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Mediahead.3542

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Everything posted by Mediahead.3542

  1. Here's what I'd like to see for e-spec weapons; Guardian: OH sword Warrior: Staff Revenant: Scepter Ranger: Hammer Thief: Mace Engineer: Staff/mace* Mesmer: Dual daggers Elementalist: Dual pistols Necromancer: Longbow/shortbow *I have two different e-spec ideas for engi
  2. I have this idea for an elite spec that channels the legends of Oola and Zinn (called a Savant) but I'm having a hard time deciding on what weapon they should use. I've narrowed it down to these four so I thought I'd gauge other people's thoughts on the matter. Which weapon would best suit a revenant that channels the power of asuran golemancers?
  3. Just 5 more minutes Anet. That's all we're asking!
  4. I picked reptilian race, but not the established ones in game. What I have in mind is an entirely new race that are an evolutionary offshoot of the Forgotten. They'd have only 2 arms but also 2 legs, as well as having features from other reptiles besides snakes, such as alligators and turtles.
  5. Since we're sharing, here are my ideas for e-specs that I've worked out so far 1. Guardian/Avenger: dps-focused spec.Lore: Not wanting his skills to go to waste, a faction of Cantha's guardians, who came to be known as "Avengers," incorporated Shiro Tagachi's twin sword style into their fighting techniques, allowing them to strike at enemies even faster then beforeWeapon: Off-hand swordArmor: ShoulderProfession mechanic: Virtues become Furies*. a combination of Tempest's overload and warrior's adrenaline, Each fury can charge up over time with each attack. Once charged they can release an AoE field that has different effects depending on the fury used. Furious Justice; damage/burning, Furious Resolve; healing/condi cleanse, and Furious Courage; stability/resistance. The major drawback is that they can only focus on one fury at a time so you need to keep that in mind during battleUtility skills: Rage. These skills can speed up the charging time of furies when used 2. Revenant/Savant: dps-focused (plus some condi) spec.Lore: Oola and Zinn were master and apprentice turned bitter rivals in the world of golemancy. Now revenants can channel both of their legends and talents as SavantsWeapon: Scepter, focus, or dagger**Armor: GlovesProfession mechanic: Channels the legends of golemancers, Oola and Zinn, doing so causes a classic golem to appear that never strays too far from your current location. Grants unique profession skills, Zinn's Enhancements to boost golem's stats and your own, and Oola's Necrosis to allow you and your golem to siphon health and convert boons into conditions. Utility skills: Legendary Savant skills. Unique only to savants, these allow the player to command your golem to use special attacks like rocket punch, missile barrage, etc. Elite skill causes golem to self-destruct, knocking back opponents and releasing poisonous gas and rendering utility skills useless until re-summoned with healing skill, similar to Ventari's tablet. 3. Warrior/Monk: Support-focused spec.Lore: Naming themselves after the monks of old, these warriors seek inner peace and balance, even in the heat of battleWeapon: Melee staffArmor: GlovesProfession Mechanic: Serenity. Similar to the Berserk mode of berserkers, it is a unique burst skill that alters existing burst skills to grant different boons to themselves and allies depending on which burst skill is usedUtility skills: Mantras. 4. Engineer/Apothecary or Aethermancer***:4a. Apothecary: Condi-focused specLore: Apothecaries are masters of chemicals that have studied various elixirs and poisons over the years and uses this knowledge to enhance their fighting capabilitiesWeapon: main hand/dual wield axes***Armor: GlovesProfession mechanic: n/aUtility skill: Chemicals. similar to Thief's venom skills, these can add additional conditions and/or boons to your weapon skills or create aoe fields that can harm enemies and buff allies.Note: This could potentially bring back old traits such as Acidic Elixirs and Acid coating. 