Showing Posts For The V.8759:

Projectile Problems[pvp]

in Necromancer

Posted by: The V.8759

The V.8759

Hey!
To come right on topic: I really like to play necro in PvP. However I struggle alot with people ranging me. LBrangers for example are a pain for me. Since necros are quite slow classes I cant get in their face properly. My suggestion is to give is at least one kind of skill that absorbs. Or even better give a trait which allows specteral skills to absorb or relfect (dunno bout grasp then, but in others it fits).

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[Suggestion] "Stationary" Skill Tooltip

in Profession Balance

Posted by: The V.8759

The V.8759

I think there is nothing people could dislike about this suggestion. This will greatly improve the gameplay for starting players or players new to a certain profession. +1 by Fvux!

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Solo Nokk (SE P1)

in Fractals, Dungeons & Raids

Posted by: The V.8759

The V.8759

Just sharing a tactic. This kills him almost instantly

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Solo Nokk (SE P1)

in Fractals, Dungeons & Raids

Posted by: The V.8759

The V.8759

Hey guys!

I have been experimenting lately and found a good way to kill Nokk alone.
In order to do this you need a mesmer. On this mesmer you take maximum condition duration in order to stack confusion as long as possible. Take Nokk a bit down (Bout 10/15%) and then get downed. Create a downed clone. Keep smacking his face with double confusion. When you die he inmediatly starts healing up again. This counts as skills for him he and will take tons of confusion damage, aventually killing him.

Gl!

Attachments:

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Merchant: Warning selling Ascended

in Guild Wars 2 Discussion

Posted by: The V.8759

The V.8759

Contacted support and explained my situation. I am also going to buy these invisible bags. Thanks for those suggestions!

Next to that, I still think the warning wouldnt be of any harm ^^

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Merchant: Warning selling Ascended

in Guild Wars 2 Discussion

Posted by: The V.8759

The V.8759

I checked it, was too long ago

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Merchant: Warning selling Ascended

in Guild Wars 2 Discussion

Posted by: The V.8759

The V.8759

Hello guys,

This is just a minor change, but I happen to accidently sell my ascended legs to a random merchant in the game. I did not notice it. My suggestion is to give a warning just like when you are about to destroy something exotic.

Cya!

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Weakest Weapon Sets

in Profession Balance

Posted by: The V.8759

The V.8759

Ranger: OH axe, whirling defense could use some love

Oh axe is amazing. #4 deals huge amount of dmg, #5 is great reflect. Next to the reflect, or of nothing is reflected, you will still have dealt a nice amount of aoe dmg

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So...Marjory using Greatsword

in Necromancer

Posted by: The V.8759

The V.8759

The funny thing is that not only one, but two, of the necro-npcs use GS.

Are you referring to Thraherne? He does use it, but what I tought was significant was that marjory’s attack has a typical, and yet unseens, green/black-ish effect like most necromancer attacks.

Yes, if this was not a hint, then please smack the dev in the face who made this :P

(BTW, dont hit him really, it’s just ment to be abstract)

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Guardian Shield Skill Rework

in Profession Balance

Posted by: The V.8759

The V.8759

Shield of Judgement: Lower cooldown to 25s. Add applying 5 stacks of vulnerability to enemies hit.

I think 30 secs would be a nice cooldown for shield of absorption.

It doesnt need much more change. Shield of absorption is very strong in WvW situations. Shield of judgement too.

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[Closed Thread]

in Profession Balance

Posted by: The V.8759

The V.8759

The benefit to purity is that it’s not crit dependant, so any build can use it.

Very well, didn’t notice this. Thanks!

(Thread kinda closed)

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[Closed Thread]

in Profession Balance

Posted by: The V.8759

The V.8759

Purity: 60% chance to remove a condition. 10s CD
Generosity transfers. So cleanses from you, but also gives the enemy a strike. This has a lower CD. Just a cooldown, small change but a logic one I think.

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So...Marjory using Greatsword

in Necromancer

Posted by: The V.8759

The V.8759

Hey guys!


