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Some equipmentstat suggestions

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Posted by: Chris.6105

Chris.6105

I really hate the actual situation. Different stat combinations need to be obtained in different ways, I cannot find Berserkerstats in AC, I cannot find cleric stats anywhere besides the AH and some statcombinations do not only exist. Furthermore, the actual system is interesting, but far to complex to be fun, especially for players, that dont want to play always the same builds and that wont reduce their actions to one playsryle. So here a far easyier system, I have no hope for t, but I cannot now.

My problem are things, that will not work out: Runes with +bleed duration on a armor with condition damage becomes worthless, if you switch to a weapon, that does not inflict bleeding, on-critical-hit sigils are worthless without precision…) My idea for stats, I make them for ascended gear, after all changing the existing gear would be to much trouble.

No stat tripple anymore!
It would be far easyer to find your perfect armor, if you had to collect first only one armor. These would be: Power, Thoughness or Vitality, only 3 types. Furthermore exist precise, defensive and condition infusions, increasing the types to 9. The armor would look the fallowing way (The numbers are only an example):

  • 100 Power, … armor infusion slot, rune slot or
  • 100 Vitality, … armor infusion slot, rune slot or
  • 100 Thoughness, … armor infusion slot, rune slot or
  • 100 Condition Damage, … armor infusion slot, rune slot

Weapons would have even less choices. I mean you deal damage with them. So you can choose between Precision, Condition Damage and Power:

  • 100 …, weapon infusion slot, two sigil slots for two-hand weapons or
  • 50 …, weapon infusion slot, one sigil slot for a one-handed weapon

The actual ascended weapons can stay, like they are, they wouldnt effect my idea too strong. Only the infusions, there should be a new ascended infusion, that works like my ideas below.

Armor Infusions
One the one side yu can use the same infusions like now, but only with a rareness on exotic or less. Ascended infusions have a type, one for armors, one for weapons and one for the rest. These let you create the weapons you want. Of course, they also give the resistance. Precise armor infusions are:

  • 100 Precision and 5% Critical Damage
  • 100 Precision and 5% Condition Duration
  • 100 Precision and 50 Condition Damage
  • 100 Precision and 50 Healing Power
  • 100 Precision and 50 Vitality
  • 100 Precision and 50 Thoughness.
  • 100 Precision and 5 MF

You see, now you decide from the start, if you want a build with precision or not! Condition armor infusions are:

  • 100 Condition Damage and 5% Critical Damage
  • 100 Condition Damage and 5% Condition Duration
  • 100 Condition Damage and 50 Precision
  • 100 Condition Damage and 50 Healing Power
  • 100 Condition Damage and 50 Vitality
  • 100 Condition Damage and 50 Thoughness
  • 100 Condition Damage and 5 MF

secondary profession suggestion

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Posted by: Chris.6105

Chris.6105

Soo now some thoughts about the non-caster:

Thief: Should get hexes as his standard skills, traps are now only useable with ranger as secondary profession. Engeener gives him gadgets-like-skills (a bit like tricks), Warrior physical skills (again like tricks), warrior also gives traits, that give the the thief two physical skills depending on the mainhandweapon and stats compensating the missing stats, if thief wears no off-hand. Also a Doppelgangersystem would be nice instead of fellow thiefs. It is really uncool, that summoned thiefs look (beside gender) all the same and wear a armor actually existing in the game. instead they should wear the same armor like you, but can have different gender and race! Furthrmore there shozld be also skills, that can change your appearence and name to that of these doppelganger (race and gender randomely), so foe cannot see, if you are a doppelganger or the real player (a bit like clones)

Warrior: So no idea

Engeener: Should get signets like any other profession. The 1heal-4elite-2elite seem to be not useable for engeener. The box could be a gadget. The mine of gadgets could be changed to the skilltype trap and more mines added, now only useable with secondary ranger. The Charr-elite-weapon could be changed with new skin to an elite weapon kit.

Ranger: Also no idea, but maybe other pets depending on the secondary profession?

Also short racial skills. Engeeners should get some “no skill skill” instead of an unique skill for racials.

Norn: Switch Elite and utility. Increase the CD of the forms a bit further and you have an real interesting utility. Increase summon recharge and buff the (many birds, that deal damage against one foe, and worms, that leave also eggs as environmental weapons) and a summoned animal, that supports you with heal.

Charr: Shouts and Charr gadgets. The gadgets could be solo pistole and and double pistol, the second scream… no idea. the AoE-Elite would be a gadget, the healing would be a healing shout, the summoned warband should also be a shout. Charrsooka and mine are engeener skills now (see above)

Sylvarie: plant turrets and summonings now. turrets: heal, utility and new utility. Sumonings: dog (actual an elite, increased CD), dog 2 (more supporting, also long CD) as utility, as elite two spirits (the actual and a new, in another way supporting one)

Human: no idea, because 6 gods and 7 skills cant fit together… may abbadon? Grenth could be changed to an utility (with increased CD), it is not soo great…

Asura: Asura wells and Asura manipulations. make the useable golem armor to an environmental item created by an item buyable,

secondary profession suggestion

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Posted by: Chris.6105

Chris.6105

Shouts
The one, that transfer all conditions to you together with the trait now grants a boon to allies for the first transfered condition.
heal: heal yourself and nearby allies. stronger heal for yourself.
elite1: remove a hex from nearby allies and grant them vengeance.
elite2: grant allies long vigor and 3 Energypoints.

Secondary Necromancer
trait: judgements recharge faster.
Judgement
heal: Heal yourself, burn nearby foes and gain vengeance, if you were healed (you have to have less than 100% health).
utility: Each time the foe grants himself or allies a boon, the foe takes slight damage (20s boon hate)
utility: Each time the foe heals himself or allies, the foe is damaged for 10% of the heal. (20s boon hate)
utility: breaks stun, knock down nearby foes and damage them, if stun was broken.
utility: channel 3s and heal nearby allies with each tick. Damage nearby foes and gain 1 stack of might for 20s for each heal (3X5allies = max. 15stacks)
elite: Burns and damages the foe for each boon he has. (short recharge)
elite: channel 3s and transfer all conditions from nearby allies to you with each tick. Gain vengeance and burn nearby foes for each condition.

OK, enough about the casterprofessions, I have no idea for secondary ele and mesmer. BTW, some complete different idea: Adding additional skills for existing types and altering some traits are already big changes, a new skill type is not really needed. Furthermore, instead of adding these skills as new skill type, why not adding them as alternate weaponskills?

secondary profession suggestion

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Posted by: Chris.6105

Chris.6105

To come back to skills, that let you move while downed, the mesmer could have a port with target circle or something like the warrior (illusion of life), the necromancer could gain 25% life force, if going down and can enter death shroud wirh skill 4. And after playing again a bit, the effects with the black cube for most effects looks far better than i remembered.

First something to the guardian mechanic. I dislike having the mechanic effects always in my effect bar, so burning with the next attack (active and passive) is the “special effect burning with the next attack”, regeneration is the “special effect regeneration” and the last only gives the boon. My guardian is only 55, is placed as my trash-holder and I lost interest in him, so I have not really many ideas for alternate skills.

Primary Guardian
Spirit weapons+Tomes
heal: Tome, includes healing breeze
trait: instead of increased elite duration only increased tome duration

signet
elite1: Increased Boon Duration. Gain Regeneration, Protection and Stability for X seconds on activation.
elite2: Changes all 10s one of your conditions into a boon. Change up to 3 Conditions on you and nearby allies into boons on activation.

Consecrations
heal: create a field, that absorbs projectils and heals allies. Allies gain regeneration each time a projectile was absorbed.
elite1: create a field, that burns foes and knocks them down for 1s all 3s
elite2: create a field, that foes and projectils cannot enter. Foes inside the field are immobilized each second.

Meditations
The channel elite is again a meditation. The block heal is now also a meditation. Instead of the trait making these skills instant, the trait now makes Mediatations better: With instant cast have an additional effect, the channelmeditations channel longer and with cast time are instant.
Elite2: instant effect. remove all your hexes and grant yourself long protection for each hex removed.

secondary profession suggestion

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Posted by: Chris.6105

Chris.6105

Secondary Ele (nearly the actual necro, only the new skills)
trait: Hex skills recharge faster
minion
utility: the shadow fellow, (actual skill)
elite: the shadow bull (who is often seen with the shadows) -> knock down foes with its attack, high damage and low survivalability
hex
heal: Heal yourself and inflict Degeneration (10s) on the foe. If the foe should die during the next 10s (Life hate), you are healed.
utility: Inflict Degeneration and Speed Hate on the foe
utility: become a swarm for 3s, increases Thoughness and damages+steals life from nearby foes.
utility: chill (3s) foe and nearby foes and remove a boon from them.
utility: damage foe and hex him (20s life hate). I foe dies, nearby foe are damaged.
elite: damage target foe and remove all boons, if the foe has more than 50% health. If the foe dies, nearby foes are damaged and suffer from all conditions of the target foe. (10s life hate). short CD.
elite: plague

Secondary Guardian
trait: (instead of minions transfer conditions on them) minions regenerate health
trait: (instead of minions explode) create a jagged horror on minions death (3 on elite minions death)
trait: Masochism: Gain Life Force, if you sacrefice your health.
trait: You sacrefice 50% more health, but damage nearby foes each time you sacrefice health.
spectral
utility: The foe suffers from Degeneration. If the foe dies, a jagged horror is created and you gain life force (20s skill hate).
elite: Create 5 jagged horrors. For the next 30 seconds, you gain small life force, if your minions attack.
sacrefice (no CD!)
heal: sacrefice 17% of your life and gain massive regeneration (not the boon).
utility: sacrefice 20% health and inflict 10s life hate.
utility: sacrefice 5% health and 1 additional percent for each effected ally. Grant 15s of might to nearby allies.
utility: sacrefice 20% health and gain 10 Energypoints.
utility: sacrefice 17% and inflict 15s of boon hate. Each time the foe is healed, foes healer take 10% of the amount healed as damage.
elite: sacrefice 5% health and 3 additional percent for each removed boon. Removes all boons from the foe and inflict 1s of Degeneration for each removed boon.
elite: sacrefice 20% and inflict 15s of skill hate. Damage the foe massive each time he hits a target with less health than himself. Very low damage otherwise.

BTW, I also am a supporter of additional weapon- and downed skills. Especially some downed skills really suck. We need ranged skills, it really sucks, if you need endless time cause interruption or even die through interruptions from weak foes, that are out of range, also even if the foe will kill you most likely anyway, it is depressing. We need skills with granted movement. Vapor Form is perfect to run out of AoE or away from a dangerous situation. The mesmer port is to random and pretty useless in PvE. It ports you to somwhere random, the chance to get to a safe position is not so high and it even includes a risk to get even somewhere worst (BTW are ports skills a problem, it can port me into walls, can port me to areas unreacheable (during bossfight in TA on a Area above, SEp1 back to the platform after falling into the lava) and sometimes plays completly crazy, in a ship in Orr i ported in rooms below and above, i maybe lived long cause the often porting and the foes needing to run up/down, but also had half of the ships undead after me in the end…) Vengeance (the warrior skill, was it named like this?) is maybe really strong, but also a nearly granted death, means most player would prefer a useful skill instead, on the other hand, it lets me at least run out of the danger area so my allies can res me. I dont know much about downed skills (only that I loose at least 1 second, cause you can use downed skills instantly after going down, but show the skills not instantly and i use skills with mouse. I really dont’t undersand, why you cant give us the skills instantly, same with ground targeted skills, even if you would give autotargeting on the foe, it is no advantage, but players with the ability to also use their skills with mouse, have a big advantage…), but I like the downed ele the most, strong 1, strong 3 with AoE and incredible useful 2 to run out of the danger area. Opposite with my Mesmer, cause i cant get out of the danger area (foes AoE is the usual reason for me to go down) port maybe in an even worst area and it is not intelligent to res allies, if you have to enter foes AoE, I are normally often dead long before I could use skill3… Cause my other professions (ranger, necro, warrior) have all better defensive groundstats, I nearly never go down with them and about other professions downed skills… no idea.

secondary profession suggestion

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Posted by: Chris.6105

Chris.6105

Soo, next my little necromancer, still only lvl 40, so i cannot really say much about him. Furthermore, sometimes there are skills (especially heals), that will not fit to the existing skilltypes. Furthermore most stilltypes have no elite. Why not creating a new skilltype for such skills? 1 heal + 2 elite. BTW, before sreaming out OP, remember, that skill fail and skill hate dont activate on autoattack.

Primary Necromancer
Spectral
heal: heal yourself and gain life force
elite1: Lich form now is a spectral skill. While you are in Lich form, yor life force bar does still exist and fills up, the skill to leave the form is placed at the position of death shroud.
elite2: You gain a small amount of Life Force, if the foe attacks (20s Skill hate). If foe dies, he leaves a mark that deals multiple conditions including a 2s fear (20s Life Hate).
New skilltype (in the same line like corruption, but is not one)
heal: the one, that removes condition
elite: remove all your boons and inflict a condition to nearby foes for each removed boon
elite: remove all your hexes and gain stability and protection for each removed hex (short recharge)
minions
utility (instead of the shadow, i dont see it as a normal minion): Creates a bone horror (yeah, we totally need it <3 ), cripples and bleeds foe with its attack.
elite2: Summons a minion with defensive stats (low damage, high vitality and high armor). Summons small minions with its attacks and has also a chance, to gain a minion on foes death. These minions dont count as your minions and are not effectd by your traits.
signets
heal: passive: steal life from foes with more than 50% health. Active: Heal yourself slightly, heal more and gain 8 energy, if foe has less than 50% health.
elite1: passive: steal life from foes with more than 50% health. deal more damage to foes with less than 50% health. Active: Steal massive life from target foe and nearby foes with more than 50% health. Deal damage to foes with less then 50% health instead.
wells
elite1: well of Power: grants 1 energypoint and 1s of regeneration each second. long duration.
elite2: inflict 1s of Degeneration each second. long duration.

