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Phyrak.7260

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Everything posted by Phyrak.7260

  1. Hey there, A little bit of an interesting way to have a change of skill aesthetics future proofing and back dating what a skill looks like giving even more customization - without need to spend gems perse. Considering expacs and living world seasons and the associated technological advances - clockwork in living world season #1 and Jade tech in EoD for example for engineers. Engineers themselves being a good example. A clockwork or Jade tech skin for kits and turrets would bring them up to par for model details with minimal effort required - perhaps a small and easy to finish collection to unlock the skins? The same could be said for necromancers minions and the awakened in PoF; giving them new skins to apply. Rangers would have access to the crane's in EoD to change the base moa's aesthetics while keeping the core mechanics of the pet. Thank you for reading, -Phyrak
  2. Hey there, No doubt this being a millionth thread on this. Turrets are in and have forever been in a strange place - between the bots using them for farming and the lack of scalability in both terms of damage and healing. The question is how to make turrets worthwhile in a build. To avoid the botting issue, changing them to work like guardians spirit weapons would be a good start. With the added bonus to match the guardians scaling depending on the turret itself. As for the traits, removal of the choice to explode the turret and to make it happen once it has cycled through it's actions would be a way to make it work; then traiting would give added boons/buff the turret and also put it in a natural over charge state when summoned. Making a much more active play style with turrets - still using them as both denial, defense and burst depending on the chosen turret at hand. The trait with all that's going on would make more sense to make it a grandmaster What are your thoughts on turrets? Are there any ways that would work to bring the to an equal front when it comes to choice of support trait line? Thank you for reading, -Phyrak
  3. Letting us pilot said mech would be great too - perhaps as an f5 if j-drive trait is chosen. Them buff/tweak scalability of attacks now that the engineer and mech are now a single unit. Using an elixir would now effect both mech and pilot as they are now a single unit - playing into that power fantasy. Reactor online. Sensors online. Weapons online. All systems nominal.
  4. Even in the old, now archived forums - suggestions like the above were always neglected and had negative feedback. Heralds up keep skills are its draw to camping. The associated builds spoken about could still exist, it's just about rerouting how the traits work, especially with how it benefits from staying in glint. As I mentioned, staying in a legend would turn legend swap mechanics into ancient echo or whatever the f2 might be. Increased upkeep - perhaps a mechanic to copy across from bladesworn along with a higher base pool of energy - keeping a low floor with a higher roof of attacks and skills use. Per legend skills could gain additional bonuses for camping them particularly; reduced cool downs, energy cost, boons or even a daze or targets affected; plenty of ways to make it work. That's the other part of this discussion - if you don't like the way it is, go away and do something else. I enjoy guardian and jallis, though similar - there's a certain amount of difference between them; a herald of the stone dwarf could accentuate these differences while both in similar roles with boons. The thing is that I'm not looking at the removal of boons from the herald; it's more of bringing a herald in all aspects of the legend at play, then to the fore to its greatest extent. The f2 plays to this extent as to make invocation a useful line while keeping to camping. As for only 6 utility skills - a set of neutral mist abilities to choose from would both allow for the herald to become hyper specialized in it's chosen legend or have the holes in the legend filled to make camping it a little easier; generation of upkeep would work well here too.
  5. And in the same vein of those who have been seeking a camping spec? Look at the recent patch from the 29th, lots of people having their joy stolen for changes to the class they play. My suggestion is to fill a niche that is already there and has been for a long while - particularly with ele. In this case, the herald is already half a step there without the need of another e-spec to fill in the other half of the step; filling in the half step that is both herald and tempest (or even catalyst to an extent - really depends on how you look at it), would give more creative freedom as said niche would be filled in a patch rather than taking two years out to make an e-spec for it.
