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How to fix sword?

in Guardian

Posted by: Phyrak.7260

Phyrak.7260

I think I’ve lost count of how many times I’ve suggested sword changes in guardian threads. The devs simply seem to overlook it completely, despite years worth of suggestions and complaints about the sword’s performance in the community.

Compared to sword skills on other classes, it’s easy to see where the guardian sword is lacking. It’s damage is mediocre at best, and it offers very little utility to make up for it. If you were to compare it to Revenant sword skills for example, it loses on both fronts.

The problem therein is that no matter what I can think of to suggest for sword improvements, I simply feel far too pessimistic regarding any chance of such feedback being even heeded by the devs, much less acted upon, to even bother anymore.

One may hope to summon Gaile and get to her get some discussion with the class devs about moving community opinion of the variety of weapons per class that need to be buffed to par with the HoT power creep

[E spec concept] Daemon Hunter (1/4 concept)

in Necromancer

Posted by: Phyrak.7260

Phyrak.7260

Hey there,

I’ve been playing with an idea for a necro being a two fold style of game play – range is about suppression and control with a rifle, whilst the new shroud allows the necro to become that of a ghost or spectre of the battlefield tearing foes asunder then disappearing into the mist

New weapon:
Rifle.
The rifle will be that of a suppression weapon and keeping enemies at arms length + extra with heavy non-damaging condition output and hard cc
Sided with heavy life force generation – increased life force gained per shot based upon non damaging conditions. The rifle allows the necro to quickly become a shadowy hunter to come and deal massive damage to the vulnerable prey

Shroud:
Using darkness to fight darkness, the shroud gives what has been untapped maneuverability and stealth to allow for greater damage to unprepared foes. The shroud itself can only be activated at 75%+ life force due to the new nature of its working.
Once transformed, there is an new energy bar that functions likened that to a thief but with some cool downs associated with it likened to a revanent. Once transformed, there will be no drain from life force as such as all life force will be put into the transformation and allowing ‘at will’ switches between normal form and shroud as long as there is enough life force

Utility skills:
Gadgets.
Gadgets allow the daemon hunter to set up traps and allow for hunter to buff both self and allies with the maddening contraptions of machine and imbued magic

Heal:
Engraved spring edge.
Launch out a blade that (knocks down foes in x range, launch at y range and stun at z range) – heals based upon non-damaging conditions

Utilities:
Foefire contraption.
Place a trap down – when triggered, foes are launched into the air and gain chill and slow condition upon landing

Top:
Top will focus on the rifle and making it a more effective suppression tool/gaining damage based on non-damaging conditions

Middle:
Middle will focus on gadgets and causing chaos due to foes lacking control of their movements – giving gadgets an edge in an inbetween ground of mantras allowing for multiple uses

Bottom:
Focusing on the wrath of an unseen hunter, allowing for greater methods of disappearing from the battlefield, striking down the unaware and gaining the upperhand when overstretched

Passives:
The passives will make a way of being able to benefit in both combat and non-combat situations allowing for passive life force generation to allow for stalking the battlefield as a predatory shroud and damaging those who aren’t focusing on the Daemon Hunter

Thank you for reading,

Feedback and additions to the idea to flesh it out are welcome

-Phyrak

Should summons gain stats from PC?

in Guild Wars 2 Discussion

Posted by: Phyrak.7260

Phyrak.7260

I still don’t understand how the game would be better if this was changed. Your argument appears to be that all summons should last the same amount of time because …they don’t last the same amount of time now.

But each type of summons offers different features, and so it makes sense that they have different mechanics for duration, too. Plus, there are other ways to buff say the air and water eles (which are imo a bit weaker), other than making them last longer — I think that would be both more fun and more interesting.

The change from duration to health would help a lot with elementals and such as there would still be ways to keep them seperate – see offensive chain skills like the warriors rip with OH sword
Such is what could help to flavour the summon whilst having them out for a greater period of time

Dagger and crit strikes tweaks

in Thief

Posted by: Phyrak.7260

Phyrak.7260

Little late to the party, but I agree a lot with decieverX has to say. The problem with OH Dagger is CnD really punishes to much you when you miss it, it’s hard to land without casting it with steal (or shadowstep/infiltrator signet). Which forces d/d into a really binary play style where you have to save steal to land CnD instead of using it for utility such as interrupting or stealing boons. Personally I think dancing dagger is an amazing skill. It is a great slow/cleave, it is a potential projectile finisher and has an ok damage coefficient.

From my perspective I play a lot of S/D and some of these buff ideas would make it very OP. Buffing OH dagger to much or in areas like boonstrip, or gap close would make s/d way too strong. I think some fair buffs that wouldn’t make sword or pistol main hands OP are:

CnD would benefit from:

  • a lower cast cost
  • Better damage coefficient

Bouncing dagger could benefit from:

  • A lower cost (eg 2 init, but lower the cripple to 2 sec).
  • A mechanic/proc effect that rewards multiple hits (eg if the target has cripple on them the get hit by bouncing dagger it immobilizes them instead).

Lastly, I feel that a rework of death blossom is needed. The skill is completely lost in the kit because of how much dodge we have now on daredevil, it’s currently just another dodge to spam, but it lacks control and really meaning out side of a spam condi build. I thought about a dash/doge idea as change, which is frankly what the weapon set needs. It would be a much more tactical and a useful change but it would be to much like sword in a sense(it would just become sword 2.0 aside from boonsteal).

So, perhaps giving death blossom a blink which has been a point of various discussions above?
- if death blossom used, then next strike deals xyz condition sorta thing?

What of CnD?
Letting one get stealth without the need to hit a target may be useful
OH pistol does that with a cost of either endurance with specced dd or heart seeker – would making cnd a selfish stealth help to set up for a harder hitting backstab comparative to the shareable smoke field of OH pistol?

I’m just trying to metre what would be good for bringing dd back up to par with other weapon combos

As was mentioned prior by another poster, revealed does need to come down to 3s in sPvP.

If you combine the above (blink on 3 and no-hit stealth), you essentially end up with a strictly more efficient version of D/P aside from the interrupts.

Death Blossom basically turning into a Death’s Charge-like skill paired with an evade (needs no target to work but can work with a target) which does increased/reduced damage based on proximity to the target (so more damage when close, less when far) would probably be the rework needed to fix DB for D/D power. However, this doesn’t really fix the condition build. The pairing of damage and evasion really needs to come apart.

If we analyze the difference between condition and power D/D, we realize that condition play doesn’t require a damage-oriented build, even while maintaining better defensive stats and utilization of frequent evades to deal damage. The bleed on DB needs to go. To compensate for the difference in build ideologies and the removal of the bleed from DB, I’d suggest the Dagger Training trait also cause CnD to cast Skale Venom. This causes intermittent and superior burst condition damage dealt, but requires D/D condi a bit more skill to play effectively between utilizing the evades and stealth from the tools provided by OH dagger. DT also gets purpose for D/D power builds, too (although mug is a very good option nonetheless), since Scale Venom applies weakness and can ramp more damage in PvE. While this enforces more use of DA, it also turns DA into the go-to traitline for damaging condition builds, and creates some DA/SA synergy for condition thief and slightly buffs venomshare builds running OH dagger.

