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Dragoth.7153

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Everything posted by Dragoth.7153

  1. Necro class just came back to it's usual "joke tier".We have useless toughness mechanic not really utilized in PvE and actually being an unwanted toughness source in raids (if someone is mad enough to take Death Magic for either poison dmg or extra power). Death Magic became a WvW only traitline now.Scourge is another story. I just completely stopped using it in open world and switched back to reaper. GG.
  2. Stuck in queue as well, happened first time but now can't play at all
  3. Just as a side note. I know it's really easy to just critique, mock or express disapproval but instead I would like to see your idea how to improve that. Who knows what will end up in game one day, it may be an inspiration for devs like weaver long ago (yes, it was an elite class made up on forum). So many classes are using signets but no one says that's different class. Dragon hunter have bow and traps like Ranger, but nobody said "meh dh is just a ranger with blue skills". Thematically, TR won't be using technological themed gadgets or kits but magical artifacts. It's still have access to mobility and invisibility, so I don't see anything "engineer like", I'd even say that difference would be bigger than comparing ranger to dragon hunter. I am also open to any other suggestions about classes that won't be copy pasted generic dnd classes or found in another rpgs.
  4. Having kits would represent thief using various artifacts but it could actually be contained in f2 skill and then utility category could become gadgets with ammo system.
  5. Since we already have support spec my long forgotten idea of musical themed mes was Skald. Coming from Norns, skalds could be more offensive, focused on power melee/mid range with hammer and some kind of shouts. Their clones would become immobile a and shatter skills becomes AoE, shattering only those clones hit by them. Additionally, hammer could also contain one skill with extra shatter.
  6. Recently I got struck by some really fun ideas that partially stay away from generic rpg/fantasy themes that would fit as gw2 elite specializations. I really like ideas of classes that stay away from well known canons in fantasy. This is my second post in a series of new elite classes ideas. Keep in mind I don't bother to invent all traits and skills for all classes, just give ideas for a theme, mechanics, advantages and drawbacks. Also, thief is my least known class... So far thief lacks when it comes to build diversity and class identity. We all know that it should be sneaky dps class but gw is all about versatility and play-how-you-want. We got Daredevil that is basically a meele dps with enchanced evasion and deadeye thats kinda less mobile stationary long range dps. Even if we would like to give them some other roles, its hard to justify Daredevil to thematically become healer, right? Introducing new elites could help clean up this mess and make Daredevil become more condi focused (again) with lots of CC (maybe even a CC class) and Deadeye a power dps. How to justify a thief that's becoming a support/healer/tank class? Lo and behold Intoducing: Tomb Raider / CollectorNo every wannabe thief is a perfect assassin or very agile pocket thief. Some of them just want an easy target. Best target is dead target, and its even better if they don't have to kill it before. Some thieves have chosen a way of grave robbers. Unearthing ancient relics, protecting themselves from curses and traps. Class Mechanic: Steal becomes Unearth, mid range AoE shadowstep knocking back enemies. TR/Collectors are well equipped to find all objects with magical properties long lost and forgotten, or dropped on battlefields. Then F2 becomes and additional kit with random skills while F1 allows to unearth another one after CD, optionally it allows to use Artifact skills (below). Class Skills: Artifacts/Kits. Thief should not become another engineer with lots of extra kit skills, instead Artifacts would only replace main hand weapon skills. Skill 3 can change depending on Artifact and offhand weapon. Or not. Class Role: Versatile Support/Healer. Class Weapon: Focus offhand ofc. Class Drawback: On top of changed Steal, TR's cannot use two handed weapons (shortbow). TR's must always be prepared to have hands ready to use one of its many collected artifacts. Tomb Raiders are using various artifacts from the past, unleashing its magic freely. All kits before use must get "ammo" using Unearth. It would give up to 3 charges to use shared among all equipped Artifact Skills. TR could use unearthed artifact right away with F2 random kit set or instead activate any kit skill.TR class could focus on boon distribution, get long lost ability from mesmer to copy all boons on surrounding players. Grandmaster traits can change focus abilities completely, changing play style between support, healer and a tank. TR could even be able to do Quickness and Alacrity but not at the same time, fitting even more to Firebrig comp. Another unique ability could be selected on one of traits, making TR always getting boons as an extra player. Let's say in raid composition, TR is in second party not really getting normally boons from first party, that are targeted and prioritized for 5 ppl in a party. TR could get those boons anyway, and then keep spreading them inside its own party.edit: to clarify, ammo mechanic would be used only to activate kit, not to use its skills. TLDR:Not-really dps-y thief with various boons, being able to become healer/support/tank depending on trait selection with ability to copy its boons like old signet of inspiration, but more. Other ideas that somehow could be fit into this class or become ideas for another elites:Instead of Unearth, I was thinking about different approach, making TR more like a holosmith where every trait column would change a bit of the class abilities. Unearth could become grappling hook, with 3 modes depending on trait. One would pull target to you, impaling it on your weapon and giving steal skill, one would pull you to the target and give steal and last one would become shadow step to target area with strong knock back. Kits could be used without any ammo system. Another traitline could change Focus abilities and last one could change extra effects on all kits. As an extra, while wielding a kit skills, initative could become artifact energy. Whenever it completely runs out, kit is automatically stowed. Visuals: Tomb Raider/Collector class of course was inspired by TR series so visuals could use greenish/blue colour of Lara Croft Shirt, also this class is focused on Boo(b)ns! Thematically, it would totally justify using focus on thief and also becoming a versatile support.
