Showing Posts For NinjaEd.3946:

Need 8-12 man dungeons.

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Posted by: NinjaEd.3946

NinjaEd.3946

+1 for Op. My guild is basically dead due to the fact that there is soo little to do as a guild. Running Orr in 2 or 3, 5 man parties isn’t “working together” so much as just going with the flow. There should be some more guild related dungeons or events like there were in GW1, and in many other MMOS (no, I’m not talking about WoW….)

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Make Tier 3 Cultural Armor Exotic

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NinjaEd.3946

I totally agree they should be exotic, I’m currently saving up for them but 119g for good looking rare gear ? considering you can buy a full exotic set on TP for less than 20g dosen’t really make sense, unless ANet consider the looks of cultural gear to be worth 100g. But still, i’m a sucker for the human t3 heavy set !

I’m kinda saddened that we are forced to just buy cultural armour. They didn’t add some cool quest line or a story to get them. I really feel that many of these end game contents are just grinds for gold because developers ran out of time or got lazy. Really wish cultural and legendary skins were a sort of adventure and enjoyable experience to add onto our list of things to do.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Seperate pet, from Ranger.

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NinjaEd.3946

I know this was posted a long time ago, I looked. Did not find it. But I beg of you, seperate the pet from the ranger profession! There were so many different builds of ranger in Guild Wars 1, and I’m not saying just copy paste it over here. But the fact that pets are a core to rangers is depressing. We used to have options to how we built, and no matter what all had their uses. Pets limit that significantly since you cant keep them away. I think also some skills are lower in quality due to having a permanent pet and also you as a ranger are limited to a low limit of skills since you always have a pet skill. I believe something should be done which can make pets on Rangers an option as it should be, while keeping or adding certain benefits for not having them. I’m not sure how they would approach this since the idea of balancing this out and making it worthwhile to not have a pet would be extremely difficult but never the less, I’d like my old options back.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Why no mana?

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Posted by: NinjaEd.3946

NinjaEd.3946

I have more fun when my decision making revolves around which ability to use rather than whether to use an ability at all. There are ways to balance individual abilities without reworking the entire class system.

I agree with the last statement. I’m just curious as to why no other resource system was invested into. Initiative was built as a burst skill kit. Many games whether they were famous or not, had a sort of resource along with cooldown. Ofcourse in those games there were many skills to chose from so I guess making a resource was to limit the ability to spam skill after skill but still. They have this entire field of opportunity to make traits revolve around as well as balance. Like many professions can just toss 5 or so spells quickly but then its all on cooldown, you know? Then people complain about that 5 being too “op” as a combination and then they alter those skills. I think some time into how those skills are used together rather than just a cooldown should be looked into.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Why no mana?

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NinjaEd.3946

Not saying make mana the only thing a skill consumes. I say still keep the cooldowns but many skills seem to strong for their current cooldown. Therefore adding a certain level of resource cost might aleviate that pressure. I have nothing against the current system, I’m just wondering why no time was spent looking into other resources of skill use.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Why no mana?

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Posted by: NinjaEd.3946

NinjaEd.3946

I’m not saying add mana to initiative. I’m saying “mana” to professions like necromancer or elementalist or guardian. 7/8 of the professions are based off cooldown and nothing else which I feel is just too similar and plain. Nothing unique or managable.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Weapon elite skills.

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NinjaEd.3946

I agree. Norn elites are simple not rewarding at all for their cooldown or their damage output.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

Why no mana?

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Posted by: NinjaEd.3946

NinjaEd.3946

Also what new mechnaism would you then give the thief instead? since now every class ahve something identical to initative?

Thief is fine. They have a unique resource for their skills but I’m just surprised elementalists don’t have a “mana” like the used to. Things like Mana could really help balance things out as a second “cooldown”. Some might say X skill comes back to quick well if it required a significant resource amount then it’d be a different story.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Mounts [Merged]

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NinjaEd.3946

The biggest concern for Mounts is; Movement speed or aesthetic. If they offered nothing else but a town clothing I don’t think there would be too much of an issue but anything outside of town clothing is too game breaking. It takes too much space and should offer no movement speed of any kind.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

What about removing Magic Find?

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Posted by: NinjaEd.3946

NinjaEd.3946

The thing is, selfishness is an option. There is a certain point of self-satisfaction where you no longer need money to fulfill your desires. However as I climb towards 10 on the FoTM scale, things are getting much more difficult and therefore the need fore better armour comes into play. I think things like magic find should stick to more food based rather than armour based but then again, it is an option not a necessity to complete the dungeon.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Why no mana?

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Posted by: NinjaEd.3946

NinjaEd.3946

I’m just curious as to why nothing like energy from GW1 was transfered over to GW2. There is thief initiative, and Warrior adrenaline but adrenaline is only for their profesion skill. I feel like there is too little influence over resource for skills which have soo much to offer.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

The boat ride and what it should be.

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Posted by: NinjaEd.3946

NinjaEd.3946

I like your creativity ^^ But I think small things like tea and questionaires should be for places outside of a travel based instance. I like the idea of controlling the ship as a group as no game I have ever heard of has an idea like this but man talk about cordination haha.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

Weapon elite skills.

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Posted by: NinjaEd.3946

NinjaEd.3946

The main topic is an elite skill only availible while using a specific weapon in your main hand. Using any other weapon will not allow you to cast that elite skill. There are many elite skills but some of them are either not epic enough for their cooldown or simply I just got bored of using them (like many other skills). The majority of these weapon elite skills would be either single hits or a type of venom with an added effect for multiple hits.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

The boat ride and what it should be.

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Posted by: NinjaEd.3946

NinjaEd.3946

Keep it goin, Me want boat travel! (and many others as it seems). Guess the main concern is whether or not you disable warping to the wp on the island when not on the island.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Presets!

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Posted by: NinjaEd.3946

NinjaEd.3946

They had this basically in GW1. And that game was awesome! /sign

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Cultural Appreciation Week!!

