Showing Posts For Knighthonor.4061:

How do you hit people with Bombs?

in Engineer

Posted by: Knighthonor.4061

Knighthonor.4061

Use it as a melee weapon. Forget the look and feel of it. pretend you are playing melee. same concept.

Healing/Support/Control Staff weapon

in Ranger

Posted by: Knighthonor.4061

Knighthonor.4061

In the future,

Rangers get a Support/Control hybrid Staff weapon.

I would like the 5th ability to be some kind of magic nature seed that can transform allies who consume it, into different spirit creatures that change their skill bar.

Something like that could be so cool to use when playing support.

Also would like a healing skill that does a nice channeled AoE heal to nearby allies as long as I stay still.

Also like some Ranged damage that is a chain skill with the 3rd skill being some kind of added control effect. would be cool if the auto attack also healed allies in the area based on a percentage of the damage.

Another cool idea would be to have a weapon with multiple 3 chain skills instead of just auto attack being a 3way chain skill.

Skill 1 and 2 can be "3 way chain skills " similar to Auto attack on most other classes’ weapon auto attack.
Skill 1 being a Damage/Control Chain line
and Skill 2 being a Damage/ Heal chain line

Skill 3 can be a powerful Defensive skill.

Skill 4 a AoE Channeled heal

Skill 5 a Spirit Seed :“Shape-shifter environmental weapon spawn-er.”

how does Anet reduce AFKers in WvW?

in WvW

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Knighthonor.4061

This is not a bash thread.

I was just curious about the game design in how Anet reduces AFKers.

Anybody have any theory on how Anet does it?

[OUTNUMBERED] and the armor repair nerf

in WvW

Posted by: Knighthonor.4061

Knighthonor.4061

So is there going to be any changes to the [OUTNUMBERED] “buff” after the armor nerf? Not that it was all that useful to begin with…

whats the armor nerf? fill me in

Badges for Tomes of Knowledge?

in WvW

Posted by: Knighthonor.4061

Knighthonor.4061

sPvP players don’t get experience by playing in it. In WvW, players gain experience from events and killing things.

I’m not saying it’s a bad idea, just pointing out that the two don’t really compare.

But this clearly show that many people simply dont find your level experience in this game to be fun. Why not just get rid of the level grind and simply replace it with more endgame content.

Forget leveling. Throw us into the Horizontal progression from day one/ character creator.

Electronic Arts to acquire GW2 for $450 mil

in WvW

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Knighthonor.4061

Happy April Fools everyone

BLEEP YOU!!!

I forgot its April 1st!!!!!

Solution to the GW2 Trinity Design flaw

in Guild Wars 2 Discussion

Posted by: Knighthonor.4061

Knighthonor.4061

The best fix would be just to simply defind the treat lines more. What GW2 is trying to use is the pentagram class system where you have 5 class types tank dps healing buff and debuff. Right now the lines do a bit too much so its a bit harder to chose a defind roll in this 5 class system but that may be a good thing. Its best to let players play the way they want to and try to remove all adages from playing just one way or another.

thats what my suggestion does in the OP. defines the roles. People have to spec for the role. each role compliments the other.

Solution to the GW2 Trinity Design flaw

in Guild Wars 2 Discussion

Posted by: Knighthonor.4061

Knighthonor.4061

The trinity from other games needs to stay there. GW2 works just fine as it is. You just have to learn to be responsible for yourself and give the other player a hand when he needs it. Simple and effective.

this isnt trinity from other game.

its Control/Damage/Support just like Anet advertised.

Dont understand your complaint.

Triggering traits

in Guild Wars 2 Discussion

Posted by: Knighthonor.4061

Knighthonor.4061

nice idea. this can be under the boon location in the UI.

Solution to the GW2 Trinity Design flaw

in Guild Wars 2 Discussion

Posted by: Knighthonor.4061

Knighthonor.4061

IMO, the problem is twofold.

1. defiant allows one guy to hurt the rest, intentionally or not, by making the big bad immune to control at a bad time. This is pretty much contrary to the rest of GW2’s design, where there is no fights over mobs or farmable resources.