4b: Aethermancer: CC-focused specLore: By reverse engineering the technology from the Aetherblade pirates, Engineers are now able to channel aether magic through scientific means as AethermancersWeapon: Main-hand maceArmor: GlovesProfession mechanic: N/AUtility skills: Aether weapons. Summons weapons of pure aether energy to attack or defend, similar to guardian's spirit weapons 5. Elementalist/Spellslinger: Ranged/dps-focused specLore: Some elementalists are not able to wield magic like their brethren. Fortunately, the ones in Cantha found a workaround for that by focusing the elements into specially made ammunition, allowing them to cast spells through pistols at great distances by simply pulling the triggerWeapon: Dual pistolsArmor: Helm/chest (Maybe a trenchcoat like medium armor has)Profession mechanic: Attunements become ammunition. Spellslingers are able to attack without needing to be attuned to a specific element, and instead creates bullets that are based on one of the four elements. These bullets last for about 15 charges, but this can be increased to 20 through e-spec trait. they're able to switch to other ammo like before but if you do with while another set of ammo is active, you will lose the leftover charges and will have to wait until cooldown to use them again. The tradeoff is that all other weapon skills lose their original attunements unless activated again and instead use non-elemental arcane energy in their placeUtility skills: Tricks 6. Ranger/Warden: Dps/CC-focused specLore: Wardens were mysterious creatures that protected the Echovald Forests of Cantha. Now Rangers can learn their secrets and carry on their legacy of defending nature from those who would exploit itWeapon HammerArmor: Boots/helmProfession mechanic: Build energy during combat to use unique skill to temporarily transform into large tree monster with CC.Utility skills: Punishments 7. Thief/Gangleader: DPS/support-focused specLore: Various gangs run rampant in the criminal underworld. As a gangleader, you will command your underlings to do your bidding while aiding them in battleWeapon: GreatswordArmor: GlovesProfession mechanic: N/AUtility skills: Minions. Summon gang members with unique abilities and effects, similar to Necromancer's minions 8. Mesmer/Psychomancer(I wasn't able to come up with anything that could work for mesmers, so now I support this person's idea called "The Psychomancer." Check it out here: https://en-forum.guildwars2.com/discussion/58284/the-psychomancer-mesmer-elite-specialization-suggestion ) 9. Necromancer/Seance: Support/ranged-focused specLore: Seances seek to bring peace to restless souls and protect them from otherworldly creatures that would harm them. They can also summon spirits to aid them in battleWeapon: Longbow/shortbow***Armor: GlovesProfession Mechanic: Replaces Death Shroud with Spirit Shroud. This grants unique skills that heals and buffs themselves and other players as well as do damage. #5 skill grants the user distortion for a few secondsUtility skills: Spirits. Similar to Ranger's spirits, seance's summon ghostly souls that cause effects depending on which ones where summoned. These skills can also be traited to grant distortion when activated Name subject to changewould like to see a combination of two of these, even if it is unlikely that will happen.Either one could work
  6. Anyone else feel like Thunderhead and Snowden CMs need to be nerfed, or at the very least have the limit increased? Even under the best conditions, you'll only have roughly 5 mins in Snowden to beat *****
  7. I don't usually do this, but I was wondering if there are currently any plans to release the armor skins based on the wolf snd snow leopard shaman armor before the Icebrood Saga ends? Any answer you can provide will be greatly appreciated. Thank you
  8. Here's what I'd like to see for e-spec weapons; Guardian: OH swordWarrior: StaffRevenant: Scepter/focus/dagger*Ranger: HammerThief: MaceEngineer: Staff/mace*Mesmer: Dual daggersElementalist: Dual pistolsNecromancer: Longbow/shortbow *Either/or**I have two different e-spec ideas for engi
  9. For now I'm considering replacing their other weapon skills with a kind of neutral aether energy in place of the elemental attunements. They can still use the ammo system for their other weapons as well. It's all still a work in progress though, so this might change later
  10. You done necroed my post! Woah! But as for the sous-chef idea, I think that sort of idea would work better as skill skins. Which has been an idea floating around for a while. Like replacing med kits with cupcakes or turrets in the style of Asura tech. As for Ele, My my position is evolving. But what exactly would a spellslinger do different than what ele already does?I've actually expanded on it a bit since then. Here's what I've come up with https://en-forum.guildwars2.com/discussion/113030/elite-spec-idea-spellslinger#latest
