Regon that would be the people in unranked and in low rangs on previous ranked – those who still do their best (because they like doing it) would be in higher ranks
However there would be less and result in higher q for those – but is it better getting some inthe same ranks just because of rewards that stop after they reached their goal? Or worse, try achiefments they shouldn’t do (eg a good legendary necro tries the 10 wins achiefment with a thief – he can onlyplayon ruby level or below)
? Is that english? Are you saying lower division people might be unhappy, that only Legendary division people will get bonus rewards for being good? Well duh, only the best should get the best rewards.
And unranked aren’t playing for a reward, so what is the problem. I am suggesting to add this reward progression on top of current rewards from pvp.
Didn’t understand the rest of your comment.
When did this trend start… to only play for special rewards?
In the past, this kind of mentality at least was confined to PvE grinders. But PvP? I play PvP because I want to win, want to improve, want to play the game.
Reward tracks and some silver at the end are just a bonus and make it for me easier to join on some PvE content. Thats it.That’s simple – wgen the wings arived!
There are experiments with children – i love experiments with human offspring – they where told to draw, those that knew if i draw one picture – i get a reward (sweets) stopped after they made the first picture (curent system) but those that got no reward keept drawing because they enjoyed the drawing, and those who didn’t know about a reward and got one as suprise, they drew even more and had fun bevause of that (i doput that wirks with the internet and communication – but random drops (eg after each game you won) could be equalent – but if it is always green stuff, it won’t work as well
Therefore the reward system (or absense of it) decides why 80% of the players play (subconcipnes is a great thing for manipulating humans)
TL;DR: if you don’t get anything in return for doing something, you won’t try to do it in the best way you can. You will do it for doing it = low skill and low effort environment.
Keystone1: allow you to equip Shortbow, unlock Trick abilities and change your Death Shroud into Haunted Shroud.
Shortbow1: shoot an arrow. When it hits, it lands to the ground and after short delay explode, bleeding nearby enemies.
Shortbow2: shoot an unblockable short at your target. Can be used while dodging for extra damage. Combo finisher: physical projectile.
Shortbow3: place a rune on your target. Every time you trike that target, other nearby enemies will be inflicted with torment.
Shortbow4: shoot an arrow with a wire. When it connects with an enemy or an obstacle, pull yourself to that enemy or obstacle.
Shortbow5: channel for short duration, causing a swarm of arrows to surround you, gaining protection and retaliation. Can move while channeling.
Haunted Shroud:
1: cause a ghostly arms to strike the location of your target, dealing damage and inflicting torment to enemies. Long rage. Deals more damage at longer range.
2: become invisible and blind nearby enemies.
3: place spectral traps in your current location. Fear nearby enemies when trap gets triggered.
4: summon a storm of ghost around you while channeling. You gain swiftness while channeling and nearby enemies take damage and get crippled. Can move while channeling.
5: knock away all enemies in front of you. Deals massive damage to enemies who are at low health.
Healing: Dungeon Runner: gain super speed and heal for X health every sec. While this ability lasts, you can’t trigger enemy traps by walking over them.
Utility1: Hidden Passage: connect yourself with your nearby target with a wire. When you reactive this ability, pull yourself to your target. If you move too war away, wire will break.
Utility2: Death Retreat: break stuns and become invisible. Invisibility lasts until you remain still. Moving will break the invisibility.
Utility3: Tomb Bombs: launch a cluster of bombs to land in targeted area, dealing damage and poisoning enemies in that area. Also, create a poison field in that area.
Utility4: Exhumed Powers: roll backwards, evading attacks and gain fury, might and resistance.
Elite: Hour of the Haunted: summon a group of ghost to attacks nearby enemies for X sec. These ghosts counts as minions and inflict bleeding with their attacks. Their normal attacks will be strengthened by your power and their bleed with be strengthened by your condition damage. In addition, take appearance as one of these ghosts.
Tier1:
1) When you remove or corrupt a boon, put a copy of that boon on yourself.
2) Critical hits with shortbow gives fury. Every Xth critical strike will slow your target.
3) When you get CCed, activate Death Retreat. Long CD.
Keystone2: getting at or bellow X% of your maximum health will give you swiftness and quickness.
Tier2:
1) When you corrupt or remove a boon, gain swiftness.
2) Your torment deal more damage, lasts longer and reaching X stacks of torment on enemy target will grant you super speed.
3) Your normal dodges will be replaced by Exhumed Power, but now you can only dodge backwards and it no longer will grant resistance.
Keystone3: gaining swiftness will give you regeneration. Gaining super speed will grant you resistance.
Tier3:
1) Your slow and weakness will last longer. Inflicting poison will have X% chance to inflict weakness.
2) Life force will drain X% faster while in shroud, but you will deal X% more damage and take X% less damage while in shroud.
