Foci like this please
Hey all,
Having read through the patch notes and seeing the nerf/need of by that of the FT engineer.
I propose this.
C.H.A.O.S instillation:
Lore to trait: with the savvy of the Asura and the know-how of the Charr – the chaos installation allows the user of the FT to create minute chaos portals within the chamber of the FT.
Effects:
-200 toughness
- apply random condition on tick < cannot apply the condition applied prior
Kits:
Rejuvenating kits: (the HoT one) is by default when using a kit
____________________
Tool kit:
+ toughness/vitalilty
+crit chance
A kit to be used in close-combat with a bit of cc – thus needs some survivability when you’re in the mix of combat – a bit of power would be nice too < anything to put it into the same line as nades/bombs
That’s all for now
Thank you,
-Phyrak
I love the idea, and think that this would be a great direction to push in if we ever got a new weapon. Something that can cater to mono-attunement playstyles.
For example freezing the cooldowns of attunement spells you’re not in. Or drastically slowing them.
My attempt of doing single elements
I’m going to go back and finish it off when I get the time to do chunks of text
What are your thoughts on it?
Edit: linguistic skills
(edited by Phyrak.7260)
Why is no one talking about Rytlock and him fighting what look to be Mordy’s minions
It means that he came out of the mists somehow and has joined back with the edge
Did anyone else see that?
I’ve done a bit of research
Looking back through past builds and the way of the old gw1 ele and the formation and dancing of the gw2 ele
For the potential expansion; if arcane was the dedicated ‘dancing tree’ – how would you feel about dedicated elements – take for example the ele build in gw1 which was purely in water and cc (if memory serves)
The minor traits would need a work round – but again; the coming expansion would allow for some flexibility
This isn’t a point of stroking the fire of people of whom are dedicated to dancing or the few that love sticking to an element
The aim is for potential
What would you think the potential could be if we were able to keep to a element and master it to the point of it being an elemental extension of the body then a basic mastery
Thank you,
-Phyrak
Thank you all for your help
Good build selection
Very much appreciated
-Phyrak
As it reads on the box
Has anyone found any decent builds for this?
Am wanting to see how it plays?
My current build is a 4/4/6/0/0 all into signets and auras
I stay in d/d lightning due to the easy access of #3 aura
It’s not optimal but it is rather fun to play
Am hoping for a few more aura type traits…
Side note: For those of whom have read my rather large speel on single ele – I’m currently looking into each aspect of the class – conjures, auras, elementals – as RL had business that needed attending to
I will keep updating the post as need be
Hey all,
An item that is based around spells – one may wonder how such an item may be used in tandem with martial weapons like that of daggers, swords or pistols?
How does a way of storing smoke powder, teleportation and smoke fields sound?
Just without any damage – the aim is be a control/skirmisher skill set which allows you to become a ghost amid the chaos
The abilities:
5# ghost: 5 ini
Dealing no damage but you gain 3 seconds of invis and 5 seconds of quickness
4# haze: 4 ini
Drop a smoke field (I think this is the one were you cannot stealth through leaps or blasts…or is that a dark field?) in an area
I’ll need some help with making these for each of weapons for #3
3# 3 ini
Dagger: set up
Teleport behind the target immobilizing them for 1 second
Sword: (insert Zer0 reference here)
(Help needed for this ability)
Pistol:
Same with sword
Thank you
-Phyrak
As it says on the lid
Just wondering,
Am looking forward to the future of guild wars 2 and have been reading through some of the closed threads – there are some interesting ideas
As there are more ears pointed towards the community voice and arena nets silence policy – it makes my wonder what the plans with the CDI will entail
I am hoping for Pax south around the end of the month
What are your throughts and hopes for the CDI?
Cheers,
-Phyrak
Hey all,
Just been reading through the forums recently and looking back through some of the older posts and content releases for gw2
The engineer was originally supposed to be under the heavy armour soldier precept.
The engineer was almost a perfect storm of the April fools profession the commando and the alchemist whom I believe (memory is a horribly wonderful thing) was discontinued when the engineer came out.
If you look through the engineers skills and traits – it does suit that of a heavily armoured soldier built for the front like – the FT being a perfect example of such a beast.
Now, from a lore perspective – the Charr whom had the original battle engineers (notice the word battle) {something else from memory – I hope to stands up okay…the wonders of exhaustion
} this means that thy were suited for war.
The other races of Tyria saw how well the Charr did in battle and thus followed suit.
What are the implications for moving the engineer back to soldier precept?