I think CnD taking a reduced initiative cost to 5 initiative is probably the best solution overall to the skill itself in terms of affecting its reliability and usefulness to the set. The initiative system allows us to re-cast if needed, but since it’s easy to miss, unblockable is redundant from BV and not really a fun mechanic, and fixing the core of the problem requires substantial reworking of other professions, the best and fairest way at the moment is probably just giving it more accessibility. I don’t agree with more damage, because for those who have played WvW, the difference in coefficients is pretty substantial, especially when the thief has the numbers to scale into big damage. As a result, CnD hits quite hard. Bumping its damage, especially since the skill is an enabler for more damage (Backstab, proposed condition build changes) kind of removes the purpose of setting up a backstab itself, as many D/P players are now doing, since using enablers like Shadow Shot repeatedly or AA chains is more worthwhile. Deviating into this territory doesn’t seem like very good design without begging for nerfs or more awkward balancing states.

I can also get behind the bounce-utility proposition for Dancing Dagger Eval mentioned, rather than looking to just boost or normalize damage. Again, DD once had double the damage it has now, and for single hits, it was fine. It was the repeated bounces that caused the skill to have a crazy total coefficient. Either it needs to see damage upped and bounces removed, or see utility gains from hitting multiple foes. I’m on the fence on both, as S/D and P/D both have immobilizes in their kits, so I’m unsure if it’s essential for even more immobilize application.

Brilliant summary

tweaked deaths charge sans conditions on DB would work rather well considering dagger is a nigh pure damage weapon

What of the discussion above of making bouncing dagger a port?
That is to imob or cripple an area and port to it – as a persuit tool?
Compatiblely, this may potentially hit less targets but it does open up more movement on dd

Especially considering the lack off available to dd

How to fix sword?

in Guardian

Posted by: Phyrak.7260

Phyrak.7260

If they want to keep swords auto as projectiles it should apply some sort of condition whether it be a damaging one or not something. Maybe something like a 1 second blind with sword autos target cap.

Sword 2 could use a small damage bump and I would personally love if it a gave small portion of swiftness 2-3 seconds.

Sword 3 let guardians use it while moving imo is the first step, then increase the projectile speed in theory it’s an amazing move in practice it’s pretty bad from a pvp perspective.

All sound good to me!

How to fix sword?

in Guardian

Posted by: Phyrak.7260

Phyrak.7260

Hey Phyrak. You have some good suggestions here but these changes have been suggested innumerable times before. Do consider necroing the sword feedback thread!

Anyways, in case a dev ever does read this thread and considers the changes, here is why we need the changes:

Sword auto: it’s an auto attack chain on a melee weapon. There should be absolutely no projectiles to it. Also adding an additional effect onto it would be nice. Literally every other sword auto-chain in the game right now has something special about it, such as causing a condi on the third hit, except guard’s.

Sword 2 (Flashing Blade): it is an underwhelming skill at the moment. Low damage, short duration blind, and a mediocre cd. Please consider buffing some value or parameter of this skill or even adding in new functionality.

Sword 3 (Zealot’s Defense): Does not at all keep up with the current game. For a skill that roots the guard, the damage is too low. Against another player, the projectiles travel too slowly and rarely connect due to the short range. This skill needs some serious love.

Lets not forget: during the beta weekend events, revenant sword auto attack had the exact same issue as ours (third hit was a projectile). Rev forum complained, and the issue was fixed in one week. Guardian sword should receive the same respect, it’s clearly not a difficult issue to fix.

Thanks for the positive feedback!

With some of the buffs you mentioned
Would it work well – specifically being a condi weapon?

Dagger and crit strikes tweaks

in Thief

Posted by: Phyrak.7260

Phyrak.7260

Little late to the party, but I agree a lot with decieverX has to say. The problem with OH Dagger is CnD really punishes to much you when you miss it, it’s hard to land without casting it with steal (or shadowstep/infiltrator signet). Which forces d/d into a really binary play style where you have to save steal to land CnD instead of using it for utility such as interrupting or stealing boons. Personally I think dancing dagger is an amazing skill. It is a great slow/cleave, it is a potential projectile finisher and has an ok damage coefficient.

From my perspective I play a lot of S/D and some of these buff ideas would make it very OP. Buffing OH dagger to much or in areas like boonstrip, or gap close would make s/d way too strong. I think some fair buffs that wouldn’t make sword or pistol main hands OP are:

CnD would benefit from:

  • a lower cast cost
  • Better damage coefficient

Bouncing dagger could benefit from:

  • A lower cost (eg 2 init, but lower the cripple to 2 sec).
  • A mechanic/proc effect that rewards multiple hits (eg if the target has cripple on them the get hit by bouncing dagger it immobilizes them instead).

Lastly, I feel that a rework of death blossom is needed. The skill is completely lost in the kit because of how much dodge we have now on daredevil, it’s currently just another dodge to spam, but it lacks control and really meaning out side of a spam condi build. I thought about a dash/doge idea as change, which is frankly what the weapon set needs. It would be a much more tactical and a useful change but it would be to much like sword in a sense(it would just become sword 2.0 aside from boonsteal).

So, perhaps giving death blossom a blink which has been a point of various discussions above?
- if death blossom used, then next strike deals xyz condition sorta thing?

What of CnD?
Letting one get stealth without the need to hit a target may be useful
OH pistol does that with a cost of either endurance with specced dd or heart seeker – would making cnd a selfish stealth help to set up for a harder hitting backstab comparative to the shareable smoke field of OH pistol?

I’m just trying to metre what would be good for bringing dd back up to par with other weapon combos

How to fix sword?

in Guardian

Posted by: Phyrak.7260

Phyrak.7260

Hey there,

As the title questions, how should sword be fixed?

My hope is that it’ll turn into a condi weapon
Bleed, burn and vuln for aa

*please turn sword wave into an actual wave so it can hit enemies rather than a projectile

Flashing blade:
-perhaps a weakness or slow?

Zealots defence:
-Movement is well needed for this skill, as staying still can be a quick death
-let the projectile absorb/destruction now become a reflect
- gain retaliation at the end of the channel?
-given either tracking or something similar to unrelenting assault in the way of making the damage actually hit and not having to side step in order to avoid it

What are your thoughts on sword?

Do you think it needs a buff?

How would you buff it?

Thank you for reading,

-Phyrak

Dagger and crit strikes tweaks

in Thief

Posted by: Phyrak.7260

Phyrak.7260

Okay,

Let’s just have a quick surmise as to what off hand dagger needs

-ability to stealth self easily in order to land a backstab
-movement in some way; perhaps a port or imob for foes
-unblockable attack to ensure stealth/backstab?

Anything I’ve missed?

Should summons gain stats from PC?

in Guild Wars 2 Discussion

Posted by: Phyrak.7260

Phyrak.7260

I see how this would change the game a little; I don’t see how it would improve the game enough to be worth the effort.

Can you explain why you think time-durations on summoned creatures “fall flat” and why it’s bad enough that it requires a change? Can you also explain why HP-duration is better?