2. there is little to no way to gear for anything but DPS or defense. And the tradeoff is lopsided towards DPS (meaning you get very little additional defense for a big cost in DPS).

First off, lets move the control cost from the mob to the character. Lets say you spam your control skills without thinking, this should reduce your effective control ability vs trying to use them when they count the most.

Second, change the math on boons and non-damaging conditions. So that building for them makes a viable option vs going DPS and relying on the default numbers.

My suggestion in the OP fixed both of those. read the part under control.

Solution to the GW2 Trinity Design flaw

in Guild Wars 2 Discussion

Posted by: Knighthonor.4061

Knighthonor.4061

===

~HYBRID~

Since these new stat changes are built around players making builds and gear to fit their build.
Players can also spec into hybrid gear/build roles, to apply their effect to the needed role.

example. a Player may want to be a combo of Control/Support. They can stack Fortitude/Authority/Rejuvenation and help prevent Defiant from getting to their group for shorter durations than Full Control build players, but can also toss some good regenerations on allies when they need it. Or they could have stacked some
Fortitude/Authority/Power/Wisdom/Toughness, and make a control build that would be all about doing damage to the target while keeping Defiant mobs away from allies, with more defense, at the sacrifice of better damage or better healing.

There are so many ways to combine stat builds, as well as skill builds using this system to keep things unique and interesting.

but Damage would no longer be a role that is most important. Other Stats and other roles are more important in this system to make it so that everybody has a role in the battle. This could lead to some interesting battle fights.

Should my team take 3 control players 1 Damage player, and 1 Support player at the risk of less damage (more Gauged Ultimates in the fight) but less damage in between Ulitimates.

Or should we bring 1 Control player, 3 damage, 1 Support player, in which the control player helps control the Defiant, with Damage players bursting down NPC HP before Ultimate goes off, with the Support player keeping the Damage players up and active as they will be taking more damage.

Or we can make a 2 support player, 2 damage player, 1 control player, into the fight, less CC, but with 2 support players we should be able to negate the Ultimate a bit from the less damage.

Or 2 support players and 3 Damage players, damage down the Defiant, before Ultimates go off, while two support help keep the party up and active, while enhancing boons to improve the damage players.

so many ways to form a party. Risk and Reward.

Solution to the GW2 Trinity Design flaw

in Guild Wars 2 Discussion

Posted by: Knighthonor.4061

Knighthonor.4061

In Guild Wars 2, the Trinity was supposed to be
Control/Support/Damage

Each part working together to win the PvE encounter.
Problem was the Overpowered way Control skills work, as well as the limited usefulness of Support skills, developed Damage into becoming the ultimate role in the game.

Well I have developed a solution to this. My goal is to make ALL THREE ROLES equally useful in the PvE encounters. So of course some changes would need to be made if this solution were to be used. I will try to explain them each.
====
~GENERAL~

Gauged Ultimate skills:
this is a timer , that once depleted will make the Defiant NPC more powerful, and unleashing powerful skills that can do lot more harm to players. There are different levels of Gauged Ultimates. As the timer depletes, if the mob’s HP isnt past a certain percentage, the Defiant unleashes an Ultimate.

======
~CONTROL~

Control, or CC as some call it, is a skill that disables or reduces/controls movement in some way.
Examples from the wiki
Daze
Fear
Float
Chilled
Knockback (Push)
Immobilized
Launch (Blowout)
Pull
Blind
Sink
Crippled
Stun
Petrified

The overpowerness of this comes when players make control builds in numbers. It risk NPC being locked out and becoming just a training dummy with large HP pool.

Unshakeable and Defiant was added to counter this, while the side-effect of this was the elimination of the Control role from the trinity.

My solution to this:

Add a new stat-line to the game called “AUTHORITY”. this stat would be found a new gear set made for Control role.

Defiant: (NPC Boon)
Defiant is a bit different now. Unshakeable is gone. Defiant doesnt make NPC immune to Control effects. But what it does do now is reduce all Control effect’s duration to 0. this is different from Immunity, since it still effects the target mob.

Authority: (New Stat)
this stat increases the duration of all Control skills on Defiant mobs by a Percentage of a second. More Authority equipped, the longer the duration of your CC will last on Defiant mobs.