One – 5% damage reduction for moving into heavy armour
Two – a potential to change up those horrid hobo-sacks and give the kits some real gusto
Three – intro of new kits > mini gun anyone? (I am currently working on a kit at the moment)
Four – a space in medium armour will be easy to fill considering the many classes from rpg’s and novels and the prior game history Anet can use!
The poll.
Thank you,
-Phyrak
I shall try that build theory out
It is a lot of fun to try it out
If only they made staying in a kit viable :/
Shift engi into soldier profession where it was supposed to be prior to game release – ten the new class into either light or medium armour
To have a caster-esque style sounds fun
Perhaps a mix of engi/ele/Mesmer mechanics would be fun!
-Phyrak
Much appreciated Chaith
One more question
I’m thinking of running my max lvl engi as cele FT build
What are your thoughts?
The tool kit could do with some cast time buffs
I’ve been experimenting on my high lvl engi so I know what to do when I lowby get to the 80’s
What gear would you recommend?
No plausible way to make a decent melee ‘whack-a-mole’ esque build sticking/ bouncing between guns and the tool kit?
With my current build – running soldiers/carrion with engineer runes
When I get home I’ll link my current build for you to check out
Thank you
-Phyrak
hey all,
just wondering if a condi staff build would be viable for wvw
not too sure on utilities and the like because I am currently lvling my necro – only lvl 11
thank you
-Phyrak
Are there any good tool kit builds out there?
I am just managing the switch between rifle and tool kit to manage cd’s
Please and thank you
-Phyrak
Hey all,
I was looking through the wiki for how to build my necro, guardian and warrior I am leveling
One thing that stood out was that some skills get a 20% cd flat and others get the 20% cd and a little extra on the side – be this a certain stat or range or what have you
If some of the traits associated with those skill cd’s were attached to make it cd+extra – this would both give a bit more potential to diverse builds as well as allow for the expansion of new traits into the trait line
That’s my .02
Thanks for reading
-Phyrak
added earth and arcane skills
more to come
thanks for reading
-Phyrak
Hey Diva
I have indeed seen the video
I have toyed with a single element with an earth/signet/aura build
More work to be done with the elemental singularities
-Phyrak
Thanks for your reply law.9410
I’ve been a little busy recently
Am currently working on way of either combination powers of two elements – ie fire+water= steam – because elementalist are skilled in all elements
I’m also looking into potential nullification of elements if they are opposed
Ie – if traited into air as your main element, then your earth will do very little damage
More stuff to come when I get the time
Thanks for reading
-Phyrak
Nigh on 200 views
May I get some thoughts of some peoples
-Phyrak
Edit: added Arcane element traits
You are welcome to comment – I will be editing these over time with any ideas which ring out well with single elements from the forums
what are your thoughts on the traits which I have written up?
elemental combos
/15 characters
(edited by Phyrak.7260)
saved for conjures
/15 char
Dancing will stay the same
the minor trait for arcane at 1 point investment will allow you to select whether you will be dancing or an arcane caster – with this selection all minor traits will revert to as they are now with dancing in mind rather then single element
Arcane can have either two functions
- always crit but with very very low multipliers
- low damage with high multipliers
skills coming soon
traits:
pulse of power: gain a random boon every 10 seconds
Arcane wrath: signets gain arcane spell properties when used – fire grants might/water grants regen/air grants fury/earth grants protection
Elemental Flow: cantrips gain boon of opposite element – mist form grants might etc
Endless wrath: gain 3 second of quickness when you gain a boon – 30 CD
Secondary strength: amplifies secondary element by 25% – 12.5% move speed in air etc
Extended auras: auras now last an additional two seconds
Sublime signets: signets grant boon on interval based on element – might for fire etc
Arcane weapon skills:
Staff:
1# magic missiles – seeking/slow firing
2# telekinetic reflex – reflex missiles/ grants retaliation
3# arcane wall – applies 1 condi/boon per second
4# force cage – immob targets/stacks vuln/stacks fury
5# arcane storm – applies condi/boons
Scepter:
1# arcane orb – applies vuln/ grants fury
2# vicious wave – similiar to RS/power based
3# arcing strike – AOE/blast finisher/ consecutive strikes
focus:
4# sky fall – apply confusion and torment/ similir to comet
5# arcane protection – aura/ gain retal and rng selected boon
dagger OH:
4# coursing wind – damamge increased by # of condi’s
5# black hole – blast finisher/stacks vuln/ sucks in enemies
dagger MH:
1# arcane slash – 33% to gain random boon
2# arcane jaunt – applies protection/ leap finisher
3# eternity strikes – 7 strikes/ applies random condi
trident:
1# seeking spear – 3rd strike removes boon
2# reflective state – reflects projectiles
3# crushing tide – drags enemies down
