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Mediahead.3542

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  1. Made some changes to some of my elite spec ideas. Let me know what you think (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: TorchArmor: GlovesProfession mechanic: Douses player in volatile chemicals granting retaliation and causing various conditions to enemies when hit, after a few seconds the player ignites the chemicals causing an explosion that knocks back enemies and gives them burning damage. The drawback is that the player will also take damage from doing this so you must monitor your health when using thisUtility 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: Boots***Profession 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)***Armor: GlovesProfession mechanic: N/AUtility skills: Minions. Summon gang members with unique abilities and effects, similar to Necromancer's minions Mesmer/Shinobi: Stealth/condi-focused specLore: The mesmers of Cantha have incorporated the stealth abilities of ancient Assassins as well as their modern day descendants, the thieves, to become Shinobi.Weapon: Dual daggersArmor: GloveProfession Mechanic: N/AUtility skills: N/A 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
  2. I posted these on another thread a while back but here are some of my ideas (Fair warning, some of these are still works in progress and are subject to change) Guardian/Avenger: dps-focused spec. Gains an off-hand sword, shoulder armor, plus an overload ability for their virtues similar to Tempests. The drawback is that they can only focus on one virtue at a time, but once charged they can release an AoE field that has different effects depending on the virtue used. For Justice, it's damage/burning, Resolve gets healing/condi cleanse, and Courage gets stability/resistance Revenant/Savant: dps_focused (plus some condi) spec. Gains either scepter, focus, or dagger* and helm armor(maybe). Channels the legends of golemancers, Oola and Zinn and summons a large classic golem Gains unique skills, Zinn's Enhancements to boost golem's stats and your own, and Oola's Necrosis to allow you and golem to siphon health and convert boons into conditions. Utility skills center around command skills that order 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 amd rendering utility skills useless until re-summoned with healing skill, similar to Ventari's tablet. Warrior/Monk: Support-focused spec. Gains melee staff, glove armor, and mantra skills Engineer/Apothecary or Aethermancer: Apothecary: condi-focused spec. Gains a torch, and new utility skill, Chemicals. These behave like Thief's venom skills in that using them can add additional conditions to your weapon skills or create aoe fields that can harm enemies and buff allies. Brings back old traits Acidic Elixirs and Acid coating.Aethermancer: By reverse engineering the technology from the Aetherblade pirates, Engineers are now able to channel aether magic through scientific means as Aethermancers. Gains main-hand mace and glove armor. weapon summons (either like guard's spirit weapons) for utility skills Elementalist/Spellslinger: Gains dual pistols and helm armor. Ranger/Warden: 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 it. Dps/CC-focused spec. Gains hammer and boot armor, as well as Rage utility skills. Build energy during combat to use unique skill to temporarily transform into large tree monster. Thief/Duelist**: Gains off-hand sword and glove armor. Mesmeror/Shinobi: Shinobi gains dual daggers. Necromancer/Deathblade or Executioner: Deathblade gains main-hand sword while Executioner gains hammer.
  3. Made some changes to guardain, warrior, and engineer specs
  4. You bring up a good point. There aren't any Mordremoth-themed foods either
  5. That's interesting. I can at least say that, based on an interaction I had with one of the devs ingame, that at least one of them is aware of this and also found it to be odd. So now we to make more of them aware of this as well. (and before anyone asks, I won't be naming them here)
  6. If it is an oversight, then we need to let them know that there's a demand to have it fixed before next year's festival.
  7. Let me restate my question then, if this is pre-Zhaitan's death, then why have a Dragon Bash at all? Remember, the first bash came about canonically because of Zhaitan's death (which led into the appearance of the Aetherblades, but that's another story) Dragon Bash was about showing resistance to Dragons. "Lion’s Arch honors the defiant spirit of its citizenry with the rousing Dragon Bash festival, when revelers laugh in the face of fear!" - The official website Which doesn't necessarily require having killed Zhaitan, only that people are resisting Elder Dragons (Which they have been for generations, sylvari and humans have been dealing with Zhaitan encroaching on their territories, norn have been dealing with Jormag's influence, charr have been dealing with Kralkatorrik and asura are literally only on the surface to begin with due to Primodus) Except that's not how time bubbles work. Central Tyria is still pre-Zhaitan death. Whether or not the in-game activity is celebrating Zhatian's death in the story, or Krakatorrik's death in the story, the NPC's of the world are still in a time period before any Elder Dragon deaths. Hence why even in the original 2013 event, it still featured Kralk holograms: Despite being way before even HoT, let alone PoF LW4 when Kralk was actually killed. It doesn't matter if he was active at that specific time or not. Since the holograms aren't based on using live targets to create them. All that matters is if people would know what he looked like so to be able to design a hologram about him. To which, Kralk has been the most visible of the Elder Dragons.First off, that's the Shatterer, not Kralk Second; Here's the timeline for season 1 which shows that the first dragon bash occurred after Last Stand at Southsun, which, among other events, occurred post-zhaitan's deathhttps://wiki.guildwars2.com/wiki/Living_World_Season_1#Dragon_Bash But if you want to talk strictly lore, then there are two things you need to consider; 1 is the Vinetooth boss in the Dragon Arena, a creature that was not seen or heard of in the first bash until HoT which, again, was post-zhaitan. The second thing is that part of your argument is based on some npcs saying "all dragons are evil." Well yeah, they would believe that given all the centuries of destruction they've caused and just cause Aurene is the only GOOD elder dragon (so far) doesn't mean everyone's gonna automatically believe some are good now. The Charr in Grothmar Valley don't fully trust Aurene and feel threatened by her despite her best intentions. The whole reason the Icebrood Saga is happening because Banger wants his own ED like the Commander has
  8. Let me restate my question then, if this is pre-Zhaitan's death, then why have a Dragon Bash at all? Remember, the first bash came about canonically because of Zhaitan's death (which led into the appearance of the Aetherblades, but that's another story) The current festival returned after Kralk's death, which happened long after Mordremoth died in HoT. Any way you slice it, there is no lore-based explanation as to why they wouldn't be included in the festival P.S. Kralk was not as visible as you suggest, cuz during that time, he was supposedly in hiding recovering from his fight with Destiny's Edge
