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Dethbott.4731

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  1. Thanks for all the comments, ideas, info and insight about Anet incorporating those professions in GW2! Anet is never going to do it. I should just accept it, it just a fact too much wishful thinking). I was just curious what other players thought about it. I'm not going ask about this topic it anymore, I'll move on to something else 🙂
  2. Uete that is a great idea for the new races and professions but I do agree with you about them not even considering adding new professions or races 😞
  3. Anyone who respond this idea like or hate it's just fine, the reason I wanted to get this idea out because this profession are and will always be just niche professions that cannot diverse as the nine professions we already, arena.net knows it and the players know it however I thought it be fun to add as just small fun missions to play and nostalgia to gw1 instead of having as new/added profession to gw2. The races will never added due to it conflict with the storyline and other reasons. The way guild wars 2 is set up it would allow any new races of profession from the past to added so I just that this would be cool idea. Please anyone I am not bot or A.I. I had people say I am when bring this subject..geez. I am just player/guildie. chilling and I had dumb idea and wanted express it 🙂
  4. Ritualist, Dervish etc....We know that arena.net will never ever make these professions and races accessible because it would be just nightmare to the arena.net staff and the players/guildies (I know its not word just having fun) will either like it or hate it. I have dumb idea of how to just resolve it. Create a new fractal to play these these niche professions, having players going back in time on some mission or instead of playing the professions players just team up with npcs' who each represent those professions. As for the races like tengu and largos create strike missions or fractals were you either play as that race as a disguise or team up with them. I know everyone get sick of this topic because its just wishful thinking and its....just dumb however it popped my head because i was bored and thought it a idea (not good one but an idea).
  5. I think adding a new profession like shamans to the game would be great. Shamans are already within the game and introducing them should be too much of problem. Numerous shaman npcs within Tyria: Norn shamans (starting area), Charr (Flame shamans), and Humans (Cantha/End of Dragons/Ritualists), Quaggans, and others I cannot remember. There so many possibilities with them as profession. I know that if Arena Net would not consider it because they have to create two additional professions to balance it; Arena Net Added Revenant since adventures and scholar professions had three professions. Anyone who reads my suggestion, please tell what you think about it.
  6. I agree with you, the Cantha city does fill empty and your ideas are good. The city needed feel "alive", I mean all those vendors only few of the you can buy the usual items a player can buy anywhere. It would be nice to buy noodles, new recipes, or even tourist trinkets.
  7. I would like to see player able go to new lands, new npc races, adventures (not global threatening events). The new unexplored areas should larger, dangerous yet fun to explore with the usual solo, group, and meta-events. I would like to see very long-chained non-event quests like Everquest 2 to Heritage or Signature questlines with very good rewards. For example: the Durmand Priory (or any of the orders) give out non-quests; these quests will be different according to one you belong; two types of quests: quests exclusive to Priory members and quests avaliable to all players. Priory are knowledge seekers and archivists so their missions will be focus on exploring and collecting artifacts. I also would like to see new professions or unused ones. I know no one wants here or wants new professions since they want arena net to focus on the ones we already within the game. One is ritualists; a suggestion change the name into shamans or don't change it; combining Cantha's ritualists with Charr and Norn shamans to create a new class. Its wishful thinking that never going come truth but it's fun to imagine it. Shadow-knights, void/shadow armor-plated warriors; maybe e-spec for Revenant. Add more (new) dungeons. These dungeons can just be for fun doesn't have to be connected to the storyline. One last thing to modify the appearance of the homes.
  8. Adding a more abilities to weapons would enhance game-play. For example, a ranger using long bow would have a second set of the player can choose to set before combat. Once the second set of attacks are chosen it replace the original abilities. The second would be permanent until the player chooses to revert back to the original abilities. The second set abilities can be anything: a ranger having arrows that heal groups, cure conditions, migrate damage or having abilities with more devastating damage and debuffs: Fire arrows, explosive arrows, frost arrows (freezes one enemy for 1 or 2 seconds), new volley arrow attack, siphon arrows. Professions will run out weapons for new abilities, I think adding new abilities to weapons they already use would help.
  9. I agree with you, many elementalists player just want more from the profession because it has alot of potential.
  10. I already have one love it its my main profession. I don't want give anyone the impression that want to change the elementalist into other professions but I thought just add something anything that would be useful and fun; i was just throwing any idea that popped in my head; it seems they weren't really good but it fun. Everquest 2 have something like this class called a Conjuror, I figured Arenanet my take few things from it without become like the other professions within game.
  11. Already have one still disappointed with my ranger. 😆
  12. My suggestions for new elementalist abilities: Ice turret: summon an ice turret like the ones within the Norn areas (the corrupted ice turrets). The turret can shoot ice blast with a chill condition. The player can summon only one . The turret can use to slow enemies and damage them while the player can outmaneuver destroy the monster(s). With additional traits it also heal and cure allies. The turret should have options to change its abilities before combat either to be stationary dps or healing/support turret. Elemental pet traits: A separate trait line for elemental pets to strengthen their abilities or synchronize with the Elementalist. For example earth pet gaining taunt ability, increasing crit chance of air pet or water pet can do more damage or assist in healing; using the earth pet to redirect damage from elementalist or if player is within a group the pet absorbs 20 to 30% damage; earth would have a very large health points. Synchronizing with the elementalist if he/she perform certain spell that may create new spell or enhance the abilities of the current spell being cast like adding conditions. The elementalist can summon two pets of the same element then use the powers enhance spells or two different pets cast a new spells. Use pets cast unique spells: sacrifice pets to cast group/raid spells: use earth pet to create barrier for 5 seconds, fire pet create fire pillars or something. Fusing two or more elemental pets into one powerful pet for short time, the pet would have new abilities than the elemental pets. If the elemental pet traits suggestion is a bad idea, why not consider an arcane pet: Even though Arcane is not a element but it would be cool to have pet that raw power and support. Arcane pet powers: arcane shield for elementalist and his group (long recast time 10 secs), arcane blast; quickness, crit chance and crit damage boons; decrease condi on elementalists and allies. Another suggestion I have is control over elemental pets. Give them an UI so player can easily micromanage them with commands.
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