3) Your dodges and Exhumed Power will be replaced by short blink. Dodging will remove a condition from you and a boon from nearby enemies.
When did this trend start… to only play for special rewards?
In the past, this kind of mentality at least was confined to PvE grinders. But PvP? I play PvP because I want to win, want to improve, want to play the game.
Reward tracks and some silver at the end are just a bonus and make it for me easier to join on some PvE content. Thats it.
When did this trend start, to play only for playing? PVP in every game always was about prestige and showing off.
Many people aren’t satisfied for playing in the sake of playing:
https://forum-en.gw2archive.eu/forum/game/pvp/insert-dev-trap-here/first#post6231264
https://forum-en.gw2archive.eu/forum/game/pvp/Insert-Dev-Bait-Here/first#post6228239
(edited by Regon Phoenix.8215)
Tier1 type: (can’t be repeated)
Requirements:
1) Reaching any Legendary division.
Reward:
1) Special mini-pet.
Tier2 type: (can be repeated)
Requirements:
1) 50 or more games in Legendary division;
2) Not dropping out of Legendary division.
Reward:
1) Special armor skin.
Tier3 type: (can be repeated)
Requirements:
1) 50 or more games in Legendary II or higher division;
2) Not dropping out of Legendary II division.
Reward:
1) Special Weapon skin.
Tier4 type: (can’t be repeated)
Requirements:
1) Reaching Legendary I division.
Reward:
1) Special mini-pet.
Tier5 type: (can be repeated)
Requirements:
1) 50 or more games in Legendary I division;
2) Not dropping out of Legendary I vision;
3) Losing less than 15% of your games;
4) Gaining top personal score in at least 20 games.
Reward:
1) Special title;
2) Special dye;
3) Some gems.
Tier6 type: (can be repeated)
Requirements:
1) Reaching top spot in PVP leaderboard;
2) 20 or more games in top spot;
3) Gaining top personal score in at least 10 games.
Reward:
1) Lots of gems;
2) Special title.
You don’t. You simply die.
Haha people are really complaining about Vault and Unload? This game’s population has to be full of f2p keyboard turning skill clickers at this point.
L2dodge basilisk venom and/or steal and thief is most likely dead meat. Oh L2P while you all are at it.
Yeah, a suggestion to dodge ability with no activation indications other than requiring you to constantly observe what boons/effects are currently on thief.
+baseless insults
= average thief player.L2 predict, I dodge steals all the time. If any of you actually PLAYED thief it becomes very obvious when a thief is going to steal. Have you ever even played a fighter game like super smash or street fighter? Being competitive is like 20 percent reactions and 80 percent prediction. .
Yup. A good thief will predict your predicted dodge, and wait, baiting it out. So that leave you to predict his prediction, to which he’ll predict your prediction, and that prediction will need to be predicted.
It’s that simple!
You know you’re a true pro when you predict the 1200 range insta teleport steal coming from behind LoS while stealthed. Just got to play thief, you’ll see how easy it is!
Rofl
+1.
Haha people are really complaining about Vault and Unload? This game’s population has to be full of f2p keyboard turning skill clickers at this point.
L2dodge basilisk venom and/or steal and thief is most likely dead meat. Oh L2P while you all are at it.
Yeah, a suggestion to dodge ability with no activation indications other than requiring you to constantly observe what boons/effects are currently on thief.
+baseless insults
= average thief player.keep complaining about a class that is barely a notch above DH in today’s meta. I’m sure you’ll get a lot of sympathy.
Is this trolling? This has to be trolling. Highest burst class is barely above the worst class?
I refuse to believe this isn’t trolling. How can someone write this and not laugh?
Amulets with:
Condition damage+Healing power+Vitality;
Power+Toughness+Vitality.I would like to play in spvp with same stats i am playing WvW, yet i am forced to change builds and playstyle in different modes. Why is that?
Soldiers and Settlers were removed to discourage tanky builds.
That is stupid. There is tons of traits to make tanky/bruiser builds for some classes, but there very little options to other classes.
Power bruisers can easily build what they want, but condition bruiser are forced to take amulets with power, even if they don’t need it at all.
Haha people are really complaining about Vault and Unload? This game’s population has to be full of f2p keyboard turning skill clickers at this point.
L2dodge basilisk venom and/or steal and thief is most likely dead meat. Oh L2P while you all are at it.
Yeah, a suggestion to dodge ability with no activation indications other than requiring you to constantly observe what boons/effects are currently on thief.
+baseless insults
= average thief player.
Amulets with:
Condition damage+Healing power+Vitality;
Power+Toughness+Vitality.
I would like to play in spvp with same stats i am playing WvW, yet i am forced to change builds and playstyle in different modes. Why is that?
So L2P issue is L2P issue? I am shocked.
+18K damage with unload in less than 1,5 sec to guardian in spvp.