I’m have a few 80’s
One of which is an ele,
In an attempt to see how good the elementals themselves were, I put them on my bar and tried all game types
Competitively to how a necro and minions work

Hp> duration due to not dropping out mid battle at 75% hp
Such is the same for ranger spirits,
Their duration can only be of so much use
You can use their active still and then the skill itself goes on CD and then the elemental then goes on CD due to having duration

As for leveling my necro as an MM, minions with no duration and based on hp fair far better when it comes to overall dps but still fall behind due to a lack of scaling

Fun yes, but does need some buffing imo

Should summons gain stats from PC?

in Guild Wars 2 Discussion

Posted by: Phyrak.7260

Phyrak.7260

I don’t understand how you say “Make them the same, and then do something to separate them.” Unless you have a particularly good replacement idea for keeping them distinct, I feel like it’s overlooking possible reasons for the distinctions you want to erase in the first place.

I main an Ele, and I’ve used the Elementals a lot since launch. In my opinion, they’re perfectly fine the way they are. They’re useful (especially Rocky,) and they don’t die easily. (ESPECIALLY ROCKY.) No buffs, nerfs, or other changes needed that I can see.

In the case of ele’s, elementals are duration based
With such a change, elementals would now become health based

Then in turn, a way to keep the distinction between minions and elementals is the effects they have on friend and foe and possible buffs you could attain from them

With earth ele, gain rocky skin + toughness and what have you etc
Such would allow for a distinction between ele and necro summons whilst have the summons be based on hp rather than duration

Should summons gain stats from PC?

in Guild Wars 2 Discussion

Posted by: Phyrak.7260

Phyrak.7260

^title

As it stands, whilst summon builds can be a little fun but the summons themselves fall a little flat

Perhaps a shared identity of sort could help fix this?

Ranger spirits can now be used like that of necro minions but do xyz to keep them seperate

Ele’s and conjures would be likened to engi kits and once again abc to keep it separate
Ele’s and their elementals would be tweaks to similarity to minions with 123 to keep them different

Guardian’s with spirit weapons are at a point wherein the choice lies between minion esque or kit esque

What are your thoughts on this matter?

What needs tweaking/changing with summonables?

Would you prefer a duration based minion or health based? That is last until they die

Should minions gain some sort of buff from pc’s?
Be it to auto gain boons when pc has on?
Be it gain xyz% of stats?

Thank you for reading,

-Phyrak

Staff changes

in Necromancer

Posted by: Phyrak.7260

Phyrak.7260

It was actually reading your changes that got me thinking on staff tweaking

I really do like the new mechanics involved and I think they would do nicely
All staff needs now is to share boons with minions and maybe be a little bit of a buff share to those surrounding pc/minions

Wouldn’t mind if aa was a little stronger or gave some sort of (non damaging) condition (imo)

Oh, I’m flattered.

I think that boon sharing (with players and/or minions) would probably fit best as a trait option. Given how it’s best to keep things relatively active, it might even come down to tying such an effect to the autoattack. Since the AA in my spoilered idea is basically fireball (which can be manually aimed to a degree and has a pretty substanial splash AoE) it could easily be the trigger to proc boon sharing properties on allies or minions (not that it has to be the only thing that does it).

It might also be a good way to rework Soul Marks given that that would need to change if necro staff became anything remotely more interesting than AA + 4 circles.

Imo staff should be all about buffing self and allies
Minions by definition should receive pc’s boons/stats

Time to square this circle (/pun) and get it to the devs somehow…

#hopeandoptimism

Dagger and crit strikes tweaks

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Posted by: Phyrak.7260

Phyrak.7260

The problem with the weapon set right now is their total Initiative cost. Let’s take your example, S/D, P/D, and D/D;

S/D has a total of 20 initiative cost.
P/D has a total of 17 initiative cost.
D/D has a total of 16 initiative cost.

Thiefs only have 12-15 initiatives depending on your traits — plus they don’t have full initiatives bar on weapon swap, which further limits the Thief’s ability to use any of their weapon skill.

Therefore making each skill more powerful will not fix the problem because if the cost of using a skill is too expensive, even though it’s more powerful, it will always be lacking.

Please let there be constructive discussion on the changes

How do you find the above changes to buffing dd?

Unnecessary. The problem of the set is not addressed with these buffs. What CnD needs is a built in shadowstep, reduced cast time and 54 initiative cost. CnD in both D/D and P/D is useless without a gap closer, which heavily relies on other skills like Shadowstep and Steal. Giving it a built in shadowstep will alleviate the need for a gap closer. To balance CnD for S/D and the reduced cost, they can reduce the number of vulnerability stack. Dancing Dagger doesn’t even need to be changed.

How do you find the changes to stealth?

Unnecessary. It is fine as is.

Would you play a glassy dd with these changes in mind?

No. These changes doesn’t fix the problem, it only creates more.

Are there any tweaks to what you’ve read you would make?

No, since we see the problem from completely different perspectives.

A shadow step would certainly make dd a far better harrier tool to compete with the other weapon combos
And of the damage inbuilt?
Perhaps as a delayed damage style or buff to next strike akin to how dare devils pulverize (I think is the trait name) works?

Dagger and crit strikes tweaks

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Posted by: Phyrak.7260

Phyrak.7260

The fundamental problems with D/D is that it has nothing that competes with Shadow Shot in D/P and CnD misses are often deadly particularly in the heavy block/invuln/evasion meta. It certainly doesn’t help that Dancing Dagger sucks.

CnD should cost 4 or 5 and be unblockable. Dancing Dagger should have an Immobilize component.

The only problem I can see with this is that CnD has a damage component, whereas shadow shot damage can be blocked leaving just the blind and port. That said, D/D would need to trait for the blind on CnD and it’s still melee range, so maybe the damage is a fair tradeoff.

Point well made

Backstab and cnd are in need of a buff imo
As it stands, you’re better off aa than setting up a backstab for greater damage

Would a port and invis on cnd make it up to par as a harrier style weapon work?

Dagger and crit strikes tweaks

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Posted by: Phyrak.7260

Phyrak.7260

D/D isn’t really meant to be about stacking stealth from its design, though. It’s more about the viability in options while not in stealth via evades and AoE damage application (well, what should be on Dancing Dagger). x/P is meant to stack stealth.

I actually kind of think a shadowstep on Dancing Dagger would be a nerf more than a buff. That range is critical sometimes when aiming up or down structures (since using the physics to your advantage can get the daggers going for > 2k range).

Damage buffs can’t really be afforded for it, either. It’d work in sPvP (with nerfs; those numbers are crazy), but absolutely not WvW. Signet stab 100-0’s most other squishies, so it’s not really about the damage but really that the rest of the kit has poor utility and low reliability. This disparity is caused because of sPvP’s horrible raw stats and having the thief’s damage already come from multipliers, though. Normalizing the two would be best, but people keep chanting for separation of balance or whatnot when the solution lies in unifying the two formats.

Normalizing and buffing DD to hit harder but not bounce, DB getting a shift to provide combat mobility and simply either reducing the cost of CnD or increasing its consistency would do the set wonders.