  11. Since we're sharing, here are my ideas for e-specs! (SOME OF THESE ARE STILL WORKS-IN-PROGRESS, SO KEEP AN OPEN MIND WHEN RESPONDING) Guardian/Avenger: dps-focused spec.Lore: Not wanting his skills to go to waste, a faction of Cantha's guardians, who came to be known as "Avengers," incorporated Shiro Tagachi's twin sword style into their fighting techniques, allowing them to strike at enemies even faster then beforeWeapon: Off-hand swordArmor: ShoulderProfession mechanic: Virtues become Furies*. a combination of Tempest's overload and warrior's adrenaline, Each fury can charge up overtime with each attack. Once charged they can release an AoE field that has different effects depending on the fury used. Furious Justice; damage/burning, Furious Resolve; healing/condi cleanse, and Furious Courage; stability/resistance. The major drawback is that they can only focus on one fury at a time so you need to keep that in mind during battleUtility skills: Rage. These skills can speed up the charging time of furies when used Revenant/Savant: dps-focused (plus some condi) spec.Lore: Oola and Zinn were master and apprentice turned bitter rivals in the world of golemancy. Now revenants can channel both of their legends and talents as SavantsWeapon: Scepter, focus, or dagger**Armor: GlovesProfession mechanic: Channels the legends of golemancers, Oola and Zinn, doing so causes a classic golem to appear that never strays too far from your current location. Grants unique profession skills, Zinn's Enhancements to boost golem's stats and your own, and Oola's Necrosis to allow you and your golem to siphon health and convert boons into conditions. Utility skills: Legendary Savant skills. Unique only to savants, these allow the player to command your golem to use special attacks like rocket punch, missile barrage, etc. Elite skill causes golem to self-destruct, knocking back opponents and releasing poisonous gas and rendering utility skills useless until re-summoned with healing skill, similar to Ventari's tablet. Warrior/Monk: Support-focused spec.Lore: Naming themselves after the monks of old, these warriors seek inner peace and balance, even in the heat of battleWeapon: Melee staffArmor: GlovesProfession Mechanic: Serenity. Similar to the Berserk mode of berserkers, it is a unique burst skill that alters existing burst skills to grant different boons to themselves and allies depending on which burst skill is usedUtility skills: Mantras. Engineer/Apothecary or Aethermancer***: 4a. Apothecary: Condi-focused specLore: Apothecaries are masters of chemicals that have studied various elixirs and poisons over the years and uses this knowledge to enhance their fighting capabilitiesWeapon: main hand/dual wield axes***Armor: GlovesProfession mechanic: n/aUtility skill: Chemicals. similar to Thief's venom skills, these can add additional conditions and/or boons to your weapon skills or create aoe fields that can harm enemies and buff allies.Note: This could potentially bring back old traits such as Acidic Elixirs and Acid coating. 4b: Aethermancer: CC-focused specLore: By reverse engineering the technology from the Aetherblade pirates, Engineers are now able to channel aether magic through scientific means as AethermancersWeapon: Main-hand maceArmor: GlovesProfession mechanic: N/AUtility skills: Aether weapons. Summons weapons of pure aether energy to attack or defend, similar to guardian's spirit weapons Elementalist/Spellslinger: Ranged/dps-focused specLore: Some elementalists are not able to wield magic like their brethren. Fortunately, the ones in Cantha found a workaround for that by focusing the elements into specially made ammunition, allowing them to cast spells through pistols at great distances by simply pulling the triggerWeapon: Dual pistolsArmor: HelmProfession mechanic: Attunements become ammunition. Spellslingers are able to attack without needing to be attuned to a specific element, and instead creates bullets that are based on one of the four elements. These bullets last for about 15 charges, but this can be increased to 20 through e-spec trait. they're able to switch to other ammo like before but if you do with while another set of ammo is active, you will lose the leftover charges and will have to wait until cooldown to use them againUtility skills: Tricks Ranger/Warden: Dps/CC-focused specLore: Wardens were mysterious creatures that protected the Echovald Forests of Cantha. Now Rangers can