[Avatars]: Allow the use of any of the character icons at the bottom in the ingame login screen.
(The squares at the bottom of the character select screen)
At any time you can change the avatar to any of your other characters
The current forum does not allow the use of avatars, most likely for fear of copyrighted or inappropriate images. There is nothing less copyrighted or inappropriate than the character icons that the game gives you in the login screen
[Post Jump]: Allow users to cycle through the posts of a specific user in a thread
(Same as the arrows that let you jump to dev posts)
[Online Indicator]: If the user allows it, they will have an icon under their avatar that shows others when they are in-game. (turned off by default)
When I think of bad traits I think of always prepared. Realistically, dropping junk on the floor is pointless. I know they tried to patch it with duct tape and give it a 25% boost but that doesnt really help much on throw junk which is on the condition damage side. Its like trying to give bonus power damage to pistols. It does work better on booby trap of you can ever get it to go off. I think best fix is to just cut the part where you throw junk on the ground and just make it a 50% dmg increase instead.The way it is right now it cant decide what it is so it ends up doing nothing at all.
It would work better if it just dropped Big Ol’ Bomb or Acid Bomb when you got downed, neither the kits or dmg help enough to get it.
There could be a trait that grants protection on crit or projectiles reflected at you, it would bring some survivability to the explosives, firearms or tool trees.
We’ve got one that activates on crit – 3 second protection every 20 seconds – and it was already included in the calculations i posted before.
I meant when you critically hit an enemy, not when you are critically hit by an enemy
How about each stack of might making reviving faster
OR
Summon a shield wall that blocks all projectiles when reviving
how bout letting them move while casting?
How about % reduced disable duration [or] adrenaline gain [or] reduced weapon swap time [or] % reduced condition duration (for condis on yourself)?
Prayer to Kormir; reflect projectiles for 3 sec
Prayer to Lyssa; gives one of your conditions to the target.
Prayer to Dwayna; should knock back foes in a 300 AoE
Reaper of Grenth; reduce cooldown to 60 seconds, instant cast, renewed for 3 sec when you kill an enemy
Avatar of Melandru; retain utility skills
(edited by Super Riceman.8702)
[Weaker Skill/ Traits]
Juggernaut: Bonus toughness also applies to bomb kit/tool kit, might gain on elixir gunAs someone who uses bomb kit as a main kit right now, I’d have to say that would be a huge trait investment to get toughness there. It would be far more viable to grab 20 in inventions if you really needed that extra toughness. If they made a GM trait for bombs that would be awesome, but investing 30 in firearms for 200 toughness wouldn’t really be worth it.
It wouldn’t really be meant for people who main bomb kit, its so that Juggernaut can have application outside of flamethrower builds.
It means you can use juggernaut in a multikit build, nonhealing bomb build, etc.
I agree that it would be more useful for 20 pts in inventions but its meant to make the trait more versatile not specialized
I think it would make venomous aura worthy of being grandmaster since it could help allies cleanse conditions and disables. It would also be more of a reason to bring thieves into WvW, PvP and dungeons since they have utility beyond their damage. It would stop them from being put into dmg roles by default.
As it stands now, there isn’t a lot to gain from adding a thief to your dungeon group
SILENCE!
You and your target cannot use healing or utility skills for 5 seconds, any healing or utility skills you & your target are casting when you use the shout are interrupted.
Cooldown 50 seconds, Range 1000
No effect for either of you if you cast it out of range, cooldown is same as an interrupted skill.
4.5 out of every 5 seconds, with runes and traits. near-perma enough.
anyway, the point was just to illustrate the misinformation that engies lack protection.
we don’t.
It would still be good for the engi to get protection that doesn’t require actions from the enemy, im not arguing that engies lack protection but they require your enemies to trigger the traits which means you have less control of when you get it unlike the guardian or ele.
There could be a trait that grants protection on crit or projectiles reflected at you, it would bring some survivability to the explosives, firearms or tool trees.
I think they can put stealth reveal only on certain stun breaks, that way there is a risk for the player that reveals the thief and it is a much harder decision for wanting to see them.
