(edited by Avador.8934)
Well I hope we will learn it in one of the next episodes (hopefully right in the next one, I’m really curious about this). I really wonder how she was hiding the fact she’s in WM from her mother, who’s a very skilled mesmer. Some possibilities are:
1. She joined Caudecus and WM very recently, and she slipped away before her mother could find out, which would be probably very fast. Maybe they are looking for her in DR right during events in the episode.
2. She’s more powerful mesmer than her mother, being able to successfully hide any hints that she joined WM.
3. Lady Wi just don’t care what her daughter is doing, because some reason.
4. She is spying for her mother/Order of Whispers.
5. Her mother knows it, but for some some (personal) reason she didn’t tell anyone or she’s WM too and is spying in Order of Whispers (lol, unlikely I think, but possible)
That mesmer who escaped with Caudecus at the end of the last episode. Do you think she might be daughter of Minister Wi and Lady Wi?
https://wiki.guildwars2.com/wiki/Minister_Wi
there’s something written about her, not much, but it is said that she’s well known in DR and she can be heard practicing with her violin in their mansion. However, I wasn’t able to find/hear her there. Anyone knows where this information came from? Maybe I just missed it, or she has been really heard there, but in recent times she escaped with Caudecus so they changed it (but I don’t think so, because any skilled mesmer would just leave an illusion to not reveal himself/herself)
If that’s her, I wonder if we’ll ever have a scene in ls where she’s revealed to her parents and how will they react (unless they already know and they are White Mantle too, but i doupt)
sounds interesting, but i would drop the pistol for something more elementalist/mage like , perhaps wand or focus main hand.
Exactly my thoughts, the source idea looks very interesting, but the pistol just doesn’t fit at all.
Well even not sharing cd, all four versions still share the effect recharge. So it means if you have all four active you will inflict 1 random condition from these four every 5+ sec and not 4 conditions every 5+ sec (at least it looks like it works this way, at least for me) So this part is not completely op.
But the ×4 stunbreak is really good, I love it! I hope it will remain here for a while…
Btw did you notice that bug when you have Glyph of Renewal equipped (probably not, because nobody uses it) and you use GoEP, the 1st one goes on full cooldown? (Except in air att)
(edited by Avador.8934)
I know glyphs are in a very bad state for a very long time and chances they’ll be reworked or buffed one day are low. But I was still thinking how they should be reworked or buffed to be finally a good choice for our utility skills bar. So I made this.. and I want to know what do you think about it… do glyphs look better with these changes? do you think they may be viable this way? or is it op?
Glyph of Elemental Harmony:
- CD increased to 30 seconds.
- Casting time reduced to ½ seconds.
- Base healing is increased (by 10% maybe?).
Glyph of Storms:
- The idea of this skill is very good, at least on paper. When I was lvling my ele long time ago, this was my favorite one. But now, I see how clunky this skill feels. The effect itself is weak and the cooldown too high. Even when this will be buffed, I still feel it needs something more.. something to make it even more interesting skill..
- Effects from all attunements now last for 9 seconds.
- Fire: base damage increased.
- Water: each ice drop now heals nearby allies by small amount.
- Air: base damage increased.
- Earth: Now applies 2 stacks of bleeding instead of 1. Duration of bleeding increased to 5 seconds.
- At the end of the area effect, an additional effect occurs:
- Fire: A large meteor drops to the area, burning and launching foes.
- Water: A big ice comet drops to the area, creating an ice field and small fragments that heals allies.
- Air: A final lightning strikes the area, damaging and stunning foes.
- Earth: An explosion occurs, damaging and bleeding foes and acting as a double blast finisher.
Glyph of Renewal:
- Probably the least used ele skill. The effect is nice, but the cd and casting time are horrible. They should be both decreased. A LOT. Also making this skill ground targeted wasn’t the best idea, because if your downed ally moves (because of cc or something like Mist form) your casting will be completely wasted and you put your skill on cd with no effect.
- CD decreased to 90 seconds.
- Casting time decreased to 1½ seconds.
- No more ground targeted (except earth version).
Glyph of lesser elementals:
- It feels strange to have 2 almost identical skills. Maybe if this one gets replaced with something with higher potential..
- This skill becomes replaced with Glyph of Orbs
- Summon 3 elemental orbs floating around you, giving you special effects based on your attunement.
- CD is 40 seconds.
- Has an active skill that destroys orbs for more powerful effect. This effect also occurs when active skill is not used and orbs run out of time (duration is 20 seconds maybe?)
- Casting time ½ sec.
- Fire: Summon 3 fire orbs. These orbs increase your power (50 per orb) and burns foes close enough to you.
– active: fire orbs explode, damaging foes and granting might to allies. - Water: Summon 3 water orbs. These increase your healing (50 per orb) and heals nearby allies.
– active: water orbs explode, chilling foes and granting regeneration to allies. - Air: Summon 3 air orbs. These increase your precision (50 per orb) and damages nearby foes.
– active: air orbs explode, granting fury to allies and blinding foes and leaving them vulnerable. - Earth: Summon 3 rock orbs. These increase your toughness (50 per orb) and cripples nearby foes.
– active: rock orbs explode, granting protection to allies and damages nearby foes. Acts as a blast finisher (just 1, not 3)
Glyph of Elemental Power:
- This skill is not THAT bad, but still I thing it would be super cool if we could share its effect with others. Then everyone will like it!
- Effect recharge increases to 6 seconds.
- Trigger chance increased to 33%
- You now give this effect to nearby allies as well.
Glyph of Elementals:
-Well.. these elementals themselves need a little buff. And a stability on casting would be cool!
- Fire and air elementals do more damage with their autoattack.
- All command skills occur faster.
- Gain 3 stacks of stability for 10 seconds when you summon an elemental.
Inscription:
- This trait really needs something to make glyphs a good choice…
- This trait is reworked. Still maintaining the 20% cd reduction, it now also reduces cd of all glyphs by small amount when you swap attunements (this effect has a little cd). The boon part is removed.
- Additionally when you use glyph you convert 1 condition into boon.
New trait – Bountiful Glyphs
- This trait replaces Elemental Contingency in Arcane line (that one becomes merged with Bountiful Power)
- The boon effect from Inscription is moved here (gain boon when casting a glyph based on your attunement).
- Additionally boon duration is increased for a while when you cast glyph.
Pls Anet… maybe one day? something? (one can always dream…)
Amazing trailer… and it means.. new war of Kryta! Ouch! If they do something to queen Jennah, I swear I’ll hunt down every single White Mantle and kill them with the most painful way they could imagine.. nope, they couldn’t even imagine what I’ll do with them.. and I’ll start with Caudecus first..
by the way… does this mean we’ll go north of Kryta maybe? Woodland Cascades? Yay!
