Due to the climate of that region, Primodious should have a greater influence there. Even in core Tyria, risen wasn’t in the hotter sectors of the map like Mt. Maelstrom’s volcano or Fireheart Rise. Most of Zhaitans minions where within swamps, marshes, and wetlands.
one idea I’m thinking is an elite signet similar to warrior’s rage signet.
Passive: about +15-33% attack speed
Active: fury, quickness, 10 stack of might, but 15 stacks of vulnerability on yourself.
-another elite I’m thinking is a trap tripwire bomb it would share the same damage and effects of the engineer’s big ol bomb.
new mechanic: dismantle- only in stealth allows enemy traps become visible and dismantled within a 1-2 sec proc.
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-experimental: if you dodge right after you cast the shadow strike, you’ll shadowstep in mid evasion. I’m still running different test to achieve optimal damage.
-if you steal immediately after casting backstabs, it will register the backstab before mug.
-this is risky in pvp but you can use shadow reffuge as a decoy to either escape 1vX fights or baiting in sneak attacks. Just be sure to cast it far away from you while in stealth.
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It would be GTA V all over again.
I concur with the op, looking back at how GW1 henchmen worked. Every henchman had a uniqe role that assisted you in exploration, story completion, etc. The npcs in this sequel seems more like wallflowers in combat.
I tried to create a Chief Keef and Waka Flocka Flame character, but the names are already used.
I personally enjoyed the deathmatch. It was a break from the usual conquest. No secondary objectives, no pressure of team roltations, just kill or be killed.
or just insta kill them with an unblockable gunflame
I’d love to have any weapon/skill access like in gw1. I would be a rifle E/W running arcane, stances and cantrips. Or a trap dragonhunter using theif’s p/p skils.
I find vanilla warrior having better team utility and support. Imo berserker is better if you want to be purely offensive.
Rifle warrior with signet mastery and might signet is my go-to counter however, rifle is a backline weapon.
the issue with this build is you have to play really offensive. sure it counters dh but it doesnt do much against everyone else.
that is true you can’t afford to lack as a rifle warrior. As far a the other classes, I find vantage points extremely effective but I swap melee if im not making progress quick enough or softened their defenses.
Rifle warrior with signet mastery and might signet is my go-to counter however, rifle is a backline weapon.
I would like to see a sharpshooter specialization for ele or ranger where you can use rifles. About the whip, I can only predict a Roots rp.
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I normally run bound for extra aoe pressure with staff, dual dagger, and s/p for stealth. For dash I use kiting weapon sets p/d, s/d, or bow.
Autotune voice option.
- you can repair turrets using the tool kit autoattack(5% each hit:10% with power wrench trait) figured if we can repair turrets, it would make sense to be able to cure the conditions with it.
-deep wound is a condition in gw1 that temporarily reduces the max hp by 20%(does not stack)
Idk , it would be too much like GTA V online and the random killers on that game make me paranoid w/o passive on.
I’m not sure if you’re old enough but one way of improve the difficulty I recommend is to play while drunk.
-rework the gyro ai, the medi kit
-turrets gets condi removal for each repair
-introduce the deep wound condition for blunderbuss and big ol’ bomb
-increase the arc of the motar kit
-From what I’ve experienced, the damage to sustain ratio among the classes are imbalanced by persistent damage negation and minigation abilities.
-As stability and might was remove from the shadow art trait, the synergy of the stealth mechanic was crippled.
-Stealth is a good defence mechanic defence but it can be easily negated due Revs, Scrappers, and Dragonhunters all having reveal aoe.
-Some things I thought of is bringing in the gw1 shadow reffuge and shroud in distress to aid in survival. Invert executioner and buff lead attacks to 20 stacks for consistent damage mod. Increasing the sword speed might help smooth out the mechanic.
The base healing for the kit does need a buff. Also make medi blaster to give regen. On cleric/monk and transferance sigil I tested giving regen while health insurance was active, my max was 509 per tick but the medi blaster was only 271 per hit.
I would like to see how a 10 player Free-for-all goes.
-I still remember the first time I went into the Gendarran Fields as a lv 12 engi thinking lv +30 was insanely high.
-In Eternal battlegrounds, I still rember wandering into a 3 hour long seige for my home keep. I was just experimenting with bow and p/p on berzerker stats. Eventually my sever reclaimed it.
-When I tried pvp it took me a year to figure out that amulets were needed for higher stats. During that time I thought it was the pvp armor that gave the stats so i thought buying higher tier armor would help.
Personally i’d say theif for PvE. The stealth mechanic helps the opinions between passive and agressive play.
Daum, I haven’t seen that kind of damage since 2013. Can you teach me how to do that.
Since many ppl in pvp prefer to use ammulets with defensive stats and defensive traits, sure buff backstab. Any pure glass cannons should be high risk, high reward if you have the skills to land the strikes. Some alternatives that I thought of is inverting executioner trait so it can be like unsuspected strike like in gw1 and buff hidden killer to make sneak attacks to be unblockable.
