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How to explore Cantha or Elona?

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WEXXES.2378

If we have this mechanic only, that clearly mean we never have an expansión, only maps through Living World.

Why add a new expansion with X number of maps if they all going to get same playable way.

Isn’t it like that for every game?

I think the way Arena Net is doing it is actually better. Right now, it could use improvements, but the game is in a spot where it can do a lot of amazing things, some ideas including cross-map functionality.

Next Map/Area

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WEXXES.2378

We likely will not see a new map. There are still some areas on the north side of the map that can be filled in.

Don’t know about that, seeing how its a bunch of high cliffs and seeing how its already called ‘Far Silverwastes’…

Next Map/Area

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WEXXES.2378

Speculations?

Most likely where Bloodstone Fen was in Guild Wars 1. Lines up almost perfectly with where that door left us in EP7.

As for next map, either we get that little bit of Bloodstone Fen or the entire map for it.

If not, we go north to the Sage Lands from the broken bridge in Brisban Wilds or something like that.

If not, go further from Dry Top into Magus Falls, which would be pretty kitten sweet as well.

If not, we go far like our dreams and arrive at the Crystal Desert.

One thing’s for sure: We are getting a new map soon (relative to patches).

How to explore Cantha or Elona?

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WEXXES.2378

No more hearts for sure if these are level 80 areas.

Making other PvE stat combos viable

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WEXXES.2378

Defensive stats are already so OTT overpowered you can literally complete the hardest dungeons without dodging once. They surely don’t need any buffs. They are beyond viable already: they are basically god mode invincible.

This is the most false thing I have ever heard.

I’d like to see someone take all the hits without dodging once and beat it with no outside help.

The only reason why said person would be able to do such a thing is because theres 4 others that might take a hit or boons and stuff. That and the damage ends up killing the boss before anything bad might happen too quickly.

[Suggestion] Shield Buffs and Fixing

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WEXXES.2378

I can see the patch notes now.

“Fixed a bug with Shield of Absorption that erroneously displayed duration as 4 seconds. Now correctly reads 2.”

I swear if they do that….

Making other PvE stat combos viable

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WEXXES.2378

Almost all stat combinations ARE viable: that’s the problem with the idea of making other stat combos “viable”.

Viable, as in, can complete and reach the reward.

Also, the added additions wouldn’t do anything for the problem either.

Is it true that Berserker or a combination of Berserker’s gear + Something makes for the fastest and best runs? Sure.

The biggest problem, again, is that they ARE viable. So if you want to hit hard, be squishy, and rely on minimal evades and not getting hit, there’s no reason for a group of 5 who can do that not finish much faster than any other build.

Here me out: New Profession Idea

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WEXXES.2378

I think it sounds a little too lore heavy. The current professions are fairly generalized to the point where you could tailor your own personal lore to them. In GW1 many of the professions did have detailed backstories surrounding them, but I don’t think that approach really suits GW2.

I also see it as being a bit of a hybrid between the Guardian/Elementalist/Necromancer/Ranger etc… which I don’t personally like. Especially since the current professions are so distinct from each other, where none of their individual roles are really shared amongst them.

This is fairly generalized based on the expansions of GW1. The only reason I use certain naming schemes is to relate: the idea is still there. In fact, many of the GW2 skills use the same names and stuff as GW1.

You also can’t include the ranger. Spirits can either be by nature or by bind, two very different themes. The way they work would be different too. I guess here your spirits don’t really follow you around but an enemy or an ally.

A lot of the things the Primeval could excel at is individual support and wide melee AoE, which is something that this game heavily lacks (Hammer warrior… pretty much it). Chants aren’t too good for large groups because the effects generally tailor to be used for a specific moment rather than just a buff like boons.

Being based on dervish origins, wide sweeping melee AoE attacks wouldn’t be surprising to see.

New Class for Season 3

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WEXXES.2378

Honestly, if we were to get a new class, it would have to based on the Zephyrites’ three aspects of Air Magic: The Wind, Sun, and Lightning, giving us something close to the Dervish minus the gods

I like this idea. How about they be able to drop aspect crystals for party/zerg to traverse areas? Fight with wind sun and lightning based skills. Glint powers… who knows what else.

Just made a post about it, after doing some research may work but I’d need some lore/GW1 enthusiats to put me into the ground.

Here me out: New Profession Idea

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WEXXES.2378

Their traits follow the ancient traditions:

Agility – Their prowess with weapons involving taking on many enemies at once with whirling sweeps and devastating flurries is an ancient art carried on.

Ex: Whirling Winds (Minor Trait): All melee attacks can hit 2 more targets.

Aspects – The three aspects of Wind, Sun, and Lightning, are imbued in the primeval’s abilities and attacks.

Ex: Rising Sun (Major Master Trait): Activating an aspect applies blindness(5s) and burning(2s) on nearby enemies.

Leadership – The charismatic chants of the primeval help to overcome overwhelming odds.

Ex: Echo (Major Grandmaster Trait): Chant effects can activate 1 more time before ending.

Communing – The magic of binding rituals call upon the spirits to either aid allies or hinder enemies.

Ex: Spiritual Relations (Major Adept Trait): Binding Rituals have 20% shorter cooldown. Restore a minor amount of energy when a binding ritual is activated.

Enchantments – The power of their enchantments allow them to boost themselves when needed.

Ex: Power of the Primeval (Major Grandmaster Trait): When an enchantment ends before the duration is up, an effect occurs around the enchanted target. (ex: Aura of Thorns: Cripple(8s) enemies around the target.)

Types of skills at their disposal:

Binding Rituals which summons from the underworld to do your bidding.

Ex: Shadowsong: Summons a spirit that deals damage and inflicts blindness on the target foe.

