Showing Posts For Nightmare.1234:

History of Warrior

in PvP

Posted by: Nightmare.1234

Nightmare.1234

warrior was always on top of most game modes for a long time, I always thought it made sense as the dps focused class. my confusion build Mesmer always had good pvp battles with them even the annoying ham/bow ones I still think they one of the few well balanced classes, but at the moment they overshadowed buy a lot of over tuned elite specs that needed to sell expansion packs. wait till all the balancing done and the old and new stuff get inline with each other and hopefully we be back to normal.

maybe all them people who traded their warriors for revs might even come back

Death Good

Alacrity should of never been added

in Mesmer

Posted by: Nightmare.1234

Nightmare.1234

I just worry giving elite specs to powerful of a unique tool causes negative community elitism towards some classes. look at reaper and heralds both wonderful classes that could be culled back a small amount. dragon hunters also for pvp. it nice the meta shaken up a bit it good for the game. I just hope with future elite specs they try not add to many new boons, conditions or unique powerful tools to classes. we all know this stuff was done to sell the expansion but now anet will pay with a balancing issue to sort out across all classes.

I love portals by the way and we still wanted for them and timewarp but they utilites/elite and accessed from core and elite spec so they fine to swap in and out when needed. but Chrono’s get that on top of a skill reset and cool down reduction and more team share stuff I just think it little to much for the class.

I don’t expect anyone playing chrono to agree with me as every class likes to feel powerful, dominant and wanted.

it be fun see what the jan balance patch as instore for all classes.

Death Good

Alacrity should of never been added

in Mesmer

Posted by: Nightmare.1234

Nightmare.1234

I play a main Mesmer and refuse to use a chronomancer because of the inclusion of alacrity. people will see it as a great thing because it helping with improved dps. but it not healthy for the game as it makes people want chronos over standard mesmers.

chrono is great and with its f5 does it really need another way of refreshing cooldowns.
its main application is through traits (except the one phanstam) so it can be easily removed or replaced by more quickness application.

some people want it nerfed but nerfing it will make it pointless and will weaken chrono it just needs alternative traits that give the chrono something different in place of the alacrity. also I bet this unique ability hard balance for anyway since it given to others

if some traits where changed this is what I would do.

flow of time – grant yourself super speed when shattering 2 seconds (giving you 6 seconds max)

improved alacrity – change it to time heals all – when you have quickness you regenerate health per second

swap the phantasm to give quickness instead of alacrity

and then just change well of recall to something unique like teleport Mesmer to the well centre when it ends just like a blink maybe blasting the radius on arrival for blast finisher.

Mesmer/chrono will always be wanted for quickness application but they don’t need reduced skill cool down also.

if some of these elite specs were culled back a bit ( the heavy dps bringers) then maybe they could reduce the raid boss health pools a bit and make all the classes a little more wanted ( not every build but back to how it was before HOT minus the ranger and necro hate)

I cant see this happening but I still wish they never added it in first place.

Death Good

Time Keeper Weapons

in Mesmer

Posted by: Nightmare.1234

Nightmare.1234

I thought the same thing I like my Mesmer stuff purple and they nice skins but the colours are just terrible. but you cant please everyone and I guess their people who like them and fit on their characters so they will sell. I still cant get rid of these two tickets but I will keep waiting for the right set I like.

Death Good

iMage: Boon and Condition

in Mesmer

Posted by: Nightmare.1234

Nightmare.1234

I ok with it having burning it nice have burning as the torch condi. But yes I agree it lackluster and needs 2 stacks of burning at least for the duration. The boon I not really fussed about I be lucky if that stupid projectile even gets to me half the time for me to care what it gives out.

on the subject of phantasms the illusionary disenchanter would be the perfect one to grant resistance maybe 2 seconds worth since it using an utility slot.