  6. I guess this is where a discussion about the actual e-specs via a player survey would be good. If you play herald, when you do - are you more likely to camp the legend or do you swap legends on occasion? No doubt that there's background data with which spec/trait line is camped the most by the players - with that also in mind, with some of the traits spoken about above. I came to the conclusion that a rework could give further potential play styles and a way for a niche to be filled. Far easier for a rework on a e-spec that is half a step on the way there compared to a completely new e-spec which would more or less borrow the code which is already there from herald
  7. I think that some of the traits are already in line for it to be reworked as a camping spec. Hence why this thread was written up; the same as how tempest is already half a step to being a pure camping spec. Just about adding minor tweaks to certain skills/or rework to use on swap traits to emphasize its underlying focus
  8. Aye, rationing is the issue; if you're focusing on one style - it would make sense for a resource shift in letting the legend/element your camping come through strongly. I understand that swapping is a core mechanic and in turn identity - thus, having an e-spec based around camping would allow for a different play style from core and other elites. The aim isn't to take away from other specs, just for a camping spec to be usable within the theme/play style of the class(es) where switching is a main focus.
  9. Thank you for the brush with the lore again; been a while since going through HoT. I think I mentioned it already; the actual swapping mechanic of energy refresh, associated boons etc would be a greatly enhanced facet of nature in both senses of passive and active - this skill also a lynch pin for the use of the invocation line to maximize the new f2. I thought herald worked well in way it handled both passive and active play in the boon generation play style. I don't know if you have played an elemental elementalist - it's a fun challenge. I have a particular memory that stands out; full signet air elemental. No swapping, but I was able to generate my own boons with ease back when signets gave auras - I think I killed a warrior that day. It was a real challenge and got me on the path of seeing ways to actually bring out that play style to differentiate from core and other e-specs. This is in the same vein as core ele, the on swap traits within the element won't trigger as your in a more focused state. The use of the f2 is somewhat close, but no where near defined enough to actually give greater strength and benefit to focusing a singular legend
  10. This concept would only apply to the herald e-spec - no other e-spec. It's just leaning into the idea of being a herald for every other legend A custom utility bar with added powers from the mists would work with it well. Core, renegades and vindicators can all swap legends - I'm not taking it away from them. I'm seeking for herald to be able to focus and emphasize one legend (which can be swapped outside of combat) to give more play styles and a an outlet for the few who enjoy camping a legend (or element if you play an ele the same way I do). Though, I'd agree, there would need to be a power spike and a way to get energy going; which was spoken in the section for facet of nature and how it links and uses invocation in another manner while staying in one legend
  11. Ghostly banners definitely sound the way to go! It's a rad idea and I have been hoping for years anet would implement something like that
  12. Hey there, I've been playing a good bit of revenant lately and the herald always struck me as peculiar. A herald by definition is "a sign of something to come". I guess I'm in the few who see that camping a legend (or element if you play elementalist) would give good reason to stand out and be different amongst the class's mechanics and elite specialization. First of all, how would this work? During combat, the revenant cannot swap legends; however, activating facet of nature now triggers invocation based on the legend that is in use to a greater effect. The invocation line is applied in this manner instead of swapping to a legend. What of boons? This is perhaps the part I've been fiddling with and there's probably a way to make it work - a general access to whatever boons were available with the heralds facets. Triggered boons only occur on appropriate traits and activating facet of nature. What of the herald's skills? They, and all other (core) legends have some sort of bonus applied - be it generate energy ala bladesworn flow or boons, conditions afflicted etc etc. You could even get a little more epic in how your character and glint