Chants are similar to shouts but they have longer term effects.

Ex: Anthem of Guidance: The next successful hit made by allies affected is unblockable and grant energy.

Hexes mostly apply non-condition effects that hinder your enemy.

Ex: Painful Bonds: All foes affected that take damage also deal a portion the damage to those that are linked.

Signets are the only primeval ability that has nothing to do with their resource (energy). They provide passive effects which are lost when activated to achieve a greater effect.

Ex: Signet of Binding: Increases binding ritual damage by 20%. Activate to gain control of target summon for 10 seconds.

(The original owner can still command it but it won’t affect “enemies” and will attack allies with normal attacks based on what the primeval is attacking. Cannot bind a target already binded.)

Aspect utilize the power of Wind, Sun and Lightning.

Ex: Path of the Sun: Become invulnerable while moving forward quickly a set distance. Gain energy for each enemy you pass through, up to 5.

Enchantments are the class mechanic of the primeval. Energy drains when the enchantment’s effect is activated, whether or not it does anything (being blinded and missing will still drain energy. Multi-hit attacks will drain energy per hit, etc.). You can select an ally to give an enchantment to them. Applying an enchantment to a character who already has one on will replace it.

Ex: Rending Aura: All successful hits made by you on disabled enemies remove a boon and deals damage. Damage is based on current energy. Each hit, successful or not, drains energy.

Ex: Pious Renewal: Drains energy to heal yourself over time, healing based on current energy. Each hit you take drains energy.

Ex: Aura of Thorns: Drains energy over time, dealing damage to enemies who attack you. Each hit you take drains energy.

Balancing Concerns:

-Most primeval attacks, if mitigated, hinder them greatly. Any missed, blocked, or dodged attack could severely reduce their output. In short, their effects are very minor at less than 30% energy, and a bit dangerous at over 70%. Using 100% of the energy’s effect is usually for only the first “tick” or “hit” as it will drain over time while the enchantment is in effect. Also, taking hits while using certain enchantments may severely reduce the effects.

-Despite that, some number crunching would make this class not as overpowered as you would think. Also, I basically took all these examples from existing guild wars skills and made minor modifications to some of them. Signet of Binding sounds OP as kitten. But 10 seconds… the owner won’t get the benefit of like 1-2 auto attack chains from their summon, big woop. Also, enemies might accidentally heal/buff it, who knows.

A lot of this is wishful thinking but I did my bit of research and it could be a possibility but highly unlikely.

What do you guys think?

(edited by WEXXES.2378)

Here me out: New Profession Idea

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WEXXES.2378

Here me out guys, but I just had an idea of a new profession that may actually work.

Before I get into it, some brief/recent history:

The Zephyrites are a peaceful, nomadic bunch with humans of Canthan and Elonians descent. They welcome anyone who has shared beliefs or the desire to learn their beliefs.

Their powers and such were gained from Glint after her death. In the form of air magic, they found the three aspects: Wind, Sun, and Lightning.

Ritualists were a profession long ago in the Canthan region, who employed mystic binding rituals and summoned allies from the void. They were similar to necromancers, except they used urns and ashes. While rangers can also commune with the spirit world, the ritualist is a master at it. One type of magic they used was Channeling Magic, which was related to lightning and energy.

Dervish served the gods, who are now silent as kitten, as holy warriors. Their power was to evoke the power of the gods while wielding scythes, making the use of whirling moves that summon the power of wind and earth.

Paragons were the champions of Elona, who used commanding voices and charismatic presence. Using the power of leadership and motivation, their commands would echo across the field of battle. Their powers often reflect that of the sun (in their abilities).

For those who played the original guild wars, you should already know this.

A few months ago, the Zephyrites were attacked, and recently, the master of peace died, as well as some aspect masters.

They are currently surrounded by the Pact members, composed of all 5 major races of Tyria.

Should they choose to, they are bound to end up fending for themselves, and thus, teach their ways to others, who would be more than willing to. Some of the pact members may even join them.

They hail from Canthan and Elonian Regions. Their asepcts hold similar binds the the professions of old.

If bits and parts of it were to be combined, they would fill a themed slot that hasn’t been done yet, and take the place of the new heavy armor class:

Ritualist… Dervish… Paragon…

So my idea, is the Primeval: in honor of the early forms of its origins and the first kings of Elona.

Primevals are leaders, wielding ancient magic and powerful enchantments that echo across the battle. When all hell breaks loose, the primeval shines as a beacon, as it has done long ago.

Soldier Profession

The Primeval’s special ability is the use of Enchantments. Each enchantment is a self buff that increases a specific aspect of your character. Only one can be active at a time.

The primeval draws from a resource called Energy, which replenishes over time constantly. All abilities and enchantments are affected by the energy, but do not require a minimum amount of energy to use. The more energy you have, the more powerful the effects will be.

(edited by WEXXES.2378)

New Class for Season 3

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WEXXES.2378

I would love to see additional classes and a new zone. My idea is bring a form of Nightfall back. With it would come 2 classes Paragon and Dervish (Gives a good nod to Gw1 players) and a smallish new continent maybe 1/4 or 1/3 of size of the explorable map is now.

Paragons could be a heavy armour, low-medium dmg spear/javelin throwing, offensive utility class bringing perma fury, team swiftness, easy might stacking, vulnerability. They could also have shouts to stay with the heavy armour shouting thing Anet has going on.

Dervishes could be a medium armour, high DPS, melee only, scythe swinging, bad-kitten . They could be melee only having a good amount of sticking potential useing a Scythe, Swords, Daggers and possibly a hammer. Their elites could be Avatar of Insert God Here giving them a new move set for X amount of time.

