Showing Posts For tontonUB.4687:

Dear Arena Net

in Necromancer

Posted by: tontonUB.4687

tontonUB.4687

Hello,

I agree on most points you did.
Especially the GS.

To begin with GS, i’d like changes like this : (even if they’ll never happen)
1/ Dusk strike
5 targets – 180° zone – range 180
attack speed 1/2 – 1/2 – 1/2 for full chain (or maybe 3/4 – 3/4 – 3/4 base, changed in 1/2 – 1/2 – 1/2 when traited)

2/ Gravedigger
5 targets – 180° zone – range 180
1 sec attk speed (3/4 when traited)

3/ Death spiral
range 600
5 targets

4/ Nightfall
add 1 pulse
Cripple and Blindness every 1 sec
240 radius / 360 when traited

5/ Grasping Darkness
range 900
0,5 sec cast time

On a more general aspect, i’d really like to play direct damage (instead of ‘alte bandwagon’) without feeling like i’m punished for it.

Major Concern- Mounts and "motion sickness"

in Guild Wars 2 Discussion

Posted by: tontonUB.4687

tontonUB.4687

Same problem here.
Any chance for an option bob/nobob (camera) added ?

New Ranger Specialization: Soulbeast.

in Ranger

Posted by: tontonUB.4687

tontonUB.4687

Woaw !
It sounds so great that i can’t wait to test it by myself.
But if it really works as a ‘petless’ class, i only can say : TYVM Anet for taking care of all ranger sensibilities !

just a thought about some weapon skill

in Warrior

Posted by: tontonUB.4687

tontonUB.4687

There are too many evade or near perma evade build (imo).
And there’s no counter (in WvW, since i don’t pvp anymore, because of perma evades clown builds).
Against block, there’s a “can’t be blocked” tag on some effects.

So why not add some “unavoidable” tag on weapon skill ?
Whirlwind skills look promising in this perspective.

I’d suggest to try something like this :
- traited greatsword > skill #3 = unavoidable
- traited axe > skill #5 = unavoidable

More skills may use a “unavoidable” effect on them (through trait system).

Any thought ?

Elite spec - What would you like it to be?

in Guardian

Posted by: tontonUB.4687

tontonUB.4687

Hello,

What i’d like purifier to be :

- dual axes ! (both main and off hand, mid range weapon, 600 units)
OR
- Spear melee (2H and / or 1H) (still mid range weapon, 600 units)

- Virtues changed to auras (activating one virtue cancel previous one, longer duration and increased effect)

- fire changed to frost damage (cold light ?) (not blood!)

- Reviewed signets

- more base HP, considering how DPS went through rooftop since HoT … A heavy melee class with so few base HP is ridiculous.

- something not to be forced into traveller rune in WvW.

[ELITE CLASS] the death Knight

in Necromancer

Posted by: tontonUB.4687

tontonUB.4687

Nice to see some reactions !
I’d share some random though after reading replies :

- DK inspiration comes from books, novels, paper RPG, and first videogames allowing to play one. For more visual impact, just check https://en.wikipedia.org/wiki/Death_Dealer_(painting)#/media/File:DeathDealer.jpg

- I don’t care about name particulary : call it Death knight, dread knight, void knight or whatever you like, what count is playstyle.

- About playstyle : necro elite is not good from my point of view (both mechanics and playstyle), and revenant disapointed me a lot (always in term of gameplay and mechanics, so gimmicky).
All i’d like is to be able to play some magic warrior (heavy armored) linked to poison / frost / death in GW2.