“Balanced” in what? Being crazily OP?
More nerfs will be coming.
Will be trying out this build.
Thanks for replies.
Hunter’s Determination and Retaliatory Subconscious both give aegis when you get CCed. If i trait in both of them, do they activate at the same time? If yes, then taking these two kinda makes you weaker than taking anything else, because aegis stacks by duration.
Here U go: http://gw2skills.net/editor/?vVAQNAR7fnkIClDhNDBWDB8DhjAiyGAPwbe32IIDyDRDOhA-TpghABAs/gjlBAA
I’m making arounr 400k to 650k condi damage in match with this build, and it gives a lot of condi clears for U and some for U’r teammates.
Why are you using GS and not using DH elite? How do you deal with intakillers like daredevil, rev or power warriors?
Keystone1: allow you to equip mace into your off-hand, unlock Arcane abilities and upgrade your active Virtues.
Mace4: copy all boons on your target and place them on yourself.
Mace5: remove all boons from yourself and mirror then to all nearby allies.
Virtue of Justice becomes Wisdom and Justice: transform into pure arcane energy and rush to your target. Gain swiftness, quickness, might and protection if you collide with an enemy. Stop at first enemy hit.
Virtue of Resolve becomes Brilliant Resolve: remove all stun, knock down, stun, float and fear effects from yourself. Gain X health per every such effect removed.
Virtue of Courage becomes Heat of Courage: draw all conditions from nearby allies, gain aegis, protection and resistance.
Healing: Arcane Starfall: heal yourself instantly and call down burst of starts to hit nearby enemies every X sec for X sec. Heal for some additional health every time this ability hits an enemy. This ability always score critical hit on enemies.
Utility1: Arcane Obliteration: send burst of energy dealing direct damage to your target. After using this ability, it will happen again after X sec. This ability is always critical.
Utility2: Arcane Fortress: gain shield, blocking up to X attacks within X sec. Chill nearby enemies every time you block. This shield counts as aegis.
Utility3: Arcane Pillar: summon a pillar of arcane energy in targeted area to deal X damage to enemies every sec and cripple them. This ability always deal critical damage.
Utility4: Arcane Reconstruction: for next X sec, every time you heal yourself (except through regeneration), heal all nearby allies for X health. Also, gain regeneration.
Elite: Arcane Form: transform into incomplete arcane elemental for X sec, gaining resistance, stability and quickness. While this form lasts, heal all nearby allies for X% of your damage done. In addition, gain increased outgoing healing.
Tier1:
1) Increase power by X% of your healing power.
2) Increase condition damage by X% of your healing power.
3) Your boons will lasts X% longer.
Keystone2: gain X bonus healing power. Gain X bonus healing power per every boon on you.
Tier2:
1) When you deal critical damage to an enemy, deal X additional damage to him/her. (short cd)
2) Gain X bonus precision for X sec after you heal an ally. Stack up to X times.
3) Using Arcane ability will heal nearby allies around you.
Keystone3: gain might every X sec while you remain in combat. Gain might every time you score a critical hit.
Tier3:
1) Borrow powers of elements, infusing yourself with elemental powers. Every time you use an elite ability, summon 4 different lesser elementals to attack nearby enemies for X sec.
2) Borrow powers of illusions, infusing yourself with powers of the mind. Every time you use an elite ability, summon 3 phantasms to attacks nearby enemies with your Hammer attack chain.
3) Borrow powers of the death, infusing yourself with necromantic powers. Every time you use an elite ability, summon 6 jagged horrors to attack nearby enemies for X sec.
I kill Diamond/Legendary Tempests every day…
If I kill the unkillable…what does that make me?
A liar. It makes you a liar.
Any class. Looking for good build which would focus solely on burning.
Some ideas are cool, but is too much pvp-oriented IMO.
In a PvE contest why would you ever take this spec? Not for supporting team, neither for doing more damage…
I mean, tier2 and tier3 traits are absolutely usefull in PvEI’m assuming that usefull was a typo for useless since it sounds like you don’t like this spec for PvE? I would have to disagree though.
A Sc/P condi mesmer does ok condi DPS once 3 phantasms are up but wind up time for phantasms is a huge problem for Mesmers in PvE. Similar issue for power mesmer dps.
Tier 3: First act giving all current phantasms a 2 for 1 deal is huge in that regard. A Pistol 4/SotE/4 combo would be a huge damage boost for Mesmers allowing for a burst of 4 vollies and having 3 phantasms up quickly.
Duelists Discipline: 50% chance to bleed with pistol attacks. This would now apply to pistol 1/2 as well now.
Tier 2: The heavy hitter here for PvE: Order in Chaos: Torment to enemies when you gain might. PS warriors and heralds are a thing in PvE and they give Mesmers a ton of might per second. Sigil of strength would become stronger than sigil of earth here.