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NinjaEd.3946

I agree with zeefa. I don’t wana share my norn wolf armour with any of you Asurans. Plus we have so little to really seperate the races already. I’m inclinded to disagree.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Travel the World - Use the content available

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Posted by: NinjaEd.3946

NinjaEd.3946

What I’d like to see implemented is a group of criers/shouters in Lions Arc. These guys would be shouting random assignments that you can take, these would send you around the world on errands. Now, what are the details I’d like to see in their implementation

I’d like to further elaborate on this, and say criers/shouters in all major cities. They too don’t get enough attention even with all the hard work the devlopers put into making them. There was another post;

https://forum-en.gw2archive.eu/forum/game/suggestions/Area-Reputation-and-Order-Ranks/first#post846429

;that talked about order ranks and doing these random quests to get up. They don’t have to necessarily make you anything above your current title from the Main story line, but there are things that can help. Such as a crystal to teleport to your Order’s headquarters [consumable] which you can either buy things there or use their portal to enter Fort Trinity, boosters, influence, coin, discounts on order exclusive gear or for Capital cities discounts on cultural gear(not discounted to the point of it being dirt cheap but a 3-5gold discount would be very helpful at max). Many rewards are possible without destroying the economy.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Area Reputation and Order Ranks

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NinjaEd.3946

+1. Add some incentive to revisit old zones. I wana perform an assassination in Fields Of Ruiin, lovely zone but I have no real reason to visit it.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Basic Transmutation Stones

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NinjaEd.3946

I agree. +1. I have over 70 basic stones, but thats because I didn’t work for skins the first 79 lvls. I only transmute when I know I won’t be switching gear every other day.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

The boat ride and what it should be.

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Posted by: NinjaEd.3946

NinjaEd.3946

Someone’s been playing Wind Waker/ Phantom Hourglass.

Nice suggestion, though, I agree. But make it optional after the first time, like Anastasia said.

FFXI actually, but the thing is, no one complains about Arah only being availible when a group completes the event. It may annoy people but the goal is to make access to unique and rewarding zones a fun filled adventure or challenge. I just think teleporting around is ok as it was, but they should do what they can to add some events that get us to our destination rather just warp all around.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Make Tier 3 Cultural Armor Exotic

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Posted by: NinjaEd.3946

NinjaEd.3946

+1. 20g for a skin? I’d rather have a story line at that point explaining why this piece is soo rare. Same for Legendaries, atm if you got the $ to dish out, you can buy nearly every single material to make them. WHAT? Or, just zombie grind your 200g or w/e of mats to make it. Both cultural and legendary skins are just out there, it isn’t a real adventure or challenge :/

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Magus Fighter [New profession revised]

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NinjaEd.3946

well when they go over a new profession they ask themselves a few questions

• Does it provide us with a different sort of archetype that is currently not in the game?
since it is essentially a mix of elemental, thief, and mesmer I would say… no. You just took preexisting classes and kind of massed them together. The other professions may seem similar but are vastly different archtypes.
• Does the profession provide us with the opportunity to make cool skills and abilities?
Since it more or less is copying the skills from other professions I would say … not really.
• Will those skills and abilities work well with existing professions, or will they unbalance things?
Silence in and of itself seems to make things very unbalanced.
• How do they fit into the lore of the game?
it’s very likely they may fit lore wise but like I said
the first three are the most important of all the questions

The archetype is basically unseen magic. Like making your ground shadow go out and target things, a wall that “stealths” you only to enemies looking through it, spells that increase existing cooldowns, and most importantly a resource you must manage that affects more than just the profession skill. I see what you’re saying about the mix not being new, but I only posted that bit because some people may say the skills I posted are ripped from those professions. The thing is, mesmer or elementalist or thief teleport, all do the same thing. Its their visual effects that stray them from each other.

Silence, is basically daze. It lasts a short duration, however silence still allows you to use weapon skills so its a weaker daze, not more powerful. Combo Finisher: Link I tried to make interactions with other combo skills unique however only soo much can be done for them. My goal for [Link] was to keep it in bounds of balance since it is a continuous debuff to those passing it. If you lets say made weaken or stun one of the [link] combos, then people could use it in WvW and make taking out an entire zerg too ez, you know? I think my best success with [link] was making its smoke interaction reflect projectiles. This can be HUGE for WvW, in negating a wave of projectiles but requires a cordinated teamate. I would have loved to introduce some newer Combo Finsihers or even conditions but too many things are already the same as is (poison, fire, bleed).

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

Legendary Pistols. Yes, note the plural.

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Posted by: NinjaEd.3946

NinjaEd.3946

2h legendaries should require more materials to make, or make 1h legendaries require less. Doesn’t make much sense that a small dagger needs as much materials to make as a 2h, when you most likely will want 2 of those daggers.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Stop referencing other larger mmos!!!!!

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NinjaEd.3946

Comparing to other games is natural, and valid. It’s not necessarily putting this game down, GW2 does some things better than some older more established games. Most people here will have played other games, and they are still here. That says something in itself.

People don’t compare other games to this one nicely is what op means. They always say, “Go back to WoW” or “back to your pandas”. Seems like there is only 1 MMO out there huh? Oh, wait theres SWOTR, FFXI, LOTRO, etc… I think a Forum moderator should replace WoW with Kitten like they do with swears just because it is getting out of hand with how many people think there is ONLY 1 competing MMO at the moment.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Scepter and Dagger Legendaries Underwhelming

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NinjaEd.3946

I think the fact that there 2 Legendary Greatsword skins, the dagger has 1 legendary skin. Legendary is 2h so you only need to make one, yet dagger requires same amount of mats for only 1. Yeah, Legendary daggers need a complete rework.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

The boat ride and what it should be.

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Posted by: NinjaEd.3946

NinjaEd.3946

I’d rather not have to swim a mile, then island hop just to get to Southsun Cove :/ Theres a lot of open water between LA harbour and Southsun Cove, and no one wants a fully underwater zone. Instance or just a live event that people either take part in or miss out, but it occurs often. Either have 2 boats taking turns of picking up people or 1 boat, 15 min there and 15 min back with 5 minute rest stops.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Making racial abilities more attractive

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NinjaEd.3946

1. I agree with Aeterna that racial skills are generally weaker to avoid picking a raceprofessions combo. However, they made most of them soo obsoulete especially for norns, that it isn’t worth the trouble. Utility racial skills arn’t too bad, although the norn ones I see no one use nor do I ever use them. But the elites, have an unattractive cooldown, and don’t do nearly enough damage. Should be one or the other, Shapeshifting for Norns has a 4 minute cooldown, and lasts 30 seconds. You remove all utility skills, get very weak and mostly stationary skills for 1-5. It’s a shame to see a potentially bad*** skill play out so poorly. Charr racial elites look fine and I see many use them, Sylvari I see often, Asura here and there, don’t see much human or norn however.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

The boat ride and what it should be.