  7. Recently I got struck by some really fun ideas that partially stay away from generic rpg/fantasy themes that would fit as gw2 elite specializations. I really like ideas of classes that stay away from well known canons in fantasy. This is my first post in a series of new elite classes ideas. Keep in mind I don't bother to invent all traits and skills for all classes, just give ideas for a theme, mechanics, advantages and drawbacks. One of few themes of Mesmer is hidden between lines, in starting gear and some skill icons. Theatrical Masks representing moods/emotions, yet whole Mesmer do not develop any ideas of connections to art, theater, circus. It's a perfect opportunity to create an elite specialization! Introducing: Jester/Joker.Jesters, are actors among Mesmers. They boost their magical abilities by using power of emotional spectrum. Many of them noticed, that being in a deep state of either happiness or saddens, made their skills more powerful and defined. Jesters trained their role play abilities to change their emotional states at will, to become even more powerful or tricky. Class Mechanic: Shatters become Emotion Shifts. Happiness, Sadness, Anger, Fear. Class Skills: Glyphs with 4 modes, depending on emotion. Class Role: Mid Ranged Power Dps & Debilitator/cc machine. Class Weapon: Short Bow I know that currently chrono is in a great state when it comes to power dps role, but every time new elite is introduced, we got previous ones refocused on their primary role. Chrono should become a support/tank hero with reduced dps capabilities (looking at you scourge-heavy-support-no-dps) while power dps role could belong now to Jesters. Whats more, we could begin an era of completely new meta role that would be a dedicated debuffer with lots of CC skills, opening a possibility of covering CC bar breaking allowing other heroes (lets say in raids) to focus even more on their role instead of picking extra CC skills. Power of CC could be affected by Expertise. This way, we could get new stat combinations that would be fully viable like power,precision,ferocity,expertise or combinations of other. CC mechanics on enemies could be even more fleshed out and Jesters not only would shine in this area, but also could manage cc skills on enemies by removing them. More about that later. What's special about this class: Ability to convert CC skills on enemy into damage and reflect CC effects. Clones do not look like Mesmer, instead they wear emotion masks and always stay next to Mesmer. They can even look like phantasms. This will remove "which one is mesmer" effect from this elite allowing for even more glass cannony setup, justifying increased dps. Using Emotional shifts create two effects: First one, clones are not shattered but still use their number as skill effect increase. To counter-play in pvp modes simply destroy clones. Second effect: Mesmer gets short boon (5s?) related to emotion that also switches glyphs into emotion mode with effect related to emotion. This makes those Glyphs to have 5 versions! Instead, while not in emotion mode glyph could be useless, reducing number to 4. Happiness mode would be focused on dps and convertion of slow/cripple on enemy on dps. One of traits improving Happiness mode could even make those condis made my Jester to deal damage, scaled by expertise. New unique boon could either prevent all hard CC on enemy and instead deal dmg OR just add extra dmg scaled on skill CC power.Saddness mode could be focused on giving slow/cripple, vulnerability, weakness, enhancing mesmer autoattacks. Anger Mode could give some hard CC skillsFear mode could focus on Fear and Blind instead Distortion, retaining its defensive capability but with an opportunity to counter play. CC reflect skills could be hidden in this mode.TLDR: Mesmer looses ability to fake it's position with identical clones to justify increased dps, also becomes CC powerhouse. Other ideas that somehow could be fit into this class or become ideas for another elites:I was thinking about grandmaster trait changing Fear Emotion into Madness. This would overhaul Fear removing all defensive capabilities and giving some scary dps boosts. Could change all clones into visible-only-for-target hallucinations that also can only be targeted and killed by target enemy (tech is already in game to do it like npcs visible only for player). They could change into dps-y hallucinations from some effects already in game, spawning shadowy wurms, birds and stuff. That would be hilarious seeing your teammates attacking seemingly empty spaces to get rid of them. This idea could be totally reworked into autonomic elite class: Nightmare. Visuals: Each time Jester uses Emotional Shift, he and all clones gets phantasmal mask of chosen emotion for a duration of Shift boon. Clones stay close to Mesmer like actors on a stage. While using short bow, some skills could use animations of Jester playing on a string like on a harp. Color: Navy blue.
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