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Panda.1967

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  1. I have a minion master reaper that I quite enjoy playing… “Rise” is really nice to have available to really pad your minion count… when you find yourself swarmed by more enemies than you really want its the perfect utility. Death Magics spec really amps up your minions damage and your own survival.
  2. What is a focus? An object used to amplify or direct ones magical abilities. In your typical RPG this would be a stat boosting offhand item. Often represented as a book, crystal ball, talisman, prayer beads, tarot cards, or herbs… but could be nearly anything… in GW2, game mechanics necessitated that the focus function as a full fledged weapon rather than simply a stat boosting item. Foci are by design and function intended to be paired with scepters to create a full weapon kit. Warhorn offhands? While the warhorn may not be something you’d expect ad a weapon, they did see use on battlefields… often used by the vanguard or scouts to signal the rest of a larger army of approaching enemies. They also saw use for signaling various attack formations as well as retreats. Individuals who were carrying warhorns often fought with one weapon if they were a part of the vanguard allowing them to signal without lowering their guard against approaching enemies. Scouts on the otherhand would often attempt to avoid conflict at all costs. The warhorns we see in GW2 are a fantasy extension of the way a vanguard soldier might use one, which is why they are offhand weapons. Thief Greatsword? why? Greatsword is one if the furthest from stealthy or finesse you can get with a weapon… right up there with hammer… every weapon on thief fits the theme of stealthy and/or agile combatant… Daggers are both stealthy and agile… Shortbow is a stealthy and agile weapon… sword is an agile weapon and can be stealthy, axe is similar to sword in this regard… pistols are not stealthy, but you can be quite agile with then… staff is an agile weapon, and can be quite unassuming thus bring potentially stealthy… rifle… rifle normally doesn’t fit under stealthy or agile, however… the thief’s rifle is specifically a sniper rifle by design, which is in fact a stealthy weapon, just not agile in the least… and spear is a very agile weapon, similar to staff, and can be stealthy if used from a distance but otherwise its not a very stealthy weapon… as for scepter… shadow magic… which just leaves all the not very stealthy not agile weapons…
  3. You’ve got it a bit backwards… Ele suffers the opposite design curse… but it results in the same design limits… because of weaver dual skills Ele can’t get a new offhand or else weaver players won’t get a new toy to play with because new offhands have no new dual skills for them to play with… meanwhile thief can’t have a new offhand because dual skills are a core feature and they would rather just make 3 new dual skills than to add a new dual skill to every existing mainhand for thief.
  4. Yeah… those animations are extremely fast and barely noticeable… and for all the build up to use the skills they are so lackluster, tiny, and short in duration… make the animations slower, make the skills bigger, and make them last a little longer… and thats not even talking about how pathetically weak they are or how hard they are to reliably pull off… I remember during the dev stream when he kept saying “the animation team did a great job”… i kept thinking “great job with what? The animation was barely even there… the skill looked so small… and haboob looked like nothing more than pocket sand”
  5. The issues with healing could be fixed by adding some group utility with barrier, stability, and aegis to earth attunement… the traits in each attunement spec also shouldn’t be heavily reliant on being in that attunement either… that is one of the biggest failing points of core elementalist in fact… all attunement specific traits should be in the arcane line… water spec should improve support and utility across all attunements, earth should affect personal survivability, air should be control and mobility, while fire spec focuses on damage… you know like how EVERY OTHER PROFESSION’S CORE SPECS ARE DESIGNED! Seriously… every other profession has a key roll for each spec in their designs…
  6. Making all skills partially transparent wont do anything to fix the effect clutter issue… if you can barely see the edge of overlapping skills as is, you won’t see them any better if they are partially transparent either… in fact you may actually find it harder as the environment itself will start to blend with the edges of effects. edit: to clarify things for the confused people… a global visibility setting won’t make anything more visible, it will just make everything harder to see. what you want is more granular control. At the very least you want Personal, Enemy, & Other Players… Friends, Party, & Guild would be nice additions, and a separate Enemy Player setting from Enemies would be useful in WvW. They could even add a “beneficial effects” setting as well that would let you adjust the visibility of other players beneficial skill effect radius’s separate from all of their other effects. without at least this level of granular control you are just making things blend more by increasing transparency, and effectively doing nothing to fox the problem. With those 3 settings at least you could make other players effects invisible or barely visible, set your own to 50%, and have enemy effects at full visibility making it easier to tell where is and isn’t safe to be and where your effects are as well.
