Showing Posts For xXLuggXx.4018:
Important:
Multiple levels of difficulty for all instanced content without removing enemy abilities or story elements from easier difficulties (or adding them to harder difficulties)
Reworking mastery attainability and leveling to allow casual players to achieve them more easily (especially the extrapolating xp curve for higher masteries, god what a pain) same for acquiring elite specs in the future
Casual friendly ascended and legendary gear acquirement, along with lore for legendary gear (and to expand, providing a FULL set of achievable legendary gear through any form of gameplay [a full set would include weapons, armour and backpiece] with all legendaries retaining the ability to swap stats and best quality stats too) seriously, more stuff like Caladbolg except legendary with more requirements and less fancy graphics so that the hardcore can be happy with their unique shinies
The ability for casual players to access ALL LORE through gameplay and not story recaps (other suggestions hint at this, but seriously this is a godkitten requirement, LET ME PLAY THROUGH ALL OF THE STORY AS A CASUAL, including raids, explorable dungeons and fractals)
Profession lore for every profession AND additional lore for each elite spec, whether current or future ones
Yes please!
That was one of my favourite things in GW1. I started years after my best frriend but after reaching lvl 20 (lol) and “grinding” for a few skills he was able to take me anywhere. Yes he had the fissure armore, the chaos gloves and the pain weapons. Yes I was jealous and wanted them too but I was never left out and could do any content with him or others. This is totally new-player-friendly and helps getting started.
Functionality should be accessable for everyone in a appropriate manner. Shiny/ Sparkly/ whatever can stay for the “hardcore” players. Since it is fashion wars they will have the same if not more attention!
Also the rest what you said! I’d love to have lore-based quests for the new E-Specs.
@ Dadnir:
Yes you are right. It’s a bit incoherent, but the title was only a joke refering to riads. Basically an E-Spec which could bring necros into raids =P.
About the cultist. I imagined a cult or sect worshipping some dark magic to gain more power in the fight against the elder dragons. This “entity” grants it’s most loyal followers to transform into a shadow of otself ("Vampire Lord or sth.). I know there could be better things – I’m open for ideas. I thought about demon, but there’s Revenant already. And with a bit of lifesiphoning Vampire was my first take.
@Oldirtbeard:
I totally thought about totems, but did’nt want to create a nwe skill-class. So I took banners but would visually change them into some kind of totems. Think of impaled skulls drippling eith blood. (Just as Vlad the Impaler :P) I like the mechanic of keeping them “alive” by dmg.
And for the burn: I always wanted dhuumfire to work. And get away from the typicall poison necro. But you are right. Next elder dragon is Primordus with it’s minions beeing immune to burn:D
Utility Skills: Banners
This banners are unique to not step on the warriors toes and stick with the debuffing theme of the necro. Therefore banners affect foes not allies (exept heal banner)
- Banner of Vampirism (heal)
Heal yourself. Allies affected by this banner steal life on critical hits. - Banner of infamy
Foes affected by this banner suffer from +50% condi duration - Banner of malice
Foes affected by this banner take 5 % more dmg - Banner of Unholyness
Boonduration on affected foes is reduces by 50% - Banner of the undead
When a foe dies under the effects of this banner. He creates a skelleton that fights for you for 10 seconds. - Demoralizing Banner (Elite)
Knocks down enemies and pulses Weakness and Slow.
Traits
- 1- Cultist
Gain acces to torch, banners and Vampiric shroud
- 1.1 – Leadership
Gain increased expertise while wileding a torch. Torch skills recharge faster. - 1.2 – Dark Haste
Gain Quickness when you enter shroud. The duration depends on your Lifeforce - 1.3- spitefull removal
Removing or Corrupting a boon deals additional damage
- 2 – Overflow
LF generation heals you if your LF is full
- 2.1 – Banners of Hell
Summoning a banner inflicts burning in the area. Reduce Cooldown. - 2.2 – Vampire Lord
Lifesteal is doubled in Shroud - 2.3 – Proof of faith
Using a boonstrip on a foe without boons knocks them down instead.
- 3 – Thrill of Victory
Increase dmg if you have more boons than your foe.
- 3.1 – Send them to hell
Killing a foe triggers a firenova burning nerby foes. Increase burnduration - 3.2 – Aftermath
The effects of your shroud (+ X% dmg) lasts for 10 seconds when you leave shroud. - 3.3 – Destructive Burden
Inflicting a condition does dmg.
I think there might be some cool synergies with other traits. Because of the fast Shroud AA, and the other burns from the traits, a burn/ bleed necro with dhuumfire could be a thing. Or you go down the power line. With Destructive burden + unyielding blast + dhuumfire and the shroud buff itself you can do high direct damage.
(edited by xXLuggXx.4018)
Hi everyone,
I came up with another E-Spec idea for the necro, simply because I was bored I tried to make both a power and condi variant.
This time I tried to make a “viable” raid E-Spec so we may be taken to raids. I tried to create an E-Spec where you actually benefit from staying in shroud or bring back shroud flashing. To be considered in raids, raw damage isn’t enough. We need to offer something special to the party. And not boons! Because they are mostly covered. Sure you could think of some kind of copy-cat PS to take his role.. But I wanted to steal something else: BANNERS. This could results in an slightly overpowerd spec and definitly in powercreep. So while I would like something like this as a playstyle, I think it is unhealthy for the game itself.
As everytime, I didn’t go into numbers just the concept/ ideas about skills and traits.
The cultist (name still in progress)
Weapon: Torch
Skills: Banners
Mechanic: Vampiric Shroud.
Vampiric Shroud
The Cultist gives in to the dark magic within and becomes a shadow of a Vampire Lord. He fights with shadowy claws and fast attacks and boosts the necormancer (+ X% damge) but doesn’t replace the helath anymore. LF only dertemines the duration of your transformation. Therefore there’s no LF-generating skills inside the shroud.