This sounds good to me
Standardizing would make it a bit better

It just feels like dagger is behind

Staff changes

in Necromancer

Posted by: Phyrak.7260

Phyrak.7260

While it’s not necessarily a bad idea to sort of engineer a weapon set with a utility skill group in mind, it also runs the danger of pigeon-holing that weapon into an obviously meta set-up with no other play-style alternative. I had an idea about revamping staff a while ago, and I could drop it here as debate fuel. Basically, the biggest idea is increasing the staff’s staying power as a mainstay/camp weapon rather than it being a gimmick “blob tag” circle spammer from which a player swaps away once the functionally identical 2-5 skills are blown within 2 seconds.

The trick to doing this is making a weapon with low cooldowns, but some sort of risk factor (typically a cast-time or resource consumption) to balance it out. Low cooldowns give the player more consistent options and more presence on the battlefield (given how the player often has more abilities available for use at any given time).


[Necrotic Grasp] (1)
Activation: 1s

  • Send out a necrotic hand which bursts upon impact and strikes multiple foes. Gain life force if this attack hits.
  • Number of targets: 3
  • Damage: (0.75)
  • Life force: 3%
  • Blast radius: 150
  • Range: 1200
    • Elementalist [Fireball] projectile behavior
    • This skill will only grant Life Force once regardless of the number of unique targets struck.

[Mark of Blood] (2)
Activation: 0 / Recharge: 4s

  • Inscribe a pulsing mark that damages and bleeds foes at the target location; heals allies with each pulse.
  • Number of targets: 5
  • Number of allies: 5
  • Pulses|4|: every 1s
  • Damage per pulse: (0.55)
  • Bleeding|2| (6s) per pulse: [dmg]
  • Allied healing per pulse: (0.2)
  • Duration: 4s
  • Combo Field: Dark
  • Radius: 150
  • Range: 1200
    • Elementalist [Lava Font] “activation time”
    • Mark features are now a neon-red color; emits bright, red-colored “well mist”
    • Pulses occur at the end of each second.

[Chilblains] (3)
Activation: ¾s

  • Consume life force and unleash a line of blasts that poison and chill foes across the target area.
  • Life force cost: 8%
  • Number of targets: 5
  • Number of impacts: 5
  • Impact damage: (0.75)
  • Impact chill: 1s
  • Impact poison|2| (4s): [dmg]
  • Blast radius: 120
  • Blast line range: 600
    • Koda’s Hammer [Ice Shock Wave]
    • This skill is now a ground-targeted AoE with a target reticle that matches its rectangle hit-box (600 range length; 120 range width).
    • This skill’s AoE line attack is preceeded by an icy-blue or poison-green version of the [Enfeebling Blood] animation cue complete with that skill’s brief, post-cast delay period.
    • This skill will not activate if the player lacks adequate Life Force to cast it.

[Foul Feast] (4a)
Activation: 1¾s / Recharge: 15s

  • Channel to first cure damaging conditions on yourself and allies in your area; you bleed but also gain Life Force and temporary vitality for each condition that you cure in this way. This skill’s final pulse inflicts damages and transfers bleeding on you to foes in the area.
  • Pulses|3|: every ½s
  • Number of allies: 5
  • Initial 2 pulses conditions cured per ally: 1
  • Self bleeding (6s) per condition cured: [dmg]
  • Life force per condition cured: 1%
  • Foul Feast (3s) per condition cured: 30 Vitality
  • Final pulse damage: (1.75)
  • Final pulse conditions transferred: Bleeding
  • Range: 600
  • Combo Finisher: Blast
    • Condition removal priority: Burning – > Bleeding – > Poison – > Confusion – > Torment

[Reaper’s Mark] (5)
Cast-time: 1 s; Recharge: 25 s

  • Inscribe a pulsing mark in front of you, damaging foes; gain life force for each foe struck. If your Life Force is above the threshold when you activate this skill, the mark’s initial damage fears foes.
  • Number of targets: 5
  • Pulses|4|: every 2s
  • Pulse damage: (0.9)
  • Life Force: 4%
  • Life Force threshold: 50%
  • Threshold fear: 1s
  • Duration: 6 seconds
  • Combo Field: Dark
  • Width: 300
  • Range: 600
    • Revenant [Searing Fissure] style attack.
    • First pulse occurs immediately on successful cast and then once every 2 seconds afterward.
    • Each pulse will only grant the state Life Force amount once regardless of the number of unique targets struck.

All that said, I actually kind of like the idea of scrapping the garbage staff design, consolidating all of its condi spam onto another weapon set-up and then giving it another combat role entirely that isn’t just the typical babby rotation into an autoattack for 9 seconds.

It was actually reading your changes that got me thinking on staff tweaking

I really do like the new mechanics involved and I think they would do nicely
All staff needs now is to share boons with minions and maybe be a little bit of a buff share to those surrounding pc/minions

Wouldn’t mind if aa was a little stronger or gave some sort of (non damaging) condition (imo)

Dagger and crit strikes tweaks

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Posted by: Phyrak.7260

Phyrak.7260

Wow. Most if not all are obsurd ideas at the least. The thing is nothing has changed to d/d in terms of dmg, everything else to other class has due to hot release. D/p and staff can still burst people down very quickly as it is and we don’t need more power creep in this game

All is up for tweaking

I was tossing around the idea of bringing hidden killer down to 50% – on par with the necro in shroud as to not make the it obscene

What do you could do with some tweaks?

Dagger and crit strikes tweaks

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Posted by: Phyrak.7260

Phyrak.7260

Hey there,

P/D and S/D have stomped DD into the ground to the point where once playing the ghost of the battlefield is that of a dream of ages past

To put some additional difference between OH pistol and OH dagger, dagger will now be about selfish buffing for stealth and stealth attacks specifically vs pistol’s cc and smoke field for sharing stealth

(I play thief casually and love the ultra glassy assassin playstyle of melee which has now become a ghost imo)

What tweaks would be made?

Dancing dagger: shadow step to the area imobilising then crippling foes
-becomes a placable aoe ~ 100-200 aoe reticle
-foes now gain a debuff akin to the ‘rip sword’ that warrior has
-debuff initially pulses imob followed by cripple

Cloak and dagger: name change to shadow stalker
-grants buff to stealth attacks “umbral wrath” (10-25% raw damage/condi damage<balance>)
-buff is consumed upon successful stealth attack
-grants 4-6 <balance> seconds of stealth
-no longer need a target to grant stealth to self
- damage is now reduced by x% due to not being a damaging ability
- blinds and inflicts vulnerability in aoe surrounding the thief
- damage is now shifted back to backstab

Tweaks to weapons
*sneak attack: no longer 7 shots – single shot dealing 5 stacks of bleed
*backstab: minor buff to damage to bring it back into the assassination range
*tactical strike: no change

Trait tweaks

Side strike: name change to sharpened shadow
- increases umbral wrath’s effectiveness by 50-100% <balance>
(side strikes is now inbuilt to keen observer)

Darkened fate: part of the percent of critical hit chance is above 100% is applied to critical damage increase 25-50%
Eg. If 40% crit change/ 150% crit damage – with hidden killer (internal synergy within the tree) – damage will increase to 160-170% crit damage

(sundering strikes now made baseline with unrelenting strikes)

Meld with shadows:
Buff either of two ways
2-3 seconds OR 50-100% duration increase

Please let there be constructive discussion on the changes

How do you find the above changes to buffing dd?

How do you find the changes to stealth?

