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Mediahead.3542

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Everything posted by Mediahead.3542

  1. I'm sorry, I just want this for the record. I was just at the Silent Surf fractal again recently and Dessa did in fact say "Fractal tearing." despite it not being mentioned in the wiki article. Also, I'd like to add that you yourself admitted she said that in an earlier post. And since I'm bringing this up again, I'm willing to bet that the phrase means exactly what it sounds like, that something, or someone, tore open the fractal
  2. I am of the opinion that at least one of the voices belong to Kanaxai. The other I'm not so sure on, although I suspect that it could be a high-ranking kryptis, if not Eparch himself
  3. Okay, I'll concede that she did not mention any tearing in the fractal, rather there was an instability. But if you really wanna get into it, let me say this. The fractals are, for lack of a better phrase, "wibbly wobbly timey wimey stuff" that exists in the mists. Essentially anything can happen there regardless of whether it happened in Tyria or not. Even Gorrik himself admitted, in the letter you yourself quoted, that the fractals are more often historically inaccurate than not (the urban battleground being the most prominent example). Dessa, Arrk, and the others effectively become part of the fractals, if not outright create them, by simply walking into them (not sure how PCs are unaffected by this, although I assume it had something to do with the Consortium), the wizards of the Astral Ward literally create fractals of what-if scenarios to study. But to answer your question, while it maybe possible that Kanaxai was just part of the fractal from the start, it's also possible that he wasn't. And unlike the poor souls stuck in their permanent fractal loops, he, like other demons, came from the mists which means he could just as easily influence the behavior of an existing fractal if he so chooses.
  4. Maybe he left a kind of imprint on the fractal when he left, so now it plays out with him appearing each time instead of how it was originally supposed to. And as I said before, between the fractal tearing Dessa mentions and the dialogue between the "Ominous" and "Mysterious" voices (one of them definitely being Kanaxai), this was not a normal encounter IMO. But I suppose we'll know the truth once the rest of the SotO story continues
  5. Oof, that's gonna be real awkward for my GW2 main, considering the man who raised him is the descendant of my GW1 main
  6. So I just had a terrifying thought after playing through SotO and learning about Eparch and these demon houses. Kanaxai introduced himself as the Scythe of House Aurkus, something he wasn't back in GW1, right? What if, assuming he survived being defeated in the Deep dungeon way back then, he ended up working with Eparch and the kryptis. And if that's the case, what if the Kanaxai we fought in the fractal ISN'T the one from the past? And if he wasn't part of the fractal that would mean that was in fact the REAL Kanaxai. What if the demon we fought wasn't trying to break out of the fractal, but had actually broken into it?
  7. I've been worked on a couple specs, although I plan on tweaking them a bit more. The Gemcutter, a hammer mesmer that deals in melee combat and summons crystal (read: spirit) weapons. Minor note, all the weapon/utility skills are named after gems from Steven Universe (https://en-forum.guildwars2.com/topic/133840-elite-spec-idea-gemcutter/#comment-1941199) And the Seance, a longbow necro that deals in long ranged support, gains distortion through it's shroud, and summons spirits similar to ranger spirit skills (NOTE: I'm still working out the details on this one here: https://en-forum.guildwars2.com/topic/134566-elite-spec-idea-seance-work-in-progress/#comment-1953168)
  8. Does anyone think that after the flame legion stopped being evil after IBS that the crown pavilion should've switched them out for some other enemy? Maybe they could replace them with a new Frost Legion section so instead of two fire sections, there's one fire and one ice section. Or they could bring back the ogres if that's easier
  9. I've been asking for holo-mordrem for years now, and so far, nothing has come of it. I'm convinced they just don't have the resources to program them, as well as a hologram of the mouth of Mordremoth, into Dragon Bash. As for Soo-Won, I don't know if she should have a hologram effigy like the others since she wasn't exactly evil by choice, and in the grand scheme of things we didn't actually defeat her rather, we fought back the void, and she died afterwards. And yeah, the arena music is a little random most times
