I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
Well even the ones you listed were at least useable by more than 1 profession. Maybe not every single profession, but more than just the one they are named for. My point was that if the Rev rune is based on Legend swapping, then absolutely no other profession could use it, which is unprecedented so far.
True, though Rune of the Trapper comes very close.
To be honest, maybe they should actually make them more specifically for the profession, i.e. ‘On Steal’ or ‘On Attunement Swap’ or ‘Per Illusion’ etc – maybe that way they might be slightly more popular? Who knows, could be wrong.
It may make you smile to know I proposed a rune that was actually added to the game that does very nearly that. Check out Rune of the Trapper .
Uh guys? Heart of Thorns represents a physical product that will sit on store shelves. Vendors WILL be notified at minimum 4 months in advance so they can allocate those shelves.
If you think we’ll have this in our hands with anything less that 4 months advance notice of the exact date, you’re just plain wrong.
Let me just attach that image to the thread itself for convenience…
Here is what we know versus what we don’t know
<snip>We don’t know:
- How the utilities on each legend will be customized. I’m sure i’m not the only one to notice the arrows on the utilities bar, so lets not be frantic about the legends being locked.
But we do know even the Devs don’t know that either .
There is no way I get “no skill will ever cost more than 50%/the amount you start with” from that. There’s not much “push-pull” if you come in with all your buttons hot and are just waiting to store up double what you need for your best shot…
And, no skill from the stream today cost more than 50% of the skill bar.
Cool. Thanks for reporting back on that. More information is always better.
My elementalist “Seasons in Balance”
My full-rabid condimancer isn’t even a tiny bit concerned. The effect is in the game now and we have a pretty good idea how highly ArenaNet rates having it. It’s not going to be as common or have uptime like regen. Its going to (continue to) be a high-order oh-crap button.
After HoT hits I’ll be able to strip it. That’s my circumstances getting better, not worse.
I think I will build my first Char and call him Tasty was Gwen.
((polite tapping on the heavily armored shoulder plates)) Excuse me? Ah, yes. Pardon the interruption, but I couldn’t noticing you seem to have a little bit of… Gwen… I think… stuck in your lovely teeth. I’m sure you can remove it with your own claws now that you’re aware, but if there’s any trouble I have some floss right here in my pack… Gossamer Thread. Nothing but the finest for our Charr allies… heh… Long live the Queen! ((runs))
I’m sure you’ll be a big hit collecting your exploration goodies in Divinities Reach.
Necros get 15
No, technically necros get 20. 10 weapon skills, 1 healing skill, 3 utility skills, 1 elite skill and 5 deathshroud skills…
Objection sustained. I’ll allow it counselor. 10 minute recess to brief your witness and to get those minions corralled. Bailiff, if the flesh golem approaches the bench again I want you to remove it from the courtroom.
I think we have just reached another level of QQing
The tiers of QQ tears are infinite.
The tears are but a ladder, a pathway to the ascendency of pwned.
Dang. Now I want to start a cult.
Magni the Bison
I’m assuming that’s a Norn…?
I can’t really get invested in developing a Norn Revenant until we hear back on Invoking vs. Racial Skills.
A Norn that can never pop their totem-elite is a broken soul.
Holy magicarp, there’s someone more …word I don’t have at the moment.. than I am. o_O
It IS impressive, is it not?
“Organized.” Yes, that must be the politically correct term.
That’s what the neurotypical call it, yes.
(edited by Nike.2631)
Usually a Charr name is: <Name (usually roman)> <Warband name> + <substantive>
Like: Pyre Fierceshot, Roan Fierceheart and Cowl Fiercetongue from the Fierce warband
Thanks . I knew something of the sort was going on but hadn’t seen it broken down formulaically before. The warband name is going to depend on character-string limits as I’m more interested in defining my own rank if push comes to shove.
One of my most played characters is ‘Nike Goddess of War’.
Someone asked “Why not ‘Goddess of Victory’?”
“Wouldn’t fit.”
“Then why not ‘Goddess of Win’?”
At which point I spent several minutes cussing at the screen because that was very clever but far too late.
To answer the thread, yes… sort of. I keep a spreadsheet of planned/potential/probably-will-never-make characters (yes, really, see attached) and their info but I’m still deciding who will be a Revenant. The names are basically decided though.