learn their secrets and carry on their legacy of defending nature from those who would exploit itWeapon HammerArmor: BootsProfession mechanic: Build energy during combat to use unique skill to temporarily transform into large tree monster.Utility skills: Punishments Thief/Gangleader: DPS/support-focused specLore: Various gangs run rampant in the criminal underworld. As a gangleader, you will command your underlings to do your bidding while aiding them in battleWeapon: Main-hand/Dual mace(s) or Greatsword***Armor: GlovesProfession mechanic: N/AUtility skills: Minions. Summon gang members with unique abilities and effects, similar to Necromancer's minions Mesmer: (I wasn't able to come up with anything that could work for mesmers, so now I support this person's idea called "The Psychomancer." Check it out here: https://en-forum.guildwars2.com/discussion/58284/the-psychomancer-mesmer-elite-specialization-suggestion ) Necromancer/Seance: Support/ranged-focused specLore: Seances seek to bring peace to restless souls and protect them from otherworldly creatures that would harm them. They can also summon spirits to aid them in battleWeapon: Longbow/shortbow***Armor: GlovesProfession Mechanic: Replaces Death Shroud with Spirit Shroud. This grants unique skills that heals and buffs themselves and other players as well as do damage. #5 skill grants the user distortion for a few secondsUtility skills: Spirits. Similar to Ranger's spirits, seance's summon ghostly souls that cause effects depending on which ones where summoned. These skills can also be traited to grant distortion when activated Name subject to changewould like to see a combination of two of these, even if it is unlikely that will happen.Either one could work
  12. Since we're sharing, here are my ideas for e-specs! (SOME OF THESE ARE STILL WORKS-IN-PROGRESS, SO KEEP AN OPEN MIND WHEN RESPONDING) Guardian/Avenger: dps-focused spec.Lore: Not wanting his skills to go to waste, a faction of Cantha's guardians, who came to be known as "Avengers," incorporated Shiro Tagachi's twin sword style into their fighting techniques, allowing them to strike at enemies even faster then beforeWeapon: Off-hand swordArmor: ShoulderProfession mechanic: Virtues become Furies*. a combination of Tempest's overload and warrior's adrenaline, Each fury can charge up overtime with each attack. Once charged they can release an AoE field that has different effects depending on the fury used. Furious Justice; damage/burning, Furious Resolve; healing/condi cleanse, and Furious Courage; stability/resistance. The major drawback is that they can only focus on one fury at a time so you need to keep that in mind during battleUtility skills: Rage. These skills can speed up the charging time of furies when used Revenant/Savant: dps-focused (plus some condi) spec.Lore: Oola and Zinn were master and apprentice turned bitter rivals in the world of golemancy. Now revenants can channel both of their legends and talents as SavantsWeapon: Scepter, focus, or dagger**Armor: GlovesProfession mechanic: Channels the legends of golemancers, Oola and Zinn, doing so causes a classic golem to appear that never strays too far from your current location. Grants unique profession skills, Zinn's Enhancements to boost golem's stats and your own, and Oola's Necrosis to allow you and your golem to siphon health and convert boons into conditions. Utility skills: Legendary Savant skills. Unique only to savants, these allow the player to command your golem to use special attacks like rocket punch, missile barrage, etc. Elite skill causes golem to self-destruct, knocking back opponents and releasing poisonous gas and rendering utility skills useless until re-summoned with healing skill, similar to Ventari's tablet. Warrior/Monk: Support-focused spec.Lore: Naming themselves after the monks of old, these warriors seek inner peace and balance, even in the heat of battleWeapon: Melee staffArmor: GlovesProfession Mechanic: Serenity. Similar to the Berserk mode of berserkers, it is a unique burst skill that alters existing burst skills to grant different boons to themselves and allies depending on which burst skill is usedUtility skills: Mantras. Engineer/Apothecary or Aethermancer***: 4a. Apothecary: Condi-focused specLore: Apothecaries are masters of chemicals that have studied various elixirs and poisons over the years and uses this knowledge to enhance their fighting capabilitiesWeapon: main hand/dual wield axes***Armor: GlovesProfession mechanic: n/aUtility skill: Chemicals. similar to Thief's venom skills, these can add additional conditions and/or boons to your weapon skills or create aoe fields that can harm enemies and buff allies.Note: This could potentially bring back old traits such as Acidic Elixirs and Acid coating. 