Just wandering around and doing the Living Story. Here there is that thing where Belinda’s sword gets kind of infused with her ghost. In Glint Lair you clearly see she is using the sword. Is this any kind of hint for us getting GS?^^

GIMME TOOOO

Greetings ;D

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Continue crafting the Predator or not?

in Engineer

Posted by: The V.8759

The V.8759

Honestly, If I could I would hold the Phoenix. It’s almost a more unique skin than the Predator, and next to that you can make another legendary with the stuff you got.

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[Poll] How many candy wrappers you submited?

in Guild Wars 2 Discussion

Posted by: The V.8759

The V.8759

bout 25 only

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axe combos

in Necromancer

Posted by: The V.8759

The V.8759

This is a lot discussed hing. And indeed I do want more finishers for necro. A blast finisher on 3 also fits. Maybe also one on enfeebling blood.

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Are pvpers suppose to be broke?

in PvP

Posted by: The V.8759

The V.8759

I still dont get why you need gold if you play just pvp.

Just what I was about to say. You need money for better gear, crafting, food etc. In PvP none of these are needed because you already have all the gear you need over in the mists.

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[List] Find your Mesmer Builds & Guides!

in Mesmer

Posted by: The V.8759

The V.8759

Here’s my build. The trait setup is pretty regular, but I think the oh-sword offers way more spike damage, but also another interrupt or a block with high damage.
http://gw2skills.net/editor/?fhAQNAscRnsISZa2oGmqB3aGR1YQdXhtGJPIgS2x2A-TZBFwACeAAx2fo9pAoaZAAHBAA

(Made for PvP) Focusses on dps. Still involves condi removal.

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What if I-warden...

in Mesmer

Posted by: The V.8759

The V.8759

What if…It was ground target?

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Message to LB rangers (No OP complaint)

in PvP

Posted by: The V.8759

The V.8759

Hello dear longbow rangers,

To start off I want to make clear I do not try to insult, just help myself AND you.

I’ve been playing alot of Team PvP lately. I have noticed the number of longbow rangers are growing hugely. I didn’t mind to much, but I realised I lose very much when I am in a team with multiple longbow rangers, which is very common. I think this is because longbow rangers want to stay on a big distance. This has very much disadventages for my team:
-We do not receive any buffs from you or get debuffs removed.
- You are most likely to not stand on the point when fighting, not making it at least neutral.

So please take this advice: Longbow is fine, I don’t mind. But please just get on the point (Probably smarter with a melee weapon, but I would already happy with that).

As for a repeat: do not feel insulted, it is not ment like that

Greetings, V

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Bone Minion: Please Crit

in Necromancer

Posted by: The V.8759

The V.8759

Not MM. I would love to see the skill actually blow up people in WvW being a berserker Maybe could also have fun effects in PvE next to the fact they are blasts.

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Bone Minion: Please Crit

in Necromancer

Posted by: The V.8759

The V.8759

Then give them my crit chance or something, this is just redicilous.

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Bone Minion: Please Crit

in Necromancer

Posted by: The V.8759

The V.8759

Short suggestion:

Please let putrid explosion be able to crit

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Making a Choice: Elementalist vs Engineer

in Profession Balance

Posted by: The V.8759

The V.8759

Engineer has a lot more to offer in PvE I think. Slight less good in Might stacking, however it’s spikes are pretty sure higher. Do not forget about Acid bomb ticking while doing other attacks, 20k+ Jump shots and 10k+ Blunderbuss.

I think the only adventage in PvE for eles is mainly they drop 2 ice bows, and have more blast finishers in their meta builds.