Would you play a glassy dd with these changes in mind?

Are there any tweaks to what you’ve read you would make?

Thank you for reading,

-Phyrak

(I haven’t posted on the forums in a long while and I’m getting back into it)

Enhanced summons - turrets, minions etc

in Guild Wars 2 Discussion

Posted by: Phyrak.7260

Phyrak.7260

Hey there,

Toying with the summons of necro MM and reading through various ideas for conjure weapons, spirit weapons and things of that nature, my thoughts are thusly.

Should traits that effect summon be more visually stunning/ should you be able to tell someone who has the trait vs someone who doesn’t based on their summon?

Do traits effecting summons need a bit of a buff?

As I was saying earlier, I was playing as a MM necro.
Its good fun for leveling but the minions themselves need some tweaking – especially when it comes to the traits; flesh of the master should share boons/ % of stats to the minions, in turn minions gain a visual distinction. Eg. Bone fiend now gains an additional tail for extra ranged dps

This sort of idea can then be applied to other classes (with some tweaking)

Keep in mind that the tweaks are made under the idea of summons coming from the tool kit/minion baseline

Spirit weapons – now functioning akin to tool kits
Sword and shield; now combined to create a ‘trinity-esque’ tank, that of high DR, taunt etc

Spirits of rangers would now work like minions; giving various elemental boons and now being able to join in on the attack

How would you change summons and kits?

Do any of the above suggestions spark a liking?

Would you like summons to have visual changes based on traited skills?

Thank you for reading,

-Phyrak

Staff changes

in Necromancer

Posted by: Phyrak.7260

Phyrak.7260

Phyrak, you have some original and innovative ideas. Thank you for sharing them.

For many, staff has good value as a utility weapon. Truly, your suggestions imply another weapon, or weapons, will pick up the utility of staff.

If you could design a long range weapon, what would it do?

Actually, I’ve been playing with the idea of a elite spec using a rifle exactly as the staff is changed above
Long range suppression and damage mitigation

The utility skills being that of defensive and supportive for team play

The shoud then becomes an on demand transform something akin to the future predator in primeval tv show – giving that of stealth and high mobility, kinda a stalk and persuit of prey

Therefore allowing two unique but very different play styles
Rifle being suppression along with utility skills (undecided on what to use)
The shroud is that of hyber aggression and patience in play – limiting you to close combat but allow you to persue foes easily and disappear out of sight to deal deathly strikes from stealth

Staff changes

in Necromancer

Posted by: Phyrak.7260

Phyrak.7260

It does have its own identity, it’s the only AoE weapon necro has.

I don’t love how the “2” and “3” skills work, but I’ve accepted them. I’d rather have Chilblains apply a different field than poison (ice would be nice) or have Mark of Blood either do more damage, have more regeneration, or do more bleed stacks; but they’re not BAD as they are now.

Indeed it is an AOE weapon

There is also too much of a good thing
Just having marks in considering the new technology at hand – expanding aoe’s etc

I certainly agree with a chill field

It can keep to being an aoe weapon, but in its current state – it feels left behind
Much like guardian sword imo

Staff changes

in Necromancer

Posted by: Phyrak.7260

Phyrak.7260

Hey there,

After playing some MM and reading the staff rework thread, I’ve got an idea on which may hopefully spark some good discussion

As current, staff has all the marks – some purely offensive others with a mix of defence; let the marks be unblockable for lich form

If marks or their conditions (ie. Fear etc) were to be shifted to other weapons
This would give the staff a chance to shift into its own identity, just like how scepter is specifically for dots

My thoughts;

Staff is that of a support + condi and that of being the ‘tagging’ weapon for WvW
Staff in its making seems to be that which works side by side with minions and supporting allies

First and foremost, if staff were to get a proper trait with CD and buff to it – Perhaps some synergy with the minions? Gain boon to share boons to minions, or perhaps could that be a buff to flesh of the master?
By introducing such changes to staff, changes to staff mechanics itself likened that of the druid staff or the revanants hammer or mace – such would allow the staff to become a more up to date weapon

Anyhow, the change to combat itself
With the supporting synergy of the death tree itself, using minions are the best route to use

Abilities/skills would be that of suppressing/reducing incoming damage to self and others whilst buffing allies and minions
Ie. Weakness, cripple, slow and blind – such would allow the staff itself to be on its own and have an identity and synergy
Ie. Regen, protection and fury – buffing self and others will give staff more group play

Damage itself would be that of synergy coming from minions or trait buffs to give damage increase % per non damaging trait which would also work in its favor in this design

All up for discussion and debate,

Please be constructive,

Thank you for reading,

-Phyrak

(i’ve been away with life and other games – been a long while since I’ve posted here)

Camping still ain't a thing with tempest

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

well if tempest minors wouldn’t be so restrictive they could add buffs to staying in an attunement there.

What are your ideas on how to streamline tempest minors and make camping a proper thing?

Camping still ain't a thing with tempest

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

If anyone has anything to add, expand or question – please do so

I will do my best to respond with reasonable answers to any questions – as this topic is one that is close to my heart perse :P
~ feel free to read through my topic/thread history and see my fervor about it :P

-Phyrak

Camping still ain't a thing with tempest

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

In Gw1 you didn’t swap attunements at all. You just slotted skills based on how your skill points were distributed. I’m happy with attunement dancing if it means I can keep myself alive without the assistance of a monk.

That in mind, i’m also not opposed to the thought of getting some kind of buff based on how long you stay in a specific attunement, but swapping attunements in itself is a pretty nice perk.

Not taking away dancing :P

Just buffing camping

In your opinion – how would/should camping be buffed?

Camping still ain't a thing with tempest

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

Hey all,

Hope you’re having a good day – now to discussion

Please keep it civil – I know this is a touchy topic


With gw1 – it was possible to camp an attunement and do plausible damage

Gw2 ele’s are about dancing between elements
Tempest’s gain camping esque abilities with no true strength or much more of a defined playstyle

What is tempest missing?
-camping doesn’t give a buff to the specific element you’re camping
Eg. % damage increase/cd’s, various passives boons akin to jugganuat
> fury – air, might – fire, stability – earth, water – resistance
- spec tree minor’s should interact with core ele minors
Eg. Every x attacks or % chance to cause lightning strike/fire blast (second tier passive)
- a mesh of the elements to increase survival
Eg. DR from earth, passive regen from water
- maybe have 1/2/3 AI mini storms following once overload has been activated for a time as almost pets or the like

Each of the above would mesh with the tiers of core ele

Perhaps graphically if they could change up some core ele animations whilst camping in a specific element
Eg.
Fire:
Dagger – 2: create a flaming effigy to burn enemies
Think of LOTR dragon fireworks in FOTR

This would give camping a bit more life to it if such changes could be made to each element

Now that this play style has been established – it would be nice to see it grow properly

Yes, I am aware of camping fire for PvE – but it is missing from all aspects of play wherein you can play into a single element and survive and maybe even thrive

Thoughts and ideas?
Please keep it civil and constructive

-Phyrak

Camping spec? Not really

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

5s not a long channel. I guess the only long channel is bandage skill then.

Moreover, only water overload is 2,5s, the rest are kitten.