Skills:
- 1- Auto attack chain
atack your foes with shadowy claws in melee - 2- Pursuit
Teleport to target area blinding and burning foes at destination. Stunbreak - 3- hynosis / terror-gaze
taunt nearby foes / fear nearby foes - 4- Bat-Shelter
Channeled 3s invulnarability with bats around character that inflict bleeding. - 5- Dust Veil
Block for X seconds and Steal live if you block.
Weapon: torch
As a weapon I sticked to the torch for more burning access and it fitted the “sect/ cult” theme. Although I’d like to see a 1h-sword which would fit the Vampire(lord) theme better.
- 4- Hellgate
Dmg the area with flames from beneath the ground. Fire field - 5- Sacrifire
burn your foe and remove up to 3 boons. Release a flameburst which burns enemies for each removed boon.
(edited by xXLuggXx.4018)
Like the idea of a support-necromancer while maintainng the “dark” characteristics
Also your e-spec made me think that torch (your oh-axe-skills could also be done with torch) won’t be toooo bad
Some of my thoughts, if you are interested:
The idea of a passive but also active party buff (shrouded killers) is really cool! It is really strong (so maybe it should be a major not a minor trait?) BUT in comparisson with GotL I would say it’s not broken.
The vampiric retaliation is cool too – you could think of it working like retaliation/ signet of vampirism instead. Being hit while under the effect siphones health. Would be more the “if you hit me you’ll have a bad time”-theme of retaliation and won’t overlap with vampiric presence f.e.
I like the pacts! This mechanic is already in game – hammer fractal (I know you had this in mind, din’t you? ). The elite could get an positiv effect while active, like crit damage or reduced incoming condiduration or … ?
But I’m not sure about the overall theme of the pacts tbh… they could use kind of a supportive character too. (But maybe you wanted them to be more selfish in balance with the support-mechanic -than it’s your design and it’s fine). I think I would have gone into the support-y way Like orders from gw1.
Allies do more dmg/ have higher cirt-dmg/ … for each hit you suffer 1% HP
Reduce incoming condi duration on allies/ condis on you last longer
I would like to see these benefits not as boons so the necro could offer something unique. It would change the debuffer to a buffer wihile keeping the necromatic-theme.
There’s still the option to “cancel” the pacts/ orders for an other effect – this one could be selfish or a PbAoE for example.
I could see a really cool BM/ SR/ Warlock -Support Necro. It’s about buffing the dmg and keeping your allies alive without beeing an active “healer” spec like druid. Not sure weather it would be viable but could be fun to play. Nice synergies with wells for example.
Hi, trying to make it to the event!
I take #18 please
- Akki Styr
I also think that the skills and traits need more rework than just adjusting the numbers. I like quite a few of your ideas and toss in mine
We lack groupe-utility to be considert as other classes (warri, ranger, etc.). Some unique mechanisms that allow to increase the damage of the whole group. And with adjusting skills/ traits to improve the team it won’t break the class in other game modes, cause your personal dps wouldn’t increase too much (which btw. should increase to some point^^)
Axe:
- Let it cleave (ranged cleave is nice and would really be appriciated), at least the auto. You can even bind it to the axe trait, so it will be more distinctive.
- Make #3 a blast finisher. (just as rev. staff #4). Also nice synergy with Spiteful Spirit
Greatsword:
- either increase dmg overall or reduce attackspeed. Like mentioned above it should at least be affected by reaper’s onslaught.
- Personally I don’t like the spam-function of gravedigger under 50%. It doesn’t feel smooth at all. Let the cooldown stay but increase the damage drastically or add another bonus when hitting foes <50%
Dagger:
- I would love to make it an melee condi-weapon, cause we don’t have one. But GS is locked behind Reaper, so core-necro wouldn’t have a power melee weapon
. so..NO
Focus:
- change the regen of #4 to a more offensive trait (since focus is part of our spite aka dmg traitline). What about fury for example?
- #5 should do more dmg when the target has no boons. So it would have always a use. Enemy with boons – less dmg but boonstrip/ Enemy without boon – more dmg.
Scepter:
- The condi-dmg loss of the horror nerf should be compensated in the weapon skills. Since scepter is our condi it could go in here.
Utilities:
- I don’t know how to improve the utilities. I think they are quite fine and could be really nice with a few changes. For example spectral armor. All incoming dmg affects your LF for a short duration. So it ignores dmg to your health but makes use of our “secondary lifebar” without having to pop into shroud. etc.
- There are a few changes necessary, but I didn’t dive into it too much.
Elites:
- as many others have stated, a rework of lich-form similar to the guardian tomes could work. Make mark of horror an elite signet (Signet of horror) and grim spectre an elite spectral skill for example. Of course you have to adjust the numbers properly.
Traits:
- I didn’t dive too much into traits. I think there are many reworks that could be done. Could close to death work not as a passiv but as a debuff to increase the damge partywise for example? …
- I don’t think you need more condi-duration for scepter skills, since you easily reach the cap. But what about a condi-duration increase for allies as long as you wield a scepter? (it would be the “anti-version” of naturalistic resonance)
- Still looking for more support traits: Why not make vampiric rituals affect allies. All allies within your wells siphon life. So the theme stays the same and increases dmg of party members.
- Reaper’s Onslaught should affect GS too (see above)
- Freezer burn – when you inflict chill you als burn enemies. So this would still cause chill to dmg foes but with a stronger impact than bleeding, which is our main condi source anyways.
Just a few thought, many are spread across the community so they are not all orginally my ideas
(edited by xXLuggXx.4018)
Why not go with a high profile Elementalist from GW1 as your legend for this glyph themed legend?
Well first of all I couldn’t think of a high profile Elementalist form the GW history – but I’m not a lore expert!! shame
Secondly I think a legend based on an other available profession (elementalist) could cause some problems. Yeah I know there are already smililarities between legends and professions but it’s not the same as calling it “elementalist-legend”
Last but definitely not least If we get a ele-legend I would want to see not “just” glyphs but Firestorms, frosty hail, Lightnig bolts and earthquakes:D
The weapon of choice would be (another) melee staff. But not in the Martial arts style like the thief (and the revenant a bit) but in a more brute force way (could even add a scythe-styled espec weapon I may dream, right?)