Fortitude: (New Stat)
Reduces damage from Gauged Ultimate skills, as well as reduce damage from Defiant NPC by percentage.

Toughness:( stat)
Increase Armor, as well as reducing the duration of Control effects used against you.

Players that want to play a control role in the group, need to stack some Authority in their gear/trait build. This will allow their CC skills to have a duration on Defiant mobs, at the sacrifice of a bit of damage stats / damage skills.
Defiant NPC now have a Gauged Ultimate skills that they can use once timer goes down, that has some powerful effects. So group still needs to balance around both Control and Damage. Kill the Defiant NPC before the Gauged Ultimate goes off, while controlling the fight well before the Gauged Ultimate goes off, otherwise NPC will do major damage to players and groups. Players can build up a more defensive control build that is a hybrid of Fortitude and Authority to control the fight as well as resist against mobs of power.

====

~DAMAGE~

Damage role is vital for the group, when it comes beating down a Defiant before Gauged Ultimate timer depletes. But Damage dealers will rely on Control players and Support players to to stay up and max effectiveness during the fight and between Gauged Ultimates.

=====

~SUPPORT~

Deals with maintaining a healthy, and powerful group. Specializes in:
Healing, Rezzing, Booning, Cleansing, weakening.

Some changes made.

Healing Power: (stat)
Effects all sources of healing similar to current system.

Rejuvenation: (New Stat)
Increase the healing effect of Regeneration, and reduces the revival time of down and defeated allies by a percentage.

Wisdom: (New Stat)
Increases the duration of Boons by a percentage of a second.

Support players will be a major part of a group, and helps enhance both damage and control players in the group.

=====

(continued)

New Trait Review

in Ranger

Posted by: Knighthonor.4061

Knighthonor.4061

wow I like the pet heals…

How Can ANet Improve Average Player Skills

in Guild Wars 2 Discussion

Posted by: Knighthonor.4061

Knighthonor.4061

Not everybody that plays the Knight fight plays DD Damage role.

Some people actually enjoy playing their favorite specs, which may be kitten to their damage.
My ranger, I enjoy playing support and buffing my team. thats not as productive as making a markman build, but thats Anet’s fault for balancing the game in such as way that other roles are useless.

Spirit boon?

in Ranger

Posted by: Knighthonor.4061

Knighthonor.4061

I want new spirits in the game. I love this spec. I want more options for spirits.

I would like a spirit that causes damage attacks to remove boons.

And a spirit that causing damage to transfer boons.

A spirit that causes damage to apply Torment would be awesome!!!

2014: New Ranger pet suggestion

in Ranger

Posted by: Knighthonor.4061

Knighthonor.4061

I would like some kind of small dragon looking creature with wings.

Giant Snake like creature.

Animal like Plant creature.

Rhino creature.

Support Staff, Ranged scepter 1000m

in Ranger

Posted by: Knighthonor.4061

Knighthonor.4061

I would like a Support focused staff weapon.
With Large Channel heal skill, and some good rooting CC.
Also like for this weapon to spawn environmental weapons, such as a Seed that transform users into creatures for combat for short period time. simply a new ground target cast AoE attack, that hits enemies and placed a damage link debuff on them, causing damage done to one of them to have some of it transferred to other enemies in the link. Also auto attack being a nature lighting ball attack, that heals allies near enemy target.

great support weapon for this class.

the Scepter could be something unique like being off hand as well as main hand.

Sword filled headaches...

in Ranger

Posted by: Knighthonor.4061

Knighthonor.4061

doesnt the invade from the auto attack also invades those same hits during the root?

Whats the problem? explain in more detail please.

Blackgate WvW Dead?

in WvW

Posted by: Knighthonor.4061

Knighthonor.4061

explain this tanking theory please.

Allow town clothes in WvW but disable skills

in Guild Wars 2 Discussion

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Knighthonor.4061

http://wiki.guildwars2.com/wiki/Executioner_Axe_Toy

That has a skill on the bar that gives you faster than normal movement, iirc. I think a couple others might have given you advantages, but the axe was the primary reason they got disabled.

