Every week we get a signet of inspiration for speed post. Do you all not use all of your utility slots? I Don’t want to go without one. I actually want another one! In WvW i don’t want to hope i have time to stay out of combat to switch my slots either. I keep asking thieves as is, to let me change weapons before they attack me, and they seldom oblige.
It’s a personal choice – Currently, the Mesmer is left with no real option but to take a Focus off-hand or suffer from lack of out-of-combat mobility. They have the worst mapping speed of any profession because they only have one weapon-based swiftness skill with ~50% uptime give or take, with no low cooldown leaps or other mobility skills.
I would have to answer with “Yes. I would love to have the option to lose a utility slot for a mobility option rather than be forced to take an entire weapon set for mobility.” And Signet of Inspiration isn’t exactly a wasted slot either. The boons, while unreliable, can be valuable, and the active can be very helpful in certain builds.
just delete engineers and give players some sort of compensation cuz at the rate game’s going players will just keep deleting engis and being smart going mesmer or ranger or thief .
i highly doubt there’s gonna be any super update for engineer coming on the next patch
Did you just list “Ranger” as a profession that people opt for to be useful?
Snickers
How would you feel if Signet of Inspiration was changed to always grant Swiftness as its boon while out of combat? It would help alleviate Mesmer mobility issues in the open world and WvW, for sure.
Since perma-swiftness from a signet is better than the Thief/Ele/Ranger MS signets, the swiftness duration could be nerfed a bit to compensate. Say 7-8 seconds every 10 seconds?
See, the problem is that too much of the reward lies in mobs and not enough in de rewards – that and loot doesn’t scale up completely like it really, really should.
It just doesn’t work with the game thematically and it would only fracture the playerbase.
WvWvW exists for the open world pvp crowd. Seriously, it’s perfect for you. You get to PvP people who want to PvP AND you get to pick on random PvE’ers who are only there because their legendary build-up requires them to be.
Yeah, if it’s labelled Group Event, you really shouldn’t be complaining about the lack of solo-ability of it.
There are plenty of events that aren’t labelled as Group Events but really should be, though.
And why? Simple enough question, no?
Mine:
Favorite:
Harathi Hinterlands
I love the mix of variety of the map, the epic quest chains that do a great job of presenting the constantly shifting battles between the Seraph and the Centaurs, and the reasonable, but considerable difficulty of it all.
Iron Marches
Simply put, I think the Brand is gorgeous. One of the Branded maps had to work its way into my favorites and Iron Marches has a larger variety of foes, quests, and tasks than Blazeridge or Fields of Ruin.
Straits of Devastation
Yes, it’s a strange choice, I know. I just love the entire storyline here. No other map conveys the struggle of the Pact and the sheer scope of the war against Zhaitan better than this one does. It’s an epic, 3-prong invasion of Orr with tons to do. It’s only a shame that there is noone to do it all.
Least Favorite:
Dredgehaunt Cliffs
Oh, you knew it was coming. The reason is in the name – Dredge. Need I say more?
Brisban Wildlands
I’m not even entirely sure why this is the case, but I feel like I’m doing nothing on this map. The enemies don’t feel fun to fight and there are huge “empty” spaces that have no points, hearts, events, or anything really. The map feels horribly broken up, and I think a large part of that is the often uneventful Skritt city in the middle of it all.
Snowdren Drifts
Just feels like a whole lot of nothing. At least Lornar’s Pass has enemy and terrain variety to make it feel more… alive.
Special Case:
Southsun Cove
God, I want to love this zone so much. It’s beautiful. Really, really beautiful. But it’s completely lifeless between the lack of events, low rewards, low player participation, and overly difficult enemies.
(edited by Duke Blackrose.4981)
Nuke Kit. Because why not?
Title says it all. It would be nice to see a crafted, karma, or dungeon armor + weapon set that gives rounded bonuses to all stats. They can be obtained from ascended jewelry and (unless I’m wrong) nothing else.