4b: Aethermancer: CC-focused specLore: By reverse engineering the technology from the Aetherblade pirates, Engineers are now able to channel aether magic through scientific means as AethermancersWeapon: Main-hand maceArmor: GlovesProfession mechanic: N/AUtility skills: Aether weapons. Summons weapons of pure aether energy to attack or defend, similar to guardian's spirit weapons Elementalist/Spellslinger: Ranged/dps-focused specLore: Some elementalists are not able to wield magic like their brethren. Fortunately, the ones in Cantha found a workaround for that by focusing the elements into specially made ammunition, allowing them to cast spells through pistols at great distances by simply pulling the triggerWeapon: Dual pistolsArmor: HelmProfession mechanic: Attunements become ammunition. Spellslingers are able to attack without needing to be attuned to a specific element, and instead creates bullets that are based on one of the four elements. These bullets last for about 15 charges, but this can be increased to 20 through e-spec trait. they're able to switch to other ammo like before but if you do with while another set of ammo is active, you will lose the leftover charges and will have to wait until cooldown to use them againUtility skills: Tricks Ranger/Warden: Dps/CC-focused specLore: Wardens were mysterious creatures that protected the Echovald Forests of Cantha. Now Rangers can learn their secrets and carry on their legacy of defending nature from those who would exploit itWeapon HammerArmor: BootsProfession mechanic: Build energy during combat to use unique skill to temporarily transform into large tree monster.Utility skills: Punishments Thief/Gangleader: DPS/support-focused specLore: Various gangs run rampant in the criminal underworld. As a gangleader, you will command your underlings to do your bidding while aiding them in battleWeapon: Main-hand/Dual mace(s) or Greatsword***Armor: GlovesProfession mechanic: N/AUtility skills: Minions. Summon gang members with unique abilities and effects, similar to Necromancer's minions Mesmer: (I wasn't able to come up with anything that could work for mesmers, so now I support this person's idea called "The Psychomancer." Check it out here: https://en-forum.guildwars2.com/discussion/58284/the-psychomancer-mesmer-elite-specialization-suggestion ) Necromancer/Seance: Support/ranged-focused specLore: Seances seek to bring peace to restless souls and protect them from otherworldly creatures that would harm them. They can also summon spirits to aid them in battleWeapon: Longbow/shortbow***Armor: GlovesProfession Mechanic: Replaces Death Shroud with Spirit Shroud. This grants unique skills that heals and buffs themselves and other players as well as do damage. #5 skill grants the user distortion for a few secondsUtility skills: Spirits. Similar to Ranger's spirits, seance's summon ghostly souls that cause effects depending on which ones where summoned. These skills can also be traited to grant distortion when activated Name subject to changewould like to see a combination of two of these, even if it is unlikely that will happen.Either one could work
  13. Savant: dps-focused (plus some condi) spec. Lore: Oola and Zinn were master and apprentice turned bitter rivals in the world of golemancy. Now revenants can channel both of their legends and talents as Savants Weapon: Scepter, focus, or dagger* Armor: Gloves Profession mechanic: Channels the legends of golemancers, Oola and Zinn, doing so causes a classic golem to appear that never strays too far from your current location. Grants unique profession skills, Zinn's Enhancements (f3) to boost golem's stats and your own, and Oola's Necrosis (f4) to allow you and your golem to siphon health and convert boons into conditions. Utility skills: Legendary Savant skills. Unique only to savants, these allow the player to command your golem to use special attacks like rocket punch, missile barrage, etc. Elite skill causes golem to self-destruct, knocking back opponents and releasing poisonous gas and rendering utility skills useless until re-summoned with healing skill, similar to Ventari's tablet. *Would like to see a combination of two of these, even if it is unlikely that will happen.