Those 3 combined with make this elite spec a cornerstone of a very strong condi Mesmer in PvE. Dueling, Virtuoso and illusions. More bleeds than the current condi build and a TON of torment too. P/P and SotE for heal. Maybe the elite depending on the CD for even more damage. Two signets are obvious choices for condi builds.
Most of the utilities/stances don’t have CDs and numbers in general so it’s hard to judge but those are pretty PvP focused and potentially way too strong in their effect. Like too strong to the point that they would have to be nerfed hard or have ICDs that would make them terrible. Also not a fan of new F5s. Really want new F1-F4s for future elite specs.
Don’t forget Tier1, as 2 of traits would be pretty good for P/P builds in pve.
Keystone1: replace your burst abilities with Night Burst abilities, unlock Well abilities.
Night Burst: Greatsword: hit an enemy in front of you, dealing direct damage in floating that enemy in the air for X sec. In addition, gain regeneration. (deals more damage with more adrenaline)
Night Burst: Hammer: knock away all nearby enemies, dealing direct damage and gain protection per enemy hit. (increase knock back range with more adrenaline)
Night Burst: Longbow: target an area. Enemies in this area will be burned and blinded every sec. This area counts as dark field. (last longer with more adrenaline)
Night Burst: Rifle: shoot out powerful shot at single enemy. This shot is unblockable and deals more damage on enemies who have low health. (deals more damage with more adrenaline)
Night Burst: Axe: teleport to your target and perform several quick attacks, dealing direct damage. Gain fury. (performs more attacks with more adrenaline)
Night Burst: Mace: knock away your target. Your target will take physical damage instantly and when he/she lands. After he/she lands, he/she will also be knocked down for X sec. (knock down last longer with more adrenaline)
Night Burst: Sword: stun your target as you steal health from it every sec while stun lasts. (stun longer with more adrenaline)
Healing: Crimson Pool: create a well in targeted area. It will heal allies inside and bleed enemies inside.
Utility1: Glory and Wine: create a well in targeted area. While in this well, allies gain bones power and toughness.
Utiliy2: Oil Field: create a well in targeted area. When a burn affected is applied on enemy in this well, additional burn effect will be applied on that enemy.
Utility3: Bloodsuckers: create a well in targeted area. Drain health from enemies in this well and add it to yourself.
Utility4: Dusts of My Dusts: create a well in targeted area. Enemies in this well get slowed and blinded every sec, while allies gain quickness every sec.
Elite: Blood Awakening: target an area and rush to it and create a pool of blood. Enemies in this pool suffer damage every sec and get crippled. You heal for X% of all damage done by this ability. When this ability ends, gain regeneration, resistance and stability. Damage and duration of this ability gets increased by bonus damage and duration you gain on your bleeds.
Tier1:
1) Gain X bonus ferocity while wielding a melee weapon.
2) Gain X bonus attacks speed while wielding range weapon.
3) Your total vitality will be increased by X%.
Keystone2: take X% less damage from bleeding enemies. Inflict bleed to nearby enemies when you dodge.
Tier2:
1) Your ranged weapon attacks will burn your enemies.
2) Your melee weapon attacks will give you might and fury on critical hits.
3) Heal yourself for X health every sec while you are under effect of regeneration.
Keystone3: your Night Burst abilities will inflict bleed to all hit enemies.
Tier3:
1) Your wells will last longer, deal more damage and heal more.
2) Your Glory and Wine becomes stun breaker and gives X health when placed. Place Glory and Wine when you drop bellow X% health. (long cd)
3) When you stack X number of bleeds or burns on an enemy, gain super speed and quickness. Your bleeds and burns will deal X% more damage. (short cd)
Keystone1: allows to equip pistol in your main-hand, unlock Trap abilities and morph you Death Shroud into Wicked Shroud
Pistol1: 3 hit chain. First hit inflicts poison. Third hit deals bonus direct damage to poisoned enemies.
Pistol2: throw special tomb into targeted area. It will bleed and inflict fear into nearby enemies.
Pistol3: teleport away from your target and gain swiftness. The closer enemy is, the further away you teleport.
Wicked Shroud:
1: deal direct damage and apply poison on critical strikes.
2: teleport the enemy away from yourself. The closer enemy is, the further away teleport him/her.
3: place a trap on the ground. When enemy steps on it, he/she will be feared.
4: summon wall of zombies. Enemies can’t get through this wall and are attacked by these zombies if they come too close. Gain health based on damage done by these zombies.
5: gain stealth and super speed. When stealth ends, cripple nearby enemies.
Healing: Pot of Witchcraft: place a trap and gain resistance. When trap gets triggered, you will get healed and gain stability.
Utility1: Swampy Quicksand: place a trap. When it gets triggered, immobilize and poison nearby enemies, corrupting resistance and stability on them.