Secondary Mesmer
trait: Curses recharge faster
Corruption:
utility: Confuse yourself and gain Might and fury.
utility: Bleed yourself and gain vengeance.
*Spectral

utility: Spectral Reaper: summon a (green) phantasm (sword), that chills and removes a boon with each attack, you gain life force with each attack. → Shatter the phantasm, gain life force and chill and damage nearby foes.
utility: Spectral (no idea): summon a (green) phantasm (scepter), that throws a bouncing scythe with each attack, bleeding and vulnerating foes while granting regeneration to allies, you gain life force with each attack. → Shatter the phantasm, gain life force and poison nearby foes.
Curse
heal: steal some life and if the foe should use a skill, the skill fails and you steal massive life (4s skill fail)
utility: Foe looses 10 Energy, if he use a skill (4s skill fail)
utility: steal life, if the foe attacks (15s skill hate). (short recharge)
utility: Cripple the, foe also suffers from Degeneration.
utility: Deal damage to the foe and nearby foes, additional damage for each boon on the foes.
elite: Deal damage to foe and nearby foes, additional damage for each condition and steal life for each hex on the foes.
elite (spiteful spirit): damage foe and nearby foes each time the foe attacks (20s skill hate)

You know GW1 Armor?

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Posted by: Chris.6105

Chris.6105

Ritu Armor
Out of different reasons (SoS, St and also as healer useful) Ritu was my main. I have even more Rituoutfits than my Mesmer or both my Necros together, still, Ritu armor sucks. Tattoos, really ugly tattos (BTW, Monk and Necro had also Tattoo armors, but same goes for them) and armors with a lot of nice accessoires on the different armors, but most likely with a look like wearing trash… Ritu is a great example, where a bellybottomfree armor became my fav cause missing alternates… (Dwarvetop, exotic gloves, Vaabi skirt and luxon shoes, with chaos gloves instead the most common ritu armor). But one thing does really wonder me. Is there any contact between GW1-Anet and GW2-Anet? I mean the tattoos, most hated them, they distroyed any combination and even if you should find a armor you like, the tattoos killed the liking… I really love the Vodoo-top even with it showing the bellybottom, but it has this horrible tattoo. This tattoo look for some people even alone horrible, if the player likes tattoos, he gets problems with his norn-tattoos (especially, if this is also white). Furthermore, if in Combinition with a bellybuttomfree skirt, the tattoo ist cut (I hate the vodoo legs) and this looks so horrible. I mean they had the problem in GW1, why didnt they learn it? Why not making a bonus slot for tattoos or let one part alone create the whole tattoo, it shouldnt be so hard to find a good solution for this.

Here Ritu armor: http://wiki.guildwars.com/wiki/Ritualist_armor

Furthermore, there are great armors worn by NPCs, you could never wear yourself. Especially the armors of Gwen and Cynn look so great, but look yourself: http://wiki.guildwars.com/wiki/Guild_Wars_Wiki:Projects/NPC_models/Henchmen and http://wiki.guildwars.com/wiki/Guild_Wars_Wiki:Projects/NPC_models/Heroes
, also the Asura look so great: http://wiki.guildwars.com/wiki/Guild_Wars_Wiki:Projects/NPC_models/Asura and here are even more: http://wiki.guildwars.com/wiki/Guild_Wars_Wiki:Projects/NPC_models/Humans.

Cynn: http://wiki.guildwars.com/images/archive/8/8d/20080124120340!Cynn.jpg
Livia: http://wiki.guildwars.com/images/6/60/%22Livia%22_concept_art.jpg
Jora: http://wiki.guildwars.com/images/a/ac/%22Jora%22_concept_art.jpg
Gwen: http://wiki.guildwars.com/images/2/28/%22Gwen_Final%22_concept_art.jpg
Reiko: http://wiki.guildwars.com/wiki/File:Reiko_concept_art.jpg

You know GW1 Armor?

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Posted by: Chris.6105

Chris.6105

Mesmer-Armor
I am totally in love with mesmers, especially with female ones. On the one side, there were lots of dresses with pants (Luxon, Elite-Luxon, Tyria, Ascalon, Rouge, Elite-Rouge,…), like you heard already so many times, we want pants in GW2. On the other side, there were my loved overdressed dresses (really, would anyone ever realize, that I am not native with my great discriptions…), I totally miss these. Also they have so many great details, especially again earrings. There is this one onepiece (and its Elite) in prophecies i really hate, but it is much sexier than most GW2 twopieces. And GW2 female onepieces, most are not the slightest bit sexy and have zero style, they look only silly and ugly. The few theoretical good ones also are not my taste, CM, the rare dungeon-armor, the Karma armor, tier2 human, tier 3 norn, the self made exotic, they miss the fine details of GW1 armor, have to many unneeded stuff (karma this ugly iron parts or tier 2 the free back for example) and are pretty boring (GW1 Mesmer dresses look like hollywood dresses, GW2 non-skinny dresses look dresses for a little girls doll). I am not a fan of the Mesmers obsidian armor, but this one was worn from tons of players, often also only the mini-skirt or the sexy top with fail hot-pants (GW2 needs also hotpants), there were really a few mesmer-armors (also foe males), i did not like so much, but even these looked at least as good as my favourite GW2-armors… PLS, PLS, PLS give us mesmerstyles in GW2, look at countess Anise, Her outfit is nit so great in my eyes, but thousand times better than any existing armor.

BTW, many Mesmer Armors work like GW2 middle armor, so they would clip horrible with the GW2 skirts, but who has a problem with this? You dont have to combine these two skins, to create a strong clipping armor on purpose can look funny and sometimes even if it does not look perfect, the clipping can create a combinition, that looks shockingly good.

Here Mesmer armor <3 http://wiki.guildwars.com/wiki/Mesmer_armor

Necromancer Armor
The necromancer had a typical way to look, leather with iron, pants and demonic themed armors, not much skin. The only GW2 armor, that resembles this type a bit, is the exotic loot armor (btw my fav-non-racial-light-armor), but still, why so less GW1-necro power. Prophecies had mostly leather and iron outfits with mosty pants, I really loved them (actually the gemstore armor is one of them, but not only not my fav, it even looks worse like the real GW1 skin). OK, the Skirts are all a bit… a realistic animation for GW2 would be hard… still, this gothic look, not one armor in GW2 really has it.
Than prophecies, here had the necromancer less gothic style, the armors fake sflesh and worked with Thorns, still the demonic style remains. Nightfall finally left the leather-style and switched to the vodoo style, not my idea of a necromancer armor and GW2 has such armors. Still, if i should try to call different styles needed in GW2, there are three types. The skinny dresses totally unrealistic for little boys but also a few normal sexy ones for the older people, these already exist in big amounts (may to less for middle armor). The second type is the evil kitten-look, most likely exactly the GW1 Necro look, there may are some sets (like Arah or the one with the skull-headgear), but the leather sets would also get many fans. Then the “normal” dresses like the Mesmers and especially also pants, but these skins are nearly completly missing…

Here Necromancer armor: http://wiki.guildwars.com/wiki/Necromancer_armor

You know GW1 Armor?

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Posted by: Chris.6105

Chris.6105

Middle GW1-Armor
OK, there are a lot of great looking middle armors in GW2, but why nearly all the same. Derwish looked horrible to me, always only the same kind of dress, but why not even one such a dress in GW2? Assassins had tons of great leather suits (my fav is the elite kurzick), but GW2 has only one, and even this one is a skinny one while I hunger for a full body suit…

Here Derwisch armor: http://wiki.guildwars.com/wiki/Dervish_armor
Here Assassin armor: http://wiki.guildwars.com/wiki/Assassin_armor

Ranger-Armor
Ranger had tons of great armors, there was a big amounf of different skins and most had no cloak. In GW2 are only 5 middle armors without claoks, the first is the leather suit, but this one shows skin, the second and third are the short outfits (lowlvl drop and tier 1 human), the fourth is the great looking Tyrian GW1-Loon in Gem-Srore, the last is again human, tier3 and far too skinny. Really, heavy and middle GW2 armor have tons of nice skins, but especially compared to GW1 rangers, I really miss the great outfits with tops, which dont hide the pants…

Here Ranger armor: http://wiki.guildwars.com/wiki/Ranger_armor

Light GW1-Armor
I had really also big problems in GW1 with armor, so it is not so worse in GW2, but so man really great skins are missing…

Ele-Armor
The female Ele had two types of skins, the biggest amount were outfits similiar to GW2, much skin and a free belly buttom – I am attracted to these outfits at first and they also are easy to combine through missing clipping issues, but i have no love for them – with many great details like jewels and earring, something you see not very often in GW2… I think, if overworked right, they would so much better than actual skinny armor in GW2, i mean winged armor (free view on the panties in the front, the top looks like sticked on the skin), champion armor (the insect-wings are too much, the jewellery are to much) or human tier3 (the top is OK, bur shoulders, skirt and shoes look like armor of a childrens action toy…)… Furthermore the reason you made these armors was, that the little boys are crazy for big boobs in near to nothing, but why did you remove the short-skirt-trend, i really hated them, but they were not half so bad like the GW2 starter skin…

The second type was armor not showing the belly bottom. some of them looked a bit crazy (nightfall and norn), but the others were so great. Tyria, Shing Jea, Kurzick, Elite-Cantha, Cantha, normal and elite flame… in prophecies, not many, but enough to creat nice ooutfits, furthermore, the ele had 2 pants, only two, but GW2 has not one. BTW, i hated GW1 male Ele armor, but there was one really good looking one, same in GW2.

Here Ele armor: http://wiki.guildwars.com/wiki/Elementalist_armor

Monk-Armor
The complete opposite to GW2 armor, nearly only pants, outfits with a very low sex appeal, there were only the tattoo outfits, that I did not like. Most of these armors seem not to be useable for GW2, but still, why not one typical monk armor…

Here Monk armor: http://wiki.guildwars.com/wiki/Monk_armor

You know GW1 Armor?

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Posted by: Chris.6105

Chris.6105

To start with – You really did a great job with your GW2 armors, therer exists different armors, they are easy to combine, they are not professionbound and I know even better armors are coming. Still, ypu had soo great armors in GW1, of course, you shouldn’t copy them only and even if you would do so, they had to be overworked and some armors wouldn’t look good even then. Still, so many different styles in GW1 and so much less in GW2…

Hilarious looks
One bad point of the new look in GW2 is the hilariousity of many things. Overwhelming effects of legendary weapons, skins out of motos box, some armors like heavy karmor (looks like the evil in the eye of a 6-year olf with the skelleton mask and the thorns), CoF (also looks like the evil in a childrens show), SE (like darth vader aliens) or TA (like aliens in a erotic-trash-sc-fi-****) and the actual characters… female human can look like little girls (face) without any place to a stomach but with boobs far to big, male Norn look like heroman, a pure mass of muscles above a tiny amount of legs, and be it male Norns, Charr, Asura, male sylvari, they look not to bad in the common armors, but human and females Norn, sylvari look much better in them. (BTW, Rox can look like a kitten, but pls give her normal kitten eyes, they rather look like anime eyes, and pls give slender options for Norn and Human males, GW1 Norns and Braham also, if i remember right, didnt look sooo…, also even real man with a trained body are often more slender than the thinnest male without muscles).

All of them are kind of funny, but to see tons of them together with the half naked human scholars everywhere is horrible and noe wore is coming, the gauntlets, the backpacks… Even the terrible combinitions in GW1 to create so much skin like possible in the great Temple of Balthasar was nothing against GW2 ;P

Here a good side for GW2 armor: http://argos-soft.net/GW2ArmorGallery/

Town Cloathing
There are funny, but also great looking ones like the Mad King armor, in GW1, these were also constumes, but you could wear them also while fighting, it is really sad, that you have these hilarious looking ones, but the nice ones are only costumes…

Here the GW1 Costumes: http://wiki.guildwars.com/wiki/Costume

Furthermore I like normal skins, maybe overdressed, but like they are or were worn in reality. There are no problems with heavy armor looking like armor, also some of the middle armor look pretty normal, only for scholar (my favourite professions) look most skins totally unrealistic, like I said, how in a trash-****. There are no modern outfits (Inquest with leather pants instead could have been my most loved armor ever), there is the rare dungeon armor skin, which looks only ugly to me, the boring nun-outfit (equal to the guild-skin), the farmer-outfit (could look so great with pants instead the skirt) and the AC-outfit (looks also pretty dumb with no “real” pants). What i really want, are pretty skins like the actual town cloathing or Countess Anise outfit and i really fear, that there will only come more toen cloathes like this.

Heavy GW1-Armor
GW2 and GW1 have both great heavy armor, i prefer the GW1-armors, but there are more than enough nice ones in GW2, too. What I miss a bit are pretty skinny ones. Look at warrior vaabi , paragon sunspear or warrior gladiator (also pants instead of a skirt), I completly miss such armors in GW2, also in GW2 all skinny heavy armors look like gladiators or barbarians, paragon had only skinny armor and not one looked like a gladiator or a babarian (maybe Norn).

Here Paragon armor: http://wiki.guildwars.com/wiki/Paragon_armor
Here Warrior armor: http://wiki.guildwars.com/wiki/Warrior_armor

secondary profession suggestion

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Posted by: Chris.6105

Chris.6105

Secondary Guardian (nearly the actual ele, only the new skills)
trait: renewals channel longer
renewals (why cant they be used underwater ???)
heal: ather renewal, removes first conditions, but can also remove hexes.
utility: channel, burn nearby foes with each tick.
utility: channel, heal you and nearby allies slightly with each tick.
utility: channel, bleed nearby foes with each hit.
utility: channel, make nearby foes vulnerable with each hit.
elite: channel, heal yourself+nearby allies and damage nearby foes. stronger effect for each boon on you.
elite: channel, grant yourself and nearby allies a boon and 1 auracharge depending on your attunement with each tick.

