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Merciless Hammer+Unsuspecting Foe.
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For Pizza to be on-par with Lemongrass, it would have to be 80%, not 40%.
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What traits do you think need merged to make room for better and more interesting traits? I will start with this:
Warrior:
Shield Mastery + Missile Deflection.
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(edited by Daecollo.9578)
More interesting traits and trait merges are exactly what the necromancer needs atm.
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What they need to do is decrease all food buffs from 40% to 20% and increase the effect of the secondary stat from 70 to 100.
Or add a secondary stat, or allow two foods to be used at once.
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I wish all traits were this flavorful and fun sounding.
I try to make my ideas fun and interesting with a high skill-cap in flavor.
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Actually, subtractives happen after all addictives.
If I have 100% Condition Duration, my immobilize will go from 1s to 2s.
If the target has 98% Condition Reduction, it will go from 2s to 0.04s (Basicly 0.)
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Ranger is the best SPVP class atm par none.
Go on the Warrior forums and tell them they are balanced in PvP.. LoL
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Make it so every step in stealth takes an initiative point.
As long as Initiative regeneration is increased to 0.3 per int a second.
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Bundles are what you used to be able to bring to dungeons, like teleporter gun or flamethrower kit.
However with the last few patches they removed outside partys and you can no longer bring items into dungeons.
So the trait is pretty much useless.
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Photoshop… LOL
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Adding more DPS when we need more sustain.
Also 3% Damage Per Boon isn’t worth it. 12% base damage trait without boons as a MINOR trait adds more damage.
We don’t NEED damage, we need to LIVE.
It should of been “Reduces damage by 3% per boon of the target.”
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(edited by Daecollo.9578)
Uhh… that sounds lazy.
I’d rather gaining adrenaline do something, and converting would allow us to be countered by other classes easier and give us a chance against other classes as well, its a win-win.
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Reversed Deterioration – this is way too situational, also goes against condition removal that necros have like that healing well, consume conditions, dagger offhand 1, staff 4, etc
Not really, we have utility that poisons ourselves (called corruption.). We also have a signet that pulls conditions from enemies and gives them to ourselves. You just have to be careful and not use those abilities when you have the condition, it would be a powerful trait with a high skill cap.
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Wish I had some more opinions, heh.
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You can switch your pet when the 3 conditions go to it, then they are gone forever. Most rangers do this and combine with Healing Spring to be almost completely immune to conditions, doing this also gives you quickness.
I don’t think this is however intended, if you switch pets, the remaining conditions it had should effect the ranger.
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Can just switch to longbow and pin down/then switch back to rifle.
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The devil is in the details.
“when using a flamethrower.”
You don’t get double fire unless you have a flamethrower on.
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Not really a point to use a sword, when I can use a rifle and do the same thing. From a safe distance.
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I agree that the trait is bad and should be replaced.
Not sure what you could replace the trait with, or keep the trait and gain might when interrupting
Why would it be an interrupt Daecollo? It would be better applying 1-2 bleeds since that’s the warrior Sword’s main focus.
Interrupt because its a thrust in your face attack. Also so it would proc distracting strikes.
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Night time should be Universal and have more effort put into it. Also it should be longer.
They should also add Foggy Rain to the game, and more environmental effects.
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I nerfed it a bit and changed it to your idea because it sounded better.
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Final Thrust (Sword’s ‘3’) should be an interrupt, IMO.
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Sever Artery+Gash:
Each of these should apply ‘2’ stacks of bleeds for 4s.
Final Thrust:
This ability should interrupt as well as have a 0.5 recovery cut off so it responds faster.
Blademaster
Additionally Increases the base damage of sword’s auto-attacks by 25% to bleeding targets.
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Warrior has some of the worst underpowered traits/skill lines in the game. Needs a serious revamp, IMO.
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Don’t understand why some fractals are 2-3x longer then others, they REALLY need to look at the HP of these mobs.
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Fun and interesting trait ideas for engineer!