Both classes would bring a new weapon throwing spears/javelins and scythes respectively exclusivity for that class at the start and possibly released to other classes later on.

What this would do if bring more variety, more content and a new breath of life into the game which I would really appreciate.

TL;DR: Nightfall, Paragons and Dervs and a new small explorable continent would be awesome.

But how would a <Insert Non-Human Race Here> Dervish work?

Also, the six gods have been silent for quite a while. If anything,. most of the dervish have LOST most of their abilities.

Honestly, if we were to get a new class, it would have to based on the Zephyrites’ three aspects of Air Magic: The Wind, Sun, and Lightning, giving us something close to the Dervish minus the gods (which would fit perfectly, and thus eliminate the problems with races and stuff… I think.). It would also make sense if it had the combinations of traits from the Dervish, Paragon, and the Ritualist, as the Zephyrites are composed of both Canthans and Elonians.

It would also somewhat fill that last role of “Ancient Magic” theme. While the elementalist wields raw elements, the aspects feel like something else, no?

New Class for Season 3

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WEXXES.2378

If its going to be a new class, it must be heavy to keep the number balance. No reason to make it a 2 – 3 – 4 ratio…

Advanced Techniques - Small Guide

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WEXXES.2378

rip dodge-storms

I mean that was one fairly open, it was posted on reddit about two months ago.

There was a Silverwastes lake...

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WEXXES.2378

Most likely dried out. Ring of Fire probably shrunk too due to Orr.

Edit: Wouldn’t be surprised if the crystal desert got screwed as well.

(edited by WEXXES.2378)

Mail Carrier Customization Added

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WEXXES.2378

If your gonna add more carriers in the future, they better be visually noticeable but not super annoying (as little sound effects as possible).

As always, an asuran themed golem carrier would be awesome. Maybe one that falls from the sky, then rockets off away.

Advanced Techniques - Small Guide

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WEXXES.2378

Sooooo many bug fixes will incoming …

Haha well if does then its only for the best. I pointed out these kinds of things with turret engie back in the day and they got “fixed” in a month or two. But in the end, it was for the best to keep it clean and not “gimmicky with unofficial uses”.

Advanced Techniques - Small Guide

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WEXXES.2378

Known trick I haven’t figured out yet:

Dodging while casting. Though I believe this is due to server lag not picking up your dodge, so it never cancels your skill. One thing for sure though, the skill comes first. I have experienced this first hand but… meh.

Fun trick that does nothing:

Using a weapon skill on a different weapon. Ever wondered how hard your hundred blades will hit while wielding a rifle? Swap it before it hits and rifle butt your enemy to death! Shoot bullets out of your shield! Block attacks with a staff!

Edit: Just a though, but in PvE this can actually be used. Start a fight with a very powerful attack from a different weapon, then swap to your actual weapon. An example would be Warrior’s Rifle #3, swap to Greatsword as soon as it starts. No, it does not use the stats of the greatsword. Elementalist Meteor Shower works too I think…

(edited by WEXXES.2378)

Advanced Techniques - Small Guide

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WEXXES.2378

Quick Draw: This is the most famous use for it. The reason for why it works with Lightning Whip is simple: The cast bar finishes, but the skill is still going. All you are doing is canceling the after effect and casting it immediately, repeatedly. Since it counts as a full cast, the signet effect activates.

Other uses for this technique:
- Enhanced Stealth Attack: For main-hand pistol thieves, you’re in luck. You’re stealth attack, Sneak Attack, can be upgraded to 7 shots if you are shooting from a distance. Simply cancel as the second shot fires and re-use, initiating the full 5 shots for a total of 7.

You can use this trick to combine your weapon swapping and quick drawing. Dagger Main-Hand and Shortbow is a popular one. While in shortbow and stealth, quick draw the immobilizing shot into a steal and backstab combo for an immobilizing backstab combo.

- Rapid Axe: Necromancer Main-Hand Axe can be significantly sped up by 30-40% by quick drawing the first hit. With practice, people will mistake you for using the Axe #2.
Epic video of it in action for the non-believers, with normal and rapid right after: https://www.youtube.com/watch?v=Hz4PSqwtzAE&feature=youtu.be
I do it very poorly, but you only need to load about 1/4 of the bar before you need to cancel. You’ll see I can’t achieve it 100% of the time but with practice you probably could.

- Skipping: You can increase your auto attack DPS for multi-hit skills depending on the class by skipping smaller hits to get to the hard hitting ones faster. Thief Dagger main hand #1 starts off with two slashes. The second can be canceled to get to the next hit a bit faster. While the different is very small, note that the first two hits of that chain don’t do anything but minor damage. You can also use it to remove a blind or aegis before initiating a harder hit by canceling the double hit. Warrior Axe #1 works with this, Necromancer Dagger #1, Mesmer Sword #3, are the ones off the top of my head.

Manual Aim
This one is pretty common knowledge, but you can manuall aim projectile based skills using the center of the screen. As I stated in my reddit post a long time ago, the center of the screen still retains a design function of “soft” selecting targets as if the game were meant to be played in TPS mode. Using this, you can somewhat aim and do shots that normally won’t hit. Hitting things in stealth, flamethrower, hitting things up on keep walls, stuff like that.
Also really fun to do if bored.

