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Staying in a single element [suggestion]

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Posted by: Phyrak.7260

Phyrak.7260

The aim is to give it viability

The devs have been trying to push a potential to stay Ina single attunement – ref diamond skin for earth or aquatic benevolence for water if you want to pay a healer

This post I read earlier – if they allowed the gain of traits through sticking to the single element to give self synergy as some potential synergy with those around

https://forum-en.gw2archive.eu/forum/professions/elementalist/Our-condition-builds-need-help

Staying in a single element [suggestion]

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Posted by: Phyrak.7260

Phyrak.7260

Game development, animation and concept are all about persistence

Look at the in game items

Let’s the legendaries for example – how does one obtain such a thing?
Perisistance is the answer

I am a stubborn optimist – with some sort of hope that the devs will look at the amount of times this has been mentioned and have it implemented in game

I’ll even run the numbers for them if they want :P

I’ve done the numbers run before

At this current moment – single attunemt is useless because there is only a little bit of thought put into it

Currently I have many a page devoted to different branching ideas of each element

Before I do the entire write up – I would like to see what the community thoughts are…but it seems all those whom are usually in favour of such things and usually contribute well to said topic haven’t seen it

Please at least try and be positive

Just one creative thought that doesn’t bash ones hopes

Perhaps it could be the one that gets the ball rolling

Staying in a single element [suggestion]

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Posted by: Phyrak.7260

Phyrak.7260

Okay

50 views

People, please let your creative juices flow

Any GW1 players whom played a single element, please give your input as it is greatly appreciated

On a personal note – I’ve done fire, air and earth for single elements
I’m going to do water tomorrow then run my ideas by a few close friends whom play the game for balance

Then I shall put them onto the forums

Arcane element coming soon tm

Please be positive and constructive if at all possible for sometimes the toxicity of the dancing can be a little too much for those I’ve read whom have had similar ideas

-Phyrak

Staying in a single element [suggestion]

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Posted by: Phyrak.7260

Phyrak.7260

Please re-read above statement

I am spending time of my own to give some potential options for builds that stay in single element

Please be constructive as to how a single element can be improved for those who want to do it

There are a few on the forums who do like doing it

I didn’t play guild wars 1 but I have heard that there were some pretty devastating single element builds

Please try and think of ways of which single element builds could be improved rather then attacking those whom appreciate something out of the ordinary

The aim is allow for both single element and dancers to function under the same roof

Staying in a single element [suggestion]

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

Hey there,

Phyrak here

I’m currently spending my free time looking into a way in which elementalists can stay in a single attunement as an option to bouncing around

These are including additional effects to conditions
Passive buffs whilst in the attunemt – ref juggernaut whilst in fire as an example

I am also looking into making an ‘arcane’ element

Keep in my that this is all theory and I run the numbers with a couple of friends to make sure that keeping to a single element won’t overrule the others

The aim is to expand the builds and allow for more diversity

I know that everyone loves going full avatar with all the elements

But if someone were to have a personal synergy with a specific element, why take that way from them?

Please be constructive

From the responses I get from this, I will change and evolve the traits and passive that each element gets

Thank you for reading

-Phyrak

[Suggestion] Guardian Longbow

in Guardian

Posted by: Phyrak.7260

Phyrak.7260

Blue flame looking arrows and the like

Why use normal arrows when you can shoot them with light!

[Suggestion] Guardian Longbow

in Guardian

Posted by: Phyrak.7260

Phyrak.7260

Hey all,
Phyrak here

I’ve spent the last few days creating what I would see as a viable longbow to give to the Guardian with a couple of unique mechanics – this weapons traits would be put into the Zeal line.

I’ve been wanting to see an agressive range weapon for the guardian, the scepter doesnt cut it for me – so I had a go at balancing a longbow for a guardian – giving high damage but low mobility.

