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Where did this come from?

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Posted by: Auesis.7301

Auesis.7301

You are supposed to be using the D/D rotation against a single target. The DPS output for that is much larger and practically defines your role, especially as the target begins to reach the thresholds for Heartseeker. Not only is Sword DPS lower, it’s also hungrier if you’re going to spam Pistol Whip as you say you do. Sir Vincent is right – you cannot spam Pistol Whip during a multi-minute boss fight literally non-stop – it is mathematically impossible even with maxed Trickery, Opportunist and all the Signets in the world. Even within the space of 30-45 seconds you are going to stop consistently maintaining the First Strikes damage boost, which only serves to increase the gap between Sword and Dagger damage.

Exactly what utility does S/P bring against a boss that warrants sacrificing damage for? Defiant stripping for Ice Bow? That’s going away soon, and you’re meant to have D/P + D/D in those situations so you can get the stacks off while maintaining the dagger damage. Evades? D/D gives back endurance on Wild Strike and that should be plenty, not to mention C+D allows very easy repositioning and aggro management should a boss turn to you. Blinds? Unshakable ignores blind at a 90% rate (and will ignore it completely when the rework hits). Smoke to swap to Shortbow and blast for a Stealth revive? Out of range, sure, but in a fight where somebody has gone down, chances are they are still in line of fire of the boss and attempting to blast will reveal you instantly.

So yes, for everything except bosses S/P is fine and preferable, particularly in big trash fights. For bosses it should only be a learning tool. Aside from that, if you need group Stealth out of combat, you only need to swap to the off-hand Pistol for a few seconds to get your blasts off. There is no need to stick to S/P the entire time.

I’d also like to know why Subject Alpha is un-backstabbable, because I’ve been slaughtering him without issue every time we run CoE, exclusively using D/D. In fact, there is not a single boss in the game that I can imagine that you cannot Backstab reliably. Even the Archdiviner can’t keep up with Wild Strike and Agility Signet’s endurance gain and C+D allows easy repositioning. If people are stacking bosses up against walls, they need to catch up because it’s not 2012 and Fiery Greatsword isn’t a thing anymore.

Gnome Child [Gc]
Resident Thief

(edited by Auesis.7301)

Thief specializations in PvE

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Posted by: Auesis.7301

Auesis.7301

With Steal pre-patch and Opportunist, we would regain about 0.26 ini/second. Post-patch, with Sleight of Hand, you can get back about 0.09 ini/second.

That sounds bad, however we also have to consider that 15 initiative will be baseline when using 66006. Lead Attacks is nice, but so is being further from the First Strikes threshold. With that extra 3 initiative as a reserve, it will be more than simple enough to maintain the same sort of rotation as you could have done pre-patch.

With 12, you had to be very, VERY careful about making sure you got back up to 12 while hitting C+D so that your Backstab would benefit from First Strikes. Now, that’s less of a concern and you can afford to spend a point or two tightening up your attack rotation in a more bursty fight (most dungeon bosses), or you can keep doing what you would have done normally and it will do just fine (tankier Fractal bosses, anything that comes in HoT).

Gnome Child [Gc]
Resident Thief

Venomshare to be meta in HoT? (sPvP)

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Posted by: Auesis.7301

Auesis.7301

Panic Strike + Executioner + entire Trickery trait line + sharing Basilisk Venom as you approach a point? Yeah, 60606 using Venomous Aura would be a massacre. Forget the leeching or the might stacking or any condition damage or healing, the simple act of being able to share Basilisk stacks to the team fight without sacrificing any of your damage potential is staggering (remember that stats are being taken away from traits and staying on amulets, so you have all the Precision + Ferocity you could ever want from the old Critical Strikes line without investing in it and Executioner is in DA now).

For Stronghold or WvW? Not a chance. This is purely a Conquest-based monster.

Gnome Child [Gc]
Resident Thief

(edited by Auesis.7301)

Commentary on the reveal changes

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Posted by: Auesis.7301

Auesis.7301

This is quite obviously a bug. If such a big mechanical change were intentional, it would be in the patch notes, but it’s not.