I minored in geography, my problem with the maps in GW2 isn’t the maps themselves. They are beautifully rendered in my opinion. My problem with the geography is the way that each map is separated from the other. Regions do not come in neat little squares and rectangles . There is no way that the geography looks natural when you look at the world map. Regions are usually separated by large bodies of water, rivers, glaciers, deserts, and mountains. In Tyria every region is surrounded by mountains. It is frankly odd. I get why they did it that way, but part of me is wondering if they could have figured out some other way to form the boundaries of these maps. Dragon Stand and Tangled Depths aren’t like this, at least. Tangled Depths is probably the best map as far as natural map demarcation
Exactly. Every time I open world map and see all these zones… it feels so… strange. In game itself you wouldn’t notice, but on map it’s just weird. Overall I really like map of Tyria, it feels diverse, there are many places yet to discover and rediscover. The only problem is.. it doesn’t feel real. Because of straight mini mountain ranges going into right angles everywhere…
Out of curiosity, is the HoT story required to do and to understand LWS3? Or are they two different stories?
I think they wrote it’s not required (only HoT itself is) but it will definitely be better for you, because it will start exactly at point where HoT story ended
I really want something like this for my mesmer, well… but maybe without those red clouds…
First of all, no mace please.. it’s better to just give us dual focus wielding.
Also the idea of superweapon is not good. We don’t want other prof call nerf to us right? I bet it’s gonna be “nerf engi! Their superweapon cc is op, too much dmg bla bla and so on”.
If you want modern tech, just give us missle launcher kit or modern army kit, shooting mordrem with F2000 sounds fun to me. Also it comes with grenade launcher.
Dual focus wielding… yeah… sure… First of all, it would look weird. 2nd, focus is magic weapon, it wouldn’t fit engi and I can’t imagine any skills for engi with focus. 3rd, I really don’t think we’ll ever get dual weapons with elite spec, it’ll be main-h, off-h, or two-h almost for sure
What I think engi really needs is another main hand weapon. And because pistol is ranged and condi, next weapon should be melee and power based. So that means… axe, sword, scepter, dagger or mace. And I think mace just fits engi the most. Sure maybe axe or dagger could be cool too, but pls… no focus…
And about those superweapons… yeah maybe it looks op on paper, but this is just raw concept, it could always be toned down (when I look back I must agree that aoe boon strip on the last one is too much in pvp). Maybe make them last for shorter time?
And chances that we’ll get another kits with elite spec are very very low.
But this is only my point of view… thx for your feedback anyway :-)
PS: There’s already missile launcher (charzooka)
(edited by Avador.8934)
Engineer elite specialization – The Techmaster
New weapon: Mace
New profession mechanic: Superweapons, Core energy
New utilities: Device skills
Description: Techmaster is master of technology. After a long time, hard work, many successes and failures, techmaster managed to build a set of weapons and devices that ordinary engineer can only dream about. Equipped with these modern miracles of engineering, techmaster will shine in any battle. A vacuum device that can literally suck his enemies, famous teleportation machine, and many others… But the real giant in techmaster’s equipment, that can shake the whole battle, are the Superweapons. Extremely powerful devices that, when activated in battle, can wreak havoc. From creating enormous barriers that can stop any enemy’s attack, covering whole armies in flammable cloud of poison, to launching them into the air and letting them helplessly fly. Techmaster is very dangerous force that his enemies need to be aware of. If they are not watchful, they’ll end up in a very painful way. And those (un)lucky to survive, will be finished with techmaster’s fellow mace.
Core energy:
The core energy is a new mechanic that allows techmaster to use Superweapons and enhance Device skills. It is represented as a bar above tool belt skills. Core energy is acquired by using tool belt skills. Core energy is reset by using Superweapons or by entering downed state.
Superweapons:
Superweapons are new powerful skills techmaster can use. There are total 5 superweapons, but techmaster can only carry 2 of them into fight (2 skill slots above tool belt skills and next to Core energy bar). Superweapons are super powerful, and thus have long cd (80 or 90 sec maybe?) and require full Core energy bar to be used. Both superweapons you have equipped have shared cd, that means you have to choose wisely in middle of fight, which one is better to use right now. Because superweapons are hard to control, when you deploy them, your tool belt skills become disabled for a while.
- Healing Nanoswarm (healing) – Release a swarm of miniature droids in targeted area that rapidly heals allies for a while (in pulses). Healing is doubled to allies under 30% health. Before the swarm is deactivated, it grants swiftness and regeneration to nearby allies. (water field)
- All-killing KO device (offensive) – Place a device in targeted area. This device is equipped with 5 mini-turrets that will rapidly shoot nearby foes (much faster than normal turrets). Damage is increased against foes under 50% health. After some time, mini-turrets retract and second later, the device explodes, damaging and crippling nearby foes. The closest foes to the device are launched. (no field type, blast finisher when explodes)
- Compound Decimator (condition offensive) – Place a device in targeted area. The device releases a toxic vapor that causes poison and randomly weakness, bleeding or torment to nearby foes. After a while, the device ignites the vapor, burning and blinding foes. (poison field)
- Digital Curtain (defensive) – Project a digital shield in targeted area (looks similar to that shield from Advanced turrets). The shield blocks projectiles and grants protection and stability to allies inside. After a while, the shield deactivates, granting aegis to allies. (light field)
- Gravity Manipulator (utility) – Place a device in targeted area that manipulate gravity, weakening and crippling foes and removing boons from them. At the end before it’s deactivated, it causes nearby foes to float. (no field type)
- All superweapons have 360 radius, except for All-killing KO device’s launching effect, that is only 240.
- All superweapons last for 9 seconds before their final effect, but that can be activated prematurely.
Mace skills:
AA: 1. Smash your foe. 2. Smash your foe again and gain retaliation. 3. Smash your foe and magnetize your mace, giving you additional critical chance with your next mace attack.
Skill 2: Strike your foe with electrified mace, damaging him and leaving him vulnerable. Deals additional damage per each boon on your target (up to threshold of 5 boons).
Skill 3: Leap with your mace to targeted area, smashing it to the ground to create explosion that damages nearby foes. (blast finisher)
New utilities – Device skills:
Device skills are similar to Gadgets, but unlike them they can be improved by your Core energy. The higher Core energy, the more effective Device skills are.
