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Phyrak.7260

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Everything posted by Phyrak.7260

  1. Similar roles that fulfill different niches. Tech buffer - Scrapper Martial buffer - Warrior Spell knight - Revenant It's what makes sense; one might argue that banners on the back for mobility is about as common sense as spears in games - well understood historically, yet so very rare. Small steps and one's that are easy to make work
  2. Captain has good feedback on warrior - also quality memes 😛 Just a matter of getting his feedback to be read by the devs and then the implementation of it to strengthen warrior.
  3. Hey there, With the release of staff (read polearm) to the warrior - an incarnation of the old banners has emerged of sorts. Banners give quite a stagnant play style of old compared to how mobile each class can be now; thief excluded of course. So, what can be done to make them a little more interesting or interactive outside of slam a cloth on a stick into position? Giving banners a slight tweak in the active and passive play style might be a way to do it. Having banners as semi-corporeal entities pulsing boons in turning the player looking like a fantasy styled winged hussar while mounted or a weeb with a sashimono (I had to look that up) while on foot. The active abilities associated with the banner could be somewhat like venoms - on click, gain a buff for x hits/seconds to both player and surrounding allies. Eg. Banner of Discipline The banner passively pulses fury and short duration cripple. On activation, attacks now deal additional bleed damage and allies gain bleed damage on hit for x time/hits. Banner of tactics could harken back to the banner charge of the early days as its activatable; providing movement, damage and relieving allies of soft cc. Battle standard calls for something spectacular as an elite skill! Perhaps a hail of ballista bolts that for a time pulsing along a target area - think inspiring reinforcements but tearing through foes dealing greater damage to enemies at low health and finishing off those who are downed. Perhaps a pipe dream or future hope a dev may read this in the future for a balance pass on warrior. What are your thoughts on banners and how/if they could be improved? Does the above improve usability? Thank you for reading, -Phyrak
  4. Incredible! The trait lines really need some smoothing out. I often play a cele fire earth Tempest due to the natural might, condi clear on aura and auras from signets. The maths here shows why water feels so weak and air making you feel like a glass cannon Arcane is an interesting beast. Considering that there is a minority of players who camp an element (hey there, I'm definitely one!). Arcane feels like it could be a place to have a grandmaster trait that mirrors a grandmaster trait in each element trait line that makes camping outside of fire/air viable; with good might generation and cleanses. Again, I am speaking as a minority player who enjoys the off meta style
  5. A holistic issue Having both be updated with intent and focus would increase viability and strength of overlooked skills and traits. Let alone the longer cooldowns some cantrips have equal to elite/ultimate abilities - looking at something like pyro puissance applying across the board would make the like of vapor blades a somewhat useful auto Though, water trait line itself would need its down generator in that case in lieu of using fire to have some stand alone strength as opposed to relying on fire
  6. Fair call, Some form of offense and greater utility in support; such would increase general viability.
  7. All about making noise to get it fixed - squeaky wheel etc. Also upping the ease of application in boosting water attunement damage
  8. Great feedback! Both very general and making specific builds shine
  9. I may be in the minority here; Perhaps a full scale rework on conjure weapons themselves. Having them as a structural override to the nominal weapons letting you functionally camp an element - filling out the element by generalising. Water can heal but can deal heavy damage to vuln, chilled targets etc. Basically letting you become an archetypal element master in that particular element. As for the elite; being the pragmatic avatar without the need to swap elements - but the element you're in takes focus perse. Air grants harder crits Earth applies more conditions Etc Alongside passive might generation, cleanses etc Let the elementalist's floaty arm bits become a weapon!
