Showing Posts For ThanatosAngel.8024:

Take champs out of Low lvl Areas!

in Guild Wars 2 Discussion

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

Another solution could be to take all champs on 1-15 level zones and downgrade them to Elites.

Dervish Profession

in Guild Wars 2 Discussion

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

dervish has been absorbed into guardian.

actually few GW1 classes has been absorbed into GW2 classes.

i think guardian = dervish + paragon

Guardian is Monk + Paragon. The lore supports this.

I want to see the Dervish make a comeback more than anything else….

[PvX] New condition that drains endurance

in Profession Balance

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

Yeah, I know about weakness, but I’m talking about something that can cause you to outright lose endurance instead of just regenerating it slower.

[PvX] New condition that drains endurance

in Profession Balance

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

This is just an idea that came to my head as I’ve been seeing a lot of requests lately for nerfing Vigor. Why not make a new condition that counters Vigor and hinders the chance to dodge powerful attacks or AOEs? Have it slowly drain endurance over time and call it “Fatigue” or something.

They should make gadgets a form of signet.

in Engineer

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

I’m bumping this because I still like this idea, and I wonder if ANet would at least consider making gadgets more like signets.

Feature Build Balance Preview

in Profession Balance

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

So I haven’t read the whole thread, but there are two things I’ve been waiting for to see: Flesh Golem capable of being used underwater (Necromancer), and Grenade Kit getting an auto-attack (Engineer). I figure these two things can’t be that hard to implement.

Bring an end to Queensdale champ farm

in Guild Wars 2 Discussion

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

Downgrade all the champs to elites.

I tremble with fear when...

in Guild Wars 2 Discussion

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

OP is not being serious. Obviously.

Also, as I’m sure it has been brought up many, many times before…“ranger” does not equal “ranged combat.” Look it up. The word has many definitions, but “ranged combat” and “ranged weapons” have nothing to do with it.

What would GW2 be like with trinity?

in Guild Wars 2 Discussion

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

A trinity could work if every class could fill any role they wanted at any time. But oh wait…isn’t that basically what we were supposed to get with GW2?

So What's the Plan for Spring 2014

in Guild Wars 2 Discussion

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

ESO is pretty far from being a WoW clone. It’s much closer to being a GW2 clone. With that said, it’s hardly anything to be worried about, aside from the hype…but look at how that turned out for SWTOR.

likely weapon "additions"

in Necromancer

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

MH Sword and OH Torch to start off with.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

Here are two things that I would really like to see, that I’ve been waiting to see happen since before launch, and are hopefully minor enough to be changed in the Dec. 10 patch:

1) Engineer’s grenade kit #1 now has a proper auto-attack on land like every other weapon set.

2) Necromancer’s Flesh Golem can now be used underwater. Charge could stun underwater enemies instead of knockback. As of now, Plague is the only elite Necros can use underwater which also rather defeats the point of a minion build.

Oh, and concerning Ranger’s trait lines…was the art behind Wilderness Survival and Beastmastery meant to be swapped or not? Since someone first pointed it out, I haven’t been able to unsee it.

Would you believe yourself...

in Guild Wars 2 Discussion

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

If I went back in time, my priorities would be:

1) Stabbing my past self to death.
2) Lottery.
3) Leap in research.

If my future self came back and started talking about GW2, I would stab him to death, then rob his corpse of the flash drive with all the lottery numbers and research papers.

If you were to stab yourself, past or future, you would create a time paradox. Stabbing your past self would mean you never went back in time to begin with. Stabbing your future self means that at some point you would be forced to go back in time and die at your own hands.

So yeah.

Time to rethink town clothing

in Living World

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

One thing they could do is allow for us to hide all our armor pieces in the Hero panel and substitute for clothing or costume pieces displayed in the clothing panel. Or just run around in our skivvies, if we so desire.

Please stop with the gemstore armor

in Living World

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

Fused Gauntlets.
Radiant Mantle/ Radiant Vambraces / Radiant Warhelm
Hellfire Mantle / Hellfire Vambraces/ Hellfire Warhelm
Horns of the Dragon
Twisted Watchwork Shoulders
Zephyrite Lightning / Sun / Wind Helm
Mask of the Night

Meta achievement for the next release unlocks a Gasmask Skin.

I don’t even have to mention all the back items that have come out of the Living Story. Are there a fair few skins going into the gemstore? Sure. You could make a case about there being no new complete armor sets added to the game.

But anyone who says there aren’t any new skins, including incomplete sets, added to the game is just plain incorrect.

How much of what you’ve listed is still available to obtain? None of the back items are available either. Only the Radiant/Hellfire pieces are, and you have to sink a lot of time into the game to get the achievement points required for those.

I don’t think anyone is saying that there aren’t any new skins, they’re complaining that all the new skins are locked behind gem store or RNG boxes when they should be obtainable outside of LS events and permanent within the game itself.

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

Speaking of minions, why not allow the Flesh Golem to swim? I haven’t seen anyone bring that up yet.