Utility2: Full Tomb: place a trap. When it gets triggered, summon X jagged horrors to attack nearby enemies.
Utility3: Your Funeral: place a trap. When it gets triggered, deal direct damage to nearby enemies, poison them and summon poison field.
Utiliy4: Painwalker: place a trap. When it gets triggered, deal direct damage to nearby enemies and daze them.
Elite: Call of the Haunted: place a trap. Then it gets triggered, transfer all condition from yourself to nearby enemies and steal all boons from nearby enemies. Summon dark field.
Tier1:
1) Your critical strikes have X% chance to corrupt a boon on your target.
2) Killing an enemy will trigger death nova out of your current location.
3) When one of your traps get triggered, summon a jagged horror. (short cd)
Keystone2: your poisons can’t be cleansed.
Tier2:
1) Your Funeral becomes a stun breaker. When you get CCed, place Your Funeral at your current location. (long cd)
2) Reduce your total life force by X%, but cause you to gain X bonus power and condition damage while in shroud.
3) Your maximum life force gets increased by X%. While in shroud, gain regeneration every X sec.
Keystone3: when you enter shroud, place Swampy Quicksand in your current location. (long cd)
Tier3:
1) Allows you to use minion summoning abilities (and their abilities) while in shroud.
2) Allows you to use traps while in shroud.
3) Gain X% bonus attacks speed and X% bonus movement speed while you hold pistol in your main-hand. Your critical attacks with pistol becomes unblockable.
Keystone1: allow to equip staff, unlock Cataclysm abilities and give Doomsday ability as F2.
Staff1: 4 hit chain. first and second hits inflict vulnerability. Third gives might. Forth hit is always critical and inflicts cripple.
Staff2: release a shock wave, crippling all enemies in line.
Staff3: knock all enemies away from yourself and burn them.
Staff4: jump into targeted location and chill all enemies.
Staff5: channel for X sec, gaining retaliation and protection. When this ability ends, leave a cloud of dusts, which will destroy enemy projectiles.
F2: Doomsday: rip all boons from nearby enemies and replace them with vulnerability. For next X sec your attacks become unblockable and siphon health from enemies.
Healing: Rebuild: your yourself based on your missing health. Apply burn and chill on yourself if used while above X% of your max health.
Utility1: Iceage: damage and chill nearby enemies every sec. Lasts for X sec.
Utility2: Day of Fire: gain Fire Aura and cause your attacks to burn enemies. Lasts for X sec.
Utility3: Seismic March: create tremors as you move, crippling and bleeding nearby enemies. Lasts for X sec.
Utility4: Jumping Meteor: jump into targeted area and gain swiftness. If you land on an enemy, cooldown of this ability will be greatly reduced.
Elite: No Future: apply torment and slow to nearby enemies every sec, while you gain stability and resistance. Lasts for X sec.
Tier1:
1) Your chills will deal X direct damage when you apply them. Deal X% more damage to chilled enemies. However, you can no longer apply burn.
2) Applying burn will apply a bleed. Applying bleed with apply a burn. This effect doesn’t work with itself.
3) When you drop bellow X% of your maximum health, gain X adrenaline and cause your next burst to heal you. (long cd)
Keystone2: when boons gets removed from you or corrupted on you, gain protection and regeneration.
Tier2:
1) Deal X% more direct damage per every condition you applied on your target.
2) When you apply a condition, you become immune to that condition for short duration. (each condition have its separate cooldown)
3) When you get downed, activate Iceage and gain Frost Aura.
Keystone3: when you hit 3 or more enemies at the same time, gain super speed and quickness for X sec.
Tier3:
1) Applying chill on enemy will also corrupt a boon on that enemy. (short cd)
2) Applying burn to an enemy will also apply torment. However, you can’t apply chill anymore.
3) Your F2 will be replaced by True Destroyer.
True Destroyer: transform into monstrous giant for X sec. While this ability lasts, your attacks will be unblockable and steal boons from enemies hit. In addition, your burst abilities will replaced by End of Time.
End of Time: (doesn’t matter what weapon is equipped) jump high in the sky. You can target an area and land into it or you will land where you are currently are. When you land, deal massive damage to nearby enemies, chill and burn them. While in the sky, you are immune to all damage.
No, chill isn’t an issue with any class.
I take it you’re a fan of Jhin?
Who is jhin?
I just googled and it appears to be some League of Legends character.
Oh, i thought that might have been some kind of GW2 lore character.
Chilling victory – but no chills in your kit.
Blighter’s boon – but you don’t have sufficient boon generation.
Augury of Death – for only one shout?
Looks strange to me.
I take it you’re a fan of Jhin?
Who is jhin?
Imune to death, unblockable stun, extra healing to downed….f@ck me not even Herald and Reaper are this op.
