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New Weapons! (Ideas)

in Guild Wars 2 Discussion

Posted by: Drazerg.8956

Drazerg.8956

For the future expansion, I thought they could have:
New weapons added as baseline
_____________________________________________

The new weapons would be divided for each profession by armors.

  • Warrior(GreatAxe)
    2h Power (180 Range)- Inflicts vuln and grants might, F1 has a unique mechanic that cuts opponents toughness by half and grants you Quickness if successfully landed attack.
  • Guardian(GreatAxe)
    2h Hybrid Power/Condi (180 Range)- has no support and inflicts Burn, bleed and vuln. High damage.
  • Revenant(GreatAxe)
    2h Power/Support (300 Range) – Easy might access on yourself + Retaliation and Fury to you and allies. Does additional damage to minions, pets, clones, etc.
  • Ranger(CrossBow)
    2h Support (900 Range)- High attack speed, immobilize and weakness with an ability support shot that if successfully landed increases ally’s(or pet’s) next damage by 1.5x on target.
  • Thief(CrossBow)
    2h Condi (600 Range) – Auto attacks do low damage but applies 2bleed and vuln while stealth and does not unstealth you also access to daze and a channeled stealth.
  • Engineer(CrossBow)
    2h Condi/Support (900 Range) – Instead of using bolts, they use darts! Access to Poison, confusion, fear if shot at foe and Regeneration, Resistance and Vigor if shot at target ally.
  • Necromancer(SpellBook)
    2h Power/CC (900 Range) – has ground targets auto attacks, can summon 2 jagged horrors, causes a 1.5s stun that you cannot break stun out of and torments for the duration(has “Embrace of darkness animation” and a float CC.
  • Mesmer(SpellBook)
    2h Clones/Support (1200 Range) – (relatively low damage)ranged auto attack with 2 hit combo, 2nd hit grants a random boon to you and allies and a channeled ground target 3.5s cast time skill that spawns a random phantasm every 1 second after casting for 1.5s for a total of 3 clones.
  • Elementalist(SpellBook)
    2h Condi/support (1200 Range)
    - Fire – Access to burn and area might, fire aura and a skill that if your target is chilled, inflict torment.
    - Water – Access to chill, regeneration and resistance, frost aura, a skill that if your target is weakened, inflict torment.
    - Air – Access to blind and weaken, Shock Aura and a skill that if your target is bleeding, inflict torment.
    - Earth – Access to Cripple, Bleeding, group Protection, Magnetic Aura and a skill that if your target is Burned, inflict torment.

(Creative criticism appreciated!)

Serious Tempest Feedback

in Elementalist

Posted by: Drazerg.8956

Drazerg.8956

Although the new Rebound Idea sounds cool, I would still like the elite skill to be “Maelstrom!”
I don’t see it happening and I think they lost their chance at this point…

Elite Specs in 3 words

in Guild Wars 2: Heart of Thorns

Posted by: Drazerg.8956

Drazerg.8956

1. Needs Chill Pills
2. Name Change Please
3. Nerf Elite Animation

4. R.I.P. POI
5. 3 Much Dodge
6. Scarpper > Forge

7. Fun as kitten
8. Lame as kitten
9. Very creative!

Elite Specs in 3 words

in Guild Wars 2: Heart of Thorns

Posted by: Drazerg.8956

Drazerg.8956

Describe each elite specialisation in 3 words or less!

1. Warrior(Berserker)
2. Guardian(DragonHunter)
3. Revenant(Herald)

4. Ranger(Druid)
5. Thief(DareDevil)
6. Engineer(Scrapper)

7. Necromancer(Reaper)
8. Elementalist(Tempest)
9. Mesmer(Chronomancer)

Not enough time to test Scrapper and Druid

in Guild Wars 2: Heart of Thorns

Posted by: Drazerg.8956

Drazerg.8956

Even with less beta time, does not mean they won’t tweak them after beta tweaks.
If they need more changes, they’ll make it.

Mainmenu custom ost not working

in Bugs: Game, Forum, Website

Posted by: Drazerg.8956

Drazerg.8956

  1. So I’ve been using custom playlist for a long time now and I realized a few days ago that MainMenu music has been replaced with Ambient? is there a way around this to it’s original state…? (This is possibly for HoT)
  2. Was there any added playlist types that was added with the “presumable” patch and will we be able to customize more area’s in the future?
  3. Lastly, is their a way to have a custom playlist playing our songs in addition to Gw2’s tracks? (Without manually downloading every single song)

Any incite appreciated!

Stuck on racials skills Help!!!

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Posted by: Drazerg.8956

Drazerg.8956

For what it’s worth, I’ve never heard someone seriously recommend a racial skill, or recommend rolling a particular race just for that skill. You might occasionally find a situation where a racial skill does something useful (like Avatar of Melandru granting stability,) but it’s not something you really need to plan for.