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

“Could you not combine Protection of the Horde with Flesh Of The Master?” -Scarran

We could but I think that would be a wildly OP Master trait…

Then how about combining it with Minion Mastery instead and bump it up to Master? Combine Reanimator with Flesh of the Master and have it spawn jagged minions off minion deaths instead of enemies.

[Merged]1year post launch. How Anet feel on Trinity?

in Guild Wars 2 Discussion

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

Not having a “holy trinity” is just fine; the bad thing is not having a proper system to replace it. There just needs to be more of a reason to run anything other than pure damage. I doubt anyone would be able to run dedicated healer or tank, but having them be useful in a party would be a great change and adds more of a dynamic to team play.

The alternative patch notes.

in Necromancer

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

  • Protection of the Horde: This trait now reads: “Summon a jagged horror whenever you kill a foe and +20 toughness for each minion under your control.”
  • Protection of the Horde: This trait is now an Adept trait.
  • Protection of the Horde: The ex-reanimator portion of this trait now has a decreased cooldown from 30s to 15s.

right now there are 3 MM traits here. with this change there are 4. Why not combine reanimator with Minion master (III) and protection of the Hord with Flesh of the master (X)?

This is exactly what I’ve been saying concerning those traits. I think this is the best solution overall rather than just putting the two together and throwing them into their own trait. It would help boost both MM and FotM traits as well. Reanimator should spawn jagged horrors on minion deaths instead.

Dec. 10th Balance Preview (Necromancer)

in Necromancer

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

I had a suggestion for a solution to the Reanimator/PotH problem. I had posted this in another thread, but since we have Jon watching this thread, I figured I’d repost it here:

Take Reanimator and merge it with Minion Mastery, only the effect this time will be “Reduces recharge on minion skills. Summon a jagged horror whenever a minion dies.” No more cooldown on jagged horrors and they don’t summon new horrors on their death. Minion Mastery is bumped up to Master tier.

Next, Protection of the Horde is merged with Flesh of the Master. New effect would be, “Minions have increased health. Gain toughness for each minion you control.”

The idea behind this is to allow for MM to decide between either selecting traits to keep their minions alive or to use them as bombers against their foes. Someone who is going pure MM would probably take Minion Mastery and Flesh of the Master, and have no interest in taking Death Nova. A Minion Bomber would take Minion Mastery and Death Nova, and get shorter cooldowns on their minions, plus a poison field and a new minion every time one dies (which also leaves a poison field when it dies too). We’re trying to kill our pets, so something like Flesh of the Master wouldn’t be optimal in this sort of build.

Obviously they’re going to need to restructure a lot of the major traits to do this, and add two new minors, but it’ll be for the better in the long run.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

Please make the first grenade kit skill for Engineers a proper auto-attack and remove the manual targeting.

They should make gadgets a form of signet.

in Engineer

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

I like your ideas as well. More condition removal is always nice.

I'm discouraged leveling Engineer...

in Engineer

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

Grenades and Bombs seem to be the highest damage output for Engineers.

Next up: Reanimator and Prot of the Horde

in Necromancer

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

I’m bumping this thread because I think this is a very specific discussion about a problem that has been plaguing the necro since beta, and something Anet still needs to consider. There’s no need for minor traits that are only useful for MM builds and nothing else.

Here’s my idea of what I think they should do:

Take Reanimator and merge it with Minion Mastery, only the effect this time will be “Reduces recharge on minion skills. Summon a jagged horror whenever a minion dies.” No more cooldown on jagged horrors and they don’t summon new horrors on their death. Minion Mastery is bumped up to Master tier.

Next, Protection of the Horde is merged with Flesh of the Master. New effect would be, “Minions have increased health. Gain toughness for each minion you control.”

The idea behind this is to allow for MM to decide between either selecting traits to keep their minions alive or to use them as bombers against their foes. Someone who is going pure MM would probably take Minion Mastery and Flesh of the Master, and have no interest in taking Death Nova. A Minion Bomber would take Minion Mastery and Death Nova, and get shorter cooldowns on their minions, plus a poison field and a new minion every time one dies (which also leaves a poison field when it dies too). We’re trying to kill our pets, so something like Flesh of the Master wouldn’t be optimal in this sort of build.

Obviously they’re going to need to restructure a lot of the major traits to do this, and add two new minors, but it’ll be for the better in the long run.

They should make gadgets a form of signet.

in Engineer

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

An idea for Engineers since they don’t have access to Signets like the other professions is to allow for Gadgets to grant passive boosts instead. Because honestly, who uses gadgets on their Engineer (and if you do, I apologize)?

Two things would be different from signets, however. First, obviously with gadgets you’re going to get an additional active skill on the Tool Belt, and second, you should still be able to get the passive regardless of cooldowns, since it would suck to have to to potentially wait out two cooldowns just to get your passive back.

This would actually make them better than signets in my opinion. This sort of revamp on gadgets could actually work very well in combination with more melee capabilities if say…the Hammer is added as a new weapon for them to use. Here is an example of what these gadgets would be able to do, and all “actives” are still the same as before:

Personal Battering Ram: Improves power.
Rocket Boots: Improves condition damage.
Slick Shoes: Grants a 25% increase in movement speed.
Throw Mine: Your explosions deal 5% more damage.
Utility Goggles: Improves precision.