Secondary Mesmer
trait: Power skills and signets inflict confusion.
trait: Power skills recharge faster.
trait: Power skills and signets grant you 2 Energy points.
trait: Illusionary Shield, Illusionary Sword, signet of air and ride the lightning (the cantrip) blind foes.
summon weapon
heal: Illusionary shield or so: Healing power and critical damage, melee range, inflicts lots of weakness, can block and confuses on block, deals critical damage.
utility: Illusionary Sword or so (instead of lightning hammer): Condition Damage and Critical Damage, Melee Range, has a skill to inflict confusion, deals critical damage.
power skills
heal: heal yourself and remove a boon from the foe. Gain 10 Energy and more healing, if a boon was removed.
utility: daze the foe. If foe was interrupted, this skill recharges twice as long and foe is damaged critical.
utility: remove a boon. if a boon was removed, foe is damaeged critical.
utility: foe looses Energy. deal damage to foe for each lost energypoint.
utility: stun the foe. If a foe was interrupted, this skill recharges twice as long and you gain 15 Energy.
elite: foe looses Energy. deal damage to foe and nearby foes for each lost energypoint.
elite: remove a hex from you. If a hex was removed, nearby foes are damaged critical and loose a boon.

secondary profession suggestion

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Posted by: Chris.6105

Chris.6105

Next my Ele suggestion, BTW, do you remember the time in GW1, knowing nothing about the game and believing the NPCs, that you cannot change your secondary profession and then, far, far later, you realize you can switch, but you have to do some not soo easy quests (lame NPCs and less OP-skills, i mean i heared, that in the beginning noone played fire, now SF is the most often played build…). Later this feeling vanished with factions and the 500g scwitch…, but would be great if first not changeable 2nd profession (only PvE and WvW), later hard quest to do changes and including sPvP? BTW, give us builds, let us change points freely and instead let us pay around a gold to switch secondary profession.

Primary Ele
Cantrip
Heal: breaks stun, heals you and grants a aura depending on your attunement to you.
Elite1: Tornado/Whirpool (does it already break stun?)
Elite2: Breaks stun. Block up to 5 Attacks in the next 3 seconds, you gain swiftness, might, fury, regeneration and protection with each block.
Summon Weapon
Heal: Mist Mace or so: Heals yourself if summoned, increases Healing Power and Boon Duration and has rather support skills. Melee range.
Elite 2: Stone Bow or so. Condition Damage and Vitality. Fires slow Projectils with AoE-effects, has a 1500 range.
Signets:
Elite 1: Passive: Attunements recharge after attunung to them and you can attune to your actual attunement again. Active: Recharge all your attunements.
Elite 2: Passive: Increased Power: Active: Damage target foe and nearby foes.
Glyph:
Elite 2: Creates a storm depending on your Attunement, bigger Aoe and longer duration than the Glyphs of (lesser) storms and a 1200 range.
Elemental Glyphs with Necro: Summons Goblins with fire and water.
Elemental Glyphs with Mesmer: Summons Dogs (RockDog and SvanirDog) with earth and water
Elemental Glyphs with Guardian: Summons Tear- and Lavaworms or whatever they are called with earth and fire.
Arcana:
Heal: Your next three attacks deal critical damage and heal yourself.
Elite 1: Create a Storm, that deals critical damage.
Elite 2: Creates a Arcane shield, that lasts longer, is slightly bigger, blocks up to 5 attacks and deals more damage, if it explodes.

Secondary Necromancer
trait: Icy blades, Frostbow, Signet of ice and Mist Form chill foes. Mist Form and Mist mace steal life.
trait (poisioned mist, instead of soothing mist): chance, that the inflicter of new conditions on you also suffer this condition.
trait (cursed water, instead oh healing ripple): Copy all your conditions to nearby foes, if you attune to water.
trait: Marks recharge faster.
trait: Marks grant three stacks of might on activation.
trait: Marks are bigger.
Summon weapon
elite: Icy Blades or so. Thoughness and Condition duration. Melee range, has skills to chill and to deal massive vulnerability.
heal: Mist Mace or so. Vitality and Healing Power. Melee range
signet:
utility, Signet of Ice: passive: increased condition duration. active: steal life from target and nearby foes.
elite: passive: you have a chance to create a small ice elemental, if you kill a foe. active: nearby foes become a ice block.
Mark (colour depands on the element, marks inflict all a condition, fire: burning, water: chill, erath: cripple, air: weakness)
heal: roll backwards, heal yourself and leave a mark, that grants regeneration.
utility: create a mark, that removes a condition from allies.
utility: create a mark, that grants protection to allies.
utility: create a mark, that removes a hex from allies.
utility: roll backwards, create a mark, that steals life.
elite: roll forward, create a mark, that grants massive might.
elite: ceate a mark, that grants stability to allies.

secondary profession suggestion

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Posted by: Chris.6105

Chris.6105

Secondary Ele
trait: hex skills recharge faster
Glamour
utility: creates a chaos field, that grants 1 energypoint/s to allies in it.
utility: remove stealth from all nearby foes an inflict stealth hate to them.
elite: Creates a 6s chaos field, that inflict 1s Speed hate and 3s of confusion and cripple each second.
Mantra
heal: Regeneration and healing.
Elite: 10s burn.
utility: loose immobility, cripple and chill and gain randomly stability, swiftness or vigor
utility: blinds foe
Hex
heal: Foe looses energy and heal yourself for each lost point.
utility: Foe looses Energy and you gain 3 points of Energy for each point.
utility: foe and foes in the target area loose Energy and suffer from Degeneration 1s for each stolen Energypoint.
utility: Foe cannot stealth and attacks 50% slower (8s speed hate and stealth hate), long recharge.
utility: Foes next attack fails (6s Skill fail) and foe and nearby foes are damaged a bit
elite: Foes next attack fails (6s Skill fail) and foe and nearby foe is damaged (obvious casting animation !)
elite: creates a chaos field, that let foes loose 1 energy each second and inflict Degeneration each second.

Secondary Guardian (nearly only the actual mesmer + new skills and a few more changed skills)
trait: clones inflict burning on death (instead of removing a boon on shattering, 20 domination)
trait: symbols remove a hex on activation (instead of glamours inflict confusion, 20 domination)
trait: inflict burning on interruption (instead of damage, 10 domination)
trait: Phantasms have regeneration (instead of grant regeneration, 15 inspiration)
trait: Phantasms have protection (instead of deal more damage, 25 inspiration)
trait: clones inflict a random condition, if shattered (instead of interruptions inflict a random condition, 20 Chaos)
trait: clones grant a random boon, if shattered (instead of interruptions grant a random boon, 30 chaos)
trait: symbols last longer (instead of glamours blind foes, 20 illusions)
Symbol
heal: Heal yourself and create a symbol, that heals you and allies slightly with each tick. (10s, big violet lightfield)
utility: grants vengeance to allies and damages+confuses foes with each tick. (5s, big violet lightfield)
utility: damages+burns foes and heals allies slightly. (3s, small violet lightfield, is also created around your phantasms)
utility: grant swiftness to allies and cripple foes. (5s, small violet lightfield, is also created around your phantasms)
utility: damages foes slightly and removes one condition with each tick (8s, big violet lightfield)
elite: grant protection to allies and inflict vulnerability to foes. (5s, small violet lightfield, is also created around your phantasms)
elite: grant stealth to allies (works like the thief skill) and stealth hate to foes (8s, big violet lightfield)

secondary profession suggestion

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Posted by: Chris.6105

Chris.6105

Here my Mesmer suggestions. Remember, my idea behind this was a better, maybe a bit too big window, where your skills are ordered, so your heal skills would be all in a vertical line, your utilitys types also, but skills of the same type are all in the same line from left to right, same for elites. You could also give a option to choose the order: after type (like I want it), from A to Z (to get a compact block like actual) and only your choosen favourites in the skill window (for the few ones playing only a boring limited amount of the same skills…). Also, the idea was always 1 heal, 4 utility and 2 elite of each type, that can differ depending on the secondary profession. traits are alternates for existing ones, symboltraits for exemple replace glamour traits.

Primary Mesmer
Glamour:
Heal: Cloak yourself (3s) and remove one condition each second cloaked.
Elite1: Time Warp
Elite2: Mass Invisibility
Manipulation
Heal: The one, that reflects projectils
Elite1: Moa Morph.
Elite2: You gain quickness for 20s, while target foe suffers from speed hate for 20s. (obvious casting animation !)
Illusions (skills in the line with Phantasms and Clones, no official skilltype)
Heal: The one, that heals for each illusion.
Elite1: Heals you for each phantasm. Your Phantasms grant all 3 seconds a random boon to allies (lasts for 60s).
Elite2: Heals you for each clone. Your Clones attack with your attack rate, have all your weapon attacks and deal normal damage (lasts for 30s).
Signets
Heal: Passive: You are healed, if your illusions attack (phantasms heal more). Active: your illusions are healed.
Elite1: Passive: Your critical hits inflict random conditions. Active: Inflict multiple conditions on the foe and gain extreme fury.
Elite2: Passive: Your Illusions have strong increased armor. Active: Recharge all your non-signet-skills.
Mantra
Elite1: 2s Stun.
Elite2: Grants you the distortion of sword skill number 2.

Secondary Necromancer
trait: Curse skills recharge faster
Manipulation
utility: Leech energypoints
elite: Foe suffers from massive confusion and gains quickness. (like 10 stacks of confusion, both with a duration of maybe 5s, short recharge time).
Mantra
elite: 1s Fear
utility: 5s poison
utility: let foe loose 2 Energy. steals instead 2 Energy, if foe is active.
heal: heals you and removes a condition, more healing, if a condition was removed
Signet
utility: Passive: Move 25% faster, Active: Steal 1 Energy from nearby foes.
elite: Passive: Skills recharge faster, Active: Target and nearby foes are weakened and loose 5 energy points.
Curse
heal: heals you and inflicts Life Hate to foe and nearby foes (10s life Hate), healing you on foes death
utility: Foe and nearby foes take low damage each time they loose a condition (15s condition hate)
utility: Foe suffers from Degeneration (10s Degeneration). If foe dies during the next seconds (10s Life hate), all nearby foes suffer from Degeneration (15s Degeneration)
utility: Steals 1 Energypoint, if the foe uses a skill (10s Skill hate)
utility: Foe and nearby foes next attack fails (4s Skill fail) and they are damaged.
elite: Foe and nearby foes next attack fails (4s Skill fail) and they are damaged and blinded. (obvious casting animation !)
elite: Each time the foes uses a skill, the foe and nearby foes loose 2 Energypoints (15s Skill hate). (obvious casting animation !)

secondary profession suggestion

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Posted by: Chris.6105

Chris.6105

shorter recharging elite The builds in GW1 were not soo much better, but they all had a core, a strong Elite, this is completly missing in GW2… I mean, of course, time warp is a great skill and Fiery great sword can be used for nearly 120s, but skills with a real function in the build would be better than a elite, that rather is a short OP-effect, more or less unimportant for the build played, especially forms…
Health sacrefice Like in GW1, you loose health for a positive effect.
Energypoints Each point reduces/increases the recharge of already recharging skills for 1s. You can steal Energy, loose Energy and gain Energy.

  • gain/loose X Energypoints means, all your recharging skills recharge X seconds faster or all recharging skills of the foe recharge X seconds longer.
  • leech energy/steal X Energypoints means, that foes skills recharge X seconds faster and you gain X points for each of these skills, for example 9 points, if you steal 3 points from a foe with three recharging skills.
  • foe looses Energy and … for each point means, that foe looses 1 Energypoint for each of his recharging skills. For example, if you let the foe loose Energy and bleed him for each point and the foe has 6 recharging skills (for monsters with less skills than players, lets count each missing skill as a recharging skill), these 6 skills recharge 1s longer and foe suffers from 6 stacks of bleeding.
  • some environmental weapons are immune against these effects, but the energy, that players with such weapons and thiefs (!) loose, is doubled and your gain also.