Weapon Abilities

#1: Shard of light
- 250 dmg (0.7)
- 1200 range
-3/4 cast time
-1 stack of vuln (5 sec)
- pierces when traited

#2: Inspiring Symbol
- 50 dmg (0.8)
-last 3 sec (5 sec when traited) – writ of persistence
- 1/2 cast time
-effects upto 3 allies
-increases attack speed by 15%
-240->360 area when traited
- 10 sec CD
- fire field

#3: Celestial barrage – as rangers barrage
- 1000 damage over 5 shots
- 240->360 when traited
- 5 targets
- 2 sec cast time
-12 sec CD
- immobile whist casting

#4: Expulsion
-80 damage (1.0)
- 320->450 knock back
-launches
- 25 sec CD

  1. Hallowed Shot
    600 (0.8) OR 800 (0.7)

options

single target – 3sec cast time

AOE (3 targets)

Tome of Wrath – smiters boon style attack -> 2 sec cast time


Traits:

Empowered Light: bow does 5% more damage

Bright strings: 20% CD + additional effects


Inspiring Symbol: when standing on this symbol, you gain symbol attacks

example – symbolic exposure
your attacks now do vuln whilst standing on the symbol

example – symbolic power
your attacks now gain a temporary 5% additional damage
—————————————————————————————————————————————————————————-

Thank you for reading

thoughts and ideas welcome

-Phyrak

(edited by Phyrak.7260)

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: Phyrak.7260

Phyrak.7260

Make it decent

Look a juganaught!

If it’s based around FT – make it look unique

Side note: move the hobo sack on charr…it sits too high on their back

Animal aspects - balance patch hopes?

in Ranger

Posted by: Phyrak.7260

Phyrak.7260

Alrighty, seems a 60 for/ 40 against

Now some theory for discussion

Would it link into the beast mastery traits or goes with the spirits with traits of its own?

What would suit such an idea best?

Animal aspects - balance patch hopes?

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Posted by: Phyrak.7260

Phyrak.7260

Okay, so there some potential but it would be an interesting thing to balance

As well as the option of pets too

Animal aspects - balance patch hopes?

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Posted by: Phyrak.7260

Phyrak.7260

Edited drake knockback
Edited meaning of aspect

Animal aspects - balance patch hopes?

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Posted by: Phyrak.7260

Phyrak.7260

Hey all

Considering we were shown a potential snippet of the coming balance patch

What are your thoughts on ‘aspects of animal x’

To gain certain attributes or skills bound to the F keys whilst representing this beast

IE. Aspect of the reef drake

Passive – + toughness +vitality (passives relate to animal family)
Drake family skill: knock back 450 – 20 sec CD
Reef drake skill: shrieking arrow => 3/4 sec cast time
Stacks 5 stacks on confusion on target
(Edit: the knock back would be single target – similar to engi’s personal battering ram)

Thoughts and ideas welcome

-Phyrak

Edit: my animal aspect – I mean your pet disappears but you gain its abilities
So, no pet out to be stomped into the ground by AOE, rather you gain abilities and passives as the example above and gain an extra element of damage or utility

(edited by Phyrak.7260)

AA rifle animation

in Engineer

Posted by: Phyrak.7260

Phyrak.7260

Reasons I love engi forums

Everyone is informed!

Maybe give under barrel extra bits for engineers when they’re using rifle

Also, the fact the legendary pistol looks like a water pistol is a turn off…sure, fine for a Mesmer because they’re all about pretty colours, silliness and butterflies…

Give the engi a minigun looking pistol or something! XD

I gotta agree about the factor of hobo sack

Just look at the FT!

The concept art they had for it was far far better then the current back piece

Moar scopes!!!

It’s be rather cool if once we acquired the scope trait, a scope would be attached to the gun in its unique style

Also, minimum 1200 range would he brilliant!

[Suggestion] rifle rework

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Posted by: Phyrak.7260

Phyrak.7260

I like your thinking Wolf!

Perhaps have it as an alternate weapon skill set

Click a button get normal rifle attacks
Click it again, get the sniper version

The skins could work the same way

Also, lore wise – that is a brilliant idea in relation to the ice weapons!

The lava weapons would be something to see as well

What would Scarlett’s stupidly big cannon do?