Thanks. did a little digging and found this…

https://forum-en.gw2archive.eu/forum/wuv/wuv/Executioner-s-outfit-Axe-broken-OP-in-WvW

Honestly: Bored of WvW now! Sorry pals

in WvW

Posted by: Knighthonor.4061

Knighthonor.4061

Something like this could be really fun.

But like I said before.
The next content/feature update we can expect, most likely wont been seen for the next 6 months to a year from now.

Some of these above ideas would even make WvW more interesting than anything the new MMO competition is doing. But oh well.

Honestly: Bored of WvW now! Sorry pals

in WvW

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Knighthonor.4061

I believe I reach a new point, that I am no longer experiencing fun and pleasure from WvW like I once did when the hype was over my eyes.

the gameplay just really isnt much fun. I will explain what troubles me about it so I dont come off as a blind rant. I actually want to see WvW get better.

But the main problem, that I believe most people share, is just how limited the WvW support it is getting from the Developers. From the progression of WvW so far, I can just about guarantee that we wont see anything new in WvW for about 6-12 months in terms of new gameplay and new content. The Developers are just too slow when it comes to adding new interesting WvW content that can spice up the gameplay and make it fun to be there now.

Now to the rest of the problems.

The Servers are dying, yet you still refuse to merge some of the server for WvW. Some of these servers get overrun when you set up the matchmaking. If only they had the numbers to fight. they might stand a chance.

But mainly this above problem is due to the poor match making system.

Also the game offers VERY LITTLE incentive for branching off from the Zergs. I as well as many others have suggested ways to handle this. Looking at ideas from older RvR formats such as OLD AV from WoW, the game should have had forms of collection quest, that requires players to gather and run the mats back to the base themselves, in order to reward their team with powerful rewards such as Unique Siege weapons, and Powerful NPC units for battle.

You added EoTM. I give you that. But its time to admit, that it was poorly designed. With the pathing system, it limits players being able to make it back to the group when they are forced to respawn as the base due to getting eliminated in a bad location. EoTM should have featured some new kind of travel mechanic, such as air blimps or something for getting players from location to location in masses, to skip over certain road blocks. could have been a great testing ground for something like that.

The PvPvE elements in WvW are mindbogglingly bad! Nothing is intimidating about the NPC in WvW. They should be fearsome like any other player group would be.The Keeplords are a joke. They dont even stand out in unique ways. They have no feel or attachment. Even in OLD AV in WoW, the boss NPC and the Boss’ soldier elites, had their own vibe, and story. They all were unique in the way they fight, and had a background, look and lore. They were intimidating because you needed a group strategy to fight them, as well, as always looking over your shoulder for enemy player troops that are trying to wipe your team.
The NPC factions and their units are also a joke. they have no power.
I remember in OLD AV how we had escort missions for NPC units, to summon powerful boss monsters. Well how about Events in WvW like this, in which NPC show life signs other than just standing around at their spawn point doing nothing?

I wouldnt even mind every once in a while, some Dragon Spawns like Shatter who shakes things up on the battlefield, rampaging everybody and causing more chaos that we have to plan to deal with.

Now for the Siege part of the game. I really do like the idea. Like the whole building idea.
But this idea seem to have stopped and never progressed afterwards.
Where are the new sieges.

What about moving more moving sieges other than Golems?

Hey since you love stationary sieges so much, I was thinking it would be neat to have a way to builds Mini outpost bunker building that can act as a mini base of some kind. it could be a medium size building, that is destroyable, and can be built up like every other siege placement can. But it offers a spawn point, and protects from arrow carts, and grants regen to players inside it.

That would add a new element to the game of WvW, because clever leaders will use this wisely for offensive attacks, while defensive commanders have to plan accordingly to the possibility that a outpost building may be nearby and need units to destroy it.

Also since the WvW is split into 4 maps when EoTM is excluded, how about you link the maps using Naval Combat of some kind. Have a pure Naval and Airship zone with large islands that all three can battle it out in one big fight. Naval ships fight other naval ships, or they attack land troops while avoiding the attacks of the airships. The Airships battle other airships, while dodging fire from land lasers and turrets. Land troops battle other land troops, while fending off air strikes, and while trying to pirate the enemy naval ships. This alone could be one major new content update. You can even make something like this cross server in the way EoTM handles it.