- On a more general aspect, i still dont understand why dev (in all mmo, not GW2 only) try to re invent cold water, game after game, since players mainly ask for solid intepretations of great classics character (barbarian as elite warrior, fire or frost mage as mage elite, etc …). So many games try to be original, more new than new , and fail or fall in the ‘monthy hall hell’. And for which result ? Mmos sinking one by one …

-

[ELITE CLASS] the death Knight

in Necromancer

Posted by: tontonUB.4687

tontonUB.4687

Hello,

Instead of saying again how bad necro is nowadays (imo), here’s an idea for a necromancer elite class :
THE DEATHKNIGHT (fit perfectly with necromancer death theme)
main theme = poison damage / frost (chill)
>>> no new utility skill !!! (may be fix some of existent ones, and add some viable elites, like an elite signet ? )

Minor traits :
——————————————————————————————
1st/ change Deathshroud
- renamed KILLING MACHINE
- no longer replace skills #1 to #5
- apply a pbaoe direct damage (low damage), pulsating every second
- radius 400
- duration : 0,5 sec for every 1000 lifeforce gauge when activated

2nd/ allows to wear axe as off hand
- Ice reach – new axe skill #4 : 600 insta TP – chill target for 1 sec + low direct damage – CD 10 sec
- Frost breath – new axe skill #5 : range 600 – affects up to 5 targets – direct damage – medium damage – CD 20 sec

with axe as off hand (effectively worn), axe mainhand skills are modified like this :
- Rending Claws – attack speed 0,5 sec (instead of 1 sec)
- Ghastly Claws – cast time 1 sec
- Unholy feast – instant cast

3rd/ allows the character to equip heavy armor (we’re talkin’ about a knight!)
——————————————————————————————

MAJOR TRAITS :
——————————————————————————————
A) 1st – THE DEATH CAN’T DIE
Under killing machine effect : 50% damage reduction

A) 2nd – VENOM STRIKES
Rending claws now applies 1 stack of poison for 10 seconds on critical strike (5 sec ICD)

A) 3rd – ICE FLOW
Increase Ice reach range to 900
——————————————————————————————
B) 1st – DEATH ADVANCE
Under Killing machine effect : gain 3 stacks of stability every sec
AND remove all control when activating

B) 2nd – DEADLY BLIZZARD
Frost breath range increased to 900 – add a venom effect (poison damage) on each target for 10 sec AND apply chill for 3 sec

B) 3rd – POISON IN MY VEINS
Poison applied to character don’t harm, and heal him for a small amount on each tick
——————————————————————————————
C) 1st – ICEMAN
Chill effect applied to character give 10 sec of regeneration (and up to 5 allies in a 600 radius)- ICD 10 sec

C) 2nd – ICE AEGIS
Entering / exiting from Killing machine give one layer of aegis for 9 sec (for whole team) – ICD 10 sec

C) 3rd – SINISTER URGE
When exiting from killing machine, gain speed and quickness for 6 seconds (for whole team) – ICD 15 sec
——————————————————————————————

IDEA FOR SOME ELITE SIGNET

Undying Oath (60 to 90 seconds base CD)
>>> passive effect
- improve condition damage by 180
- 3% life force generation par second (in and out of fight)
- exiting / entering shroud (death / reaper shroud or killing machine) heal character for a medium amount (team included)

>>> active effect
- regenerate 66% life force
- give regeneration and protection for a few seconds (team included)

FINAL THOUGHT :
I really think reviewed / slightly enhanced signets could fit Death Knight theme and gameplay.

Thank you for reading.

Petless Ranger Please. Yes, this again.

in Ranger

Posted by: tontonUB.4687

tontonUB.4687

This has been said before but I’ve never said it. Ranger needs to be able to have a petless build.

I love the Ranger class, I love archer type classes. It is by far, my favorite, and the only reason I dont play it is because I absolutely loath pets. This is also the reason why I never stick with GW2 for more then a few weeks at a time since it was released. I just dont relate to any of the classes so I never main any and never get to progress in endgame.

“Its what makes Ranger class unique.”, “The Ranger would be very weak without pets.”, “I like it so everyone needs to like it.”, “Dont like it, change class.” (…)
It is possible to make this happen and I dont understand why limiting the players choices in order to make the game feel diferent always has to be the center piece with ANets prerogative.

Feel free to debate and fanboy, I dont care, its my opinion.

I totally approve this.
The forced-pet gameplay linked to ranger class is a mmo abuse (it’s anet right to do what they want, even if it’s a bad move, imo).
Pet should be an option.
since GW2 ranger is balanced around the pet, just add a trait called ‘solo ranger’ or ‘pet free’.
- increase all stats by 15% when the player has no pet.