Heal skill – Cell repairing drones: Inject microscopic drones into your blood to regenerate health (works like Troll Unguent, but with less pulses, 6 maybe?). Gain more health based on your amount of Core energy.
—> tool belt – Inject drones: Inject smaller amount of drones into your blood, cleaning conditions and gain health per condition removed. (max 3 condis removed)
Utility 1 (any good name idea): – Place copies of your boons into this device and throw it to targeted area. Copy those boons to affected allies and their converted versions (conditions) to affected foes. Affected area becomes larger with more Core energy. (180 to 240 radius, 900 range)
--> tool belt – Personal converter: Copy converted conditions (boons) from targeted enemy to you. (900 range)
Utility 2 – Ground bender: Stab this device into the ground. When you activate it (instant cast), it will immobilize and causes bleeding to foes in large area. You can activate it twice before it is disabled (1 sec cd between each activation). Causes more bleeding with higher Core energy. (320 range, 1 sec immobilize, 1-4 stacks of bleed)
—> tool belt – Spike mines: Throw spike mines to targeted area. When triggered by a foe, they will apply bleeding, torment and cripple to nearby foes. (600 range, 180 radius)
Utility 3 – Vacuum destroyer: Release a floating device in targeted area. When you activate it (instant cast), this device pulls nearby foes to it, then explodes and deals huge damage and chills them. If you have enough Core energy, device will pulse fury to nearby allies before it’s activated (threshold 75%). (900 range, 600 radius for pull, 240 for explosion)
--> tool belt – Sonic blast: Release a wave of sonic energy that destroys all projectiles in area and weakens foes. (320 radius)
Utility 4 – Static shield: Electrify your armor, periodically damaging foes around you. Your attacks have a chance to send an electric shot that bounces between foes (similar in appearance to Static shot, but only deals pure damage, max 3 bounces). Duration is increased with higher Core energy.
—> tool belt – Electric charge: Release few electric shots (max 5) to strike nearby enemies (max 3 bounces per shot, 240 range)
Elite skill – Experimental Matter Relocator: Place a teleportation pad at your location. When you activate this skill again, you dematerialize at your location and rematerialize at the warp pad. If you teleport successfully, teleportation device detonates and stuns nearby foes. If teleportation pad gets destroyed prematurely, it also explodes and stuns nearby foes. Grants stability if used with high Core energy (not sure about range… , lasts for 60 sec, then it gets destroyed automatically, deploying device grants 10 sec of stability if Core energy is more than 50%, grants another 10 sec of stability when teleported if Core energy is 100%)
—> tool belt – Failed Experiment: It took many tries to perfect the EMR. Throw one of these failed teleportation pads to slow an area. (4 pulses, 240 radius, 1200 range)
- For this elite skill I used the idea from ellesee.8297, because I think it’s perfect.
Traits will come soon…
What do you think?
I just want some REAL buffs to scepter and focus so I can play and enjoy FA ele in pvp again. I know chances are lower than a chance to drop a precursor from some moa in Queensdale, but please… and if not, at least buff power staff ele… or something… I just don’t want to play that stupid tank anymore…
If Gnashblade is a good person and Kiel White Mantle, then I’m a tengu emperor of Cantha.
Btw, we need a legendary longbow like this:
Personally, I would prefer one based on the moon.
I feel a legendary bow with that theme is much needed.
Heh, I don’t like that one much, but still it’s not that bad (better than Kudzu). I just think it would be super cool if some legendary will have that white/black – day/night theme… I prefer sword but I just had to post that pic because it’s awesome.
Interesting… Looks like the 1st boss will be in some city…
Yeah, I think you’re right. It would probably fit more if that weapon was from some older race..
Maybe… if that Exalted sage tells us that they found this device some time ago. And it’s a device with Seer/Mursaat/unknown origin, and they were just working on deciphering it. And they just learned that it’s a weapon with an ability to take down even huge monsters like dragons. But then the Shatterer the Second (or whatever name you like. Glassmouth? Crusher the Merciless? Crystal Shadow? idk..) striked. And that Exalted sage just found out how to use it…
Hey guys! I was little bored, so I wrote this, and now I want to know what do you think about it…
This is how I imagine part of the season 3 of LW. It doesn’t have to be right at the start, but I think it would be epic if we’ll get something like that…
- The energy released by Mordremoth’s death spreads across Tyria. The remaining Elder dragons immediately noticed. They went insane and tried to suck as much of it as they can, resulting in increased activity of their minions all across Tyria…
- You and your group were called to Ebonhawke by Commander Samuelsson (leader of Ebonhawke) to check a strange activity near the Desert Gate. After your arrival, you notice an increased amount of soldiers guarding the gate. You’ll learn from them that a group of branded tried to break the gate several times. Unsuccessfully, yet. You’ll start to investigate. Kasmeer creates a portal to the other side of the gate and your group goes there. The place is currently calm and you’ll start looking around. But suddenly a group of branded shows up, and you will have to fight them. But their numbers are increasing a lot, and you’ll have to retreat back to the other side. You will report to commander Samuelsson, who’s waiting there, and he orders to strengthen the gate, because with the amount of creatures trying to get through, it won’t last forever. But suddenly something terrible happens (cutscene): You’ll hear a terrible roar and the gate gets blown up by a magical projectile coming from Kralkatorrik’s champion who flies over the gate and is heading to the west. With the gate destroyed, an enormous amount of branded creatures gets though. You, your group, and Ebonhawke guards start to fight them, but soon you’ll realize there’s just too much of them and you’ll need help. So you’ll send Kasmeer, because she’s fast, to Ebonhawke for help. After some time, she’ll be back with group made of Ebonhawke soldiers and Seraph guards, who came to help through the Asura gate. And luckily for you, also a group of charr soldiers, who were just coming around, shows up. So with unified force, you finally push the branded back behind the gate and Countess Anise, who somehow appeared too, seals the gate with magical spell. After that, a usual talking occurs, and you’ll think of that dragon champion (similar to the Shatterer) who flied to the west. Because it didn’t attack Ebonhawke, many of you think it was heading to Lion’s Arch.
- So you’ll go to Lion’s Arch with your group, but everything looks normal here. So you’ll ask some Lionguard soldiers if they saw a dragon flying around. And they’ll answer you: ‘Yes, we saw. Few hours ago we saw a glimpse of a dragon flying across the sea on the south. It was heading west.’ Then you’ll shout to your group: ‘That dragon never wanted to attack Lion’s Arch. It was heading to the jungle! The dragon wants the egg!’ ‘Hurry! We must get there! Maybe it’s not too late!’ says Marjory.