It’s even more obvious when you look at the stacking behaviour. You very rudely get pulled out and Revealed when a single stack of Stealth ends, even when you get another one. If the Revealed change was intentional, there would be literally no use for stacking Stealth, so that would have changed as well (along with patch notes).

This is the same patch that turned enemies friendly in WvW and blocked Mesmers from playing PvP among other gems. Not surprised.

Gnome Child [Gc]
Resident Thief

(edited by Auesis.7301)

Specialization F1 mechanic idea.

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Posted by: Auesis.7301

Auesis.7301

If we went for the whole Rifle/Gadgets type of deal, I can imagine Steal becoming like a Sabotage of sorts. You shadowstep to the enemy, plant something on them whether it’s a timed bomb or a unique debuff or whatever, and then you get a Shadow Return instead of a stolen skill.

Gnome Child [Gc]
Resident Thief

GG anet - Stupid Trap

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Posted by: Auesis.7301

Auesis.7301

It’s 1 second and only affects the radius of the trap. You can easily teleport away and go in to Stealth right after. The more traps a Guardian uses to try and keep you there, the less Meditations they have to pursue you and the less <skill type> they have to defend themselves against a counter-burst. Also, nobody pre-emptively places Traps, as much as Arenanet want you to believe. Rangers will just lob them right at you if they can, and any Trapper Thief in WvW usually runs AT you to plant them so they can easily grab the Stealth bonus without Revealing themselves. Combine that with the obvious plant animation AND the arming time, and you can very easily control a fight against a Guardian that attempts to trap you.

It’s all about trade-offs for them. It’s not the end of the world. Bear in mind that we have yet to see our own Elite Specialisation, on top of our trait reworks.

Gnome Child [Gc]
Resident Thief

(edited by Auesis.7301)

Speculation on new Skill Type for Elite Spec

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Posted by: Auesis.7301

Auesis.7301

I’m going with Stances or Physical. Stances being more likely if we consider all the callbacks to Assassin that are already present. However, if we get Rifle then probably something else. I can’t imagine Flashing Blades on a Rifle-orientated spec.

Gnome Child [Gc]
Resident Thief

New Guardian Trap from Ready Up episode...

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Posted by: Auesis.7301

Auesis.7301

Could become dangerous if one is careless. Fortunately the revealed lasts only 1 second if I read the tooltip correctly.

Looking at Dulphy’s notes, you are right it’s a 1 second reveal. But the trap also pulses for one second intervals so you’ll be revealed as long as you stay in the traps radius of effect. :-)

No problem…they have a trap that sucks you in and slows you down.

Absolutely not worth losing Renewed Focus unless you want to die horribly, though.

Gnome Child [Gc]
Resident Thief

New Guardian Trap from Ready Up episode...

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Posted by: Auesis.7301

Auesis.7301

Yeah, each tick is only 1 second and you could potentially dodge those ticks and get out of the radius. If you do get hit, you’ll barely be visible for enough time to be targeted, let alone get focused.

Gnome Child [Gc]
Resident Thief

mesmer own thieves now?

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Posted by: Auesis.7301

Auesis.7301

Their new weapon skills are flashy, but they lose the ability to produce clone.

No, they don’t. One of the Shield skills is a block that produces a Phantasm that causes Slow to enemies and Alacrity to allies. There’s even a little chain part of the skill that allows you to do another block.

Gnome Child [Gc]
Resident Thief

Utilities from traits are normal utilities?

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Posted by: Auesis.7301

Auesis.7301

A few things that activate:

- Needle Trap on Trapper’s Respite. Is classified as a trap so Resourceful Trapper will recharge it
- Blinding Powder on Last Refuge and Descent of Shadows acts the same as the normal Blinding Powder but is a Trick. They both have separate CDs.
- Haste on Flanking Strikes is the exact Trick in the utility bar.

Gnome Child [Gc]
Resident Thief

mesmer own thieves now?

