying is not balanced? well it would happen to be the lack of a true ranged weapon. Please let me explain before I get downvoted to the abyss, yes, Guardians have the Scepter and Staff, yes they are both “technically” ranged, however they both have very specific uses, and no generalized ranged combat. The Scepter is straight single target Power-based damage, with no condition attacks at all, and the Staff is all close range AoE and support, with barely any damage to speak of. What I would suggest adding would be the Long-bow, and this is why:
The Longbow would be utilized as a Long Range damage/support weapon with skills such as the following (while still having some support skills)
Skill 1: Light Arrow: (Auto Attack) Single Target damage (1200 Range).
Skill 2: Dazzling Shot: (Disable) Single target arrow that explodes in a blast of light and blinds all enemies hit (1200 Range) (20 Second CD).
Skill 3: Fade: (Escape) Shoot a arrow at “ground-target” and create a pillar of light that damages nearby foes and lasts 5 second, you may activate the skill within that 5 seconds to “blink” to the pillar (Small AoE) (5 Second Active) (1200 Range) (30 Second CD).
Skill 4: Sanction: (Support 1) (Ground-Target) Fire a large arrow into the air, falling as a field of light at the target location, enemies cannot pass through the “wall” of the beam (Medium AoE) (5 Second Active) (1200 Range) (40 Second CD).
Skill 5: Solar Bounty (Support 2) Fire arrows of light upwards to create soothing rays at the target location, grating regeneration to allies within the area (Large AoE) (10 Second Active) (45 Second CD).
Again this is what I believe would complete the Guardian build, also I would have all the skills shoot arrows of light, instead of the physical looking arrows that shoot when a war or ranger shoot the bow.
(edited by Animatus.6197)