Overloading locks you out of that attunement
Camping is sticking in said attunement for a long time – longer then 10 seconds

The hope of this thread was for camping to be strong/more viable then in has been in the past

Reference gw1 ele’s and staying with one element

Yes – the channel times are a little on the horrible side, but it also removes the camping of the element
Of which has been asked for by a few of us on the forums for a very long time

Changing core mechanics is a thing for elite specs

Why not have camping longer then 10 seconds wherein you get a full strength run out of an element – more buffs the longer you stick with it
No being forced out when you overcharge

/rant over

My hope anyhow

-Phyrak

Camping spec? Not really

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

Hey all,

I was one of the few whom hoped for a real camping spec – wherein having to dance attunements wasn’t needed
The aim of an elite spec is to change how the core mechanics worked – that was my hope for over- charging

Yet this proved not the case

Sure – you’re able to camp is a spec to build up power
But once you overcharge – you’re forced out it

There was a prior post – the one around abiut 2 years ago wherein you gain buffs for staying in a specific element for a time

Said buffs combined with overcharge wherein you’re not forced out would seem logical for a spec supposed to be about camping in one element

My suggestions:

Have 3 tiers of overcharged for camping
T1 – as it is now
T2 – stat buffs as suggested above by another thread
T3 – massive % buffs based on attunement:
Eg. In earth bleeds now apply twice and also add a stack of torment

This would make overcharging and staying in one element powerful
If there was a passive to give resistance or remove Condi’s in air and earth – both of which lack condi removal vs fire and water
This would prove stronger

Anyhow – just my .02 c

Please keep it constructive,

-Phyrak

SA + CS addition's/suggestion's

in Thief

Posted by: Phyrak.7260

Phyrak.7260

these are powerful enough as they are thats why its meta….

Yet we have far less stealth, burst and sustain compared to other classes
The above changes will at least make our meta a bit more forgiving

I’m going to be looking into DA and trickery next to see if I can do changes or buffs in se way or another

SA + CS addition's/suggestion's

in Thief

Posted by: Phyrak.7260

Phyrak.7260

Do we really need more stealth?

maybe, maybe not

But it’s one of our few defensive mechanics

we don’t have any real ways to acquire protection unless it’s stolen, very little stability – condi-clear is based around stealth; sided with some evasion too

At least for SA – we should have a guaranteed way of getting into stealth; hence the resistant shadow changes
This means that even if you’re blocked or evaded – you will still have minimum 4 seconds stealthed

all of the above changes will give thief at least a bit more survival – now to bring up the sneak attack burst damage of dagger and maybe sword a little more

No idea on how I would implement this trait in – here it is

Critical overflow
whilst above 100% crit chance – % above is split between crit damage and raw damage

This multiplier would give us our teeth back and synergized with hidden killer – though personally, i think hidden killer should move to SA due to some of the above changes; maybe nerf it to 50-75% in master

Just think of then salt and QQ! XD

My hopes at least for getting the teeth back for thief

SA + CS addition's/suggestion's

in Thief

Posted by: Phyrak.7260

Phyrak.7260

Hey all,

just some ideas for SA+CS changes

hopefully these will give thief their teeth back
sided with a decent boost to backstab – to give those 10k+ backstabs back

Changes:
Critical Strikes:
-Keen observer – changes to 10% damage
-unrelenting strikes – fury given + 10% damage damage whilst stealth
-Ferocious strikes – attacks from stealth now gain an addition 300 ferocity

Shadow Arts:
-Merge shadow rejuvination/hidden thief and make it GM
-Concealed defeat changes to – gain massive Cd whilst invisible 20/40/60%? <- theoretical since we rely on stealth so much
-meld with shadows – stealth lasts 200% longer
-resilience of shadow – reduce to DR to 15%, #5 skills now grant stealth – if CnD hits/ effect is doubled

Thoughts and comments welcome,

Thank you for reading,

-Phyrak

malicious sorcery not malicious enough

in Mesmer

Posted by: Phyrak.7260

Phyrak.7260

Hey all,

I’ve been playing mesmer on and off for a while now – I’ve taken a liking to the scepter and the way it does its condi’s

As our condi based weapon – torment has its uses but it needs something else to it

Ineptitude has some synergy with scepter due to the way our #2 works but on a CD

As of current – IMO we don’t have enough access to high confusion stacks like a ele can have burn stack of 10-15+

Sided with the 15% attack speed increase (and the bug fix where this applies to AA) and the 20% CD

All attacks should give 1 stack of confusion lasting 1.5-2 seconds
this would give additional condi pressure + cement the fact it is mostly a mesmer specific condition

ie. with every attack you apply a stack of torment, you also apply a stack on confusion
with ether counter/counter spell you apply confusion

with confusing image – you now apply 12 stacks instead of 6 stacks of confusion

thoughts?

thank you for reading,

-Phyrak

Shadow Mage - thief ranged staff concept

in Thief

Posted by: Phyrak.7260

Phyrak.7260

Ninja
Weapon: Staff
Role: Damage Mitigation + DPS Support
Special Mechanic: Ninjitsu
Utilities: Kits

Staff 1:
First Strike – You hit your opponent with lightning speed.
Range: 130; Cast: Instant, Damage: Medium; Number of Targets: 3

Swift Strike – You hit your opponent with a fast uppercut and nearby allies gain
vigor.
Range: 130; Cast: Instant, Damage: Medium; Number of Targets: 3; Vigor: 2s for 5 allies

Dark Strike: You hit your opponent with an umbral touch. Convert a boon to
blindness. If your opponent has no boon then inflict additional damage.
Range: 130; Cast 1/2s; Number of Targets: 3; Damage Medium; Blindness: 3s;
Additional Damage: High

Stealth Attack: Need to think about this one

Staff 2:
Daredevil – Leap forward and immobilise your foe.
Range: 600; Number of targets: 3; Damage: Low; Immobilise: 1.5s; Init 4; Combo Finisher: Leap

Staff 3:
Utsusemi – Nearby allies become shadows for 3s (making them evade all attacks) – attacking breaks shadows mode. When they exit the shadows their next attack deals more damage for each second in the shadows.
Cast: 1/2s; Number of Allies: 5; Radius: 180; Damage Increase: 1s=5%, 2s=10%, 3s=15%, Init: 6

Staff 4:
Shadow Whirl – You whirl your staff, damaging nearby foes and reflecting projectiles. (You can move whilst channeling this ability and reflect projectiles in your direction – hence can protect allies behind you).
Cast: 1/4s; Duration: 3s; Dmg: 8x medium damage; Range: 130; Init: 5; Combo Finisher: Whirl

Staff 5:
Shadow Mist – You slam your staff into the ground creating a mist around yourself. Allies in the mist gain increased damage whilst foes damage is reduced.
Radius: 360; Duration: 5s; Number of Targets: 5; Damage Increase: 10%; Damage Decrease: 10%; Combo Field: Dark; Init: 8

Heal – not sure what kit fits this yet

Utilities
Shuriken Kit:
1200 ranged dps kit with appropriate debuffs e.g. vuln, cripple, daze

Kaginawa Kit
High cc (hard and soft) kit e.g. knockback, immob and focuses on preventing enemies leaving/ keeping enemies away along with group support through blinds

Katana Kit
Medium dps kit but focuses on damage reduc, evasion and group vigor and dps boost

Elite
Shinobi – subterfuge kit for survival (can’t have dps kit as then people would only use this all the time) that uses stealth, blinds and has high support skills e.g. regen, protection to protect party

New Mechanic: Ninjutsu
Thieves gain an F3 ability when a kit is equipped. They cast a ninjutsu spell!