- You’ll go to Tarir. When you get there, you see that dragon attacking the city. The Exalted are defending bravely but they are seriously weakened. Even more, the dragon somehow corrupted some of the Exalted, who are now fighting their own comrades and are trying to get the egg. One of the Exalted sages thanks you for coming to help and tells you, that you have to kill all the corrupted Exalted. The dragon cannot steal the egg. At any cost. So you’ll fight them. Slowly you’ll get to the egg, where you kill last of the corrupted Exalted. But there’s still that dragon out there. The same Exalted sage now tells you, that there’s a way how to deal with the beast. There’s a magical weapon, that can take him down, but he’ll need your help to activate it. In each of the corners of Tarir, there’s a seal, and when you activate them all at once, the weapon will kill the beast. So you and your group splits up and go there to do it. You must hurry, before the dragon corrupts even more Exalted. But even with a dragon striking from the sky, you are successful and activate all four seals. A gigantic magical beam shows up and strikes the dragon champion, mortally wounding him. The fight is over.
- After the fight, you’ll get back to the egg. But then it happens… the egg begins to crack! And soon, you’ll be witnesses to birth of a new dragon, the baby of Glint…
If you also have any ideas for future living story, you can post them here!
(edited by Avador.8934)
Well, I would agree if they release new legendaries sooner and with rng based precursors, but ONLY IF:
1. they make these precursors tradeable
2. they’ll later add their collections
I wouldn’t like that new precursors will be rng based, because I think the collection-only system for the current 4 HoT precursors is much better. But my desire for new legendaries (mainly sword, longbow and hammer) is much stronger feeling than this.
Btw, we need a legendary longbow like this:
Wow, I like it! Very nice colors!
Awesome patch Anet! Thank you very much, mainly for giving us old fireball back!
Anet,PLEASEEEEE!! We need more SAB!!! More SAB means less grind and more happy people!!!!
YEEEEEEEEEEESSSSSSS!!!!!!!!!!!!!!!! THANKS!!!!!!!!!!!!!!!
Wow, what a rage, more than 53k views in 3 days.
Personally, I’m dissappointed. Nothing less, nothing more. I was looking forward to new legendary sword. But.. well.. you are not cancelling it completely right? You are just stopping the development indefinitely (right?).
Well, only things that can compensate this for me are SAB (still in 2016, pls pls pls!) and LS rich both in quality and quantity (as soon as possible). If we get these, I’ll be ok if you introduce new legendaries later (December 2016? Early 2017? Maybe? MAYBE?? PLS???).
(edited by Avador.8934)
OK on charr, good on Asura (without helmet only), good on humanoid females, rediculous on humanoid males. Interesting outfit.
Now imagine male norn thief with that…
Sport sunglasses!!! Pls, pls, pls!!!
What about this? I made an earlier version of this some weeks ago but now I made a new one so I wanted to post it here (Also I was little inspired by Dignified Loser.7689 with your phantoms, thanks, I like that idea a lot!):
Necromancer’s elite specialization: The Shaman
- New weapon: Torch
- New utility skills: Sacrifice skills
- New proffesion mechanic: Shaman’s Shroud
- Description: Shamans are powerful masters of dark arts. They were able to bring their skills to a whole new level, allowing them to work with their life force more precisely. Instead of focusing directly on their enemies, they also learned how to use their powers to support their allies. They learned things like bending their own blood, using their life force to summon lost ghosts looking for a chance to make a good deed (as this is their way to find a peace) and using their new weapon, the torch, to buff their allies. But their most significant change is their new shroud. When entering the Shaman’s Shroud, Shamans become powerful stavemasters with mighty AoE attacks and support. With such an ally the Shaman is, you’ll no longer have a fear when facing death face to face.
New boon: Vigilance
- Any attacks dealt to you have 33% less critical chance. (20% in PvP)
- Vigilance is a new powerful boon focusing at your defense. It stacks in duration and its duration is usually somewhere between the duration of protection and fury (it’s not long lasting boon like might)
Buff: Fiendish Hunger
- Some of Shaman’s abilities grants this buff. It allows to siphon health with attacks. Every source of Fiendish Hunger grants it for 5 seconds. It can be stacked (3 stacks max).
Torch skills:
Flames of Darkness (Skill 4): Cover your body with underworld flames, blinding and chilling nearby foes. (210 radius)
Hungry Flames (Skill 5): Send out a black flame to targeted area. When it arrives there, it grants stack of Fiendish Hunger to allies. Then the flame returns to you. The flame grants vigilance to allies and removes condition from them. (Works like a Phoenix, 900 range)
Shaman’s Shroud:
- When Shamans enter the Shaman’s Shroud, they’ll equip a shadow staff and gain access to new skills. These long range skills focus mostly on support and area effects.
Life Blow (Skill 1): Send forward a ghostly projectile that bounces between foes and allies, damaging foes and leaves them weakened, while granting vigor to allies. (Casting faster than Life Blast, but projectiles are little slower.)
Mark of Absorption (Skill 2): Apply a mark to your foe. After a short delay, it damages nearby foes and you siphon life force from them. Also grants might to nearby allies. (4 sec delay, 180 radius)
Well of Twilight (Skill 3): Create a pulsing well in targeted area, blinding and damaging foes and leaving them vulnerable. (240 radius)
Dark Sanctuary (Skill 4): Concentrate dark energy around you, pulsing protection to nearby allies. At the end, it gives Vigilance and Fiendish Hunger to nearby allies. Also partly revives nearby downed allies. (300 radius, with Transmute trait you revive them faster.)
Shadowfall (Skill 5): Summon dark orbs in the air above the targeted area. After a little delay, orbs fall down, heavily damaging, fearing and removing 1 boon from affected foes. (300 radius, this skill resembles the Shadowfall AoE skill Liadri the Concealing Dark was using. When foes are feared, they’ll run from the AoE center.)
- All skills except 4th one have 1200 range.
Utilities, the Sacrifice skills:
- Sacrifice skills are very powerful, so powerful, that you have to pay a painful price to activate them. There are two types of Sacrifice skills: some require your blood, while the other ones wants your life force.
Shadow Priest (Healing skill): Sacrifice life force and summon a ghostly priest that heals nearby allies. Activation: Ghostly priest sacrifices himself to protect your allies, massively healing them and granting them Vigilance and protection.
Shadow Revenger (Utility 1): Sacrifice life force and summon a ghostly revenger that absorbs CCs coming to you (4 sec cd, you have to be in his range) and grants allies stack of Fiendish Hunger when they are CCed (5 sec cd per ally). Activation: Ghostly revenger sacrifices himself and fears nearby foes.