4# bountiful wave – heals and grants protectino
5# expansive ocean – grants fury and aegis
(edited by Phyrak.7260)
Water IMO needs to be a bit more aggressive with some skills/ traits – to be able to both support and cause a bit of chaos within the battlefield and create an ebb/flow effect within the war going on
vapor blades – rather then sending a many slow moving blades – send out a few higher damaging/ vuln stacking at a higher speed
out of element secondary gain – 10% to apply vuln
anyhow here a traits – skills coming soon
Riptide: transfer conditions to your enemy
Tidal surge: increase crit chance on vulnerable target
Geysers: blast finishers on your water fields grant regen
Quiet stream: cleanse a condition every 10 seconds
Endless tide: apply weakness when you apply vuln
Cesspool: % to apply poison to a foe
Furious waves: gain fury when you crit against a foe
Even flow: damaging skills heal/ healing skills do increase damage
Hailstorm: consecutive strikes increase damage
Cold solstice: when you chill a foe you also apply torment to them
(edited by Phyrak.7260)
Earth is all abouts DoT’s
out of attunement;
gain 15% more toughness
Gnawing rocks – x stacks of bleed grant torment
Broken footing – % to cripple foe
Clay blood – every x stacks of bleed gain regen
Mirage – x stacks of torment dazes for 1/4 second
Earthen core – gain protection every x seconds in earth attunement
Scattered stones – your blast finishes grant protection to 3 allies
Blasting auras – your auras now blast the area/ 15 CD
Open wounds – bleed ticks/ application grants a 1 stack of vuln
Earth skills:
Scepter:
1# compound – applies weakness
Staff:
1# piercing strike – apply vuln
Focus:
4/5# seismic wrath – apply cripple/torment and hemorrhage
dagger MH:
3# earths wrath – apply might,fury,protection to self/ blasts area/ applies bleed
dagger OH:
5# quicksand – AOE/ cripple/ bleed
(edited by Phyrak.7260)
Air is a glass cannon – but lacks sustained pressure and healing
skills to come
passive 33% move speed
out of attunement as secondary – gain 10% move speed bonus
traits:
Spark – AOE burn: 1 second/ 7 second CD/ 25% chance on crit/ 3 targets/ 240 range
Strikes twice – consecutive crits cause a lightning strike
Gail – activating a signet launches targets: 3 targets/ 120 AOE/ 30 CD
Conduit – % to chain lightning
Fury of the Storm – crits grant fury
Strong wind – cripple 3 foes/ 15 sec CD on knockback/launch
Shocking revelation – crits interupt foe 1/4 second/ 12 sec CD
Overcharge – confuse on stun
Grit – % to blind
Revitalize – gain regen on crit
poisonous cloud – poison on crit
Storms protection – gain protection on crit
yes – there is a lot going on when you crit in air :P
(edited by Phyrak.7260)
Currently – fire is the best element to camp
fire is very good for might stacking but lacks healing or cleansing conditions for self or allies
as an out of attunement secondary – you have a 10% to apply cinder
new traits:
Toxic smoke – apply poison when you apply blind
Melted defense – apply vuln on burn application/ tick
Choking haze – confuse on blind
Burning rage – gain fury on burn application
Embers allure – gain protection on burn application
Cleansing flame – cleanse 3 conditions/ 360 AOE/ 15 CD
Combustive – 3 burn ticks creates a blast finisher – 15 CD
Cauterize – heal based on burn damage
Regenerating flame – your fire fields grant regeneration to allies
(edited by Phyrak.7260)
Hi all, Phyrak here
yes – those whom read through my post history say I have a thing for such things
these posts will cover all elements and how staying in them will give some benefits, how keeping the dancing for those whom love dancing between the elements and conjures
Basic overview:
In GW1 – certain elements were able to reign supreme if you build your character right
my aim in the next few weeks as I go through and write out all that I have written and discussed with friends along how such a thing could be implemented
I am expecting to get a bit a rage at me – if so, please do it nice or in morse code :P
2 conditions will be introduced into the game with some RNG gating so that they won’t be too OP – or at least thats the hope
I have run a few numbers on some of the traits and skills – help would be appreciated
cinder – 5 stacks of cinder creates a burn condition for 1 second
hemorrhage – 7 stacks of bleed creates 1 second of hemorrhage
this would allow for both earth and fire to have access to a couple more conditions considering the factor of elemetal camping
as for the elements and how they work when camping within said element
Also – by default: to make up for the long CDs within the elementalists skill lines
10% damage within your chosen element and 40% CD reduction will be a standard
similar to how warriors have their 3 tiered adrenaline – stats are increased in relation to the element you are in
vitality and toughness being default with power or condition damage being the difference between the elements
fire:
- Juggernaut style of passively gaining might
- heal self from burn damage
- cleansing allies with fire
Air:
-crits causing knockdowns or interupts on timer
- a few conditions to apply but far less then fire and earth
- passive 33% movement
- quintessential glass cannon
earth:
- more dots/ conditions to apply