Just play what you like and I’ll be surprised if you ever regret it. I like racial skills, but they’re more interesting than essential.

This^
(Seriously tho, don’t pick a race for their racial, the class proffessions are much, MUCH more superior)

Asura and Charr Femininity!

in Guild Wars 2 Discussion

Posted by: Drazerg.8956

Drazerg.8956

Instead of having armor skins that are only for a single gender, I want to see armor that both genders can wear. For example, take your idea for a “skirt with adorable little bloomers underneath” and let both males and females wear it.

Don’t prevent us from wearing an armor skin just because our character is the wrong gender.

But as long as ANET wants to restrict armor skins by gender, I prefer the Charr and Asura having all the armor they can wear open to everyone instead of the sexism shown by humans, norn and sylvari when only characters of the correct gender can wear specific looks.

This^

Reason why dagger ele has so much sustain

in Elementalist

Posted by: Drazerg.8956

Drazerg.8956

Just make it heal for 50% less normally and heal for its current amount on criticals? That might make it a bit more balanced they may have to make it proc only on the first target hit.

This^

Serious Tempest Feedback

in Elementalist

Posted by: Drazerg.8956

Drazerg.8956

  1. Well, I won’t say That I played very well in the BWE2 but, I tryed to play the Tempest with one thing in mind : Not relying on attunment swap.
    And guess what? it worked.
  2. I would also say that fire overload was especially rewarding (from my point of view, the most rewarding). With the fire overload I was able to grow high stacks of burning on top of really correct damage and some might stack. In PvE, everything melt incredibly fast in front of me.
  3. I tryed the same thing with overload air and felt that it wasn’t good. Then I’ve read some other guy good impression on this overload and, I now believe that my bad feeling come from the fact that I didn’t properly build for this overload. (Mainly tweeks needed for traits choice and armor stats).
  1. Interesting, I have not thought of doing trying a play style as that, however I’m not too sure if it would be too great, needs testing tho.
  2. For PvE where mobs don’t move, i’d agree with you, it’s pretty good.
    However, I mainly play PvP and WvW and I find the skills and I’m not a fan of the lingering effect, I feel if it Moved with you for it’s duration it would feel amazing as a Tempest should! (It’s pretty useless in WvW and it’s only use for PvP is on conquest points)
  3. Fire is one thing, Air for me felt dull. I’d like to again, see the effect follow the caster as well as it’s combo field. It would add flavor and uses to the skill. (I’m thinking WvW where you can run with a lightning field while allies blast the field)
    I really want a tad of luxury for those.

I think the last changes helped overloads massive and i can´t await BW3 :-).
Also i dont think karl did a bad job. Its mostly how you look at it. The concept itself might feel booring for a lot of ele players, but tempest fullfils roles that bring new builds.

I definitely agree, I’m just qqing a bit as many classes has an elite spec with tons of flavor, I still don’t taste the same flavor as say, Reaper, Scrapper or DareDevil.

elite is best?

in Guild Wars 2: Heart of Thorns

Posted by: Drazerg.8956

Drazerg.8956

New elite best?
“Immedietly thinks of original Rebound!”
Yeah……. no.

Serious Tempest Feedback

in Elementalist

Posted by: Drazerg.8956

Drazerg.8956

I’m glad someone finally had the courage to speak out against tempest.

There’s not nearly enough people saying the exact same thing.

Yeah, I’m not saying my opinion is THE way to go, but Ele has support in earth, water and Arcane, from what I see Tempest traits are PURE sustain/support.

And nothing new to the table aside from overload
______________________________________________________________
I haven’t found Overloading very rewarding or fun, specificly in Fire and Air.
If they want people to enjoy Tempest even for it’s support focus, they at LEAST need to show some love in Overloading damage. (Or my theory that fire/air overloads should follow the user)

More interactice and control, more fun

(edited by Drazerg.8956)

Serious Tempest Feedback

in Elementalist

Posted by: Drazerg.8956

Drazerg.8956

What most people are concerned here is Water and Arcane traits are extremely prominent and trumps Tempest in most area’s while Tempest doesn’t bring anything new to our table that we couldn’t already do.