So what do you guys think? Thoughts and further suggestions would be nice!

New weapons for Classes

in Guild Wars 2 Discussion

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

Ranger: Staff
Engineer: Hammer
Necromancer: MH Sword and OH Torch
Mesmer: Shortbow
Thief: MH Mace and OH Sword
Elementalist: Greatsword
Guardian: Longbow

No firearms on my ranger, please. Goes against the whole theme of the class. Same with bows on an engineer. I’d rather they add in crossbows and allow Rangers, Engineers, Warriors, and Thieves to use them.

What is ONE change you'd make to your class?

in Guild Wars 2 Discussion

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

Necromancer: Teach the Flesh Golem how to swim. And this is more than one thing, but please mix Reanimator and Protection of the Horde into either Minion Mastery or Flesh of the Master and give us better minor traits in Death Magic.

Engineer: Get rid of the ground targeting on the first grenade skill so that it can finally be used as a proper auto attack (and my 1 key won’t have to be so abused anymore).

Ranger: Give ranger a staff in order to hopefully provide some decent AOE attacks and group support.

Not in Patch Notes

in Necromancer

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

The tooltip for Reanimator now reads as a 30 sec. cooldown.

Thank you ArenaNet!!!!

in Guild Wars 2 Discussion

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

Thank you for sending me free stuff on the mail and for this awesome patch! Love you guys mucho! Thanks!

Ps. Yes, this is a thank you post. ( Buzz off haters )

I’m curious…in your opinion, what was awesome about this patch? And what is your main profession?

October 15th balance/skills updates preview.

in Guild Wars 2 Discussion

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

ENGINEER GRENADE KIT NUMBER 1 SKILL GIVEN AUTOATTACK.

Please, please do this. It is the only thing stopping me from playing an Engineer.

How can they give an ground targeted aoe autoattack?

You are aware underwater it auto-attacks, yes? So the same way it works underwater, the AoE is centered on the target.

Yes, exactly. It is annoying to have to keep tapping the same key over and over again while attempting to keep the circle on the enemy PLUS trying to strafe and dodge at the same time…when underwater it’s far easier and much more enjoyable to use grenades IMO. I dunno why they haven’t made this change yet.

How much have you paid to play Guild Wars 2?

in Guild Wars 2 Discussion

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

$45 worth of gem cards so far.

Guaranteed victory for Evon

in Cutthroat Politics

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

Regardless of when or where its set, if Fall of Abaddon involves Margonites…Evon has got my vote for sure. I don’t like him and I’ve never bought a single BLK before, but he’s got it.

Next up: Reanimator and Prot of the Horde

in Necromancer

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

This is the best I can offer:
5 point changed to “Spreading Corruption: Increases the area effect of weapon abilities.” (So greater marks goes away, unblockable goes to 20% staff cd reduction. Dagger 5 and Scepter ground target aoes get a little bonus to radius, but not as much as staff marks).

15 pt. “Deadly Strength” keep it the same, but lower it since it’d be more useful to most builds.

25 pt. “Reanimator: Increases Toughness by 25 per active minion. When a minion dies, summon a Jagged Horror in its place.” Doesn’t summon Jagged Horrors for dead Jagged Horrors (This works here since both Grand Masters are minion based, it at least makes a little more sense).

BAM that tree looks a lot kitten cooler.

I like this idea. If anything else, Reanimator and Prot. of the Horde should definitely be combined in some way, made stronger, and moved to Grandmaster. I hope Anet take note of this post.

Your top 3 desired races?

in Guild Wars 2 Discussion

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

Tengu
Margonites
Whatever “race” Razah was in GW1

Total Make-over Kit, Sylvari Glow [Merged]

in Bugs: Game, Forum, Website

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

Has this been fixed or not? I want to use a kit on my sylvari and I want to know beforehand if it has been fixed.

Female/male toons

in Guild Wars 2 Discussion

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

Do we REALLY need yet another one of these threads? But whatever, I’ll bite.

I play both genders, female mostly, for aesthetic reasons. I don’t play charr as anything but male and I don’t play sylvari as anything but female.

Phrases you'll never hear in GW2:

in Guild Wars 2 Discussion

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

“Wow, my flesh golem is so reliable!”

absurd respawn rates

in Dynamic Events

Posted by: ThanatosAngel.8024

ThanatosAngel.8024

Riot, are you on Gate of Madness? Because I experienced that same situation with the centaurs. I did the event with taking the hill back from the centaurs by myself with minions, but when the following event came as the centaurs spawned to take the hill back again, a few players and I were crushed by a whole army of centaurs coming over the bridge. Even after I died, I saw players fleeing back and forth, running from the horde. It was clearly too much for us to handle and it was only on the first wave.

I’ve also had issues where I would kill a mob and then have another spawn right on the dead body. Not too much of an issue, but I’m pretty sure that’s not supposed to happen.