I edited the way Aspects work. Using the Aspect key activates a skill that works with the form and then puts you in that Aspect for a duration before going on cooldown and reverting you to Grace. Leaving the form to go to Grace early puts the Aspect on cooldown earlier (effectively reducing it) and uses a special skill to transition back.
This should help separate its mechanics from attunements and make transitions between Aspects fluid and coherent.
The problem is largely in culling. And the culling “fixes” only made it worse.
Do you guys get your items in a specific order, or just as you reach the target for each one?
I am working on Flameseeker Prophecies and currently have the precursor and 550,000 karma, along with some of the other requirements (eg 90% world completion and working on it).
I’m tempted to grab the obsidian shards now and cross them off the list – is that a reasonable idea or is it better to just finish everything up once I reach the final threshold?
Thanks for advice!
I think it’s best to focus on getting the World Completion done as quickly as possible – if you see uncaptured points, take them. The karma is actually rather trivial – easily earned while you do other things to farm for the item. Orr farming, for example, gives you needed t6 mats, rares to salvage for ectos, skillpoints, and lots of karma.
Getting? It’s been a cliche since release.
I can see them becoming playable but what race skills would they have? Maybe a “glide” like jump we know they cant fly.
There’s nothing to suggest that Tengu can even glide. They are probably completely grounded.
No. Keep the system as it is – if you want to design armor that fits the theme of a certain profession while opening it up to every profession of that armor type, FINE, but don’t restrict the armor options for a class in any way.
This bag would cost 1 laurel and give you 1 of the following materials at random:
1 Glob of Ectoplasm (most likely)
1 Random Lodestone
1 Random Core
1 Giant Eye
Should help alleviate rare material costs somewhat.
(edited by Duke Blackrose.4981)
The only skills I wish was changed was 2. Increase the highest dmg it can acheive however it would come at a cost.
Each consecutive hit deals additional dmg(small increase). So the starting dmg would be lower but for each hit you get the dmg is increased for that skill (like an internal skill buff). It would count up towards 10 (max) and if you managed to get the full 10 hits off, it would do more dmg than 10 currently does assuming all the same factors(crit chance, crit dmg, might). Essentially this would be stronger for people who can get the full channel off but require a bit more skill to prevent weaker dmg.
If you miss any hits, the counter for the skill simply doesnt go up. So if you hit 6 hits in a row, then miss the 7 the counter is still at 6 for increased dmg and if you hit the 8th arrow it is at 7, etc etc. Also the counter only effects the skill, no other sorce of dmg from you.
It’s better than simply adding a cond or buffing the current dmg on it imo. Would take more skill but pay off well if you can work with it.
You realize that it already works this way, right? It always starts off weak and wracks up in damage based on consecutive successful hits. All you did is improve it – because with the current system a missed arrow (or an arrow that gets blocked by a different target) at any point will screw your damage.
Absolutely. Fewer burst Thieves and more support Thieves, please.
I don’t have a problem with them. The effort required to get them is roughly comparable to regular prestige armors from Guild Wars 1 – and I DELETED characters in prestige armor on GW1.
That said, I wish they’d improve the skins of a lot of their cultural armors. Speaking from a strictly male-character perspective, T3 Human Culturals, T3 Norn Medium and Heavy, T3 Sylvari Medium (and Heavy Helmet), T3 Charr Heavy, and T3 Asura Light and Heavy are the only Tier 3’s that don’t look awful.
You realize that’s more than half of them, right? :P
Which means that about half of the T3 culturals (and most of the T1-T2 culturals) are still an eyesore. And the ones I listed aren’t necessarily the “great” ones. They are the “not bad ones.” If I were just to list the “great” ones, I’d only be left with the Human Culturals, Norn Heavy, Asura Light, and Charr Heavy.
T3 Norn Heavy was the biggest letdown ever. 119g down the drain and all I ended up using was the leggings. Urgh.
Didn’t you preview it first?
Preview can’t take into account how the armor will look when you factor in camera angle and animations.