Discolation
Another common one to finish this off, you can dislocate the spawn effects of certain AoE abilities such as Meteor Shower and Smite.
What do you mean spawn effects? Each “hitting” object of these skills spawn within a random location you set, which is the AoE of the skill, based on your current locating when finished casting. Meaning if for some reason you move way too far, equivalent to the diameter of the skill, nothing will happen.
This trick has been done in speed runs by condensing the spawn area to the very edge of the AoE. Note that the spawn area, when dislocated, is the initial circle (the AoE) minus the same sized circle based on how far out of range you are in that direction.
Perhaps a chart will help? http://i.imgur.com/8IIVWDh.png
Simply put your AoE range at the maximum distance, ready to cast, dodge backwards and while its dodging place the AoE down.
This is done by abusing the skill queue: dodging or any movement skills take up a space in the “skill queue”, or at least, prevent it from happening yet. Once a skill is queued, it will do it to the best of its abilities, in this case, dislocating the AoE. The way it was programmed to check conditions is probably the reason why this happens. At the time of casting it, you were in range, so it skips the check when it actually tries to cast it. I guess when it starts spawning the objects, it is relative to your location while using the AoE boundries so I don’t know. This is most apparent in turning walls and thrown turrets a certain way by turning your character to face where you want the wall to face.

Well that’s it for now. Hope you learned something useful!

And let me just leave this bit here:
Whether or not these should be fixed is up to ArenaNet to decide. I personally think they SHOULD be “fixed” as these are obviously not intended to be used these ways. Does it take a certain amount of skill to do these? Sure. Are these unfair to people who can’t use it? Yes. All in all, again, its up to them to decide if they are. But one thing for sure, if anything: Stow Weapon does NOT need to be fixed. I think feinting would introduce an even higher level of play (I don’t even do it cuz I’m lazy) and I have only seen like 10 people in my time here actually use it, however, things that abuse quick draw should.

Advanced Techniques - Small Guide

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WEXXES.2378

Hello!

Posted here for ALL classes to see. Didn’t really know where to post since this was so general, so here it is.

If you love your class, you’d want to know all the little tricks you can do with them. I made a similar guide on reddit on combat mechanics and have already posted some here, and I was going to make a video for this, but I think a text guide is good enough. Maybe for the necromancer part only, since its really hard to believe it…

Assist Transfer

This trick lets you have the precision of Assist Aim for an AoE targeted skill. Like any “aimed” target skill, it will predict where the enemy will be and target it. This also lets you bypass certain “minimum” distance skills on siege weapons like cannons.

For this example, I will use the Engineer’s Grenade Kit.

First, you must have an enemy targeted and a rifle/pistol in hand(pretend your an engineer).

Spam the #1 skill while swapping to the grenade kit. No matter where your cursor is, it should throw the #1 skill grenades perfectly on top of the enemy. You can do this with #1 -> #1-5 but I find it more consistent with just #1->#1.

This is most apparent when you use the Mortar Elite Skill. You will be able to shoot a mortar shot directly at your feet, despite not being able to normally. If for any reason you need to know that specifically, there you go.

This does work with melee weapons. The best example for this is the Mesmer, who can transfer the assist aim of the Sword #1 to the AoE target of Greatsword #3. So for a quick aim, never miss #3, you should want to use this trick when swapping weapons in combat.

This may not work with some AoE targeting, or some combinations, but it does work.

Canceling

I didn’t think a lot of people knew about this until I actually came back to these forums and stuff. This same trick is most famous for the Elementalist’s Lightning Whip + Sigil quick healing.

So, quick run down on how its done: Bind a key to “Stow Weapon”, preferably somewhere you will access it like a normal skill. Before a skill finishes casting, use stow weapon, and it will cancel it. Note that a finished casting skill usually has a delay that cannot be canceled except with swap weapon, and even then, it’s not particularly useful for stuff other than assist transferring.

This is used specifically for many things, but the most general use is this:

Priority Cast: Skills are queued when you cast them. If you need that major heal / interrupt or whatever done NOW and you’re in the middle of attacking, best bet is to hit the stow weapon key at the same time as the skill, just make sure the stow weapon key is hit first. The skill you are casting currently will be canceled and will immediately cast the skill you want with no delay.

Feinting: You can feint animations. This will put the skill on a short 4s CD, but you could bait anticipating characters into dodging or something. Extremely useful on skills that have overly visual animations, such as Engineer’s Tool Kit #5. On some skills, like Elementalist Staff Earth #2, it will actually put down a “fake” AoE that disappears after a while, which could be ridiculously confusing for some people. This does NOT work on anything that instantly begins casting (ex: Heartseeker, Eviscerate, etc). To tell the times you can feint, anything that has an effect (damage, finisher, buff, effect) that takes effect, that is when you can no longer feint and will just cancel it altogether. An example would be most channeled spells: You can feint before the damage procs, thus resulting in either no cooldown or the 4s cooldown. Things like leaps and stuff, definite no feinting at all. Mesmer’s Sword #2 has a cast time of 1/2 seconds. Feinting in that time puts the skill on a 4s CD, allowing you to have a really short evade if you are going to use it like that.

Feinting Bug: Some skills are bugged with feinting, which could make it extremely strong. Coincidentally, Mesmer’s Heal that reflects projectiles can be canceled before it finishes, going on a 4s CD. This means you can get a roughly 1 3/4s reflect every 6 seconds when you want (counting the cast time), while with a Guardian’s block heal you can’t. The reason for this, IMO, is because Mirror gives a buff that reflects but doesn’t actually cast until it heals, while Shelter casts immediately as you channel a block.

PVE Healing/Shielding/Support guardian

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WEXXES.2378

I have confirmed shattered aegis and pure of heart, but I do not think unscathed contender affects teammates otherwise retreat + virtue of courage + RF would be better than Timewarp.

Unscathed Contender SHOULD affect teammates. No reason it shouldn’t.

“Aegis you apply increases damage dealt by 20%.”

Heal Skills

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WEXXES.2378

Maybe another round of grandmaster traits that could be useful into creating new metas would be useful.

Burning enemies heal you? Yes please.