interact. In the final fight against the void, the combat aspects that shone through showed what glints herald should have played like. Forced engagement as a targeted 3-5 enemies aoe would certainly be a little more terrifying to fight against if you were in conflict with a herald of the stone dwarf. Eg. Launch into the air and land with a fire field would certainly make an entrance - that would certainly make elemental blast a more appealing ability to be both gap closer and combo field. Aspect of the faceted dragon to gain its mantle, bonus boon duration and perhaps added bonuses or changes to how heal/utilities work. What of traits? Leaning towards weapons used per legendary while still giving some freedom to branch out - you get to keep weapon swap after all. Eg. While wielding sword gain power, staff healing, shield concentration etc - bonus if under appropriate legend. Herald it seems (under glint at least) is a boon focused bruiser and the intention here would be to share the boons around with the appropriate traits taken - shared empowerment being precisely that. Though, now letting the revenant be a singular force of the legend chosen. Embrace the darkness and herald getting a now legendary energy toggle for glint would let this faceted dragon shine through. Perhaps with a little aurene here and there. The toggle itself could be a little dovakin to it as well. Nominal utility toggles like that of impossible odds and vengeful hammers would give added buffs like regeneration or resolution to make it appealing to stay in the readiness for combat. Ventari's abilities may need some slight damage (yes, I know he's a pacifist or extra cc) as to be able to gain maximum effect while being a herald of ventari All other legends would fit well. It would just be about rearranging the trait line between legend stance buff, boons and weapons - perhaps activation of skills there too. I know it seems a little on the wild side and less than likely to occur. But it could certainly change how herald plays and how you could play both with and against in wvw. Thank you for reading, -Phyrak
  13. Fair call there 🙂 I guess it was an in-between thought of sorts to get more life out of the mechanist e-spec
  14. Here's a 'mech-minded' solution while riding the mech. Mech attack skills from the nominal tiers change 1,3 and 5. Depending on the engineers equipped weapons - attacks 2 and 4 show a mechanised version of the attack. Eg. Shield block becomes a stronger blast with stun or aegis associated with it Rifle knock back becomes a charged sniper shot with stun Though - these are two hard cc examples Having traits from the mechanist line link somehow into core would be a way to exploit this mech driver mindset moreso. Eg. J-drive uses the explosives line to make further use of the whole riding a mech and the skills therein; the call back to mech warrior at heart Channeling conduits should either use inventions or alchemy as a loop back to core. Instead of the drinking animation of elixirs, the mech would be flushed with the chemical mixture, causing a rush of power - blah blah blah; this is what would make sense lore wise and allow normal skill trees to be used while driving the mech Hopefully this will somehow reach one of the Devs Mechanist really needs to become a mech driver rather than a baby sitter This would also open up the way for other future e-specs to be mounted or in combat with a companion of greater stature
  15. Maybe I'm an odd one out in wanting to use the mech as a pseudo mount/weapon platform. Have J-drive trait as the F5 ride the mech and use the mech skills as a replacement for 1-5; with someway to give more flexibility to 6-9 utility "Reactor online, sensors online, weapons online. All systems nominal."
  16. If there could be something done to reinforce/make Catalyst a camping spec that uses the jade sphere to further push the element into a refined focus - maybe using the auras as way to emphasise this mindset? Keeping the charge mechanic for aligning with this long term play in a single element.
  17. Just here to reinforce a point I made pre EoD, Catalyst would be unique if it were the camping focused elite spec with the jade orb being a conduit to catalyze the element you're in to a maximized extent. Eg. Master of a single element that can do a variety of things. Fire and earth both share damage over time. Fire gets blinds for cc/survival whereas earth would get blocks/barrier and protection Water and air are more to do with strike damage. Water gains knockdowns, freezes and launches, air also gains launches and knockdowns but has evasion to go with the more agile play style. Some way to make each element have utility while being distinctive when channeling through the jade orb.