Shadow Martyr (Utility 2): Sacrifice life force and summon a ghostly martyr that transfers conditions from nearby allies to himself. Activation: Ghostly martyr converts his conditions into boons and transfers (or copies?) them to nearby allies.
Armor of Blood (Utility 3): Sacrifice health and envelop yourself in armor of blood, gaining stability and granting Fiendish Hunger to nearby allies. Removes weakness and vulnerability from you when cast. (Duration 8 seconds.)
Orbs of Blood (Utility 4): Sacrifice health and summon two blood orbs floating around you, pulsing might and regeneration to nearby allies and weakness to foes. After some delay, orbs explode, damaging and poisoning foes. Removes bleeding and poison from you when cast. (Duration 8 seconds)
Envoy (Elite skill): Sacrifice health and separate your body from the reality, becoming a living ghost. While this skill is active, you lose all conditions and become immune to them, and damage dealt to you is decreased by 50% and you can see all stealthed foes nearby (Only you can see them, they do not become revealed, you also cannot target them.) Your attack speed and damage are decreased by 40%. Grants increased precision to nearby allies. You also cannot enter Shaman’s Shroud. When you leave this form, your life force is filled by 30% and grants Vigilance to nearby foes. (lasts for 15 seconds, 300 range, your appearance is changed like when using Spectral Walk, but with black color instead of green). You can leave this form sooner if you want (4 sec cd after using this elite skill).
- All ghosts have 360 range and always follows their master. They are immune to damage, but are still vulnerable to CCs (they are not immune to conditions, only to damage from them). They last 15 seconds, then they use their activation part and disappear (You can use it prematurely by using 2nd, activation skill). Their abilities are passive, which means CC has no effect on them, only limits ghost’s movement.
- Sacrificing uses 7% health (10% for elite skill) or 10% life force. When you don’t have enough of it, these skills become unavailable.
Traits:
Minor 1: You can use torch and gain access to Sacrifice skills. Your Death Shroud is replaced with Shaman’s shroud, which has long range support oriented skills.
Minor 2: Boons you apply have increased duration, even more, if applied in Shaman’s Shroud (10% / 20%)
Minor 3: You have increased critical chance against weakened foes (10%). Striking a weakened foe has a chance to give might to nearby allies. (33% chance, 5 sec cd, 1 stack)
Adept 1:When using Sacrifice skills, you’ll gain life force if sacrificing health and vice versa.
Adept 2: Fiendish Hunger lasts longer (7 sec instead of 5).
Adept 3: You and nearby allies gain might when leaving Shaman’s Shroud (3 or 4 stacks maybe?)
Master 1: Gain swiftness and might when applying Vigilance to an ally. Vigilance lasts longer (25%)
Master 2: Healing done from siphoning life is increased.
Master 3: Reduce recharge of torch skills. Using a torch skill grants life force.
Grandmaster 1: You gain a small amount of life force when healed. Gain life force when your health drops below the threshold. (50% health threshold, 30 sec cd. 1 sec cd for life force from healing)
Grandmaster 2: You have a chance to siphon life from your foe when applying weakness to him. (50%, 5 sec cd, gain life force instead if in Shaman’s Shroud). You and nearby allies gain stack of Fiendish Hunger when you leave Shaman’s Shroud.
Grandmaster 3: Cast Shadowfall on your position and gain fury when using elite skill (40 sec cd).
(edited by Avador.8934)
What a nice topic! I feel a little abashed to ask here for something, but I’ll give it a try. I’ve always wanted Permanent Bank or Hair stylist Contract or, the Ghostly Infusion (Oh, how much I fell in love with this one! This black/blue flame would be really amazing on my ele/necro with their dark themes + my necro as a dark angel is only missing this to be perfect as I’ve always imagined him!). Unfortunately, I am not the one who can throw amounts of real life money to games, or get a precursor drop every month from some rabbit in Queensdale. I would be extremely grateful if someone would be king enough to help me achieve this dream!
EU server
EDIT: Thanks very much nagr.1593 for that ghostly infusion! I’m so happy right now! As you asked, here are some pictures with it equiped (those flames are moving really fast so it’s hard to make some good picture):
(edited by Avador.8934)
While making some screenshots I noticed that these raven projectiles are very good detailed, looks like devs put a lot more work into it than I first thought! Great job!
I posted it here because someone might be interested in it.
My wishes:
- SAB
- awesome new LS
- buffs to ele scepter/focus (I mean real buffs)
- making LS season 1 replayable
- sport sunglasses
- making dungeons playable again
- some new cool festivals
- reverting back visual nerfs or giving us a slider
- awesome new legendary sword (or better, all new legendaries)
- fixing DS (yeah, that problem with disconnects)
- new cool map with interesting mechanic as a prequel to the next expansion (pls, pls, pls, in Crystal Desert!)
- did I mention SAB?
Edit: And yeah I forgot a wish to fix WvW, I am not playing it that much.
There’s …a nerf to the already nerfed auras…?!
That’s what I was reading over on Reddit
I was reading somewhere that they’ll nerf the duration of auras -> Maximum duration from all sources will be reduced to 4 sec.
Don’t forget that 250x Crystalline Ingots take a lot of time too (250 Ley Line Sparks are a real pain). When I was doing Nevermore it was definitely the longest part.
- I advice you, if you have more than 1 lv 80 char, to do HoT story with all of them. Its rewards are pretty nice source of materials needed for them (Ley Line Sparks, Crystalline Ores, etc.)
Things/changes I don’t like:
1. SAB gone for too long time
2. LS season 1 not replayable
3. HoT story’s end unfinished + Eir died (SPOILER!)
4. Lack of new armor sets in HoT
5. Dungeons died (pls, bring them back!)
6. Visual nerfs
Elementalist
This profession has seen a lot of defensive additions through recent updates and the addition of the tempest. In this iteration, we’ll be fine-tuning the defensive nature of the elementalist a little more and improving its offensive side a bit. To that end, Diamond Skin will see its first change in a long while, moving to condition removal (as is more thematic with the elementalist) rather than condition avoidance. In the effort to improve offense, Air grandmaster traits will be getting usability and damage improvements, while the scepter and focus will be receiving some positive quality-of-life modifications.
I noticed just now, but they wrote focus will recieve some change too, and there was literally no word about focus changes later in the stream.
Removing celestial amulet without giving eles actual defensive options takes eles out of the game though.
Boons and stats were the only defense they had. Now necros rip boons every 2 seconds and stats are gone.
