Showing Posts For Phyrak.7260:

Good job Anet - calculated risks

in Guild Wars 2 Discussion

Posted by: Phyrak.7260

Phyrak.7260

Hey all,

Dev team – just wanting to put it out that I’m liking the risks you’re taking with stability along with some minor fixes to the classes (necro)

Please continue to take some bigger risks in relation to how the game updates in the future

More traits/selectable minor traits would be a wonderful thing to happen – you have years worth of ideas within these forums along with more trait synergy!

With HoT coming up – the mastery system being a big move away from the tradition gear grind to a way of exploration; small steps to something much bigger me thinks

With the trait system being redacted in the coming months and perhaps a replacement or back to its old form on the way – it is clear that the devs read the forums, though implementation always takes some time

Thank you once again for trying such a risk to see how the community will respond

Keep up the good work and keep squashing bugs (preferably the big ones :P)

-Phyrak

[Suggestions] Gemstore Items

in Guild Wars 2 Discussion

Posted by: Phyrak.7260

Phyrak.7260

[Suggestion] Juggernaut

in Engineer

Posted by: Phyrak.7260

Phyrak.7260

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

Elementalists and gw1 throwback

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

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

https://forum-en.gw2archive.eu/forum/professions/elementalist/Single-element-skills-and-traits/first#post4553329

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)

[Spoiler] video at the end of S2

in Guild Wars 2 Discussion

Posted by: Phyrak.7260

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?

Elementalists and gw1 throwback

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

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

Anyone utilizing superior runes of radiance?

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

Thank you all for your help

Good build selection

Very much appreciated

-Phyrak

Anyone utilizing superior runes of radiance?

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

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

Focus for Thief

in Thief

Posted by: Phyrak.7260

Phyrak.7260

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

When will CDI open up?

in Guild Wars 2 Discussion

Posted by: Phyrak.7260

Phyrak.7260

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

[Poll] engineers back to the soldier precept

in Guild Wars 2 Discussion

Posted by: Phyrak.7260

Phyrak.7260

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.

http://strawpoll.me/3271713

Thank you,

-Phyrak

Tool kit build?

in Engineer

Posted by: Phyrak.7260

Phyrak.7260

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 :/

SPOILER from last ls update. New class?

in Living World

Posted by: Phyrak.7260

Phyrak.7260

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

Tool kit build?

in Engineer

Posted by: Phyrak.7260

Phyrak.7260

Much appreciated Chaith

One more question

I’m thinking of running my max lvl engi as cele FT build

What are your thoughts?

Tool kit build?

in Engineer

Posted by: Phyrak.7260

Phyrak.7260

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?

Tool kit build?

in Engineer

Posted by: Phyrak.7260

Phyrak.7260

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

Condi staff build?

in Necromancer

Posted by: Phyrak.7260

Phyrak.7260

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

Tool kit build?

in Engineer

Posted by: Phyrak.7260

Phyrak.7260

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

Cool down discrepancies

in Profession Balance

Posted by: Phyrak.7260

Phyrak.7260

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

Single element - skills and traits

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

added earth and arcane skills

more to come

thanks for reading

-Phyrak

Single element - skills and traits

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

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

Single element - skills and traits

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

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

Single element - skills and traits

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

Nigh on 200 views

May I get some thoughts of some peoples

-Phyrak

Single element - skills and traits

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

Edit: added Arcane element traits

Single element - skills and traits

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

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?

Single element - skills and traits

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

elemental combos

/15 characters

(edited by Phyrak.7260)

Single element - skills and traits

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

saved for conjures

/15 char

Single element - skills and traits

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

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)

Single element - skills and traits

in Elementalist

Posted by: Phyrak.7260

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)

Single element - skills and traits

in Elementalist

Posted by: Phyrak.7260

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)

Single element - skills and traits

in Elementalist

Posted by: Phyrak.7260

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)

Single element - skills and traits

in Elementalist

Posted by: Phyrak.7260

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)

Single element - skills and traits

in Elementalist

Posted by: Phyrak.7260

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)

Hammer build

in Warrior

Posted by: Phyrak.7260

Phyrak.7260

Hey all

Just looking/ hoping for a viable hammer for PvE and WvW

Please and thank you

-Phyrak

petless option please

in Ranger

Posted by: Phyrak.7260

Phyrak.7260

Ranger CDI

https://forum-en.gw2archive.eu/forum/professions/balance/Collaborative-Development-Ranger-Profession/first#post3682544

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

Ascended gear - what to craft

in Engineer

Posted by: Phyrak.7260

Phyrak.7260

I like your thinking Karazul :P

Staying in a single element [suggestion]

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

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

Ascended gear - what to craft

in Engineer

Posted by: Phyrak.7260

Phyrak.7260

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

LF p/sh build

in Engineer

Posted by: Phyrak.7260

Phyrak.7260

Thank you very much

I’ll have a have a play round with it!

Staying in a single element [suggestion]

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

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

LF p/sh build

in Engineer

Posted by: Phyrak.7260

Phyrak.7260

WvW/PvE

CC/DPS

Camping kits [suggestion]

in Engineer

Posted by: Phyrak.7260

Phyrak.7260

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

LF p/sh build

in Engineer

Posted by: Phyrak.7260

Phyrak.7260

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

Staying in a single element [suggestion]

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

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

Camping kits [suggestion]

in Engineer

Posted by: Phyrak.7260

Phyrak.7260

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

Staying in a single element [suggestion]

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

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)

Camping kits [suggestion]

in Engineer

Posted by: Phyrak.7260

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

Staying in a single element [suggestion]

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

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

Why Not Make Elemental Pets Permanent?

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

Sunshine

Love the idea!

We still fall under the caster category, so it’s even better

Staying in a single element [suggestion]

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

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