  10. Perhaps adding necro sword logic to the blades to make them have stronger usability and not being destroyed by the terrain would help Some good ideas here too! It'd be also making it viable to somehow camp water in an offensive sense too
  11. I'm going to give this a crack and seeing how much we can diffuse ideas across the elements. The aim will be to add support to offensive skills and vice versa alongside lesser used soft cc where it makes sense. Take the ideas with a grain of salt; Fire: Being the major damage element, adding cleanses Ring of fire - add condi cleanse and pulse barrier while in the ring Fire grab - add blind Dragons tooth - passive might gen on summon + burst on explosion; this applies to allies. Phoenix - as stated above somewhere, more healing with added regeneration or perhaps blind on explosion. Flame wall - buff to become the flame line from berserker Meteor shower - add cripple with period immobilize Water: Might with added soft cc to make the offensive abilities competitive in the supportive element Vapor blades - add necro sword logic, increase velocity and gain might on vulnerability application Cone of cold - add slow Frozen burst - cripple or immobilize Cleansing wave - apply might on cleanse Ice shards - bleed and vulnerability Shatterstone - slow Water trident - cripple Water blast - vuln and chill considering low damage multi Frozen ground - cripple to emphasise area control Air: Gaining conditions to supplement the power damage Convergence - small stack of confusion Up draft - slow makes sense due to force of winds Swirling winds - gain barrier and quickness Gale - confusion and torment Windborn speed - quickness and might Earth: Adding torment and slow with some added blind would work well across many abilities - perhaps some might generation on protection too Earthen rush - add torment Churning earth - generates might on each 'step' of the ability Rock barrier - added condition cleanse and/or might generation Dust devil - slow or torment would make sense with Earth being the condition damage focus Magnetic wave - aegis or protection Eruption - immobilize for added cc Unsteady ground - turn it into a cone and make it pulse; perhaps with taunt and vulnerability to make it an actual threat The general aim is to add more utility to the skills themselves; overall allowing traits to become a little more generalised too. In turn letting it become possible to camp an element outside of fire/air for offensive and water for support. Core traits themselves would need another look over should any of the above occur as to make it plausible for camping and element dancing to occur - inclusive of damage multipliers on the skills themselves as opposed to trait multipliers which elementalist seems to do a lot of by nature. Such is the dual natured style of play within the class itself
  12. Well said! The mechanics of the vapor blades themselves need a buff or tweak - perhaps remove the return and up the speed? Perhaps a trait that grants strength when applying vuln or chill too? Further making sure that water can become offensive in some sense?
  13. Hey there, Water attunement is a peculiar attunement. Arguably a support focused attunement that has a rather strong trait in piercing shards and flow like water. Strangely enough; few if any skills in water stance actually have vulnerability to benefit from piercing shards - but are healing focused to make use of flow like water. Perhaps a future point that water could be camped to a similar effect that fire can be. Albeit with different methods of eroding foes. Tempest is about as close to camping an element as we can get (yes I am an off meta player in that sense) and I think water attunement should have some ways to become a little more utilitarian in some senses with traits in order to become somewhat offensive. For example: - chills applying vulnerability to benefit from piercing shards. - slow, cripple and blind as ways to reduce enemy damage; de-buffing to reduce damage taken as a parallel to healing. - perhaps with a conjure rework, water can become offensive in some sense. - offensive/utilitarian water overload could become a blizzard to apply the above soft cc; perhaps with increased damage against soft cc foes? Just some thoughts on making water attunement a little more interesting. What are your thoughts on how water plays? On the contrary, how could we make other attunements more supportive - see fire or air? What future weapons would work well for offensive water or supportive air/fire? Thank you for reading, -Phyrak
  14. Considering that the water line has a vulnerability trait - it'd be nice if said abilities actually inflicted some reasonable vulnerability. Perhaps in tandem with chill to make chill a little more dangerous.
  15. I remember asking about having a single element attunement back in the original/now archived forums. Perhaps a tangent to it - but conjured weapons could have a role in it too; not sure how but could make it achievable theoretically/potentially. It'd also mean making certain skills a little more generic perse; letting fire heal or perhaps letting air attunement apply confusion for example. Adding a small amount of generalization while still keeping identity. From the old forums; https://forum-en.gw2archive.eu/forum/professions/elementalist/Camping-still-ain-t-a-thing-with-tempest https://forum-en.gw2archive.eu/forum/professions/elementalist/Camping-spec-Not-really https://forum-en.gw2archive.eu/forum/professions/elementalist/Camping-spec-s-and-potential https://forum-en.gw2archive.eu/forum/professions/elementalist/Single-element-skills-and-traits Looking through the old forums... I am still seemingly a solo/camping ele fanatic Hopefully some of these ideas will have some headway.