They can also only let the reveal-er see them so that there is still coordination required.
There would be risks for both sides and it would give certain skills a niche.
It would get people to use; utility goggles, elixir u, frenzy, quickening zephyr, haste, mantra of concentration, and whatever is least used for ele, guardian
- New GM traitTool belt Overload: Tool belt skills have instant activation.
You cant have that because 1 of the heal skills (5-6k from medkit) is on the toolbelt
Ice Drake Venom: Heals on successful hit
Caltrops: Removes swiftness and vigor from enemies, removes cripple from allies
Signet of Agility: # of conditions removed is based on missing health not nearby allies
1 per 20% missing
Ambush: allows you to shadowstep to marked target, 1200 range, doesn’t stunbreak
[Destroy Shadow Trap] Blast Finisher
Evasive Powder Keg could drop a smaller 180 AoE Glue Bomb w/ a cooldown of 15 sec. That way it benefits kiters and people who prefer to stay close to the enemy. Benefits those who go lightly or heavily into the explosives because it scales w/ condition duration.
Reserve Mine can drop the same mines from Throw Mine. It won’t have the OPness of the mine kit (from betas) because the spread is random so you can’t stack 5 mines in a water field. It also has a larger trigger radius than the toolbelt and is a threatening to the enemy because it is a knockback. It can also solve the CC problem if you chose to go w/ out interupts on your utilities.
Traps, Tricks and Venoms all have a problem with condition removal.
Traps and Venoms have no access to it, and Tricks only remove movement based conditions. In terms of stun breakers, Tricks have two and the others have none.
While I don’t think an all trap/trick/venom build will (or should) have as much utility as a mixed build, players shouldn’t be punished for the poor design of the skills.
Every skill type should have access to condi-removal and stun breakers regardless of which type would have the best, that way players are not forced to pick up certain utility types to get them. And it would be more viable if they were tied to skills rather than traits since you wouldn’t have to specialize to make them useful.
[Traps]
Shadow Trap [Shadow Pursuit]: Make this part of the skill a stun breaker. (It will require more preparation than Roll for Ini or Shadowstep, justifying the lower CD) Lower the range of the skill so you can’t shadow step across valleys
[Destroy Shadow Trap]: Blast Finisher
Needle Trap: Ground targetable
Tripwire: Make it transfer 3 conditions to affected foes
Ambush: allows you to shadowstep to marked target, 1200 range
[Tricks]
Scorpion Wire: Transfers 2 conditions to target(justifies the cooldown, deals w/ condi problem, makes it more of a skill to watch out for) still removes condi if the wire misses.
Caltrops: Removes swiftness and vigor from enemies, removes cripple from allies
Haste: Gain vision of invisible enemies and traps (only affects you and your summons)
[Venoms]
Devourer Venom: Breaks stun, 40sec cooldown (isn’t as strong as roll or shadowstep)
Spider Venom: Also transfers 1 condition on each enemy hit (solves condi problem, useful for all weapon sets) Reduce Cooldown to 35 sec
Basilisk Venom: Breaks stun (just so its not completely outclassed by Devourer)
Ice Drake Venom: Heals on successful hit (more ways to benefit from building cleric)
Reduce Cooldown to 25 sec
Skale Venom: Removes regeneration and protection from enemies hit, Reduce Cooldown to 25 sec
[Signets]
Signet of Malice: [Active] Convert 2 conditions to boons (im pretty sure no one uses it right now) Vuln=Protection, Bleed/Burning/Poison=Regen, Blind=Fury, Weakness=Vigor, Immobilize/Chill/Cripple=Swiftness, Confusion=Might
Signet of Agility: [Active] # of conditions removed is based on missing health not nearby allies, 1 per 20% missing
Signet of Shadows: [Active] Also cripples and burns enemies (active effect is weak right now, thief does not have many ways of applying burning, benefits condi duration and dmg users)
Assassin’s Signet: [Active] Gain immunity to blind and confusion for 7 sec (current active effect is not strong enough to go 45 sec w/ out speed boost, confusion is not removed just does no dmg)
I don’t think it will address all of the problems w/ these skills but it will keep thieves from being pigeon-holed into using certain utilities. But I wan’t to know what you guys think, do these skill types need stun breaks and condi removal? If so are these the right skills to do them?