Here are my big concerns:

  • Overload downtime is simply too crippling!
    I’m “Okay” with some downtime, but an extra 10s locks out of your weapon swap is ridiculous, all our attunements are important and would need this to be reduced to 5s at most!
  • Overloads are underwhelming!
    My main issue is with Fire and Air, Water and Earth seems well tuned.
    The damage and it’s utility seems lackluster. I think if both effects followed the Tempest and have respected moving combo finisher/field, it would truly help the class become scarier and would as well truly invoke the feeling of a Tempest! (Or Storm Wizard?)
  • Where’s my damage?
    Overloads aside… Water trait has Piercing Shards and Aquamancers Training, and other lines such as Earth and Arcane both have traits that help with damage output…
    Tempest dosen’t have any traits that help damage.
    I would honestly like to see changes in Tempests trait line, possibly add following fire and air overloads to Lucid Singularity.
  • Quality of life (Traits)
    (Quote) Karl McLain.5604: Harmonious Conduit: This trait has been re-worked. Upon activating an overload, gain stability for 4 seconds. If the overload is successfully completed, gain 10% damage for 5 seconds.

- I believe Stability should be baseline in Minor Grandmaster
- The protection on overload should be moved within “Earthen Proxy” as the devs had mentioned they wanted to slightly tune that trait up and has synergy with it.
- And Harmonious Conduit should reduce Overload CD by 20% and if the overload is successfully completed, gain 10% damage for 5 seconds.

(Good or bad criticism appreciated!)

(edited by Drazerg.8956)

Courtyard

in PvP

Posted by: Drazerg.8956

Drazerg.8956

I don’t care how much work Anet placed in Courtyard, it’s unfun garbage that shouldn’t be place in unranked.
If I solo queue and I see 5 courtyards, I know it’s a premade, and it just shouldn’t be.

Remove it entirely or leave it for ranked or better yet have us queue for conquest, stronghold or Deathmatch(Courtyard)

Again… Anet needs to stop caring about them having put work into this, I mostly only do PvP and it will eventually make me quit the game.

Besides, no one likes Courtyard except for premade easywins.

Describe the Tempest in 3 Words

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Posted by: Drazerg.8956

Drazerg.8956

Traits are kitten.
or
Nothing new here.
or
Buff Overload Air.

Ice Bow

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Posted by: Drazerg.8956

Drazerg.8956

What a bad-kitten

Upcoming Revenant changes for BWE3

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Posted by: Drazerg.8956

Drazerg.8956

Legendary Demon Stance
In this stance we had a bit of a bigger change happen. Demon Stance was in an awkward place because it was mechanically cool when you looked at it in a vacuum, but when you were put around other players there was this point of tension which was created. When using demon stance you wanted to manage your conditions and try to keep certain amounts on yourself to empower your skills.

Though, allies directly impacted this play style. While you were around allies, especially players running support, it created tension and frustration between the two players. You wouldn’t want to be near these other players that removed conditions from you as it weakened your skills. This isn’t a tension or frustration that we wanted to create between allies so I moved this stance away from focusing on scaling effectiveness based on your personal conditions. As such, the self-conditions didn’t make sense anymore as you had less reason to utilize these so they were removed. Similar to Forceful Displacement, the displace was removed on unyielding anguish and the skill was re-designed a bit.

  • Empowering Misery: Removed the self-applied weakness. Increased the base heal by 40% and decreased the heal per condition by 40%.
  • Pain Absorption. Removed the self-applied blind.
  • Banish Enchantment: Removed the self-applied vulnerability. This skill now applies 3 stacks of confusion for 6 seconds instead of being dependent on the conditions you have on you.
  • Unyielding Anguish: This skill has been re-worked. This skill will now leap to the target location creating a dark field which chills for 1 second and torments for 4 seconds per pulse. The field lasts for 4 seconds and pulses every 1 second. Added a 10 second recharge.
  • Embrace the Darkness: Removed the self-applied torment. This skill no longer copies conditions to nearby foes. This skill will increase stats by 10% while active and pulse 6 seconds of torment every 1 second to nearby foes.

Nonono!
I liked the unique mechanique it provided with “Embrace of Darkness”.
An idea to fix this would be to change Corruption Minor Grandmaster “Yearning Empowerment” or to add to Embrace of Darkness the following effect:

  • For every condition removed from you while you are in Embrace of Darkness, you are self inflicted with a random condition for 3s (1s internal cooldown per 2 conditions)

Demon Stance felt unique, very different and a was a constant risky play-style with devestating abilities.
If the abilities are changed in this new way, it just feels plain and uninteresting.

Tempest Feedback

in Guild Wars 2: Heart of Thorns

Posted by: Drazerg.8956

Drazerg.8956

(Sorry for long post)

Imbued melodies is bugged: should reduce warhorn cooldowns by 20% but reduces the cooldown by 30%.

  • Imbued Melody should be fixed.

Also Heat Sync is OP, we stacked 1+ min quickness prefight with that in a 2 guard, 2 ele 1 rev party.

  • I don’t think Heat Sync should be removed, however maybe having a hardcap for time and stacks would be appropriate. (Such as boons cannot surpass 12 stacks and 12 seconds via Heat Sync)

Imo, just remove glyph of storms and use those skills functionality on the warhorn. After some more time spend on warhorn, the skills are ok ish but they just dont compete vs focus/dagger.