Staff 1 Ruthless Hit: Hit foes in front of you (targets: 3)
Staff 1 Confident Strike: Hit foes in front of you and gain might when your health is above 50% (targets: 3)
Staff 1 Bracing Victory: Smash your foes. Gain might for each foe struck under 50% health (targets: 5)
Staff 2 Chilling Assault: Dash forward and inflict a chilling strike at your foe. (targets: 5, inflicts chill)
Staff 3 Farmer’s Scythe: Deliver a sweeping attack against multiple foes and remove a boon from them. Recharge is halved when you hit more than one enemy.
Staff 4 Sand Veil: Block attacks for 4 seconds. When you block a melee attack, blind nearby foes. (stunbreak)
Staff 5 Whirling Wrath: Spin around damaging and crippling foes around you. You can move while spinning. (Whirl finisher)
Burst-Attack Victorious Strike: Strike foes in front of you. Deal more damage the more adrenalin you spend. Heal for X (or even steel life?) for each enemy struck under 50% health.
As skills I introduce the new category: enchantments. They mostly have an initial effect, an lasting effect and an ending effect.
Faithfull Intervention (heal): Heal for a small amount. This enchantment ends prematurely when your life drops below 33% and you are healed for a large amount. When it ends normally you and your allies gain regeneration.
Heart of the holy flame (utility): deal dmg to nearby foes. For 10 seconds your next 5 attacks are unblockable. When this enchantment ends burn enemies around you and grant might to allies.
Vow of Purity (utility): lose 2 conditions for 15 seconds incoming conditions last 33% shorter. When Purity ends remove a condition from you and nearby allies
Armor of thorns (utility): Cripple nearby foes, for 15 seconds you take less dmg from foes with a condition. When armor of thorns ends, inflict bleeding and gain retaliation.
Kissed by the wind (utility): Breaks stun and removes all movement-impending conditions. Run 33% faster for 10 seconds. When it ends chill nearby foes.
Mystic Sandstorm (elite): Gain a defiance bar. Whirl around and damage foes around you for 5 seconds. If you are not interrupted create a mystic sandstorm at your location that removes boons from foes and conditions from allies
[Would function like the Fire-Overload]
1.0 Mystic: Gain access to calm before the storm and other enchantments.
1.1 On the winning side: Deal more damage while your health is above the health threshold (75%?)
1.2 Defensive Intervention: Cast Sand Veil when you are disabled.
1.3 Pole arms: Reduce recharge of staff skills. Gain additional Vitality while wielding a staff.
2.0 Thrill of Victory: Gain fury when you hit a foe with less boons than you
2.1 defensive Earth: Crippled foes deal less damage to you.
2.2 Earth and Wind: Crippling a foe also inflicts chill.
2.3 Strong prayers: Increase your attackspeed while under the effects of an enchantment. Reduce Recharge of enchantments.
3.0 Destroy the unfaithful: Deal more damage to enemies with no boons.
3.1 Holy Relief: Boons you apply and conditions you remove heal the affected target.
3.2 Proof of Faith: If you use a boon strip on a foe without boons knock them down instead.
3.3 Destructive Burden: Boons you remove and conditions you apply damage the affected target.
Hi everyone,
with all the upcoming new E-Spec speculations – and because i’m bored at the moment – i thought to make an espec for the warrior. This is just for fun and I did it for myself, but sharing it with the community is always fun and maybe I can inspire some people to make their own ones.
This espec didn’t start as a warrior espec! I wanted to think of a dervish specialization and by looking at the professions warrior fitted the most for my idea. Thematically the guardian would probably fit better but I’ll stick with the warrior because of various other reasons.
So Warrior: Dervishes an warriors had some similarities back in GW 1. The core-warrior skills wouldn’t seem out of place. And you still have a specific weapon choice fitting the “dervish-theme” (see below).
I tried to think of class mechanic changes, weapon skills, new utilities and traits. All of them are just ideas and some kind of randomly chosen, but I tried to give this profession a “direction”. I also tried to write a bit of lore, but I’m not quite happy with it – maybe there are more creative people out there to come up with a background-story .
After the long and desperate fight against the elder dragons many warriors fell in battle or are seriously injured. The forces of the pact are decimated and there’s a huge need for supply. Women and men from all across Tyria, strong enough to wield a weapon and brave enough to stand against the dragon’s forces, are welcome to support the pact. These could be fighters, criminals, scholars, farmers or what ever. They receive a quick trainig by the best warriors of the pact and than left to their own fate within the pact. This led to very different combatstyles among the warriors, some even fighting with shovels or sticks.
During the interaction between the proud warriors of the pact and the simple people of tyria a new kind of culture occurred. The bravery and instincts of the experienced warriors and the worries and beliefs of the people that were left behind in the former wars melted into a very determined culture. These people rely not just on their own strength in combat but in the fate of a higher power. They seem deeply connected to an omnipresent mystic force and sometimes even seem to lose touch with their environment. They use the staff as a weapon of choice because many of them are not used to blades at all. But some uses scyths to have the advantages of the staff and a sharp blade at once.
There fighting style is described as not as skilled as the warriors but rather raw and brute. They hurl over the battlefield like an hurricane leaving nothing but dead behind. Many people started to call them dervishes
In General
E-Spec:
Dervish
Theme:
A melee class with a touch of mystic/magic. Heavy attacks with aoe dmg/ cleave. Focuses on conditions like blind and cripple (earth prayers) or chill (wind prayers). Further it gives warriors access to boon strip. The class has a slightly supercilious character, giving them advantages in fights when they are better than their enemies.
Could even better fit if the next expansion really is going to be in the desert (crystal or elona).