Something like this could be really fun.

Allow town clothes in WvW but disable skills

in Guild Wars 2 Discussion

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Knighthonor.4061

A while ago you disabled the ability to use town clothes from WvW. Many people got upset, including me.

Why don’t you bring back the ability to use town clothes in WvW but disable the skill bar whilst town clothes are on (so that players cannot gain any advantage from being in them)?

Cheers, Ben

what was the advantage of using them before?

What happen to hold-Down-charge-up skills?

in Guild Wars 2 Discussion

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Knighthonor.4061

There’s nothing like that in the core professions to my knowledge.

There have been instances of it in other areas, though. Some of the activities (Snowball Mayhem comes to mind specifically) and maybe a bundle or two. The functionality still exists, I guess they just decided against it for main attacks or something.

I wouldn’t mind having a few such attacks added to the main professions personally. Having different levels of charge would make a pretty adaptable attack.

But you do remember them saying this was one of the skill types right?

Just making sure I wasnt the only person that remember this.

"Features Patch" Wishlist. Add yours!

in Guild Wars 2 Discussion

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Knighthonor.4061

1) New WvW solo objectives-
This could be a new gathering and running new supply type.
This new supply type could be used to spawn special type of NPC units.

2)New Sieges that move-
Unlike Golem, this siege could be used for fighting players as its main role instead of walls. Better zerg defense, and better AoE damage and CC.

3) PvE Raid Dungeons-
40 man Raid dungeons for GW2. Instanced.

4) New Soldier class-
Thats a Shadow Knight class.

5) New Trinity system-
Control uses a new stat that increase the effect of CC, and makes it usable on CC Immune mobs. Support has better heals and also grants contribution during events now.

6) New Event maker tool-
Allow players to create large world events with other players against the GW2 PvE players. Adds a bit of PvP to the PvE as well. Allow players from other servers be used as pawns for invading PvE worlds for player made events.

7) Weapons have additional skill mode presets-
Each weapon now has a Offensive Set, a Defensive set, and the traditional set. Thats 15 skills per 2 hander, and 9 skills per main hand weapon, and 6 skills per off hand weapon, per class.

8) New SPvP mode for large scale PvP instanced-
New PvP modes in SPvP that isnt just 5v5 or some other small scale match. Something like 40 vs 40, with objectives would be in place. Many different modes.

9)Mounts-
Players get mounts that they can make or breed.

10) Crafting and gathering are mini games now-
they are Mini-games now that require skill to make things or gather things. And can be designed to be fun to play.

What happen to hold-Down-charge-up skills?

in Guild Wars 2 Discussion

Posted by: Knighthonor.4061

Knighthonor.4061

I remember pre beta, how Anet talked about how some skills in GW2 were skills that you activate them by holding them down.

Well whats an example of a skill like this now, post release?

I cant seem to remember such a skill in the game.

WIll Knight boss be nerfed?

in Guild Wars 2 Discussion

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Knighthonor.4061

Will the boss knights get an HP nerf now?

Whats added in tonight's patch?

in Guild Wars 2 Discussion

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Knighthonor.4061

What changed in tonight’s patch? its not on the patch forum.

the anti-DPS idea thread

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Knighthonor.4061

^^ I mostly read the classical trinity here. OK CC instead of tank, but still… I bet people are going to love LFGs with “looking for 1 support guard link gear” as much as “zerk only”.

Basically CC and support aren’t gear based. You can go into DPS gear and still have use of CC skills. Everyone has enough active defense and own healing skill to stay alive. So the only thing you can and should invest in, is the amount of damage you do.

Did you not read my idea?

I said, bosses reduce all CC to 0 without CC stats on gear which isnt on zerker gear.

So people would have to choose how to spec for the fight. Either roll a Control spec role, or a hybrid Control role, or else group gets creamed from massive attacks.