  • Removing or changing already existing glyph of storms might anger some players, I wouldn’t touch it for Tempest.

Remove Latent stamina for a +20% dmg modifier when the player has atleast 1 attunement on cooldown.

  • Latent Stamina change seems way too powerful for an adept… I would however like to see the specific “water” attunement removed from the trait, their should not be water specific traits in Tempest tree.

Harmonius Conduit should also lower the waiting time before the player can use the overcharge.

  • Sounds interesting, a 20% reduction for that would bring it to 4s wait time, however I would still rather see further reduced CD for using the attunement… Untraited 17 1/2s is ridiculous.

Lucid Singularity should give stability, the knockbacks in HoT are pretty extreme. Overcharging attunements while solo’ing in HoT is beyond not viable, every mob does a knockback or a skill you have to dodge interrupting the overcharging.

  • Lucid Singularity in my opinion should grant one stack of stability, the effect is too flashy and easy to interupt and you STILL get that 17 1/2s CD even if you get interupted… I don’t want to use Armor of earth everytime I wanna use an Overload.
    Also Overloading in PvP without stability is way too much risk for barely any reward.

Elemental Bastion should make Auras applied by the elementalist pulse conditions every 2 seconds in addition to their normal aura effects. Burn, chill, weakness, cripple AoE. (And not heal when they are applied).

  • That change for “Elemental Bastion” is brilliant, the Tempest tree is filled with support and bunker and we don’t have any offense, furthermore aura’s are usually a defensive, having it pulse conditions would give it an offensive aura purpose, I like it.

Imo, the last 3 traits in tempest should be like:

-Reduce cast time on overcharging
-grant stability and protection while overcharging
-Overcharging has reduced effects but no longer channel.

  • And for the Grandmasters, I kinda agree, they do not seem much meaningful to me and would like them to have a bigger impact.
    - I don’t think a grandmaster reducing overload recharge is a good idea but maybe increase Harmonius conduit or reduce flat recharge from spec)
    - Maybe the “Stability and protection” could simply be baseline in the already existing Hardy Conduit
    - No channeling would be too powerful

Tempest Feedback

in Guild Wars 2: Heart of Thorns

Posted by: Drazerg.8956

Drazerg.8956

Also, replacing Water or Arcana with Tempest didn’t leave me blown away. Never thought of replacing Fire or Lightning and I doubt any future builds will.

Mainly though, the Warhorn skills didn’t, in my opinion, trump the Focus or Dagger and the utilities didn’t trump the utilities I currently use.

I agree, for PvP anyhow, Water and Arcane is a staple. Tempest doesn’t have any offensive traits, so running Water/Arcane/Tempest only gives you a bunker build.

Water cannot be replaced, I feel arcane COULD be replaced, but it’s a win win and I would not recommend it.

I don’t like Warhorn and agree with you, however I feel it does have a place or variation in WvW so i’m fine with it.

I would honestly like to see Tempest get some trait for damage or stronger overloads cause as it is, Fire or Air traits > Tempest

Tempest Feedback

in Guild Wars 2: Heart of Thorns

Posted by: Drazerg.8956

Drazerg.8956

What I like about Tempest
- Shouts and Shout traits (Except Rebound)
- Warhorn (For PvE and Support)
- Support in general

However really feel Overloading attunements in it’s current state is a waste of time and unfun. This is what I think could be good changes to make Overloading seem more exciting. (IN MY OPINION)
________________________________________________________________

- Overload Fire
The damage is ok, however I feel like it should get one stack of stability via “Lucid Singularity” or something… It feels extremely anticlimactic when I get interupted.

- Overload Water
I like Overload Water, I thought it could use Stability as well but it’s a strong Overload and is fine as is.

- Overload Air
Feels very weak. I’d like to see a 10% ~ 20% damage increase.
Since Tempest doesn’t have damage traits, i’d like to see Air Overload get a bit of a kick.

- Overload Earth
Fine as is.

- Overload Timer
I don’t like the idea of crippling my version of an attunment switch for a lesser version of eviscerate.. I’m not sure how much but I think 14s should be based and traited would be 11 1/4s would be nice.

- Unstable Conduit
I’d like to see this trait moved to Master (move 20% overload recharge down) and to give the aura’s on Overload with a 10s CD, so you would have the aura’s during the whole overload and the CD incase you pop the overload, switch attunements(which cancels) then prep for more aura’s too quickly.

- “Eye of the Storm!”
This is just an idea, but maybe having it gain shocking aura for 1s instead of 5s would be a nice add, you usually use it when stuned and underfire so it could still proc the shock aura and have aura synergy… Might be a tad powerful tho.
(also this would make all three tiers have an aura trait if you consider my previous change.)