Class mechanic:
Since the dervish gets access to a 2-h-weapon, the change to the class mechanic is rather small.
Of course the staff gets an own burst skill and the core – warrior bursts stay the same.
Additionally: Get access to the enchantment calm before the storm (F2) which consumes your adrenalin and lasts for 8 seconds granting you might and fury. The enchantment ends prematurely when your adrenalin bar is full again. When it ends consume all your current adrenalin and release a force explosion around you dealing more damage the more adrenalin was spent (on activation + ending, so a max of 6 is possible)
[any adrenalin-related traits would proc on activation and ending]
Continued below…
Honestly, I like your Idea xXLuggXx, however, I’m not sure Ritualist or Razah fit it. Also, I fear that your E-spec is a bit to tied to the legend making it the must use 2nd choice and leaving as only choice Razah/X.
Thanks
Well tbh I didn’t want to make a Ritualist ESpec but while thinking about the skills etc. I was quite influenced by a few GW1 Ritu skills so this left me with this choice. I am totally up for a better fitting name though! Razah fitted with the ritualist and as mentioned above I couldn’t see a “good guy” and “bad guy” cooperating. Razah as an unhuman being filled the “neutral guy”
I see what you mean by too tight. I tried to make the traits like X.1 affects the new weapon X. 2 the new legend and X.3 is general. But 3.3 was lost and i don’t remember it
A tiny bit above in the thread, I was playing with the idea of the paragon through an E-Spec named Cantor. At the begining when thinking about this spec I wanted to make use of the second legend like you do since there is a kind of duality in the mursaat.
Mechanism : A burst skill per legend and an adrenaline bar that fill from spending energy but doesn’t fill from upkeep. (this is mainly to promote other skills than upkeep skills). Each burst skill should feel like a shout and doesn’t necessarily need to be a damaging skill.
It is really interesting too! Also the Mursaat are fitting. They seem “neutral”, too or evil enough to cooperate with anyone that brings them a benefit
You could make it like warrior (but then I would say the burst skill depends on your passive legend) or like tempest (like an overload of your active legend)
BUT while i like your general idea, i didn’t like paragons back in GW1:D
Mistrust
Hex Spell. (6 seconds.) The next spell that target foe casts on one of your allies fails and deals 10…82…100 damage to target and nearby foes.Soul Barbs
Hex Spell. (30 seconds.) Deals 15…27…30 damage when an enchantment or hex is cast on target foe.Mark of Subversion
Hex Spell. (6 seconds.) Target foe’s next spell fails and you steal 10…76…92 Health.Spiteful Spirit
Elite Hex Spell. (8…18…20 seconds.) Deals 5…29…35 damage to target and adjacent foes whenever this foe attacks or uses a skill.Disease —-- necro only
While suffering from this ailment, you lose Health over time. Disease is contagious between creatures of the same kind.
I really like those. I think we lack the “don’t destroy your allies” kind of spells. Where a target dmgs nerby foes like the “fire bubble” in the volcanic frac end boss fight. I would love to see Spiteful spirit to cover this field, or if the new condition (disease) is too hard to implement (cantagious) you could make the target enemy pulse posion in an area.
I also love the “passive” interruptions, which i miss in gw2. We currently have only activ ones but passing the ball to your enemy is quite interesting. Like do X and suffer Y or don’t do anything and suffer Z. So it’s the target’s choice what to do. Wait till the effect is over (-> that you kind of dazed it), or force it to use an other skill, so the one he originally wanted shouldn’t be wasted etc.
Soul barbes is really cool aswell since it could add direct dmg to conditions. Could function as a trait (“when you aplly a condition deal dmg to foes”) or kind of a debuff as it origanally was.
Vampiric Bite
Touch Skill. Steals 29…65…74 Health.
it’s like vampiric or vampiric aura. Or dagger 2. So i think the “idea” is already in the game
Order of Pain
Enchantment Spell. Enchants all party members (5 seconds). 3…13…16 more damage whenever these party members hit with physical damage.
it’s basically might, or am i missing something?
Insidious Parasite
Hex Spell. (5…13…15 seconds.) Steal 15…39…45 Health whenever target foe hits with an attack.
Signet of Vampirisms passive effekt
Life Bond
Enchantment Spell. Half of the damage target ally takes from attacks is redirected to you. Redirected damage is reduced by 3…25…30.
bullwark gyro/ Rise!/ Illusionary Defender/… could be interesting to have this as a player character though.
Pacifism
Hex Spell. (8…18…20 seconds.) Target foe cannot attack. Ends if this foe takes damage.
Seems nice but can’t see many situations where this would work. Is it affected by defiance bar? (-> no effect on champions/ bosses etc.). And for pugs it’s too hard to not dmg them in open world..even in PvP. Immobilizing a melee enemy from distance does similar effects without the restrictions^^
Ebon Dust Aura
Elite Flash Enchantment Spell. (30 seconds.) Deal +3…13…15 earth damage with your melee attacks. Initial Effect: Blinds nearby foes for 1…6…7 second[s]. End Effect: removes Blindness. No effect unless wielding an earth weapon.
Would love to see the Dervish-Playstyle return to GW2 but i think they tried to cover this area with the herald. Facets as enchantments and “sacrificing” these for effects. So Facet of Darkness (? the one that gives fury) is basically Ebon-Dust Aura: More dmg (fury) while active and a stunbreak when sacrifiered.
Going with the cooperation-theme I suggest glyphs. All skills have a base effect and an additional effect depending on your second legend. So the choice of your second legend also affects the playstyle of this legend.