As far as the old mortar, I found it pretty useful in WvW for seige defense and blob scattering also it provided damage out of line of sight. As far as futher turret suggestions, I would like to see rifling to come back in addition to thrown turrets. It provided a tactical advantage in PvP.
skill 5 could be activate reflect shield and gives temporary stability. and the rifel turret can be upgraded to a sniper turret like in the iron marshes and allow crit when operated.
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I think when specializations got implemented is when backstabs got nerfed. Plus the way lead attacks got inverted throws off my assassination setup. During pre-specialization, I could do valk signet bust and can do 14-10k, now I have to use shadow trap zerk/scholar to barely achieve the same if not less results.
It seems like you were using zerk and the warrior was using demolisher w defense trait line. Plus the shield provides extra armor.
Ranged dps normaly works. Their ranged damage isn’t as good as other classes. Personaly venom p/d DrD with viper amulet or rifle warrior with might signet and mastery works is my best counter build.
Bring back the old mortar. It used to be able to scramble and deter blobs while having perma stability.
The mounts shouldn’t have a mastery line. Just another thing I would have to grind . The problem that I see is that it has no utilty. If it had perks like perma superspeed or faster and be able to use ranged weapons I can see it being an asset. I just wanna do magic carpet drivebies with my p/p theif.
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As far as 1v1 in PvP, its still feasible but don’t expect your backstabs to get insta kills like they used to. Since the traitline replaced, amulet/rune changes, and elite traits came in, certain builds and combat styles aren’t as viable as they used to be.
Interesting, the trait combination has the similar function of the GW1 shadow refuge.
Ah, thanks for the info.
The banner skill Plant Standard hasn’t been working recently. Whenever I try to use it, the skill registers as being pressed but it doesn’t plant the banner regardless I am moving or standing still.
Well I just picked back up my ele a few days ago. Running demo staff tempest work fine for me. Having high aoe pressure, damage, and cc has controlled the tides of my matches.
I saw a guard named “The Weed Dealer”.
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I have a feeling having friendly fire in spvp can be both beneficial for 1vX but at the same time can force teams to work more coherently but I am curious on other people’s hypothesis if it were to occur.
Add random items scattered across the map that can be used as a perk or weapon. Helps create an incentive for using the entire map.
I would like a karate gi outfit
I’ve been having many thoughts of a support-heavy specialization for thief.
Trait Line-Agent
Weapon-Focus (off-hand)
Utility Skills=gadgets
Skills
-Skill 4=Warning Call: Grants a targeted ally protection
-Skill 5=Shared Intel: Gives all allies within the radius fury and swiftness while enemies receive 5 stacks of vulnerable;
Skill 3
-With dagger= Escape: Stabbing the opponent then shadowstep backwards removing a condition
-With Sword= Charged Strike: Similar to stab but more powerful and causes 1/4 sec daze
-With Pistol= Scoped Shot: An aimed shot that has 1sec channel but always crit
Utilities
-Healing Statio; Similar to healing turret but without the water field and can remove condi per pulse.
-Freeze bomb*: causes 5 seconds of chill and has blast finisher.
-Emp Station: Causes daze at cast and have lightning field for 10 seconds.
-Decoy Beacon: Cast a beacon that causes 1500 range taunt
-Distress Beacon: Cast a beacon that grants superspeed and increased outgoing healing by 25%
-Explosive Charge(Elite Utility): Similar to Engineer’s mines but as powerful as Big Ol Bomb. Enemies only safely destroy it by defusing it first
Traits
Minor
(passive)-Grants the ability to use focus
-focus skills removes 2 condition
-Range for Scoped Shot is increased
-Taunting enemies grant stability.
Adept
(passive)15% Increased boon duration
-gadgets have -20% cooldown
-Emp Station also rips boons per pulse
-Freeze Bomb also causes weakness
Grandmaster
(passive)- Increased outgoing Healing power per spent initiative(15% max).
-Healing station gives resistance
-Using Elite Skill grants stability to you and nearby allies
-Cast Distress Beacon when you are downed.
Imo the firearms trait could be tweaked to be equally in favor for both rifle and pistol. One trade off I would like is for the skilled marksman trait to have extended range for both pistol and rifle instead of fire rate increment. I would also like synapse overload to come back. It was very useful for overcharged shot. Lastly make net shot unblockable
This PvP build is both offense and defense. The shadow trap helps for responding to a contested capture point as well as an escape if you’re being overwhelmed.
pvp: they are good for offensive support but like a tf2 spy, its a class where you have to play-it-smart instead of tough.
raids/dungeons : I’m normally a stealth reviver which normally works well for the groups I join.
wvw: i fully agree what ades.1386 said
Despite the chages to the class over the years, I personally believe thieves are one of the most versatile class in the game next to engineer.