Death Good

Mallyx/Corruption Changes

in Revenant

Posted by: Nightmare.1234

Nightmare.1234

don’t know if I agree with some of the skills and trait stuff but 100% support the idea of converting self boons into a form of attack while sacrificing the boons. maybe have traits focus on converting incoming conditions to boons for you, doing increased damage on foes with lots of unique conditions and giving you high defence if you have lots boons on you. and the mallyx utilities skills focus on appling condis from your boon supply. could make a very fun unique condi approach for rev.

some issues (can be avoided)

hard CC’s that come from boon conversions will be a major issue ( I would maybe select 3 conditions per utility skill and each boon removed applies a random one of that condition. this would stop people from giving out mass amounts of one condi by just getting the right boon applied to you and a lot of boons applied in intervals and allies could focus some boons onto you a lot. just alone a dodge roll will grant you stability from jails traits so you could create a lot of on demand fear. adding the random allows devs to balance the condis you allowed to apply and stops heavy stacking of one type condi.

since the ops idea is to make the boons apply condis to 5 targets their be insane wvw condi bombs going around maybe 3 target be ok allowing smaller focus.

just I quick mock up of some ideas
http://imgur.com/Mk4FRWf

traits that would need change

just some ideas, but would love see self boon to condition mechanic added to mallyx in some way even if only 1 trait or utility.

opportune extraction – incoming conditions have a 10% chance convert into boons (5 second icd)

bolstered anguish – gain 3% increased damage reduction for every boon on you

spontaneous destruction – damaging a foe with 3 or more conditions on them causes a small damaging aoe explosion on that foe ( 10 seconds ICD)

yearning empowerment – when torment, confusion and poison is applied to you gain 5% damage buff per condition

pulsating pestilence – when using a heal skill gain 10 seconds of lasting darkness. lasting darkness grants 25% boon duration.

Death Good

Beta Weekend Scrapper Feedback Thread

in Engineer

Posted by: Nightmare.1234

Nightmare.1234

Hammer is just perfect other than the clunky AA it really don’t feel at all smooth and as minor pauses after swings that need sorting. I have no problems with the damage values as that one weapon packs a lot of very useful utility’s into it and does a great job of controlling a fight and rate it as one of the best weapons in the game so far. (reflects,stuns,blocks,might stacking, vun stacking, leaping x3,whirl etc)

class mechanic. I give irenio credit for doing something different as a mechanic but I cant see it being useful. what about making the bot do something that helps make the stomp and rez easier for you instead of it doing the work like when you go to rez an ally the bot appears above your head as you rubbing and creates a force field around you like guardian sanctuary for rez duration (goes on cd when you stop rubbing) and when used on stomping it creates a flash bang that dazes 5 targets in the close radius for 3 seconds. then goes away on CD. I not expecting some massive mechanic like chronos as I find engi as a lot of utility already and people should realize they have great tools and need leave room for other cool spec stuff in future.

now on to gyros I really like them and their unique flavour but please sort out the AI I really don’t see why these things could just be invulnerable and non targetable not get boons or conditions and just be like a normal utility that just as a cool robot animation for the skill execution. make them ground targetable skills that just go to the location and do a job for a short time then vanish back on CD (don’t need change F skills they pretty cool)

medic gyro – when spawns heals you then goes to an area and pulse out healing waves and grants protection to allies. 5 second duration

bulwark gyro – goes to an area grants damage reduction to allies around it. 5 second duration

blast gyro – goes to an area and beeps for 3 seconds then creates a massive damaging explosion that knocks back and burns foes.

shredder gyro – goes to an area and whirls for 6 seconds doing damage as well, needs damage buff for shorter duration.

purge gyro – goes to an area and pulses out a spray that converts 3 conditions on allies into boons ( or applies maybe resistance instead) and also applies weakness to foes. lasts 5 seconds

sneak gyro – goes to an area and applies 5 seconds of stealth to allies and leaves behind a 5 second dark field. lasts 5 seconds

if you give them all a 1200 range to go to and a nice speed of travel at least they be like readable aoes that you see coming also you can keep the destroy function to blow them up early ( like controllable Mesmer f3 mini dazes) they would need be insta cast to make up for the fact they have to travel to location first.

traits really loving the traits they are brilliant

Death Good

BWE 3 Reaper Specialization Feedback Thread

in Necromancer

Posted by: Nightmare.1234

Nightmare.1234

after some testing of the traits and skills again I am very impressed with the changes the growing darkfield on GS just perfect for my life steal build when teamed with the reaper shrouds whirl.

I few have mentioned about the trait soul eater and I agree to it feeling underpowered it be nice if it was a something like heals for 5-10% of GS critical hit damage (1icd) and remove the GS cooldown reduction as it wont be needed. I like the GS skills feeling slow but powerful so CD reductions not needed that why we have weapon swap hit big moves swap to dagger or shroud.

the Rise utility great now I cant tell if the spawned minions affected by minion lifesteal traits or not I know VP trait works on them. I guess if they had to much lifesteal or ways of healing they would be perma up at least aoe keeps them in check.