- “Rebound!”
Anything else but what it currently does.
(I would like to see it cast an Overload if it has 5s or less before being able to cast on a 3/4s cast time.)

Let me hear what you think.

Healing in Death Shroud just became dire...

in Necromancer

Posted by: Drazerg.8956

Drazerg.8956

Yup, i really dont know why ot even has to exist.

Just yesterday my 2 supportbots blew 10k+ heals on me, but seems devs think that with 2k hp and under focus fire is wrong time to enter your only defense mechanic.

^This

Spectral Wall

in Necromancer

Posted by: Drazerg.8956

Drazerg.8956

Very clever, however I think that would be a little programming intensive.
Also having taunt would lose potential synergy with fear unless if the fear traits get reworked to add taunt.

Sounds like a smart Idea, but I don’t see it happening. :/

Contestation.

in Elementalist

Posted by: Drazerg.8956

Drazerg.8956

^
15 characters

Even WP said Ele was the worst Spec so far

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Posted by: Drazerg.8956

Drazerg.8956

I think Overloading Attunements should not hinder your Attunement cooldown at all, here is how I think they could fix it in my opinion.

- You must stay in your attunment for 7s before overloading.
- Overloading Attunements does not increase cooldown of attunements.

- And finally the trash that is REBOUND, it should instead be called “Maelstrom!” and the skill would activate your Attunement Overload without waiting the 7 seconds, but it would retain the 3/4s cast time and possibly higher CD.
So ultimately the elite would still not be great like the other Ele elites, however it wouldn’t be useless and would see more use

Making Earth Trait Viable

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Posted by: Drazerg.8956

Drazerg.8956

I see, well ele is on the top of the food chain right now so that does influences it, furthermore nothing would stop you to trait water/earth/tempest and get all that after all.

It’s inevitable that Ele’s will get nerfed or other professions will catch up, so it might not seem that way in HoT.

Making Earth Trait Viable

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Posted by: Drazerg.8956

Drazerg.8956

@MadRabbit, I have never said Earth is useless or that nobody runs it, I ment the other trait lines are much more likely being picked over earth, I find it lackluster not useless.

I feel that Specializing in earth should help you stay grounded hence the break stun, it’s synergy with water helps, but I don’t find myself inflicted with more then 8 conditions and in need of one extra cleanse, regen does contribute but it’s not super impactful. However you do make a point.

What do you think of Elemental Shielding and Earthen Proxy?

Making Earth Trait Viable

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Posted by: Drazerg.8956

Drazerg.8956

So it’s come to my attention the Earth trait has been getting little love for a long time, Fire is an all around decent trait, air has good bursts, water has survivability and support, arcane has good tools and the upcoming tempest will surely see lots of love.

Changes I would consider are Elemental Shielding Major Adept trait switched with Tempest’s Major Master trait Earthen Proxy", Earthen Proxy seems underwhelming for a master and Elemental shielding could use a 1s increased duration.
I also find both traits more suiting in those lines, Better protection for earth and more aura support for Tempest (Which also makes them have an aura for each tier).

The Major Master trait Rock Solid could also grant a Break Stun to yourself, this may seem quite powerful at first but do note at least 80% of Ele’s do not run Earth (at least in PvP/WvW), this would give you a 9 or 13 second Break Stun close to Foot in the Grave or Outrage, I would even consider switching it with it’s Grandmaster Ston Heart… but that might be a longshot. I feel like traiting earth should have a similar effect to having rock skin, where your unshakable and resilient while not as heavy a hitter.

I’m curious to know what you guys think, do you agree with these changes, do you agree earth traits are lackluster, do you think this is silly? I’d like to hear your opinions.

Love for aura rework: Elementalist

in Profession Balance

Posted by: Drazerg.8956

Drazerg.8956

“When attuning into an element, you gain an aura based on the attunement for 2s”

I mentioned this in another thread, but I don’t think this is the trait it should be in… It should be in it’s own thread.

I though it would be good there as you would choose between Elemental Attunement or Aura Attunement, because both seem as powerful/efficient. you would also be able to trait 30 into arcane and grab both for prot/reflect on earth attunement, etc

It is in the same thread because of the fire aura rework i posted, i want people to acknowledge the fire attunement in thoes aswell as the fire aura is very lack luster as it stands

Creative Tornado skill rework: Magus Storm!

in Profession Balance

Posted by: Drazerg.8956

Drazerg.8956

It’s a transformation skill… not a cantrip.

Which is why no one uses Tornado.
It should be a cantrip.