6-Glyph of encouragement (heal)
Heal yourself and get a legendbased side effect:
Jalis – gain retaliation
Mallyx – convert a condition into a boon
Shiro – your next 5 attacks steal life
Ventari – additionally heal your allies
7-Glyph of fissure
Create a rift between the realms damaging foes in that area. After 3 seconds the rift implodes and…
Jalis – weakens them
Mallyx – torments them
Shiro – makes them vulnerable
Ventari – blinds them
8-Glyph of veil
(Stunbreak) Block attacks for 3 seconds. An successful block grants you:
Jalis – protection
Mallyx – resistance
Shiro – fury
Ventari – regeneration
9-Glyph of weapons
Infuse the weapon of you and your allies with the powers of the mist. Gain might, fury and your next three attacks…
Jalis – heal you
Mallyx – transfer a condition
Shiro – are unblockable
Ventari – interrupt your foe
0-Glyph of rituals (elite)
Upkeep – manifest the powers of a legend in a totem granting effects in that area. (could make it targetable like the chronomancer’s continuum rift)
Jalis – absorbs 50% (?) party damage and pulses stability
Mallyx – inflicts conditions (torment/ burn/ poison) and granting resistance to allies
Shiro – damaging enemies and granting might to allies
Ventari – rezz downed allies (on activation) and pulse healing
1.0 Legendary Fusion
Gain access to the legandary plasma stance with glyphs. Energy regen is removed, hitting enemies produce energy
1.1 weightless weapons
Gain increased movement speed while wielding two-handed weapons
1.2 farewell gift
Swapping out of a legend inflicts a condition around you
Jalis – weakness
Mallyx – burn
Shiro – vulnarability
Ventari – blind
Razah – chill
1.3 beneficial evades
Successfully evading an attack grants you vigor
2.0 harmonic upkeep
Decrease the upkeep-costs of skills by 5
You cannot receive energy while an skill with upkeep is active
2.1 Archery
Increase attack speed with a shortbow
2.2 Strength of two
Activating a Glyph grants you and your allies might
2.3 compensatory justice
Gain vitality for each condition on you
3.0 power leech
Critical hits produce additional energy
3.1 Sickening Mist
Gain increased Condi-Duration. The Mist explosions of your Shortbow auto now inflict poison
3.2 Backup
Gain a bonus depending on your passive Legend
Jalis – reduce incoming damage
Mallyx – increase condition duration for your outgoing conditions
Shiro – increase your critical hit chance
Ventari – increase your healing power
Razah – reduce the duration of incoming conditions
(edited by xXLuggXx.4018)
Just one thing, one of the characteristic of the legend’s skill is that they are not “categorized”, which is why I do not call them glyph.
Oh you are totally right about that! Didn’t have this in mind, although all "Dragon"Skills are Facetts, so maybe it’s still possible =P
Ultimately, my idea is more a way to make the core legend more enjoyable to use (for me) than anything. (Yes this is really selfish, but I really want to be able to use the potential of each legend in a different way than the actual one. For exemple, I allow me to get rid of the clunckyness of ventarii’s stone.)
I see what you mean. Your suggestion is totally superior with this goal in mind! My idea was to stay with to legends but that your choice affects the whole playstyle. Like a Shiro/ Glint and a Jalis/Glint Herald is nearly the same as long as they are in Glint stance.
Well here my idea [Sorry to OP, if this is kind of hijacking your original post]
Please don’t take the names of the skills/ traits too serious. I really lack creativity when it comes to naming ^^
Hope you’ll enjoy reading it. Keep in mind that taking this espec means not being able to use glint.
New Elite-Spec: The Ritualist
(I know this is not new and to be honest I disliked the idea of a ritu espec, but while thinking of the possible skills I found it quite fitting but don’t expect a ghost-spammer here)
General Theme and Legend:
I thought about a Legend which isn’t isolated from the other one(s). The ritualist rather focuses on cooperation. The new espec grants some condi-management for the revenant and should be able to support power and condition builds.
But who could the legend be? Considering the cooperation-theme it has to be an indifferent character – not bothering cooperating with the good guys or the bad guys. So my suggestion is Razah (Legendary Plasma (??) Stance)
New Class-Mechanic:
TBH this was a hard point for me. I still think that Herald doesn’t really offer a new class-mechanic compared to core-revenant (just an extra skill?). So you could easily do the same with the ristualist. But I tried to think about a new class mechanic:
Remove the energy regeneration and gain energy per hit. (the 50% “rule” outside combat and when swapping stays the same). As I said, I’m not 100% sure with this. The traits will hopefully clarify it a bit. Also I think it has to be done with icd’s or something to balance the weapon types??
The revenant has currently only one ranged weapon. While scepter could thematically fit, I’ve chosen the shortbow to give this weapon a bit more love
1-Mist Arrow
Shoot an arrow of pure mist energy that explodes at its target.
Number of targets: 3
Combo: Projectile (20%)
2-Mistroller
Release a wave of mistenergy damaging foes in front of you and destroying projectiles
Number of targets: 5
3-direct assault / hostage
Shoot through the mists and shadow step to your target. Evade attacks while “travelling”.
Return to your former location and drag the enemy with you through the mists inflicting poison.
Number of targets: 1
4-Coat of mist
Cover your enemies with chilling mist energy. After 3 seconds the mist explodes damaging all nearby foes.
Number of targets: 5
5-displacement
Hit your enemy with an arrow that displaces him through the mists, causing torment.
Number of targets: 1
Combo: Projectile (100%)
(edited by xXLuggXx.4018)
E-Spec name : Medium
Archetype : Revenant/Elementalist
Legendary medium : Razah
Why do I chose Razah? Razah is a being born from the mist, he is connected to the mist and It then feel logic that the revenant can somehow connect himself/ reach him to him.Mechanism : The system of legend of the Medium change drastically. When someone equip this E-spec, the legend that the player channel will automaticly be Razah, however you can attune the utility skill of razah with the essence of the core legend which can be switched like elementalist attunment. So we got now F1 F2 F3 and F4. Trait specific to legend’s skill work on the attuned skill of razah.