What server should I transfer to?

in Guild Wars 2 Discussion

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Knighthonor.4061

Stay away from Kaineng. Do not transfer to Kaineng even if it is free.

why not?————————

the anti-DPS idea thread

in Guild Wars 2 Discussion

Posted by: Knighthonor.4061

Knighthonor.4061

===

~HYBRID~

Since these new stat changes are built around players making builds and gear to fit their build.
Players can also spec into hybrid gear/build roles, to apply their effect to the needed role.

example. a Player may want to be a combo of Control/Support. They can stack Fortitude/Authority/Rejuvenation and help prevent Defiant from getting to their group for shorter durations than Full Control build players, but can also toss some good regenerations on allies when they need it. Or they could have stacked some
Fortitude/Authority/Power/Wisdom/Toughness, and make a control build that would be all about doing damage to the target while keeping Defiant mobs away from allies, with more defense, at the sacrifice of better damage or better healing.

There are so many ways to combine stat builds, as well as skill builds using this system to keep things unique and interesting.

but Damage would no longer be a role that is most important. Other Stats and other roles are more important in this system to make it so that everybody has a role in the battle. This could lead to some interesting battle fights.

Should my team take 3 control players 1 Damage player, and 1 Support player at the risk of less damage (more Gauged Ultimates in the fight) but less damage in between Ulitimates.

Or should we bring 1 Control player, 3 damage, 1 Support player, in which the control player helps control the Defiant, with Damage players bursting down NPC HP before Ultimate goes off, with the Support player keeping the Damage players up and active as they will be taking more damage.

Or we can make a 2 support player, 2 damage player, 1 control player, into the fight, less CC, but with 2 support players we should be able to negate the Ultimate a bit from the less damage.

Or 2 support players and 3 Damage players, damage down the Defiant, before Ultimates go off, while two support help keep the party up and active, while enhancing boons to improve the damage players.

so many ways to form a party. Risk and Reward.

the anti-DPS idea thread

in Guild Wars 2 Discussion

Posted by: Knighthonor.4061

Knighthonor.4061

Hey OP, I posted this long ago. but some reason this suggestion was ignored.

https://forum-en.gw2archive.eu/forum/professions/balance/Solution-to-the-GW2-Trinity-Design-flaw/first#post3531471

Read it. Or better yet I will post it here again.
=========

I posted my suggestion for fixing GW2’s flawed Trinity system.
Check this out. post here as well.

In Guild Wars 2, the Trinity was supposed to be
Control/Support/Damage

Each part working together to win the PvE encounter.
Problem was the Overpowered way Control skills work, as well as the limited usefulness of Support skills, developed Damage into becoming the ultimate role in the game.

Well I have developed a solution to this. My goal is to make ALL THREE ROLES equally useful in the PvE encounters. So of course some changes would need to be made if this solution were to be used. I will try to explain them each.
====
~GENERAL~

Gauged Ultimate skills:
this is a timer , that once depleted will make the Defiant NPC more powerful, and unleashing powerful skills that can do lot more harm to players. There are different levels of Gauged Ultimates. As the timer depletes, if the mob’s HP isnt past a certain percentage, the Defiant unleashes an Ultimate.

==
~CONTROL~

Control, or CC as some call it, is a skill that disables or reduces/controls movement in some way.
Examples from the wiki
Daze
Fear
Float
Chilled
Knockback (Push)
Immobilized
Launch (Blowout)
Pull
Blind
Sink
Crippled
Stun
Petrified

The overpowerness of this comes when players make control builds in numbers. It risk NPC being locked out and becoming just a training dummy with large HP pool.

Unshakeable and Defiant was added to counter this, while the side-effect of this was the elimination of the Control role from the trinity.

My solution to this:

Add a new stat-line to the game called “AUTHORITY”. this stat would be found a new gear set made for Control role.

Defiant: (NPC Boon)
Defiant is a bit different now. Unshakeable is gone. Defiant doesnt make NPC immune to Control effects. But what it does do now is reduce all Control effect’s duration to 0. this is different from Immunity, since it still effects the target mob.

Authority: (New Stat)
this stat increases the duration of all Control skills on Defiant mobs by a Percentage of a second. More Authority equipped, the longer the duration of your CC will last on Defiant mobs.

Fortitude: (New Stat)
Reduces damage from Gauged Ultimate skills, as well as reduce damage from Defiant NPC by percentage.