Eles HAVE NO ACTIVE DEFENSE that was there problems since the game released and ANET SEEMS TO IGNORE IT.
Obsidian Flesh, Swirling Winds, tons of reflects (magnetic aura/wave), Earth Shield skills, Arcane Shield, Cantrips, etc.
Sure, our active defense may be weaker than some other classes. But saying we have no active defense is untrue. When cele will be removed, our playstyle will just be less forgiving.
@Avador: If you’re a good player nearly every build can work and net a decent winrate. That was never the point. Next time you wanna show me that condi ele is viable because you don’t get kitten d in amber queue or what?
Actually I am in mid ruby right now. And no, condi ele is not a good idea.
3 sec more invuln is gimmicky at best. necros will just wait in death shroud and then burst you to death, the same with other classes. They have better survivalbility than an ele.
Only cele amulet got ele into a viable state and when you take that away from them, eles will be gone till the next balance patch or pushed into ranked queue-able 1shot gimmicky fresh air builds. They got to the top with it but at the same time it hindered eles from getting good balance patches which would ascend them away from only being viable with 1 amulet.
If you say so. But I am doing pretty well with marauder staff tempest. Sure, surviving is harder than with cele, but if you know how to play it then its ok. Its long range skills are devastating in teamfights, and I am still able to 1v1 many builds. If you think cele is the only viable thing for ele, then keep it thinking, while I’ll be running around and having fun.
I am glad too. As an ele playing FA (before the power creep)/marauder staff I am ok with these changes. No more cele means more build diversity because almost every 3rd person in pvp is running cele now. Meta needs some fresh air.
Anyway, to that rumor ele’s defense will be nothing, it just needs to try sometimes different things than just looking at metabattle. I recently found out that earth shield is pretty nice defensive tool, if used in the right way. Summon a shield + overload + pull is nice combo. And that 3 sec invuln is also nice.
-1 for a new boon, the game already has too many boons.
-1 for Torch being a power/condi/support weapon: make up your mind
+3 for support shroud, the idea is quite solid
-1 for weak shroud effect on a incredible slow shroud
-2 for having a chance healing skill
-1 for being a undecisive about being ranged or not
-1 for utility on downing of allies
-1 for sacrificing both life force and health
-1 for incredible long condi immunities
-1 for super specific condi immunities
+2 for utility 4
-1 for superspeed
+2 for master 2
result -4.
That was basically my thoughts about the shaman from a gameplay point of view. The biggest problem is that you have to commit to a few things and work with them. Reaper worked with melee damage and chill and gave the tools make it to work and to enhance said style. The core necromancer can fill in the gaps. I suggest ranged support and (health xor life force) sacrifices. Also the name shaman sounds a bit unfitting since shamans are people who can access spirits which I miss.
Ok, thanks for your suggestions! It’s my first idea of necro elite spec, so I know it’s not perfect. Now I at least know what should I improve. Thanks!
I love staff. Pls no change.
I already posted this in another subforum, but I’m posting it here too because I want to know what you necro lovers think about it:
Necromancer’s elite specialization: The Shaman
- New weapon: Torch
- New utility skills: Sacrifice skills
- New proffesion mechanic: Shaman’s Shroud
- Description: Shamans are powerful masters of dark arts. They were able to bring their skills to a whole new level, allowing them to work with their life force more precisely. Instead of focusing directly on their enemies, they also learned how to use their powers to support their allies. They learned things like bending their own blood, using their life force without entering the shroud and using their new weapon, the torch , to sear their enemies and buff their allies. But their most significant change is their new shroud. When entering the Shaman’s Shroud, the Shamans become a powerful stavemasters with mighty AoE attacks and support. With such an ally the Shaman is, you’ll no longer have a fear when facing death face to face.
New boon: Vigilance
- Any attacks dealt to you have 20% less critical chance.
- Vigilance is a new powerful boon focusing at your defense. It stacks in duration and its duration is usually somewhere between the duration of protection and fury (it’s not long lasting boon like might)
Torch skills:
Flames of Darkness (Skill 4): Send out a black flame to targeted area. When it arrives there, it grants Vigilance to allies and weakness to foes. Then the flame returns to you. The flame grants fury to allies and siphons life from foes (for you ofc.). (Works like a Phoenix)
Hungry Flames (Skill 5): Scorch nearby area by black flames, damaging and burning foes. Gain life force for each foe damaged. (Blast finisher)
Shaman’s Shroud:
- When Shamans enter the Shaman’s Shroud, they’ll equip a shadow staff (like when you equip scythe when using Reaper’s Shroud, but it’s not that big.) and gain access to new skills. These long range skills focus mostly on support and area effects.
Life Blow (Skill 1): Send forward a ghostly projectile that bounces between foes and allies, damaging foes and leaves them weakened, while granting vigor to allies. (Casting faster than Life Blast, but projectiles are little slower.)
Mark of Absorption (Skill 2): Apply a mark to your foe. After a short delay, it damages nearby foes and you siphon life force from them. Also grants might to nearby allies. (4 sec delay, 180 radius)
Well of Twilight (Skill 3): Create a pulsing well in targeted area, blinding and damaging foes and leaving them vulnerable. (240 radius)
Dark Sanctuary (Skill 4): Concentrate dark energy around you, pulsing protection to nearby allies. At the end, it gives Vigilance and a short buff to nearby allies, allowing them to siphon life with their next few attacks. Also partly revives nearby downed allies. (240 radius, with Transmute trait you revive them faster.)
Shadowfall (Skill 5): Summon dark orbs in the air above the targeted area. After a little delay, the orbs fall down, heavily damaging, fearing and removing 1 boon from affected foes. (240 radius, this skill resembles the Shadowfall AoE skill Liadri the Concealing Dark was using. When foes are feared, they’ll run from the AoE center.)
- All skills except 4th one have 1200 range.
Utilities, the Sacrifice skills
- The Sacrifice skills are very powerful, so powerful, that you have to pay a painful price to activate them. There are two types of Sacrifice skills: some require your blood, while the other ones wants your life force.