Now again my support profession suggestion (scholar with middle health)
Mechanic: Foes and allies are switched. You can still target foes like you can target allies actually, but you auto-targets allies now. F1 to F4 are your group members or, if you dont have any or not enough, you summon something (spirits, if this is a ritualist <3), you use them as ally replacement. If you use F1 to F4, you target the choosen ally, this ally gains a passive regeneration (special effect) and some other things depending on your traits. 50% of the damage the choosen ally does is also counted for you.
Weapons: Staff, Scepter, Focus, Shield, Warhorn, Longbow. Staff has 900 Range, no projectils, move your hand with instant effect around your target. 1 grants target and nearby allies 8s of might and deals very small damage to foes around target, 2 creats a spirit rift at target location (strong AoE damage and vulnerability after 3s), 3 is a channeling skill, channels 3 seconds, each second transfers a condition from target to you and after channeling, grant regeneration to target and nearby allies, 4 grants fury to target and nearby allies, 5 is again channeling, while channeling, you take 50% of targets damage and after channeling, target and nearby allies gan vangeance. Scepter is melee range, 1 attacks foes around you (without targeting them), 2 teleports you to target ally (1500 range) and grants both of you swiftness, regeneration and vigor, 3 is a channeling skill, deals strong damage and daze to nearby foes. Focus 4 has 600 range and pulls up to 5 foes to you, 5 creates a spirift at your position and the position of all your F1-F4 allies in 1500 range. Shield 4 blocks the next attack, pushing the foes away from you and weakens them on block or teleporting you back, gaining protection and blinding nearby foes, 5 channels for 5s , damages and weakens foes hitting you, if you finished channeling, you deal extreme damage to them and stun them. Warhorn 4 grants allies swiftness and their next attack inflict Bleeding, Cripple vulnerability, cannot be blocked and is a critical hit, 5 creates a AoE-Field, that damages foes and bleeds and cripples them. Longbow has a low attackrate, 1 shoots a fast projectile on the target ally, 1200 range, bounces multiple times (allies, can bounce also back to you), deals low AoE damage and short bleeding around hit allies (looks like splinter weapon), hits foes on its way, dealing strong damage and long bleeding, 2 hits only the targeted ally, but the AoE is bigger and has a stronger effect. Both skills grant regeneration, protection and vangeance for 1s to the hit allies. 3 is a ground targeted skill, inflicting blind and weaknes to foes, no more ideas^^.
Utilities, Signets grants their effects to you, if activated, you and your targeted ally are effected. If Ritualist, the others could be the summoning of spirits (similiar to the allyreplacements), spiritweapons (effects for the next few attacks, maybe with optical changed weapons, alternate a summoned weapon, that is placed in the hands of the ally), ashes (like in GW1, kind os similiar to engeeners kits, than no weapon swap).

secondary profession suggestion

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Posted by: Chris.6105

Chris.6105

Enchantments (the Name does not fit to this, because these effects are also for the other professions). This is a big number of effects. Some effects only vanish from the effect bar most traits also cannot be seen. Also the guardian

  • Quiqkness, Haste, stealth, all these effects. No stacking
  • Invulnerability, Distortion (where is the difference between the shatter and the sword effect??, is it really big enough to make two effects?), No stacking
  • Also the boss effect would be great, working slightly different (instead of giving 5 stacks and be interruptable after 5 interrupts again, you gain the effect for a short time and get one stack for each time interrupted in this time)
  • if you are in a Form (same symbol for all)

Special-effects (+)

  • Increased attributes through traits (+70 precision to allies with markmanship, +50 power with domination and Greatsword) and skills (banner, summoned weapons), stacks up to five
  • Regeneration through soothing mist, ranger trait/signet, guardian mechanic, all the same symbol, stacks up to 5
  • Similiar special effects like Regeneration, I am not sure, if there are some.
  • Effects, that activate on the next attack. There is one effect for each condition (venoms, sigils, sharper stones or the guardian mechanic grant a condition with the next attack), life steal (sigils and armor of vampirism) and other effects (charges with summoned attacks, elite venom effect), stacks up to 25, the oldest stack is removed with next attack and takes effect.

Signets ans Sigils Cubes identical to the one above, but know with a signet or sigil in it.

  • Signets like they are, only the ele heal needs a cube
  • All Sigils, not only stacking sigils.
  • Sigils with recharge only, if they are recharged.

Skilleffects the typical black cubes for any effects, that are bound to one certain skill and where a common effect-symbol would make no sense.

Auras Function in a slightly different way now. They have a number of charges now and can stack up to 5. Effects foes hitting you by losing one charge.

  • Fire burns foe and grants you might
  • water chills foes
  • air stuns
  • earht reflects
  • arcane blocks and explode with deaing critical damage
  • chaos give you a random boon and foe a random condition
  • vampiric steals life
  • poison blocks and explode with a death nova
  • protective absorbs
  • holy blocks and explode with a fire nova

Hexes (the Name does not fit to this, because these effects are also for the other professions) New effect type, Violet Condition symbol and take effect through different actions (each with a own symbol) or have efect over time. Hexes of the same type can have different effects, depending on the users profession. Most new secondary magican skills are hexes. If the hex has different effects (Life hate can give health or energy, Boon hate can take effect, if the boon is gained or if the boon is lost), these hexes have the same symbol and stack. The types are (Names are only placeholder, you know better names anyway):

  • take effect on gaining condition/condition removal, stacks intensity up to 25: Conditon Hate
  • take effect on gaining healing or boon, boon removal, stacks intansity up to 25: Boon Hate
  • take effect on skill use with recharge time (!) and let skill fail, stacks intensity up to 5, ends after taking effect: Skill Fail
  • take effect on skill use with recharge time (!), stacks intensity up to 25: Skill Hate
  • reduces attack speed by 50%: Speed hate, stacks in duration
  • you cant be stealthed Stealth Hate, stacks in duration. Replaces also the thief effect.
  • Healing is reduced by 50% Heal hate, stacks in Duration: Replaces Quickening Zephyr
  • take effect on foes death Life hate, stacks up to 25
  • target looses health, uses conditiondamage (!), stacks in duration: Degeneration

secondary profession suggestion

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Posted by: Chris.6105

Chris.6105

Soo, my secondary profession suggestion must become easier, because i really want a secondary suggestion option for my charakters >.< I really like my Energy-Idea, so i will keep it :P
The new idea is pretty similiar, but a bit more and a bit less at the same time. Choosing a secondary profession brings a new skilltype, but also can change some of the existing skills. Also no new traitline, but some small changes in the actual traitlines. Small meant, if we finally can save builds, also switching the profession will increase the fun, but nothing like new grandmaster traits, that let you want to make a build around this trait.
Total goal is to have 1 heal, 4 utility and 2 elite of each skilltype (I really prefer to have my skills in order^^). BTW, I hate, that the list to choose my skills from changes, cause the actually choosen skill is missing… This makes it a even bigger problem for me to find my skills Would be great, if skills of the same skilltype could be lined up from left to right and skilltypes from top to bottom, though this sure will luke a bit hilarious for the healing skills
Like always, i have no hurry with my suggestions, I would like to see them, but better good later than never. Also it is really needed, to give alternate skills underwater instead the actual boring solution… Here some suggestions for complete sets over water (there are also skills, that are ordered to the type for gaining order, Ather Renewal is ordered to cantrips, but is not a cantrip):

general Suggestions:
One big difference to GW1 is the missing of one certain playstyle. There are Builds, where you deal rather condition damage, critical damage or direct damage, builds around high defensive or support, but beside some limitations through your Attributes (condition damage builds without condition damage make no sense), you can mix your things in a way you want, especially many skills do may work in the same way, but still are different (banners increase all attributes, but each different attributes, venom give your next attacks additional negative effects, but these are all different), also weapons, they are fun in many ways but again different in their effects… I mean as a GW1 Mesmer, Monk, Ranger or Necromancer, you often played a certain role, that was, what i loved with them:

  • Warrior, Assassine and Derwish were in melee and could took more damage, same in GW2 with Warrior and Thief, although you cant tank with them anymore.
  • Ele is better than in GW1, cause he still can only play his elements, but now all in each build.
  • Monk and Resto were supporter professions targeting an ally, not makeable in GW2, but I have a good idea for a new profession.
  • Necromancer and Ranger were not soo different, they did often many things at once, still, Rangers could focus on one foe and spam interrupts or conditions and Necromancers could give strong hexes, sacrefice life and give Energyregeneration.
  • Mesmer, they could interrupt (you prefer random rupts in GW2, cause bad Computers have a disadvantage, but so far i know, one statement about the new AC was, that with good teamplay the boss can be interrupted on ease and a Mesmer with pistol, asurarupt, stunsignet and dazemantra seems already like a very good interrupter to me…), give strong hexes (OK, confusion is a bit like a replacement for the damagehexes, but there were other great ones), energyhandling (OK, it was useless against monsters cause their fast death and big energypools) and deactivation.

Cause these missing things i hope for new effects like the following ones, especially hexes and enchantments. Like you may already realized, I love to have a order, so I would love to have only a limited amount of effects in your effect bar:

  • negative (actual): conditions (red), status effects (grey)
  • negative (new): “Hexes” (violet, stronger than conditions, harder to remove, but removeable), “Special-effects (+)” (orange, the effect, if you stand in Lava, could be used also in other situation like rocks falling down or if you are near a trap)
  • positive (actual): boons (yellow)
  • positive (new): “enchantments” (grey like statu effects, actual positive effects, that have all different effects), “Special-effects (+)” (trait colours), Auras (green, yeah, they get a own effect), signets and sigils, skilleffects

secondary profession suggestion

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Posted by: Chris.6105

Chris.6105

Only are aware, that you can’t balance it anyway, that your suggestions only give ideas and will be never used to 100% and you can write everything
BTW, the engeener was suggested at the GW1-suggestion-side, soo good luck

Soo, next the ele. First some random ideas to the actual profession: I want more “summon weapon” elite skills, for example summon thunder and lightning (two maces), summon cutting iceblades (two swords), summon salty stonebow (longbow, 1500 range). Furthermore summoned elements. Why look earth and water typical GW1-like, but fire like a harpy and air like a ball. Also there are more elementals than these. Can you make pls a number of fitting creatures for each element (choosen random or through secondary profession).

Primary Ele
Secondary Necromancer, no unique skill type.

  1. Glyph of wells (glyph): Creates a Well, that heals allies slightly and inflicts a condition depending on the element.
  2. Arcane Wall (arcane): Creates a wall, that weakens and hits foes critical and grants fury to allies. typical pink, but with a slight green glimmer.
  3. Death shroud (cantrip): breaks stun, Look like a necromancer in Death shroud for 3s and gain Fury and Might each second. Creates a death nova, if it ends.
  4. Summon Scythe (summon weapon): Summon a black scythe (like necro stuff, Condition Damage and Condition Duration), 1200 range, first attack poisons foes and is a black projectile. Beside animation and poison, skills are rather typical for ele..
  5. Elite (cantrip): Tornado

Secondary Traitline: Cursed Magic: Thoughness and Healing Power.
minor:

  1. Your Attacks steal some health, if attuned to water.
  2. If you attune to water, you steal life from your target foe (900 range)
  3. Deal +10% damage against foes with less than 50% health, if attuned to water.

major:

  1. %-chance to bleed foes on critical hits.
  2. Create a Death Nova, if you go down.
  3. Death Shroud, Signet of Earth and Summon Scythe inflict bleeding and weakness.
  4. Arcane and signet skills poison your foe.
  5. Glyphs grant you Fury.
  6. Gain might, if hit below 25% health.

Secondary Mesmer, no unique skill.

  1. Glyph of Manipulation (glyph): Air: teleport to your target foe and damage foe, Water: teleport to ally with less health and heal you both, Fire: foe looses 3 energy points and burn your foe, Earth: teleport backwards and gain stability.
  2. Arcane storm (arcane): create a chaos storm-like 3s arcane field, that damages foes critical, let foes loose 2 energy points and grants randomly fury, might or regeneration.
  3. Summon illusionary blade: violet sword, melee range, Precision and Power, typical sword attacks, but with ele effects, 3rd attack of autoattack chain let foe loose 1 energypoint.
  4. Energy burn (arcane): target foe is hit critical and loose 3 energy points.
  5. Elite (arcane): target foe loose 9 energy points and target foe and nearby allies are hit critical (short recharge time for an elite skill)

Secondary Traitline: Domination Magic Power and Critical Damage
minor:

  1. Inflict vulnerability, if you interrupt a foe.
  2. Inflict vulnerability, if you stun or knock down your foe.
  3. +5% damage against inactive foes

major:

  1. Critical hits have a small chance to let foe loose 1 energy point, while attuned to air.
  2. Gain Energy, if you use a arcane or signet skill.
  3. Illusionary blade and lightning hammer stun foes, if summoned.
  4. Nearby foes loose 2 Energy points, if you summon to air.
  5. Gain short might, if you hit an inactive foe.
  6. Gain the fitting Aura for 1s, if you attune to an element.

OMG, I cant stand my own suggestion again, I am such a horrible person, I will start with a new try:D:D

Ele attunements

in Elementalist

Posted by: Chris.6105

Chris.6105

I dont think, the buffed traits are OP like this, you are missing your secondary attribute and even the strong buff of the grandmaster-traits are only effective during one attunement. Of course some of the actual major traits must be changed, because their effects are already used. Also i have a slight disliking against the actual aura builds: even with dagger/dagger (the strong shock aura and a 7s Frost aura), a aura build is a bit weak cause the missing abilities to gain auras, but the fire shields through signets let you spam auras in a hilarious easy way…

fire major traits:

  • instead of 20% reduced fire skill recharge: +5% damage against burning foes.
  • instead of + 10% damage while attuned to fire: burning lasts 10% longer
  • now +20 increased fire field duration increases also burning for 20%.
  • instead of 5s of might on using fire skills: fire aura on you also effects nearby allies. Fire Aura is granted often through combos and can be spammed with signets anyway, while other auras are only able through weaponskills, so this is more intelligent than powerful aura.

air major traits:

  • instead of 20% reduced air skill recharge: +20% damage against knocked down and stunned foes (20% are much, but the foe is not stunned/knocked down often enough to make this worth a grandmaster skill.)
  • instead of + 10% damage while attuned to air: Vulnerability lasts 10% longer.
  • new grandmaster trait: 60% chance to inflict vulnerability on critical hits and vulnerability lasts 20% longer
  • changed grandmaster trait: Gain a shock aura, if you are disabled (90s CD). shock aura on you also effects nearby allies. (actual hinders one disabeling and gives one shock aura in 90s, a bit weak compared to eles other grandmaster traits)

water major traits:

  • instead of 20% reduced water skill recharge: Mist form, ice bow and signet of water grant you 6s of regeneration
  • instead of +20% damage against vulnerable foes while attuned to water: Mist and vapor form damage and chill nearby foes
  • new master trait: one with water: increase the effects of soothing mist so longer you are attuned to water magic. (only for yourself)
  • instead of conditionremove on attuning: *cast a spell depending on your attunement, if you take falling damage.
  • new master trait: more damage, if endurance is not full.
  • changed master trait: Stop, dodge and roll: *remove a condition depending on your attunement from you, if you dodge (10s CD for each attunement). If you dodged an attack, you gain Frost Aura (45s recharge), Frost Aura also effects neraby allies.
  • instead of powerful auras: Evasive Arcana (yeah, the actual arcana grandmaster trait.)

earth major traits:

  • instead of +10% damage while attuned to earth: one with earth: deal more damage and take less damage, if your endurance is full. 1% for each s attuned to earth mit a maximum of 10%
  • instead of 20% reduced earth skill recharge: Gain magnetic aura, if you attune to earth with less than 50% health or if your health fell below 50% health while attuned to earth (30s CD). Magnetic aura effects also nearby allies.
  • instead of 5% damage against bleeding foes: +10% bleeding duration.

arcana minor traits:

  1. same like actual
  2. Elemental Attunement
  3. You have a 2% chance to inflict a condition depending on your attunement and deal +2% damage for each boon you have.

arcana major traits:

  • The rezz trait now has a cooldown for each attunement, but will grant the aura only to you.
  • instead of Elemental attunement: Gain a Aura depending on your attunement, if you are hit critical (60s CD).
  • instead of Evasive Arcana: Your Conditions last 5% longer for each condition the foe already has.