I finding a lot of really good synergy with the different trait lines and reaper line what really nice and a lot of different build combos to pick from.

not got a lot of problems with the spec and well done on the animations side they a lot smoother

on the pvp side of things they hit like trucks but are easily countered by ranged attacks and kiting/dodges so cant complain really necros where in a good pvp place anyway so it just more melee focused necro now as an extra option to pick. I expect people use that new corrosion cloud ranged blocker and reaper shroud whirl to control points and get that 16 stacks or so of poison on people if traited for remove condition on shroud entry at least you get rid of the self weakness.

very happy with this spec

Death Good

Revenant Feedbacks [merged]

in Revenant

Posted by: Nightmare.1234

Nightmare.1234

after finally experiencing the revenant, I am impressed but was left feeling underwhelmed. it got some potential to be a great unique class, but just misses the mark compared to other classes.

now other classes feel a little more flexible than current revenant build. in the class trying to be unique and different with energy meters, none swappable but changeable utility’s and a good selection of role orientated weapons and trait lines.
that uniqueness is its downfall in some cases.

when I first heard the rev would be channelling legends for great power and unique styles of play it sounded like you would really feel that change as you swapped legends but I just don’t feel that sense of being imbued with power more like the two legends are sitting in the mists having a nice sit down with a cuppa and I am just inconveniently asking for their power and they just half heartily throw me a bit of it to shut me up.

a lot of the mechanics don’t mix well together everything feels a bit separated with the trait and weapon picks ( on a positive side note the new animations and cool skill effects and mechanics are wonderful very great visual class)
their three ways to fix the feeling of disjointed trait lines and weapon skills that don’t compliment each other well .

1st would be to allow a weapon swap so you can match a weapon to each legend at least. ( not what I would go for as it seems it would be an easy compromise)

2nd would be to infuse the first 3 if not all weapon skill slots with the power of current legend like elementalist making it heavily customisable and adaptable and making up for no swappable utility’s ( this would be amazing but a complete balancing nightmare and might be worse since the class was not made this way. also a lot of dev work)

3rd would be a simple f3 key that transfers current legend energy into your weapon for a set duration (15 secs maybe) locking you out of legend swap but providing unique effects from the weapon

example
staff with mallyx infused weapon (2 bonus per legend and 1 weapon pick bonus for legend)
:condition damage increase for duration
:10% chance on hit to inflict a random control effect on enemy (fear,slow,taunt,daze,stun)
:unique weapon bonus (staff) 360 purple aura around character that drains health from enemies within per pulse (scale with healing power)
:unique weapon bonus (hammer) blast finishers transfer up to 3 conditions to nearby enemies 360 radius
(just examples)

this would turn a healing orientated staff into a more mallyx style weapon for a short time before going on cool down allowing someone who focused on making a healing character and picked staff be able to benefit from a complete flip to health draining for health giving or having hammer can help with condi remove and condi pressure from their blasts.

something needs doing with rev before release as it very restrictive and even when it gets its last two legends it will still suffer from that issue of weapons fitting legends and trait lines better than other stuff what limits class diversity and interesting builds as it already restrictive with no swappable utility’s and 2 legend swaps what not bad just then your pick of weapon becomes one dimensional with it use.

ethier way I will still run rev with staff even if I want a mallyx and glint (guessing it elite spec) combo for condi pressure because I love the staff animations and skills.

Death Good

How about Minions for Elite Spec

in Engineer

Posted by: Nightmare.1234

Nightmare.1234

I like the idea of minions with the spec name mad scientist.

weak mobile turrets that have special AOE target tool belt commands

you could have the flying gun one, a healing one, a static reflective shield one that shocks with chance to stun, a rapid whirling one with a flail of some kind and an elite full on human style robot like scarlet’s watch work minions. this would fit in well lore wise since scarlett was an engi and she was a mad scientist with watch work minions now she gone we get control of the tech instead

make this happen anet I have hyped myself up now..

Death Good

Tempest F1-F4 skills

in Elementalist

Posted by: Nightmare.1234

Nightmare.1234

the only way I will bother making an ele will be if they swap out all 4 attunments for some more black magic style ones like , chaos (confusion magic) dark (blinding magic) concealment (stealth magic) and binding (immobilise/cripple magic). I want my dark mage. I expect ele spec be disappointing thou but who knows could be anything.

Death Good

Specialization F1 mechanic idea.

in Thief

Posted by: Nightmare.1234

Nightmare.1234

I am expecting sniper profession I really don’t know what else thief could become since thief the top close ranger profession it would make sense it could become long range expert as well.