  14. As tempting as it is to imagine what a 3rd Guild Wars would look like, I'd much rather this game be given the budget and team it deserves to fix up the older content and optimize the the game overall
  15. I can take it or leave it. But I'm betting at least some ppl get one just to dye it pink
  16. I picked a Norn guardian as my main cuz I wanted to be a like a giant tanky hero. I still play him for story content, except I also have made a bunch of alts since then that deal with dailies and the like
  17. I know I'm probably gonna get some hate for this, but hesr me out. You know when Anet ran that design-a-weapon contest some years ago and the best ones got added to the game? What I'm thinking is what if they did that but with outfits? You could design an outfit for the characters to wear, and the best ones would be added to the game. The entries could be divided into different categories such as "stylish," "practical," "casual," etc, and the whole thing might help boost ppl's interest in them if they're contributing to them. What do you guys think?
  18. New e-specsNew urban-themed WvW map (maybe a mix of Cantha, Orr, etc.)Game optimization
  19. I've posted my own ideas for e-specs here https://en-forum.guildwars2.com/discussion/113013/elite-spec-ideas-reworked As for new races, they've said over and over again that it won't happen for a lot of reasons so you won't be seeing any more in this game. That said, if they were to make a GW3, I would like to have a race of dragon/reptilian ppl to play with
  20. I think what we really need are some full length albums you can buy IRL. They could be the biggest virtual metal band since Dethklok P.S. Anet should add the electric guitar instrument in gem store
  21. Here's my idea for an elite spec; The Seance Support/ranged-focused spec Lore: Seances seek to bring peace to restless souls and protect them from otherworldly creatures that would harm them.Weapon: Longbow/shortbowArmor: GlovesProfession Mechanic: Replaces Death Shroud with Spirit Shroud. This grants unique skills that heals and buffs themselves and other players as well as do damage. #5 skill grants the user distortion for a few secondsUtility skills: Meditations
  22. I've been trying to come up with a mesmer e-spec that uses daggers but this is way better then what I had in mind. My question is how will it affect weapon skills that spawn clones? Will there abilities change beyond adding more hex power? Also, minor note, but would it be possible to add an off-hand dagger as well? One last thing; At least one of the utility skills should be a stun breaker. I'll let you decide which one that should be
  23. That's fair. I guess I didn't take other weapon skills into consideration, Perhaps the weapon skills on their own would just use arcane energy as opposed to one of the elemental magics I don't know if you've been away for a while, but they changed eles a LOT since then. Also, they already conjure weapons
  24. Here's an idea/wish for the next elite spec for eles, The spellslinger! Lore: Some elementalists are not able to wield magic like their brethren. Fortunately, the ones in Cantha found a workaround for that by focusing the elements into specially made ammunition, thus making spell casting as easy as pulling the triggerWeapon: Dual pistolsArmor: HelmProfession mechanic: Attunements become ammunition. Spellslingers are able to attack without needing to be attuned to a specific element, and instead uses bullets that are based on one of the four elements. These bullets last for about 15 charges, but this can be increased to 20 through e-spec trait. they're able to switch to other ammo like before but if you do with while another set of ammo is active, you will lose the leftover charges and will have to wait until cooldown to use them againUtility skills: Tricks/Preperations What do you think?
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