Grounding Proffessions

in Profession Balance

Posted by: Drazerg.8956

Drazerg.8956

This is how i see the proffessions in gw2 as of 1/17/14

  • Warrior: A slight healing signet nerf should bring this class balanced
  • Guardian: Balanced
  • Thief: Reduce slightly the long term stealth and they should be good, more support builds would be nice
  • Engineer: Balanced
  • Ranger: Different builds then full auto attack spam and spirit builds.
  • Mesmer: Rework the AI on Illusionary leap to work properly and not get stuck midway, otherwise class balanced.
  • Necromancer: Necro’s don’t have much rez/stomp potential because of the lack of stability, i’d like to see necro’s able to rez/stomp using death shroud, this would also make foot in the grave an interesting comback.
  • Elementalist: Did the search and rescue team get lost in their mission?
    PvE Ele’s do the best dmg, therefor we need a Survivability buff for SPvP, also more viable builds would be nice

Anet’s doing a good job, just wish the would fix our proffessions/gameplay befor introducing more content, we can wait.
Feedback Appreciated!

Love for aura rework: Elementalist

in Profession Balance

Posted by: Drazerg.8956

Drazerg.8956

Got to give props to Anet, the Ele attunements design is perfect for this game! (Too bad the class isin’t too viable in PvP atm) Another thing i’d like to note would be how i like the idea of Aura’s and dedicate this post onto it, here are my idea’s.

Fire Aura
The problem with fire aura’s effectiveness is that Ele’s can’t take too many hits for litle extra damage, my solution would be that fire shield a more agressive stance.

  • Grants might per attack you land
  • Burning Removed
  • Creates a Ring Of Fire when attacked “Interval 0.75s”

Fire’s Embrace
Reworked to give aura based on +attunment when using utilities 1 to 3
(This would make great synergy for thoes with signet as they can go 20/0/30/0/0 for written in stone OR 20/0/0/30/0 for Powerful Aura with or without cookie cutting the build into signets only)

Magus Aura
When you have all four auras, consume your active aura’s to grant you Magus Aura.

  • Benefits from all four aura bonuses for 6 seconds in addition to removed attunement recharge.

Does NOT share with allies via: Powerful Aura
(This would be a profession only buff, no traiting required)

Arcane Ressurection
Reworked to either choose elemental attunement or this trait in Arcane 20.

  • Revive speed increased 10%
  • When attuning into an element, you gain an aura based on the attunement for 2s

Feedback appreciated!

Creative Tornado skill rework: Magus Storm!

in Profession Balance

Posted by: Drazerg.8956

Drazerg.8956

Tornado is very under appreciated, here’s how we rework this skill into a clash of elements for a great and creative elite skill!

Magus Storm

- Skill: Cantrip
- Use: 1 s cast time, 210 Cooldown
- Affect: Grant Stability, launch foes and remove attunement cooldown for the duration
- Attunement: Grant’s Flame Barrier, Soothing Mist, Zephy’s Speed and Stone Flesh, while in affect, you have an aura based on your attunement, you do not gain boons from Arcane Fury and Elemental Attunement
- Animation: Same tornado cast animation with levitating character model and the animation of a red zealot’s flame
- Restrictions: Cannot use Healing or utilities during the duration
- Removed: Tornado Damage, shape shift, tornado skills

Feedback appreciated!

[Merged][PvP][Warrior] Healing Signet is Too Powerful

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Posted by: Drazerg.8956

Drazerg.8956

Healing signet alone is not enough to make warrior OP.

what make Warrior OP is the combined CC + AoE + Cleansing Ire +Stability + Healing Signet + adrenal health + max toughness.

The Point of this nerf is to promote “Active” play instead of “Passive” play. When i see a guardian keeping his block heal, and waiting at just the right moment to block an eviscerate and time when to use his walls/bubbles at just the right place at the right location and timing some blinds for that hammer stun/dangerous skill, that takes skill and knowledge of the game to pull off, rather then Mr. Warrior troll swinging everywhere and dosen’t give two kittens of whats going on because he’s already healing up with his signet and the rest of his HamBow cheese armor to back him up.

[Merged][PvP][Warrior] Healing Signet is Too Powerful

in Profession Balance

Posted by: Drazerg.8956

Drazerg.8956

Healing signet changes: This may be shot down quick, but I though a creative way to for survivability, but this would not heal you, it will instead sustain your healthpool.

Signet of Stone Flesh
Cast time: Instant
Cooldown: 5sec

Passive: 15% reduce damage taken

Active: Your health cannot go lower then 90%, 50%, or 10% for 2 seconds, grants aegis at the end of the duration.

Note: Shield Stance can be used in between, Berzerker Stance/Endure Pain Can be used in between, Fear Me!, Bull’s Charge, Stomp, Hammer stuns, and the rest of the CC can be used to buy time for the signet.

These were just invented numbers and not much statistics were done for it and this might not be the best idea, but this might inspire people to think of something creative.