I would like the F1 swap to tracker device . shadow steps to the target and puts a tracker device on them this would put 10 seconds of reveal on them and a increase the precision of you by 25%.

I would like initiative to be scrapped but I cant see it happening as all thiefs weapon skills would need changing I liked the way caithes thiefs skills where in the story I like the cooldown system. if thief’s got cool down system but all really short CD’s max 10 secs but small damage and traits that refresh CD’s for doing stuff and reducing weapon swaps would be better.

anyway just my thoughts with marks as the utility as well aoe buffing and debuffing when targets standing in them not condition Appling more like stat % reduction and increasing.

Death Good

What Greatsword skills you want?

in Necromancer

Posted by: Nightmare.1234

Nightmare.1234

these are the skills I would want a mixture of cleave and gap closers with a ranged skill 5.

AA soul slice – cleave
soul pierce – cleave with vulnerability 2 stacks
soul absorb – cleave with life drain
skill 2 poison blade – slice down on the ground creating a line of poison in front of you
skill 3 dark retreat – stab the ground then evade backwards , press again to travel slowly back in a dark mist when arriving blast the area and fear foes (cool down bonus if not activated second stage)
skill 4 death awaits – leap at your foe if hit them gain 3 sec stealth when stealth ends apply torment to near foes
Skill 5 Blood bath – spring a blood fountain from the ground (ground targetable) grants allies regen 10 secs and gives foes 5 seconds of weakness and reveal plus damage

I hoping the new spec something along the lines of reaper or vampire lord

Death Good

Ideas for new utilitys for proffessions

in Guild Wars 2 Discussion

Posted by: Nightmare.1234

Nightmare.1234

Everyone loves new skills so let me throw some ideas around say we add 1 new utility for each profession category. (feel free post your own lists and be creative with game mechanics and making each profession feel unique) I’m just going post 2 of my fav classes ONLY.

Mesmer

(clone) Deceptive duplicate – creates a copy of the current targeted enemy that uses their AA skill. CD 30 seconds, range 1,200
(glamour) Void Wall – create a wall of dark energy that removes 3 boons from enemies that pass through it and grants 1 second of distortion to allies passing through it. CD 50 seconds.
(Manipulation) Confusing thoughts – Inflict 3 stacks of confusion for 7 seconds. CD 30 seconds, range 900
(mantra) Mantra of Disguise – Store 2 stacks of stealth 3 seconds long each CD 45 seconds, 3 seconds activation time.
(phantasm) Phantasmal Mystic – creates a phantasm that uses a focus. it casts mystic lighting that chains between 3 foes causing 3 seconds blindness on hit and damage. CD 25 seconds
(Signet) Signet of reflection – Passive Every 15 seconds grant 2 second reflective bubble on Mesmer. Active swap places with targeted enemy also inflicts 1 second stun on foe. CD 60 seconds, range 1,200

Engineer

(device kit) Experimental Kit – contains ray gun AA weapon, 600 range attack, teleport 600 range ground target, Jet pack 600 range leap skill leaves burning ground trail behind, stasis beam inflicts 1 sec of stun on foe, armoured suit grants stability and 500 toughness for 5 seconds (tool belt skill hologram create a static copy of yourself that can be targeted but takes no damage lasts for 5 seconds)
(turret) poison turret – shoots poison darts, 600 range CD 30 seconds. Overcharge expels 240 radius of weakness gas (tool belt skill detonate)
(gadget) Gas mask – 10 seconds immunity to poison and confusion (tool belt skill inflict 1 second of fear on foe)
(elixir) Elixir T transform into a Steam Minotaur or a Steam Shark
(tool belt skill throw elixir on ground to transform all movement conditions on allies into movement boons (cripple -swiftness, immobilise – haste, torment – vigor)

Death Good

[PvX] Downed/Stomping - The unwanted feature?

in Profession Balance

Posted by: Nightmare.1234

Nightmare.1234

I think they balanced ok for each class and require people to employ tactics on how to finish an opponent off either kill outright or stomp plus gives reason for people carry revive skills around to get people back in the fight fast or use skills to protect downed allies. yes some people use easy stomp skills and easy evade stomp skills but it all tactics an a level of strategy. but I am against the necro getting revive and stomp while in ds thou but I guess it makes sense as that foot in grave trait be of use now. (but I can see issues in pvp with this added)

