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Elite Spec: Taichou


Lan Deathrider.5910

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This is an alternate version of this idea: https://en-forum.guildwars2.com/discussion/92430/elite-spec-idea-commander#latest

The focus here is using the Spear as a land weapon, and support through enhanced fields and finishers.A few notes: The mechanic is the same as for the Commander E-Spec, some of the tactical bursts are the same, some traits are the same. The Tactical Bursts are for Offhands, and for 2 handers.

Taichou

Minor adept Tactical Bursts: The Taichou only has 2 bars of adrenaline, Bursts consume one bar of adrenaline, F2 uses the tactical burst of your offhand weapon, or two handed weapon.Grants access to Paper Bombs.Minor Proficiency: Land Spear

On the structure of the Tiers: The top option will be focused on finishersThe second option will be focused on FieldsThe third option will be focused on personal/group DPS and utility

Adept Tier

Top: Inspiring Finish: Blast Finishers you execute give effects in an area:

  • Dark: Dark Aura (3s)
  • Ethereal: Alacritiy (3s)
  • Fire: Quickness (3s)
  • Ice: Protection (3s)
  • Light: Light Aura (3s)
  • Lightning: Fury (3s)
  • Poison: Vigor (3s)
  • Smoke: Area Stealth (3s) this means it doubles the stealth granted to 6s
  • Water: Regeneration (3s)Mid: Area Denial: Your fields apply cripple, 1s duration, per pulse.Bottom: Harrier's Grasp: Inflicting cripple, immobilize, or chill on a foe deals 500 damage, cannot crit, 0.1 scaling, and gives 1 strike of adrenaline.

Minor Master: Commander’s Zeal: Crippling a foe gives you 1 stack of Might for 5s, no ICD.

Master Tier

Top: Reversal of Fortune: Your Blast Finishers deal a strike that inflicts damage (1000/500 1.1 scaling) that is unblockable, cannot crit, and converts 2 boons on foes hit into conditions. Split for Competitive ModesMid: Weakening Vapors: You Fields apply weakness (3s) and Chill (3s) every second,Bottom: Commander’s Call: Your Tactical Bursts apply Fury (5s), Might (5stacks 5s), and Superspeed (3s) to allies around you

Minor Grandmaster: Adrenaline Rush: Blast Finishers grant extra adrenaline per for struck (1 strike extra per foe struck)

Grand Master Tier:

Top: Commander’s Presence: Your Blast Finishers grant Resistance and Retaliation (3s each)Mid: Painful Bomb: Your Paper Bombs deal an extra 500 damage, (0.1 scaling) per pulse, cannot crit. Allies in your fields are healed for 500 (scaling 0.5) per pulse.Bottom: Rapid Orders: If you hit with a Tactical Burst, recharge your non Tactical Bursts and grant quickness for 3s to your allies around you (ICD 10s).

Tactical Bursts:

Axe: Axe Rake: Spin around striking nearby foes, each foe is crippled for 5s. Scaling of 1.5. Whirl Finisher.

Greatsword: Executioner’s Will: Plunge your greatsword into the ground knocking down nearby foes for 2s. Scaling of 1.0 / 0.01. Blast Finisher

Hammer: Pound Sand: Strike the ground creating a dust cloud that blinds foes (5s) in the area. Scaling of 1.0. Blast Finisher.

Harpoon Gun: Lung Shot: Target is Stunned for 1s. Scaling of 1.0/0.01.

Longbow: Napalm Shot: Lob a fiery round that explodes dealing damage in an area and inflicting 3 stacks of burning for 5s each. Power scaling of 0.5. Blast Finisher.

Mace: Low Blow: Interrupt your foe dealing damage to your target and slowing them for 5s. Scaling 1.0.

Land Spear: Burst: Leaping Lotus Leap to the target area and damage foes at the location, range 1200, scaling 1.0, 5 targets, 1/2s cast, Leap Finisher.

Land Spear Tactical Burst: Falling Lotus Jump into the air and land forcefully damaging foes around you, grant retaliation (3s) to allies around you, scaling 1.0, 1/2s cast, Blast Finisher.

Shield: Shield Slam: Slam your shield into the ground knocking down foes in an area around you for 2s. 1.0/0.01 scaling. Blast Finisher.

Spear: Leviathan's Sweep: Strike foes around you and knock them back (range 300). Scaling 1.2,0.01. Whirl Finisher.