(edited by Super Riceman.8702)
Vital shot could just be 1/4 cast time if there not going to touch the dmg #s
Body shot should be given an AoE like the engi pistol auto-attack. That way they can solve it being weak and the weapon set lacking aoe. They could add movement to the set by making it shadow step 300 (dodge roll distance) backwards
Unload can be a stun breaker since P/P lacks defense and the skill costs as much initiative as Infiltrator’s Strike + Shadow Return. If it needs more defense just make it like blurred frenzy, where you evade all attacks.
And ricochet should always bounce on crit or have a higher chance overall, the only attacks someone might worry about bouncing are the offhand pistol skills and their initiative costs are too high to count on a 20%, especially when there are much better traits in that tree.
Elixir S could be a lightning field because; long cooldown, no need for smoke since there is another way to get that and it has a chance to grant stealth already, lighting fields are rare, can defend allies or trap enemies
Elixir B should be a fire field (for might and burning which fit with the utility skill) or a dark field (engi has no way of creating it right now, lifesteal fits with the utility skill)
“Insanity is putting a back pack on an engineer and expecting a different result”
“Nearly all engi’s can withstand adversity, but if you want to test an engi’s character, give him power to hide his kit”
“You must be the change you want to see in backpacks”
“A backpack covered cannot stand”
Acidic Elixirs, Shrapnel, Empowering Adrenaline, Exploit Weakness, Go for the Eyes, Metal Plating (wouldn’t be useless if the turrets were already tough), Stabilized Armor, Rifled Barrel Turrets, Acidic Coating, Always Prepared, Scope, Leg Mods, Armor Mods, Adrenal Implant (not useless, just not enough for 30pts when ranger can get it for 5)
Withering precision – you get free weakness… that is really nice, especially for hybrids/people that dont like hitting stuff with a wet newspaper (what scepter feels like).
The problem is that its a 25% chance for 30pts, if it always happened on crit I would agree but there are more reliable ways to apply weakness w/ offhand dagger, underwater trident, and corrosive poison cloud; none of those require traiting.
There are certain skills/weapons/traits that require specialization and while it isn’t bad to specialize, these things still aren’t good enough to justify it.
[Axe] can provide vulnerability, cripple and retaliation but you need to trait just to make it comparable to the utility of staff or dagger untraited
The necromancer class also has a problem with cast times so quickness could solve both the classes slow skills and the niche for using axe.
Unholy feast should grant 1.25 seconds of quickness per enemy that is hit, if its too strong along with the current boons/condis they can just remove dmg and retaliation part. The negative effect (if it needs one to not be OP) should be quickening zephyr.
That way there is a reason for any kind of build to use axe and a way to get around long cast times.
[Staff] has a weak auto-attack and long CDs on skills 3 and 5. Necrotic Grasp has to scale better w/ power or give more life force the longer the hand travels to hit. Chillbains should have a cooldown of 16 and Reaper’s Mark should have 22
[Dagger] Other classes have faster immobilizes at range, Dark Pact’s cast time should be reduced to 1/2
[Scepter] Feast of corruption seems like it should be a hybrid skill, it should grant a stack of might for each condition. That way it benefits power, condi or hybrid necro. The life force can go to grasping hands if its too strong.
[Focus] Spinal Shivers cast time should be reduced to 1 sec that way it isn’t as easily interrupted or predicted.
[Warhorn] I find that Wail of Doom misses to often. It should work like static shot, the first target is dazed then it transfers to 2 more targets. The daze duration can be reduced to 1 sec if its too strong.
[Signet of the Locust] is very useful for the speed boost but the activatable effect is not worth going w/ the speed boost for 60 seconds. It should scale much better with healing power (comprable to healing mist on engi) or have a dramatically lower cooldown. I know its good for WvW but its active effect still sucks equally in all modes.