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NinjaEd.3946

Also this could be the time to implement some sort of fishing tbh. I have seen many posts with tons of feedback about adding this feature, but some just say to add fishing, not elaborate on what you fish up or even how it would impact the economy. Now I’m sure AreaNet could be creative on how you catch fish but for results and the type of rod is a whole new deal.

Since there is no recipes really requiring some huge deal of fish products, the Black Lion Trading post could add a fish market, that pay you to take your fish. Higher quality fish yeild more coin, but no fish is worth more than 10 silver each (Being the highest quality fish is worth 10 silver or some low number as to not inflate the economy). The more you donate, you get a chance at receiving a booster (magic find, movement speed, karma gain, etc.).

As for rods themselves, you need to either make or purchase a rod, a line, and bait is optional from chefs and merchants. Woodworkers make various rods, higher tier rods such as ancient wood allow fishing of higher quality fish. Lines are made by huntsman which can lower the durability loss of the rod at higher tiers and you combine rod with line to make the fishing pole. Bait is made by chefs and only increase the odds you will get a fish, and the quality of the fish; a “Fish find” of some sorts like magic find. You lose bait anytime something snags onto the line. If at any time the line or pole itself breaks, you simply double click a spare part and onto the rod to replace.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Magus Fighter [New profession revised]

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NinjaEd.3946

I appreciate your kind words, but school is not an option for me at the moment. The best I can do and normally am doing is working on random projects in Google Sketch up 3d. But to relate to the topic, do you have a link to this Summoner AreaNet is working on? I looked at the Chronomancer and It seems like a heavy armour mesmer/elementalists. Definitly could be a fun profession to play but with the lack of skill detail and more splash art, hard to say what their style is.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

rich orichalcum vein

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NinjaEd.3946

More spawns on the way up to the node would solve this. I’ve tried stealthing my way up the spiral when they had a ton of karka on the way. It wasn’t possible for me. Stealth went on cd b4 I could get another to save myself so, just add some group challenge to get that node and problem solved.

what he said…. Make a group event the only way to get to the node. Problem solved.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Magus Fighter [New profession revised]

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NinjaEd.3946

I actually do, and plan to pursue a career in game design but more so on map design rather than character and mechanics. As much as I love AreaNet’s style and approach, I wanted to go for Ubisoft but in any case, both are out of my league.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Magus Fighter [New profession revised]

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NinjaEd.3946

Havn’t read up on Chronomancer (although sounds very similar to necromancer, guess I would have to understand its style and skill kit), but like I said, I don’t suggest this anytime soon. It is a mix, but technically all professions are a mix of some sorts so even for AreaNet, I’m not sure how they approach makin new professions for a game that many claim to be “unbalanced” already. I am definitly for new professions, but with new content comes conception, a new feeling, and an equilibrium. For ideas, it isn’t as difficult to come up with them as it is to meet the balanced numbers. I’m very curious towards this new profession AreaNet has established however, think I’ll read up on it a bit.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

No fun in PVE we need a raid

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Posted by: NinjaEd.3946

NinjaEd.3946

this isn’t wow, stop asking such no sense things, if you want to spend 5 hours of your life inside a raid of 20/40 peoples just go play wow, rift, swtor

you’re right. This isn’t World Of Warcraft. This is Areanet. Stop posting this, thinking that AreaNet would follow the same trend other MMOs followed. I would like a raid instance, seeing as how AreaNet has made dungeons very unique and team related. I’m sick of people relating this game to WoW. THIS ISN’T BLIZZARD. Raid’s don’t have to offer some new gear treadmill. Just as a guild group event for skins or tokens, to test our cooperation as a large scale group outside of WvW.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

Magus Fighter [New profession revised]

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Posted by: NinjaEd.3946

NinjaEd.3946

some skills I didn’t fully elaborte on such as cd, or intellect gain. But feel free to adjust as you pleaase. Like I said, none of the values posted I consider to be “balanced”, rather room for opportunity.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Magus Fighter [New profession revised]

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Posted by: NinjaEd.3946

NinjaEd.3946

Appreciate the feedback, But try to refrain from posting your own profession ideas. As to responding to Vasyl, it is very hard to make a fully unique class to guild wars. They mixed soo many professions from the start with good reason; to allow all professions to fullfil every “role”. there are tons of light armour distant mages, guardian takes place as the “heavy” armour mage up close. This is a complete mix of the medium armour professions. Technically all professions play this new idea but their style, their lore, their theme, is what counts. All in all, I thank you for your constructive critisism.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

The boat ride and what it should be.

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NinjaEd.3946

When I first activated the trip with the NPC I was honestly expecting something akin to the ferry rides from FFXI – where you could fish mobs to fight and if you were (un)lucky skeleton pirates would attack.

Then I found myself already standing in Southsun, the trip cut off my trip down memory lane it was that short. Definitely should be an instance as once you go and unlock the waypoints you can avoid travel time if you really dislike it.