Death Good

(edited by Nightmare.1234)

Major proffession changes and overhauls

in Profession Balance

Posted by: Nightmare.1234

Nightmare.1234

saved for light proffessions

Death Good

Major proffession changes and overhauls

in Profession Balance

Posted by: Nightmare.1234

Nightmare.1234

ENGINEER
(skills)
~improve pistol AA damage by a small amount
~redo pistol skill 4 and 5 allowing it take advantage of piecing shot trait and pistol distance. make skill 4 a rapid fire with flame bullets with 5x hit and 1 sec burning per hit. make skill 5 a sticky bullet causing 1 sec immobilise and 3 sec cripple.
(utility’s)
~Bomb kit and grenade kit needs reworking as they are used in wrong way promoting run in circles and spam all skills that aren’t on cd. id suggest quick fix of just increase the skill activation timers but up the damage. so bombs take longer to plant meaning you stop running for longer increase their fuse time by half a sec but increase damage output x2.(this will allow people time to get out the way and limit spamming) just add a min target distance of 300 to grenades and also small damage boost.
~big ol bomb and grenade barrage increase damage but increase cd of skills by 10 secs
~Turrets reduce all turret base health by 50% giving the engi a better reason to place turrets at a distance and spread out more.
~fix elixir gun skills that are counted as elixir benefit from the elixir traits.
(traits)
~auto defence bomb needs cd reduced to 20 seconds to make it grandmaster worthy
~napalm specialist needs changing to what guard as burning does 33% more damage because burn durations are useless for pvp and wvw as the condition don’t stack and with certain runes and sigils you can get near 50% duration anyway plus with ppl able condition remove so fast it pointless as a grandmaster.
~fortified turrets need to have longer shield duration of 10secs but not a reflective one just absorb projectiles.
~Gadgeteer grandmaster trait needs boost to boon durations to promote people to use gadgets more in builds

THIEF
(skills)
~ heart seeker needs be made 4 initiative use
~Cluster bomb needs to be split into two attacks first stage 2 initiative second stage the blast finisher costing 4 points increase damage on the blast damage stage
~ cloak and dagger needs reduced stealth to 2 secs
(Utility’s)
the community as been saying this for ages revamp traps
~ needle trap square box on ground works like ones in fractals trap lasts for 15 secs (half its cd) triggers when someone steps in zone causes 1 sec immobilise and 3 stacks of bleed for 2 seconds
~shadow trap create a line trap on ground that when target walks through gains 10 secs of revealed and 10 stacks of vulnerability 40 second cd with trap lasting 20 secs
~ tripwire creates line trap on ground cause 1 second of knock down when triggered lasts 15 secs 30 sec cd
~ambush creates square trap on ground when triggered removes up to 3 boons and grants them to thief trap lasts 20 secs skill cd 40 secs
(traits)
~last refuge remove the stealth just leave the blind field with a bigger radius
~ shadow rejuvenation make it apply 2 seconds regeneration boon every 1 second of stealth instead of its normal heal ( this will allow boon stripping fields to negate the healing
~ shadow protector change the granted boon to 2 seconds of protection
~Assassin’s Equilibrium just grant them something like 3 seconds of fury as well as their stability.
RANGERS
(skills)
~the patch seems to have fixed most major skill issues but I think rangers still need their pets sorting out, I know AI cant really be fixed but at least when stowing pet not allow pet to comeback out even when I combat unless you click unstow
(utility’s)
~traps again don’t feel special need to have a duration of 10 seconds lasting once placed where they trigger effects on contact per person for each second they in the trap.
(traits)
~ read the wind is still not grandmaster worthy give rangers a 10% critical chance increase as well
~ eagle eye should also improve short bow range as well

Death Good

(edited by Nightmare.1234)

Major proffession changes and overhauls

in Profession Balance

Posted by: Nightmare.1234

Nightmare.1234

Think I put my two cents in on balancing since I am going list some fix’s to help mainly pvp and wvw because being realistic mobs aren’t going write on the forums that some skills and traits are overpowered in pve are they. (fixes take into account next weeks patch) main aim is to try get people to break out of the same profession builds and not think that none berserker builds are bad or some weapons and utilitys aren’t worth equipping. just would like to say that good job on the newest patch you getting their slowly with stuff.