[Suggestion] Shield Buffs and Fixing

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WEXXES.2378

While I agree that these would be more useful than the current iterations of the skills, having drawbacks to them just feels like half-buffs.

Guardian shield doesn’t need half-buffs, it is currently the worst weapon in the game and needs substantial buffs.

Doesn’t help that #5 is still broken (not 4 seconds, unless someone knows whats actually wrong with it).

[Suggestion] Shield Buffs and Fixing

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WEXXES.2378

As a long time user of the shield, I think its necessary that it gets some… actual fixing.

Shield of Absorption: (Bug) Does not last 4 seconds, more like 2 at best.

- Change channel time to 4 seconds. To make the shield actually last 4 seconds. This is primarily just for fixing the issue.

- While it would be cool to be moving at the same time, its ability to cover a large area and its secondary effects would just be best to make it stay as a “defenders” ability. Also might be a bit overpowered but who knows.

- Detonating the shield results in a blast finisher. Synergy with Mace, consecrations, etc.

- If the above isn’t good enough, maybe heal allies inside the dome per projectile absorbed? Grant 1 might per projectile absorbed?

Shield of Judgement

- Lower damage done by 50%. Not like its meant to be doing damage anyway. Also meant for balance due to the next part.

- Removes protection from enemies. Think of an AoE shield bash for boons.

==
- Applies Aegis (2s) to allies affected.

- Like other shield #4, they always have two primary uses. The warrior lets you close short gaps and/or stun the enemy. You could use it for just the 300 distance leap finisher too. The engineer lets you reflect projectiles and/or knock back enemies with a blast finisher. With these changes, you can use it for a reactive shielding for allies and/or make enemies vulnerable by removing an important boon. Almost all 3 of these skills share the same CD time of 30s.
==

- For other blocking skills, Warriors get full blocks for 3 seconds for self. Engineers get full blocks for 2 seconds for self with special properties on a longer cooldown. This buff would give Guardians 1 block to allies and some mitigation.

==

Shield of Absorption: (Overpowered but fun idea)

- (Removed, the cooldown was already 40s hah!)

- Allow movement while casting

- Enemies cannot enter the shield, knocking them back.

- Guardian bumper cars

(edited by WEXXES.2378)

Sigil of Doom

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WEXXES.2378

If someone swaps weapons so that they can counter your healing with poison that’s just good gameplay.

That is what it should be. Right now the poison duration is so long it doesn’t really matter. With condition duration bonuses from traits and such, its practically 24/7 poison.

Hambow and Cele D/D Ele are two examples that use this.

Everyone here needs to watch this again

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WEXXES.2378

No, we don’t.
Especially not since people overall is fully aware about what a manifesto actually is and have also checked out the other bits of information that was released soon after said video and long before release.

Why get that people don’t like the game, but why not just move on instead of posting pointless stuff over and over and over and over and over again?

I like the game, but it could be a lot better.

A lot of the systems they talk about, especially with the world, is pretty much either impractical or ridiculously hard to implement or mostly both.

Also, a manifesto is basically what you are declaring something will be. So them saying that and almost doing half is very… meh.

And also, if no one posts anything about these “pointless” things, which is pretty much everything in the collective eyes of everyone, we wouldn’t need a forum.

So instead of posting a years old video we have all seen, usually more than once… why not post something constructive about how to fix x or improve y or add in z? Posting this is kinda like a subtle dig against Anet and not necessary or needed.

I have, multiple times, and got like 0 responses from anyone. Same goes for many people.

Everyone here needs to watch this again

in Community Creations

Posted by: WEXXES.2378

WEXXES.2378

No, we don’t.
Especially not since people overall is fully aware about what a manifesto actually is and have also checked out the other bits of information that was released soon after said video and long before release.

Why get that people don’t like the game, but why not just move on instead of posting pointless stuff over and over and over and over and over again?

I like the game, but it could be a lot better.

A lot of the systems they talk about, especially with the world, is pretty much either impractical or ridiculously hard to implement or mostly both.

Also, a manifesto is basically what you are declaring something will be. So them saying that and almost doing half is very… meh.

And also, if no one posts anything about these “pointless” things, which is pretty much everything in the collective eyes of everyone, we wouldn’t need a forum.

Sigil of Doom

in Profession Balance

Posted by: WEXXES.2378

WEXXES.2378

Anyone else think the duration should be reduced?

It’s a 6 second base, with a 9s CD. With 0% condition duration bonus, thats pretty much 2/3 uptime.

What makes it really strong is the ability to control it. Enemy is going to heal? Swap and hit.

It’s primarily one of the reasons why many combinations are so strong: guaranteed poison.

Nerf Ele and Engi now pls....

in Profession Balance

Posted by: WEXXES.2378

WEXXES.2378

Sigil of Doom definitely needs to be lowered. Single target or not, constant poison will end up causing many deaths just because of a sigil alone, and there is no balance in that.

Elementalist does not need nerfing.

in Profession Balance

Posted by: WEXXES.2378

WEXXES.2378

Cele ele has like 2300 toughness tops, depending on server bonus, you could literally 2-hit that with a thief.

Nope. With almost 19K HP on average, you’d have to pull off 9k backstabs and they have to be standing still. Also, protection. Otherwise there wouldn’t be so many complaints then.

I like to think that ANet teased us some way

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

I read it too but I thought it just meant Majory was learning battle stances, not necessarily how to wield a gs.

Marjory specifically stated it was sword practice, so yea.

The God of Guild Wars getting Balanced ?

in Profession Balance

Posted by: WEXXES.2378

WEXXES.2378

Guardian < Poison

I like to think that ANet teased us some way

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

In the living story today, there was an “out of place” dialogue option in the beginning of the episode.