AA rifle animation

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Posted by: Phyrak.7260

Phyrak.7260

As it says on the box

For a class which is technologically savvy, wouldn’t the animation of the AA shooting animation of the warrior be more appropriate

For one, hip fire is a spray and pray of sorts – not an aimed shot
Which, lore wise in relation seems a little odd

Our AOE falls under explosives, fire and the occasional burst of shrapnel from our ‘under stock shotgun’ :P

Just a little bit of hope to get a decent/ better animation for such a fun class

-Phyrak

Side note: I am doing a little bit of apples and oranges considering FPS firing from the hip vs aim down sights
But lore wise, an aimed shot (with 1200 range…would be nice) would be more appropriate with such a high tech class

[Suggestion] Lightning surge rework

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

I like your thinking

[Suggestion] rifle rework

in Engineer

Posted by: Phyrak.7260

Phyrak.7260

209 views and no extra responses

Moar thoughts and ideas would be brilliant

Useful tool tips

in Guild Wars 2 Discussion

Posted by: Phyrak.7260

Phyrak.7260

Cheers, there’s some hope then! XD

What are your thoughts on the rest though?

Useful tool tips

in Guild Wars 2 Discussion

Posted by: Phyrak.7260

Phyrak.7260

Hey all

As it says on the box

Tool tips give the basics of a skill.

They show the basic damage as well as a few other details but that is about it.

I personally would like to see what a skill would hit with power added to it

So, let’s say you’ve PVT, zerker or what have you

Scholars runes and traits to boost weapon x you’re using

I think it would be nice to see the damage combination altogether on the tool tip rather then the basic with a right click on the skill

So, with what I described above – looking at the tool tip

Base damage + power + rune + weapon % boost = current outgoing damage

Same thing could go with conditions applied from attacks

Thoughts and ideas welcome

-Phyrak

[Suggestion] rifle rework

in Engineer

Posted by: Phyrak.7260

Phyrak.7260

Each to their own dice dragon

I’m in a minority of wanting to play as a single element ele rather then dancing

Hope and optimism on all parts my friend

[Suggestion] rifle rework

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Posted by: Phyrak.7260

Phyrak.7260

Thank you very much much for your positivity

=> #4 is an annoying skill because you cannot control what is behind you…perse…it gives more control

=> #3 is to make up for the lack of mobility – thus, high uptime to allow for a more high tech camo skin style play – one of the Tom Clancy games uses camo skin really well, kinda like that

The way that the rifle is made at the moment is small AOE control with little single target – my idea is that though it has it will give easy bursting with high control/ forcing enemies out of areas

Ele balance theory

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Posted by: Phyrak.7260

Phyrak.7260

^ I like your thinking!

There aren’t many of us that would like a single element to stay in – but my mate was saying he’d love to cosplay as one of the firebending generals in avatar

Twould be interesting to see a dancer vs elemental specific

[Suggestion] rifle rework

in Engineer

Posted by: Phyrak.7260

Phyrak.7260

Hey all

The rifle feels a bit too much like a shotgun – 1000 base range + a trait needing it to be boosted to every other classes base of 1200

The aim of this is to make it a little more high tech/ a bit more juking

#1. ADS (aim down sights)
351 damage base at 80 – that’s 100 more then basic hip shot (keeps pierce)
1200 range base

#2. Net shot – shoots like harpoon AA
Traps 2 targets for 2 seconds – same cd

#3. Cloaking device – gives 6 seconds of invisibility

#4. Pressurized blast – 200 damage (gives 10 stacks of vuln)
Knocks enemy back 600 – range of 300 (186 dmg less then #4)

#5. Bombardment – 1200 range
400 or 500 damage base – basic size of glyph of storms

Or

Go skyhammer style 500 or 700 dmg
1.5 sec cast/ 1.5 sec for strike to land after cast animation – AOE of blasting staff

Trait changes to make this possible

Firearms:
GM – cloaked shot

Gain 20% crit chance when invisible – works like scope

M – long shot

Improves rifle range by 50% and tool belt by 25%

Tool kit:

GM – automotive reflection
Gain 3 sec of invisibility with 10 second cd
That’s 10 sec on each tool rather then as a whole

Potential for stacking of stealth?