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[Suggestion] Proposed balancing changes

in Engineer

Posted by: The V.8759

The V.8759

QoL Improvements

Magnet – Fix this skills bugs. Make it work all the time. Enemies stop at midway or just fly to clouds. Or just move but they look like they didn’t move at all. So many bugs already.
Mine Field – Decrease the gap between the mines and user. Sometimes they go too far even with “forceful explosives” trait its hard to hit point blank enemies.
Thwack – Make it 0.75 cast time just like you did to warrior’s mace attack.
Elixir X – If you use it during day time you become Rampage, at night time Tornado.
Incendiary Power – When this trait is availible, make users hands glow. When enemies dodge while this trait is active, trait goes cooldown.
Static Discharge – Now works correctly with every single toolbelt skill. Right now this trait doesn’t work right with almost half of toolbelt skills. Click for more information

WvW Related Changes

Throw Mine – Now it removes 2 boons. Increase the cooldown to 25 seconds.
Glue Bomb – Increase the duration to 5 seconds.
Juggernaut – Removed toughness bonus. Retaliation now hits %50 less damage.
Flame Jet – Hits 5 times instead of 10 times. No longer bonus damage for burning enemies.
Toss Elixir B – Stability duration increased to 5 seconds. Radius increased to 240.
Bunker Down – Removes boon when exploded. Cooldown increased to 4-8 seconds.
Elixir-Infused Bombs – Increase healing power scale to 0.20
Healing Mist – Increase the radius to 480.

Improvement for Under Performing Skills

Napalm – People who cross the line will get burned for 6 seconds. Or stays the same but applies 2 seconds of burning every tick.
Tranquilizer Dart – Reduce cast time to 1/2 seconds. No longer combo finisher.
Elixir F – Now combo finisher: projectile %100 chance. Increased cripple duration to 5 seconds. Removes swiftness bonus. Increased the cooldown to 15 seconds.
Enhance Performance – Increase might duration to 20 seconds. Increase cooldown to 15 seconds.
Modified Ammunition – Increase the damage bonus to %3.
Automated Response – Duration decrased to %75. Now activates at %25hp just like before.
Gadgeteer – Increase some boon durations by %50.

I know listed so many things. I do not expect all of them to happen. I just wanted to give a point of view if you wanted to change things, you can do it like this. I tried to make small changes to push forward the real reason to use those skills. Especially for wvw related changes.

I want Anet to give us a chance to be wanted in WvW groups. We have some good things already but we need a kick starter. In WvW we lack a certain role in fights. I gave you 3 possible ways for helping us about that. With flamethrower changes, we become finally availible to use that kit in large fights. With mine changes we will have a better way to strip boons from enemies which will make us more wanted. I know necromancers can do that better but with all other things we bring, we can be really good overall. Like supporting with heals and boons. The elixir changes are there for this very reason. We can be really handy by giving stability and constant heals via bombs. Also if you look at these(wvw) changes, you can see none of these changes actually gives us any advantage for pvp and pve. Thats why I really wish you to just see this post and give it a shot.

Sounds kinda basic to say, but I aggree with all

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[Suggestion] Proposed balancing changes

in Engineer

Posted by: The V.8759

The V.8759

Hey Everybody!

For here I declare a thread to post your balancing changes. This thread is for smaller changes, for things like casting time and damage coëfficiënt.

I will start myself over here:

Twhack (Toolkit):
Give this skill a cleaving ability.

Throw Mine:
Reduce the cast time to 1/4s.

Mines (In any kind of form)
Explode when placed under enemies, even if they do not move.

Gadgeteer:
Increades boon duration.

Mine Field:
Halve Cast time

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(edited by The V.8759)

Legendary effects

in Engineer

Posted by: The V.8759

The V.8759

The system sees kits as seperate weapons, just like when you would equip another weapon. However some skills, indeed like nade barrage, have special effects. Also your downed skill #1 will change, and as far I can remember some other. It has been a while honestly since I’ve used my engi so I’m not sure what the other were.

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[PvE] Best dps phantasm?

in Mesmer

Posted by: The V.8759

The V.8759

Hey everyone,

I have a quick question about which phantasm has the highest dps for PvE. Not just raw hit but also other things have to be taught about:
-Recharge time
- Surviveability (In order to maintain 3 phantasms)
- Attack speed

This question is focussed on long boss fights, not bursts.

Thanks already ;D

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who is Vee Wee?

in Engineer

Posted by: The V.8759

The V.8759

Some kind of player who thinks he/she is awesome because of the rank.