[Spectral Armor] is good but not good enough to wait 90 seconds for over something like plague signet or spectral walk. Its cooldown should be 45 or 60 seconds so that people might think of using it once every thousand years.
[Spectral Grasp] requires you to give up other skills w/ more utility for 1 pull every 30 seconds. The pull needs to have a stronger effect to justify its cooldown or a lower cooldown to justify its current effect. It should send 3 conditions to the target or have its cooldown to 18 seconds. That way it is more threatening to the enemy, either because it puts them in a weaker state or because it can be activated often.
[Spectral Wall] isn’t a bad skill but like with grasp, your giving up other skills that would probably be more useful. It can block projectiles or it can destroy summoned units that pass through it. That way it wouldn’t feel like your giving up so much for less.
[Signet of Spite] is like Spectral Armor, its cooldown is way too long for what it does. Its cooldown should be 30 seconds and also apply burning for 5 sec, burning is mysteriously missing from the class.
[Withering Precision] is very bad for being a grandmaster trait. It should be: corruption skills have no negative effect, if its too strong then make it only apply when you have fury.
[Protection of the horde] can provide up to 120 bonus toughness (more w/ certain traits and sigils) but this is not good enough for a full minion master or someone that carries only 1 or 2 minions. I had an idea that would benefit necros w/ a few minions or full minions. Whenever you would receive an attack that would send you into a downed state, it is instead transferred to the closest minion with a cooldown of 15 seconds.
I don’t main necromancer so i might not be aware of situations where these skills/weapon/traits are good. Do you agree that these are weak or is there a way im not aware of to make these work?
Also putrid explosion doesn’t seem to give life force, is this intended?
(edited by Super Riceman.8702)
Burning Rage is somewhat useful for stacking up on damage multpliers. A little boring, but functional. Maybe the increase could be larger.
It certainly is functional but its not enough to get someone to invest 25 points into fire over any of the other trees.
They could either double the increase or also grant the 5% bonus to nearby allies.
I would go for granting bonus to allies since traits w/ more supportive abilities and I think traits should provide more utility than personal dmg increases.
The fire tree needs to be more designed around how it helps your team rather than how it helps just you.
yes, there have been many threads lamenting our “hobo-sacks”
Flame barrier sounds like it would involve blocking or reflecting.
Make it impassable and destroy projectiles trying to exit or enter.
It wouldn’t require being able to take hits but allow glass cannons more ways to negate damage.
Burning fire should make burning reduce the target’s healing effectiveness (not as effective as poison) so that going heavy into fire means you can be effective vs bunkers
One with the fire; applying burning to enemy removes a boon (or has % chance to) standing in fire fields cure 1 condi per sec for you or ally. It would add a different way to deal dmg and add support abilities to a dmg tree. The reason people go into arcana or water because they provide utility beyond the stat bonuses.
Fire’s Embrace sounds like it would protect you. It could summon a ring of fire or a dragon’s tooth on your position when disabled with a cooldown of 30 seconds. Requiring signets for a weak effect just seems way to situational to be that deep in the tree.
Persisting flames should make applying new conditions reapply burning for a short duration.
(edited by Super Riceman.8702)
The rifle isn’t as long range as some other weapons but long ranged fighting isn’t really whats wrong with it.
The problem I have is that you can’t rely on the close-range abilities when you need them. Blunderbuss is very short range and unless your standing next to them, it often misses. Its one of the few abilities that can’t be reflected, something that the class has a lot of problems with.
Overcharged Shot has many problems; short range, self knockdown, and reflectable.
I don’t think either of them have to be 1000 range but 500-650 seems like the “mid-range” they meant to have. And overcharge needs to not knockdown or be reflectable.
And there is a problem with the range trait, it adds a small delay to jump shot meaning you float for a little before you actually land.