Thoughts and ideas are welcome

Hopefully this makes the rifle seem a little more high tech/ not as many trade offs with close range against foes like warriors or thieves

Cheers,

- Phyrak

Edit: make the animation of #1 look down the rifle barrel as warriors do!

#5: point towards target area/ call in air strike style like the commando April fools joke class

#3: make it look like the tool belt medkit with similar cast time/ animation

(edited by Phyrak.7260)

[Suggestion] Lightning surge rework

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

Then perhaps an AOE blind at first target and the charged shot pierces to allow for a bit more chaos to ensue

The AOE would work like the fire staff attacks where it does the area around it rather then ground placement

[Suggestion] Lightning surge rework

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

Alrighty, take out the combo finisher then. It wasn’t a big deal for me anyway.
Isn’t it already a fast travelling lightning bolt? Between end cast and hitting the target is quite short.

I understand that lowering the cast time would work for the way the skill currently operates, however I am proposing a rather different skill to what is currently used, and so a longer cast time makes sense because of the other changes that I am proposing.

Engineers and signets

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Posted by: Phyrak.7260

Phyrak.7260

^ I like your thinking!!!

[Suggestion] Lightning surge rework

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

Hey all,

After playing an Elementalist for a while now, and focusing on an Air Element single-cast Asura, I have noticed a few changes that might be useful to the second staff skill – Lightning Surge. I feel that as it is now with the 5 target bounce and Blind, it’s just a charge up group Blinding Flash on Scepter three for Air Elementalist, and so could probably be more useful as a finisher/sniping skill for more damage.

Therefore, I would propose the following changes to the skill:
- Increased damage (not sure on the percentage, help?)
- Keep the Blind?
- Change to single target OR two target with significant reduction on bounce?
- Longer charge up time (2.5 sec max?)
- On full charge have a guaranteed critical chance (sniping/finisher part)
- Have as an addendum, “Combo Field Projectile” for aftermath

Cheers for reading! ^.^

Ele balance theory

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Posted by: Phyrak.7260

Phyrak.7260

^ now that’s an idea!

think more things for specifics!

Ele balance theory

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Posted by: Phyrak.7260

Phyrak.7260

The idea isn’t to dumb it down

If you want to keep to dancing then you can

But if you want to single out a specific element to excel at and gain more buffs by staying that element then you can

By no means am I advocating to stop the dance

I’m just wanting to see more element specific moves rather then dancing because I think it would give the elementalist a bit more depth in terms of things to get out of certain skills

Seems every time I try and have a discussion on this topic people are rather negative, though there are the hopeful few which gives me a little more hope

Engineers and signets

in Engineer

Posted by: Phyrak.7260

Phyrak.7260

It’s just and idea/ option

My keys can get a little stiff sometimes, so when a key locks up – something like this could help

Then again, I’m in need of new keyboard :P

Getting physiological enhancements to combat via stims or mechanical implants works well on the engineers behalf

Juggernaut changes - balance patch

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Posted by: Phyrak.7260

Phyrak.7260

#allthethings!

Maybe give you a heavy armour appearance?

Amped stats moreso

Change to what weapons look like – the FT would be rad if it were like a fire bat from SC2

Engineers and signets

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Posted by: Phyrak.7260

Phyrak.7260

I’m not thinking as getting more utility skills

Rather, change the way gadgets or elixirs work and perhaps change them to the way signets work

Juggernaut changes - balance patch

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Posted by: Phyrak.7260

Phyrak.7260

Why halve the toughness?

A juggernaut is one who is tough, can put out damage as much as they can deal

Juggernaut changes - balance patch

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Posted by: Phyrak.7260

Phyrak.7260

In that case

There should be useful and decent traits for kits – especially for something like the FT which as a base asks for you to stay with it

The healing in kit should be boosted to a decent amount

Perhaps a GM trait would be to boost passives of kit to a major amount

If looking at upcoming changes – add 50% dmg

So, now with trait x you can push 15% extra dmg with tool kit

300 (hopefully more) toughness with 22.5% extra dmg with FT

Move either dmg or healing down to adept, one at master and last at GM to allow for trait flow

Then, maybe the kit could become even more viable while benefiting from duration modifiers and the like?