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Posted by: Auesis.7301

Auesis.7301

Panic Strike + Executioner + all the crit stats from CS without investing + SoH + 2 Basi Charges + free investment in to all of SA . From my perspective, it seems like more than enough to whittle down the safeguards Mesmers can get now. The matchup is definitely much closer than before, but it’s not like we suddenly lose.

Gnome Child [Gc]
Resident Thief

(edited by Auesis.7301)

Long Reach gone with specialisations?

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Posted by: Auesis.7301

Auesis.7301

They did say that if you couldn’t find it, it’s problably baseline.

Yeah, this. It might be 1200 rather than 1500, though.

They didn’t mention that Corrosive Traps was baseline during the stream and that turns out to be true (you can see the Vulnerability on Needle Trap during the Deadly Arts section). They went through literally every class and trait over a few hours so it’s only natural that they might forget a couple of things here and there.

Gnome Child [Gc]
Resident Thief

The Rifle Thief

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Posted by: Auesis.7301

Auesis.7301

I don’t care what it is, as long as there’s interesting and viable playstyles that can be gained from it. A strong set of standard Rifle skills might be viable, but I wouldn’t find it interesting. Give whatever weapon it is a proper Thief-y/shadow-y twist so it and then I’ll be happy.

Gnome Child [Gc]
Resident Thief

Specialisations: In-Depth Analysis

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Posted by: Auesis.7301

Auesis.7301

Tried to be as extensive as possible, if I missed something then let me know!

Gnome Child [Gc]
Resident Thief

Why improvisation over dagger training?

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Posted by: Auesis.7301

Auesis.7301

Recharging a Deception or Signet is RNG but crazy strong. The benefit of regaining one of your utilities can arguably outweigh a small damage bonus depending on your matchup. That will only get stronger when healing skills also become skill types.

Gnome Child [Gc]
Resident Thief

Remove Concealed Defeat

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Posted by: Auesis.7301

Auesis.7301

I would remove Last Refuge and then have Concealed Defeat change to:

- Recharge a random Deception skill on your skill bar when you reach the health threshold. Reduce Deception skill recharge. (let’s say a 40s or 60s CD)

This way a pseudo, less intrusive Last Refuge becomes a choice with a bonus. Cloaked in Shadow could then go where Last Refuge used to be to help x/D builds.

Gnome Child [Gc]
Resident Thief

WHy all the complain about RoS

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Posted by: Auesis.7301

Auesis.7301

I’m not talking about damage modifiers, I’m talking about the capability to keep refreshing Opening Strike consistently with Fury and always landing critical hits with immense Vuln stacks, along with the capability to reduce the Skill #2 recharge by 66% on weapon swap. Those far outweigh any minor modifier changes. However, I will agree that it’s not as good as Guard/Warrior changes.

That being said, they have been saying that if a trait has vanished, it’s probably baseline now. Eagle Eye might just be baseline. We were lucky enough to get +5% Dagger damage base + extra Venom charges, so…

Gnome Child [Gc]
Resident Thief

(edited by Auesis.7301)

WHy all the complain about RoS

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Posted by: Auesis.7301

Auesis.7301

I’ve kept saying this. Let’s look at what else would be included in this new meta:

Guardians = enormous boost to Meditations, more and stronger damage modifiers (20% damage in symbols!), bunker potential from 00666

Warriors = can take shout AND banner heals at once, GS trait merges mean that it’s easier to go DPS mode (GS + Hammer 60606 will be monstrous), Rampage is now Physical, large boosts to condition damage and sword mainhand, more Longbow burning pressure to add to Shoutbow

Rangers = insane boost to Rapid Fire and Maul burst potential with changes to keep regaining Opening Strike, survivability and condi pressure potential increases with changes to Survival traits and Troll Ungent, Taunt on pets in Beastmastery

Mesmers = Illusionary Persona + Elasticity baseline, blinds on shatters, huge shatter damage boosts, PU double duration stealth, more damage multipliers, more access to Protection while using Staff or any Ethereal field, more condition removal by having it baked in with more healing on Mantras, all shatter improvement traits merged

Necro and Ele are going to need some work, but yeah. We may very well need these kind of buffs to compete in that environment. It depends how much everyone else gets toned down.