Skill :
-> heal : Soul mending :
+ Dwarf attunment : heal and grant protection
+ Demon attunment : heal and consume condition
+ Centaur attunment : aoe heal
+ Assassin attunment : heal and drain life from nearby foes-> Utility :
Spirit rift : targeted aoe which effect trigger after a few second
+ Dwarf attunment : Direct damage and weakness
+ Demon attunment : Condi bomb (inflict high number of torment)
+ Centaur attunment : Big heal
+ Assassin attunment : Teleport you to the areaWielder boon : Break stun
+ Dwarf attunment : gain protection
+ Demon attunment : inflict confusion to nearby foes
+ Centaur attunment : remove up to 2 condition from nearby allies
+ Assassin attunment : gain blurspirit gift : leave a field
+ Dwarf attunment : electric field
+ Demon attunment : dark field
+ Centaur attunment : water field
+ Assassin attunment : Ice field-> Elite skill : Clamor of soul : Summon an effigy of your current legend. Upkeep skill -7. effigy can’t be damage (it’s the same as ventarii’s stone except you can’t move it)
+ Dwarf attunment : reduce damage taken by surrounding allies by 50%.
+ Demon attunment : periodically inflict condition to surrounding ennemy.
+ Centaur attunment : periodically heal allies.
+ Assassin attunment : deal damage to the targeted foe.
I am totally stunned. I came to the forums to make a post about an Espac- theorycraft for the revenant. And what should I say.. there are soo many parallels. Hell even our Elite Skills are twins
I won’t post the complete spec, cause i think it’s not so interesting anymore but maybe I can add some of my ideas
I thought about a Legend which isn’t isolated from the other one(s). The ritualist rather focuses on cooperation. The new espec grants some condi-management for the revenant and should be able to support power and condition builds.
New mechanic (but this is really optional):Remove the energy regeneration and gain energy per hit (upkeepskills cost 5 upkeep less, you can’t gain energy while an upkeep is active). The 50% “rule” outside combat and when swapping stays the same). As I said, I’m not 100% sure with this. The traits will hopefully clarify it a bit. Also I think it has to be done with icd’s or something to balance the weapon types??
I didn’t gave the Ritualist access to all 4 legends as attunments. I would stick with two legends and keep the legendswap. But give the Razah-Legend Glyphs. All skills have a base effect and an additional effect depending on your second legend. So the choice of your second legend also affects the playstyle of this legend.
As weapon I thought about a hybrid (power-condi) shortbow (to give this weapon a bit love^^) mixing projectile skills with non projectiles. All around mist energy (obviously).
The traits would have like 3 “main lines”:
1. archery – traits about improving the bow – maybe giving the choice whether condi or dps focus
2. cooperation – going into the “your second legend choice is important” Giving lagendbase skills at legendswap, or passiv bonuses while in the other legend.
3. general – traits dealing with conditions, energymaangement etc.
I’m still a bit shocked about the similarities
If anyone is interested I could post the whole build (with quite similar skills:D). But I’m not familiar with balancing and the “numbers” So there are no Cooldowns/ Casttimes/ Damage/ etc – just the overall idea of skills and traits. Of course they could be OP (I mean I wanted to make a cool espec
).
-> Cantrips
6-heal: Shadow Pact
Heal yourself. The X attacks of your shadow-companion heal you.
7-utility: dark shelter
Block attacks for a short duration and gain LF. If an enemy is blocked in melee it is blinded
8-utility: Shadow trick
Fuse with the shadows and reappear at the targeted location.
Stun break
Blast finisher at destination
[you disappear into the ground/ your shadow and reappear at the targeted location from the shadows. Could look like frigid blitz with a shadow moving on the ground for example]
9-utility: Beam of darkness
Release concentrated dark energy damaging foes in a straight line. Gain LF for each enemy hit
0-elite: Binding Burden:
Bind the shadows of up to 5 enemies to you immobilizing them and making them vulerable.
0- Swap Skill: Face your Fate:
Drag all bound enemies to your location dealing more damage the farer away they were.
Minor Adept: Shadow Cult
Replace your Death-Shroud with the Shadow-Companion.
Major Adept: Defensive Magic
Using a Cantrip grants you protection
Major Adept: Imbued with darkness
Blinds you apply last longer and affect 2 attacks
Major Adept: Focus
Critical hit chance is improved while wielding a mace.
Minor Master: Darkness my old friend
Gain retaliation and regeneration when you are blinded
Major Master: Powerful Magic
Using a Cantrip grants you and your allies might. Recharge of Cantrips is reduced.
Major Master: Blind Terror
Blinding a foe also inflicts fear.
Major Master: Mace-Training
Increase attackspeed of your mace, cooldowns reduced
Minor Grandmaster: Deeply Connected
Critical hits give might to your companion and vice versa
Major Grandmaster: Aftermath
Desummoning your companion increases your damage and critical hit chance for a short time
Major Grandmaster: You’ll be missed [double meaning]
If your companion dies he will explode damaging and blinding nearby foes.
Major Grandmaster: You are me
If you die while your companion is active, he will sacrifice his remaining lifeforce to revive you.
I’m really bad at naming skills/ traits. I have 0 creativity, so there should of course be a renaming
I didn’t think about any numbers, cooldowns etc. It’s just what came into my mind. Could also be a bit overpowered?
What do you think? I know that this specialization is far from being in the game, but it’s quite cool to think “outside of the box”.
Greetings =)
Hi everyone,
with the upcoming leaks about new Elite-Specs I wanted to introduce you my thpughts for a possible Necro Elite :D
Necormancer – Specialization: Shadowbinder
I was thinking about a Warlock/ Summoner type of character. The Shadowbinder uses the forbidden powers of the dark arts. They can control their enemies and harm them not just physically. Powerful Shadowbinders are even known to be able to separate their own shadow.
Keep in mind that this means you cannot take the Reaper-Specialazation.