It was basically asking about Marjory’s greatsword and how she was training with it and how Rox, who is a ranger (and rangers do use greatswords), is training with her.

A class learning about a weapon set they can’t use.

http://wiki.guildwars2.com/wiki/The_Newly_Awakened#Back_in_the_reality

Maybe its just me.

Unbalanced Practice?

in PvP

Posted by: WEXXES.2378

WEXXES.2378

It’s been like this since launch, will stay like this.

Elementalist does not need nerfing.

in Profession Balance

Posted by: WEXXES.2378

WEXXES.2378

but that amulet isn’t even strong on 5/8 professions.

So its good for nerfing then, seeing how it won’t really affect 5/8 professions?

[Suggestion] Global unlocks

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

Definite +1 /15char

[Idea] How about some competitive PvE?

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

We had this kind of thing in GW1 with alliance battles from Factions. Fort Aspenwood was HUGELY popular pitting the Luxons against the Kurzicks and rewarding players with points in their faction that they could use to buy faction themed armor and weapons with. Sadly, I think I remember reading from one of the PvP dev that they don’t want to do anything like this because they don’t want to split the player base up.

Right but back then it was split into factions. This doesn’t do that. No matter what server or guild you are on, its up to your current group’s skill to fight for it.

[Idea] How about some competitive PvE?

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

Proposal Functionality

This is a system that could be recycled into maps, having a different, upgrade-able buff which acts like a simplified vertical progression.

This buff is similar to Agony Resistance but the opposite: it makes it harder for you.

Parties, groups of 5 or even solo, are rewarded on group effort. The difference between low resistance and high resistance is that the latter allows you to stay in fights much longer and thus achieve more, but you must achieve more to keep up with it. To ease players of unfair advantages, one may choose their level of resistance (like a difficulty setting) but those resistances must be unlocked (vertical progression).

At the end of the event train, the parties of ALL instances are separated into five tiers:

Top 5: Tier 4, upgraded regular rewards that give a random exotic weapon (from anywhere, with a bit higher chance than normal for a precursor, which honestly, is still super low.)

Top 20%: Tier 3, guaranteed chance at unique materials/items.

Top 50%: Tier 2, you might get some unique materials or items.

Top 100%: Tier 1, rarely get unique materials or items.

AFK: Nothing. Didn’t do anything at all, but that’s okay, you get nothing as well!

All Tiers except AFK: In addition to their tiers, they get regular rewards to make this worthwhile.

PvP Dungeon

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

A huge problem with this is how are you going to convince people who have, for the most part, been pretty much embodied with the idea that “everyone is your friend” kind of gameplay?

Directly fighting against each other for it in PvE is bound to cause trouble.

Last Cinematic- Do we get Cristal Desert?

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

Well, for one thing, there HAS been completed “painted scenery” of the map showing semi-accurate landscapes of the crystal desert map.

I think woodenpotatoes has a video about it, about the cool things beta used to have.

Since we'll be waiting in HOTM for queues...

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

Have to wait in the HoTM according to devs.

Give us new dungeons already

in Fractals, Dungeons & Raids

Posted by: WEXXES.2378

WEXXES.2378

And if they do add dungeons, it must come with all the other dungeon related goods:

- Multiple paths

- Does not fall to the errors of the previous dungeons, such as many of the stacking/LoSing/skips that were removed from several of the dungeons… I mean, not that they exist today…

-Has their own GIFT, meaning new legendaries… but seriously, new legendaries tied to a new dungeon = definite must for many. This could be skipped, but you know…

-Has their own SKINS, for both weapons and armor. A must.

-Has their own achievements. Expected.

Aetherblades kind of doesn’t count, because it was a dungeon path of an existing dungeon.

Give us new dungeons already

in Fractals, Dungeons & Raids

Posted by: WEXXES.2378

WEXXES.2378

Well, PVP update next patch, maybe WvW and Dungeon update coming soon after it?

They said the PvP update will not hinder other updates or something like that, so it shouldn’t be a stand-alone update.

GW2 vs. FF-XIV

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

Yea, good post man.

It’s things like these that developers should USE to their advantage. It’s good to learn from other games.

Though for one thing, GW2 is in a very good spot: despite being out for as long as it has, it hasn’t done anything super major to the point where it can go in many directions.

[Idea] How about some competitive PvE?

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

Proposal Overview
Each piece of content, such as the Silverwastes “WvW” style of events, should be designed to create competition among the players while encouraging the need to help each other, which I call Comp-Cooperative (the need to help each other achieve the same goal yet are against each other).

Goal of Proposal
To make content last much longer and help alleviate the need to satisfy players due to short term projects such as “newest farming map” using a design philosophy. Too much content today is currently participation and only participation based. Me, sitting there letting my auto-attack gets me the same as me going all out in certain events and it gets old very fast.

Associated Risks
-With said competition in mind, players may complain that certain builds or items may give an unfair advantage. This will inevitably happen, with anything. Thus, said competition should be party based and not by an individual. With future content in mind, this would widen the variety of builds for PvE as high-DPS builds are dominant in the dungeon aspect of GW2 in terms of party composition.

-How the competition is created. This could be alleviated by having multiple ways of doing something, and if too much people are doing it a single way, it actually hurts them.
Rewards must undoubtedly be much better if you are doing better than others, and this will push away many players. What rewards can you give that will make this better to do than normal farming, and will it be worth it if you keep doing below average? How will it be tracked?

Secondary Goal of Proposal
A new mode of progression in PvE which is both Horizontal and Vertical. It remains basically horizontal because of the current systems (most people have exotic/ascended gear, not too wide of a gap), but will become vertical in the newer content and essentially “reset” as time goes on.