Toughness:( stat)
Increase Armor, as well as reducing the duration of Control effects used against you.

Players that want to play a control role in the group, need to stack some Authority in their gear/trait build. This will allow their CC skills to have a duration on Defiant mobs, at the sacrifice of a bit of damage stats / damage skills.
Defiant NPC now have a Gauged Ultimate skills that they can use once timer goes down, that has some powerful effects. So group still needs to balance around both Control and Damage. Kill the Defiant NPC before the Gauged Ultimate goes off, while controlling the fight well before the Gauged Ultimate goes off, otherwise NPC will do major damage to players and groups. Players can build up a more defensive control build that is a hybrid of Fortitude and Authority to control the fight as well as resist against mobs of power.

====

~DAMAGE~

Damage role is vital for the group, when it comes beating down a Defiant before Gauged Ultimate timer depletes. But Damage dealers will rely on Control players and Support players to to stay up and max effectiveness during the fight and between Gauged Ultimates.

=

~SUPPORT~

Deals with maintaining a healthy, and powerful group. Specializes in:
Healing, Rezzing, Booning, Cleansing, weakening.

Some changes made.

Healing Power: (stat)
Effects all sources of healing similar to current system.

Rejuvenation: (New Stat)
Increase the healing effect of Regeneration, and reduces the revival time of down and defeated allies by a percentage.

Wisdom: (New Stat)
Increases the duration of Boons by a percentage of a second.

Support players will be a major part of a group, and helps enhance both damage and control players in the group.

=

(continued)

Ranger- Staff/Scepter/Focus weapons

in Ranger

Posted by: Knighthonor.4061

Knighthonor.4061

5) Druid Form Seed is summoned- that transform the allies that consume Seed into a random creature based on Archetype (Soldier / Adventure/ Scholar) gaining 6 unique skills.

this skill really intrigues me.

I also would like to add that yes the Ranger class does use Nature Magic.

So I dont see anything wrong with this.

Do you not have a legendary weapon yet?

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Knighthonor.4061

none. and whats the command for time played?

Can anyone really see through the clutter?

in Guild Wars 2 Discussion

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Knighthonor.4061

What kind of developer forces these setting on their players?
I just started playing FFXIV ARR and they have a setting where I can adjust everyone elses spell effects. I can even turn them all completely off! This. Is. Awesome.
Never miss a dodge again.

I don’t know why we aren’t getting an official response specifically addressing spell clutter. Would allowing players to reduce it make the game too easy, because dodging was meant to be artificially difficult due to spell clutter blocking boss telegraphs? Can a developer look at the screenshots below and genuinely say they can tell what is going on? For a game that is marketed on dynamic combat and “play the game, not the UI”, it is an utter failure that this issue which players have been complaining about since beta has gone on deaf ears—even Colin’s post in this thread avoided it.

Anet may not want to tell you all this, but this is something hard coded into the game code.

Thats why they are having trouble simply removing the large particle effects.

They have to dig deep into the code, which cost large sum of money to fix these issues when its something that deeply programmed into the code of the game.

Plz add AoE resistance to pets like WoW

in Guild Wars 2 Discussion

Posted by: Knighthonor.4061

Knighthonor.4061

Please please add AoE resistance to pets like WoW and Rift does….

Ranger Pets Overpowered?

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Posted by: Knighthonor.4061

Knighthonor.4061

not sure if this thread is serious or not.

Plz add better travel mechanics in EoTM!!

in WvW

Posted by: Knighthonor.4061

Knighthonor.4061

Please please please add a better travel mechanic to EoTM so we can regroup better.

I am playing on a dead WvW server now that people are doing the LA event. And only EoTM is still kicking. Problem is, trying to catch up to the team that is already deep in there fighting. in order to run and catch up, I have to past enemy armies themselves which wont let us pass without a uneven fight which we stand no chance.

The way EoTM is designed, limits the paths of movement we can take to reach out main army, like it is in the other WvW maps.

Please change, please change!!!

Add new Weapon Utility skills

in Guild Wars 2 Discussion

Posted by: Knighthonor.4061

Knighthonor.4061

This a needed addition especially after seeing some of the ideas Elder Scrolls Online is doing.