First I thought about a shortbow to give this weapon a bit of love. It is still possible though to give the Shadowbinder a bow. But while creating the skills around it it felt to close to Ranger/ Thief. So I chose the mace (I think there are some cool looking skins for an necromancer (looking at you Kevin :D) and it opens up nice combos with our Offhand options). But since we don’t use weapons tradionally in GW, I want to make it a ranged weapon. We have ranged hammer, why not a ranged mace? And (fashion-wars) there are plenty skins that look more like a scepter :D
Thematically a torch would fit as well (no shadow without light, right? :D) skills could still go in the direction of blinds/ stunts etc.
Skill 1: Night Strike
Call upon the powers of the darkness that damages nearby foes
Range: 1200
Number of targets: 3
[Imagine something like a dark lightning coming from above the target and damaging in a small area]
Skill 2: Shadow wave
Hit the ground and unleash a wave of dark energy which knocks back and blinds enemies
Range: 600
Knockback: 300
Number of targets: 5
Combo: Blast finisher at your current location
[I think it’s pretty clear how it would look like :D]
Skill 3: Hail of Darkness
cover the area with shadows, damaging and tormenting enemies within
Range: 1200
Radius: 240
Combo: Dark field
[Could be like the Revenant underwater-skill, where there is an area under and over the target. Within there’s darkness damaging the enemies]
My idea some kind of mixes Mesmer and Ranger into the Necromancer, changing the class mechanic totally while still fitting the core professions characteristics.
F1: Summon Shadow/ desummon Shadow
Imbue your own Shadow with your current Lifeforce and free it to fight among your side.
Your Shadow-companion (because he’s more than a minion) would look like a deformed form of you. I’m think it should be melee – other possibility is to give him your current weapon (like Clones). With this mechanic you change the Death/Reaper Shroud mechanic into a summoning (which is also part of necromancy). LF generation would stay the same, and your current LF is going to be the “Life” of your companion. Maybe it should degenerate faster cause you are still able to use LF-generating skills. You can toggle it on and off like your shrouds and all of the shroud-traits would apply to your companion.
Well I really liked your idea about changing the weapon skills depending on your current legend
I immediately thought of a vice-versa elementalist with glyphs
I just see 2 problems:
1) This means every new legend will affect ALL weapons (like a new attunement would do for ele)
2) If you want to keep the skills quite the same you still have the problem between switching melee and ranged.
BUT like I said, I really really liked the idea…so I started to go on with my own ideas (took your Mallyx Staff ideas) Don’t think that a-net will do this but hey! it’s fun
I didn’t came up with new names for the skills..because..well i’m lazy
Warning: I sometimes tend to make skills a liiitle bit OP^^
I tried to keep the mechanics of the weapons and often one distinct skill for all legends. On the other hand I tried to think of the legends as unique heroes.
Jalis: the tanky Dwarf from the frozen shiver peeks, who likes to fight in company but can stand a whole army on his own.
Mallyx: a demon who enjoys the pain of others. There’s nothing more pleasing than watching an enemy suffer till death.
Ventari: the pacifistic centaur who is more concerned about his allies. But don’t mess with him, he is a master of driving you crazy.
Shiro: a ruthless assassin who focuses on direct damage and benefits from the pain of his victims. He doesn’t even need any company to take down hordes of enemies.
Well… so much for dreaming my results are attached
… please keep in mind it’s just fun
I also thought of the possibility to replace weapon swap with some kind of “stance swap” meelee vs ranged
This would allow you to change the skills of your current weapon without allowing you to swap weapons
If this is unfair you could tie the stance on the legend so you will have a melee legend (weapons are melee, utilities normal) and a ranged legend (weapons are ranged, utilities normal)
—> still one weapon set with specific “feeling” but allowing you to be more flexible in combat.
—> making the choice of legends more impactful (a Jalis-Mallyx-Rev isn’t the same as a Mallyx-Jalis-Rev)
So yesterday anet announced the start of the beta-test.
Since there is “no nondisclosure agreement for this beta-tests”, does this mean all infos are coming out?
Actually just could be a wish but it would be nice to have official infos rather then a huge amount of gameplay videos. So can we look forward to the infos left?
I think that it looks like you swing a mistical (Haha get it?) copy of your Hammer.
that’s drop the hammer, the knockdown skill. the AA just throws some funny-looking mallets as the character swings the hammer back and forth wildly.
https://www.youtube.com/watch?feature=player_detailpage&v=MfYvmHyqumA#t=620
you can see for yourself.
I’m actually not that sure about that…
In the video the rev is wielding the hammer shown in my first picture. In the attachmemt the skill animation of drop the hammer looks more like a standard / blacksmith hammer
But you also could be right possibly it’s drop the Hammer…but that would mean that at least this skill changes according to your equiped weapon..cool
We’ll see what happens
I’m fine with the animations (with or without throwing your current weapon)
Actually it would look nice but is not "needed"because you are not throwing your hammer – you throw mist-energy
(edited by xXLuggXx.4018)
I don’t think that weapons will be tied Tor legends. In the PoI video the revenant switched stances without any effect on the weapons (no weapon swap)
It may be that some weapons are better used with some legends but I think the choice of the weapon(s) in combination with the choice of the legends will give you some diversity. Actually I’m looking forward to the profession and I will try it … If I like I’ll play
But you’re right you are not the only one who likes to play it “the own way” :-)
I think this are really cool specualtions and i like thinking about lore anyways
While reading through your answers 2 (or maybe 3) different possibilities came to my mind:
1) The “void” caused by the killing of Elder Dragons has to be filled (really liked the coparison to Kormir). So to avoid a never ending fight we have to find “good” avatars to take their part.
> the Pale Tree for Modri’s magic
> Glints’ Baby
> Ogden?!
I don’t know…but you get the idea… OR we fail by doing it (as seen with Teq. and just ONE ED’s magic will turn “good” (Glint’s baby?). So at this point we KNOW it is POSSIBLE and that is our effort and heritage for the future generations:
“Hey guys we had to deal with ED, too. We killed them but the magic was transfered to others. But we managed to transfer the Might of XXX into our friend XX. This is the only known way to end this circle of agony, pain and death.”