Thats actually where I got the idea mainly from. Once you got a teleport in there you would teleport freely but the first ride there, you could encounter quite a challenge. I just wish AreaNet stopped making travel too ez. They did a great job on making arah availible but seems to be ignored on everything else.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Magus Fighter [New profession revised]

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NinjaEd.3946

Lore:
Magus Fighters are ancient wielders of forgotten magic. They utlize close up combat while hurling unseen spells at enemies in a devastating combinatin. They perform well under numerous situations and share their powers with very few. (Magus Fighters use Medium Armour)
During a Durmand Priory expedition, a group of unsuspecting individuals came across some glowing crystals near Kralkatorrik’s resting place. Upon closer examination of them, the team was turned to glass and those who stayed back noticed a glow radiate from them and drift across the sky that stretched all over tyria, mezmorizing its inhabitants. The glow branched off reacting with several of Tyria’s residents and put them into a coma for 15 weeks, some even longer… Upon waking up, they were closely watched but after proving their health set out to find each other and share what they saw in their dreams. From there on out, they decided to keep their secrets to a close few in hopes that their magic wouldn’t get into the wrong hands…
I stand with all groups, but my most suited position on the battlefield is the:
Frontlines (Nimble yet protective back piece)
Behind enemy lines (Greaves of the priory)
From afar (Robes worn by the priory group that encountered the unknown crystals.)
*Offers no protective stats or bonus stats of any kind**

This profession is a mix of elementalist, mesmer, and thief. There are no shadowalks, no true stealthing, no summons, no traps, no lazer beams, just a variation of ranged and melee weapon skills (1-5) with some variant utility. Also a whole new resource is introduced which effects when a skill may be used, and how effective it will be for all utility skills. Number values are just suggestions, I don’t see them as “balanced” as much as a reference and it is only for show instead of placing all X’s or Y’s.

They said there is no room for more professions but if you want a game to last long, you need to expand on great base ideas. Too many professions are a mix of what other professions could be and it just limits new content on being released. I’m not talking about professions each filling the role of support or tank or healer or dps, I’m talking about fighting styles and skill kits. These things are what put out many builds and fall deeper into diversity which is excellent for MMOs; You want diversity and unique builds so people don’t just pigeon flock to the same thing and slowly make the combat around very bland. The current professions are great no question, but there is always room for more if you are willing to try it before knocking it aside. Please provide feedback on the profession ^^. (I don’t care if you think there should be no more professions, if you feel that way don’t reply. Thank You.)

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Magus Fighter [New profession revised]

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NinjaEd.3946

Merit- Condition damage and Archaic Displacement recharge rate.
5: Reduce intellect cost of Archaic Displacement by 3.
15: Increase max Intellect by 5.
25: Weapon swap is 1 second quicker for every stack of intellect you have at the time of swap.
I- Deal 5% increased dmg to foes that are stunned and dazed.
II- Gain 5 stacks of might whenever you use a skill that costs 7 or more intellect. Cooldown 45 seconds.
III- Combo Finisher: Blast skills have a 25% chance to knock foes down for 1 second.
IV- Regen 1 Intellect every 3 seconds. Regen 1 intellect every second if you are below 25% health.
V- Skills that cost intellect have a 10% reduced cooldown.
VI- If you gain 10 intellect charges in 3 seconds, you and nearby allies gain health regeneration for 10 seconds. Cooldown 1 minute.
VII- Increase movement speed while running towards an enemy by 10% if they have a condition on them. Range 1000 units.
VIII- Increase range of Archaic Disturbance by 200 units. (!200 range with this trait.)
IX- Silence the enemy for 3 seconds if you critical strike them with a sword. Cooldown 35 seconds.
X- If an ally is downed or dies near you, your next strike deals true damage(Ignores defences and dmg reductions). 5 second cooldown. Death/downed radius 900 units.
XI- Increase duration of Archaic Displacement by 2 seconds. However, lose the dmg stored if you are downed once and put the skill on cooldown.
XII- Release 5 conditions from yourself to nearby enemies in a 650 unit radius when you are affected by 5 or more conditions. 1 minute cooldown. Duration of conditions are refreshed if they hit an enemy. Max 3 targets.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Magus Fighter [New profession revised]

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NinjaEd.3946

Provocation- Toughness and Boon duration

5: Reduce incoming projectile dmg by 15% while under the effects of a boon.
15: Reduce incoming dmg while under the effects of fear, knocked down, stun, daze, polymorph, or silence by 50%. Cooldown 5 seconds.
25: 10% chance to block while reviving or being revived. Max 10 blocks under these conditions. Cooldown 30 seconds.
I- Increase vitality by 5% while using a shield.
II- Swapping weapons while in combat will inflict Exposure on your next strike for 4 seconds.
III- Grant one random boon to yourself when you activate a healing skill. Boon duration 5 seconds.
IV- Gain retaliation when reviving an ally. Retailiation duration 5 seconds at start of revive.
V- Attacking a foe under the effects of cripple inflicts 1 stack of bleeding for 2 seconds.
VI- Remove 1 condition from allies within 500 units of you when you block. 2 second cooldown.
VII- Boons last 10% longer for you. Conditions effecting you are reduced by 10% in duration.
VIII- Grants Aegis for 8 seconds when swapping to a sheild in combat.
IX- AoE skills have a 10% increase in damage.
X- Grant Retaliation for 10 seconds when you take falling damage. Cooldown 10 seconds.
XI- Reduce incoming dmg after casting Archaic Displacement by 25% by the duration. This does not lower the dmg stored.
XII- Gain 6 (+1 per 10 levels) toughness for each enemy nearby when entering combat. (Max 10 enemies). Duration 15 seconds. Cooldown 1 minute. Enemy radius detection 800 units. [With 10 enemies at level 80, you can acheive a maximum of 140 toughness for 15 seconds.]
Afflatus- Vitality and healing
5: Healing skills recharge 10% faster.
15: Reduce incoming dmg by 1% for every condition on you.
25: Superchare yourself for 8 seconds when you are revived granting 5 stacks of might and 1 stack of fury. Cooldown 45 seconds.
I- Healing skills grant 1 stack of might for 5 seconds.
II- Gain stability for 3 seconds when you drop below 25%. 25 second cooldown.
III-Heal 50% of your endurance on being healed (Does not include out-of-combat healing or regeneration effects). 30 second cooldown.
IV- Burn nearby foes for 1 second in a 400 unit radius when struck by a critical hit.
V- Healing skills remove 1 condition from yourself.
VI- Increase healing by 2% per intellect stack you have while under the effects of weaknes, chill, cripple, or confusion.
VII- Grant regeneration to yourself for 5 seconds on a successful dodge.
VIII- 5% chance to be immune to a condition
IX- Combo Field skills grant protection to allies 1 second per pulse. Pulses once every second. Cooldown 90 seconds once combo field ends.
X- Boons placed on you remove 1 condition. Boons you give to allies remove 1 condition from them as well.
XI- Upon reaching 50% of your max health, you regenerate 30% of your max health over a period of 6 seconds. Cooldown 90 seconds.
XII- Casting utility skills grants you a stack of Remedy. Upon 13 stacks of remedy, your weapon attacks lifesteal each hit for 10 seconds.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Magus Fighter [New profession revised]