Wouldn’t it be cool if you used two gadgets within a certain timeframe if they comboed and nulled negative effects
Eg
slick/rocket = trail of fire and no stun (think ele)
Goggle/mine = stealth mines
PBR/mine = timed explosive on hitThis would be so awesome, but quite hard to implement
I wouldn’t require combo-ing two skills to remove the negative effects, right now the self knockdown is what keeps people from using rocket boots.
The Idea of combo-ing skills does sound cool but they need to fix whats wrong with the individual skills themselves.
The problems w/ gadgets are;
PBR- long cooldown
Rocket Boots- self CC
Utility Goggles- needs a niche in the stun breakers to be considered over the elixirs which is where the idea of seeing stealthed enemies came from
Slick Shoes- long cooldown, doesn’t break stun, an elixir or kit would be more useful
Mine- Both the utility and its toolbelt need a larger AoE to make area denial possible
(edited by Super Riceman.8702)
bump —-——————————————————————-
I tested, it does let you move but to me it seems kind of weak still.
Maybe it should break stun since it costs as much initiative as Infiltrator’s Strike + Shadow Return.
Body Shot should convert one boon on the enemy to 3 stacks of vulnerability
why not make the attunement swap count as a weapon swap?
The reward system in dota 2 gives you the chance to earn an item from the store every time you finish a game and a guaranteed item every time you level up.
As long as it doesn’t apply to people who leave or go afk I think a similar thing can work in this game. It would encourage more people to enter PvP and play often.
There should also be a chance to earn gems so that you can earn money through playing or sustain a custom server.
I also support the glory->gems conversion
Items that shouldn’t be earnable:
Black Lion Chest Key
Box of Fun
Instant Repair Canister
Revive Orb
Merchant Express
Trading Post Express
Booster Multipack
Karma Booster
Magic Find Booster
Digital Deluxe Upgrade
(edited by Super Riceman.8702)
Maybe it converts a boon on the enemy into vulnerability, that way sword remains defensive boon-hate while pistol is the offensive version.
Also, have they changed unload to allow you to move? (I haven’t played P/P for a long time)
A while back I had an idea to change the dumb daily.
The current daily doesn’t discourage players from going off and doing their own thing or promote team work. Its also harder than it should be.
Here are some of my ideas to get people to coordinate/work together
1 Daily Guardian(replaces daily matches played): Interrupt or down an enemy while they attempt to finish a downed ally
[has to be done 10 times for daily, encourages coordination and saving other people]
2 Daily Team Player(replaces unique maps played): Perform the maps secondary objective, EX: Orb, buff etc.
[has to be done 5 times, easier than playing 4 different maps]
3 Daily Assaulter(replaces daily kills): kill a player that is on a capture point or kill a player while on a capture point
[has to be done 15 times, encourages players to assault points]
4 Daily Defender(replaces daily capture): Contest a point for 25 seconds, EX:stay on it for 25 sec
[has to be done 5 times, encourages players to defend points instead of going for kills]
5 Daily Competitor(replaces top stat): kill 3 players in the top 3 or hold a position in the top 3 for 20 seconds
[has to be done once, easier than finishing as top stat]
6 Daily Closer(replaces tournaments played): End the game with 50 pt or less score difference
[has to be done once, encourages players to fight untill the end, doesn’t force inexperienced players to play tournaments]
I’ve passed this on to our localization team for a future update. (Sorry, I don’t have an ETA on when this will get fixed.) It might seem like a 5s fix, but it’s really not, since the fix has to be made in all language files. Fortunately it’s a number change, so no additional translations are needed.
Thanks for the info, and yes we are listening.