I predict that Tengu will become a playable race. They are one of the few races that is fleshed out to playable status – including polished appearance, a racial city, a distinctive culture, and a long history in the game.
Tengu WILL be a playable race. It’s not a matter of “if,” it’s a matter of “when.” They are only waiting to see if they can trust the other races.
I don’t have a problem with them. The effort required to get them is roughly comparable to regular prestige armors from Guild Wars 1 – and I DELETED characters in prestige armor on GW1.
That said, I wish they’d improve the skins of a lot of their cultural armors. Speaking from a strictly male-character perspective, T3 Human Culturals, T3 Norn Medium and Heavy, T3 Sylvari Medium (and Heavy Helmet), T3 Charr Heavy, and T3 Asura Light and Heavy are the only Tier 3’s that don’t look awful.
Frankly, I’d support anything that lowers precursor prices.
So once again it appear that people have issues with a power in PvP and mean to redesign it regardless of its effects elsewhere…
Personally I’m happy with Longbow as it is. The only thing I’d like to change is to make Rapid Shot function like flamethrower, so that it fires out in front of me where I’m looking instead of exclusively at a line where my target is. If my target dies before it finishes the rest of the arrows are useless, and if I use the power but for some reason no one gets targetted I shoot the whole thing into the dirt at my feet. I want to be able to spray it where I like, when I like, rather than be dictated where it can go.
Well, separate balance exists for a reason. If it’s bad in PvP – buff it in PvP.
Oh and….. that’s what he said.
nice concept. i like and support.
but maybe a more suitable name for them “aspects”
try “invocations” instead of “aspects”
http://www.thefreedictionary.com/invocation
in·vo·ca·tion (nv-kshn)
n.
1. The act or an instance of invoking, especially an appeal to a higher power for assistance.
2. A prayer or other formula used in invoking, as at the opening of a religious service.
3.
a. The act of conjuring up a spirit by incantation.
b. An incantation used in conjuring.
[Middle English invocacion, from Old French, from Latin invocti, invoctin-, from invoctus, past participle of invocre, to invoke; see invoke.]like say, them reapers constantly pray (silent prayers, non verbal) to their various dark gods in order to receive unholy powers.
i.e.
Invocation of Speed
Invocation of Power
Invocation of Defenseie. a S/P/D Reaper
Invocations work just as well.
Yes. A rune remover would be nice.
Skill 1 needs to have an actual point. Right now its mechanic is that it’s stupidly easy to dodge at max range and stupidly weak at non-max range. Some might stacking would be nice.
Skill 2 just needs… something. I don’t think conditions are it – unless that condition is weakness or cripple. The big problem with Rapid Fire is that it’s just too easy to make useless through a dodge.
I think Skill 5 could use some projectile finishing on it – perhaps have each arrow be a small projectile finisher.
To keep with the idea of fluidity, and separate the class mechanic more from elementalist, what if your skillbar was determined by both the aspect you’re in and the one you were in previously?
Say, 1-3 is based on your current aspect, while 4 and 5 are based on your previous (but independent from whatever your current one is, so if the previous was Force, 4 and 5 would be the same whether you were in Grace or Patience).
Maybe even be able to “switch” to your current aspect to get all 5 from your current one as well.Also, for the Vows, I’d recommend the effect also preventing removal of the condition added (no forsaking your vows) but it’s removed when it ends, regardless of its duration (if someone lengthened it, basically)
I don’t think I’d care for that Aspect system. It seems limiting. Coherence between forms could easily be brought out by causing the Aspect key to use a unique skill to transition from form to form. Like Patience to Force could be a hefty burst called “End of Patience.”
would really love to see this; but how would vows interact with condition removal?
Frequent short pulses to prevent premature removal should do the trick.
Duke I think this is a great revamp of the derv that follows the GW2 ideology and at the same time reinvents the dervish enough that it fulfills a unique niche among the professions while maintaining some of the aspects that made dervishes so unique in GW1.