  10. Here's my idea for a ranged support spec. Bare in mind it's not fully fleshed out yet, as I've been having some difficulties coming up with skills and traits. Constructive criticism is appreciated. Lore: The seance use their necromancy to commune with the dead, thus forming beneficial relationships with them. The seance protects the spirits from those that would harm and exploit them, and in return the spirits would aid the seance and their allies in battle. They keep enemies at bay with their longbow, and with their Phantom Shroud, they are able to phase between our world and the next, protecting themselves from attacks. Unique Profession Mechanic: Phantom Shroud Entering and exiting Phantom Shroud grants you temporary distortion. Phantom Shroud skills Going Ghost Disappear in a cloud of spectral haze, granting stealth Longbow skills (so far) 1. Chillshot Shoot icy arrows at target foe. 2. Ghostly Chains Fire arrow at target foe to tether them to the ground. If they move beyond the threshold, they're pulled back to arrow that tethered them. Reveals target every second 3. 4. 5. Rising Arrows Shoot a ghostly arrow toward the ground. Arrows will burst out of the ground at target area, damaging and weakening foes Slot Skills Healing: Rejuvenating Spirit Spirit. Summon a rejuvenating spirit at a target location to heal yourself. The spirit will speak enchanted words, granting boons to nearby allies. Kind Words Your rejuvenating spirit speaks in a nurturing tone that heals nearby allies. Regen (3s) 390 Heal Utility: Courageous Spirit Spirit. Summon a corageous spirit at a target location to and apply resolution yourself and nearby allies. The spirit will speak enchanted words, granting boons to nearby allies. Rallying Cry Your corageous spirit makes an empowering speech, inspiring you and your allies to keep fighting Vigor (3s): +50% Endurance Regeneration Might (5s): 30 Condition Damage, 40 Power Breaks Stun Violent Spirit Spirit. Summon a violent spirit at a target location to strike at nearby foes. The spirit will speak enchanted words, granting boons to nearby allies. Fighting Words Your violent spirit taunts nearby foes and spurs you and your allies to strike hard and fast Taunting words Quickness Frightening Spirit Spirit. Summon a frightening spirit at a target location to inflict fear onto nearby foes. The spirit will speak enchanted words, granting boons to nearby allies. Chilling Words Your frightening spirit whispers the darkest fears of nearby foes, slowing and chilling them in the process Slow Chilling Noxious Spirit. Spirit. Summon a noxious spirit at a target location to inflict random conditions on nearby foes. The spirit will speak enchanted words, granting boons to nearby allies. Vile Language Your noxious spirit will spew hateful words at foes, tormenting them Elite: Warped Spirit Spirit. Summon a warped spirit at a target location to grant distortion to yourself and nearby allies. The spirit will speak enchanted words, granting boons to nearby allies. Broken Words Your warped spirit will speak in tongues, somehow granting resistance to you and your allies yet confusing nearby foes Distortion Resistance Confusion Seance traits Minor Proficiency: Longbow Proficiency You can wield longbow Minor Adept: See Dead People Death Shroud is replaced with Phantom Shroud, granting you more defensive and supporting skills for you and your allies. Gain access to spirits. Death From Afar Longbow skills inflict additional movement-imparing conditions. Deals increased damage to far away enemies Sticks and Stones Spirits now inflict damage to nearby foes when summoned. Verbal Abuse Noxious Spirit will now corrupt nearby enemy boons into conditions instead of just inflicting them
  11. I've toyed with the idea of a LS map where we return to Maguuma to help him and the new Nightmare Court fight off the Toxic Alliance
  12. Same, but with both Zinn and Oola. I think what they can do, to make them different from mechanists, is to have utility skills that summon PARTS of an ancient golem from the mists to attack, like summoning a rocket arm or barrier, with the elite skill pulling the whole thing out of the mists to go on a rampage for a few seconds before self-destructing
  13. If removing weapons from future e-specs is what it takes to make the golemancer rev a reality, then I'd be okay with that. (Honestly I was having a hard time nailing down a weapon for it anyway)
  14. Thank you for you input. I picked the main gems plus Obsidian for the hammer skills since they were the main characters of the show, and as for the other gems, I was thinking they could have a pink/purple aura around their weapons when summoned. I did consider making the Diamonds the elite skill, but it felt too obvious and just didn't have that certain "punch" that an elite skill should have IMO, so I went with Bismuth instead. And speaking of the elite skill, to address your confusion about the poison effect, when I was looking real life bismuths for research I learned that prolonged exposure to them can be toxic to humans, which is why the bismuth weapons have the poison effect. Although regarding your comment on shatters, I guess I could rework them and a couple traits to fit better with the e-spec, like with what Chrono did.