  7. Nothing wrong with that… honestly its a similar story for me with Charr… I want to like them… but I just can’t make them look appealing… armor looks horrible on them… and their animations make them hard to play…
  8. This is a horrible mentality. Reasonings like that is exactly why our pistol that was clearly designed as an offhand had to be a mainhand weapon… weavers will live not getting a new set of dual skills with a new weapon addition. Besides, the ONLY mainhand weapon we even have left is axe… all other new weapons for elementalist are 2handed and offhand… MH: Axe OH: Axe, Sword, Shield, Torch, Pistol 2H: Longbow, Shortbow, Rifle will you look at that… more than half of the remaining weapon options for elementalist are offhand… weaver is NOT going to get a new set of dual skills every time. Quite frankly, it is better for the profession as a whole if they don’t try to restrict new weapon choices to MH and 2H in order to appease weavers. onto the main topic… Elementalist Shield could be a great weapon… it’d be a good weapon to put access to all 4 elementalist auras on for starters… Shield can be both a support and a personal defense weapon for elementalist… Fire Flame Barricade: Erect a wall of fire around yourself that Blocks Projectiles and inflicts Burn on nearby enemies. Enemies that pass through the wall are damaged and gain more stacks of Burn. Projectiles that are fired through the wall inflict Burn. Combo Field: Fire Immolate: Engulf yourself in fire causing nearby enemies to suffer continuous damage and stacks Burn. Damage and Burn stacks increase with each pulse. Gain Fire Aura. Flips over into Inferno Combo Field: Fire - Inferno: Unleash your flames upon enemies in a radius around you damaging them and applying Weakness and multiple stacks of Burn. Combo Finisher: Blast Water Frost Shield: Freeze the air around you and your allies granting Aegis and Frost Aura. Inflict Chill and Weakness on enemies within the radius. Combo Field: Ice Water Shell: Encase yourself in a bubble of water granting yourself Regeneration and Block incoming attacks. At the end of this skills channel Heal allies based on damage blocked. Combo Finisher: Blast Air Like the Wind: Block the next attack against you and Knocking Back your attacker before teleporting away to a safe location. Gain Invisibility. Flips over to In the Wind. Combo Finisher: Leap - In the Wind: Teleport to target location and gain invisibility. Enemies near your initial location are Knocked Back and gain Vulnerability. Charge Bolt: Charge forwards damaging and Stunning enemies in a line. At the end of the charge unleash a powerful electric charge that damages and Stuns enemies in a radius and grants Lightning Aura to allies. Combo Field: Lightning Earth Earthen Shell: Encase yourself in stone granting yourself Stability and gain 3 stacks of Eathen Shell, Blocking the next three attacks against you, then gain Protection. If any stacks of Earthen Shell remain when this skill ends nearby enemies are take damage for each remaining stack and are Knocked Down. Spike Defense: Erect spikes from the ground beneith your feet Knocking Back near by enemies, damaging them and inflicting Bleed. Enemies attempting to enter melee range are Knocked Back and gain another stack of Bleed. Flips over into Geomagnetism. - Geomagnetism: launch the spikes at your feet dealing heavy damage and inflicting bleed to enemies in a radius around you. Gain Magnetic Aura. Combo Finisher: Whirl
  9. Reading through all of that… I honestly have no idea what is actually even being suggested with most of that… half of it is senseless rambling with no clear concept or suggestion to be found… what little did make sense though… 2) elemental absorbtion… interesting idea but not sure it’s necessary… also, what mesmer can absorb Torment? There is not a single skill or trait or trait for mesmers to this effect that I can find. Necromancers can absorb poison sure, but thats all… Necromancers are the only profession with any abilities or traits that allow for absorbing conditions… guardian and mesmer both do have a skill or two for condi conversion though, but nothing to the degree of what necromancer has for poison or what the OP is suggesting for elementalists… 4) elemental compression… this idea actually may have some merit and potential… its actually something that was suggested way back during the early alpha tests even. Many of us were not happy with the current design of elementalist and felt we should be able to focus on an element like in GW1… ideas like this were brought up to try and create a balanced way to incentivize camping one element while still maintaining the option for Attunement swapping for those who enjoy the play style. Suggestions. 1 & 3 are completely incomprehensible…