I want to congratulate you on being dramatically more CDO than even myself.
(CDO is like OCD… except the letters are alphabetized the way they should be.)
Well, since you asked…..
Necromancer, Slythy Toves
And your mumraths outgrabe?
Ranger, Dewey Killem
For the love of the 3 gods of comedy your pet had better be named “Andhow”
As I’m looking at rolling a Charr I’ve been considering something along the lines of “Riftcaptain Ferrah”
I’ll look over a list of Charr given-names just to get the common sounds in my throat before I finalize anything .
Rune of the Warrior (weapons swap) is useless to Engineers and Elementalists (and Revenants!).
Heads up…Engi kit swapping and Ele switching attunements count as weapon swapping for the purposes of triggering weapon swap effects with runes/sigils. I suspect Revenants will follow likely a similar trend with their legend swapping.
Rune of the Warrior doesn’t proc on swap, it reduces weapon swap cooldown time.
The Class Balance team can barely manage to stick to any sort of coherent narrative and you think Marketing(!??!) has the chops to come down and say, “how about you subtly screw all existing classes so that people — 99% of whom will never even notice — feel compelled to buy the expansion. Muhwahaha!” ((insert Mister Smithers finger steepling here))
This is beyond tinfoil hat country. Now we’re really out in the deepest darkest fringe. Beware, a Wild Paranoia has appeared!
You’d choose a utility independent of the invoked Legend, but then the utility would be modified by that legend. For example:
Main utility effect: “Teleport to target.”
Modifier from Legend A: “cause chill”
Modifier from Legend B: “stun target”
Modifier from Legend C: “gain might”
Modifier from Legend“gain quickness”
I know the example is a bit lame, but I could imagine that principle being applied.
No, no — that’s very much how like some Elementalist utilities work. Its a good baseline from which to iterate.
The thing is even with profession runes, the 6th ability is still at least remotely useable by any profession. Having it grant boons when swapping legends breaks this rule, because no one else has legends.
Really?
Rune of the Warrior (weapons swap) is useless to Engineers and Elementalists (and Revenants!).
Rune of the Engineer (Conjures and kits) is useless Rangers and Necromancers.
Rune of the Necromancer (fear) is useless to Mesmers.
Rune of the Mesmer (daze) interacts with exactly one Guardian skill (while they have Tome of Courage out…)
Rune of the Guardian (block) is useless to Necromancers.
Rune of the Elementalist (burning and chill) is kinda sorta maybe relevant to everybody (if your thief steals lava rocks a lot…not). Oh, except warriors don’t have any chills. Yeah, no joy there.
Rune of the Ranger (companions) does nothing for Warriors and Engineers.
Yes, the Rune of the Thief (positional damage) is useable by everyone .
I guess 1 out of 8 isn’t bad when declaring a pattern exists .
There is pretty much NOTHING about the word ‘knight’ that makes me think “guy with the ghostly image of an ancient demigod hovering over him and guiding his actions like a puppet master.”
If people are so unbelievably determined to fit Revenants to some other mythical/literary model, try to pick something out of voodoo – the match will make much, much more sense…
This is simply not something that’s going to make my lie awake at night in a frenzy of geeky time-stream justification.
It’s just not.
In Soviet Heart of Thorns the Bosses taunt you out of your stack instead of coming to die in the place of your choosing.
1) toughness
2) +5% energy on Invocation-swap
3) moar toughness
4) Cooldown on Invocation-swaps reduced by 3 seconds.
5) even moar toughness
6) Energy cost of elite skills reduced by 20%
Some of us have a better ear for voices than others .
It annoys the hell out of me some of the hero voices actors also did a bunch of the NPC voices. I can’t NOT hear it’s the same person. You’d think the pool of available talent was a little deeper.
Well at least it doesn’t stealth :rolleyes: … it doesn’t stealth, does it?
I would be fully perma-stunned is we don’t see a stealth-capable Legend to invoke at some point. Maybe not at launch, but it’s pretty much inevitable.
Hehehehhh. They dodged the bullet – at least for Revenants. The revenant will make grunts and combat pronouncements based on the Legend they are invoking.