Ele attunements

in Elementalist

Posted by: Chris.6105

Chris.6105

I still cant stand the actual attunements of the ele. Fire Magic has traits to buff Fire Magic, be it, if you attune to it or if you are attuned to it. Of course, the other attunements still have usefull skills, but you rather want to only cast through these skills and also want back to your buffed attunement. So here a suggestion(, which neither changes too much nor needs much balancing in my eyes): Instead if giving the traitlines minor and major traits, that buff only one attunement (Fire Magic buffs Fire Attunement), without the ability to use this traitline more often than the others, give a more extreme buff without any major Traits.

Fire Magic: For each point you gain +10 Power and Fire Atunnement + Fire Skills attune 0,66% faster.
Water Magic: For each point you gain +10 Vitality and Water Atunnement + Water Skills attune 0,66% faster.
Earth Magic: For each point you gain +10 Thoughness and Earth Atunnement + Earth Skills attune 0,66% faster.
Air Magic: For each point you gain +10 Precision and Air Atunnement + Air Skills attune 0,66% faster.

This makes the attunements far better alone. If you have 30 Fire Magic and 30 Watermagic, these two attunements have both a recharge time of 12s and are buffed stronger. This is already a big change, because you can attune more often to these attunements (attunement effects) and even if using all attunements, you can stay more time in your buffed ones. Also the missing secondary attributes hinder an OP.
Especially strong is the change for Arcana builds. Before 30 Fire Magic and 30 Arcana was a bit problematic, cause Fire Magic has a few good reasons to stay in Fire Attunement, but cause Arcana buffs Attuning so much, you still rather stay 3/4 of the time in another attunements. With my Fire Magic, the recharge time of Fire would be only 6s and you could be more often attuned to it.

minor traits:

  1. Fire: Same like actual, but also effects other allies like soothing mists. (One with Fire only effects yourself)
  2. Fire: Same like actual, but also your targeted foe in 900 range is burned and Fire Attunement lasts for 3s after switching the attunement.
  3. Fire: You fire skills deal +10% damage und grant you 5s might. (also works in the 3s after switching the attunement).
  1. Water: Same like actual
  2. Water: Same like actual, but also removes a condition and Water Attunement lasts for 3s after switching the attunement.
  3. Water: You have + 300 Healing Power, while attuned to water (works also in the 3s after switching)
  1. Earth: Same like actual intended (does it finally work?), but also effects other allies like soothing mists.
  2. Earth: Same like actual, but also inflicts a 1s-immobility to the targeted foe in 900range and Earth Atunement lasts 3s longer after switching the attunement.
  3. Earth: You have + 300 Condition Damage, while attuned to earth (is also active during the 3s after attunementchange).
  1. Air: Gives a 7% faster movement speed boost additional to any other speed boost and works also on allies. (One with Air gives 1% each second with a maximum of 18% and +not additional, so without another effect, you would move 25% faster, with signet of air 32% faster and with swiftness 40%. One with Air effects only yourself.)
  2. Air: Same like actual, but also blinds nearby foes for 1s and Air Attunement lasts 3s longer after switching the attunement.
  3. Air: +30% critical Damage, while attuned to air. (Also active during the three seconds after switching)

Builds and Charakters here

in Suggestions

Posted by: Chris.6105

Chris.6105

Different Lists for different situations
Of course, these solution works only for PvE and WvW, in sPvP should exist another List, no need to divide between Builds and so on. Furthermore, there is really a complete different list (in PvE and sPvP) for underwater-fights. Your weapontraits dont fit anymore, many skills cannot used underwater (making their traits also useless). Yeah, actual Underwaterfights are a minority in GW2 and many players do not only take the time to change their Build, but if not only skills, but also traits could be saved independent to your fights on land, the first step to make a earnest underwaterfights would be done (instead of unusable landskills, there should come only-underwater-skills, especially complete uselsess skill-types and professions with only one underwater-skill suck. BTW, the charakters to switch your Underwaterbuilds should be found underwater to make the difference more obvious.

Also I made some suggestions about secondary professions (one new traitline with less choices than your actual traitlines and additional 4 utility skills/1 elite), if this should bring it ever into the game (I really dont think, that this tiny changes are so horrible to balance, but you still have far more important things to do), there could be added more Builds for these additional traitlines.

Where to save them?
For what do we have our Forum? We can post into the different forums and if we klick on the name, we can do a strong limitated amounf of things. There could be far more things be done. First, there is always the black shadow and your name, Why not give players the ability to be part of the Forum with your Main? You can choose to stay with your forumname (chris.0000) with the black shadow or you can choose a main charakter (Machine Interface) with the charakters Look. I dislike the Chris (I was nervous about tipping my data right for linking my accounts and thought, it would be only a name for automatically naming me after logging in like at the NCsoft-Account) and I dislike the Numbers behind it. There is only one Machine Interface, so for what do I need the chris.0000?

Furthermore, there were sides to show your charakters and userpages on the wikis for GW1 and I am sure the same does exist for GW2, but these sides are not linked to each other, even the wiki may use another userame than your Charakters or forum. If someone clicks at chris.0000 or Machine Interface, you could link him to my side, where I can write about myself and there is also a list with my charakters. The charaktersites can have a text (perfect for RP-charakters) have some automatical informations (guild of the charakter, level, title, used skills and weapons, image of your charakter in its actual armor, saved builds, and so on (you can hide things, if you want). I think, it is not needed to explain, how much player would love this.

Builds and Charakters here

in Suggestions

Posted by: Chris.6105

Chris.6105

Builds
We still cannot save our Builds, I am really sorry about this situation. I would like to play more offensive, but my expirience warns me for doing so (even with my defensive Builds, I often switch also to my defensive armor to stay alive for longer in critical situations). My wish would be 1 Build (only Traitpoints) for each Traitline (means the NPC asks you about your Earthmagic-Build and you give him your points, it is not only needed to use any points for Earthmagic, it is only called so to reduce your Builds to 5).

For each of your Builds, you can save Traits and skills with name. You can switch freely between these builds, even if they have different Builds (big letter, if i mean only the points). You have a new rider for loading/saving/deleting them, for example there are listed your builds below your Builds, you can save “cantrips” below “Earth Magic” and below “Fire Magic”, if you have two a “cantrip-build” for both Builds. This way you can switch fast between a offensive build and a defensive build without looking on the traits (with my Mesmer I switch my builds a few times during one dungeon-run and it may goes fast, but I still let my allies wait each time…). To change one of these 5 Builds, you can speak to a same NPC like now.

I really think, we need more Builds to switch freely between and 5 are may much for many players, which have no love for playing around and enjoy the ability to switch between them, but 5 is still a strong limitation. You are never able to comby really any trait with only 5 Builds, for example, the Mesmer has many interrupt/daze-traits and you can’t have all in one build: 30 domination (vulnerability and stun on daze + damage and vulnerability on interrupt), 30 duelisting (fury on interrupt), 30 chaos (boon and condition on interrupt) and 30 illusions (daze-shatter recharges faster and becomes AoE). Furthermore there are traits to reduce your weapon- and utility skills recharge (including the ones able to interrupt). You see, 5 Builds give you a lot of possible builds, but even more builds you cannot play (I have actually more than 5 possible Builds for each of my professions).

I know, these days many run around with only one build, that not only never changes the points, but also never changes traits or skills (or weapons), but even for these would this be a great chance. There are a lot of glass-cannon builds or “perfect” builds (means a build of a really good player, that works out really well and you can say what you want, some builds are more effective than others…), but because many players only copy these builds and some of them do not only understand the copied builds, you have a slightly useless player in your team. Furthermore, in some situations some skills are extreme effective and how often i have already seen pro: use this skill here. non-pro: I don’t have this skill. If they have some more chances to copy, we could bring them may finally to look a bit more into their traits and skills.

secondary profession suggestion

in Suggestions

Posted by: Chris.6105

Chris.6105

And again more hilarious 2ndary profession suggestion, I think, I will write a few times about one profession and ist secondary.

Ground idea is again to devide professions, but this time only into magicans (ele/necro/mes/guardian) and fighters (the rest). A secondary profession gives you one new skilltype, one new traitline (3expert, 2master, 1grandmaster), these are completly different for each primary profession and can be only obtained through this combinition.

Before starting, let me introduce something new: Energy: For each point of lost energy already recharging skills recharge 1s longer. For each point of gained energy, you recharging skills need 1s less to recharge.

Necromancer:
Secondary Ele: unique skill type: cantrips

  1. deadly fog (form): breaks stun, makes you invulnerable for 2s, steals small life from nearby foes (each second and on activation).
  2. demonic flesh: breaks stun, grants protection, retalitation and might.
  3. unholy feast: breaks stun, steals life from nearby foes.
  4. plague sending: breaks stun, trasnfer three of your conditions to nearby foes.
  5. elite: plague

secondary tratline: deadly water: Vitality+Healing Power
minor:

  1. Soothing Shroud: Regenerates health of nearby allies while in death shroud
  2. Deadly ripple: Heal nearby allies when entering death shroud.
  3. Virulent Power: Deal 3% more damage for each condition on you.

major:

  1. Soothing Disruption: Cantrips grant you regeneration and vigor.
  2. Vital Striking: Deal extra damage when health is above 90%.
  3. Shard of Ice : signet skills cause vulnerability and chill when activated.
  4. Cantrip Mastery: Cantrips recharge 20% faster.
  5. Soothing Wave: Corrosive Poison Cloud , Deadly Fog and Signet of Locus grant 6 seconds of regeneration. inflict chill and poison to nearby foes while in deadly fog form.
  6. Awake the blood: You gain 5s of might, if you suffer from a new conditon.

Secondary Mesmer: no unique skilltype

  1. Phantasmal Reaper (phantasm): creates a (green) phantasm, that inflicts vulnerability, weakness and poison with its attacks.
  2. Phantasmal warlock (phantasm): green version of the mesmers staff phantasm.
  3. Dark Pact (shatter): Shatter yourself and your phantasms to deal small damage and gain retalitation (like confusing cry).
  4. Dark Fury (shatter): Shatter yourself and your phantasms to deal small damage and gain Fury (like confusing cry)
  5. Elite: Well of Power: creates a well, that grants health and 2 energy each s.

secondary traitline: Illusion Magic: Condition damage and Power.
minor:

  1. Dark Aura: shatter yourself to damage nearby foes at 75% health.
  2. Deadly chill: shattering inflicts also chill.
  3. Depravity: shattering let foes loose 3 Energypoints.

major:

  1. Illusionists Celerity: Phantasm-summoning skills recharge 20% faster.
  2. Illusionary Elasticity: Bouncing attacks have one additional bounce.
  3. Remove three boons from your foe, if you loose more than 20% of your health through one attack.
  4. Phantasmal Haste: Phantasms recharge 20% faster.
  5. Pain of Disenchantment: Deal damage, if you remove a boon from your foe.
  6. Rigor Mortis: Foes with boons cannot block you.

Secondary Guardian: unique skill type: Order

  1. Order of Pain: sacrefice some life, nearby allies gain 10s of might with their next 5 attacks.
  2. elite: Order of Apostasy: sacrefice some life, nearby allies remove one boon with their next 2 attacks.
  3. Order of Vampire: sacrefice some life, nearby allies steal life with their next 2 attacks.
  4. Order of Plague: sacrefice some life, nearby allies transfer a condition their next attack.
  5. Order of undead: sacrefice some life, your minions gain 60s of fury.

secondary traitline: Orders: Thoughness and Boon Duration.
minor:

  1. Order of flesh: you and nearby allies gain 3s of protection, if your life reach 10%
  2. Order of fury: you and nearby allies gain 2s of fury, if your health reach 50%
  3. Power of the ordered: Deal extra damage for each boon you have.

major:

  1. burning spite: burn your foe, if you remove a boon.
  2. Order mastery: Orders recharge 20% faster.
  3. Blood Ritual: If you use a skill (not autoattack), you sacrefice some health and gain 3 energy.
  4. vengeful orders: Orders grant 3s of retalitation.
  5. Retaliatory Subconscious: Gain 3 seconds of retaliation whenever you are dazed, stunned, knocked down, knocked back, or feared. (30 second recharge) Also creates a poison field, that burns foes.
  6. Contagion: Sacrefice life when you suffer from a new condition. nearby foes will suffer the same condition.

only temporary

in Living World

Posted by: Chris.6105

Chris.6105

I understand your idea of temporary content. It gives player a feeling to be unique through the rewards and also keeps them in the game. Furthermore to keep all the content forever would create a overfilled world.

I remeber some unique stuff in GW1, there were only 4 things so far i know. Minipets (but if i remember right, beside the frogs all have a chance to drop out of the 6th present), costume heads (festival rewards, but also they are not unique anymore), some prepurchase items with no compareable but not too good stats and unique skins and old colours (the colour-system was overworked and a lot of great colours coudn’t be created afterwards anymore, but on existing armors, the colours wasnt removed), to sum it up, these things were more or less only skins.

Flame and frost includes a highly interesting story with enjoyable content and the time you could play them was really low. There are all kinds of players, especially the type, that plays nearly never but much, if (like 2 month each year, but then like crazy) will not see much of these living story things.

Please reduce the limitation to titles and include the content in some way forever. You could wait one year or so and then alter the content to make it constant content . You could create a area (like the hall of monuments), where you can play the storyquests again (without titlerewards), the dungeon could be a dungeon with a slightly altered story to fit into the world even after the living world event did end.