Reapers were op? When?
When the game launched and people weren’t sure how to take them down XD.
My point being,the things listed there,they look to good on paper and no elite in game looked as good….it has too much good stuff and too litle drawbacks.
Well, guardians currently are too weak to be in meta, so that might balance things out.
I don’t see how you do well against condi builds to be honest.
Plague Signet.
With high burst you don’t need lots of condition negates.
Off-meta power build based on vulnerability, chills and heavy critical hits.
Tested it only in unranked arena and did pretty well with it. Because most of other players runs condition applying and condition cleansing builds, this build does pretty well against them.
Build focus:
Single out desired enemy
Separate your target from rest of enemies (pull+root+daze)
Stack vulnerability
Chill and cripple nearby enemies
(version for GS: http://gw2skills.net/editor/?vRAQNAR3YnMbCd2gt2AmbC0bildBLqCMvyAQRtEQAI+JmF/iA-TJRCQBR4iAAw9HaXZAA8EAAA )
(edited by Regon Phoenix.8215)
All of this supose to be 1 of the elite skill of war?
This is suggestion for elite specialization.
I rarely play ele, because it is broken and boring, but when i do, i use this build http://gw2skills.net/editor/?vFAQJAoYn0XCFOgVYCOYCcYilHAb4EkC6guT2L7nVIAcAahA-TJBGABA8AAyvMQQ7Pc+JAAA
Tons of sustain, average damage (air attunement, CC), lots of stability (earth attunement), lots of condition negate (water attunement, shouts), can heal other allies for days if i don’t get focused, lots of CC.
Usually manage to hold point as much as needed when fighting 2v4. If enemies don’t have herald, druid or other ele, i usually can safely go 1v2 and kill those 2.
Soul eater: when your attacks from your GS hits only single enemy, steal some health from him/her. This effects deals double damage to chilled enemies.
Chilling Nova: scales more with power.
Blighter’s Boon: increase healing you gain when draining health. When you gain a boon, also steal some health from nearby enemies.
This would make GS a viable weapon in PVP:
1) Chilling nova+Chilling victory+Reaper’s Onslaught → AOE build with GS
2) Augury of Death+Soul Eater+Blighter’s Boon → single target/bruiser build with GS
Keystone1: allows to equip Focus in your off-hand, unlock Totem abilities and augment your burst skills.
Focus4: send a crippling wave. If enemy is already crippled, then he/she will be slowed instead. Also, apply torment to hit enemies.
Focus5: give regeneration to nearby allies every X sec while channeling.
Axe, Mace, Greatsword, Hammer, Rifle Burst: gain swiftness, quickness and Magnetic Aura.
Sword, Longbow Burst: gain might, fury and Fire Aura.
Totems: immobile minion-like unit with duration.
Healing: Totem of Healing Rain: place a totem, which heals nearby allies every X sec. Gain regeneration when you place this totem.
Utility1: Totem of Calling: place a totem, which cleanses conditions from nearby allies. Gain resistance when you place it.
Utility2: Totem of Earth: place a totem, which knocks back nearby enemies every X sec. Gain stability when you place it.
Utility3: Totem of Mighty Flames: place a totem, which burns nearby enemies. Gain might when you place it.
Utility4: Totem of Mud: place a totem, which cripples nearby enemies. Gain vigor when you place it.
Elite: Totem of Primal Power: place a totem, which burns, chills and deals direct damage to nearby enemies. This totem spawns with protection, stability and resistance on it. Gain Light Aura when you place it.
Tier1:
1) Gaining or giving regeneration will also play protection.
2) Your burst abilities will also give you Shocking Aura. Gain X endurance when an aura on you expires.
3) When you get CCed, cleanse that effect and place Totem of Earth. (long cd)
Keystone2: placing totem or banner will damage nearby foes and cripple them. Deal more damaged to crippled enemies.
Tier2:
1) Heal nearby allies every time you receive a boon.
2) Your totems will spawn with Fire Aura and Frost Aura.
3) Gain new elite ability: Blazing Great Axe: throw huge axe in targeted location, dealing massive direct damage and applying X stacks of burn to enemies.
Keystone3: using healing ability will grant you X sec immunity from boon corruption/removal.
Tier3:
1) Your critical strikes will give regeneration to nearby allies.
2) Gain fury when you gain any aura. While under effect of fury, your attacks penetrate X toughness.
3) Dealing damage to enemy, who is affected by burn and bleed, will have X% chance to infect that enemy with torment. Your torment will last X% longer and deal X% more damage.
(edited by Regon Phoenix.8215)
you are cranking out these elite spec suggestions…
What does that mean?
Just that I’ve seen several of these by you. Hard at work.
It’s cool, that’s all.
Thanks.
Imune to death, unblockable stun, extra healing to downed….f@ck me not even Herald and Reaper are this op.