  15. I've been working on this idea for roughly a week now ever since I realized that mesmers have very few melee weapons. Here's what I have. Let me know what you think, constructive criticism is appreciated. Lore: Gemcutters harness special gems to enhance their magic, making their illusions more deadly than ever, they can also use these gems create crystal weapons to strike at foes from a distance. While most mesmers tend to keep their distance, Gemcutters aren't afraid to get up close and personal when wielding their hammer. Unique Profession Mechanic: Crystal Armor Encase yourself in crystalline armor that absorbs attacks and shatters when struck. Damaging foes. Damage: 525 Damage Reduced: 100% Number of Targets: 5 Bleeding (3s): 132 Damage Unblockable Range: 250 Hammer skills: 1a. Sapphire Swing (1/2s) Chain. Swing your hammer at foes. Damage: 300 Number of Targets: 3 Range: 130 1b. Ruby Bash (1/2s) Chain. Bash foes with your hammer Damage: 400 Number of Targets: 3 Range: 130 1c. Garnet Mallet (1s) Harness the power of both the sapphire and ruby to slam the ground. Inflicting weakness and vulnerability Damage: 550 Number of Targets: 3 Range: 130 Weakness (3s): -50% Endurance regeneration, +50% Fumble (Unrestricted) Vulnerability (6s): +1% Incoming Damage, +1% Incoming Condition Damage 2. Pearl Javelin (3/4s, 2s) Clone. Harness the power of the pearl to throw your hammer at your foes, dazing them. Summon a clone that attacks target enemy. Damage: 475 Number of Targets: 5 Daze: 1 second Defiance Break: 100 Combo Finisher: Physical Projectile Range: 1,000 3. Amethyst Beam (1s, 4s) Harness the power of the amethyst to fire a beam at target foe and pull them towards you. Range: 800 Unblockable 4. Rose Quartz Defense (3/4s, 8s) Harness the power of the rose quartz to create a dome that grants protection to allies and blocks missiles. Number of Impacts: 10 Number of Targets: 5 Protection (3s): -33% Incoming Damage Blocks Missiles Combo Field: Light Radius: 250 5. Phantasmal Wrecker(1 1/2s, 12s) Phantasm. Harness the power of the obsidian to create an illusion that slams the ground and release a wave of obsidian spikes from the ground, Inflicting bleeding and launches foes around them. Damage: 725 Launch: 425 Defiance Break: 300 Number of Targets: 5 Bleeding (3s): 132 Damage Combo Finisher: Blast Radius: 200 Range: 300 Slot Skills: Healing: Lapis Staff (1/2s, 2s) Crystal Weapon. Use a lapis lazuli to summon a staff that emits a healing aura to allies. Initial Self Heal: 4,025 Health per Second: 350 Number of Targets: 5 Duration: 4 1/2s Casts: 2 Count Recharge: 10 seconds Radius: 360 Combo Field: Water Range: 500 Utility: Peridot Scepter (1/2s, 5s) Crystal Weapon. Use a peridot to summon a scepter that zaps foes. Inflicting Torment. Damage: 150 Torment (3s): 66 Damage, 95 Damage if Foe Is Stationary Number of Targets: 3 Casts: 2 Count Recharge: 12 seconds Range: 400 Jasper Mace (1/2s, 5s) Crystal Weapon. Use a jasper to summon a mace that knocks down target foe. Damage: 319 Knockdown: 2 seconds Defiance Break: 250 Casts: 3 Count Recharge: 12 seconds Combo Finisher: Blast Spinel Axe (1/2s, 5s) Crystal Weapon. Use a spinel to summon an axe that bounces between foes, damaging and crippling them. Damage (5x): 150 Cripple (2s): -50% Movement Speed Number of Bounces: 5 Casts: 2 Count Recharge: 12 seconds Range: 1,200 Diamond Swords (1/2s, 10s) Crystal Weapon. Use three diamonds to summon swords that slash enemies within target area. Inflicts bleeding. Damage (9x): 950 Bleeding (3s): 175 Damage Duration: 6 seconds Strike Interval: 1 second Combo Interval: 1 second Casts: 2 Count Recharge: 15 seconds Radius: 190 Combo Finisher: Whirl Range: 850 Elite: Bismuth Armory (1 3/4s. 15s) Crystal Weapon. Drop a bismuth to summon one of three power weapon to attack and poison foes. Summoned weapon is determined by Grandmaster trait Damage: 280 Stun: 3 seconds Number of Targets: 5 Casts: 1 Count Recharge: 20 seconds Range: 600 Gemcutter traits: Minor Proficiency: Hammer Proficiency You can wield hammers Minor Adept: Embellished Arsenal You can now enhance your clones and illusions with crystals which