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Traits: Focus- Power and condition duration.
5: 10% chance to burn foes for 2 seconds on critical strike. (5 second cooldown)
15: Increase duration of Exposure by 3 seconds.
25: Gain 3 stacks of might for 5 seconds when you reach 15 stacks of intellect.
I- Gain 2 seconds of vigor on successful dodge and remove cripple or weakness. (1 or the other not both.)
II- 5% to spread burn to nearby foes while striking a foe under the effects of burn. Spread radius 100 units, only spreads the current effect of burn the foe has to nearby foes.
III- Weapon enchantments give you and nearby allies 1 stack of might for every 3 stacks of intellect.
IV- Successful use of Archaic Displacement places 5 stacks of vulnerability on foe for 10 seconds.
V- Sword Damage increased by 5%. Reduce cooldown of sword skills by 20%.
VI- Signet recharge rate increased 20%. Activating signets allows your next attack to confuse for 3 seconds.
VII- Dual skills have a 15% chance to inflict bleed for 3 seconds.
VIII- Shadow mists explode in a 100 unit radius for minor dmg instead of disappearing.
IX- Projectile skills deal 1% more dmg for every 100 units they travel.
X- Increased downed dmg and health by 75%. Light up and explode in a 400 unit radius 1 second later when you are killed dealing moderate dmg to all foes hit.
XI-Inflicting a condition on an enemy under the effects of exposure will refresh the duration of the condition. 10 second cooldown.
XII- Double intellect gain for 3 seconds when you kill a foe.
Brawler- Precision and Critical Damage.
5: Gain 5% crit strike dmg against foes with lower hp% than you.
15: Blind foes for 5 seconds when you place exposure on them.
25: Dodge forward(without consuming endurance) and gain 2 seconds of quickness when you swap weapons in combat.
I- Grant yourself Concentration for 4 seconds upon hitting a foe that is knocked down, stunned, or dazed. 40 second cooldown.
II- Critical strikes have a 50% chance to cripple for 3 seconds. 45 second cooldown.
III- Knocking a foe down puts a stack of vulnerability for 4 seconds on them.
IV- Weaken foes in a cone in front of you for 5 seconds when you reach 0 intellect. Cooldown 30 seconds. Cone range 500 units.
V- Gain swiftness for 3 seconds when you hit a target with a leap skill.
VI- Increase crit strike chance by 5% for every 5 intellect charges you have.
VII- Increase the crit strike chance while dual weilding (Sword/sword, Dagger/Dagger) by 5%.
VIII- Reduce cooldowns of blast and field combo skills by 20%.
IX- Gain Concentration when you dodge for 2 seconds.
X- Gain fury for 8 seconds when Archaic Displacement goes on cooldown.
XI- For every stack of intellect spent, increase your crit strike dmg by 2% for 5 seconds. Cooldown 10 seconds upon intellect spent.
XII- Gain swiftness, fury, and vigor, and concentration for 8 seconds if you take more than 15% of your health in one strike. 1 minute cooldown.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Magus Fighter [New profession revised]

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Elite Skills:
Magic Mirror- Reduce all intellect costs to 0 and reduce all cooldowns by 50% for 10 seconds. Cooldown 150 seconds. Cooldown reduction only works on skills that are not on cooldown currently, automatically updates if a skill becomes availible during the 10 seconds.
Pulsing Energy- Releases pulses around you dealing damage each time and inflicting one random condition to nearby foes each strike. Lasts 15 seconds, 1 pulse per 1.5 seconds.(so 10 hits with 10 random conditions) Cooldown 90 seconds. Pulse radius 400 units. ((Costs 2 intellect every second active; wears off if you run out of intellect))
Elemental Ferocity- You gain power over mystic swords in both hands and your basic attacks are equiped with the elements for 30 seconds while replacing your Profession skill with 2 new skills for the duration. Switch between [F1] as your close up melee and [F2] as your far range skills at no cooldown between swapping. (Far range offers less dmg and survivability) Cooldown 180 seconds. ((Costs 15 intellect)). Regain 5 intellect once skill is over. Charge up to start the elite skills for 2 seconds. Possible skills are:
[F1] 1 Slash, slash again for burning, dual slash with a +15% crit chance on the 3rd strike if succesful. Burn duration 3 seconds.
2Swing blade for dmg. If the target is burning, this skill will consume the burn and explode at the target dealing more dmg the more seconds of burn it consumed. Each second of burning adds 2% dmg. 10 second cooldown. Explosion radius 100 units. Combo Finisher: Blast
3 Move while in a counter stance for 3 seconds. Place 5 stacks of Exposure for 10 seconds and damage if successfully counter. Cooldown 10 seconds.
4 Let out a battle chant that dazes nearby foes for 2 seconds and grants you a stack of protection. 16 second cooldown. Chant radius 300 units.
5 Leap at a foe with a devastating strike dealing double dmg if the target is alone. (No allies of the target within 800 units of them) Combo Finisher: Leap. Cooldown 22 seconds.

[F2] 1 Throw blade waves. Fast attack speed channel (Like Norn Snow leapord basic attack speed or Elementalist fire sword basic attack. Channel time 2 seconds throwing 3 attacks out.
2 Throw one of your swords dealing dmg and returning back to you. The first target hit by the sword on the return trip is stripped of a random boon and given to you. If no boon is on them, no boon is rewarded. Cooldown 7 seconds. Combo Finisher: Physical Projectile 20%.
3 Surround yourself in homing missles that target the nearest enemy. Missle count 3. Missle range 500 units. Each consecutive missle on the same target does 25% less dmg than the last. Cooldown 12 seconds.
4 Combine both blades into a large blade and swing downwards releasing a directional blast erupting on the first target hit or at the end of its travel. Charge time 2 seconds. Range 900 units. Blast radius 250 units. Cooldown 18 seconds. Combo Finisher: Blast
5 Swing both blades together with a directed wave of energy that knocks foes back and down. Range 500 units. Knockback distance 500 units. Cooldown 30 seconds. Knockdown duration 2 seconds.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Magus Fighter [New profession revised]