Secondary Proposal Overview
This would be done similar to how fractal “level” is determined: naturally, one would find it almost impossible to do a level 50 fractal with only 10 Agony Resistance. The newer content could have a similar system, utilizing buffs instead of actual items. These buffs are upgraded by the player individually to give them a better time in the newer content, and thus perform better than other players as it will be a competitive PvE environment. The amount of players who cap out on this buff would saturate over time, at which the dev team would already be done creating the next new content.

Associated Risks
-The question of “gating” comes to mind with such a system. Why would you prevent players from accessing content simply because they haven’t “geared up” for it yet? This could be worked around by simply letting players do more and survive longer in events if the player has worked on said buff.
-Elitism in parties and anti-solo. This works both ways. With a great group, you could achieve more. But solo also works, since you won’t be held back unintentionally. Elitism in parties, which favor only highly “buffed” players or “experience”, do exist in dungeon parties today yet don’t really kill the community on that aspect, but its still a risk.

Condition Damage in PvE Overview

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

Another thing about that 4 bleeds on 1 hit but 4 times less duration,

When concerning condition cleanses in PvP and such, the condition cleanse also becomes that much stronger. Even when conditions are in its ramp up time, it still does damage, and to get a condition cleanse off to make it the most efficient, you’d want to use it when you reach a certain stack of bleeds, etc, but that also gives the enemy a lot more time to mess around with conditions (place more conditions, place random weakness/cripple/immobilize, etc).

Sure it would do a lot more damage to you, the victim, but if you cleanse it sooner, you negate more damage than you would have.

Also, in PvE, it would severely help as well with said durations being much shorter. If they were short enough, multiple condition damage users would be able to actually make use of their damage, maybe even a full party perhaps, because its easy to stack 25 bleeds when they all last like 10 seconds+.

Edit: Not saying that it would solve problems. Just sayin.

(edited by WEXXES.2378)

[Idea] Great Hunts: PvP + PvE Open World

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

Edit: Posted here because Suggestions section is closed for some reason?

[Idea] Great Hunts: PvP + PvE Open World

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

Payout does change depending on starting location, and type of trophy. A payout to Divinity’s Reach for Superior Trophies are worth much less than a payout to Lion’s Arch.

This mode can extend as we get more zones and cities. For example, if we get the Dominion of Winds, Cantha, or the Crystal Desert… the possibilities further add on.

*This mode could also get extended so it could have an extra side mode for guilds, as a tradition hearkening to the great Guild Wars centuries ago. *

This side mode enables “The Great Guild Hunt”, which allows up to a number of members from your guild decided by the one who started it, to sign up. For example, let’s say your a pretty small guild, and you still want to participate. No matter! Just set the limit to 2 parties and your challengers can only have 2 party maximum as well. What if your a massive blob lover? 10 parties should be enough.

Using Mega Servers, it is entirely possible for these great guild hunts to have their own separate instances for much larger groupings to prevent congestion in popular maps, such as Sparkfly Fen for Tequatl events, while regular hunters would share the same maps. It is entirely possible for people to dodge bandits by entering a different instance of the same map just by sheer luck, which does anything but take away from the experience of adventure, as anything can go.

Rewards for Great Guild Hunts could include prizes and “Guild Crest Trophies” from other guilds you have defeated for Guild Halls if they are implemented later.

This great guild hunt works in leagues. For example:

2 Parties
5 Parties
10 Parties

These leagues cannot interact with each other. Only people within the same leagues can. Smaller guilds within the 2 party leagues facing a 10 party league coming at them can breathe a sigh of relief.

This also brings up Guild Alliances, utilizing the fact that one account may share guilds, allowing many smaller guilds to ally up and enter bigger leagues.

These hunts work the same way as regular hunts do, with minor differences:

1) The trophies are only superior grade, and are shared for everyone in the league, thus highly increasing your chances of meeting enemy guilds. This means anyone starting from Lion’s Arch will inevitably end up traveling to Orr. The mob type for the superior grade changes daily, and cannot be used by regular hunters (for example, let’s say its a specific type of Centaurs. Regular hunters will never get those Centaurs for a superior grade trophy for the day).

2) Access to different and better rewards. Gold Reward stays the same though, so if you are in it for just money, regular mode works too.

3) Names include Guild Tag. You must represent the guild you wish the be in the league with to participate, though to prevent losing alliance to your own guild if you are the one merging, the rewards are for whatever guild you want (like how Guild Rep Letters work, they are consumables depending on the guild you are repping at the moment), if there are such rewards.

Story wise… would need an expert to make it all make sense, maybe something to do with preparing and utilizing adventurers against the dragon threat or something in a “friendly” competition that would help the nations supply up and stuff or something.
===============
In conclusion:

This provides yet another thing to do in GW2 that offers an experience that is in between the PvE realm and WvW.

Why have something like this instead of WvW? The question of why we don’t have more guild related things come to mind. WvW is great for a community as a whole related to PvP to get together and claim land, but don’t want anything to do with PvE. This has both PvP and PvE implemented, a hole that has yet to be filled.

The amount of work required of this should require far less than most content these days. It uses existing lands, areas, mobs, and a whole bunch of other stuff, yet adds an entire new realm to Tyria. I’m pretty sure if the team at ANet put their efforts into something like this, they could get it working within a month easy.

BANDITS. Nuff said. The best part of this is that if you don’t like open world PvP or anything like that, you are completely unaffected except higher traffic of people in every area, which is always great to see in a game like Guild Wars 2.

===============

If there’s any inconsistencies, errors, or nonsense, please say so!

A more specific TL;DR: You go out into the world on foot in a party or solo, kill a specific mob of limited choice, go back, all without getting killed by players or getting robbed, without affecting the PvE world, or go rob players yourself.