Annoyances in GW2

in Suggestions

Posted by: Chris.6105

Chris.6105

@Karizee: I am german, i cant speak your language, but the german Forums are too boring X3

  1. Weapons in armorpreview, they are annoying, especially, if you put them away in PvP and have to go again to PvP, because you can’t put them on in PvE.
  2. Weaponpreview previews only one weapon, I can’t test out, if two one-hand-weapons fit together.
  3. You can’t colerate (is this an existing word?^^) armorpieces one by one in the armorpreview and some pieces colerate horrible.
  4. Shopping armors is my biggest Hobby in GW2 (and GW1), but there are too many skirts for heavy and light armor and too less Pants (light inquestur female with a letherpant or example, also the vigiltop with ascalonpants on a male), rather decent gloves and shoes (also a foot-trinket istead of shoes would be nice) and no-mantle-tops for middle; there are a lot of very different styles, but i miss the styles of monk, mesmer, ranger and necro, no free stomach, stylish but not weird (t2 human female light or t3 norn female light.
  5. That I dont know, if i will see the Halloween-, Wintersday- and Adventure-Box a second time.
  6. That rewards are not saved, if i cant finish my monthlys in time, why not let me finish them in three month, this way even a casual with low time will always be able to get the reward chest sometimes.
  7. That I have to activate autoattack after transforming to a Norn-Form.
  8. That I dont attack automatically after switching into Death Shroud.
  9. That I cant switch recharging skills out of battle, only take over the recharge time and let me switch them.

(edited by Chris.6105)

secondary profession suggestion

in Suggestions

Posted by: Chris.6105

Chris.6105

Here again some suggestions for alternate skills. Stuff like “like skill 3” means like the actual attack of this weapon, not like my suggested skills. Mesmerclones always use the same 1st skill like you.

Mesmer GS The GS deals damage on range and has CC like an interrupt, boon removal and cripple, furthermore it works with vulnerability and might to increase the damage even more. I did add bleeding to have a better use of Condition Damage.

  1. Like skill 3, but instant recharge, less damage and no boon-removal, clones can autotarget with this skill.
  2. Like skill 3 of the fiery GS, rather low damage, but inflicts multiple bleeding, creats a clone instantly on using the skill to switch with over an replacement skill (6s) to gain vigor.
  3. Like skill 5, but 3 swings (you can move) and each swing inflicts randomly bleeding, cripple or vulnerability
  4. Creates a Phantasm, that casts an attack similiar to skill 1, but each hit inflicts vulnerability and allies hit gain might.
  5. Big target circle, 1200 range, within up to five foes are hit by my suggested GS skill 1, remeber, that these were also AoE.

Mesmer Sword The sword is a great melee weapon with many similiaries to the GS (Vulnerability, Boon-Removal, dazes in a line, good damage), still i would like a chance to play a bit more ranged. Also here I added bleeding.

  1. Like GS skill 2, but the thrown sword is smaller, bounces only once and always back to you, range is 600 (the backbounce has a range of 1200). The thrown sword inflicts vulnerability to foes and grants 1/2s fury to allies and you, high attack speed, low damage.
  2. Like skill 3, but you jump to the foe instead of the clone, otherwise identical.
  3. You roll backwards and pierce the ground at the end of the roll, animation like GS skill 3, smaller, inflicts high vulnerability, range of the pierce attack is 1200.
  4. Melee range, pierces the foe, high bleeding.
  5. Like GS skill 2, smaller, removes one condition from you, hits the for to inflicht this condition and removes a boon, comes back to you and grants you this boon.

Mesmer Pistol
4. Creates a clone with a pistole in its mainhand with slow attack rate and inflicts randomely daze (20%), stun(10%), confusion (30%) or blind (40%).
5. Shoot 5 times, good damage, each shot is a projectile finisher.
Mesmer Focus
4. Blocks next attack and creates a shock wave around you to block projectils and push foes. Stop blocking to cripple foes in a line.
5. Creates a light field for 3s, each second a random boon is granted (55% regeneration, 35% protection or 10% aegis).
Mesmer Torch
4. Blocks next attack and burns nearby foes on block. Stop blocking to burn foes in a line.
5. Create a Chaos field for 5s, that blinds foes on creation and burns them each second.

Mesmer Scepter The clones are nice, but a nightmare, if you want to have 3 illusions or need a clone yet, not after the next two attacks or a block, otherwise the scepter works nicely with confusion.

  1. Melee range around you, animation like fire scepter ele with a small 1s chaos field around you, inflicts low damage and confusion.
  2. Like 3rd attack of skill 1, deals more damage for each stack of confusion and creates a clone next to the foe.
  3. Like skill 3, but attack moves to you, you steal a boon with each hit.

Mesmer Staff Good support, interesting randomness, many conditions. More skills, more randomness^^. Also a bit more interrupt is needed for the mesmer.

  1. Like skill 1, but no projectile, instead an flash explosion only hitting target foe, inflicting bleeding, poison or weakness. Grants regeneration, vigor or swiftness (1s each) to nearby allies.
  2. Like skill 1, but no projectile, faster attack rate, 3s CD, you inflict 1/4s daze to target foe and a random strong condition to yourself. Any trait effects through daze (1s stun/vulnerability) hit yourself.
  3. Creates a phantasm, that fires a exploding projectile to inflict one random condition and 1 random boon, is a projectile finisher and a blast finishrer.
  4. Change up to 3 boons on target foe to conditions.
  5. Creates a chaos field (line), foes, who try to pass, are feared for 1s and chilled for 3s.

Easy Mode

in Fractals, Dungeons & Raids

Posted by: Chris.6105

Chris.6105

@Igneous, this is not about casuals, this is about bad players. Explo includes new content. The problem of a casual is, that he needs more time to get to lvl 80 and to get the equipment, while all others already have it. A casual can play explo without problems. A bad player is someone, who is bad, nothing else. I don’t understand, how you can have problems with AC, it is not easy, but also not hard, but there are players, who can not only manage the story with a 80.

My opinion about Ascended gear.

in Guild Wars 2 Discussion

Posted by: Chris.6105

Chris.6105

Ahh, i see your problem, sry, i forgot about something. Of course, there are also casuals, who want a legendary, but i dont want. My idea is to create a big gap between normal stuff and pestige stuff (mostly, but not only legendaries). This would make normal stuff far easier to obtain for casuals (casuals goes from a few hours and not each day to a few hours three days a month, so even, if you call yourself a casual, there are other casuals, that play even less), but legendaries would not makeable for casuals anymore, but they are only skins.

You can have better skins, but you dont need them, they have no benefit to you and there are enough other skins in the game. But ascended gear gives you also better stats, and although you can also play without them, it is of course an advantage to have them. I think, any player should have a chance to play with max stats (that was, what i loved in GW1, it was may not for free, but for any player payable to have a max armor without farming), but to make them obtainable (easy to get) needs on the other side something not obtainable (legendaries).

Of course, it sucks to see great skins without the chance to obtain them, but if you are really a casual, you should have no chance to get them anyway (you are not a casual, only because others play even more). To say it a mean way, the prestige stuff is rather something for players without a real life, only having the game. If you are a casual, this should mean, that you have things in your life more important than playing the game, so why whinig abot an non-obtainable prestige-skin, only enjoy the game.

Annoyances in GW2

in Suggestions

Posted by: Chris.6105

Chris.6105

@Iruwen: You are right.

Higher reward with higher level. The daylie gives 1s to new charakters and 5s to 80s. The earlier world-boss chest gave yellow stuff fitting for my players level, making the yellow thing worthless on lowlevels. Of yourse, complete new players would get too much and a lowlvl cant use a 75 yellow weapon, but I want thegolde, 4 silver less each dailie and a 1s ywllow instead of a 20s one sucks…

guild instance for world bosses

in Suggestions

Posted by: Chris.6105

Chris.6105

How about ONE bonus chest each day instead one per world boss, but again with a high chance for good loot. Furthermore, less loot out of the boss chest.

My opinion about Ascended gear.

in Guild Wars 2 Discussion

Posted by: Chris.6105

Chris.6105

So what to do, her a few suggestions:

  1. Give more ways to obtain the actual ascended stuff in the future (maybe new dungeons) and make the sellable, this would make them easier to obtain for the casuals.
  2. Give new expensive stuff for the non casuals like infusions with +100% EP and 5 AR, which are not needed for casual players, but for the ones, who need tons of Skillpoints for (new, harder obtainable) legendaries, normal player can get maybe 10 Precision and 5 AR for a good price (far cheaper than the actual fine ones)
  3. Give new, expensive exotic skins (weapon and armor), that are hard to obtain (and some new for us casuals^^), and some horrible expensive legendary skins. Furthermore, dont bring ascended armor or weapons (making actual exotics worthless), bring a cheap upgrade to change your actual exotic stuff to ascended (payable for us casuals).
  4. Make a few types of unique infusions (or stuff like minis with strong effects), these are identical with normal infusions, but give you some unikittenfects (like legendaries give footsteps), of course they are really expensive.
  5. The new legendaries must be far harder to obtain than the actual ones. Maybe give a complete new kind of coin (you can have much of them, like 1gold is 10000copper) in the future and make these coins only obtainable through infusions (expensive ones). For example, if you have full ascended gear and each with this (really expensive) infusion, you have a 10% chance to get one coin from foes. These coins are needed for all prestige stuff in the future (skins) and without meaning for casuals to keep the non-casuals busy.

Furthermore, pls no more all-stat equipment. First there were only the runes, so no problem, but now there are also the ascended things. The thought behind giving all-stat equipment more stat points is, that you cant maximize one stat with them. But there are actual two playstyles, maximizing three stats through using mostly always the same type (berserker) or mix up your stats to be an allrounder (furthermore, if you mix up different skins with also different stats, changing to one stat type would mean to buy one more set and to transmute…). All these mixed allrounder armors are weaker compared to these all-stat items, so please no all-stat-weapons/armors to make them useless…

(edited by Chris.6105)

My opinion about Ascended gear.

in Guild Wars 2 Discussion

Posted by: Chris.6105

Chris.6105

Maybe i should first explain my understanding of ascened gear (for the case of me having a misunderstanding). Ascended gear is gear to increase your stats further and give a new goal to keep player (farmer) in the game. But these things absolutly dont work out:

Not needed: I want ascended gear, but i am still working on my exotic gear and leveling my other charakters. My 80s are a Mesmer and a Ele, my Ele plays with the gear i found in TA (lvl55, green or yellow, i mean accessoires, backslot, trinket and rings), my mesmer has green lvl80 stuff. I know, that ascended gear would be better, but I have no problem without them, why would I be motivated to get them?

To hard to obtain: I am a casual player and dont like fractals. Also making daylies and monthlies, PvP and PvE each time kills a lot of time and has more of an obsession than joy, furthermore, casuals often play not soo much, only a few day in the month (hard to finish monthly) and then maybe only 1-2 hours (hard to finish daylies, especially, if you not concentrare only on them). It is already a time-eating process to get them for one players (at least even with the 100e, it is makeable), but not doable in a lifetime for all my alts. Also fractals are not easy and without playing non-stop fractals, you wont reach higher levels. The third option is the mystic forge (or do you need also here stuff out of FotM?) These recipes all need expensive, time intense stuff, nothing a casual can bring.

To easy to obtain: I meet non-casual players often enough. They play so much each day, they have not only to look after the daylies, they will get them anyway. Also the monthly in one day is possible for them. They also can play much time in fractals, it is far to easy for them to get full ascended gear and are know whining, cause they dont know, what to do with the dropped ascaneded gear they don not need. These are the players, you wished to keep busy, you failed.

Most effective players: There is a type of player, who farms only, plays only one profession, only has one armor and one weaponset (most likely expensive skins and Berserkerstats) and there is the type of players, who loves to have alts (I also aim for one Charakter for each profession), buys many stuff (I plan to have 2-4 armors with each of them and want to have at least each useable weapon for them once) and so need far, far more, furthermore there is the type, who likes to enjoy the game in a way without ingame rewards, watching the area, making RP, … You dont want to make stuff to easy to obtain, especially cause the first type only need few things. But the actual way is horrible, the first type still can get his equipment in no time, but the second type will never finish obtaing them and the third type will not only think about spending his important tme with stressful and boring farming.

Exotics to ascended For me, leveling my charakters and working on my exotic gear is fun. It takes a lot of time, but it is fun and is not too hard. I think I wont be finished with all my alts before the ascended weapons and armors come out, cause it consumes a lot of time. But what about ascended gear. Hmm, fractals are OK, but the levels make them unattractive to me as casual, I prefer dungeons. Laurels are annoying, of course I want them, but as a casual, not playing often, to get them by finishing the daylies keeps you from the things you really want to do. So i dont think, obtainig ascended gear is fun. Furthermore, i fear ascended weapons/armors. It would mean, all my earlier work was for nothing and cause it must be harder to obtain them, it surely wont be so much fun like obtaing exotics is…

Better stats for better players: Legendaries are the way, it should be! They have a special skin and need a lot of time to be obtained (but still not enough time). Ascended are not. They take a lot of time and are rather a standard only for the best players (type one). But the better gear makes them even stronger, increasing the gap.

Annoyances in GW2

in Suggestions

Posted by: Chris.6105

Chris.6105

This is not a thread for things, that must be changesd, but only for annoying things making you crazy. Add more, if you also have ideas.