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

-Archaic Blast -Target a location with a blast of 400 units. At 0-200 units, targets are dazed for 2 seconds and poisoned. At 201-400, range targets are only poisoned. Poison duration is 5 seconds. 30 second cooldown. Combo finisher: Blast. ((Costs 4 intellect))
-Summon a Shadow mist that seeks out the closest target and forces them to target it until the shadow reaches them. 50 second cooldown. Combo Finisher: Link ((Costs 6 intellect))
-Release a mist that slowly grows in radius dealing dmg and absorbing projectiles. Mist starts at 250 units growing 50 units every second. ((Costs 4 intellect)) Cooldown 50 seconds. Self target. Mist duration lasts 7 seconds.
-Signet of Panic [Passive] Projectile skills place an astral mark on the enemy(Max 1 marked enemy, targeting other enemies will remove the mark from the target before) Bomb mark stays on target for 10 seconds.
1 minute cooldown [Active] Explode the mark to stun nearby foes for 2 seconds and deal dmg. Bomb radius 350 units. Combo Finisher: Blast. ((Costs 3 intellect))
-Signet of breeze [Passive] movement speed increased by 25%.
45 sec cooldown. [Active] grant regeneration to yourself and allies behind you while moving. ((Costs 5 Intellect))
((Costs 3 intellect))
-Shard Signet [Passive] enemies that hit you take small dmg (not returned % dmg)
1 min cooldown [Active] explode your shell to bleed and cripple nearby foes. 300 units. Bleed duration 5 seconds. Cripple duration 2.5 seconds. ((Costs 4 Intellect))
-Signit of Approach [Passive] 5% increased dmg to moving targets.
2 min cooldown [Active] grant stability if you are facing an enemy’s front for 10 seconds. (Being considered the enemy’s front is 300 units away max) ((Costs 4 intellect))

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Magus Fighter [New profession revised]

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Utility: All Utility Skills are increased by 10% if you have double the amount of intellect needed to cast the spell when you use it. The 10% is either dmg or if there is no damage, duration. If there is a damage and duration, only the damage is affected by the 10%.
-Crystalline cloud – Absorbs projectiles. Lasts 5 seconds or breaks on 10 attacks. 400 radius. Chill’s foes inside the cloud for 1 second per pulse. Pulses every second. Self target only. Cooldown 45 seconds. Combo Field: Ice. (( Costs 3 intellect.))
-Elemental resistance (Protection to conditions). 25% reduced condition dmg. Lasts 10 seconds. 1 minute cooldown. ((Costs 4 intellect.))
-Tranquil Disturbance – Send a glowing ground shadow to seek your target and damage them slightly while placing exposure on them. Exposure duration 10 seconds. Cooldown 35 seconds. ((Costs 4 intellect.))
-Magus touch – allies within 150 units of you have their next skill increased in duration. (Stealth, poison , fear , burn , quickness, swiftness, protection, invulnerable, stun, daze, fury, anything except elites such as Basilik venom. ) Duration is increased by 2 seconds. Buff lasts 35 seconds or until skill is used(Consumed on skill use regardless of it having a duration effect, so must be cordinated if you want to help teamates). 1 minute cooldown. Costs 1 intellect.
-Etheral skin(grant small life shield for self to abosrb minor dmg) cooldown 40 seconds. ((Costs 6 intellect.))
-inflame- Splash dmg with next 5 strikes.(50% dmg on splash to foes within 100 units of striked foe) 45 second cooldown. ((Costs 2 intellect))
-Terror blade (Adds increased dmg vs. targets with lower hp% than you.) lasts 2 strikes or 30 seconds. [higher hp than target=25% increased dmg] [lower hp than target=5% increased dmg] 50 second cooldown. ((Costs 5 intellect))
-Evasive escape- backroll which lowers all cooldowns by 10 seconds if succesfully dodge (excluding skill itself); cooldown 90 seconds. ((Costs 5 intellect))
-Safeguard Nexus- Place a connection between you and an ally that transfers 20% of the dmg they receive to 10% towards you lasting 10 seconds. Breaks the bond if ally goes out of range, if you are downed, or an object breaks the link. Cooldown 2 minutes. Range 1000 units. Combo Finisher: Link.
-Spirit Walk- Fall back into your ground shadow and become un targetable and unable to use any skills or items for 3 seconds. While you move, you create other glowing shadows on the ground that go off in different directions every .5 seconds you are moving. Copies can’t use anything, are only there to throw off where the actual player is.. Copies dissapear once you are targetable again (The Copies and you are basically a glowing chalk outline on the ground moving about. You’re visually walking with no body, but a shadow on the ground and as to be visible in dark areas, glow a thin bright blue.) Cooldown 75 seconds. ((Costs 8 intellect))
- Mental Wack- Stand still and channel a link on target enemy that lowers your cooldowns, and increase the cooldown of the target by 1 second every second the link is active while damaging them. Enemies can break the link by going out of range, interupting, or crossing the link through an object that would obstruct it. (Players, monsters, and neutral monsters do not count.) Link range 1000 units. Link cast range 800 units. Duration 5 seconds. Cooldown 50 seconds. Combo Finisher: Link. ((Costs 2 intellect per second of link)) 1.5 second charge time to start.
-Wall of transparency (target placed wall that knocks foes down if they run into it and causes daze(knockdown and daze only may happen once). Blocks vision of enemies looking through wall, similar to a stealth but only through the wall) 2 minute cooldown. Lasts 15 seconds. 2 seconds of daze. No projectiles may pass wall. ((Costs 5 intellect))
-“I’m Not Afraid!” Teleport to ground target location(unable to attack or move or be targeted) and 2 seconds later, erupt with a violent explosion of blue fire. 900 range. Grants 1 stack of protection upon eruption. Causes burning for 2 seconds. Explosion radius 350 units. 45 second cooldown. ((Costs 4 intellect))
-Light footed – grant swiftness to you for 10 seconds. Take 15% more incoming dmg for this duration. ((Costs 2 intellect))
-“See for yourself” – Fear targets facing you. (Surround yourself in a dark portal as the effect). Radius 300 units. Cooldown 90 seconds. Fear duration 3 seconds. ((Costs 4 intellect)) 1.5 second charge time.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Magus Fighter [New profession revised]