Heal Kit = Spell which gives allies resistance for X seconds

Shuriken Kit = Range inc buff spell – 5 allies gain 300 additional range to all attacks for X seconds

Kaginawa Kit = Spell which grants allies stability and protection.

Katana Kit: Spell which grants allies the boon ripper buff – next outgoing attack rips 2 boons.

Shinobi Kit: Spell which grants allies a buff to attack twice before stealth is broken

I’m getting tired now, but I;d like to see something along those lines.

tldr Id like a melee staff ninja like thief with ninjustsu skills and kits please.

I dig your ideas

Two things – so far all utilities + weapon nigh on almost match up the class synergetics
Ie. Guardian with longbow + traps from ranger
The exception so far being Mesmer with shield + wells

Though – above could be an interesting combo: would above kits work of ini or cd?

Second thing – ninjitsu staff and my shadow caster staff are two sides of the same coin

Differnt ways of facing the same weapon

Tis a fun way of doing things

I appreciate your ideas

Shadow Mage - thief ranged staff concept

in Thief

Posted by: Phyrak.7260

Phyrak.7260

I think most players wishing for staff are thinking melee turtle ninja style gameplay, not ranged mage :/

Mesmer got shield and it was a bit out of left field
It suited Mesmer quite well considering

Thus – the above hopes for staff

Out of left field
Give the class a new way of fighting

It’s not necessarily the weapon but the abilities which people really care about. For chronomancer they could have given them an axe, dagger or w/e but the actual time mage abilities fits very well with the class. A lot of the community aren;t great fans of making thieves into a ‘mage’ like class otherwise we would have rolled eles.

I like the effort you put in, I could adjust some of your abilities to make them more viable but the tldr version is basically I believe you need alter some of the boons/ buffs to carve out a better support niche for thieves. Instead, rather than create a whole new thread, I’ll post what I would like a staff version thief to look like.

I wasn’t too sure for boons – more or less just a stab in the dark :P

The idea is mainly for high power and burst damage from stealth
Condi’s/ boons are more of a secondary idea

The idea was to assimilate the sniper and staff into an interesting beast :P

The boons and Condi’s were more about adding some group uses to it then keeping thief as a solo roamer to more uses in med-large havoc squad/some Zerg play

Shadow Mage - thief ranged staff concept

in Thief

Posted by: Phyrak.7260

Phyrak.7260

I think most players wishing for staff are thinking melee turtle ninja style gameplay, not ranged mage :/

Mesmer got shield and it was a bit out of left field
It suited Mesmer quite well considering

Thus – the above hopes for staff

Out of left field
Give the class a new way of fighting

Okay, humor me. (Staff skillset discussion)

in Thief

Posted by: Phyrak.7260

Phyrak.7260

How about doing a supplimentary type of hybrid? Like power based but 30% of the damage comes from conditions and vice versa?

Sounds good me!

Power preferred but whatever works

Power because of shadow magic sniper XD

Okay, humor me. (Staff skillset discussion)

in Thief

Posted by: Phyrak.7260

Phyrak.7260

Personally I think I can deal with ranged de-/buffing since thief doesn’t have that. If I were to make a suggestion to your skillset though, give it a theme and design the skills around that theme while deciding if it should be a condition or power weapon.

As for coefficients and other stuff I might do it after I get back from my appointments today while I dress up your idea.

From my current googles – hybrid builds are a hard thing to find depending on your play style
Sided with any sort of ranged support – a few skills from bow or pistol but nothing with any decent buffing of allies

My personal preferance would be of power base

Then what we have is hard cc, full support, long range condi and melee condi

That’s my thoughts anyhow XD

-Phyrak

Okay, humor me. (Staff skillset discussion)

in Thief

Posted by: Phyrak.7260

Phyrak.7260

Thanks @yolo swaggins.2570

Wanna help with damage and coefficients? :P

What are your thoughts on the staff as a ranged assassination/ support weapon?

Shadow Mage - thief ranged staff concept

in Thief

Posted by: Phyrak.7260

Phyrak.7260

Hey all,
With the staff stuff datamined – with the mixed feelings of wanting a rifle and wanting staff, I decided to amalgamate the two
Here is the result

The spec line is a little half baked – feel free to put some additions in there
The idea of the staff is that it is a combo of daggers and pistol with high burst at range as well as filling some condi/range support roles
————-

Steal change:
Light fingered spectre – 1200 range
Steal an artifact that gives periodic boons per x seconds and conditional damages per y attacks – buff lasts 5-10 seconds (can be changed as wished)
- stealing occurs at range: no shadow stepping toward target – artifact is granted/ stolen from range on F2 key

Eg. Guardian
Gain stab every x seconds
Every y attack daze for 1/4 second

This would be for all classes based upon what has been stolen
Anything which interacts with steal is effected by this
———-

Staff: range 900-1200
Attack style: all skills have an ebb and flow to them – akin to that of air and water bending like that of avatar series to keep the martial feel

  1. chain
    Fire 1 shadow bolt – vuln
    Fire 2 shadow bolts – vuln
    Fire 3 shadow bolts – cripple

Stealth attack:
Umbral touch – basically a sniper shot taking a long time to cast and hitting like a truck
1200-1500 range
Basically a long range backstab
100% projectile finisher

  1. shadows teeth – a long range heart seeker
  1. dark pillar – regen/aegis on allies and blind/ poison on foes > AOE – dark field
  1. shadows maw – fury/prot on allies and chill/torment on foes > AOE – smoke field
  1. living ghost – 4 sec self stealth > next attack does additional damage
    ————-

Utilities:
Mantra’s
Due to how Mesmer’s also have a thing for stealth and playing with boons – I thought they would work well
The aim is to give the shadow Mage a way of long term positioning and harassment at range whilst being able to snipe commanders and support self and allies

Healing:
Mantra of the ghost song – gain distortion: heal x and y% of incoming damage avoided

Utility:
Mantra of umbral wrath – grant fury, stability and might on self and 5 allies

Mantra of living shadow – you and allies gain stealth, regen and protection periodically
(Useful for speed running dungeons/avoiding zergs coming your way)

Mantra of the deep beast – summons spectral creatures to attack your foes – like that of CoW of ranger but small AOE instead of single target

Ult:
Mantra of a bright death
-Gain fury, might and quickness
-Sneak attacks can be performored outside of stealth gaining stealthed benefits for x seconds
- lasts for 3-7 seconds

Spec tree:
Up for debate – if you think of something: if it fits/works well – might be a good add for it
A very rough thought of how this tree works
3 lines (need some names – support/condi/assassin) feel free to get creative with names

Minor
-gain access to staff/mantras
-stealth attacks occur 10-15% quicker/ 25% to blind for 1 second on bases attack (5 second CD)
- damage increase based on distance

