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Hikosama.2971

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  1. I know, we haven't got full version of this expansion yet. But with this SoTo, We have weapon uses across profession of a class, so in next expansions I hope we can freely mix armor type across the class types. Of course with advantages and disadvantages each armor type offers. For example, medium armor set will be the standard stat each pieces, heavy will get more % bonus stat each pieces of the set but get penalty % of movement speed per piece. Light version will get penalty % stat each pieces of the set compare with the medium but get bonuses of % incoming boon duration per pieces. Full set of a type of armor will also get more bonuses , such as adding 300 vitality when character equip 6 pieces of heavy armor, +300 ferocity for medium ones and +300 healing power for light ones e.t.c Obviously, a class type like warrior/guard/rev (heavy class type) already wear heavy armor as their basic so they must have advantages when continue using this type of armor like reducing the penalty % of movement speed each heavy pieces. Maybe add personal mastery to class type to identify class type armor.
  2. Hi, I'm returning player but just play game with little time per week. If you are still recruiting , May I ask to join your guild. (Also my English is not good, too >.<).
  3. After trying out new this e-spec, as same as all comments above, I think this one is so much piano but low effort. The F5 mech is so useless and so much unfun to use in anyway. Why need build up energy so slow to use a thing that don't give you anything special or a good boost. I suggest so with small buff you get, the F5 need to remove the energy and the CD. Make it follow you when activated. Also it costs endurance (15 pt per 1s) to maintain (I think why need new energy why you can cheat endurance as energy) This is for synergy with other traitline that gain endurance). So the catalyst's adept xx3 change to gain 2 enduarance when swapping attunement in combat too. The hammer's skill. Yep like other comments, this weapon is bad and need tweak. The traitline, mainly the elemental empowerment effect is slow to build up with small bonus. As my experience, at max it's just a small +10% all stat but only power, toughness, vitality with 1.000 base are directly get this bonus (if you dont invest any point on them), you get nothing from other stats if you don't invest point (ex. how get bonus with 0 healing power). +10% I think it's not a big deal why so hard to maintain to max. Just keep it refresh duration when apply new one. And The minor grandmaster (elemetal epitome), why has 10s ICD on combo to gain an aura. You must use at least 2 skills to combo and with a limit field and finisher to use so It doesnt need to be deserve that long ICD, just lower to 3s or completely remove ICD. This also make eles maintain the effect more longer. Go on with hardened auras and empowering auras, they need more duration to maintain to max (only 10% at max) with limit skill that gain auras (although I know a-net want this spec get effect when in group with other eles' spec such as tempest but it still just another +10% bonus at all so it acceptable if you can gain when solo ), just up duration to same as elemental empowerment.
  4. I think Boon cap and Condition cap make Concentration and Expertise investment take some disadvantages. So I just suggest some changes that can considered below: · Boon duration capacity: Now considered as a stat. So make it function that incoming boons (which listed by dev or all kind of boons as possible) received cannot be longer than the your current capacity. If there are longer incoming boons, automatically apply the duration for incoming ones equal the capacity if they're longer. Therefore, this stat only affects the incoming ones we received. Then, in some situations, the current affecting boons if there are more longer duration still remain as they are and are not affected by the capacity. Nerf the standard volume to 20s. · Condition duration capacity: Now considered as a stat. So make it functions that output controlling conditions (which listed by dev or all kind of conditions as possible) cannot be longer than the your current capacity. If there are longer output conditions, automatically apply the duration output equal the capacity. Therefore, this stat affects the sources’ output not the receiving. Nerf the standard volume to 5s. · Concentration: Reduce effect’s volume that increase your boon duration output by 33% but now it also increase your own boon duration capacity you can receive. · Expertise: Reduce effect’s volume that increase your condition duration output by 20% but now it also increase your own condition duration capacity you can output.