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Where the hundred blade cast time reduction?

in Profession Balance

Posted by: The V.8759

The V.8759

PvP/WvW Wise:
For good players this attack will now be fairly easy to dodge. There is no further damage increase or anything involved so that might be the only difference. It mainly got stronger against weaker players who do not know yet when they should dodge, en how to time it.
Comparison against 100b:
100b does have a higher cast time, but also significant higher damage. The fact that you have to be in melee range can be pretty much negated in this comparison because warriors have much higher defense by themselves, they are way more sturdy.
With alot of acces to high mobility and stability it should be no problem showing up in the face of a ranger. From close longbows are way more hard to use giving the warrior an adventage.
Final Verdict (My opinion):
Get your stuff together and accept it. It is well balanced. Learn to dodge, and just 100b them down.
Greetings a warrior.

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The necro changes in two words

in Necromancer

Posted by: The V.8759

The V.8759

The axe change is kind of a big damage increase actually.

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Ranger Longbow Critical?

in Ranger

Posted by: The V.8759

The V.8759

i’m trying this build atm to dungeons run:

http://gw2skills.net/editor/?fNAQNAT8XjMq0qavKGsQ0ag9AZdgGFYeZkzqZP5VHaF-TBCBABQt/QN6Gk4iAMlyPYVCCwTAgI1few8HpAGVXF-e

what u guys think about it?

for me looks good, nice damage and with one tank in group i can play without fear.

Try going for Sword/warhorn + Greatsword.
You mainly use greatsword for your opening strike with maul, having 200% crit chance. Also your sword AA deals more damage than the offhand axe can offer in any way. The boons you get with warhorn are worth it.
Also as some1 else said don’t go ranged. Better to stack up. And in close range LB is not good.
For traits surely take spotter. It’s one of the only team buffs left thar ranger can offer now Frost spirit kinda died.

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What would make a good new weapon?

in Engineer

Posted by: The V.8759

The V.8759

I’dd probably vote for something like hammer. Would like to see some more melee on the engineer. We currently only have Tool kit as a straight up melee attack, but it’s mainly used for utility.

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Let's give ArenaNet a "Thanks"

in Profession Balance

Posted by: The V.8759

The V.8759

Hey Guys,

After the Skill bar previews many complains appeared on the forums. Ofcourse I also have my opinions about it, but next to that I’dd really like to say thanks to the balancing team. We can’t expect them to fix everything, they just made a step. And actually they made some pretty important steps. Ranger and necro got some really important buffs for example. So here I go: Thanks!

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"Call Lightning" Damage (Storm Spirit)

in Ranger

Posted by: The V.8759

The V.8759

The attack of storm spirit called “Call Lightning” shows me about 2,2k damage. This seems to be incredibly high since my maul says about 1,3k, while critting over 10k. This makes me think Call lightning can crit immensly.
However when I use it I don’t see any hits above 2,1k. Which is really strange to me. Also it does never crit.
Is this skill broken or am I missing something?

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Empowering Might: Disfunctional

in Guardian

Posted by: The V.8759

The V.8759

Empowering Might
You and nearby allies gain might when you land a critical hit.

Might 40px.png Might: 5 s
Miscellaneous effect.png Number of Targets: 5
Range.png Radius: 240

This seems like a really good trait. Imagine wearing my hammer, land my AA symbol, each doing critical damage against multiple enemies. But it shows not to be working.
Hitting more than one enemy doesn’t give any more effect. Sword 3rd AA in chain doesn’t even give 3x might if you crit 3 times. Is this bugged?

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Predictions for 9/9/14

in Necromancer

Posted by: The V.8759

The V.8759

I actually wish they changed unholy feast (3rd skill from axe). It would be better if it would either be a supportive skill, or giving you something like fury or might.

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Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: The V.8759

The V.8759

So…We reached the point where all hopes crashes…. RIOT TIME!

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How about this new trait?

in Engineer

Posted by: The V.8759

The V.8759

Hello frands! Vee Wee here, #1 Engi NA and world first rank 80!

Vee Wee will take Healing Turret with Bandage Self toolbelt!

Wahoo! Bye frands!

Who actully cares about your rank or whatever….?