- crits grant conditions
- heal through bleed application
- reasons to facetank vs dodge due to being tanky
Water:
- suppression/ mitigation of damage
- poison and weakness to reduce enemy output
- increased vuln stacking for staying in water
when you select an element to stay in – you gain upto 3 additional major traits to select
1 for adept, 1 for master, 1 for grandmaster
this is because said element is missing out on some parts that would be granted by other elements
side note: going 6 into earth would not allow you to get diamond skin and stone heart because that would be OP
thanks
- Phyrak
(edited by Phyrak.7260)
Hey all
Just looking/ hoping for a viable hammer for PvE and WvW
Please and thank you
-Phyrak
Ranger CDI
If you’ve seen my posts on ele’s sticking to a single element and engineers and their kits
The rangers are on my hit list for an in depth look into traits and skills and the potential of how the ‘spirit of animal x’ will work both passive and actively
-Phyrak
I like your thinking Karazul :P
Altogether
Around 50 new traits and 40 new skills
Also included arcane attunement which is based around boons and buffing allies with slight randomization of conditions to afflict enemies
Now comes to typing it out and putting it onto here :P
-buffs with protection-
Anything else I should include into the buffs to single element before I type it up?
-Phyrak
Hey all
Phyrak here
I’m going to get my crafting up to craft some ascended gear
What should I aim for crafting wise?
I’m liking the way of running zerker FT at the moment :P
Zerker vs celestial – what would be best to use?
I usually run PvE and WvW with the occasional dungeon in between
Much obliged
-Phyrak
Thank you very much
I’ll have a have a play round with it!
Here is a taster of what I have for fire
I still haven’t run the numbers yet but that’ll happen soon
<The aim is that once you spec fully into an element - 6 points - you then gain 3 additional trait slots to use as you wish>current traits I have
a passive – like juggernaut to help with survival
Toxic smoke – poison when you blind
Melted defense – apply vuln when you burn
Choking haze – confuse on blind
Burning Rage – gain fury when you burn an opponent
Ember’s Allure – gain protection when you burn
Cleansing Flame – cleanse 3 conditions off self and allies/ 350 AOE on self? 15 sec CD on burn
Combustive Flames – 3 burn ticks create a blast finisher/ 10 sec CD
Cauterize – heal yourself based on burn damage
Regenerative Flame – your fire fields grant regeneration to allies
Burning mirror – Aura’s gain reflection and apply burning to outgoing projectiles
For having fire as your ‘secondary’/ out of attunement
you gain
10% chance to burn on hit
7% chance to flame blast on hit
So, this would all be optional – there would be a magic button which would allow you to stick to favored element and gain specific way of healing ones self and helping allies whilst being in one attunement
I’m still working out the way of swapping minor traits but that’s a long run thing
enjoy
-Phyrak
Yup, I know the difference of perma-kitting and the occasional swap out for damage or buffs
Once I get the traits for each individual kit written up – ill then put it onto here for opinion
Keep in mind that it would be making something like juganaught a little bit more hardcore then a couple of stacks of might and a bit of toughness >:D
Thank you for the bit of positivity
As it says on the lid
Please and thank you
-Phyrak
Side note: how does it do with survivability/ what kits synergies best with the combo
That aim of all of these are as suggestions
The fact that some people would like to keep to a single element may be a way of finding some powerful builds if some of the suggestions above were implemented – look at the f key changes as a way of balancing out the lack of dancing
The whole aim of this topic was for build diversity
I know that the current dancing mechanic is there for those who enjoy the dancing but the thing is that you need to be absolutely perfect with it – even a decent internet connection with no dropping out
For some people, that’s not possible
Then there are others whom those who are against such are thing are disregarding
There is a strong RP base in this game
If your wanted to RP as a specific elemental caster yet the game doesn’t allow you to, then you’re not going to do much RP-ing in the group your with damage wise
I hope this clears the air a little
- Phyrak
Currently what I have written down in relation to camping kits
Numbers still need to be run in order to give some sort of balance to them
For all kits – each specific trait in relation to kit will change it aesthetically…or at least that’s the hope
FT: juggernaut
- reduced incoming dmg (-10% I’m think rather then x toughness)
- specifically around condi
- alternate kit of FT – chaos gun…I need a better name for it…
Basically % to apply confusing or torment – a more aggressive version of EG but less so then the FT
Heavy gunner: minigun
- gun accuracy based on crit change
- fury increase accuracy
-medium to long range
- reflect projectiles/ shielding
Explosives expert: bombs/ grenades
- based on one kit
- uses button to switch between them
- grenades condi/ bombs power