Ele balance theory

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Posted by: Phyrak.7260

Phyrak.7260

^ thank you sir/ madam/ non-binery!

What are your thoughts on how this would be accomplished?

Perhaps as with the necro trait?

Dot % dmg = healing?

Spike damage on the other hand may be a little harder…perhaps a trait dedicated to applying high stacks of bleed/ torment/ cripple to add significant pressure to attacks on 15? second cd?

It’d be more dangerous to go up against a geomancer if that were the case

Maybe make the dagger auto like a close range version of the earth trident skill to make it more aggressive

Make the dagger auto of water agressive consider how supporty water is already
Boost the damage, stacks of vuln and projectile speed significantly – keep it piercing but remove the return – think of them as shruikan of vapor to cause enemies harm vs the staff which is all about healing

Ele balance theory

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Posted by: Phyrak.7260

Phyrak.7260

157 views

May I have more then one response with such an idea?

If you could master any of the four elements, what would it be?

What changes to that trait line would you give it to make that single element useful to stay in for prolonged periods?

Ele balance theory

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Posted by: Phyrak.7260

Phyrak.7260

I like your idea of a certain lock out of sorts

Perhaps a way to boost the damage?

Stick to element for x time and gain y

Eg. Stick to water for 90 sec gain 30% crit/ crit dmg against vuln foes

Something to make it viable and potentially damaging for those who prefer to go for one element then doing the dance between

Yet, dancing could still be an option if one wishes to take it

Ele is a ‘jack of trades’ class kinda like the engi perse

Being able to fill all roles

Perhaps giving a superiority of one element rather then a ‘mastery over all’ will allow it to flourish

We see geomancers within the game world – why not specialize on earth magic to such power?

Engineers and signets

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Posted by: Phyrak.7260

Phyrak.7260

Just putting it out there

If engineers got something similar to signets what would your thoughts be?

My current theories of skills that could work:

Gadgets – being like a normal warrior or ele signet giving a % buff to stat

Elixirs – being like signet of midnight giving boons out every x seconds depending on what elixir is equipped

Thoughts and ideas welcome

Ele balance theory

in Elementalist

Posted by: Phyrak.7260

Phyrak.7260

Hi all

Considering the balances and past traits which have been given with the ele – ref stone heart/ aquatic benevolence.

(Buffs with protection)

Could we see potential of there being a way of keeping to a single element (think of single element rather then going full avatar style) but have it buffed to the point of having a specific element you are superior in vs others.

I was talking to a friend about it and we thought an affinity wheel style would be best suited for it

This sorta thing

https://www.google.com.au/search?q=affinity+wheel&source=lnms&tbm=isch&sa=X&ei=cLXXU9ifKIL48QWapIFA&ved=0CAYQ_AUoAQ&biw=320&bih=372#facrc=_&imgrc=KlJ918IcZmDy-M%253A%3BoO5R2iPlQCKT8M%3Bhttp%253A%252F%252Fimg2.wikia.nocookie.net%252F__cb20120420192238%252Fpowerlisting%252Fimages%252F3%252F32%252FElement_Wheel.png%3Bhttp%253A%252F%252Fpowerlisting.wikia.com%252Fwiki%252FElemental_Empowerment%3B700%3B627

Sorry about the mass of text, I’m doing this on mobile

Whilst the class mechanic is that of ‘dancing’ between the elements – there is always an element of superiority when it comes to traiting or just trying out a different build

(My current build is 0/2/6/6/0 – not viable or anything but it is rather fun to play due to survivability)

Hope I don’t proc too many flame barriers saying such things

Thoughts and ideas welcome

Thank you for reading

Juggernaut changes - balance patch

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Posted by: Phyrak.7260

Phyrak.7260

Juggernaut changes - balance patch

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Posted by: Phyrak.7260

Phyrak.7260

Things I would love…

Elixirs to become like signet of midnight giving long duration boons every x seconds or gadgets to do the same

It would be nice to have sort of effective passive to influence out damage or extra survivability/ sustain

Juggernaut changes - balance patch

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Posted by: Phyrak.7260

Phyrak.7260

Considering what has happened with the FT – my guess and hope is that there may be some changes to juggernaut to make you more of a juggernaut…

Doubling the toughness and giving a bit more might would be nice

What are your hopes/ dreams/ optimistic 1/1 mil hopes?