Explosives
Spider Mines:
Mine Kit’s Mines now have legs, they follow a nearby target around until they explode. (Even when stealthed.)
Firearms
Fire Bug:
Burning does double damage and Flame Jet is unblockable when using a flamethrower. (Double fire damage only applies when using a flamethrower.)
Inventions
Smart Turrets:
Turrets now have wheels and can move slowly, they will try and avoid red circles and melee opponents if possible. They additionally have there own dodge rolls.
Alchemy
Using or throwing an elixir creates a random combo field for 5 seconds.
Tools
Fixer:
Allows the Engineer to use Maces and Hammers. (I think they should of from the start anyways.)
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(edited by Daecollo.9578)
They also made pets attack 2x faster/run faster/track better/ai is better.
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No.
15char
Confusion was OP in PvP.
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So basically you want to remove our only reliable stability and give us a useless trait instead?
Oh? There is another trait named that? Sorry I wrote that at 4 AM. I renamed it and redid the effects.
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(edited by Daecollo.9578)
These are powerful traits, they should probably go into the grandmaster tree if anything, these are just ideas for fun and useful traits that could aid the Necromancer.
Soul Reaping
Soul Search:
Every 3 seconds, you lose 3% Life Force and Gain 3% Life.
Curses
Reversed Deterioration:
Poison is now a boon, poison now increases healing of the necromancer by 33% and heals the necromancer.
Blood Magic
Lust for Blood:
Applying a Bleed heals you for a small amount.
Death Magic
Marked for Death:
Mark of Blood hits twice.
Spite
Necrophobia:
When a minion dies, the target that killed it is feared for 1 second.
Random Trait Idea
Consume Essence:
Consume Conditions now recharges 20% faster additionally converts all conditions into boons of the same duration.
Mind Rot:
Applying Poison also applies confusion.
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(edited by Daecollo.9578)
Here is a list of what I consider “Real Traits” these traits are ones that can change a class and make it more fun and interesting, changing base abilities and adding some kind of powerful effect, I believe that more classes should have traits like these. I also believe every tree of every class should at least have one or two of these.
Elementalist:
http://wiki.guildwars2.com/wiki/Written_in_Stone
http://wiki.guildwars2.com/wiki/Elemental_Attunement
http://wiki.guildwars2.com/wiki/Evasive_Arcana
http://wiki.guildwars2.com/wiki/Cleansing_Water
http://wiki.guildwars2.com/wiki/Renewing_Stamina
Guardian:
http://wiki.guildwars2.com/wiki/Altruistic_Healing
http://wiki.guildwars2.com/wiki/Writ_of_the_Merciful
http://wiki.guildwars2.com/wiki/Perfect_Inscriptions
http://wiki.guildwars2.com/wiki/Vigorous_Precision
These are the kinds of traits we want spread around all classes, unique bonuses upon almost exploitable conditions to create more game-play and dynamics.
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When you make a skill, you never make it specifically for any type of build, you make it “stand alone.” so its good with all types of gear and a good skill, not a skill that relies on a gear set or gimmicks, if you put such things on a set, it creates the problem of what we have now, “Lack of Builds.” which is why almost all warriors have “30 Vitality/20 Discipline.” Glued to there bars, because its almost required now to be competitive and good. However this is not fun, nore is it how it should be, we need a better defensive tree and more viable builds, this would be the start to that, please don’t ruin it by making it low and a high hp requirement.
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I am desperately trying to get all builds out of 30 Vitality.
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I wanted to see just fire or ice…
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Lets return to discussing how bad healing signet it, you came in late when we were talking about rangers.
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Balance is good.
Unless you play a warrior…
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They need to go on your back. IMO.
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http://gw2buildcraft.com/calculator/
Here you can see the curves of toughness, after a bit toughness just isn’t worth the investment that you could be putting into other stats to increase your survivability.
Boon Duration/Protection is worth so much more then toughness its not even funny. That is why i’m laughing, because “Protection” gives you 2750 worth of armor in damage reduction. If you combine 2750 toughness with protection, you can lower incoming damage by 33%, then another 33%, Its ridiculous.