Reapers were op? When?
you are cranking out these elite spec suggestions…
What does that mean?
Keystone1: allows to equip torch in your main-hand, unlocks Memory abilities and change your Death Shroud into Reanimator’s Shroud.
Momory: spirit weapon like minion with much shorter duration. They attack nearby enemies and follow you (except torch1)
Torch1: summon a memory of fire to follow your target for X sec. When time expires, memory of fire explode, burning nearby enemies. (counts as minion)
Torch2: burn yourself, gain swiftness and retaliation.
Torch3: deal damage to your target and attempt to consume a condition on him/her. You and your minions gain regeneration, if you consume a condition.
Healing: Shards of Memory: summon several memories of life. They will rush to nearby injured party members, healing them. If no other party members are nearby, these memories will morph into stacks of regeneration for you.
Utility1: Memory of Power: summon several wandering memories. When they expire, they will give might to nearby allies and cripple nearby enemies.
Utility2: Confusing Memories: summon several wandering memories. When they expire, they confuse nearby enemies and give might to your other nearby minions.
Utility3: Memories of Glory: summon memories for your every other minion. These memories prevent your other minions from dying and/or expiring.
Utility4: Almighty Memory: summon powerful warrior from your memories. It will last much longer than normal memories. It will fight nearby enemies and give aegis to nearby allies.
Elite: Echoes of Mind: record your next X non-weapon abilities used. After X sec or when you record max number of abilities, summon memories to mirror these abilities you used. (if minion summon was recorded, then additional temporal minion will be summoned for longer duration)
Reanimator’s Shroud:
1: send shadows into your target’s mind, dealing damage to him/her and healing your minions.
2: blast enemies in front of you with shadows and knock them back.
3: place a mark into targeted area. When it triggers, inflict fear and blind into enemies.
4: summon poisonous memory, which will emit poisonous aura
5: summon vile memory, which will emit crippling aura. It inflict torment with its attacks.
Tier1:
1) Blinding an enemy will inflict burn. Your burns deals more damage.
2) When one of your minions get killed, expires or when you sacrifice it, you will gain protection.
3) Your critical strikes have X% chance to inflict slow.
Keystone2: when you get downed, corrupt X boons on nearby enemies.
Tier2:
1) When burn or poison gets applied to you, gain regeneration and protection. Take X% less damage from conditions while you are affected by regeneration.
2) While outside of shroud, your minions will heal periodically. While in the shroud, your will be able to use minion related utility, healing and elite abilities.
3) Gain fury and might when you critically hit crippled or slowed enemy. Might will last X% longer on you.
Keystone3: when you enter combat, gain some life force.
Tier3:
1) When you apply a boon you to yourself, apply same boon to all your minions. Your memories will last X sec longer.
2) Your damage dealing conditions will last X% longer. Gaining protection with also cause you to gain vigor.
3) Your retaliation will last X% longer and you gain X bonus ferocity while you are under effect of retaliation.
Keystone1: allows to equip axe into your main-hand, unlocks Rage abilities and upgrades your Virtues.
Axe1: two hit chain. First hit gives swiftness if it hits. Second hit cripples your target.
Axe2: throw unblockable projectile, stunning enemy hit.
Axe3: perform AOE attack to bleed nearby foes.
Virtue of Justice morphs into Blazing Justice: cleanse all conditions from yourself and burn nearby enemies. Stack more burn stacks if you cleansed at least X conditions.
Virtue of Resolve morphs into Legendary Resolve: become immune to death for X sec. When this effect expires, heal yourself.
Virtue of Courage morphs into Iron Courage: gain retaliation and resistance. Bleed enemies who attack you while this effect is active.
Healing: Embers of Resurrection: heal yourself and nearby allies. Downed allies receive X% more healing.
Utility1: Berserker’s Cry: burn and cripple nearby enemies. Gain resistance if you burned at least X enemies.
Utility2: Blazing Juggernaut: rush a distance, knocking down all enemies in your path and bleed them. You can’t be stopped while rushing.
Utility3: Grand Skyfall: jump into targeted area, dealing massive damage to enemies in it and cripple them.
Utility4: Rage Magic: all your projectiles and attacks become unblockable for X sec.
Elite: Wrathgazer: burn and bleed all enemies in front of you. Enemies, who were using abilities when they were hit by this ability, will get dazed and immobilized.
Tier1:
1) When you apply bleed on enemy, who is already suffering from burn effect, that enemy will also be tormented.
2) Heal yourself for X% of damage you block and for X% of damage reflected by your retaliation.
3) Hitting an enemy in his/her back or the side will cause you to gain fury for X sec. (very short cd)
Keystone2: when you gain retaliation or regeneration, then cleanse a condition from yourself.
Tier2:
1) Your bleeds will heal you for X% of their damage.