Gnome Child [Gc]
Resident Thief

Sad seeing Hidden Thief go

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Posted by: Auesis.7301

Auesis.7301

It’s still there…in the exact same spot. It just includes the falling damage trait now, and it’s also even better because now it’s an automatic blind and a blast finisher.

Gnome Child [Gc]
Resident Thief

Elite specializations

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Posted by: Auesis.7301

Auesis.7301

Activating the Elite specialisation gives you ACCESS to the trait line, skills, weapon and such. You don’t have to use them.

Gnome Child [Gc]
Resident Thief

Critical Strikes Tree

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Posted by: Auesis.7301

Auesis.7301

Unrelenting Strikes is wrong, confirmed by Karl on the stream. They said to ignore the Might on it, it does something different.

Gnome Child [Gc]
Resident Thief

Thief RU Stream-only/Unlisted changes

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Posted by: Auesis.7301

Auesis.7301

I just thought I’d put this down for people who only consulted the Dulfy notes. There is some stuff that is being missed constantly and some of it is very important.

I’ll go by traits first.

Critical Strikes:

- Unrelenting Strikes still being heavily experimented on. The Might tooltip is incorrect, does nothing at the moment.

- First Strikes, if you look carefully, is 10% CRITICAL damage, not 10% damage as it is now. In PvE this is compensated for by the possible Poison stacking (about 500-1000 DPS extra if we can maintain 5 stacks), possibility of taking Lead Attacks, more available Quickness and the new Unrelenting Strikes, whatever it ends up doing.

- Combo Critical Chance is admitted as not being exciting. Is being looked at.

Shadow Arts:

- Not necessarily unlisted, but Descent of Shadows can cause Steal to be a blast finisher due to activating Blinding Powder. Something to note.

Acrobatics:

- Don’t Stop is nowhere close to final. They are working on what it will actually do, and the main idea they have is that you will evade the next attack after you gain Swiftness. That’s far stronger than what it is now.

General:

- Venoms have 1 extra charge at baseline. Basilisk Venom confirmed to have 2 charges.

Gnome Child [Gc]
Resident Thief

RU AMA Inititial thoughts: Acrobatics

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Posted by: Auesis.7301

Auesis.7301

Don’t Stop is being changed for sure. They said on stream that they weren’t happy with how it feels and so it’s going to have some other effect. The idea they put across was that you would evade the next attack when you gained Swiftness. That would be much stronger than what this is. We’ll have to see what they end up with.

Gnome Child [Gc]
Resident Thief

Long Reach Post Patch

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Posted by: Auesis.7301

Auesis.7301

On the stream they said that if a trait had disappeared, it was probably baseline. Venoms now have 1 charge extra at baseline because Residual Venoms are gone, daggers have +5% damage as default (the trait on stream was wrong, it causes daggers to apply more poison on RNG).

Maybe Steal is going to 1200 or 1500 range as base.

Gnome Child [Gc]
Resident Thief

RU AMA Inititial thoughts: Shadow Arts

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Posted by: Auesis.7301

Auesis.7301

Something that I don’t think has been touched upon is that the meta for PvP is definitely going to be 60606, however you don’t really NEED Shadow’s Rejuvenation as you’re not going to be in Stealth all day and doing sustained 1vXs like in WvW. You’re getting Resilience of Shadows so that’s plenty of help to escape as it is.

This means that you could, theoretically, share Basilisk Venom while still in a full burst DPS setup. A Basilisk Venom that now has 2 charges as base.

NOTHING would survive that.