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Berserker or Assassins for PvE Engi?

in Engineer

Posted by: The V.8759

The V.8759

Mainly depends on it. In my opinion you can choose between 2 kits in PvE: Bomb and grenade.
Bombs hit only once but high. taking assasins here is smarter because you cant every hit to be crit. If it is not crit you actually lose alot of dps.
With grenades I go for zerker. throwing 3 nades gives you around 2 crits and 1 normal hit, giving very sustain dps.

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a proper engineer rifle legendary

in Engineer

Posted by: The V.8759

The V.8759

Are you insulting my Predator? I love my lovely predator ;3 it fits perfectly! However still an opinion ofcourse :P
Anyway, I think they should make more diversion in legendaries. Not making more by any means, but more like personalising them a bit more. But going offtopic here

Have a nice day, every day!
Fvux

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Gadgeteer master trait.

in Engineer

Posted by: The V.8759

The V.8759

The replacement of cloaking device was just a suggestion which was more offtopic. I am glad you people agree and I do hope with this it makes Arenanet thinking. If you have any other ideas about this subject please feel free to post: all ideas are welcome

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Gadgeteer master trait.

in Engineer

Posted by: The V.8759

The V.8759

Hey!
Since the new traits have come I feel that what ArenaNet intended to do with gadgeteer did not work out well. Let me explain this.
Engineers most likely rely on their kits (as most engineers know). However kits take a utility slot. For an average engineer I can say that you use most of the time at least one kit, and I think there are lots of us using at least 2 (In any situation). With this we come down to one, or in the first case, two utility slots free. In this case it is not worth it going 6(or grandmaster) into Tools just to get this trait.
[b]My suggestion]:
Step 1: Remove “Cloaking Device (VI)” and replace it by “Leg Mods (X)”.
Step 2: Move down “Gadgeteer (XIII)” to master.
Step 3: Make a new trait for the Grandmaster line. Preferably something that does interact with Ferocity and Toolbelt skills.
Step 4: Make Gadget Toolbelt skills also Gadgets. This gives you the double amount of Toolbelt skills (just like elixir toolbelts are elixirs). This would give more interaction with the trait.
Step 5: Enjoy your positive comments on the forum!
Let me hear what you think/your opinion about gagdets!
Have a nice day, every day!
Fvux.

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[Suggestion] Grenades auto-attack trait

in Engineer

Posted by: The V.8759

The V.8759

I do not think this is neccecary. I advice you to bind your skills to easy to reach buttons. I have for example my AA on Mouse 3, skill 2 on Mouse 4, and skill 3 on mouse 5. Nexto to that my skill 4 and 5 are on the number 1 and 2. Clicking your mouse double, or tapping 1 or 2 and after that a left mouse click does the job.
Try it out i’dd say!

I hope my advice was of any use ^^

Have a nice day, every day!
Fvux!

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Critical conditions....a suggestion

in Profession Balance

Posted by: The V.8759

The V.8759

Do not look at all those useless reactions please.
First let me say that I am glad you are thinking about helping out conditions.

However I am afraid that I have to say to disagree with this idea because of the following:
Conditions currently seem to be weak in PvE group fights. Enemies have a maximum stack of conditions which they can have which is not hard to reach with a fair group, making the condition bases build deal relatively lower damage.
Your idea does not help out this problem but mostly boosts conditions in PvP and WvW, where they are already fairly strong.
I think the we should more think in the direction of personal conditions. Every enemy applies its own condition. Hard to balance but probably the only way to the solution.

Have a nice day, every day!
Fvux.

One of the Firstborn Channel of Fvux

No grandmasters for Gadgets.

in Profession Balance

Posted by: The V.8759

The V.8759

Hey!