To help this profession gain a little more depth, could you perhaps elborate on how the aspects mechanic works? Do they function similar to an elementalist’s attunements? If so this class isn’t being as unique as it could be. Also what would some of the weapon skills look like?
Attunements are simple and elegant (and a large part of the reason I really love the Elementalist), but Aspects could perhaps be separated from them in a mechanical sense.
If Grace was to be the core of the Reaper and the other Aspects were temporary forms that were meant to be used briefly before going back to the always-available Grace form, that could be enough to give the class a specific flavor.
Could be coupled with AoE debuffs or something else when you swap to other Aspects.
For Reaper weapons, I was thinking back on Dervish animations. Dervish Scythes really flowed and had a sense of elegance behind every swing. I’d love to see that recaptured in some Guild Wars 2 profession.
The Scythe, as I see it, is a AoE sweeper meant to keep foes close while removing their boons and relentlessly assaulting them.
The Greatsword would probably be strikingly slow compared to other profession’s greatswords. The Reaper would waste no swings – hit hard and bring them down with a combination of crowd control and powerful strikes.
I view Reaper Daggers as being throwing weapons – a mid range projectile with fast strikes.
Swords are a chasing set for single target pressure. High mobility.
Staves are what you’d think of when you think of a Bo-staff. A fluid, defensive weapon loading with blocks, leaps, and a burst combo.
Longbow is an assassination weapon that has potent ground target skills coupled with a delayed burst. A Reaper would probably take more time to aim individual shots than other archers.
Over 250 years, the Dervish needed to adapt – to refine its skills and reform its philosophies in accordance with all races. Their faith lies with themselves and their own capabilities. The new order is that of the Reaper – skilled dealers of death who have learned to move with grace and fluidity even in heavy armor. Their trademark weapon is the Scythe.
As a sort of bridge between the Warrior, Necromancer, and Thief, Reapers fill a unique niche meant to give a unique flavor to the whole “Black Knight” deal.
Reapers also fill the niche of a medium-hp heavy armor class and a heavy armor class that is locked into a single set.
Armor – Heavy
Base HP – 15,082 (same as Rangers, Engineers, and Mesmers).
Weapons
2H – Scythe, Greatsword, (Melee) Staff, Longbow, Hammer
1H – Sword, Axe, Mace, (Thrown) Dagger
OH – Sword, Axe, Mace, (Thrown) Dagger
Underwater – Spear
Reapers tend to forego defensive options like shields in favor of lethality.
Profession Mechanic
Reapers cannot swap their weapon and have an empty F1-F4, but each time they use a 2-5 slot weapon skill 4 unique skills appear in the F1-F4 slots. You can pick ONE of these to use as a special follow up to your weapon. Using another of your 2-5 weapon skills changes the F-skills selection.
For example:
Scythe 2 – Drag
Grabs your foe with the Scythe and quickly pulls them to you, dealing some damage. 450 range.
Upon using this skill, you gain these options on your F1-F4 keys until you pick one or use weapon skills 3, 4, or 5.
F1 – (Grace) Rapidly perform leaping strikes at your foe (think Ranger MH Sword auto).
F2 – (Lethality) Impale your foe with your Scythe, immobilizing both of you while wracking up stacks of bleeding.
F3 – (Force) Sweep your Scythe under your foe’s legs, crippling them. Knock them down if they were moving.
F4 – (Patience) Steal boons from your foe.
Skill Types
Brands/Marks – Essentially tatoos your foe’s or ally’s skin with a design that is meaningless unless certain conditions are met. (IE: Death Mark – deals high damage to the foe if they fall below a certain percentage of hp. Life Mark provides an AoE heal when the target falls below a certain percentage of hp. Etc.).
Enchantments – Passive effect (much like a Stance) that causes the Reaper to unleash special effects when they perform the specified actions. (Simple examples: Attacks under this Enchantment grant allies Might. Dodges under this other enchantment grant brief AoE vigor. Etc.)
Shouts – Reaper Shouts are largely for intimidation of foes – they specialize in various debuffs.