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Weapon Skills[Off-hand] - Sword
(Dual Weild)3 Swing your blade energy at an enemy to explode on contact. Causes burning to foes hit in a 200 radius explosion. Range 500 units. Cooldown 12 seconds. {Gain 2 intellect on successful hit.}
4 Quickly spin to deal dmg to 3 nearby enemies. Can be used on the move. Radius 200 units. 18 second cooldown. Combo Finisher: Whirl. {Gain 1 intellect for each enemy hit. (Max 3)}
5 Channel sword swings for 3 seconds dealing more dmg with each consecutive hit. Consecutive dmg resets if you miss or the target dodges. only targets 1 enemy at a time. 25 second cooldown. Cannot be used while moving.{ Gain 1 intellect for each successful hit. Lose 1 intellect for every miss. } Max hits 5.
-Dagger
(Dual Weild) 3 Slash your foe 3 times quickly stealing a boon and granting fury on the 3rd strike. 15 second cooldown. May be channeled on the move. Fury duration 3 seconds. {Gain 2 intellect on 3rd hit; gain 1 more intellect if you steal a boon.}
4 Dual Cut – Slash at enemy with sword, then cut with dagger dealing extra dmg if target is bleeding. (25% extra dmg on 2nd hit if target is bleeding.) 16 second cooldown. {Gain 1 intellect. Gain 2 more intellect if target is bleeding on the second strike.}
5 Round up – throw a stringed dagger around foe to cause knockdown for 1 second and cripple for 3 seconds. Deals light dmg. 20 second cooldown. Combo Finisher: Physical Projectile. {Gain 3 intellect on successful hit. Gain 1 more intellect if skill hits target’s back.}
-Shield (Defensive intellect gain)
4 Backfire- Reflect projectiles on your front side for 3 seconds. {Gain 1 stack of Intellect on each block (Max 4)}. Cooldown 17 seconds.
5 Cover yourself in a shield that absorbs dmg based on how many enemies are near you. (1-3 enemies 10% max health; 4-6 enmies 15% max health; 7+ enemies 25% max health.) Enemies near you are only those within 600 units of you. Shield lasts 10 seconds or until broken. Cooldown 30 seconds. {Gain intellect based on how many enemies are near you. (1-3= 1 intellect, 4-6 = 3 intellect, 7+ = 5 intellect)
-Focus (Very rewarding or unrewarding intellect gain)
4 Emit a honed missle onto target traveling very fast and removing a boon. Max range 800 units. Cooldown 16 seconds. {Gain 1 intellect on succesful hit. Gain 3 more intellect if you remove a boon.}
5 Surround yourself in an mystical aura that damages and increases the cooldown of foes near you. Lasts 5 seconds. Increase cooldown by 2 seconds each second within 150 units of you to foes (only affects skill(s) on cooldown, any skill that is not on cooldown isn’t affected). Cooldown 28 seconds. {Gain 1 intellect every second during this skill you arn’t controlled (Fear, daze, stun, knocked down, sinking, etc.}


Shield and focus 5 may be swapped for balance purposes. Only placed them as is to connect the feel of the skill to the weapon appropriatly.****

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Magus Fighter [New profession revised]

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Weapon Skills[Mainhand]- Sword (Basic intellect gain)
1 Slash for dmg, Jab for dmg and cause bleeding for 2 seconds, Uppercut slash dealing more dmg to targets under 50% health. {1 intellect gained on 3rd hit.}
2 Horizontal slash with a backstep roll. Causes Confusion for 3 seconds. 8 second cooldown. {Gain 2 intellect on sucessful hit.}
3 Swing your blade to explode on a successful hit. Causes burn for 2 seconds to enemies in a 200 radius. 13 second cooldown. {Gain 1 intellect for each enemy set on fire by this skill. (Max 3)}
-Mace (More situational intellect gain)
1 Bash foe, smack foe twice, Bash with a power hit dealing more dmg to enemies that are knockdown. {Gain 1 intellect on 3rd hit; Gain 2 intellect if foe is knocked down.}
2 Smash the ground granting you swiftness and crippleing nearby foes. 100 radius. 12 second cooldown. Swiftness and cripple duration 3 seconds. {Regenerate 1 intellect each second of swiftness if you cripple a foe with this skill.}
3 Roll behind target and bash them knocking them down and back 300 units. Cooldown 18 seconds. Knockdown duration 2 seconds. {Double intellect gain while target is knocked down by this skill.}
-Dagger (Low intellect gain per skill but quicker attacks)
1 Slice foe, weaken foe with succesful lunge for 2 seconds, Stab foe. {Gain 1 intellect if you critical hit with this skill. (cooldown 1.5 seconds)}
2 throw a spread of 3 daggers damaging the first enemy hit and bleeding foes for 5 seconds with 1 stack of bleed. Cooldown 9 seconds. Combo finisher: Physical Projectile 20%. {Gain 1 intellect for each dagger that strikes an enemy. }
3 Stab foe 3 times, granting fury on the 3rd strike if successful. 12 second cooldown. Fury duration 3 seconds. Stand still channel. {Gain 2 intellect if full skill hits an enemy.}
-Scepter (AoE intellect gain)
1 Strike foe by throwing out energy from the scepter in a line. If an enemy is hit, a 2nd part is released behind the target dealing 25% less dmg. 900 range, additional 200 range for second part. Combo Finisher: Physical Projectile. {Gain 1 intellect every 3 seconds you are near an enemy (800 unit radius)}
2 Resonating strike – hit your target with such force that a shockwave hits nearby foes and puts 1 stack of confusion on them. Confusion duration 4 seconds. Cooldown 10 seconds. {Gain 3 intellect if only 1 target is hit, gain 1 intellect if more than 1 target is hit by this skill.}
3 Summon a directed tornado that collects debry and blinds foes it hits for 3 seconds. Tornado lasts 5 seconds and continuously places blind on enemies inside the tornado as well as Damage over time. Activate the tornado to disperse rapidly and release debry, bleeding foes based on how long the tornado was active. 1 stack of bleed for every second the tornado was active, bleed lasts 8 seconds. Tornado range 700 units. Tornado radius 150 units. Release radius 300 units. Cooldown 18 seconds. {Gain 4 intellect if an enemy is hit by the release. (Max 1 time)}