WARRIOR
main problem with warrior is been address with adrenaline nerf but still warriors need more incentive to roll builds other than hammer and bow or sword and shield
(skills)
~ lower combustion shots area radius for each of its adrenaline stages its currently way to big at level 3.
~ increase the damage of skull crack as hitting that skill is difficult and needs to be more rewarding to connect with. (600 base be nice)
~lower the range on gs rush skill to 900 and increase its cd to 30, increase its base damage to 860
~ increase whirling attack to 15sec cd
~ call to arms change skill to grant 3 stacks of might, vigor and ageis for 10 secs, increase cd to 30secs
(utility’s)
~increase cd of healing signet to 25 secs
~reduce mending cd to 15sec but only remove one condition
~reduce throw bolas immobilise to 3 sec and increase projectile speed by 50%
~reduce on my mark cd to 25 seconds grant 5 seconds fury to nearby allies 600 radius
~ increase cd of for great justice 30 secs, remove fury and just grant 5 stacks of might for 20 secs
~ make stances unable to stack with one another cant activate another stance till another’s expired this with stop near invulnerable bursts in pvp
~ completely change signet of rage, increase cd to 90 secs passive effect gain 1 stack of might for 5 secs every second. active grant 5 seconds of quickness and give the warrior a red glow for the duration
(traits)
~duel wield agility should also grant 10% movement speed as well making it grandmaster worthy
~defy pain make this give 2 secs of invulnerability at threshold 10% with internal cd of 30 secs
~ last stand make this grant 3 secs of stability on disable internal cd of 60 secs
~ phalanx strength change this to grant allies in radius of 360 of you + 10% critical damage (don’t know ferocity points total) works like empowered allies with 5 second duration.
~burst mastery increase to 10% damage to compensate the adrenaline nerf

GUARDIAN
(skills)
~make ray of judgement an aoe ground target circle that casts a beam of light down on area granting 250 base healing, curing one condition on allies and inflicting 5 secs blindness up to 5 enemies
~reduce cd of shield of wraith to 30 secs
(utility’s)
make sanctuary and elite skill and create something else for a consecration skill in its place (Sacred ground: create a sparkly water field 240 radius granting increased healing effectiveness by 25% for 5 seconds (also discovered that necro flesh golem can charge through sanctuary needs fixing as it not an unblockable attack, also doing so bugs the golem for 5 secs allowing him to walk through the bubble and attack.
(traits)
Actually cant find any major flaws probley would nerf a few of theirs sustainably traits for bunker builds but other than that guards do their job role well. bunkers are solid but lack damage, power builds are powerful but lack overpowered team support and durability and condition builds are kept at bay by lack of other conditions.

Death Good

(edited by Nightmare.1234)

My Ideas for New Weapon Types

in Profession Balance

Posted by: Nightmare.1234

Nightmare.1234

lmao you get +1 for noticing my spell check fail I wrote it wrong and it said would you like it to say halibut so I kept it for a laugh instead of halberd. was just going put pike to be simple but then again that a fish too.

Death Good

My Ideas for New Weapon Types

in Profession Balance

Posted by: Nightmare.1234

Nightmare.1234

Thanks bobomb. I’ve always felt the elems never really use their weapons as weapons anyway they seem to channel their attuned powers through the weapon as if it more of a conductor of the energy allowing them to shape their power. they have daggers but never stab anyone so I just want see them use a weapon imbued with the magic like their summoned weapons are. I would be nice if they break the mould and allow them to be like magic infused warriors.

Death Good

My Ideas for New Weapon Types

in Profession Balance

Posted by: Nightmare.1234

Nightmare.1234

I would love see new weapon types added to the game as it bring new skills and tactics to current professions. here’s my 4 weapon types I would like to see 2 for each class and some skill ideas.

Warrior (Lance/halibut) (two handed)
skill 1 – stab
stab
lunge (cause 3 stacks of bleeding for 2 seconds)
skill 2 – javelin ( throw lance at target )
skill 3 – poison tip ( stab target and inflict 6 seconds of poison)
skill 4 – pole vault ( launch yourself to your target stomping the ground where you land launching foes)
skill 5 – piercing charge ( charge forward in a line if it hits a target inflict 2 second immobilise and gain fury for 8 seconds)
burst skill – pin down ( leap at target and knock them down for 1 sec per adrenaline bar)

Guardian (Battle Axe) (two handed)