2) We don’t care about balance of magic because it is an slow process. We kill all of the elder dragons and celebrate. We’ll live in a period of peace and love and hippie. Maybe we’ll even forget about the ED. BUT because of the “too much magic and the world spins out” things start to change…
New Stuff for Guild Wars 3
(Just like WE helped the Lich release the destroyers (or titans?)) So would not be new to us if something we did in the past affects the future in a bad way
3) (I think the most boring one)
We kill the dragons and find a new way to maintain the circle of magic. Combine the experiences of the races (and the help of the Mursaat) like the asuran technologie, the Norn connection to other spheres the Silvary’s ability to stay in touch with the dream, the human gods (?) and the charr…well they start a new foefire and everyone dies…the end
Ohhh OK thanks
It has been a while playing the story xD
In the Zaithan story we had to talk to the pale tree about our future. After this story we were asked what we are afraid of…
one of the answers was “have to kill someone I love” or something like that (could have been “hurt” and “like” )
I don’t remember something like this happend…but maybe now?
Personally I have no problems with Trahearn BUT wouldn’t be surprising (for anet) to turn an Allie to a new foe :-P
Rev 6-0 are lock, what about Specialization
in Guild Wars 2: Heart of Thorns
Posted by: xXLuggXx.4018
If Revenant Utility are locked, what about Specialization?
Unlike other class Specializations, which still gain access to some of their parent class’ skills to mix and match with,
If the channel skills are locked, that means that its likely the Revenant’s specialization will also use a locked skill bar as well if it hopes to be able to use any of the parent class skills, which all come from channels, which are locked to that specific channel.
Maybe THIS is exactly how the Rev’s Spec works
Since we know specs could change class mechanics it could be possible that the Spec looses legendswap but get a customization Option (you can choose now from all utilities) and even give a weapon swap to compensate.
We still know very (very!) little about the rev and even less about specializations …so I think we’ll have to wait
But I love to speculate (to reduce the waiting)
Specialization Weapon Idea: All 9 Professions
in Guild Wars 2: Heart of Thorns
Posted by: xXLuggXx.4018
I THINK i understand your thought, but it would be easier if you had posted the “order”
So (based on your work):
Ranger – Ele – Warri – Thief – Engi – Guard – Mesmer – Rev – Necro – Ranger (it’s a circle)
To follow your idea: Every Profession gets the weapon the profession before and the profession after can use both.
And as you mentioned: the engi does no fit in here. (Engi would have to be placed between Warri and Guard, because of the hammer – but would end in a dead end)
Also i hope that the Rev. won’t get the great sword
There are too many professions using itBut I think your spec. isn’t that bad (I mean the weapons you guessed
)
Actually, Engineer would easily go between Guardian and Mesmer. Guardian giving him hammer and he giving Mesmer shield. Which in this case means it would probably be more appropriate of Guardian receiving short bow from Thief (or could rertain initial posters idea of pistol).
No because the Mesmer can’t use a Hammer. And according to this theory the profession gets the weapon which is used by the profession before and after
But at is was said I think the devs focused more on gameplay and mechanics.
Mesmer -> shield
Necro -> great sword
Engineer -> Hammer
Ranger -> Staff
Ele -> sword or mace (to fit Mesmer and necro)
Thief -> rifle (would also like offhand sword for some kind of duelist)
Warri -> Pistol (OH ranged) or dagger (evasiv attack)
Guard -> bow (because of his conjured weapons)
Rev -> very hard because we don’t know the weapon set yet … But focus could fit for a more ritualistic playstyle.
Specialization Weapon Idea: All 9 Professions
in Guild Wars 2: Heart of Thorns
Posted by: xXLuggXx.4018
I THINK i understand your thought, but it would be easier if you had posted the “order”
So (based on your work):
Ranger – Ele – Warri – Thief – Engi – Guard – Mesmer – Rev – Necro – Ranger (it’s a circle)
To follow your idea: Every Profession gets the weapon the profession before and the profession after can use both.
And as you mentioned: the engi does no fit in here. (Engi would have to be placed between Warri and Guard, because of the hammer – but would end in a dead end)
Also i hope that the Rev. won’t get the great sword
There are too many professions using it
But I think your spec. isn’t that bad (I mean the weapons you guessed)
I would like the idea of a Bo-Staff in Melee (and Ranged ?).
But it could also be a Hammer with a new style. Just as there are swords which don’t look like swords or staves wich look like a scythe. So it is possible that there will be Hammers that look more like Spears/polearmes etc.
I’m not very familiar with the Hammer animations of a Guardian and a warroir, but looking at the pic of Rytlocks weapon I could imagine heavy “hammer-stylish” attacks so it wouldn’t destroy the playstyle of current Hammer users? (Exept engineer spec)
So if not a staff used for meelee…maybe just a cosmetical change of Hammers?
I think many of you have some interesting points about the “new profession”.
Sure it seems more like a status/description than a profession. But I am not sure how the other classes work. Is everyone able to be an elementalist? Or do you have to be “born” with certain magic abilities? Sure everyone can be a warrior or thief or engineer…
Well maybe we could try to focus on the fact that anet tried to give us what the majority wanted.
As all charakters are adults it could be possible that the revenant requires a kind of death experience as a child or something. A specific relation to death so that people called them revenant becuase they (nearly died) but returned…so we are not talking about zombies but about people who survived something really bad.
After Rytlock returned the fact that there’s a new power available spreaded all over tyria. So the people with this kind of relation to death/the mists are able to reach these power like Rytlock did – through hard training of course.
I am looking forward to the new profession. And I think it is like everything in Thema world: if you WANT you could accept the new profession and think Hof a way they fit Info tyria. But if you are searching for negativ points , you’ll find them
PS: maybe the new spec. Of the necro is kind of a dark nicht i man GS and the power of death ?!;)
But I would like a ranged attack like the memer GS even cooler
See you ingame