(edited by Drazerg.8956)

Idealistic Custom Music Feature

in Audio

Posted by: Drazerg.8956

Drazerg.8956

Now, I’m not asking for more music from Jeremy Soule. I’m not even asking for the default scheme of the music to change. I’m just asking for the game to let us customize it to that extent.

Do you people agree?

I agree 100%, this is exacly what i’d like to have in gw2, not aking for more music, just more customization.

Idealistic Custom Music Feature

in Audio

Posted by: Drazerg.8956

Drazerg.8956

Idealistic Custom Music Feature

in Audio

Posted by: Drazerg.8956

Drazerg.8956

I love the current customizable music option we have:
Ambient, Battle, BossBattle
City, Crafting, Defeated,
MainMenu, NightTime, Underwater

But I would enjoy if it were a litle more complex, like this:

Ambient
Their should be multiple ambient folders each for all available area’s such as Queensdale, Kessex Hills, Metrica Province, etc.

Night Time
The same could be done as the ambient but lighter as we would only need major zones, such as Kryta, Tarnished Coast, Ruins of Orr, etc.

City
I belive this should be split into six dividing all the major cities and ignoring ambient/nighttime.

HotM
Some people spend several hours in this location and frankly, not much music is played there.

SPvP
This is a must.

TPvP
This would be enjoyable.

PvPBattle
This is a must.
Why do we need this? Any PvPer can agree 99% of the time a PvP battle is more intense then any dungeon/bossbattle. So we can bind intense music respectively.

Battle
Unchanged.

BossBattle
Add random feature.

All three Battle systems should interrupt the music that was playing and resume 3~7seconds after leaving combat.

Dungeon
Several folder’s including all current available dungeons such as CoF, CoE, SE, etc.

Crafting
Removed or updated to work properly.

Defeated
Unchanged.

MainMenu
Add random feature.

Underwater
Unchanged

Events and Living world such as WintersDay, Super adventure Box, Shadow of the Mad King, etc, DO NOT need to be customizable as they are limited time and ANet puts effort into these every week rather then an area which can be untouched for months/years.

A player in the game accessible via “Sound options” to skip tunes and see names of tunes would be luxury~

[Suggestions] Gemstore Items

in Guild Wars 2 Discussion

Posted by: Drazerg.8956

Drazerg.8956

I think what would give Anet lots of cash for litle sacrifice would be V.I.P passes for limited time events currently unavailable.
For Example:
-Super Adventure box
-Lunatique Inquisition
-Wintersday
-Halloween jumping puzzle
-Zepher’s Sanctum
Etc. Seriously, even with a high gem price on these i’m sure people would be throwing cash at this.

What do you want the most in Gem Store?

in Black Lion Trading Co

Posted by: Drazerg.8956

Drazerg.8956

I think what would give Anet lots of cash for litle sacrifice would be V.I.P passes for limited time events currently unavailable.

For Example:
-Super Adventure box
-Lunatique Inquisition
-Wintersday
-Halloween jumping puzzle
-Zepher’s Sanctum

Etc. Seriously, even with a high gem price on these i’m sure people would be throwing cash at this.

OMG... the clipping!!!!

in Asura

Posted by: Drazerg.8956

Drazerg.8956

That is pretty terrible, but the gear was designed to go with the hat unfortunetly.
If it also happens to the net, Anet should fix, otherwise worth a fix but not super high in priority i belive.

New Class Ideas?

in Suggestions

Posted by: Drazerg.8956

Drazerg.8956

I’m not sure how well it would work out for Anet to balance another class, if it is a viable option however, fill in the last heavy armor class. Although I am not for extra classes

I would however like more weapons and weapon combination.
Or maybe Weapon Class exclusive Such as…

Warrior – Lance(Main hand)
Guardian – Greatshield(Main hand)
Engineer – Toolbelt( Two handed)
Thief – Claw(Either hand)
Ranger – Crossbow(Either hand)
Mesmer – Orb(Main Hand) Book/Mirror(Offhand)
Elementalist – Elemental Torch(Offhand)
Necromancer – Skull (Offhand)

The ones with less weapon combinations are Thief, Mesmer and Necro and could use an extra weapon, Although, Engineer, Warrior and Elementalist are fine as is.

Better use of Gem Store!

in Suggestions

Posted by: Drazerg.8956

Drazerg.8956

Up to now, Important notes would be aesthetic look, character customization and some nik naks. Want it or not but since this game doesn’t have a subscription fee, it needs to get money on the long run somehow… These are my suggestion to help both Players entertainment while Anet getting profit aswell. (Note do not make stat boost or unbalancement items as we don’t want a pay to win game)

V.I.P Pass
Gw2 has patches every now and then with temporary content, I would enjoy however to be able to replay an event of your choice as often as you like. For example…
-Super Adventure Box pass (1200 gem)
-Lunatique Inquisition pass (600 gem)
-etc

Superior Commander Pack
Buying this would give you a special commander pin, with this his chat box would have a black bubble to keep attention when talking and everyone in his squad would receive an on screen notice when he’s talking. He could also place targets on the ground to position troupes, have a beacon ability to attract lost members(and enemies) or flares to initiate a Charge or retreat command. This should also be at a price of around 4000 gems to limit the amount of commanders.