  1. AH, each time opening it, you switch back to the highest rider. I am searching for things in it, opening and closing it often, or i sell things there, opening it always with some time between the openings, but always aiming for the sell option. I would love, if the AH could stop switching (after opening, for may a second you see the wanted rider) and save the last time it was open.
  2. Portals on the Map would be a great help to see the entrance to the next map. I was already a few times running around not finding it^^.
  3. Colours while colarating your armor, you can change the order, but each time after relogging, you are back to the actual order -.-
  4. I dont want to buy complete armor-skin-sets from the AH, why not selling each peace alone for may 150, I want the top of the middle set, but then i had to throw the other parts away or have to set them in my bank, stealing place…
  5. Cant you create something like a lfg-beach like in GW1? Lions arch is overfilled because of FotM, because it is meetpoint, because you can reach it from the mists and while the mystic forge is there.
  6. How about a new mapchat? You see 4 things in the map-chat, blubbering between players (communication is a good thing, though i dislike the idiotic stuff i read sometimes…), asking questions/for help (for this the mapchat should be) and two things spammimg the chat full, annoying anyone: “lfg CM” and “event here!”… These last two should get an extra mapchat, so players searching for groups or events wont annoy others anymore and wont be annoyed by blbbering normal players.
  7. Port fees on the same map are far to high: 3 silver to travel to the other end of Tyria is hilariously cheap, 2s to travel to the other end of the map (also in a starter area) is not really cheap, nearly 2s to travel to the next waymark (if you die for example) is hilarious. To travel huge ways is luxus and because LA is in the middle and can be reached over the mists, the far away places are mostly high level area with expensive loot. Cant you overwork the waymark system to have some free waymarks (all in the bigger cities, one at the entrances of the orders) with fees increasing, so further the waymark is away from the next free one and so higher the areas level is?

secondary profession suggestion

in Suggestions

Posted by: Chris.6105

Chris.6105

Ritualists have 4 skill types, Signets, Spirit Weaons, Ashes and Spirits. Spirits summon spirits like the ones through the profession mechanic, they have an additional weak passiv offensive effects and their replacement skills also have additional effects. They are useful as additional targetable allies for you (solo-play), but are pretty weak compared to other utility skills. Ashes are themed around dead persons of your own race (a own skin for each ash, smaller versions could be used as normal weaponsins for focus), if you use them, you can fight like with other professions (same, if you should use environmental weapons). You can switch them like kits through the weaponswapbutton or using another ash, but the ash is replaced by a skill to let the ash fall for a strong effect, which will create a long recharge time. The recharge time after swapping will be only 5s, but there will be a elite ash, granting you stability, with a very long recharge time after using the replacement-skill (around 300s) and a recharge time of 50s, if swapping. Spirit Weapons have charges (differs from weapon skill to weapon skill) and will influence your attacks. While a weaponskill is active, your weapons gain a gray bone-themed skin, glowing blue-green, including one for ashes.

Second profession: Derwish-Paragon (of course with another name), “…”, middle health, soldier, no weaponswap:
The idea behind this professions are the nature attributes of the GW1 derwish and the angelike GW1 Paragon. The mechanic works around speed-enchantments “meditations”. He uses mace (main-hand), hammer, dagger (off-hand), axe (both hands) and spear, no ranged weapon. The weapons work around damage, Axes (vulnerability) and Dagger (bleeding) on high speed and Hammer and Mace on low speed with slight CC. All weapons have skills, that let this profession move around and use flanking.
The mechanic “meditation” has one of the 3 themes fire/mystic (damage), earth (protection), wind (healing); other names would be great^^. The activation of a meditation will let your charakter close your eyes and creates slight effects. Fire grants you strong increased damage and fury over time, Earth stability over time and increased toughness and Wind swiftness overtime and increased condition duration. But they also have a strong negative effect, fire burns you over time, earth cripples you over time and wind deals damage to you over time. Each weaponset has one attack to remove this meditations, the meditations have no recharge time. Removing Fire burns and damages nearby foes and removes burn from you, removing earth weakens, cripples and blinds nearby foes and removes bleeding from you, Removing wind makes nearby foes vulnerable and bleeds them, furthermore it heals you. Furthermore there is one more skill (F4), which can create a weapon or a field depending on your Meditations (ending them). Mystic will create a burning staff, autoattack creates a flame spear in your other hand, that you throw on your foe burning him, 900 range. Earth creates a earthscythe, melee range. Wind creates two swords (no really visible form), attacks like necro axescythe, 1200 range, deals bleeding and vulnerability. While holding these weapons, your meditations are disabled and you can swap between yor created weapon and your real weapon. You also have one increased attribute. If you use F4, you will burn foes in a bigger range around you and grant mights to allies while loosing your created weapon. Using F4 under the effect of two meditations will create a big field around you for 10s increasing two attributes for all allies in this field. Using F4 while all meditations are active will transform you (no idea, into what^^).
The skills will be signets, shouts, “tricks” and traps. Shouts will be like the ones of the paragon, but nature themed and affecting foes. For example, “Feel the Wind” grants allies swiftness and bleeds foes, “Feel the Ground” grants allies stability, while it knock downs foes. Tricks are skills, that help you to survive. They work around wind like moving fast to the back of the foe or creating a field to reflect projectils. Traps are Traps, but work slightly different to ranger and thief, especially also earththemed. One is created at your position and creates dust to blind foes. One is thrown and sharp stones go up, if activated. One skill lets you dodge backwards and creates three small sharpstonetraps in a row. One skill creates a trap like the thiefs one and roots your foe.

secondary profession suggestion

in Suggestions

Posted by: Chris.6105

Chris.6105

Furthermore i would like to devide professions into different groups. Each profession can only have secondary profession out of the same group.

  1. “Magicans”: Mesmer, Guardian, Ele, Necro: Staff, Scepter, Focus → Magic.
  2. “Technicans”: Warrior an Engineer: Weapons and Kits, Elixirs and Motivation → No Magic.
  3. “…”: Thief and Ranger: Movement (Dodge and Attack-position), Weapons, traps and pets (nothing like magic), but also magiclike stuff (spirits, stealth ans shadowsteps).
    I think it is a good thing, that only magicans have many secondary professions, because it is really easy too see the differences (illusions and confusion, heal and protection, elements, corpses/death and lifestealing/illness), while the other ones have a lot of similarities.

I also like to suggest new professions. One beg first: I am sure, in one or two years at least the idea for a add-On and new professions will be in your mind and please only add them, dont make big of a story around them. May add a new race in a new starter area (Tengu, something underwater), but not a complete new starter area witht a limitation for new professions. If you add for example an ritualist, also Charr, Asura, Humans, Norn and Sylvarie should be able to choose ritualist like it was always there. Of course, it would have been a bit awkward, if ritualists were playable in prophecies from one day to another, even if NPCs were also added, but it is a game and that i could not play a ritualist in prophecies was even more frustraiting than any missing story behind ritualists starting to exist suddenly could ever be. Furthermore there is also one human starter area, if you will ever add cantha or elona and will also give us finally african or asian faces (and i really, really hope for this), only add them, don’t make a new human starter area. Also I heard, that there may be some story problems with cantha, only write a explanation for the few, that would have problems with a wrong storyline, also if you already planned the last part of GW:Beyond but won’t add it anymore, at least give us the story.

First profession: Ritualist, “Magican”, low health, Scholar, weaponswap:
The idea behind this profession are dead spirits (theme, not corpses like the necromancer, but also not nature summonings like the ranger) and indirect attacks (mechanic).
He can use Trident, Staff, Longbow, Scepter, Focus, Shield and Harpoon gun. Different to other professions, you target allies instead of foes (automatical and also keys normally switching to foes). The first skill of Staff will damage and chill foes around your targeted ally and grants fury to your ally (a wave, maximun of 1200range to your ally, chill- and furyduration is shorter than attack rate), the first skill of Harpoon gun and Shortbow fire magical arrows, that bounce between allies, healing allies and damaging foes they hit (high bounce range, high speed projectile, low attack rate, max. of 1500range to your ally, foes also are vulnerable, if hit), the first skill of scepter damages foes around yourself and gives you might (a small wave, also burns foes), the first skill of trident will weaken foes near to you and grants you short Vigor. Longbow and harpoon gun work around damage, crippling and vulnerating foes, the damage is a bit OP, but it is also pretty hard to hit foes. Scepter and Shield play around burning and might and the easiest way to play solo, but are only melee range; Trident and Focus play around Vigor, weakness and blind; Staff plays around fury, chill and cripple.
As profession mechanic, you can create up to 4 spirits: Skeletons of your race (grey bones), glowing blue-green (ritus magic theme) with magical runes flowing around them. These spirits are not attacking, they have only a very weak area-effect, furthermore these four spirits are identical (maybe different looks) in their functions and foes won’t target them. They are only replacements for allies to make the ritualist playable alone. The spirits are ground targeted on land and are created at your position underwater with a 2s delay, cast is instant. They vanish, if you leave battle. While they stand, their summoningsskills are replaced by skills (all identical) to damage foes around them (spirit rift). If you play in a team, these spirits are replaced for each team member you have on the same map (4 members on the same map=no spirits). These allies can be choosen by using F1-F4 and the last choosen ally gets increased stats (can be increased by traits) and its weaponskin change to spiritweapon skins.

secondary profession suggestion

in Suggestions

Posted by: Chris.6105

Chris.6105

New Skilltype: Hexes (2ndary Necro)

  • (utility) If foe uses a skill during the next three seconds, this skill failes and the foe is damaged.
  • (utility) If foe uses a skill during the next three seconds, this skill failes and the foe is blinded.
  • (utility) If foe uses a skill during the next three seconds, this skill failes and the foe looses three boons.
  • (utility) If foe uses a skill during the next three seconds, this skill failes and the foe is confused.
  • (elite) If foe uses a skill during the next three seconds, this skill failes and the foe is chilled, poisened and weakened.

I loved hexes in GW1, especially these oone with strong effect for a limited time. All secondary Necros and all necros with secondary profession will get hexes and there will be a new condition called “hexed”, so the foe can see, that he is hexed, but will not be able to see, which hex is used on him, there will be a maximum of 25 hexes. Mesmerhexes activate once and have a 3 second duration (+ condition duration), ele activate more often with a longer duration (foe is burned on skilluse with a percentchance) and guardian activates once with a positive effect around the foe).

The new traitlines also add new effects to your playstyle, but with less influence than my earlier suggestions. You have 5 additional traitlines with a maximum of 10, the 10th trait is chooseable, but also only 2 choices, the 5th traitline only increases only one attribute, but twice as normal for each point. Again exemples for primary Mesmer with secondary Ele/Necro:

Fire Magic

  • 5th trait: Phantasms have Flame barrier.
  • 10th trait: Mind Wrack also burns foes. and: Clones burn foes on death.
    Air Magic
  • 5th trait: Illusions move faster.
  • 10th trait: If you use Distortion, your shattered clones reflect projectils and blind foes. and: Your Clones have quickness.
    Earth Magic
  • 5th trait: Clones have increased armor.
  • 10th trait: You gain one second of protection each time an illusion is shattered. and: Your phantasms have increased armor.
    Water Magic
  • 5th trait: If illusions are shattered, they heal nearby allies for a very small amount.
  • 10th Trait: Diversion chills your foe. and: Heals nearby allies a bit, if you use a healing skill (amount depends on the skill).
    Arcana
  • 5th trait: Shattering illusions grants you 1s of fury.
  • 10th trait: Cry of Frustration inflicts a random condition. and: Arcane skills recharge 20% faster.
    Blood Magic
  • 5th trait: Illusions steal health.
  • 10th trait: If your illusions steal health, you are also healed. and: Steal health, if you shatter illusions.
    Death Magic
  • 5th trait: Your clones poisen, chill or cripple on death.
  • 10th trait: Increased thoughness for each illusion. and: Your clones blind foes on death.
    Soul reaping
  • 5th trait: Fear nearby foes, if you go down or are disabled (90s CD).
  • 10th trait: Diversion fear your foe. and: Hexes are groundtargeted and hit up to 5 foes.

secondary profession suggestion

in Suggestions

Posted by: Chris.6105

Chris.6105

Soo, here I am agaian with my secondary profession suggestion. I say again, these suggestions are thought for the far away future of GW2.

I really like the idea of secondary professions, but others here say, that my suggestions are a balancing nightmare but that they are at the same time too less of a change. How abaout looking at them as a update of the profession, but also as a limitation for such updates. I think that all professions should get more skills and also some more choices for traits. But adding new skills/choices always includes more balancing and harder balancing. If you would use the secondary profession as a update-limitation, you could add a lot of choices/skills without having them all at once.

For example, if you would add one more skill of each actual skilltype you already have to balance this very well, but it is makeable (I think). But to add complete new skill-types – it is easier to add a new type than adding more interesting and balanced skills to an existing type, because “same type” means something like “equal functions” and players will sure prefer some of these type and ignore the others… – will create a too big amount of skills to choose from. But if you add a secondary profession, that brings one new type and new skills of one type, you can add a lot of skills, but the balancing is easier through the limitation of one secondary profession.

Secondary professions shall resemble their primary profession (secondary eles are also elementary themed), but won’t only copy it. Also the secondary skills and traits of a mesmer are mesmer skills and traits, only with a resemblence. To give again exemples, I suggest secondary profession skills for primary Mesmer (these are mostly horrible skills, that i really miss from GW1^^):

New Skilltype: Arcane (2ndary Ele)

  • Arcane Echo (utility): Copies the last skill (not position 1), that was used by you, also copies the recharge time.
  • Arcane Mimikry (utility): Copies a random elite and its recharge time from an ally in 1200 range of you, if no ally with an elite is around, you transform to a moa and have all your stats doubled. The base recharge time is added to the copied recharge time.
  • Arcane Defeat (utility): You seem to enter downed state and can use your downed skills 1-4, but you use your real health and interface without degeneration and can rally instantly through your 5th skill and bandage will heal your real health. Allies will not see the downed sign and can’t revive you, but for foes there is no difference, so this skill is a risky one.
  • Arcane Thievery (utility): Dazes foe. If foe was interrupted, this skill will copy this skill (if foe is no player, you use a skill which the Thief would get through stealing).
  • Arcane Attunement (elite): Has one of 4 effects. random. chills and heal nearby, burns and grant might nearby, cripples and grant protection nearby, blind and grant sfiftness nearby. deals also damage.