Vows – Limitations the Reaper places on themselves for eventual rewards. One Vow, for instance, might inflict weakness on the Reaper for a time, only to give them high might stacks at the end of the duration.
Elite Examples
(Elite Mark/Brand) – On Your Own
If the target foe is downed while this Brand is in effect, the brand stuns their surrounding allies for a few seconds. Does nothing if not triggered before the duration ends.
(Elite Enchantment) – A Life for a Life
While this effect is active, every kill the Reaper scores revives one downed ally. Non-downed allies are healed for x health instead.
(Elite Vow) – Vow of Strength
The Reaper is dazed for x seconds. After this duration ends, his attacks and conditions deal y% more damage for z seconds.
Trait Lines
Force – Power + Condition Duration.
Grace – Precision + Critical Damage
Lethality – Vitality + Condition Damage
Patience – Toughness + Healing Power
Aspects – Boon Duration + Aspect Cooldown Reduction
Try not to fear the Reaper.
(edited by Duke Blackrose.4981)
That would be totally imbalanced. If you’re on a server that totally annihilates the other two, getting 100% on only the WvW maps would take less than an hour. And it would still be impossible if you’re on an underdog server.
In essence, your suggestion does not touch the core problem here.
Hmm?
In what way would an underdog server be incapable of getting gifts of exploration if they could get one without ever going into WvW?
And yes, the 1 gift for PvE, 2 for WvW might need to be remedied to 1 gift for PvE, 1-2 more for PvE+WvW combined.
The inclusion of WvW completion in map completion has been a recurring topic for debate. One side wishes to leave WvW completion out of map completion entirely while another wishes to keep the system as is.
Some issues with the current system:
1) World vs. World vs. World takes place in the Mists, which are canonically NOT part of the Tyrian map. They are, in a sense, part of an entirely different map.
2) World vs. World is a system not controllable by the player. Depending on the player’s server, map completion can be a highly unreasonable task requiring a large time frame and heavy dedication to a game mode that they may or may not find enjoyable or even acceptable.
3) Map completionists take away from their server’s WvW efficiency. While the main force goes on to take another camp/fort/tower/etc., the PvE player is compelled – forced, really – by bad mechanics to split from the group and get that skill point or find that point of interest/vista. Each of those PvE players adds up, especially when you factor in the not unconsiderable number of players who are already doing the jumping puzzle to avoid certain PvP.
4) While 500 badges are required for the legendary, it is feasible – and LIKELY that a player will obtain 500 badges without completing the WvW map… or even coming close. WvW completion is entirely reliant on the sheer momentum and success of your server in capturing points and pushing into further points.
Now, I already have my Gifts of Exploration. It required a full on server transfer back when they were free and took a significant amount of effort. And I was LUCKY, for that matter. I just happened to be on a server that steamrolled its competition on all fronts with the only missing points being a quick transfer away. For those that are on servers that are stuck into their tier and into their color, World completion is surely a migraine.
Thus, I propose one of three simple compromises:
A) 1 gift of exploration for PvE completion, 1 for WvW completion. It’s an even divide. If you want a second gift but don’t want to repeat the entire PvE world on another character, you have to complete WvW. Furthermore, you could get a gift without ever completing the PvE world.
B) 1 Gift of Exploration for PvE completion, 2 for WvW completion. A gift is added to PvE completion, totalling 3 possible gifts of exploration per character. WvW becomes worth 2, making it the quickest (but most challenging) route to completion success.
C) Map completion becomes based on completing x%. Add more waypoints, vistas, etc. to the map (such as counting new zones like Southsun and Dungeon Waypoints and Points of Interest). When you get the required percentage, you get your gifts.
Don’t forget Kraitkin! =P
I didn’t mention that because it’s an underwater legendary. The number of players who enjoy underwater combat is low and the number who would buy an underwater legendary is lower still.
Right now Incinerator is the best for an Ele in my opinion. Fits thematically with fire (though the fire is created artifically via a blowtorch), and changes three skills.