Gnome Child [Gc]
Resident Thief

RU AMA Inititial thoughts: Critical Strikes

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Posted by: Auesis.7301

Auesis.7301

Something I’d like to point out for PvE is that you can now take Invigorating Precision in a 66006 DPS setup with absolutely no DPS loss, since you can reach 100% critical chance without Hidden Killer in most organised setups eg. Discipline banner, Fury, food, CS traits and Spotter (which may well be much more common as Rangers got a huge PvE buff). As a result, PvE survivability has gone up MASSIVELY across the board. You could already sustain yourself completely against bosses in a solo environment using this trait alone, but now you have the benefit of Executioner to go on top of it.

Also a thing to note is that First Strikes has changed – it’s 10% CRITICAL damage, not just a 10% damage modifier, which is worse (or a typo). However, Lead Attacks is up to a 15% modifier, usually around 10% in a PvE rotation, and we have the benefit of Flanking Strikes, Trickster and regular Haste to up our overall DPS with 25% Quickness uptime. I would estimate that our DPS goes up by about 10% or remains the same as before depending on how much Quickness we utilise. Sometimes group Vigor is more important on harder encounters. I also forgot that Poison stacks now, and DA Adept will allow Daggers to stack more Poison. That will be some extra DPS on top but I don’t imagine it will be a LOT more. Maybe 2-3%.

EDIT: Just worked out, if we can maintain 5 stacks of Poison with that trait, we’d get about 500 extra DPS at 0 Might and nearly 1k DPS at 25. That’s very strong. We’ll have to see how much Poison we can actually apply.

Gnome Child [Gc]
Resident Thief

(edited by Auesis.7301)

Upcoming changes to Thief - Flanking Strikes

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Posted by: Auesis.7301

Auesis.7301

It was even said on stream that they were heavily considering removing the Haste and just having Quickness.

Gnome Child [Gc]
Resident Thief

Thoughts On New Traits

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Posted by: Auesis.7301

Auesis.7301

@Auesis
if you look closely you will se that 15% at every last traitline from every class (exception is ranger). made into minor traits. So kind of every proffession mechanic got nerfed in that way xD

“Each profession’s attributes will be updated to have half of their functionality be part of a specialization and half of their functionality will be a baseline for that profession. For example, elementalists now have a base attunement recharge of 10 seconds, which is reduced to 8.7 seconds when the arcane specialization is equipped.”

https://www.guildwars2.com/en/news/specializations-part-one-a-primer/

From this, we can deduce that Steal will be 29.75s, most likely just rounded to 30s without Trickery (15% reduction). Another 15% reduction, followed by another 20% reduction from SoH, gets us down to 20.2-20.4, so probably 20.25 or 20.5s.

This was actually a buff.

EDIT: Did the math wrong, did a reduction instead of recharge rate (which is what Trickery does). So it would be ((35/1.15)/1.15) * 0.8 (SoH is an actual reduction of 20% opposed to recharge rate), putting Steal at 21.17s, so probably up to 21.25s, which is still a 1/4s buff compared to now. The point is the same, we’re not losing anything.

Gnome Child [Gc]
Resident Thief

(edited by Auesis.7301)

Thoughts On New Traits

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Posted by: Auesis.7301

Auesis.7301

Bear in mind that it has been said that all profession mechanics get 15% reduction as a default now. If you spec in to Trickery you will get back to the original 30% + 20% from SoH.

Gnome Child [Gc]
Resident Thief

Thoughts On New Traits

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Posted by: Auesis.7301

Auesis.7301

Pretty much, but then again, as they kept trying to drill in to our heads, all this stuff is in flux and so subject to change. Some of this HAS to be nerfed before release.

Gnome Child [Gc]
Resident Thief

Thoughts On New Traits

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Posted by: Auesis.7301

Auesis.7301

A few things to note about the stream:

- Dagger Training is wrong. They said that the 5% damage is already added as base to the dagger skills, and that the actual trait gives dagger attacks a chance to apply Poison (which apparently stacks, same as Burning?).

- They are heavily considering removing the Haste element from Flanking Strikes and just giving the Quickness boon.

- Don’t Stop is wrong too. They said that they were still messing with the trait’s function and that it may become something like “evade the next attack when you get Swiftness” or something like that. We’ll have to see what they come up with.