Ranger = must have a pet is an pure invention.
In med-fan culture, famous rangers CAN have a pet, they dont MUST have one.
Ranger is culturally about = wildnerness / stealth / nature magic / beast taming / Bow shooting / hunting / trapping / dual melee.
PET should be a choice, not the basic.

Hope this year, Santa Klaus will bring some new traits to buff / encourage my pet-less beloved ranger …

(edited by tontonUB.4687)

[just for fun] the missing trap

in Guardian

Posted by: tontonUB.4687

tontonUB.4687

wait you wanted DH traps to be full power AND have damaging conditions? wow.

Hello,

I don’t know if you talkin to me, but :
- I dont ask traps to be full power, nor full condi.
- I dont ask for a buff.
- I don’t even play full condi nor full power.

Personnally, i’d like to see test of faith or light’s judgement being changed in this way :
- no direct damage
- inflict 1 stack of burning to any target in the area of effect + 1 stack every 2 seconds inside trap (trap duration 10 sec) , or something like this.
+ Other effects dev will consider being balanced

About other replies, i already play with fire traits, but the lack of at least 1 trap inflicting burn stack is a huge disappointment in term of ‘RP-ness / divine fire theme’ imho.

And a gain, i don’t ask for any buff, but for a signature-divine-burn trap.
Cause it’s fun to consider, and could fit with non-classic-optimal-fotm builds or setup.

[just for fun] the missing trap

in Guardian

Posted by: tontonUB.4687

tontonUB.4687

Hello,

Just wondered why there is not even 1 trap skill setting target(s) in fire.
I’d like to be able to play my DH with traps, without having to take judge’s intervention or purging flames just to burn targets (direct application of burning stacks i.e.)
Because style, manner and RP-ness count too !

I dont ask for some new godlike trap skill, but one to apply divine fire to my enemies !
A talent may be modified to replace direct damage from one specific trap to apply burn stacks ?

Just for fun, immersion and ’cause God want it !

[dreamin'] about 2H axe (still missing)

in Warrior

Posted by: tontonUB.4687

tontonUB.4687

Oh yeah, flails (both 1H and 2H) and halberds …
Till now, Anet has been ultra lazy about weapon addition (new ones, not existing ones redesigned for another class), as much as they were about new dungeons (classic ones, not raid).

About balance : considering the joke it is actually (both pve en pvp), i dont think it’s a very solid argument.

[dreamin'] about 2H axe (still missing)

in Warrior

Posted by: tontonUB.4687

tontonUB.4687

While it’d be nice to have new weapons added to the game, I’m skeptical we’d see them even with an expansion. Balance with what we have is already a hot-topic among most of the player base it seems.

I’d be happy with 2-h axe skins that overlay the hammer.

~EW

Sadly, i must admit you’re true.
And personnally, i ’d be happy too with a 2H axe skin overlying hammer OR greatsword

[dreamin'] about 2H axe (still missing)

in Warrior

Posted by: tontonUB.4687

tontonUB.4687

Hello fellow warriors,

Just throwing a few ideas about 2 handed axe (we need and deserve it!)

THE 2 HANDED AXE
>>> Untraited skills
1. aoe cone (no chain) spamable – 60 degrees – range 600
2. axe jump attack – range 600 – CD 5 sec – inflict cripple
3. cyclone axe – 360 degrees attack – range 300 – CD 10 sec
4. defensive manoeuver – 50% redux direct damage for 2 sec + stab – CD 15 sec /APPLY TO WHOLE TEAM
5. inline attack – range 1200 – CD 20 sec – 100% perforation / pass-through

>>> Traited skills
1. inflict poison on critical – 90 degrees
2. -
3. inflict poison on regular hits
4. 50% redux direct damage AND alteration for 3 sec
5. -

BURST ATTACK
regular : butcherin’ rage
- 360 degrees – range 600 – medium direct damage + chill + poison
TRAITED = clean poison, cripple and snare

berserker : butcherin’ frenzy (shorter CD since it’s zerk philosophy)
- 360 degrees – range 400 – chill and bleedin’ damage
TRAITED = give team regen and poison clean

I’d personnally like to see this kind of weapon, for the style AND a mixed gameplay (mid range and mixed damage, a bit of direct damage and a bit of alteration).
Also it could fit with a frostknight warrior elite (poison, frost and support).

thx for reading.
Plz forgive spelling, grammar etc, since i’m not a native english.