Housing
Either create individual house(800 gem), or guild house(1600 gem) for meetings.
5 possible layouts deppending on characters race ressembling their races city.
You could purchase and position cosmetic enviroment items like boulders, barrels, river, bushes, etc(50 gem)
Mining nodes, Wood and Herbs patches(100 gem)
Vendors, crafting area’s and food buff(200 gem)
Portals to Lion’s Arch, Divinities reach, rata sum, etc(400 gem) (This would help us also travel faster instead of doing HeartOfMists>Lion’sArch>RataSum
-Anyone in the guild for guild housing could spend gems on purchases-

Leave comment on if you agree, disagree or what you would like to implement yourselves.

(edited by Drazerg.8956)

Human Cultural Armor in the Gem Store [Merged]

in Black Lion Trading Co

Posted by: Drazerg.8956

Drazerg.8956

[Merged] Cultural Human T3 Not Exclusive

in Guild Wars 2 Discussion

Posted by: Drazerg.8956

Drazerg.8956

So lvl 90 coming soon?

in Guild Wars 2 Discussion

Posted by: Drazerg.8956

Drazerg.8956

The day the cap is raised and i have to regrind for gear is the day i quit.
P.S: Love and play this game every day.

Flame Armor is a Joke

in Guild Wars 2 Discussion

Posted by: Drazerg.8956

Drazerg.8956

List of Elementalist Bugs and SPvP Gear Bugs

in Bugs: Game, Forum, Website

Posted by: Drazerg.8956

Drazerg.8956

This should be in the bugs forum

PvP forums are good when it comes to getting extra attention. And it might help Ele PvP players.

My thoughts exactly, trying to inform most possible.

List of Elementalist Bugs and SPvP Gear Bugs

in Bugs: Game, Forum, Website

Posted by: Drazerg.8956

Drazerg.8956

Arcane Lightning increases Critical Damage by 5%, not 10%.

kitten , so running a crit build with “Arcane Lightning”, Reduced CD on Arcane skills and 16(s) “Arcane Blast” for a near full time 10% crit dmg increase is unviable.

List of Elementalist Bugs and SPvP Gear Bugs

in Bugs: Game, Forum, Website

Posted by: Drazerg.8956

Drazerg.8956

Here is my list of bugs I found playing as my ele, some of which effects greatly SPvP Performance, traits, and some very few are aware of and are playing with builds with useless traits/stats.
————————————————————-
-Soothing Wave
This trait grants regen to frost bow on use, sadly, we don’t get get the boon. So running “Cleansing Water” (remove condition when granting regen to you or allies) with this trait means I’m NOT gaining both my regen+condi remove and my 2nd bows regen+condi remove.

-Frost Bow
1. Audio on “Frost Volley” can be heard 6 shots when only 5 are made.
2. Ice Storm’s tooltip mentions only dmg, not mentioning it hits multiple times.
3. “Deep Freeze” skill is: “Encase your target in a block of solid ice.” Their is a delay befor seeing the chill condition and the skill does also not state that you cannot perform actions(like a stun) nor break stun out of it.

-Pyromancer’s Puissance
The traits text sais: “Each fire spell you cast grants you might” when what really happens is, during combat, gain might for each spell/skill/utility/attunement switch you peform. Many people can’t see the glory of this trait because of it’s unaccurate text.

-Lingering Attunements
“Flame Barrier” and “Soothing Mist” traits stay active for 5 seconds as it should after leaving that attuenement, yet “Stone Flesh” and "Zephyr’s speed instantly stops on switching

-Fiery Greatsword
Not as important as the others, but using skill 4(Fiery Rush) without target followed by Lightning Flash(Teleport) onto a target will create a pinpoint fire trail creating massive tick damage at once.
————————————————————-
Superior rune of Rage and Strength does not grant the 5% dmg while Fury/Might is active, also the Superior rune of speed does not grant 25% bonus movement speed.

Superior Sigil of chilling does not increase it’s respective chill duration.

Frequent disconnects

in Account & Technical Support

Posted by: Drazerg.8956

Drazerg.8956

I also have this problem, client freezes and internet drops, this problem does not persist with other games or internet uses. I’ve tryed lowering the graphics to a minimal, and hung out in unpopulated zones, even closingprocess’s behind my computer that could take up memory. I still get these client kicks..