Gnome Child [Gc]
Resident Thief

(edited by Auesis.7301)

HoT Beta Tester request!

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Posted by: Auesis.7301

Auesis.7301

Yeah, there definitely won’t be anything in this stress test, but if it follows the same pattern as pre-launch then we’ll have proper beta weekends (closed and open) later on so we’ll get our hands on that stuff later for sure.

Gnome Child [Gc]
Resident Thief

HoT Beta Tester request!

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Posted by: Auesis.7301

Auesis.7301

I got in, but I doubt it’ll have anything yet. I will try, of course.

Gnome Child [Gc]
Resident Thief

Warrior specialisation ?

in Guild Wars 2: Heart of Thorns

Posted by: Auesis.7301

Auesis.7301

I think it will be Bruiser or Brawler, and it will have daggers that are not flashy at all – just tons of fast shanking like a prison inmate.

Gnome Child [Gc]
Resident Thief

Trapper Rune on Thief?

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Posted by: Auesis.7301

Auesis.7301

Here’s a Trapper that I advertised a while ago. It’s been updated since the patch that buffed the traps a little – I now use 00626 as I’ve found that gets the most bang for the buck.

Gnome Child [Gc]
Resident Thief

Assassin's Equilibrium ignored by patch.

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Posted by: Auesis.7301

Auesis.7301

Both Thieves and Rangers have traits that grant Vigor on the use of heal skills? /shrug Professions don’t “own” these kinds of things.

Gnome Child [Gc]
Resident Thief

Assassin's Equilibrium ignored by patch.

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Posted by: Auesis.7301

Auesis.7301

Considering the way Stability works now, I think it might be fair to adjust it to gaining 1 short stack on dodge instead.

Gnome Child [Gc]
Resident Thief

Going to PAX East? EGX Rezzed?

in Guild Wars 2: Heart of Thorns

Posted by: Auesis.7301

Auesis.7301

Just got back from Rezzed today – what a weekend that was!

I can’t thank you enough for inviting [Eden] to the afterparty. It couldn’t have been a better place for us not only to meet the team, but each other as well! I must have spent at least 3 hours chatting to John Corpening about Stronghold and PvP, and I do not at all regret pouncing for the Charrlie that got thrown in to the crowd. We missed the trivia at the booth but I think we made up for it by winning our shiny t-shirts in the last PvP match of the day! We were super impressed with the WvW show as well and can’t wait to try it out for ourselves

Thank you again on behalf of all of us at the guild – it was a fantastic experience and we hope to see you guys again some time!

Gnome Child [Gc]
Resident Thief

Profession Skill 5 ( F5 )

in Guild Wars 2: Heart of Thorns

Posted by: Auesis.7301

Auesis.7301

I highly, HIGHLY doubt that Elementalist will get a 5th attunement. That is an enormous amount of weapon skills and trait systems that require balancing. It’s just not going to happen.

Instead, the F5 could do something else, like maybe overcharge your current attunement, or Ele might not get an F5 at all. It could be another pet control skill for Rangers, or an Elite toolbelt slot for Engis, or a fifth shatter ability for Mesmers. All of these things would be much, MUCH easier to implement than another attunement.

Gnome Child [Gc]
Resident Thief

Stability Change Clarification

in Guild Wars 2 Discussion

Posted by: Auesis.7301

Auesis.7301

Is was mentioned on the blog about the new Defiant system that Blind was considered a crowd control for that.

Will Stability also be changed so that Blind removes stacks? I hope not.

Gnome Child [Gc]
Resident Thief

Going to PAX East? EGX Rezzed?

in Guild Wars 2 Discussion

Posted by: Auesis.7301

Auesis.7301

I and a few guildies from [Eden] have got ourselves tickets to Rezzed, along with a couple of other friends! We’ll be there on the Saturday probably hanging around anything related to GW2 way too much!

This will be my first convention, as it will for most of us. We’ve been playing EU since the early days of GW1 (~100 members right now) and are pumped!