  16. For flavour sake; a slight change in condition application on either auto or skill 2 as to be a land version of the trident based on the legend you're in would further cement some theme in the weapon
  17. I'm a player who enjoys the off meta. Making camping an element that isn't fire more viable - water attacks needing more vulnerability or application of vuln stacks on chill would work well. Earth cleansing conditions on protection application and air doing the same but with fury. Guardian needs its books back from when they were removed - a trait in FB that'd let me camp a book would be rad. Let me become an angry librarian! A similar mind for revenant; the ability to camp a legend to have its abilities both specific yet general as to lean properly into a focused spell blade of sorts. Engineer is a two-fer of sorts. Juggernaut in my opinion should apply across all kits - thus, moving it to tools and giving each kit an upgraded version when camping it would make a bit more sense. Ironman-esque suit upgrade for the tool kit A boss rocket launcher for the mortar kit Flamer becomes infused with dragonfire and jade tech As for the mechanist - please let me drive the mech. For mech warriors sake!
  18. It's just a matter of fiddling with animations and damage scaling to make it work - as long as it's an opt in; it'd could have some good potential 🙂
  19. This is well said and well thought out. Thus my original post; the necessity of finding a place in invocation gives flexibility to both play styles and allows it to work within any future e-spec too. As much as it makes sense to have as its own e-spec - having it as a focus in core makes it moreso as it will give future specs more freedom in theme perse
  20. Hey there, I'm not sure how many remember the old tome elites - but the 'physical' book on the character was pretty rad and they turned into the tomes we have now...just not with carrying a floating book around. https://wiki.guildwars2.com/wiki/Tome_of_Wrath https://wiki.guildwars2.com/wiki/Tome_of_Courage_(elite_skill) I would like to bring the book back; but also make the firebrand's GM traits interesting in doing so. This would come via two traits: Magnum opus: after X seconds in a tome; all pages from other tomes are combined together and gain minor effects from the other tomes based on the tome you're in - eg. Auto attack now deals minor damage in support tomes. (Camping tome play style and backwards compatible like thief's potent poison trait with making the tome you're in stronger) Infinite library: tomes now have a separate amount of pages each and share a similar cooldown on opening and stowing the tome - rewarding switching between the tomes at opportune times; almost an ele/engi but with a little more leeway on tome cooldowns. More or less a fun idea giving firebrand a little more identity and flexibility in play styles under the banner of the rather angry librarian Thank you for reading, -Phyrak
  21. Fair call with these. I guess it's the mind of maximizing it to the extent that allows it to become its own play style - the same way that tempest makes it more viable for ele (especially in fire) to camp an element. This the thread; a discussion surrounding the how; which has yielded good fruit to it in possibilities. If it were an elite spec unto itself - who would be a good legend to use, as opposed to a Grandmaster trait? Considering the sharing of utilities like stances and shouts when it comes to elite specs - the signers is actually a very good point. If the signets passives were to be increased in margin perse; pulsing all boons - a nerf to the duration would be in order. The flipped facet/signet would probably require a boost in needed energy to balance it out as there wouldn't be the ever present ebb and flow of energy required for toggling them on and off. Keeping herald the boon support but loosening up the buttons at play. Similar in a sense of play to how other signet based builds play with a class based coating over the top. With this in mind - considering upkeep would be somewhat removed; a trait to keep this current play style in mind would be a way to go as far as keeping both play styles in check and unity of play perse.
  22. Considering the parallel between; have it play like a signet ele camping an element of sorts - permanent passives for boons and then an active that works as needed
  23. I play across plenty of classes - it's the theme that is the focus Dragon knight herald =\= guardian in any sense; nor spell breaker for that matter
  24. Relic of the shining dragon; Turn all skills to their actives and gain boons passively at reduced duration? That could be an interesting trade off for a slightly less clicky/more dragon knight style of play
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