Sword: Griffon’s Sweep: Sweep your sword around you knocking down foes in range for 2s. Scaling 1.4/0.01. Whirl Finisher

Rifle: Knee Shot: Shoot your target in the knee immobilizing them for 4s. Scaling of 1.2.

Warhorn: Call to Glory: Heal Allies around you for 4000 health (scaling 0.5) and grant them retaliation 3s. Leaves behind a water field that grants regeneration (1s) per pulse for 2 pulses.

Land Spear Weapon skills:

AA Chain: Jab Attack your target with a quick strike. Power scaling 0.6. Cast time of 0.25s. Cleaves.AA Chain: Twirl Strike around you twice weakening foes you strike (1s each strike). Scaling of 0.4 on each strike, no cast, hits 5 targets.AA Chain: Sweep Sweep around you crippling foes you strike (2s). Scaling of 1.1, 1/2s cast, hits 5 targets.Land Spear 2: Taichou's Fury: Strike rapidly in front of you. Scaling of 0.3 across 8 hits, cleaves, 1s cast, 8s recharge. Yes it is Mariner's Frenzy, but a little quicker and a little weakerLand Spear 3: Spear Slam: Slam the butt of your spear into the ground creaking a smoke cloud. Duration 2s, 3s blind per pulse, smoke field. 12s rechargeLand Spear 4: No Escape: Throw your spear at your foe immobilizing (3s) them. One target, 1/2s cast, Scaling of 0.5, 1200 range, recharge of 15s.Pistol 5: Taichou's Charge: Charge at your foe striking all foes in your way. 12 hits 0.4 scaling per hit, 2.5s cast, whirl finisher, 1200 range. Yes it is a copy of Tsunmai Slash, yes imagine Rev Staff 5 animation

Forceful Greatsword would affect Land Spear as well as Water Spear.

Paper Bombs:These skills have an effect on use, create a field, and blast that field upon use. This is similar to summoning a turret, overloading it, and detonating in but without the turret. These are PBAoE effects, affect allies within 240 units, and leave fields that are 240 wide.

Heal: Water Bomb You and your nearby allies heal for 4000 health (scaling 0.5), Detonate a water bomb leaving a field of water behind for 3s that heals for 500 hp (0.25 scaling) per pulse. 3/4s cast. 25s recharge. Blast Finisher. They are rather formulaic, consider these numbers what the average would be. If they are made stronger then the recharge should increase and vice versa.

Utility 1: Fire Bomb! Grant nearby allies 5 stacks of might for 5s. Leaves behind a fire field that burns foes (2s) every pulse for 4 pulses, 0.5s cast. 20s recharge.Utility 2: Poison Bomb! Grant nearby Allies 4s of resistance. Leaves behind a poison field that poisons foes (2s) every pulse for 4 pulses. 0.5s cast 20s recharge.Utility 3: Lightning Bomb! Grant nearby allies Shock Aura (3s). Leaves behind a lightning field that makes foes vulnerable (2 stacks for 2s per pulse) every pulse for 4s. 0.5s cast 20s recharge. Breaks Stuns for you and your allies.Utility 4: Flash Bomb! Grant nearby allies Light Aura (3s) and stability (2 stacks for 4s). Leaves behind a light field that blinds foes, 1s per pulse for 4 pulses. 0.5s cast, 20s recharge.

Elite: Oni Bomb! Grant nearby Allies 5s of quickness, 10 stacks of might for 10s, Fury for 10s, 4 stacks of stability for 5s and Alacrity for 5s. Leaves behind a dark field that strips 1 boon from foes inside it per pulse for 4 pulses.1s cast, 90s recharge.

The point of this version is to provide a mobile weapon set that has anti-kiting built in, a larger access to fields that are not locked to the weapon, and have the feel of a fighter that is rapidly assaulting a foe, and harrying them. Boons like Retaliation can shut this guy down hard and fast unless played well. There are boon strips that can be taken within the spec, but not everyone will take those options seeing as there are multiple ways to play this spec. A Strength/Tactics/Taichou with a warhorn could provide serious healing and might generation for instance, which would not take a boon strip trait.

Oni Bomb is not a replacement for WoD on Spellbreaker, but Reversal of Fortune can greatly aid in the boon removal with the right weapon sets.

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