Has the localization team looked at any of the turret traits? :|
Air Traits
1-Zephyr’s Boon: Change to 5% of precision given as a bonus to vitality
Elementalists sacrifice points to spend in tankier trees if the spend in Air, those who spec heavily into glass cannon need a way to keep up in vitality since base health for the ele is very small
2-Zephyr’s Focus: Change to reflect projectiles while channeling
The extra endurance doesn’t always help because channeling skills often leave you vulnerable to attacks and you need to end the skill in order to take advantage of the extra dodge. Glass Cannon Mesmers have various ways of avoiding dmg to get around low health pools so Ele’s need some too if Glass Cannon Ele’s are to become a thing
3-Quick Glyphs: Glyph cast times are also reduced by 1/4 sec
Most glyphs suffer from long cast times
4-Electric Discharge: 33% to strike your attacker with a bolt of lightning
5-Soothing Winds: Change to reduce your healing skills cooldown by .8 seconds when you crit, Cooldown 1.4 seconds, Move to master trait
If you spec heavily in air you must sacrifice in either water or arcana so you need a more readily available heal to counteract a lower health/healing or lower duration of regen.
6-Bolt to the Heart: Change to 5% of targets vitality is given as a bonus to precision
Allows ele’s to deal with larger health enemies w/ out conditions better
7-Arcane Lightning: Change to gain 1 second of dmg immunity (still affected by conditions and disables) when switching to or from air attunement
Similar to Blurred Frenzy, allows a glass cannon to negate dmg if timed right
8-Grounded: 9% increased stun duration vs enemies and 9% decreased stun duration for yourself
Going 30 into air shouldn’t force you to sacrifice so much defense
9-Tempest Defense: Reduce Cooldown to 60 seconds
Same CD as autodefense bomb dispenser
Fire traits are not very good so I wanted to share some ideas
1-Flame Barrier 20% chance to burn your attacker when you are hit in any attunement (20% melee fire only is too small of a chance)
2-Sunspot: 33% chance to apply blind to a foe when you burn them (fits with the condi duration of the tree, makes fire attunement more threatening)
3-Ember’s Might: Gain might for 6 seconds when you attack a burning foe
4-One with Fire: Fire fields you create cleanse a condition on allies and removes a boon for enemies every second they stand in it (makes fire fields skary, allows you to cure without going heavy in water)
5-Persisting Flames (Persisting Elements): When you take damage that would put you in a downed state, you are instead transformed into an Elemental based on your attunement.
Killing a Foe or surviving for 20 seconds will restore you to your status before the fatal damage but being killed as an Elemental will make you automatically defeated. Cooldown 120 seconds. (reason to go 30 into fire)
6-Burning Fire: Burning that you apply to a target has a 10% chance of spreading to foes near the target on each tick. Trait is moved from Adept to Master
7-Fire’s Embrace: Half of your condi duration is given as a bonus to boon duration (bonus from this trait is capped at 20%)
8-Conjurer: Move from Master Trait to Adept Trait, swapping weapons no longer destroys the conjure for eles
what do you all think?
(edited by Super Riceman.8702)
“we think engi burst is a bug so we will address this in the next patch.”
it should be Enginious not Engenious or the pun will be less obvious
Dragon Tooth, Ice Spike, Lightning Surge, Eruption and some other skills all have a delay to when they actually hit.
Rather than increase dmg #s I propose a secondary function for them
When you activate the ability, you can press it a second time to have the skill activate at that exact moment.
The effect will always be stronger the longer you wait (Longer burning on dragon tooth, longer blind on lightning surge etc.)
On the other hand, the quicker you activate it, the weaker the effect and lower cool down.
This is so that you can get the effect (EX:blast finisher) exactly when you need it, somewhat counteracting the delay people deal with now.
What are your thoughts?
TLDR: Activate delayed skills like dragon tooth at the exact time you need it.
Longer wait, stronger effect, regular cooldown
Shorter wait, weaker effect, lower cooldown
(edited by Super Riceman.8702)
i think you went overboard on everything
no charges on the weapons would force longer CDs on activation – i could still live with that.
Hammer is very strong
FS is very strong
Frostbow is overall very strong (no. 4 just kills it)shield is very defensive / tactical – it really is great combo weapon (skill 4 is really nice in team play – elementalist can be played to set up a horrifying kill box.
flame axe … well … blast finisher on 2 would be really nice … do that and this weapon is fixed for me – it says so in the friggin skill name!