PS: if anyone askin’ why there are additionnal effects on traited burst skill ?
CAUSE burst skill is our signature skill, bro !

EDIT : skill names and damage, attk speed and damare range, just cause it’s fun … (and useless)
>>> Damage ranges
1. medium damage (zone category)
2. medium damage (single category)
3. medium damage (zone category)
4. no damage (mayve add reflect dmg on it)
5. high damage (single category)

>>> skills names
1. (toxic) slicing echo
2. flying axe
3. cyclonic strike
4. eye of the storm
5. sonic throw

character quote (about his beloved 2H axe):
… if i had a 2H axe …. i’ll slice’ya !

(edited by tontonUB.4687)

Heart of Thorn is disappointing!

in Guild Wars 2: Heart of Thorns

Posted by: tontonUB.4687

tontonUB.4687

HoT is a major failure for me.
let’s see why and how :

- no new dungeons is a fault. Lazyness consequence maybe?
- no new fractal instance : 3 new at last + 1 new instanced ‘final boss’ like Mai Trin were required.
- exploration biased through masteries barrage …. stupid and artificially extend expansion lifetime at the cost of pure boredom.
- Useless raid since WOW or RIFT do so much better in quality, quantity, variety, and pure raids numbers.
- WwW: no new maps except homelands, who is so vast it’s nearly unplayble / useless.

Personnally, i went away from such mmo to move on GW cause there were NO raids and free / open gameplay and a lot of dungeons.

What i expected from an honest / consistent expansion was :
- new dungeons (both story and exploration).
- new fractals instead of a lazy revamp on 100 lvls
- revised WvW especially a new main map variation or 2 (to alternate from week to week).
- more elite spec (i suspect Anet to add one elite par expansion every 5,5 years since it took them such a time to deliver such a shame “new” content).
- a more fair treatment for certain elite spec who are pure kitten / garbage, just designed to fill the slot.

GW2 is dead, hail to the king !

Feature Build Balance Preview

in Profession Balance

Posted by: tontonUB.4687

tontonUB.4687

Hello,

About warrior: passive healing of “healing signet” seems to be a big issue (pvp balance, excessive survivability, etc..).

If i’m correct, healing signet passive actually tick every 1 sec and adrenal health tick every 3 sec.

My solution : invert healing signet and adrenal health ticking
- make healing signet ticking every 3 sec
- make adrenal health ticking every 1 sec

And make healing signet regen adrenaline dependent, while adrenal health healing could be healing power dependent.
Maybe make adrenal health a 20 or 25 points traits.

Problem solved : less overall passive regen for warrior without investment in a trait dedicated to defense and survival.

PS: i play a 80 zerk warrior, i like it, but i think that sustained healing passive should be a choice, not a “nobrain” free option for everyone (no offense).

Thanks for reading (my apologyzes for typo, grammar, spelling)

[PvALL] warrior regeneration

in Profession Balance

Posted by: tontonUB.4687

tontonUB.4687

Hello,

First, please forgive bad grammar, spelling etc, i’m not an english native.
Secondly, i’d like to precise that my main is a warrior, and the only level 80 character i play.

Actually, it seems that warrior regen passives are too strong:
I think it coult be fixed easilly.

First solution
inversion of healing signet and adrenal health:
make healing signet tick every 3 seconds
make adrenal health tick every 1 second

Quite logic, since adrenal health is a 15 points trait

Second solution
balance of healing signet and adrenal health:
make healing signet tick every 2 seconds
make adrenal health tick every 2 seconds

I think that if a character want a good and solid regeneration, it has to put points in trait for it.
I personnally think that adrenal health and healing signet should have their effect inverted.
But equally distributing the total of (healing signet + adrenal health) actual regen could be a good move.

thank you for reading