causes them to inflict more damage and bleeding on foes when shattered. You now have access to Crystal Armor and Crystal Weapons. Clone Damage Increase: 10% Illusion Damage Increase: 5% Bleeding (3s): 66 Damage Major Adept: Sharp Edges Your illusions and clones have increased bleeding. Duration Increase: 20% Hard as Diamonds Crystal Armor now grants protection and resolution. Protection (3s): -33% Incoming Damage Resolution (5s): Incoming condition damage decreased by 33% Nailed It Hammer skills deal increased strike damage to disabled or defiant foes (Disables include, stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear) Damage Increase: 20% Minor Master: Blinding Radiance Illusions inflict blindness on critical hits Blindness (3s): Next outgoing attack misses Major Master: Healing Crystals Crystal Weapons now cure conditions when summoned Conditions Removed: 2 Always Be Prepared Crystal Weapons gain additional casts and confuse foes with their first strike Confusion (5s): 55 Damage, 49 Damage on Skill Use Additional Casts: 1 Glistening Milita Shatter skills now summon lesser Crystal Weapons when all active clones are destroyed. Mind Wrack: Summon Lesser Diamond Swords Cry of Frustration: Summon Lesser Peridot Scepter Diversion: Summon Lesser Jasper Mace Distortion: Summon Lesser Spinel Axe Minor Grandmaster: Polished Gems Crystal Weapons grant light aura when summoned. Light Aura (5s): -10% Incoming Condition Damage Major Grandmaster: Bismuth Sledge Bismuth Armory will summon a hammer to slam the ground, granting protection to allies, as well as knockdown foes and release a poisonous gas. Crystal Weapons grant protection and inflict poison if Bismuth Armory is not equipped Damage: 850 Knockdown: 3 seconds Defiance Break: 500 Protection (3s): -33% Incoming Damage Poison (10s): 390 Damage, -33% Heal Effectiveness Number of Targets: 5 Radius: 320 Bismuth Claymore Bismuth Armory will summon a poisonous greatsword that will unleash a powerful strike at foes and grant Might to allies. Crystal Weapons grant might and inflict poison if Bismuth Armory is not equipped Damage: 1,375 Might³ (5s): 90 Condition Damage, 90 Power Poison (10s): 390 Damage, -33% Heal Effectiveness Number of Targets: 5 Radius: 275 Bismuth Greatbow Bismuth Armory will summon a longbow that fires a barrage of poison arrows on target area as well as grant fury to allies. Crystal Weapons grant Fury and inflict poison if Bismuth Armory is not equipped Damage (10x) 2,500 Fury (1 3/4s): 25% Critical Chance Poison (10s): 390 Damage, -33% Heal Effectiveness Number of Targets: 5 Radius: 360
  16. I gotta say, I'm not on team rifle, but I think there's some potential here. As for a potential new name, maybe something that fits with the theme of loss and vengeance, like Avenger or Griever
  17. I've actually started kicking around an idea for a melee/CC hammer e-spec. I don't really have a name for it yet, but it kinda has a blacksmith theme and summons spirit weapons
  18. What I'm hoping for is that we'll get a melee staff with some CC, and maybe a pole vaulting skill/burst
  19. I think it's part high fantasy (the Central Tyrian humans, norn, and sylvari), part steampunk (the charr), and part magitech (the asura and Canthans).
  20. I honestly enjoy playing my norn firebrand, but one of the things that's hard to ignore is how much of it's lore is tied to elonian history through the tome mechanics (small thing, I know but still). However, that hasn't stopped me from creating headcanons of tomes based on norn history. Which are as follows; Tome of Justice: Recounts the fight between Jora and her brother, Svanir. Tome of Resolve: Recounts the tale of how the spirits of the wild led the norn people away from Jormag. Tome of Courage: Recounts the Saga of Aesgir Dragonrender standing up to Jormag. Does anyone else do this with their non-elonian firebrands? If you wanna share, I would love to hear about it.
  21. I've been asking for a spellslinger for years! And hey, if they do decide to bring back e-specs, maybe we can get that off-hand pistol and make it official!
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