Battle tech: tool kit
- increased chance to crit whilst in kit
- improved armour due to being in cc
- shield now flows between blocks and pulls in relation to animation
- iron man esque stylistic changes and some potential for attacks
Mitigator: EG
- high condi
- close to medium range
- improved boon duration for allies affected by your boons
Explosives expert: mortar
- high cc
-low damage
-long range to very long range
-condi based
-some low damage high duration condi
Explosives expert: rocket launcher
- think mix between rifle and grenades in relation to skills
- power based
- High vuln stacking
- few fields
- more mobile then the mortar but not by much
Marksman: sniper rifle
- low mobility
- power based
- damage based on charge (think of the AA yellow bar filling as you attack – the more it fills, the more damage you do)
- high vuln stacking
- Long to very long range
To come
The option to put elixirs onto passive – Mesmer SoM style with less rng with some a little extra added onto the activated
Same thing goes with gadgets
Keep in mind that these thoughts are kept by the hope that there would be a button or something like that which would allow you to choose when ever you want if you want to use your elixirs as actives or as passives
To use the FT or click the button and the FT turns into a minigun of which you then need to get the matching traits for it
Positive discussion is always nice
Cheers
- Phyrak
Thank you for your positivity @Avead
Currently working on single element F2-4
For all elements + arcane
Following as such
Attack
Utility
Defense
Currently looking at how boons can be of an influence into various elements which lack it when staying there
Thank you to all those whom are actually contributing positively
When I’m done with ele’s I’ll post up all I have written
-Phyrak
Edit: I’m also figuring out how to make conjures kit style or give each conjure a different way of working in each element – my hopes are that there will be an option to do both
A button to select whether you want it as a kit or as a slightly more powerful temporary item
(edited by Phyrak.7260)
Hey all
Phyrak here
I’m currently spending my free time looking into the classes and traits as well as potential weapons which could be given to each
For the engi – I’m seeing how to make the most out of kits – similir to my post on ele’s
https://forum-en.gw2archive.eu/forum/professions/elementalist/Staying-in-a-single-element
Please note: I’m not asking for builds
What sort of buffs would you give to kits so you could camp in them
As for weapons, I’m looking down trait lines and how the weapons work to see the potential effectiveness in combat – ref: hammers and maces
The kits we have currently are getting a thorough look over
New kits
Minigun
———————
Elite kits
Mortar
Rocket launcher
Sniper
———————-
I am currently working through mechanics which are already in game and adding a twist to allow for a spread of how kits/ weapons may be accessed
I came up with something called “trait flow”
It begins when you select a minor trait and switch one stat for another
For example:
If you wanted to access the minigun or sniper
You would need to switch out sharpshooter for precise sights
Having precise sights moved into a minor trait gives the option to have more build diversity
Thank you for reading
Constructive feedback welcome
-Phyrak
I’m not saying take away the dancing
People who can dance properly and effectively should be commended
As you said silvermember, they may be doing something about it
But it will hopefully be just to buff single elements then do anything to those who enjoy dancing
Update: all for elements completed – 40 new traits with synergy throughout the elements with utility slots
Currently working on the arcane element traits/ dancing specific traits/ selectable minor traits depending on if you’re a dancer or not
Arcane skills coming soon
Sunshine
Love the idea!
We still fall under the caster category, so it’s even better
It’s the appeal of the RPG
You want to play aggressive but be able to want to be able to support, play a guardian
You want to play assassin, play a thief and ahift your traits into burst damage
You want to play a caster?
Don’t like Mesmer’s or Necro’s
The elementalist is the one for you!
Oh, you like the way one skillset works in particular…too bad, as there are very few options to allow for strong single attunemt vs dancing
This game is all about choice is it not?
By giving us the choice to stay in a single attunement, this could give rise to some powerful builds
Fire: gains additional boons and conditions upon burn application
Air: interrupt specialist as well as boons on crit
Earth: movement control specialist/ addition conditions based on bleed and weakness application
Water: transfers conditions/ transforms own conditions into boons
Something like this would allow for some major single element attunement as well as some potential refinement to how a single element works
At the moment, I have 30 new traits – 10 traits each
I’m currently working on water
Arcane attunement will be a struggle but I’ll come up with something!
Now, I’d we were to look at the gem shop and at the potential of single elements
Who wants to cosplay Zuko in game! XD