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Magus Fighter [New profession revised]

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Downed Skills:
1 Throw mystic shards at an enemy, ignoring unit collision on the way. Objects still obstruct. 1000 unit range.
2 summon a growing pool at your location that damages foes inside the pool. Grows from 300-600 units. Pool duration 3 seconds. Cooldown 15 seconds.
3 Shining Signet- [Passive] Enable a slow crawl (-95% movement speed) while downed.
Cd 20 seconds. [Active] Enable dodge and slow crawl for 5 seconds. No endurance regeneration. Start with 100 endurance.
4 Bandage. Basic healing skill, call out for allies to heal you while you slowly heal yourself. Interupted by any dmg.

Healing Skills: Astral Prayer- grants a random boon and heals nearby allies including yourself(heal is 25% effective for allies). Healing radius 400 units. 45 second cooldown. 2 second cast time. { At 15 intellect, heal allies for 100% of the skill heal; At 10 intellect heal allies for 75% effective from skill; at 5 intellect heal allies for 50% effective. Does not consume intellect}
Healing touch- [Passive] Grants healing on skill use and 1 intelect every 10 seconds.
[Active] Heal for every skill on cooldown . (Max 5) Cooldown 30 seconds. (5% bonus heal per skill on cooldown)
Discharge- knock down foes around you(150 units) and heal yourself. Dazefoes for 1 second if they were attacking you. 30 second cooldown. 2 second cast time. {If you have 5 intellect or more, consume 5 intellect to increase the daze duration to 3 seconds.}

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

Magus Fighter [New profession revised]

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

I just want some community feedback, I understand balance is difficult and the current professions need reworking before adding new ones. I do not suggest this as a close-by expansion, nor do I suggest any values to be “balanced”. They are only to show the general behavior of the skill, and I don’t expect this suggestion to be taken anytime soon; rather looked at and replied personally by a forum moderator. I love this game therefore I bring fourth a class idea unique and adjustable by the AreaNet team. Without furhter adue, here it goes:

Profession: Magus Fighter

Skill type: Intellect resouce. Weapon skills generate different amounts of intellect which are consumed on utility and elite skill use. Max of 15 stacks of intellect without traits( only lost upon skill use) Skills using intellect still have a cooldown however, some are more powerful the more intellect charges you have. (Mix of thief and warrior resource.) Intellect gain is displayed by a { ending with a }. Intellect use is displayed by (( ending with a )).
Weapons(Land): Main-hand: Sword, Dagger, Mace, or Scepter.
Off-hand: Dagger, shield, focus, sword.
Weapons(Water):Spear and speargun.
Armour: Medium Armour
New Boon:[b] Concentrate, 5% extra crit strike damage. Stacks in duration.
[b]New Condition:
Silence, No utility, healing, or elite skills may be used. Weapon skills still allowed. Does not stack.
New Combo Finisher: Link. A straight line that connects the caster to the target. Usually involves a skill of deception or DoT.

Profession Skill: [F1] Archaic Displacement activate (lasts 5 seconds) to collect dmg you receive into a storage. In the next 3 minutes or until used, activate the profession skill again to send out a ghastly shadow that goes after your target or the nearest target if none is selected to deal the dmg stored. Cooldown 1minute(starts only after skill is used). Requires 5 charges of intellect. Range 1000 units. Effectiveness of skill becomes 50% less if you are downed before using it. Skill goes on cooldown and removes stored dmg if you are downed twice before using it.
[F2] Dreadful Gaze Channel a link between you and a foe that applies 3 random conditions over 3 seconds while damaging the enemy. Or channel a link between you and an allie that applies 3 random boons over 3 seconds while applying regeneration to them. Link breaks upon passing through an object(Not players or mobs), or going out of range. Damage Over time/Regeneration ends when link breaks. Range 800 units. Cooldown 45 seconds. Combo Finisher: Link.
[Combo Finisher: Link interactions] Dark-Leaches enemies in the link.
Etheral-daze enemie that passes through 1s.
Fire- Burn foes crossing link. Burn 2s per pulse.
Ice- Chill foes crossing link. Chill 2s per pulse.
Light- Concentration to allies for 2 seconds. Stack
Lightning- Vulnerabiity 2s per pulse.
Poison- Poison 2s per pulse.
Smoke- Reflect projectiles.
Water- Regeneration along link to allies.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

(edited by NinjaEd.3946)

Telescope seige weapon.

in WvW

Posted by: NinjaEd.3946

NinjaEd.3946

Let me start off by saying, yes this is a suggestion. But it is WvW related so just wondering if commanders and such would think of this as “necessary”. We already have long range seige weapons, and then upgrades of them. We don’t really need seige towers, or some other garbage since seige golems pretty much cover that all. For things like trebuchets, however, it would be nice to know where to place them not just by knowledge but by an actual “tool” I guess it could be called. For 10 supplies, you can create a mobile seige telescope. It will have a long range sight field, and will tell you according to the center of its lens, how far you are looking. So if you are looking at an object 5,000 units away, it will display that number on the lens in one of the corners. It is cheap, and is extremely valuable to placing seige equipment like trebuchets. Also it could help spotting groups closing in from a distance or spot how many people are guarding an area without getting to close.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

New character class suggestion

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

I’m just confused on how stealthing, backstabbing, and slipping away into shadows isn’t “Assassin” worthy… And rapid firing pirate pistols is already a stretch, be glad you don’t have to shoot, pull out the round, load it in, add the powder w/e… Plus if you want an assassin to dual weild swords, then make Thief dual weild swords. I for one would love a off-hand sword, daggers don’t got enough room to show off any skins really.

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”

New character class suggestion

in Suggestions

Posted by: NinjaEd.3946

NinjaEd.3946

Anyway i’d like to see the “assassin” class, thief is not an assassin it’s just a thief

….What?

“I’m waiting for the staff to get off their lunch
break. I feel like they should be back by now..”