2) Applying swiftness to yourself will give might to nearby allies.
3) Deal X% more damage while you are under affected of swiftness.
Keystone3: using healing ability will place Symbol of Faith and Symbol of Energy beneath your feet.
Tier3:
1) When one of your conditions gets cleansed, you will he healed for some health.
2) When you gain resistance or/and stability, give resistance or/and stability to nearby party members as well. (have cd)
3) Gain X bonus power for X sec when you critically hit an enemy. This effect stacks up to X times.
(edited by Regon Phoenix.8215)
Giving Warriors Claws makes so much sense (it’s absolute nonsense)
http://www.swordsandarmor.com/images/GAU-GN008.JPG
So, you meant to tell, that these can’t be used to knock someone out?
I think it might make more sense with thief but I think it should move away from the poison/thief aspect and be a little tanker and Monk like with a martial arts playstyle.
I was thinking about monk-type play style for guardian, but conditions would’t fit a monk-type character.
Seems a bit too necro/mallyx-wannabe to me. If guardians get a condition elite spec at some point, it should probably focus on burning since fire is a primary theme of guardians.
But guardian already have burning specs.
General design: two-handed weapon which deal no (or very little) direct damage, but applies two conditions on hit via basic attacks: damaging condition and non-damaging condition.
Conditions applied would be chosen by class of what they would aim with these conditions.
Other abilities would depend on class itself, raging from boons to CC to AOE.
Classes:
Warrior: burning and vulnerability via basic attacks. Other abilities might grant quickness, swiftness, might or fury, while also have some sort of knock-backs, knock-downs or stuns.
Necromancer: torment and weakness via basic attacks. Other abilities might work around evades, stealth and life-drains.
Thief: poison and cripple. Other abilities might work around adding and spreading conditions.
Mesmer: confusion and chill via basic attacks. Other abilities might work around reflects, defense, blocks and AOE damage.
Nothing too special. Guardian/dragonhunter is pushed out of PVP meta, so i am toying about different builds to have so fun in PVP;
http://gw2skills.net/editor/?vVAQRAse7fn8cClDhNDBGkittendiF/hCLGeh9UO8P/23KAqg6E-TZhAQBW4gAIxyAA4JAYl9H42JAAA
Block -> Burn -> Heal (melee)
http://gw2skills.net/editor/?vVAQNApeTn8cCFdiddCeDBkdilGi6aYXgAArAiguUe4T+nH-TpBBQBA4IA0wyAzY/BIcIAuwJAgCPAAA
Heal -> Block -> Heal (melee)
http://gw2skills.net/editor/?vVAQNArfSn8cClDhddCODBkdiF/hyKAqg6Uu8H/4PLJmwME-TZhAwAeOEAw2fYcZgAnAAAPBAA
Immobilize -> Burn -> Immobilize -> Burn (melee)
http://gw2skills.net/editor/?vVAQRAre7fn8cClDhFdCODBkdiF/hSu8P/2HLGeh90KAqg6E-TJhAABA8EA4+kAY1+DjVGAA
Burn -> Block -> Burn (range)
like ive said, i think it looks cool but it feels a bit like it could be refined and maybe focused into something that you could really have fun with. that’s just me though
Maybe i tried to do too many things at once, but i tried to make this elite in such way, that every build would still be possible:
condition build
power build
condition minion-mancer
power minion-mancerill show you what i mean if you like? im currently at work but ive got a few ideas bouncing around that i think would work well
Show your ideas.
like ive said, i think it looks cool but it feels a bit like it could be refined and maybe focused into something that you could really have fun with. that’s just me though
Maybe i tried to do too many things at once, but i tried to make this elite in such way, that every build would still be possible:
condition build
power build
condition minion-mancer
power minion-mancer
If no class stacking rule were to be removed, teams like Herald+Herald+Tempest+Tempest+Druid would be possible, which would be pretty much instant-win teams.
Who would need necros, mesmers, guardians, etc, when you can have full unkillable team?
From a PvP perspective: The specialization seems to be lacking in a few areas though. It doesn’t seem like it would be very good at dealing with ranged attacks, heavy condi pressure, or very mobile foes (all of which base guard already has trouble with).
A few additions or tweaks to your specialization idea could solve this though: Add in resistance somewhere. Guardians really need access to this boon. Add in more soft cc that can be applied through defensive means (like, cripple, torment or chill someone when you block an attack). As is, if someone running this spec wasn’t using scepter, they’d have almost no way to stay on top of a moving target that has a couple of condi cleanses. Also consider changing a couple of the utilities to apply more powerful defensive effects (stun breaks, stability, aoe weakness or blind, blocks and aegis).
Addressed these suggestions, changed some traits, utility abilities and one of the keystones. Now this elite can go either heavy condition damage, heavy direct damage or tank/healer.