Skill 1 – Chop
– Chop
– Swing ( inflict 5 second of vulnerability)
Skill 2 – Symbol of fury ( mark a symbol into the ground granting fury each second, duration 4 seconds)
Skill 3 – Divine intervention ( strike the ground creating a line of flames to erupt from the ground cause damage and 2 stacks of burning for 3 seconds)
Skill 4 – Enrage (block attacks for 3 seconds and cause launch to nearby foes on end)
Skill 5 – Battle Ready ( gain 5 stacks of might for 5 seconds and 5 seconds of protection)

Engineer ( whip) (one handed main)

Skill 1 – Lash
– Lash
– Whip crack ( remove 1 boon from foe)
skill 2 – Electric whip (stun target for 1 second and gain 3 seconds of fury)
skill 3 – nine tails – ( rapidly crack your whip 9 times inflicting 1 second of weakness per connected strike)

Thief ( Lance/ halibut) (two handed)

Skill 1 – Jab ( strike target with 3 fast jabs)
Skill 2 – poke ( inflict torment for 2 seconds)
Skill 3 – shadow impale ( shadow step to target stabbing them and inflicting 2 stacks of bleeding for 5 seconds)
Skill 4 – limb shot ( throw lance to cause 3 second of cripple and 3 seconds of bleed)
Skill 5 – pole position ( evade backwards and leap forward with a lunge dazing your target for 1/2 second)
stealth skill – shadow javelin ( throw lance that pierces and grants 2 seconds of vigor for every target hit)

Ranger ( Whip) ( one handed)
Skill 1 – Swipe
– Swipe
– Hard Lashing ( cause 3 second burn)
Skill 2 – trip up ( strike the ground in a cone knocking down foes for 1 second)
Skill 3 – slave driver ( grant swiftness and 3 stacks of might to pet for 5 seconds while also giving you fury for 5 seconds)

Mesmer (Scythe) ( two handed)

Skill 1 – illusion claw (projectile)
– illusion claw (projectile)
– 3 illusion claws in a cone (projectile)
Skill 2 – reaping rewards ( blink to target and slice them ripping a boon)
Skill 3 – Chains of illusion ( trap target with chains to immobilise them for 3 seconds no damage)
Skill 4 – Illusionary Reaper ( summon a reaper to drain health from target to fill its own health)
Skill 5 – line of confusion ( mark a line in front of you causing 5 seconds of confusion to foes that pass through)

Necromancer ( Scythe) (two handed)

Skill 1 – slice
– slice
– reap ( gain life-force 2%)
Skill 2 – soul bound ( Mark a target with soul drain doing damage for 3 seconds cant regenerate endurance while under soul drain)
Skill 3 – whiling scythe ( spin in place for 4 second causing damage and reflecting projectiles)
Skill 4 – deaths embrace ( gain regeneration and protection every second also inflict 1 second of chill on hit lasts for 4 seconds)
Skill 5 – final destination ( teleport to target inflicting area damage and fear for 1 second)

Elementalist ( Battle axe) ( two handed)

Skill 1 – Great chop ( causes 1 second of burning, chill, weakness or cripple for different attunements)
Skill 2 – Great wave ( cone damage )
Skill 3 – fire – flame leap ( leap at foe granting might for 3 seconds on hit)
water – water wall ( cut the ground and spray water up to block projectiles for 3 seconds)
lightning – shock strike ( immobilise the target for 2 seconds with lightning ripple)
earth – tough as stone ( gain protection for 2 seconds and charge at foe with a slice
Skill 4 – draw from the elements ( gain 2 stacks of might for fire, regeneration for water, fury for Air and protect for earth for 5 seconds)
Skill 5 – elemental twister (spin around while moving spitting fire balls out for fire, launch foes with a wave with water, blow down foes with air and pull in foes with quicksand with earth. lasts 3 seconds)

room for improvements and just wanted share my ideas

Death Good

Goodbye to helping each other out

in Battle for Lion’s Arch - Aftermath

Posted by: Nightmare.1234

Nightmare.1234

I always stop to rez a downed player even to sometimes go off my current path and risk my own life to see them get bk up again ( sometimes even to just see them stand their afk and get put down again lol) the community recently getting worse due to farmers ppl want stuff fast and done fast, with little effort. dungs are getting lfg AP limits pt on them or kick just so they can do speed runs now I love helping noobs in dung even if a 10min run turns to 45mins or longer. I don’t want blame the devs as they get so much stick as it is from community blaming them for ever little thing that the player base does.

I impose a little saying to you ppl that are destroying the community with your greed and selflessness " rub the wounded leave no person behind, protect the others and forget your loot grind."