[Idea] Great Hunts: PvP + PvE Open World

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

*Notes: *
-Large guilds who take up multiple hunts will not have a huge advantage, due to the party limit. It is possible to team up, but you have to remember that these parties are still considered hostile to each other and they cannot see names or guild affiliation. These same parties will also have different objectives, which may collide with others.

-Those who do not participate in it will not be affected much, aside from higher activity in all areas. Remember, they cannot touch you, you cannot touch them.

-If you leave the PvE world (going into dungeons, HotM, WvW, etc), you lose the buffs as well. So take any route you desire.

-In terms of rewards, more Trophy Space and “Great Hunt specific items” such as Smoke Bombs and Stealth Disruption could be included rather than just skins.

-Trophies can be turned in for a hard gold amount. This should rival the best farming methods of PvE due to the element of loss.

-While this does not require new mob spawns and stuff to be used, having such things would make it a lot more awesome.

-Ties with the living story a bit too, with all the bandit activity stuff and what not I guess

-Replayable content forever. Imagine having a hunt into Orr… sheesh! But imagine the payout…

- The damage you take from players, both physical and condition damage, is reduced in the lower level areas. This is to prevent the insane damage you can pull out compared the amount of HP and armor you have.

So here’s the layout for the cities and what hunts they may put you into:

Divinty’s Reach:
-All over Kryta, fairly easy to do, short, low but constant payouts.

The Grove, Metrica Province:
-They share the same. A huge range of payout, as you have the Maguuma Wastes to account for.

Black Citadel:
-Large areas covering all the way north and the Fields of Ruin, which could make it relatively safe since there’s so many ways to get around and hide.

Hoelbrak:
-Areas from Frostgorge Sound to all the way south the Mount Maelstrom. Since its really kind of just north to south, it can be easy ganking areas for bandits.

Lion’s Arch:
-The hardest of them all but with the highest payout, since there is only one path you pretty much take.

Straight south all the way to Orr. Good luck brave adventurers!

[Idea] Great Hunts: PvP + PvE Open World

in Guild Wars 2 Discussion

Posted by: WEXXES.2378

WEXXES.2378

TL;DR: Open world PvP combined with PvE, Bandits, and Backstabbing love for all, with a separate section for Guild Competition

This a new game mode idea I had with GW2 which combines PvE, PvP, and the use of maps and exploring that most people usually don’t go to.

The great hunts requires little time to create assets and what not. Many of the things this mode utilizes already exist in the game, and require no special spawns of anything.

Here is how you play “The Great Hunters”:

1) Get in a party, or not at all. Solo works perfectly fine if you can pull it off.

2) Go to any major city or Lion’s Arch, and locate a “Great Hunter NPC”.

3) Sign up! As soon as you do, you and your party will receive a buff called “Great Hunters”. Here’s what it does:

(TL;DR: PvP flag: ON!)

- Your names are disabled to anyone except those in your party.

- Your chat cannot be heard by those outside of your party, and vice versa.

- Using a waypoint removes the buff, and thus eliminated from the great hunt.

- A new event is enabled for you and your party, which allows you to obtain a “Trophy Item” by killing a randomly selected mobs based on your starting location. The mob types range from easy and close, to hard and far away, giving players a choice. Explained a little bit later.

- You and your party are now considered hostile to other parties or solo players with the same buff.

- People without the buff cannot physically interact with you. No reviving, rezzing, buff, damage, anything. You cannot use portals made by mesmers outside your party, you cannot receive stealth from people outside your party, etc.

- For every trophy you obtain, you gain a buff (or the buff itself is a trophy rather than an actual item, this may work better). This buff stacks per trophy, to a limit.

- If you die, a “loot bag” object will appear on your corpse. This will allow people to take half of whatever trophies you had, friendly or not. You lose all your trophies. Sort of like how Spirit Watch has that orb objective thing.

(Note: Rounded down. Three trophies translates into one on death. The half system is to always make it more profitable to just do it yourself rather than stealing, and killing people with only two trophies or less is worth nothing.)

- You cannot use any item you couldn’t use in WvW. Same reasons why they are not allowed in WvW.

- Using teleportation items such as Royal Passes, Home Instance Waypoints, will remove your buff as well.

- You cannot be attacked in major cities, small towns/villages/bases, or near portals per map. This prevents camping to a certain extent and provides some safe zone coverage.

- Losing this buff by forfeit(death to WP, WP, etc) prevents you from getting it again for a certain time period. Logging out or disconnecting will not remove the buffs, but leaving the party or getting kicked will. Losing the buff because you are successful does not create a timer, discouraging “selective choice by rerolling”, similar to how people keep rerolling fractals if they get swamp or something.
(Note: Losing the buff from Death to WP is extremely important to combat bandits.)

-Your damage scaling to both players and enemies will also be lowered the lower level area you are in. This is explained later, concerning damage scaling already presented in the game.

The trophy items/buff, however it is implemented, can only be obtained a limited number of times. There are three types: Minor, Major, Superior. The better the trophy, the better the payout. Once you obtain a certain grade of trophy, you cannot get another type (no mixing). So pick one and get on your way. This means when your hunt starts, you get three mob choices of different trophy grade types.

4) Once you obtain your trophy items/buffs, you must go all the way back on foot to the same NPC to receive a raw gold reward or tokens for skins or something cool.

(Note: The reward is tripled the first time every day. After that, its normal. This is to encourage players to engage in other aspects of the hunt: By being bandits, killing bandits, guarding those trying to do their daily, etc.)

5) Bandits are players who take up the great hunt only to take from other players, with mercenaries being those who take up the great hunt to protect others and to pick up lost trophies. A specific playstyle, but not a forced one.

(edited by WEXXES.2378)