  5. I continue my ideal post with the rest core trait line rework suggestion. Earth Trait line: Self-defend, increasing conditions duration, payback attacks, someways to protect allies Key adept: Earth’s Embrace: New functionsGain expertise while attuned to earth. Grant protection to allies whom you applying an aura to. Major adept: Defender: New traitGain barrier based on your toughness when you are strucked while below the health threshold. This trait recharge faster each time you disable foes. Serrated Stones: ReworkInflict bleeding to foes who attacking you while attuned to earth. Rock Solid: ReworkGrant aegis to whom you grant protection to. Your protection duration increased. Key master: Geo-Blast: Rename Earthen Blast and adjust functionsCast Earthen Blast when attuning to earth or on overloading earth attunment. Spread current boons on you to nearby allies when leaving earth.Earthen Blast can not be triggered on same attuning to Earth attunment as Weaver Major master: Strength of Stone: Adjust functionsGain expertise based on your toughness. Inflict bleeding when you immobilize or cripple a foe. Magnetic Barrier: New traitGain magnetic aura when hit by a foe from outrange threshold. Duration of magnetic aura gained is double while attuned to earth. This trait recharge faster each time you disable foes. Diamond Skin: New functionsBarrier you received is increased. Additional gain chance to stun foes who attacking you in close range. Chance is triple if your toughness is high above the threshold. Key grandmaster: Geomancer’s Blessing: Rename and refunction Geomancer’s Training.Your earth weapon skills gain reduced recharge. Gain Stone Heart while attuned to earth. Maior grandmaster: Magnetic Convection: New traitTransfer your target’s boons to you and your conditions to your target when attuning to earth. Number of boons and conditions are triple if if your toughness is above the threshold.Also trigers on same attuning to Earth attunment as Weaver. Sadist: New traitYour bleeds duration increased. When hit bleeding foes, you remove their health and recover your health by a small portion based on your toughness. Ion Shell: New traitGain barrier whenever receive protection. You payback percentage of damage your barrier absorbed to nearby foes. Arcane Trait line: Support and the benefits around boons, gain some increasing strength of utility types Key adept: Arcane Prowess: RefunctionIncrease your concentration. Switching attunments restores a portion of your health. Major adept: Elemental Lockdown: Re-functionDisabling a foe grants you a boon based upon your attunement. Renewing Stamina: ReworkGain endurance when you switch attunements. Arcane Resurrection: RebalanceCast Geyser and gain an aura based on your attunement when you begin reviving a downed ally. Geyser now partially revives downed allies. Key master: Bountiful Power: RebalanceGain bonus damage output and condition damage output based on number of boons you have Composing Debate: New traitCantrips gain an additional charge but their recharge increased. Grant a boon associated with your current attunement when you cast a glyph. Evasive Arcana: RebalanceCast a skill when you dodge based on your attunement. Gathered Focus: Move from Tempest traitline and adjust balanceYour concentration is increased. Gain additional concentration while above the health threshold. Inscribed Words: New traitRecharges of glyphs and signets are reduced. Maintain the passive effects of signets when activate them. Elemental Surge: adjust balanceArcane skills gain reduced recharge, grant increased ferocity, and inflict a condition based on your attunement. Elemental Shield: New traitGrant an arcane shield to allies you grant an aura to.
  6. I continue my ideal post with the water and air trait line rework suggestion. Water Trait line: Healing, support, increase damage and control in some situations.Key adept: Soothing Mist: Re-functionCalm and sound around yourself, particularly grant Soothing Mist effect to recover nearby allies’ health. When attuning to water, this trait is refreshed instanstly and its next pulses occur while remaining in water attunement grant Soothing Mist effect with healing effectiveness increased. Major adept: Soothing Ice: Re-functionGain frost aura whenever you’re get chilled. Deep Chill: Rename and re-function Piercing ShardsChilling that you inflict has increased duration. Deal increased damage to already chilled foes. Damage bonuses are double while attuned to water. Cold Burn: New traitBurn foes when you apply chilling to them. Key master: Healing Ripple: Adjust functionsGain chances to recharge water attunment whenever you’re strucked if your healing power is high above the threshold. Heal nearby allies when attuning to water. Healing also is triggered on overloading Water attunement. Healing is not triggered on same attuning to Water attunment as Weaver. Major master: Powerful Auras: Adjust functions:Any aura you grant yourself is granted to nearby allies and transmuting auras extend allies’ existing boons. Frostbite: New traitRemove foes’ endurance whenever you apply chilling to them. Inflict immobile on already chilled targets when critical strike. Flow like Water: Adjust balanceDeal incresed damage when your health is above the threshold. Blocking or evade an attack heals you. Key grandmaster: Soothing Power: Adjust functionsYour water weapon gain reduced recharge. Grant regeneration to nearby allies when attuning to water. Additional increase the number of targets can affected by Soothing