Major:
Support
- allies blasting/leaping into your fields gain might
- allies/you gain hp when ini is spent OR fields heal periodically
- gain an extra mantra use/condi cleanse/ CD

Condi
- AOE fields now apply additional torment per tick/last longer
- inflict x stacks of bleed per ini spent
- blinds now inflict burning too

Assassination
- increase cast time by .25-.5 but gain 15 stacks of vuln on target prior to sneak attack
- exposed (I can’t think of the name when you’re forced out of stealth) now lasts 1 second less
- attacks from stealth now do increased damage/pierce with ranged weapons/attack up to 3 targets with melee (sword/dagger)

I hope this sounds okay
I thought of it during a ride around the city in a country I’m doing a short term mission in :P

Feel free to help me flesh out the ideas

Thank you for reading,

-Phyrak

Edit: added style of fighting with staff + combo fields
Edit 2: added extra details to steal change

(edited by Phyrak.7260)

HoT Price Feedback + Base game included [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Phyrak.7260

Phyrak.7260

Hey all,

I was looking at today’s offer of pre-purchase for HoT and discussing it with a friend

as it stands:

there are currently two things we get with the offers

A) a title
B) a glider skin

for $50+ this seems extreme

maybe some more animated skins of the glider – baby wyvern would be very cool! XD

My idea of how to make the ultimate seems the best buy
Please keep in mind that this would be split into teirs as it is now

Adaptive Armour:

light, medium and heavy armour skin that adapt to the class you’re playing – all are aethetics

eg.
heavy:
Rev – aura/ spikes/ energy over armour similar to Aegis depending on legend in use
Warrior – added effects to shouts, physical skills and burts
Guardian – blue flame that gets brighter depending on justice

Adaptive Weapons:

as above:

Eg. scepter
Guardian – adds a residual blue flame to each attack
Ele:
fire – #1 throw fire orbs/#2 dragons tooth becomes small wyvern striking
air – #1 comes from above/ #2 comes from caster

etc

Side note: if this were to ever occur – please give a similar skin to this focus please http://wiki.guildwars2.com/wiki/Chimeric_Prism_Focus

how would you change up the packs?

would you buy any of the pre-purchases with the above changes?

thank you for reading,

-Phyrak

Camping - spec's and potential

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

Some 100+ views…

C’mon peoples – give potential a shot!

Perhaps camping in elements as a spec could give a bit more meshing

Eg. Fire – become more condi based
- toxic smoke: poison on blind
- foggy mind: confusion on bling
- tormenting flames: apply torment on burn

Minor 1: gain x weapon and y utility
Major a, ab, ac
Minor 2: gain an additional dimension to the ele you are in (fire~>condi)
Major bb, bc, bd
Minor 3: gain an additional stat boost – like that of jugganuat for engi
Major cc, cd, ce

Thoughts and ideas welcome!

Camping - spec's and potential

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

Hey all,

I’ve been on the forums a while

There is a lot of talk against and for camping into a single element

There is the gw1 basket wherein you can stay in a single element and do a ton of damage – ref ice shards (I think)

There is the gw2 basket – made for switching and swapping

With the new Elite specs – with the F5
Perhaps have the core F1-4 would be your basic select
F5: boost said element to a superior potential/maybe combine with arcane?

What are your thoughts on how this could work?

Potential utilities?
IMO – I’m thinking warrior physicals
Maybe bow or GS as spec weapon

What of minor traits?
What are your thoughts on their potential and how thy could work?

-Phyrak

[suggestion] DS entry traits

in Necromancer

Posted by: Phyrak.7260

Phyrak.7260

C’mon peeps :P

Empty your brains of ideas out here!

Then the risen won’t eat you XD

[suggestion] DS entry traits

in Necromancer

Posted by: Phyrak.7260

Phyrak.7260

Hey all,

With the elite spec release of the reaper – I was going some reading through both forums, wiki and a bit of Woodenpotatoes.

My suggestion:

Traits which work when entering DS/KS now re-proc periodically whilst in DS/KS

Considering that KS has a bit of self sustain to be able to keep up LF – having traits re-proc periodically could help with keeping boons on/ keeping them on when on it even out shroud

Also – potential synergy
Eg.
>weakening shroud – bleeds+weaknesss on DS + periodically

Thoughts and ideas?

Cheers,
-Phyrak

Tome Change ideas

in Guardian

Posted by: Phyrak.7260

Phyrak.7260

Maybe tomes will be back with a guardian/engi elite spec?

While you’re at it – please buff signets

With trait – much the same as ele; keep passive effect whilst on CD
- maybe increase passive bonus to 50% rather then 20% as to further increase them
- the factor of retaliation on signet use is a bonus to it as they need some sort of buff

Much appreciated
-Phyrak

[Report] PvP Forum Specialist Report

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

I expect to get a lot of rage for saying this but here it goes :P

A counter style – much like that of GW1 where ele’s could keep to a single element and not have detrimental effects

My solutions would be to have various minor traits in relation to each element sans arcane of which to draw additional power to the element your staying in

Now people will say it is against the core design philosophy – but why not have the design of the old ele of GW1 and that of GW2 to be compatable?

As one whom doesn’t really have the reflexes to keep moving between elements – I’ve taken to WvW roaming camping in air
I’ve won about half my battles – it’s rather enjoyable to be a off meta air signet/aura build because it off takes my enemies by surprise about the lack of juggling

An extra CD to specific elements as a minor to selected with added buffs – preferably around the second tier minor traits which favour bouncing between attunements would to well for some build diversity – along with possible buffs for staying in one attunemt and majoring in two others

Ie. Stay in fire – but select air and earth trait trees to max
At T2 of the the trait line – take minor specific to camping that tree which will boost up other elements of which are about staying in one attunemt

Alternatively – have all minor traits sans T2 be taken with lines you wish to specify in effecting you if you wish to camp in a single element

I’ll put up a link to some prior ideas which could work into this new system of traits working

#hopeandoptimismthatsomethinglikethiswillbeeventuallyimplemented

Ready Up: 4/24 - Specializations AMA

in Guild Wars 2 Discussion

Posted by: Phyrak.7260

Phyrak.7260

Question:

Why not add some choice to minor traits like that of major traits – specifically to those like that of the ele?
Ie. In gw1 – an ele could camp in a specific element with no downside.
Why not have some minor traits we could select to enable such things?
Same thing could to with taking out pets for rangers – make it a minor in beast mastery

Thank you,

-Phyrak

Good job Anet - calculated risks

in Guild Wars 2 Discussion

Posted by: Phyrak.7260

Phyrak.7260

What risks did they take on the Necro recently? All they did in the last patch was fix bugs for the profession.

fixing bugs is always useful – if Anet were to give minions health/armour/power etc based off master – then they could actually do some damage considering the bugs that have been fixed

thereby potentially moving necro into meta territory

Good job Anet - calculated risks

in Guild Wars 2 Discussion

Posted by: Phyrak.7260

Phyrak.7260

I for one, hope they take the “big risks” involved in creating more instanced content.

Maybe allow for some actual solo content for dungeons for those casual players whom wish to do dungeons on their own

ie. earning dungeon currency/ reducing mob strength would be interesting

I am one of those players too! XD

so many skins to collect :P