We’re also going to be queueing up for the Saturday panel!

Gnome Child [Gc]
Resident Thief

Going to PAX East? EGX Rezzed?

in Guild Wars 2: Heart of Thorns

Posted by: Auesis.7301

Auesis.7301

I and a few guildies from [Eden] have got ourselves tickets to Rezzed, along with a couple of other friends! We’ll be there on the Saturday probably hanging around anything related to GW2 way too much!

This will be my first convention, as it will for most of us. We’ve been playing EU since the early days of GW1 (~100 members right now) and are pumped!

We’re also going to be queueing up for the Saturday panel! I also have so, SO many questions that I hope I can grill someone with at the booth if I get the chance. I feel that my excitement might cause me to stammer them out though

Gnome Child [Gc]
Resident Thief

(edited by Auesis.7301)

Revenant - Unyielding Anguish

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Posted by: Auesis.7301

Auesis.7301

This happens with every new class post-MMO launch. A new class is either:

Extremely weak in comparison, gets buffed a lot
OR
Ridiculously OP in comparison, gets nerfed every single patch

Revenant, if either of them, will probably be the latter, especially with the amount of precise tuning required for the energy bar that governs ALL their skills (when Initiative only controls our weapons).

So yes, it will be amazingly powerful initially but don’t expect it to last very long.

Gnome Child [Gc]
Resident Thief

revenant: stolen skill (F1)

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Posted by: Auesis.7301

Auesis.7301

I’m almost expecting Club Shockwave.
http://wiki.guildwars2.com/wiki/Club_Shockwave

I mean, it has a positional requirement which fits the Revenant’s theme in a way and Revenants use both mainhand mace and hammers. I can see it fitting.

Lol trying to justify a 2 sec kd with 600 range

Revenant has a 15s cooldown AoE knockdown at 1200 range.

Gnome Child [Gc]
Resident Thief

Why Rifle Specialization?

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Posted by: Auesis.7301

Auesis.7301

If we were to get Rifle, it would be a hell of a task to NOT make it cheesy, boring, uninspired or a direct clone of another ranged spec. I’m simply not interested. Give me something wacky like using a Staff as a melee weapon or a Focus for various shadow magic shenanigans.

Simply having a Killshot-wannabe would be incredibly disappointing.

Gnome Child [Gc]
Resident Thief

Specialisation Concept - The Enchanter

in Elementalist

Posted by: Auesis.7301

Auesis.7301

Some examples of bonuses (concept level, not set in stone or theory-crafted):

Fire

Instant: You and your allies will inflict 1 second of burn with each hit for the duration.
Stage 1: In addition, each hit will grant a stack of Might and you are granted a Fire Aura.
Stage 2: Even further, each hit will grant 3 stacks of Might and you all receive the effects of the Superior Sigil of Fire (chance for an AoE fire blast on crits). Upon release, send a wave of fire in front of you that deals more damage the closer a target is.

Water

Instant: You and your allies receive a small duration of Regeneration and each hit will heal you for a small amount while applying Vulnerability.
Stage 1: In addition to a second stack of Vulnerability and extended Regeneration, each hit will also cause 1 second of Chill.
Stage 2: Upon release, a large burst of healing will occur to your allies (rough equivalent of a Geyser) and you will all gain Frost Aura.

Air

Instant: You and your allies gain Swiftness and each hit has a chance to apply some Weakness.
Stage 1: In addition, attacks are under the effect of Superior Sigil of Air (the same way as Fire), while the chance to apply Weakness is increased.
Stage 2: Further, you all gain Super Speed instead of Swiftness and a burst of Haste. Upon release, foes near anyone affected are blinded repeatedly for a few seconds.

Earth

Instant: You and your allies gain a short amount of Protection and your hits have a chance to apply bleeding.
Stage 1: In addition, your hits will now also apply cripple as well as a higher chance to cause bleeding and a small chance of applying Torment. Duration of Protection is also increased.
Stage 2: Duration of Protection increased massively. All allies will now also receive Magnetic Aura. Upon release, launch adjacent foes (Churning Earth’s ending animation would work for this).