  9. If that were the case, then why is Kralk being projected in the sky and not Zhaitan?
  10. I know the festival ended a week ago, but I feel this needs to be brought up before next year's Dragon Bash the issue of, with the exception of the vinetooth, why there aren't any holographic mordrem mobs. I could understand not having them last year, since it had been years since they've even touched on those models, but for the second year, where, one would assume, they had to have had some time to create some holo variants of mordrem, just feels a bit odd to say the least. In conclusion, it would be greatly appreciated if we could get an answer to why these dragon minions are excluded from the festival and if it is at all possible to add them in next year? Thank you for your time
  11. When you put it that way, I suppose it makes more sense for your plaguedoctor to have the dual attack. Although, if I may add, I feel the torch would be better suited for them for more combustible chemicals that could cause some knockback plus condi damage
  12. The Inquisitor sounds like a better version of what I was going for with my Avenger idea. I've also been thinking, along with the weapon skill 3 combo attack, of giving them an Overload mechanic, similar to Tempest, where they would focus on one active virtue at a time and once fully charged, releases an aoe field based on which virtue they're using, either burning/damage (Justice), healing/cleanse (Resolve), or stability/resistance (Courage)
  13. As much as I enjoy this event, I have to ask why haven't any holographic mordrem minions, save for the ONE vinetooth, been added since they brought this back?
  14. I have a similar idea for the warden based on what someone posted on the forums years ago. It is also a tank/dps spec but it's weapon of choice is a hammer, has rage utility skills, and could build up energy to turn into a tree monster
  15. Interesting stuff. But for "Step into the Spirit World," perhaps they get distortion instead of invisibility since they would still take damage while invisible? Also, I believe at least one of the utility skills should be a stun breaker but I'm not sure which one(s) right now
  16. When you put it that way, the spirit weapons model would make the most sense, although it might be possible for them to be like conjured weapons, in that you just summon a weapon other players can use without creating a copy for yourself, or maybe some combination of conjured and spirt weapons
  17. Funny enough, I did initially had an idea for an alchemist spec, but outside of giving them a torch, I couldn't think anything for them outside of more elixirs
  18. For context, I have this idea for an elite spec called an "Aethermancer." An engi that channels aether magic through scientific means and wields a mace. I have two potential sets of utility skills they could use but I'm not sure which one. Either glyphs or weapon summons (similar to either ele's weapons or guard's spirit weapons.) So my question is which one of these should I go with?
  19. IIRC, some studios have figured out ways to allow voice actors to record their lines from home, either by sending equipment to their houses or through other means. Not saying that they should do it if already considered it, but it definitely seems possible to get some VO work done
  20. (Due to unfortunate issues with posting images on this site, here's the link to my fanart) https://twitter.com/Mediahead85/status/1266368718436659201?s=19
  21. I get what you're saying, but the rev's whole thing is channeling historical figures, and I figured that controlling an asuran golem would be perfect for an asura-themed e-spec. Also, they way it would play out would be more like a combination of a ranger pet and Ventari's Tablet As for the question about the engi, I'm not exactly sure what you're asking. I did mention they were similar to the Aetherblades in how they channel magic. If you want me to clarify, let's say that the engis had reverse-engineered the Aetherblade tech and made it their own. And while I did say they would get a torch, I am now also considering a main-hand mace instead
  22. I do have this idea for an engi elite spec whose theme is channeling aether magic through scientific means called an Aethermage (name subject to change). I considered giving them a torch since they haven't gotten a new off-hand weapon but I think the mace could work too
  23. Oops, I meant main-hand pistol. Fixed it
  24. I posted my ideas for elite specs on another thread, but I will say this; On one hand, I agree that the elite specs in HoT do feel a little random, but on the other hand, I kinda prefer them to not be so tied to a specific region so that they can feel more accessible, lore-wise, so that it can seem plausible for toons not from said region are able to learn (ex. My headcanon forvmy norn firebrand is that he's channeling the history of his ppl instead of Elona). That said, just to completely contradict myself, an idea I support for the ranger elite spec involves them learning how to fight like the warden creatures from Echovald Forest
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