Since the new traits have come I feel that what ArenaNet intended to do with gadgeteer did not work out well. Let me explain this.
Engineers most likely rely on their kits (as most engineers know). However kits take a utility slot. For an average engineer I can say that you use most of the time at least one kit, and I think there are lots of us using at least 2 (In any situation). With this we come down to one, or in the first case, two utility slots free. In this case it is not worth it going 6(or grandmaster) into Tools just to get this trait.
[b]My suggestion]:
Step 1: Remove “Cloaking Device (VI)” and replace it by “Leg Mods (X)”.
Step 2: Move down “Gadgeteer (XIII)” to master.
Step 3: Make a new trait for the Grandmaster line. Preferably something that does interact with Ferocity and Toolbelt skills.
Step 4: Make Gadget Toolbelt skills also Gadgets. This gives you the double amount of Toolbelt skills (just like elixir toolbelts are elixirs). This would give more interaction with the trait.
Step 5: Enjoy your positive comments on the forum!

Let me hear what you think/your opinion about gagdets!

Have a nice day, every day!
Fvux.

One of the Firstborn Channel of Fvux

Engineers and Condition Removal!

in Profession Balance

Posted by: The V.8759

The V.8759

I agree with most of your points. I just want to note some points:
Glue Bomb/Shot
Yes OH pistol could use some love. It does have it’s purposes however the burning is most likely ‘outburned’ by incendiary powder trait, and glue shot is cool, but in comparison to the other options you have not worth it.
Gadgets
Yes also gadgets could use some more love. I think in combination with condi removal they might become worth it. I think the current problem is that traited gadgets force you to go into grandmaster. Gadgets are in my eyes concidered as a single utility since most of us use one or two kits. Traiting up into grandmaster is not worth it for one or sometimes two utility slot.
Next to that I do think that AED could use enhancement. Please note the word that i choose because I think it does have it’s purposes. I really like using it in sPvP playing bunker. I try to keep my health up with bombs and super elixer, while AED is my savior and almost resets my health pool back when I run really low. So do notice that it is not garbage.

Have a nice day, Fvux.

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[PvE] Bosses: Conditions and Boons.

in Guild Wars 2 Discussion

Posted by: The V.8759

The V.8759

One of the more interesting concepts ESO had in its raid content was an enemy who corrupts your beneficial AoEs and used them against you.

So in GW2’s case, it’d make your water fields damage you, your fire fields weaken you, etc.

Like for this idea. It would give way more challening PvE gameplay

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[PvE] Bosses: Conditions and Boons.

in Guild Wars 2 Discussion

Posted by: The V.8759

The V.8759

Give us more mobs like the practice NPC’s in the mists hub and I’ll be very happy. It’s not all about one hit kills and health pools to make an elder dragon weep.

Have them use conditions, leaps, knockbacks, stuns, boons, etc, etc. But that is not the only problem. The other problem is how MANY skills mobs have. Part of the reason mobs get boring to fight is because their skill set is so limited. If they had the same amount of skills as us (maybe not for the lower tier mobs, but certainly vets and up), and maybe even give them traits and runes for higher tier mobs (champs, legendaries), fighting them would be a lot more fun.

Fights need to be dynamic and take focus, but most fights, partly due to limited mob skillsets, end up simply being a routine. After a couple of runs you know a bosses big hitters and it very quickly becomes easy. But if bosses had a lot more skills to choose from that they could mix it up with, to keep players guessing, it would make each fight a challenge.

Give them stun breakers, combo fields, boon stealing, you name it. Let them do the things we as players can do. And make it so each fight is not the same. With more skills at their disposal they will be a little more reactive to OUR actions and therefore a little more dynamic. If we stun them they’ll break out of it, if were hitting them hard they can use a water field and blast to heal themselves (requiring us to knock or pull them out of the field).

It’s not just about giving them conditions and boons, it also about giving them more options.

I hope this will be read You are pointing out some great stuff here!

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New weapons should be the number one priority

in Profession Balance

Posted by: The V.8759

The V.8759

Necro necro
Hammer
#1.1: Swing your hammer
#1.2: Slam your hammer into the ground releasing dark energy that damages foes in a small radius.
#2: Leap with your hammer to your enemy weakening them (600range)
#3: Send out a cone wave dazing enemies
#4: Whirl your hammer damaging near foes and gaining life force for each hit
#5: Slam your hammer into the ground, cracking the ground open and unleasing souls from the death. Each soul that rises damages your foe. (Think about an ice storm but then the projectiles come out of the ground :P)

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