However, The Anomaly is the most legendary looking weapon we have access to. It even matches the glow of the final Fractal Capacitor perfectly.
Edit: They could just let us use swords in our main hand. Mage-type classes almost always have access to a sword in games, and it would allow us to use Bolt (Lightning fits thematically).
I would indeed love to have a MH sword as an Ele. That would let me grab a Bolt and pair it with the Anomaly and a Fractal Capacitor for awesomeness.
And, of course, adding MH sword would add 2 more potential weapon sets.
Engineer says hi.
Quip? It shoots confetti. Predator? yeah, a sniper rifle on a class who’s rifle is actually a shotgun. FSP? Pretty decent, but not amazing.
On top of that, our class mechanic is kits which completely cover the legendary, making it even more pointless.
I left the Engineer out of this because their very class mechanic makes getting a legendary a wasted effort on them. The Elementalist is the class that blatantly wants a legendary and just isn’t getting a good one.
Plus, I would trade the Bifrost, Incinerator, Meteorologus, and Minstrel as options for the decent Predator and the beautiful FSP anyday of the week.
Theoretically speaking, Elementalists are the best class to get a legendary on. The player would always be able to wield their awesome weapon without ever needing to weapon swap (on land, at least) and the 20 skills available to that legendary weapon will make it feel more fun for a longer period of time than the same weapon would on another class.
Unfortunately, Elementalists have quite possibly the worst legendary pool in the game. The Bifrost? It produces rainbows and basically nothing else. Meteorologus? Horrible. The Minstrel? Does next to nothing. Incinerator? Elementalists don’t even properly proc its effects on their skills.
It’s like their potential for legendary awesomeness was seen and prevented to avoid an overload of kitten.
Been working on an unknown legendary for an unknown class for a while. But really, if the Elementalist could use Greatswords, Hammers, or even a legendary staff that wasn’t silly, my decision would be made for me.
There are several options for this:
-make it a set, but make it very difficult to get
-make individual pieces, but have moderate difficulty
-make it a set, moderate difficulty, but have different sets to choose from within each armor class
If it comes in individual pieces, the things would have to be reasonably easy to get and not require map completion – I mean, let’s face it: having to get 6 gifts of exploration would be a chore, especially for less successful WvW servers.
Armor boxes allow sets to be coherent and equal to a legendary weapon in difficulty.
Could you please make it come in armor boxes, rather than making us build it piece by piece?
It is a problem with reward designs in general that causes the playerbase to be concentrated in a few areas (a few spots in Cursed Shore, FotM, AC, dragons) in that there just isn’t very much incentive to do other things. Obviously changing the rewards to round out content would take a long while unless a simple fix was found to band-aid the immediate problem and provide an additional reward system after the problem is less of an issue.
What I propose is this: Every day, 3 open world maps and 1 dungeon are chosen at random as “in special need of help.” While this goes on, any dynamic events in these maps award 1 Commendation and any runs of the chosen dungeon award multiple Commendations with diminished returns for running the same path multiple times.
Commendations, much like laurels, have their own unique rewards pool – theirs consists of Armor, Weapons, Unique Backpieces, and Cosmetics. This even includes pre-cursors, albeit for a ridiculous amount of them (like say…. 10,000 assuming the rate of 1 Commendation per DE and 3-5 per non-diminished dungeon path).
Commendations are an account-bound currency.
PS: If this thread is submitted twice, it was kitten on my internet’s part. I did not find a submitted thread before this one, however.
I would have made legendary parts hidden throughout the world in difficult dungeons and solo content with stories associated with them.
When you put any combination of random parts together, you would literally get YOUR legendary. Let’s just say you combined that ludicrously long greatsword handle with a lengthy blade of dark steel and combined it with runes of something that give it this particle effect. And then you dye it. Because why not?
Now you have, for example, a long, skinny runed greatsword with an almost spear-like handle that produces lightning that you’ve chosen to dye red. It’s your legendary. You worked for it and it became a part of your story. Hell, you even named it.