We need new utility skills that utilize the Weapons and their animations.

Currently each class has its own weapons that it can use. it also has its own utilities. Some class’ utilities share “types” like Shouts for Warrior/Guardians/Ranger, or Traps for Ranger and Thief.

Well I am suggesting a new skill type, and thats individual weapon skills.

For example.
Greatsword would be a skill type. Each class that uses Greatsword would have their own class specific greatsword utility skill, but the trade off is that this skill requires the weapon of that skill type to be in hand. Which mean weapon swapping adds to the cooldown before you can use that skill again The benefits could be something like a shorter cooldown skill of these types.

These could be Charge skills where you have to hold them down for some of these skills, or it could be a more instant skill. etc.

Ranger for example could have a utility long bow skill, that damage enemies and heals ally that it passes. etc.

Another way of doing this, would be again similar in someways to ESO, is having these weapon skills be based on its method of combat rather than by specific weapons.

What I mean by this, is having Skills that may require you using a Two Hander melee weapon rather than specifically saying a you need a Greatsword, or you need a Hammer.

These skills would be based on the method.
1 Hander Melee
2Hander Melee
2 Hander ranged
1 Hander ranged

So for example, a Hammer equipped Guardian may have a utility that requires 2hander melee. The Skill could be a melee attack, that Heals nearby ally a percentage of the damage. Guardian swap weapons to second set, which is Staff, and now cant use this skill until they switch back.

Adds a layer of tactic to this as well, and another option on how to make a build.

Black Lion Claim Ticket Scrap

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Posted by: Knighthonor.4061

Knighthonor.4061

Black Lion Claim Ticket Scrap whats the best way to grind these?

LFG tool & "zerk nerf"

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Posted by: Knighthonor.4061

Knighthonor.4061

wow and I remember pre-release this elitist attitude was something people were promoting GW2 to something against that.

One thing I did hate about GW1 skillbar

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Posted by: Knighthonor.4061

Knighthonor.4061

One thing I must admit, that I hated about GW1 and its skill system, was just how many skills in the game were dull, or had major setbacks.

I have to admit, I like how it had way more options to pick from, but most of them were dull. the side effects of the skills also were a turn off.

I like the fact that GW2’s skills moved away from that in some ways. Some classes still have dull skills, like the Warrior’s utility and elites.

but if some how Anet could manage to get GW1’s number of abilities, but with GW2 level of interest and quality,

than this could really be a fun game to play in the long run.

Griffin Pet?

in Ranger

Posted by: Knighthonor.4061

Knighthonor.4061

Is there a way to get it?

Guardian Shield Improvements - PLEASE READ

in Guardian

Posted by: Knighthonor.4061

Knighthonor.4061

I like this idea

Is it about time for a few Server WvW merges?

in WvW

Posted by: Knighthonor.4061

Knighthonor.4061

Is it about time for a few server merges for WvW?

Anet doesnt want sea weapons on land?

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Posted by: Knighthonor.4061

Knighthonor.4061

Really besides the spear I see no point…..
The trident is just a staff if you think about it and the Harpoon is a rifle. We already have land versions of those all we need on land is the spear or a similar weapon.

You mean just like how we have Long Bow and Short Bow which are pretty much both bows but with different skills in the game?

[Suggestion] Player Controlled World Bosses

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Posted by: Knighthonor.4061

Knighthonor.4061

Great Idea. Player controlled Bosses and Event.

Anet doesnt want sea weapons on land?

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Posted by: Knighthonor.4061

Knighthonor.4061

I been curious about something.

Its been a major request to scrap the idea of underwater only weapons, and bring those weapons on land some how.

But I wonder whats been taking so long to see a response (verbal or physical) regarding this.

Is Anet’s GW2 development team, having technical difficulties doing this,

or do they simply refuse to do so all together?

official deadline estimate for new skills?

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Posted by: Knighthonor.4061

Knighthonor.4061

not going to lie. i did laugh

official deadline estimate for new skills?

in Guild Wars 2 Discussion

Posted by: Knighthonor.4061

Knighthonor.4061

Whats the next official deadline estimate for new skills for classes being added to the game?