Doesn’t solve the Specialist issue, but it does deal with what would have been the most egregious example of not getting the actors back in studio.
I recommend human warrior.
Warrior has a really gentle learning curve while still being extremely effective at endgame if you stick with it.
Human because then the world will be in a scale relative to your character that you’ll expect. Contrast with playing a Norn where you’ll feel like you move really slow (it’s the same, really), barely jump at all (the same really), and wonder why centaurs are supposed to be dangerous since you could probably pick them up and carry one under each arm .
I just want two. The [Helluva Grind] and the [Not Really Worth It]. The precursors to each will be [Zommoros Awards You] and [TP Robber Baron].
I’d +1 that more than once if the board would let me. Think of this post as a token for +8 or so…
sigh The last thing we need is another way to lose control of our characters.
No one who has ever been in a real fight thinks combat is an exercise in perfect crystalline clarity and total control. A bit of panic or rage is a better representation of the activity than not having them.
Roll with it. Most CC in this game lasts 1-2 seconds.
Maybe you are rooted in place and can only use your auto-attack .
At least that adds a little value to ranged weapons.
The saddest thing is their take away on multiple paths – since the early, massively branching storyline is one of the best, most re-playable parts of the game to me. When it became all roads lead to Trahearne is when I stopped caring about the story.
I just got two scraps in Dry Top earlier today.
No in-game experience other than a mob has and is using the GW2 Taunt now.
Taunt is already in the game and is not a condition.
Very nice. I’m gonna have to do some tests with that critter .
And a 2 second duration. Wow… almost exactly what I was expecting.
My necro is not in the slightest bit intimidated by these new chaps.
Then again my build is bizarre .
Stun also affects my enemy’s target – it sets it to “nobody”.
Have you seen how short fears are in this game? The laughable uptimes? I’m not expecting significantly more out of the inverse-fear.
Oh, I’m not saying the duration or the cooldown won’t change to offset the gain, I’m just saying it’ll be there.
If your hand isn’t shaking too badly I recommend going to the new article and reading what “taunt” actually does…
A decision to go with locked right-tray would also play merry havoc if we have another round of “all classes get a new healing skill” since the only way Revenants could do that is by receiving an entire new Legend to invoke.
Same if there was an all classes were to get a new Elite.
And the release of another shared skill like the Antitoxin Spray would snap the system like a twig.
Locking the tray means they have to be designed in complete blocks and released in complete blocks…
Is the sky falling again?
I’m kinda betting the existing Elite skill with be gaining Slow.
Too many pages to go through but…isn’t slow already in the game, just called chilled?
Chill increases the cooldowns ,but slow will increase the time it takes to execute the skill.
I’m betting Slow exists because someone at a design meeting finally got tired of the fact Thieves ignore the resource effects of Chill…
You’re seeing the images just fine… but you haven’t kept up on what the class designer has been telling us in the other thread .
(edited by Nike.2631)
Pull > Taunt since you can resist taunt with the new boon they’ll introduce and you can use a stunbreak more easily to remove taunt.
umm… taunt isn’t a condition. you can prevent it with stability, but that new boon won’t do crap about it.
I find it somewhat unlikely that fear will be prevented by the Resistance boon but Taunt won’t be. Game designers usually like symmetry .
You are assuming that there are skills that would require more than 50% of the skill bar.
Indeed I am.
Some skills will have a low energy cost, allowing you to use them more often, while others have a large cost with a very large payoff. When you invoke a new legend, you’ll begin at half energy and generate more energy over time. This creates a push-and-pull feel with the energy that you manage as you use your skills.
There is no way I get “no skill will ever cost more than 50%/the amount you start with” from that. There’s not much “push-pull” if you come in with all your buttons hot and are just waiting to store up double what you need for your best shot…
And then when he’s close he switches legend and pwnz you.
A trick he gets surprise people with once and even that only gives him a fixed set to tools. Some of which I’ll know he can’t use yet because of the way the energy mechanic resets to 50%.
Their downfall in competitive play is you know almost instantly their entire build by looking at their buff bar (displays current legend being invoked) and looking at their non-switchable weapon.
These guys will have literally NO tricks up their sleeve.
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