Death Good

council leave in an aetherblade airship

in Battle for Lion’s Arch - Aftermath

Posted by: Nightmare.1234

Nightmare.1234

cheers loco, never really watched the doylaks exit as need to get back to the zerg lol.
well im glad Evon got his merch out because I don’t fancy another price spike due to low quantity of certain resources. he saved my wallet dearly I guess at the expense of a few lives maybe, I can live with that as a proud supporter of Evon Gnashblade lol.

Death Good

council leave in an aetherblade airship

in Battle for Lion’s Arch - Aftermath

Posted by: Nightmare.1234

Nightmare.1234

makes more sense now. the scene must of been meant for the end after the poison got too high. must of been in a bug overflow. cant see why she couldn’t save some ppl herself with that airship thou I still don’t trust her as a loyal supporter of Evon.

Death Good

Why do people think LA will be rebuilt?

in Battle for Lion’s Arch - Aftermath

Posted by: Nightmare.1234

Nightmare.1234

I hope when scarlet takes over the whole of tyria that she will create an awesome steampunk style city to replace LA. we all know her resources are endless lets just all /kneel before her greatness and except our fate.

Death Good

council leave in an aetherblade airship

in Battle for Lion’s Arch - Aftermath

Posted by: Nightmare.1234

Nightmare.1234

I entered the LA portal about 30mins after it was opened and was on an overflow where the miasma was at 0% like it was the start or something and over in the fort all the captains council where been told by kiel to bored this aetherblade airship. I would understand if this happened at the end like when miasma at critical but at the start. plus that not what got me confused but the fact it was a aetherblade ship that flew down from the sky and picked them all up. me and this random guy stood looking at it in shock. I hope you all feel bad for voting the traitor kiel into the council they all in on scarlet’s plans.

has anyone else managed to see this rare occurrence?. kind off wished I took a snap but it was very distracting lol.

Death Good

Primordus vs Mordremoth

in Battle for Lion’s Arch - Aftermath

Posted by: Nightmare.1234

Nightmare.1234

Im with you naphack on the voices part they don’t seem dragon like at times but more human. she defiantly a whole lot of crazy thou. the journal was wrote probley after killing omadd so could just be guilty voices in her head.

Death Good

And so the real world begins...

in Battle for Lion’s Arch - Aftermath

Posted by: Nightmare.1234

Nightmare.1234

well don’t expect LA be rebuilt after the fallout, just think it took them 1 month just to rebuild the centre piece in the square after mad king, still no one as cleaned up the lake from tower wreckage so the lazy workers stand no chance rebuilding all of LA in our life time. it prob for the best better loading times if ppl split to their race home worlds ( i just wish the grove was laid out better it pretty but impractical)

Death Good

Primordus vs Mordremoth

in Battle for Lion’s Arch - Aftermath

Posted by: Nightmare.1234

Nightmare.1234

their been a lot of speculation around the main dragon behind scarlet’s plans (good intentions or bad) I think a lot of the forum thread have had valid arguments for both dragons/gods whatever you want to believe.

is it possible that both dragons or one are at play here, or none of them at all.

I would say scarlet wants to harness the dragons power like that of the people of orr did resulting in the fall of orr, what for who knows maybe away to merge the two universes together the one the aetherblades come from because their technology defiantly not of our world. all the steam stuff comes from another world, caused by the thrum reactors explosion and it creating small riffs connecting the two worlds. maybe with enough power scarlet could make a permanent portal to that world or bring back something from that world that don’t exist in this one ( not suggesting zhaitian thou) I would guess the rise of any dragon would just be the fallout of scarlet trying to harness the power for herself. i guess you need an army like she got if things go wrong and you have to kill a dragon. she defiantly got a good weed killer made by the toxic alliance since an antitoxin was created. but everything speculation and i glad anet done the storytelling this way for the different possible ending to this chapter. i cant see this being the end of scarlets grand plan guessing just another setback that equals more destruction and trouble in tyria.

I hope scarlet takes over the world.

Death Good

Guild looking for new members (dark riders of chaos)

in Guilds

Posted by: Nightmare.1234

Nightmare.1234

looking for Servents of the order of chaos. looking for any levels, any professions and races.

all members will start as servents with options to be granted highier ranks into the guild on approval. looking for loyal, intellegent players willing to work as a team.

the guilds aim is to be a mercenary group for hire to help with quests, challenges etc

currently situated in the Blacktide region, to gain access to the guild just send me and an ingame email and i shall send guild invite when i online.

Death Good