(edited by Duke Blackrose.4981)
While server mergers would improve the population of underpopulated areas to a degree, it would be very likely to exaggerate the problem of excessive players in certain areas.
It’s not really that the game lacks players. It’s more like it lacks sufficient reason for its players to go to locations that aren’t Orr, FotM, AC, CoF, etc.
I think that is simply a Warrior being tormented by a Mesmer’s illusion.
On a sidenote, it’s a pity that the idea of illusions with unique visuals was scrapped. It would have made the Mesmer far more appealing to some.
I think the primary problem with Mesmers is that they tend to be pretty dull once you get past the whole illusion mechanic. Clones + Phantasms can only do so much when your weapon sets are bland.
I wasn’t aware that this was a crossbow thread, though I would agree that Crossbows are awesome.
Or is it just the Mesmer concept art being far, far more awesome than ingame concepts.
http://wiki.guildwars2.com/images/1/12/Mesmer_01_concept_art.jpg
No.
15 characters.
two handed focus… hmm…
ele: PBAoE damage / buff / debuff options
necro: ranged buff / regen / flying minion
mesmer: ranged ray attacks / crowd control KD/KB skills
guardian: long range single target attacks and ground-target buff/debuff
thief: teleports / long range AoE stealth / buff/debuffsomething like that?
I was thinking more in terms of:
Ele: Crowd Control, debuffing, buffing. Reliable direct damage with little burst.
Necro: Direct damage pressure that inflicts poison on low health foes. Has backwards mobility to help the necro whittle them down.
Mesmer: Additional damage to moving targets, clones do little to no damage to stationary, considerable damage to moving targets, phantasms have slight knockback on their attack. Kiting-based.
Guardian: Condition damage ranged weapon that hits single targets with the auto and packs aoe buffs/debuffs.
Thief: Utility weapon based on mindgames – distract and blind and burn your foes with smoke and fire.
lol runescape xD come on dude, we can’t compare GW2 to runescape…
Where was the comparison to RS? He was just saying you could dual wield crossbows in RS, and it looked cool.
Hush, it wasn’t ment as an insult, was just having fun about it.
Also; the thief is not a magic class: his shadowstepping is what the name says: “Shadow Arts”. Shadow Arts mean, I would think, that you are able to use the Shadow in order to gain step into one place of shadow and come out of another (sort of a shadow path), or stealth (become one with the shadows).
That’s what I think was the original purpose, like we saw it with the Assassin in guild wars 1.
Except that the Guild Wars 1 Assassin – which the Thief is derived from – had very clear magic. This included but was not limited to: the ability to siphon speed or strength from the foe, hex them with toxins or fear, put magical marks on them, throw magic daggers, knock them down from a distance with Entangling Asp, etc.
I like giving the Theif something outside of the norm. You can’t say they’re not a magical class, they teleport, that’s not normal. Having a theif with an orb is no stranger than a heavy armored soldier with a staff or scepter, which is the Guardian. They’re not light armored priests, they’re soldiers, but they have mystic weapons available to them. Mesmers can dual wield swords like a warrior and carry greatswords, so why not give a thief an orb? Currently there are no Adventurers that use mystic weapons, while we have soldiers with them and scolars with martial ones.
The only thing that seems out of place here is the lack of elementalist.
My thoughts exactly, the Thief Orb was simply my way of expanding the class’s definitions (plus they are the only medium class that could conceivably use any sort of magic).
Also, the Elementalist thing was an oversight. They were fully intended for inclusion.
(edited by Duke Blackrose.4981)
There are so many easy ways to get the dodge daily. Risen Spiders, Putrifiers and Subjugators(?) have easy to dodge abilities. Any drake enemy has a DoT attack that can potentially net you multiple evades with a single use of your dodge roll. It’s just not a hard one – even if it is a daily that you might have to go out of your way for.
And they will be adding the ability to choose which dailies you want to do with an x out of y scenario.