Healing skill: Sacrifice life force, heal yourself and gain protection. Incoming attacks have 50% chance to heal you and nearby allies. If no life force is sacrificed, the first heal is halved. (lasts for 7 sec, 240 radius)
Utility 1: Sacrifice life force and transform yourself into a dark cloud while rapidly traveling to targeted area (works like ele’s Ride the Lightning), poisoning foes you touched. When you get to the area, damage and daze foes and grants Vigilance to allies. (While transformed you evade all attacks, even things like ele’s Unsteady Ground, 1200 range)
Utility 2: Sacrifice life force and summon a shadow burial mound in targeted area. When some ally is downed or defeated in its range, other allies nearby are healed and gain fury. Downed allies lose health 50% slower and any damage dealt to them is reduced by 50%. (lasts for 15 sec)
Utility 3: Sacrifice health and envelop yourself in armor of blood, gaining stability and granting nearby allies (including yourself) a buff that allows them to siphon life with their attacks (1 sec cd). You also become immune to bleeding. (Does not remove stacks of bleeding you already have, duration 8 seconds.)
Utility 4: Sacrifice health and summon two blood orbs floating around you, pulsing might and regeneration to nearby allies and weakness to foes. After some delay, orbs explode, damaging and poisoning foes. While the orbs are active, you are immune to poison. (Does not remove stacks of poison you already have, duration 8 seconds)
Elite skill: Sacrifice health and separate yourself from the reality, entering another dimension. While this skill is active, you lose all conditions and become immune to them, and damage dealt to you is decreased by 50% and you can see all stealthed foes nearby (Only you can see them, they do not become revealed, you also cannot target them.) Your attack speed and damage are decreased by 40%. Grants increased precision to nearby allies. You also cannot enter Shaman’s Shroud. When you leave this form, your life force is filled by 30% and grants Vigilance to nearby foes. (lasts for 15 seconds, 300 range, your appearance is changed like when using Spectral Walk, but with black color instead of green). You can leave this form sooner if you want (4 sec cd after using this elite skill).
- Healing skill is the only one you can use without any sacrificing currency.
- Sacrificing uses 7% health (10% for elite skill) or 10% life force.
Traits:
Minor 1: You can use torch and gain access to Sacrifice skills. Your Death Shroud is replaced with Shaman’s shroud, which has long range support oriented skills.
Minor 2: Boons you apply have increased duration, even more, if applied in Shaman’s Shroud (10% / 20%)
Minor 3: You have increased critical chance against weakened foes (10%). Striking a weakened foe has a chance to give might to nearby allies. (33% chance, 5 sec cd, 2 stacks)
Adept 1: Using a healing skill grants superspeed for a while.
Adept 2: Healing done from siphoning life is increased.
Adept 3: You and nearby allies gain might when leaving Shaman’s Shroud (3 or 4 stacks maybe?)
Master 1: Gain swiftness and might when applying Vigilance to an ally. Vigilance lasts longer (25%)
Master 2: When using Sacrifice skills, you’ll gain life force if sacrificing health and vice versa.
Master 3: Reduce recharge of torch skills. Using a torch skill transfers condition to affected foes (1 per foe, max 3 foes).
Grandmaster 1: You gain a small amount of life force when healed. Gain life force when your health drops below the threshold. (50% health threshold, 30 sec cd. 1 sec cd for life force from healing)
Grandmaster 2: You have a chance to siphon life from your foe when applying weakness to him. (50%, 5 sec cd, gain life force instead if in Shaman’s Shroud)
Grandmaster 3: Cast Shadowfall on your position when using elite skill (40 sec cd).
So, is it any good? What do you think?
(edited by Avador.8934)
Necromancer’s elite specialization: The Shaman
- New weapon: Torch
- New utility skills: Sacrifice skills
- New proffesion mechanic: Shaman’s Shroud
- Description: Shamans are powerful masters of dark arts. They were able to bring their skills to a whole new level, allowing them to work with their life force more precisely. Instead of focusing directly on their enemies, they also learned how to use their powers to support their allies. They learned things like bending their own blood, using their life force without entering the shroud and using their new weapon, the torch , to sear their enemies and buff their allies. But their most significant change is their new shroud. When entering the Shaman’s Shroud, the Shamans become a powerful stavemasters with mighty AoE attacks and support. With such an ally the Shaman is, you’ll no longer have a fear when facing death face to face.
New boon: Vigilance
- Any attacks dealt to you have 20% less critical chance.
- Vigilance is a new powerful boon focusing at your defense. It stacks in duration and its duration is usually somewhere between the duration of protection and fury (it’s not long lasting boon like might)
Torch skills:
Flames of Darkness (Skill 4): Send out a black flame to targeted area. When it arrives there, it grants Vigilance to allies and weakness to foes. Then the flame returns to you. The flame grants fury to allies and siphons life from foes (for you ofc.). (Works like a Phoenix)
Hungry Flames (Skill 5): Scorch nearby area by black flames, damaging and burning foes. Gain life force for each foe damaged. (Blast finisher)
Shaman’s Shroud:
- When Shamans enter the Shaman’s Shroud, they’ll equip a shadow staff (like when you equip scythe when using Reaper’s Shroud, but it’s not that big.) and gain access to new skills. These long range skills focus mostly on support and area effects.
Life Blow (Skill 1): Send forward a ghostly projectile that bounces between foes and allies, damaging foes and leaves them weakened, while granting vigor to allies. (Casting faster than Life Blast, but projectiles are little slower.)
Mark of Absorption (Skill 2): Apply a mark to your foe. After a short delay, it damages nearby foes and you siphon life force from them. Also grants might to nearby allies. (4 sec delay, 180 radius)
Well of Twilight (Skill 3): Create a pulsing well in targeted area, blinding and damaging foes and leaving them vulnerable. (240 radius)
Dark Sanctuary (Skill 4): Concentrate dark energy around you, pulsing protection to nearby allies. At the end, it gives Vigilance and a short buff to nearby allies, allowing them to siphon life with their next few attacks. Also partly revives nearby downed allies. (240 radius, with Transmute trait you revive them faster.)
Shadowfall (Skill 5): Summon dark orbs in the air above the targeted area. After a little delay, the orbs fall down, heavily damaging, fearing and removing 1 boon from affected foes. (240 radius, this skill resembles the Shadowfall AoE skill Liadri the Concealing Dark was using. When foes are feared, they’ll run from the AoE center.)
- All skills except 4th one have 1200 range.
Utilities, the Sacrifice skills
- The Sacrifice skills are very powerful, so powerful, that you have to pay a painful price to activate them. There are two types of Sacrifice skills: some require your blood, while the other ones wants your life force.