Engineers back to 'soldier' profession

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Posted by: Phyrak.7260

Phyrak.7260

Making the FT back into a strong weapon…or at least decent as it was many patches back…

Maybe even giving us an easy way to stack 25 might -buffs with protection and hides under flame proof rock- :P

With an engi and ele as my two 80 – there are trait trees which we focus down but can’t get fully out what we put in (hopes for one day to be a pure offensive water ele who don’t need no dance!/ tanky mctanktank juggernaut flamer dude of burninating happiness)

The way that juggernaut works currently is that you need to run it like a main weapon and it’s current benefits in relationship to current armour are useless…

Medium armour is great when you have high mobility…

In WvW

Engi’s as I’ve seen and played (though my builds vary from time to time) are one of the slowest professions around

-Phyrak

Engineers back to 'soldier' profession

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Posted by: Phyrak.7260

Phyrak.7260

As it says on the lid

that was where they were meant to be if all readings through forums, original scriptings, dev interviews (prior to release) and the like

moving to heavy armour would allow for a slight increase in survival at least and make the Juggernaut make sense…because 200 toughness in medium armour still makes you into a Charr plush toy…

worth posting this in class balances too?

all feedback welcome

-Phyrak

Best armour/ runes/ sigils for running FT

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Posted by: Phyrak.7260

Phyrak.7260

Thank you very much

Now to start saving te gold!

Sniper kit...

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Posted by: Phyrak.7260

Phyrak.7260

Cheers for you input!

I do agree that there could be some serious abuse of a ranged kit such as sniper but there would be some sort of trade of with it, ie: halved toughness and 25% less hp

The cannon kit sounds fun!

An elite kit perhaps?

I’d like to see it as some underslung launcher for my Asura

Tiny people with oversized weapons!

Best armour/ runes/ sigils for running FT

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Posted by: Phyrak.7260

Phyrak.7260

As it says on the box

Wanting to put out some damage for such a fun yet slightly underpowered kit

Cheers

-Phyrak

Sniper kit...

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Posted by: Phyrak.7260

Phyrak.7260

As it says on the box

A sniper kit

Seeing as the engineer is a master of ingenuity, why isn’t there some sort of charge up long range sniper?

Basic layout

1# – a charged shot (3-5 sec) dealing high damage based on charge percent

2# – hollow point: inflicts bleed – used a ‘finisher shot on a low health target’

3/4 no idea…

5# invis

Options/ ideas for gadget slot

- Another invis/ group invis

- aerial bombardment

The sniper should have minimum distance of the warriors killshot…because, you know snipers…

Please contribute thoughts, ideas, constructive criticism and the like

Cheers

-Phyrak

piercing shards broken?

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Posted by: Phyrak.7260

Phyrak.7260

Hey all

Just wondering, anyone else having problems with piercing shards?

it says 20% extra damage to enemies with vulnerability

so, for easy of calculation we’ll use 100 damage

if we attack with piercing shards it should do 121 damage

correct?

question – does this all stack with % damage with vital striking, rune of the scholar…etc

percentages are a fun one to work out

anyhow, that’s my two cents/ observation

cheers

-Phyrak

Make 'winds of chaos' a bit more chaotic

in Suggestions

Posted by: Phyrak.7260

Phyrak.7260

hello readers,

Phyrak here.

I’ve played mesmer a little while and have found it quite enjoyable to play.

my only real annoyance is that there are only 3 conditions on ‘winds of chaos’, which in relation to the amount of conditions we have…isn’t very chaotic…

If additional conditions were to be added, either through choosing a trait or straight up adding it into the ability – it would make winds slightly more chaotic.

I’m all for the RNG nature of the ability, yet 3 conditions aren’t enough…

my hope would be 4-6 conditions if it were to be traited

that being the three base – vuln, bleed, burn

with added – confusion, torment or poison

thanks for reading

-phyrak