  18. Going to reiterate my point from beta - catalyst feels like it should play as a solo/camping spec. If it's going to be a melee/mid range combatant, a constant flow of health/barrier and a heavy amount of vitality is well needed which can be attached to a trait. Taking this mindset of a camping spec; The F5 could allow an almost "ascendant" gameplay to utilize the jade tech to enhance the chosen element which is being camped in to a greater degree. Perhaps taking the theme of the creatures that are being projected from the jade tech. Giving all elements some form of cc, healing, support and damage in their own way. Having the equipped weapon disappear and turn your attacks into that of Thor from Ragnarok casting lightning from his hands, though, this could be more of a pipe dream than anything. The augments again feel lacking because you're forced to play into the area which doesn't help with the ranged aspect of the hammer or other ranged weapons... Perhaps giving them a passive and ammo aspect could help them out a little. Eg. Augment earth - generate barrier periodically. On use, block for X seconds; generate addition barrier based on number of attacks blocked. Augments themselves need a trait just for them just like other skills have as to make them feel a little more meaty. Thank you for reading, -Phyrak
  19. After playing through the specs for beta characters; The Catalyst felt like it should be the camping spec for ele (a pipe dream/bias of mine...) with the energy mechanic, stat boosting and natural fields - things would ordinarily be lacking if you didn't dance in and out of elements. The issue then becomes making camping one element viable within its confines and allowing growth to occur - hammer in water does this well by putting out damage and healing/condi-cleanse. Applying that mindset to the other elements would further cement that nature of the elite spec. As for stats - the natural increase over time, sided with a focus/expansion of what the element does naturally would further improve how the spec plays into the trait lines. The question becomes thus; what about on attunement swap traits? Having them trigger on the Jade sphere using or upon combo-ing within the sphere itself may be a solution to the problem. I do have an issue with the aura focus due to nature of the hammer itself and how the energy gain/field mechanic feels antithetical to the playstyle that the catalyst feels like it should fall into. Though, that's just me and I certainly think many others would disagree. Per element; Water gains damage Air should gain healing/cleanse Earth should gain crowd control Fire should gain healing Again; open for debate - just looking for ways to fill out the elements to make them play smoothly in the way I perceive the spec and it's potential. An offensive water focused ele could play very different to a defensive healer minded fire ele or tank break bar focused earth ele - further expanding the roster of play and fulfilling another notch in the fantasy style, not to mention the callback to the classical elementalist play of the first Guild Wars.
  20. Looks rad! As a Hurdy gurdy player - it'd be fantastic to see a HG in there 😉 Such an instrument would go well with the "holding the note" 😛
  21. Spectre feels odd. The flow of the scepter is nice and fluid, though feels like it's missing something. Perhaps boons applied need to pulse for a duration to make up for the reduced initiative? The shrowd could become a full transformation of sorts giving it a little more life; feeling quite sluggish. As for the arching theme. Condition feels like it's tacked on. CC style weakness, chill etc - all non damaging conditions would feel more appropriate since the spec is about mitigation. With that in mind; Spectre should have some boon generation when applying boons/barrier to allies - or even attacking enemies. The might of scepter #2 feels like it falls off hard with the reduced initiative.
  22. Just a few thoughts; Mace feels a little clunky and should have a trait alongside it - or perhaps associated with a passive J-drive feels the way to go due to signet focus; thusly, the other GM traits feel like they need extra oomph of some description A way to hang off the mech would be rad; using it as a health barrier - though, this would take some effort when it comes to animation and perhaps changing skills while 'mounted'. Though, that'd be a future hope. Signets and the interplay between mech and player are fun and interesting
  23. Aye, That's fair I guess I am looking for a way to play a camping ele which would actually reward that playstyle - something which is lacking as a playstle itself; you cannot spend any longer than 5 seconds mindset and the jazz pianist is something that I struggle with, though very much appreciate the arcane caster archetype The styling of a focused ele would be something interesting to behold; perhaps passively pulsing boon(s) particular to the element - a large boost to toughness or health or even healing to focus moreso into the element itself rather than the surrounding elements. Would further CDR play a role in making camping work? -shrugs- The off meta mindset
  24. Hey there, I know I've seen it written a few times; Hanging off the mech - with the mech height adjusted per character in the same way mounts are. F5 to board the machine, and it having a central pivot so it can move like the mechs of mechwarrior/battletech While hanging of the side/sitting on top, we'd have access to our 1-5 and control over the mechs movement. The mech would attack (if in range) the target we attack and would act as a health barrier prior to ours. The issue becomes movement skills and perhaps bringing core weapons up to par or even modernizing the harpoon to bring it out of the water and using it as an explosive crossbow on land. Though, that may be a pipe dream for a future update... This would at least allow for greater control of placement of the mech and unity in damage while giving the choice to have the mech as a seperate entity. Issues may arrise when it comes to animation and further synergy between the trait trees. Eg. Using pistols while hanging from the mech vs how one would attack using the mace. Just some thoughts, Thank you for reading, -Phyrak
  25. Would love to see a trait to be able to ride/personally control the mech; either by hanging off the side or using the Jade tech to encompass the player somewhat. Give a new #1 and #2 attack, then turn F1-3 into 3-5 when mounted on the mech Ah well, maybe for a future rework XD A man can dream
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