Healing skill: Sacrifice life force, heal yourself and gain protection. Incoming attacks have 50% chance to heal you and nearby allies. If no life force is sacrificed, the first heal is halved. (lasts for 7 sec, 240 radius)
Utility 1: Sacrifice life force and transform yourself into a dark cloud while rapidly traveling to targeted area (works like ele’s Ride the Lightning), poisoning foes you touched. When you get to the area, damage and daze foes and grants Vigilance to allies. (While transformed you evade all attacks, even things like ele’s Unsteady Ground, 1200 range)
Utility 2: Sacrifice life force and summon a shadow burial mound in targeted area. When some ally is downed or defeated in its range, other allies nearby are healed and gain fury. Downed allies lose health 50% slower and any damage dealt to them is reduced by 50%. (lasts for 15 sec)
Utility 3: Sacrifice health and envelop yourself in armor of blood, gaining stability and granting nearby allies (including yourself) a buff that allows them to siphon life with their attacks (1 sec cd). You also become immune to bleeding. (Does not remove stacks of bleeding you already have, duration 8 seconds.)
Utility 4: Sacrifice health and summon two blood orbs floating around you, pulsing might and regeneration to nearby allies and weakness to foes. After some delay, orbs explode, damaging and poisoning foes. While the orbs are active, you are immune to poison. (Does not remove stacks of poison you already have, duration 8 seconds)
Elite skill: Sacrifice health and separate yourself from the reality, entering another dimension. While this skill is active, you lose all conditions and become immune to them, and damage dealt to you is decreased by 50% and you can see all stealthed foes nearby (Only you can see them, they do not become revealed, you also cannot target them.) Your attack speed and damage are decreased by 40%. Grants increased precision to nearby allies. You also cannot enter Shaman’s Shroud. When you leave this form, your life force is filled by 30% and grants Vigilance to nearby foes. (lasts for 15 seconds, 300 range, your appearance is changed like when using Spectral Walk, but with black color instead of green). You can leave this form sooner if you want (4 sec cd after using this elite skill).
- Healing skill is the only one you can use without any sacrificing currency.
- Sacrificing uses 7% health (10% for elite skill) or 10% life force.
Traits:
Minor 1: You can use torch and gain access to Sacrifice skills. Your Death Shroud is replaced with Shaman’s shroud, which has long range support oriented skills.
Minor 2: Boons you apply have increased duration, even more, if applied in Shaman’s Shroud (10% / 20%)
Minor 3: You have increased critical chance against weakened foes (10%). Striking a weakened foe has a chance to give might to nearby allies. (33% chance, 5 sec cd, 2 stacks)
Adept 1: Using a healing skill grants superspeed for a while.
Adept 2: Healing done from siphoning life is increased.
Adept 3: You and nearby allies gain might when leaving Shaman’s Shroud (3 or 4 stacks maybe?)
Master 1: Gain swiftness and might when applying Vigilance to an ally. Vigilance lasts longer (25%)
Master 2: When using Sacrifice skills, you’ll gain life force if sacrificing health and vice versa.
Master 3: Reduce recharge of torch skills. Using a torch skill transfers condition to affected foes (1 per foe, max 3 foes).
Grandmaster 1: You gain a small amount of life force when healed. Gain life force when your health drops below the threshold. (50% health threshold, 30 sec cd. 1 sec cd for life force from healing)
Grandmaster 2: You have a chance to siphon life from your foe when applying weakness to him. (50%, 5 sec cd, gain life force instead if in Shaman’s Shroud)
Grandmaster 3: Cast Shadowfall on your position when using elite skill (40 sec cd).
(edited by Avador.8934)
Meanwhile, I enjoy making stuff for my desktop and logon screen… ;-)
Lol, those pictures are great XD
-awesome graphics, characters, lore, leveling, combat system, etc. But mainly, the ability to differentiate from other MMOs out there while keeping huge popularity.
Sure, it has some little flaws here and there, but nothing is perfect. But Guild Wars 2 is definitely closest to that word than any other MMO I’ve ever played.
You are making awesome game for us Anet. Thanks.
I am using gs/staff power reaper in pvp. It’s rly strong in small area fights (places like Clock Tower) and deadly in 1v1. Having lot of fun with it.
I hope the new scepter and focus buffs will be worth it, not like the last time when everyone was hyped for scepter buffs and all we got was ground targeted DT.
Cannot wait for air spec buffs.
I have Nevermore. And no, it doesnt look like it changes your attunement swap animation/sound. But it changes your projectiles, and they are very nice (even changes staff air 3 and earth 5 skills). Its probably hard to notice from the video but the staff is also really good detailed, especially the raven sitting on it (it’s rly cute ^^). I prefer using it with black/dark blue armor, and Fractal Capacitor, and its ok.
Edit: I also noticed those ravens sometimes accompanying my projectiles when I fire them.
(edited by Avador.8934)
Please speak for yourself, Liewec. I have had a ton of fun with HoT, there are things in it I have yet to experience despite many hours played, I don’t feel stupid for having bought the Ultimate Edition, and unless my life goes very poorly by the time the next expansion hits I’m sure I’ll be buying the biggest version of that.
Your “us” and “we” should be “me” and “I.”
Well it’s then two “I” vs one “me”. And I think theres a plenty of "I"’s that have same thoughts like Liewec. If you want proof go look at pvp forum or new wvw borders or new zones.
I also like HoT, and many ppl too. Actually a lot of my guildies and friends like HoT, and, in game, I never met anyone complaining about HoT that it was a failure. Sure, it has its weaknesses, but it’s definitely not a failure. The most angry people are usually the loudest. And I am sure the amount of ppl who like HoT at least a little is much higher than ppl who thinks that it’s a failure. The words ‘us’ and ‘we’ here on the forums are usually meant to describe the whole community or at least the majority. When he used these words, then he should at least use ‘we, haters’ or ‘we, who don’t like it’ (I almost always use ‘I’ or ‘me’, don’t worry)
Because it was confirmed that there’ll be definitely new expansion in the future, I want to know what you think and want to see in that expansion.
So, post your ideas!
There are my wishes:
General:
- 1 new elite spec per proffesion
- a bunch of new armor and weapon sets
PvE:
- new beautiful zone to explore, a little bigger than the HoT one (personaly want to see Crystal Desert or Blood Legion Homelands), with action based maps like in HoT but with better timers, also with awesome final boss encounter like in DS
- new awesome living story, larger and better than the HoT one
- new masteries that will actually add some cool stuff like gliding (sand surfing in Crystal Desert for example)
- restoration of dungeons, and adding at least 1 new one
- new raid
- new guild hall
- at least 2 new fractals
- SAB
PvP:
- new PvP lobby
- 1 new conquest map
- at least 2 new stronghold maps, 1 new champion
- ability to save our builds there
WvW:
- maybe new Eternal Battlegrounds map
(I assume that WvW will be working again by this time.)
I have a feeling we’ll get some word about this next tuesday. Just feeling…