Conjured weapons need to be strong enough to be chosen over cantrips, and they need options outside of cantrips to break stun
Flame Axe needs to have a niche as the mobile weapon and do decent damage.
Earth Shield needs to be more useful and harder to kill (if timed right, they can reflect shots) skill 4 is nice but outside of that, the weapon is not useful. Same thing with Frost Bow.
Hammer needs a little bit more to make it threatening to the enemy rather than them thinking the ele wasted a slot.
Bomb kit skill 3
Pistol mainhand skill 3
toolkit skill 3
trait: static dischargeHow does static discharge applies Confusion? :|
just pretend it does and it will have 1% chance to happen
Bomb kit skill 3
Pistol mainhand skill 3
toolkit skill 3
trait: static discharge
I think he is in the crystal desert and is starting to hallucinate
Ideas for other bad skills
-Kick: combine with stomp into a 2 activation skill, first stomp then kick, CD 35
-Throw Bolas: Immobilize target and an additional target up to 400 units behind them (shackleshot from Windrunner)
-On My Mark: Allies who attack the target gain fury, Target is enlarged similar to rampage
-Berserker’s stance: increased dmg based on current adrenaline
-Frenzy: Also cures confusion and weakness (doesn’t grant immunity)
(edited by Super Riceman.8702)
One thing, if you want to remove the +10 charges from Conjurer you need to make baseline charges 25 or you’ll break current conjure builds.
I would like for it to not require charges at all if thats not too op
Random Grandmaster Earth Trait: Dwarven Descendant- Gain Obsidian Flesh when you lose more than 15% health in less than seven seconds
(edited by Super Riceman.8702)
Its well known that warrior elites are not very good, here are my ideas
Battle Standard
-Cast time reduced to 3/4 sec
-Knocks back on landing
-Skill 4 knocks back when you hit target, cures cripple and chill
-Skill 5 knocks down for 1 sec (Increased duration if the target is Jonathan Sharp)
-User is healed on skill uses
Rampage
-Retain your current weapon skills when you transform
-Kick becomes utility skill 1
-Throw Boulder becomes utility skill 2, cast time reduced 3/4
-Dash becomes utility skill 3
Signet of Rage
-all conditions are converted to might stacks, 4 might stacks if you have none
(edited by Super Riceman.8702)
These skills seem pretty random imo. I am not sure why you chose those ones but yeah, we definitely need more stun breaks if Anet wants to change the meta. Otherwise people will just stick to these utility skills.
I just chose most of them because I rarely see them used
Although it kinda fits for the earth shield and arcane shield
Outside of Icebow Skill 4, I rarely see conjured weapons and I want that to change starting today.
So here are my dumb ideas
Trait:Conjurer
-Weaponswap no longer destroys conjured weapon
Conjured Flame Axe
-Add burning to skill 1
-Make Explosive Lava Axe a blast finisher (pvp only)
-Burning Retreat cures cripple and immobilize
-Ring of Fire knocks back nearby foes in 180 Aoe when activated
-Flame leap cures chill and immobilize
-Make a stun breaker
Conjured Earth Shield
-Shield Smack reflects projectiles for 1/4 sec
-Change crippling shield to immobilizing shield (1sec now)
-Increase Magnetic Surge range to 800
-Fortify changed to let you move (60% regular speed)
-Make a stun breaker
Conjure Lighting Hammer
-Static Swing sends 1 condition from yourself to foe
-Lightning Leap range increased to 800
-Lightning Storm applies vulnerability
what do you all think?
(edited by Super Riceman.8702)
I think that eles should get options outside of cantrips to break stun so there are more opportunities/builds w/out reliance on cantrips
Skills that should break stun
-Arcane Shield
-Conjure Earth Shield
-Conjure Flame Axe (Cleanses disable at target area in 50 AoE)
-Glyph of Elemental Power
-Signet of Earth
-Remove the stun break from lightning flash and increase range to 1200 OR
change its type from cantrip to arcane and add an effect based on attunement
-Remove stun break from mist form OR change its type to glyph
Or am i horribly wrong again?
(edited by Super Riceman.8702)