  10. 3 out of 24 of mine… and I don’t see myself making a 4th even when ai do get around to getting 3 more character slots to make a Virtuoso, Untamed, and Mechanist… Asura master race!!! I try to pair races and elite specs that feel thematically correct… my three Charr are Scrapper, Renegade, & Deadeye… the only other espec that I’d consider making a Charr with currently is Berserker, but that’s currently a Norn… maybe if we see a spirit warrior type of Warrior eSpec in the future I may change it… and they are also my least played characters… when I do get on to play one of them I’m on them for like an hour and then switch to literally any other character for the entire rest of the day… Charr are just unbearable to play… their movement induces motion sickness, and you can’t even really see where they are actually standing when in motion making jumping puzzles an absolute nightmare… I can’t tell you how many times I have overshot or undershot a jump because of not being able to tell when I was at the edge of the platform due to their animations…
  11. Torch could see some potential use as mainhand… but not the others… focus has always been the offhand counterpart to scepter and vice-versa… I know alot of people who have been pushing for mainhand focus want it to be used as a melee fist weapon, but that will never happen. Focus will always remain as a magic weapon. We are far kore likely to receive an all new weapon type to fulfill the fist weapon roll than to ever see focus repurposed like that. Mainly because such a weapon would work on classes that already use focus as well. mainhand shield is just ridiculous, and will always be viewed as such… while sure shield fighting techniques were a thing in mideval times, they were never a primary fighting style in any society. Shields have always been used as defensive tools first and foremost. To be perfectly honest, all classes should have had dual skills in slot 3 instead of just thief… this would have been a perfect spot for offensive shield skills too… torch however is logical as either a mainhand or offhand weapon… the only issue here is that dual wielding torch makes no sense…
  12. While I don’t disagree that ESpecs were intended to fulfill the secondary profession aspect of GW1 in a distinctly GW2 fashion… not every elite spec is does this, nor were all of them designed to either… most notably are the two you’ve mistakenly labeled as /N simply because they have wells… Chronomancer has no necromancer influence to it at all, it simply shares a skill type, Chronomancer was made to give some life to a lost profession from a canceled GW1 expansion. Its design is also just an extension of core Mesmer, wells just fit the best mechanically for the utility skills they wanted to design for it. Scrapper also has ZERO necromancer influence, it didn’t even have wells originally. Scrapper was designed entirely as an expansion of core Engineer. It only gained wells later when ANet decided that they couldn’t fix the janky mechanics of the Gyro skills, so they just redesigned them into wells instead. Engineer does have an En/N espec though, it’s called Holosmith. honestly, there is a lot of room for more secondary profession inspired especs and for more core expansion especs.
  13. The reasoning is likely due to the fact that Power Block increases the recharge time of the interrupted skill, and because of that is has to be applied by the triggering interruption skill rather than as an additional skill action. Lightning Rod does everything Power Block does, except for increase skill recharge. Meanwhile Lightning Rod had to be a separate skill in order for it to include its visual effects. Power Block doesn't have a unique visual effect so it has no need of being a separate skill.
  14. While I want all weapons that could be dual wielded to have dual wield options on every profession… the way you are suggesting to do it is just terrible… sure it saves time by not needing to make new skills… but I’d still rather have the new skills. Your suggestion doesn’t even actually support dual wielding even… what happens if I play Engineer and want to dual wield sword? Do I get 2 copies of skill 2 & 3? Or does it just not let me? And what about thief… If I use a mainhand only weapon as offhand what dual skill do I get on my actual main hand? Do they all use the empty offhand dual skill? Will new dual skills be made? Further more what skill do I get as skill 5? It can’t be skill 3 since thats the dual skill, so does thief convert auto attack i to skill 4 or 5 instead? And what about Weaver dual skills? If you wield and offhand weapon as mainhand what happens when you dual attune? If you wield a mainhand as an offhand does skill 5 change with dual attunement now too? instead of this clearly half baked time saver idea, I’d rather they just continue to expand our weapon options on each class and properly add off-hand versions. There are just too many problems with your suggestion. honestly with our current weapon options, I can only actually see myself using this sort of feature as you suggested it with exactly 2 weapons… Elementalist Pistol and Thief Axe… and simply because I honestly believe that both of those weapons should have been offhand given their skill design. And one of those wouldn’t work with how you suggested it even…
  15. Simple solution. Banners give their passive benefit constantly while placed, and the banner skill flips over to a Rally skill that can be activated once every 30 seconds to reapply the initial placement buff…
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