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Shadowwaka.1952

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  1. I'm not sure how it'd be in action, but your talk on Eviscerate getting a damage boost made me think it might be cool if the skill removed all might stacks currently on the player but did extra damage based on number of stacks removed, kinda like Elementalist's Flame Expulsion. It'd give the ability big finishing move vibes, which is kinda neat imo, and it'd reward people who can stack might well
  2. I feel like Berserker could really benefit from a pseudo rework when in comes to traits. One of the things that (imo) sucks with the spec is that Berserk Mode is your big gimmick, but the only things that extend the mode itself are the Rage skills. I think it'd be far more interesting if, instead of Rage skills extending Berserk Mode, the traits were adjusted to include ways to extend Berserk Mode at each tier, sort of how Renegades get to choose how they want to gain Kalla's Fervor at the Adept Tier. I think this would open up some fun build crafting, and would let players tailor how their berserking is fueled without having them feel like they have to choose specific utility skills just to make it work. Just to clarify what I mean, take the Berserker Adept trait Savage Instinct for example. What I'm proposing is that, along with its current effect, this trait would also get an additional effect, like "Breaking stuns extends berserk mode's duration." Each Berserker trait would get some additional effect like this, so that, at full build, a player would have 3 chosen ways to extend Berserk Mode.
  3. Hey all. Warriors and hammers are a combo close to my heart. I've recently had some inspiration for some changes to the weapon's skills that I'd like to share. --- Weapon Skills --- ■Fierce Blow: I wanted to add a flip to this skill. It would retain its previous effects, but in addition, if you strike a controlled foe, you'd gain access to Belly Smash, which is based on a Gw1 skill of the same name: Belly Smash: Slam your hammer down, kicking up dust that blinds nearby enemies (5 target cap). Leaves behind a dark field for 4 seconds The goal here was to add a little soft aoe control to the hammer while sticking to its theme of victory via debilitating your foe rather than buffing yourself. The dark field was included to allow for another potential aoe blind thanks to Earthshaker's blast finisher. ■ Staggering Blow Here, I took a bit of inspiration from Mesmer's Power Block. Previous effects are retained, but with some additions: Staggering Blow: Interrupted enemies take more damage, and the interrupted skill takes longer to recharge The goal here was to reward a well timed use of this skill. I lowered the base damage to compensate for the potential damage increase on interrupt --- Honorable Mention --- ■ Sundering Mace (Defense Traitline) I included this trait because, with some changes, it could apply to the hammer's playstyle. This trait is strange in that it's kinda the odd man out - it's one of the only weapon mastery trait that offers no bonuses across the board alongside its weapon specific bonuses. I feel like it could use a bonus that might help control focused weapons / skills: Stuns, dazes, and knockdowns applied by mace skills last longer. Mace skills gain reduced recharge (current effect) Your control effects apply vulnerability when hitting foes. If you interrupt an enemy, apply additional vulnerability Let me know what your thoughts / your own ideas for hammer!
  4. I'd love to see each skill type get heals / elites! For those curious, I made a list of those ones missing elites here: https://en-forum.guildwars2.com/topic/113921-missing-elite-skills
  5. Yeah, I was thinking about that... I think I agree with Lan, maybe a shorter ICD on the trait could help Spellbreaker if it becomes an issue. My reason being that while Spellbreakers only get access to the single bar benefit of the trait, they'll be able to proc it more often (if they want to) since they get access to Full Counter (counts as a level 1 burst) along with their weapon bursts.
  6. Despite being a minor trait, I think Arms' Furious Burst might benefit from scaling based off the number of adrenaline bars spent. Here's what I propose: ■ 1 Bar 4 seconds of fury ■ 2 Bars 8 seconds of fury ■ 3 Bars 12 seconds of fury Essentially you're getting a slightly smaller benefit versus the current version of the trait if you're just spamming tier 1 bursts, but should you save up the adrenaline, you'll get a greater reward. It also makes the trait a little more consistent with other Warrior traits, like Cleansing Ire and Berserker's Power
  7. Personally, I'd like to see something like that added to Warrior's Body Blow trait. It'd give a cool buff to hammer and mace that isn't just bigger damage numbers
  8. Imo the new system seems kinda pointless too. I just don’t get it. What does the new mechanic add beyond simply giving stats for stats sake? And if the buff is going to last so long (12 hours!), why even make us go get it in the first place? A person is likely only going to have to do this interaction once per gaming session, so why even have the middleman? I suppose I feel a little hesitant on just handing out stats, but if they really want to make this a thing, why not just attach this to armor (like how armor already has the Defense stat), where the benefit scales based on armor level and rarity?
  9. I'll start - I'd love to see an elite shout for warrior! I'd base it off of "Never Surrender!" from GW1 and take a little inspiration from Perilous Gift, with the goal of it being a type of support focused skill: "Never Surrender!" For X seconds, you and nearby allies are unkillable (ignore lethal damage, hp cannot drop below 1). Affected targets gain boons (probably some mix of regen, protection, and resolution) for a duration based off their health percentage (<75%, <50%, <25%) when the unkillable effect wears off
  10. It's always bugged me that (almost) every class has 2 core skill types that don't have an elite skill belonging to them, and I've always hoped that one day Anet would go back and fill out these gaps. For those curious, here's the list of things missing: Warrior Shout Stance Guardian Consecration Spirit Weapon Engineer Gadget Thief Perparation Signet Ranger Signet Trap Necromancer Signet Well Elementalist Arcane Signet Mesmer Clone Mantra Phantasm I'd love to know if there are plans to ever give elites to these skills, but since that's very unlikely to be answered, my next question is - anyone have any cool ideas for these skill types that they'd want to share?
  11. Sure, I think I see what you're saying. Condi definitely needs time to ramp and a higher percent helps to keep it on par with power during exposed even if the player isn't fully ramped up. I think the problem in my mind comes from trying give each damage type an equal bonus for this duration - it kinda blurs the lines of each type's identity. The way I see it, a power rotation should be able to potentially pop off harder during exposed because it's the burst damage type. On the flip side, condi's persistent damage would give non-exposed power a run for its money (and then some) just about always, but to counteract this, it wouldn't be able to hit the same highs power could during exposed. Edit - lol woops, I meant to quote your initial response, Xunlai
  12. "Moving forward, Exposed causes 10% increased damage from strikes and 20% from conditions over its longer duration of 10 seconds" I think it's kinda weird that power gets less of a bonus than condi during exposed. I feel like they're always saying that they want power to be the burst side of damage, so wouldn't it make sense to let power have the higher benefit during this window of damage opportunity?
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