We already have quite a bit of information about what’s coming in HoT, but that doesn’t mean more won’t come later, so… here goes:
Mesmer – Dual Daggers – Vodun (voodoo priest)
Condition-control. Uses daggers to damage and bleed/cripple/torment at mid range (somewhat similar to Necro Axe/Daggers), can push victims in specific, nonlinear directions or stop them completely (ranged Stun).
Warrior – Dual Shields – Phalanx
Supportive bully; high mobility and 1v1 denial. Uses a rushdown attack (similar to centaurs’ Charge or Flesh Golem’s Rush) and a leaping block to jump to a location and protect allies with shields.
Guardian – Longbow – Judge
Uses force walls/bubbles and arrows to control/deny enemy position at long range at the cost of short- or self-ranged defenses. Moderate AoE, possible scatter projectiles.
Engineer – Focus – Pilot (Spotter)
Heavy damage and zone control; Focus wired with comms device – calls in automated drones and Airstrikes.
Thief – Staff – Paroun (Duelist)
Uses combination of martial arts and shadow magic to damage and disrupt enemies and support allies; can “judo flip” nearby enemies, Launching them behind him.
Ranger – Hammer – Juggernaut
Evasive tank, relentless harass. Uses acrobatics and Pet “combo” attacks (pet attacks built into Hammer swings/moves) to knock down opponents and avoid taking damage. Sample skills: Strike as One: charge and knock down a target together with your Pet; Vault Smash: Three-stage attack (Plant Hammer>Flip Kick>Vault Smash), first hit Cripples and Blinds nearby enemies, second hit evades and flips forward, third hit deals heavy damage and KD. Adds [pet-specific Condition/Boon based on F2 skill] if Pet is adjacent to you when used.
Elementalist – Mace (Dual Mace?) – Battlemage
Close-range “not quite” melee weapon. Fire – Superheat the mace like a brand for Burning and Bleeding attacks and mild disruption; Water – Supercool the mace like liquid nitrogen for Chilling and Stunning attacks and sticky control options; Air – Supercharge the mace like a Tesla coil for static-based electrical/magnetic attacks and conjuring “natural” lightning for a Thunderclap; Earth – Superdense the mace like dark matter for abnormally hard smacks/knock-backs and gravity-based control moves.
Necromancer – Rifle – Infect
Long-range condition/damage. Fires heavy lead and death-infused rounds to create chaos within the victim’s body. Sample Skill: Chestburster: Conjure and fire a bullet-sized Minion into the victim’s body, slowing them [cripple + weakness?]; on second activation or after a few seconds, victim takes heavy bleeding [for each Boon on them?] and you create a Bone Minion at their location [sharing those Boons?].
Revenant -Rifle? – Specter
We don’t know what Rev does yet, so… Conjures the spirit of Space Butterfly to support allies and disrupt enemies at long range.
(edited by Trise.2865)
When I think of an “adventure”, only one in particular comes to mind: the Super Adventure Box.
Other than that, without seeing any such “adventures” in action to set the parameters (one which wouldn’t be mistaken for a simple dynamic event, and assuming they aren’t meant to be that), it’s difficult to establish what types I’d like to see. Are these simple trials or activities? Are these modified Events or Event chains? are they related to Renown Heart activities in style or format? Are they to be mini games in their own right, like certain missions in, say, Saints Row or Shadow of Mordor? I need some further details, please.
That’s all well and good. Additional spoons to collect, or a second spoon collection entirely for Maguuma is not unwelcome. It’s probably a good idea; thimbles too; maybe some other kinds of knickknacks and/or a place in the Home to display them (yes, it’s unlikely, but possible). On the subject of other collections, however… to use the vernacular: “Coin collection or riot!”.
The Mastery system, a new form of horizontal progression and an evolution of Skill Points and Challenges specifically related (in this case) to surviving in the jungle with an Elder Dragon and its minions. Many have speculated regarding the known abilities within this system – hang gliding and ancient lore – but I’ve seen nothing about what else might we be able to do.
Now, what does one think about when you think “jungle survival”? Personally, (after I dismiss images of Bear “Survivorman” Grylls drinking his own urine) I think of brachiation – swinging on vines and tree limbs like Tarzan or Spider-Man. I’ve never had a bad time in a game that let me swing around on vines or grapples and gliding cannot convey the same sense of speed. As a traversal mechanic, it can create some spectacular puzzles that require not only precision platforming, but precise timing and speed management (similar to the Mad King’s Clocktower in some ways), especially alongside gliding and other traversal mechanics.
So, fellow fans and forumites, what say you? Would you like to swing around on vines and trees like great apes? Would you be interested in some sort of grapple hook or belay system? What else do you think of when you think about learning how to survive in a dense jungle? Can we finally get some kittening bug repellent?!
There are currently a number of emote “slash” commands in the game (left over from GW1, presumably) that don’t give an “unknown command” error message, but still do nothing. I’d like to see those finished up before we start seeing “new” emotes.
For example:
/guitar
/drum
/flute
/roar
/agree
/rock, /paper, and /scissors
/yes
/no
Well, this is all very disappointing. I thought the continuation of the thread title was going to be ‘…does it take to change a lightbulb?’
…does it take to change a light bulb?
Two. One to conjure the spirit of Blinky, Legendary Lord of the the Lightbulbs and one to screw it in.
/clears throat
In no particular order, and phrased as Ritualist conjurations:
Reckless was Rurik
Berserk was Kilroy (Stoneskin)
Mighty was Shiro
Awesome was Xandra (her own skill!)
Cursed was Jora
Hidden was Togo
Deadly was Nika
Treacherous was Khilbron
Focused was Gadd
Feared was Zinn
Poison was Jurah (the Master of Whispers)
Beloved was Hayda
Inseparable were Mhenlo and Cynn
Curious was Razah
Voracious was Mobrin (Lord of the Marsh)
Explosive was (Molotov) Rocktail
Thundering was Archemorus
Protective was (Saint) Viktor
Invincible was Oink
Celestial was Kuunavang
Tragic was Turai (Ossa)
Ambitious was Varesh (Ossa)
Vicious was Dagnar (Stoneplate)
Quick was Bonfazz (Burntfur)
Generous was Nicholas (Sandford)
Loyal was Yakkington
Perceptive was Pyre (Fierceshot)
Cunning was Garfaz (Steelfur)
Resiliant was Langmar
Eternal was the Forgemaster
Brilliant was Blimm
Transformed was Lazarus (the Dire)
(edited by Trise.2865)
I’m not sure I like the changes to Turrets. Though it will help to focus fire and down single targets faster, Engi is severely lacking in base/point harass in my experience. I use my turrets to draw so I can flank or dodge, or cover my own flank so I can focus fire forward; I need them to target independently for that. A way to apply/generate damage-reduction on them (beyond taking Armor Plating) would be helpful, and buffs to Tool Kit wouldn’t go amiss either. (such as including a turret-type skill in the Kit, so it doesn’t feel like a “wasted” slot, and/or perhaps an “energy shield” effect to Gear Shield, granting PBAoE or “turrets-only” Aegis/Protection on activation)
Also, I would greatly appreciate a further reduction in CD time for using the “Pick Up” mechanic. Right now, the CD reduction, even at 20%, is too small to make picking up my turrets a viable tactic compared to simply blowing them up and running away. An increase (decrease?) to 50% reduction from Pick Up shouldn’t be too OP, while making Turret Engi builds significantly more viable for general play.