The Enchantments traitline

Yeah, some of this stuff is most likely on broken levels in practise (remember, concept!), so we can chuck the stronger things like Haste or the big Might stacking in to the traitline, perhaps as a Grandmaster or Master.

The unique effect of this line would be to reduce the time it takes to charge an attunement rather than reduce the cooldown of attuning itself. The actual traits can not only attach the more powerful effects to each attunement but can also apply different bonuses to the act of charging eg. take less damage while charging or whatever.

Putting aside balance, I’m sure the general idea has been put across!

Gnome Child [Gc]
Resident Thief

Specialisation Concept - The Enchanter

in Elementalist

Posted by: Auesis.7301

Auesis.7301

Enchanter keeps the usual attunements from the normal Elementalist, but receives a mechanical upgrade to how they function.

Enchanters exchange:

- The Arcana traitline for the Enchantments traitline (presumably this is how it will work for all classes eg. Trickery for Thieves, Virtues for Guardians etc)

- Glyphs for Wards. Wards are a new utility type (including a Healing and Elite) that function like GW1 Wards. Think Necromancer Wells that provide very different effects.

- The use of Scepter for the use of Sword in the main hand. Functionally, Sword would be a much more steadfast weapon than previously available weapons, requiring less attunement dancing to get strong defenses. Mobility, blocks and evades are all on each attunement somewhere. Damage potential would be a bit lower than either Dagger or Scepter to enable this.

Now the unique mechanic:

Enchantments

Unlike the regular Elementalist that gets chucked in to an attunement as soon as you press the skill button, Enchanters are able to hold the attunement button to charge that attunement. Doing so grants group-wide buffs depending on how long you have charged for before you release it. There are 3 stages to an Enchantment (the first being instantly upon swapping), and speccing in to the unique traitline (Enchantments) will reduce the time it takes to complete the charge. When you release your attunement, you and your allies will have their weapons coated in the chosen element along with respective bonuses and visual effects that are stronger at each stage. These bonuses range from not only buffs to allies but offensive applications as well. Stage 2 requires about the same time to cast as a Mantra, and getting interrupted will automatically release whatever you got to (Instant or Stage 1). You are also able to move while charging.

Gnome Child [Gc]
Resident Thief

(edited by Auesis.7301)

Specializations and the New Legendary Weapons

in Guild Wars 2: Heart of Thorns

Posted by: Auesis.7301

Auesis.7301

I’m just looking for a Legendary Pistol and Shortbow that aren’t jokes. Rainbows and confetti were fun for a while but now I’d like to see serious looking ones.

Gnome Child [Gc]
Resident Thief

New thief mechanic - Specialisation

in Thief

Posted by: Auesis.7301

Auesis.7301

I think an F1 mechanic for Assassin could be Shadow Form. It would essentially operate like Adrenaline – any combat action gives you charge to the energy bar. Once you hit the maximum, you can activate it and you will evade damage and be unable to be targeted (whether you can cancel it before you spend the whole bar or not, I think it would be better to be limited to spending it all at once for balance reasons). The caveat would be that you cannot trigger Stealth at the same time, so no invulnerable Backstabs. There could also be a damage penalty of some sort like the original. Traits can be based around getting more time, reducing the penalty etc.

As for skills, I’d like Stances to return, Flashing Blades being the Elite version. My version would be a pulsing Aegis every second for the duration (10-15 seconds?) and enemies that are blocked take damage. Other Stances for utility slots can be translated from GW1 as well.

Deadly Paradox – disable autoattack, double/triple initiative regen

Unseen Fury – basically the same

Mirrored Stance – Gain a certain type of Stance depending on parameters eg. gain Balanced Stance if target has Stability, gain Dark Escape if target has Haste etc in a hierarchy or order of application (last applied boon to the target).

Dark Escape – could become the Healing stance, gaining Super Speed, heal a good amount and take half damage for a time

Gnome Child [Gc]
Resident Thief