I made it simple and easy for you to understand, please reread killahmayne.9518’s posts. Healing Signet deserves a significant passive increase.
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In our elite slots
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The Longer Fractals need to reward a bit more for there time, a lot of people just reward them, the mobs in these fractals have ridiculous amounts of HP and they need toned down.
I’m looking at you: Colossus…
Not only is it filled with bugs, but the mobs have almost 3 times the health they deserve… seriously cut that hp in half and add protection/regeneration and put some intelligence in the fights and counterplay to that huge HP pool.
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replaces all icons with guardians
Guardian Invasion, business as usual.
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Well, the Attunement tree is all about switching attunements, this change would make it where you focus on mostly all the other trees instead.
Would love to see a “Focused” Mage. (Just Fire, or Just Water ect ect.)
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(edited by Daecollo.9578)
With that being said, here are a few ways:
Stun the Thief – The most obvious way is to chain-stun him. Depending on which class you are (I don’t know a lot about Rangers) it may or may not be possible. Thieves don’t have a lot of stun breakers.The rest of your post is great, but this bolded part is extremely untrue. Shadowstep, Roll for Initiative and Infiltrator’s Strike are all stunbreaks that also create distance between you and the thief. That first one actually breaks stun on two activations for its 50 second cooldown, and that last one is a weapon skill that costs 3 initiative for the strike, and 2 to go back and escape.
This doesn’t include Haste and Infiltrator’s Signet which both try and drive the thief into an aggressive counter-attack. Or any traits relating to receiving control conditions.
Basically, the thief has access to very good stun breaks for escaping a fight.
Thieves must have SoS/Shadowstep on there utility bars to be effective, they do not get easy access to swiftness. If you count the 50% Movement when stealthed well don’t, we have to actually catch up and hit our targets in melee to stealth.
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Why can’t we combine two different helmet models into one?
For example, wearing a hood with a mask to create your own piece of armor.
Or a mask with an eyepatch?
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Why is the Protection boon so powerful? It is effectively 2750 Toughness. That is basicly equal to wearing about 38 [Soldier’s] Chest Plates. Why is Toughness so bad and the boon “Protection” So good?
Signet of Judgement is also extremely powerful, it is pretty much almost wearing half a set of another set of armor, traited it can be up to 15% Damage Reduction.
Honestly I would like to see the base 912 Armor (This would make Light/Heavy Armor a lot different.) removed and toughness scaled up massively. Protection/Dolyak Signet brought down.
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(edited by Daecollo.9578)
2700 Armor = 32% Damage Reduction. (+1788 Toughness.)
3400 Armor = 46% Damage Reduction. (+2488 Toughness.)
This means after you get 2700 armor, you need 700 more toughness to get 14% DR, AKA it gets less and less and less, that is a whole crap load of toughness (Full Ascended Soldier/Soldier-Soldier gear, its JUST NOT WORTH IT. Imo)
You start with base armor of 2127 as a Warrior/Guardian
You start with base armor of 1980 as a Ranger.
This means “Heavy Armor” is only a 147 difference. (Which is about one piece of gear.)
Its far easier to get 573 toughness (for a total of 2700 armor.) as a guardian, get 32% Damage reduction. Then get Protection which is 33% which in total is 65% DR, then add in there signet which is 15% with traits and get 80% Damage Reduction.
Wheras warriors can only get 32% with 2700. This makes guardians FAR tankier.
Rangers can pretty much get an entire extra set of armor with protection, since its pretty much equal to 2750 armor. Plus the fact they get almost double our endurance regeneration and evades is the reason why they are so tanky, and that 147 armor difference is NOT going to make up for it.
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On another note
THANK YOU KILLAHMANYE, that is one of the best posts i’ve ever seen on the forums before, and I am sorry for blabbing over it. I just wanted to provide statistics to non-believers.
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I would like a shorter channel time as well.
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The food needs toned down to -20% from -40% and a different effect. Currently is it a bit too powerful with traits.
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