All of these skills deal critical damage (includes downed skill 1), so far they deal any damage (if copied). They also are pretty fun through the randomeness. Copying skills means here using them instantly. If you use Arcane Echo after chaos storm, you instantly will get the circle. If you copy fiery great sword, you also will get the circle. If you copy the elite warrior signet, you activate it, you cant get the passive effect.

guild instance for world bosses

in Suggestions

Posted by: Chris.6105

Chris.6105

I see, that it are less players, but it are still far too much… sry, you failed..

Easy Mode

in Fractals, Dungeons & Raids

Posted by: Chris.6105

Chris.6105

For what do you need to run the “hard” dungeons? They are a easy way to get exotic equipment or money for the same. They are needed for certain skins. For what do you have to farm? For expensive skins like legendaries or tier 3.

But for what do you need exotic gear or skins? To look good and to play the harder stuff. Many players complain, that dungeons are too hard, but if they wouldnt play this hard stuff, they do not only need exotic gear.

My Idea is, that all players can play everything and can have “nearly everything”. Problem 1: A bad player may has problems obtaining exotic gear, but he also do not really need such gear, but still, gear brings a lot of difference. Problem 2: Also he should be able too obtain nice skins to let his charakter look nice, the amount of skins is actually not too good, especially without the dungeon skins, but there are enough easy obtainable skins, so this shouldnt be a really problem. Problem 3: A player should be able to play any content, cause even if “better rewards for harder content makes sense”, bad players sure want at least to see the story or the area…

Soo here my idea for an easy mode. It means, that the actical dungeons are far easyer in this mode, soo even bad players can play them, of course they are not able to obtain any reward in this mode (it is not a personal mode, it is a easyer version of the actual instance besides the normal one). Instead they will get a different coin, which can be traded with a new merchent and all easy dungeon gives the same coin. The rewards will be weapons, accessoires and armor, this stuff cant be upgraded (all pieces have the same, unchangeable upgrade), salvaged, selled or anything else to use than otherwise than equipping them, you only can transmute another skin on it. The best obtainable stas there will be 79 rare stuff. Even the easy mode dungeons will take a good amount of time to obtain a full set.

This means, also bad players can play dungeons for fun and also they are able to obtain a not too bad equipment. At the same time, the limitations of the rewards make them worthless for normal players, so you cant gain anything by farming these easy dungeons.

Difference between GW1 and GW2

in Guild Wars 2 Discussion

Posted by: Chris.6105

Chris.6105

A few Thoughts.^^

I have played GW1 too often, mostly with heros, and I can’t see it anymore. But still, GW1 was soo much more fun, you could change between so many skills and there were always great skills which did not fit in my build anymore <3. Big problem here: Many skills were useless, mostly never used and if used, only under special circumstances. E-drain, a really great idea, but completly useless in PvE. Also I made tons of buils with skills fitting perfect together, but the common mainstream-builds were still the best… pretty unbelanced…

About GW1 bosses, they were often unbeatabel, but with the perfect build they were easy… Mallyx had some horrible skills, but they became useless with the correct skills for killing him. But still, cause there were nearly no bosses in GW1 (I dont count boss-monsters as such), they were always an expirience. In GW2, they take your time and can one-hit you to be not completly useless, boring like hell.

About the holy trinity, nothing really changed. No tank anymore, but he was boring like hell. No healer anymore, but you can heal yourself. The rest of the team nearly only attacked and if they really should get damage, they took a few steps back, more or less the same like before.

What i really miss, are teams vs teams (even in PvE). You can play a lot different things in GW2 and even if not so effective like a 5 zergers, there is nothing completly uneffective. But it is always only hitting the foe…

GW1 Mesmer could let skills fail and interrupt them, they could increase their recharge or deactivate them, they could steal energy, deal huge damage or degeneration and they could take a especially dangerous enemy for themself to let the others do the rest, they had too watch the enemys steps, had to interrupt the right skills and think about the most effective damage against the foe. Mesmers in GW2 cant do that. There is not a specially dangerous ele or monk in the enemy team, no difference between spells and attacks, it is easy to interrupt skills, but you dont have many interrupts and they dont reward you for the interrupt.

As Monk/Resto you had some heal skills and some strong protection skills. You had to watch your energy, you had to use your protections in the right moment. It sucked, that the typical team needed always 2 monks, but i really miss this thrilling feeling.

As necromancer, you had strong hexes, especially SS, which you had to use wisely on the enemys foes to get immense AoE damage. The MM hat to look after its minions, healing them without sacreficing yourself to death, keeping deathnova on them…

You had to think about the following things: Foes position, foes skill, your own energy, your skill functions. You may also often spammed skills in GW1, but it usually not only spamming, Energy and Skillfunction made it often more wisely to wait for the best moment. Furthermore you could specialize yourself (healing, protection, interruption, damage, degeneration, deactivation and a lot of builds around one real strong elite) and that was really fun to me. Of course, skills and builds, weapons and stats, all this can change your playstyle a lot, but you always have a bit of everything and there are nearly no special skills like the GW1-elites anymore.

In open PvE, you cannot really change anything about the way bosses work, and in a group, normal foes are a joke, making event-foes stronger would also not change much. So do your best with them, but the changes can be made in other places. You could change the normal foes, having a amount of different skills you can realize through the animation (a dangerous firestorm for exemple). This way the tyical one vs one figths in PvE could be more thrilling and in instances, instead of a bunch of strong foes or boring superstrong bosses, you could rather add foe teams like in GW1 with different skills and were you could use a strategy.

Furthermore a far more fun gameplay for sPvP and PvE-Instances are skills with a animation making the effect obvious. This could make many playstyles possible, cause the longer animation, interrupts could be used more effective, the team could better react to the foes skills and skills could be more interisting and fun (like the GW1 ones, which were hard to balance) without an OP, cause you can react to this skills far better than you can now.

(edited by Chris.6105)

Rune of the Elementalist

in Elementalist

Posted by: Chris.6105

Chris.6105

All Runes can be used by any profession.

If you have Runes in PvP, the game will still count them without effect in PvE. If you have the same Runes in PvP and PvE, you will see 12/6, but that has no meaning, you only get the normal 6/6 bonus.

guild instance for world bosses

in Suggestions

Posted by: Chris.6105

Chris.6105

I don’t really get anything about the world boss problem, i am not aiming for them and i also don’t know most of them. I make them, if I play in the area, means low-level-charakters, which will get only worthless yellow weapons anyway, I am only aiming for the evens.

I run into behomoth once and into the jungleworm three times and it was no fun. The pre-events were so fast finished and foes so fast down, my lowlevel couldnt only hit enough to get the copperreward.

I am not sure, how many pre evnents behemoth has, but the worm has 5 and long ago i could make them easely all. All in all I got only 2 pre-events rewards in all 4 times together since world bosses are overruned and i also got the chest only twice.

The world bosses are annoying, the worm is hilarious fast down, even some players direct next to him complain about not hitting enugh for the reward. I also know a third world boss, some rotten dragon, it was also boring like hell (long ago), cause we were only 5 players and couldnt deal enough damage.

I believe, the coming patch wont’t be useless, but many of my friends complain about the actual situation and dont trust the patch to totally fix it…

You included guild-actions in a former patch and also announced a training for smaller guilds. Why not changing the world bosses to some guild stuff:

The actual fight becomes a additional pre-event, may a bit easyer to make it better for small player groups, cause the missing reward chest, there won’t be to big groups of players. After the event is finished, the foe wont die but vanishes (behemoth leaves a big portal, the worm goes underground, the dragon flies up) and a guild mark is created. For one hour you and your guild can enter and there will be a small instance (PvE-World limited like in storyquests). There you have to kill the boss and get the reward (but with increased difficulty for more fun like the endbosspatch for ac). After one hour the mark vanishes and after a half hour the pre events start again.

Allow Race Changes!

in Suggestions

Posted by: Chris.6105

Chris.6105

I am against it, cause i think you should think about your charakter from the beginning. I am not too 100% OK with my charakters, but i would always find something new to complain about, so i will at leats always only create charakters that i will never hate. So I am even against make-overs. Also there are a lot of great armorcombinitions limited to other races, that my only clip with my hair or which dont fit to my skincolor, but I can live with this. I am annoyed by the slower animations of my Norn, annoyed of my tiny, non-human Asura, but I don’t hate them.

I am against each kind of Make-Over, but I also can’t deny, that many players wants them and Anet gets money for it, so Anet should give these kits even for racechanges, still, I personally am against them.

Builds

in Suggestions

Posted by: Chris.6105

Chris.6105

[Your searchfunction is really useless, cant find anything, that really fits]

So far i Know there are already plans to bring saveable builds, here some suggestions of me.

5 changeable, saveable builds

I think 5 saveable Builds to switch between are enough, the first build is free (2g for the Training Manual) and each further build does double the price (32g for the fifth). To delete one of the builds increases the costs for each build in the same way (3,5s with your one free build, 56s with 5 builds). 5 Builds is still a limitation, but you can at least create one build around any traitline.

You can switch freely between them once per day (24h CD, otherwise you can pay the switchfee at a trainer). The switch cant be done in combat and will give you only the points in the traitlines. You will have a list for each build to choose from (nameable, includes traits and skills (6-10), similiar to GW1). To load one of this lists has no CD and can be done so often like possible. Changing Traits and skills is may fast, but it still needs some time, especially after not playing this profession for some time.

5 non-changeable, saveable builds

There will be 5 further builds, the first is not for free but costs 2g, the other costs are identical. These 5 Builds will hinder you in switching your traits, thats the only difference. Why these 5 builds? I think 10 changeable builds are to many, there should be a slight limitation (5 builds around each traitline works well for me, i have to think hard about any possible combinition in this build and want at least 30 points in each traitline once.), but there are most likely some (mainstream-)builds with traits not included in this limitatition.

One really great mesmer damage build is 20/20/00/25/05 with Empowered Illusions, Greatsword Training, Phantasmal Fury, Blade Training, Compounding Celerity and Wardens Feedback (Greatsword+Sword/Focus), I actually dont like this build too much, escpecially further combinations, but for pure damage I really want it. Some other examples are skill traits, if there are enough traits around one skilltype you can create a build only around them, which oftens miss good alternate traitcombinitions.
Also there exist really strong combinitions you don’t want to miss, for example Illosionary Persona and Restorative Illusions or Imbued Diversions and Confounding Suggestions. Bozt cases have two Grandmaster-traits, leaving only 10 points left. I actually dont like this traitcombinitions for alternate traits, so i dont play builds with these combinitions makeable. If there are some builds you rather dont like but with one great trait combination, than i only need this build for this combinition. Mainstream is not without reason mainstream.

Allow Race Changes!

in Suggestions

Posted by: Chris.6105

Chris.6105

I am really against race change, but it seems many want it. At least i could understand a change only in appearance and race skills with a big mark in the personal storyline for the change (story is still the one of the original race). I am against it, but if they all really want it and you can make some money with it, just allow it.

chooseable ground targeting

in Suggestions

Posted by: Chris.6105

Chris.6105

That was also my Idea^^ I really would love it, it may is not such a big difference, but it still steals my time^^

secondary profession suggestion

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Posted by: Chris.6105

Chris.6105

At least you are the first one saying otherwise I know . And btw, i really thought, that it is may a bit too daring XD . And even if my ideas may are pretty unfinished (I am only giving ideas), if Anet should ever be able to come up with a good idea for secondary professions, wouldn’t it be totally exciting?

secondary profession suggestion

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Posted by: Chris.6105

Chris.6105

Nahh, I dont like it anymore, my opponents say the truth. May some light form: You can choose between only three secondary professions (or so, mustnt be actually three for any) and this will effect the actual profession. The buffs are still unique depending on the primary profession and add one skilltype for example. Only four secondary traitlines.

Ele: Secondary Mesmer, Necromancer or Guardian. Secondary skills are (balanced Versions of the) Signets.

Necromancer: Secondary Mesmer, Guardian or Thief. Skills are Glamours, Consecreations or Venoms.

Mesmer: Secondary Thief, Necromancer or Ele. Skills are Deception, Glyphs (random effects) or Corruption.

Thief: Secondary Engeener, Ranger or Mesmer, Skills are Survival, Manipulations and Elexirs.

Warrior: Secondary Ranger, Thief or Engeener. Adds new weapons to the warrior (Ranger: Shortbow and Off-Dagger, Thief: Shortbow and Off-Pistole, Engeener: Off-Pistole, Skills for Flamethrower, Bombs and Tool Kit)

Ranger: Warrior, Thief and Engeener. Skills are Tricks, Physicals and Granades, Elixir Gun and Flame Thrower.

Engeener: Necromancer, Ele and Mesmer. Alters some of the Engeeners skills slightly to add “magic” (with traits).

Guardian: Warrior, Ranger and Thief. No additional skills, but add “less magic” (with traits)

Vote on the profession you'd like to see next

in Suggestions

Posted by: Chris.6105

Chris.6105

I miss ritualist and monk. Furthermore i have an hilarious Supporter Suggestion:

The support of this profession is not too strong, but it funtions in a special way. You will target allies like foes and all your skills have support effects (Attacks create an explosion around or bounce from your choosen allie, you dont deal damage yourself, but grant might), as profession mechanic, you can create up to 4 allies (needed for playing without real allies, may spirits, if an ritualist), but you can also choose an allie with the. The choosen ally will replace the summoneable one and the mechanic makes it able to gine a special buff to them sometimes. F1-F4: Perfect for dungeons.

chooseable ground targeting

in Suggestions

Posted by: Chris.6105

Chris.6105

There are skills like Dragons Tooth, that would be better sometimes to be ground targeted. There are skills like Shatterstone i would hope for automatical targeting my foe. There are also skills, where I am OK with the fast casting option.

But I cant choose an option to deactivate foe targeting (Dragons tooth)
I also cant activate foe targeting (Shatterstone)
And if i ativate fast casinf, i cant activate it only on one skill (Static Field)

Pls make a “target foe” option and also make these chooseable for each skill alone.