Mist trait pulses if your healing power is high above the threshold. Major grand master: Holy Water: Rename Cleansing Water and adjust functionsCleanse conditions from allies you grant regeneration to. Your outgoing regeneration duration is increased Winter Stillness: New traitIncrease your Soothing Mist trait recharge but now it also pulses Frost Nova when occurs. Chilling is no longer bothering you. Aquamaner’s Wisdom: Rename and refunction Aquamancer’s TrainingGain yourself might for each target you grant Soothing Mist effect to. Might on you now also increase your healing power for per its stack. Air Trait line: Burst damage, control foes, gain some defend methodsKey adept: Zephyr's Impulse: Rename and rework Zephyr’s SpeedGain ferocity while attuned to air. Grant superspeed to nearby allies when attuning to air.Superspeed also trigers on same attuning to Air attunment as Weaver. Major adept: Stormsoul: New functionsRegularly gain Stormsoul layers overtime which all once consumed when receiving a damage condition, reduce it’s damage and grant to yourself fury per layer. Heart Shock: New trait (Take Bolt to the Heart icon)Daze foes whom you remove, strip, convert or transfer their boons. Ferocious Winds: New functionsGrant fury to your allies you grant superspeed or swiftness to. Gain ferocity while under the effects of fury Major master: Lightning Rod: RebalanceCast Lightning Rod whenever you disable a foe. Raging Storm: New functionsWhenever blind vulnerable foes also confuses them. Loading Shield: New trait (New icon)Load barrier overtime while an aura remaining on you. Key grandmaster: One with Air: RefunctionGrant quickness to allies you grant superspeed to. Air weapon skills get a reduced recharge time. Additional gain increasing movementspeed if you remain your air attunment. Maior grandmaster: Fresh Air: RebalanceRecharge air attunement on a critical hit. Gain a ferocity boost when attuning to air. Aeromancer’s Pressure: New Trait (Aeromancer’s Traning icon)Deal increasing damage to foes who disabled or under health threshold. Damage increasing is doubled while attuned to air. Outgoing duration of stun, daze and knockdown are increased. Energy Blast: New trait (New icon)When combo a blast finisher with any fields, you grant to nearby allies on those fields shocking aura and fury.
  7. Fire Trait line: DPS in both Power and Condi, might support, self-barrier and control some situations. Key adept:Sunspot: New functionsPlace sun aspect around you whenever you receive fire aura, inflict Sunspot effect to damage foes. While remaining in fire attunement, next pulses occur also grant might to empower allies. Major adept:Burning Precision: Adjust funtionsYour critical hits gain chances to inflict burning. Blinding Ashes: RebalanceInflict blindness on foes when you burn them. Persisting Flames: RebalanceFire fields created by your weapon skills last longer. Your damage is increased whenever your fire fields hit a foe. Key master:Flame Guard: New traitGain a fire aura when you attuning to fire. Cover yourself barrier whenever receiving might. Fire auras gain are also triggered on overloading Fire attunement. Fire aura gain are also triggered on same attuning to Fire attunment as Weaver. Major master:Burning Rage: Modify description, functions same as the currentFlame Guard inflicts burning in a small radius around you. Your condition damage is increased.Smoothering Auras: Adjust functionsApplying auras to allies grants resistance and transmuting auras removes conditions from nearby allies. Power Overwhelming: Not change, same as the currentWhile at or above the might threshold, gain increased power. Power bonuses are doubled while attuned to fire.Key grandmaster:Pyromancer's Puissance: Adjust functionsYour fire weapon skills gain reduced recharge. Gain might for using any skill while attuned to fire. Major grandmaster:Empowering Flames: New functionsBurning you inflict has increased duration. You deal more damage on burning foes Engulfing Madness: New traitWhile remaining in fire attunment, receiving might will burn yourself. More burning yourself more action speed increased. When leaving fire attunement, unleash a Flame Expulsion. Burning Fire: New functionsYou gain chance to dispel foes’ boons whenever inflict burning to them.
  8. New boon: add a new boon to serve the earth purpose, Recoil. This boon has damage reflection functions same as Retaliation but it base on toughness instead of power. Like Retaliation, this boon stacks in duration.Trait name: In each trait line, change called name "minor trait" in each tier to "key trait" to reflect the important impacts of those trait that identify what role of the trait line can perform. This means the major traits in each tier are the options to boost some intended roles.Base core attunment: Gain boon associated with your switching attunment. Switch to fire: Fury 3s, switch to water: Resistance 1s, switch to air: Alacrity 1s, switch to earth: Recoil 3sDownstate: Move function “Cast Lesser Lava Font when you are downed” from the old Persisting Flames to base downstate of Elementalist. Rename it to Persisting Will.Elemental Auras: Fire Aura: Now grant to the bearer 3 stacks of Might for 3s and also Retaliation for 1s when strucked instead of 1 stack of might for 10s (The other function of this aura remains the same as the current). Shocking Aura: Now inflict daze for 0.5s to the attacker instead of stun for 2s with the ICD 1s instead of 2s. The 2 other auras remain the same as the current. Skills: Arcane Shield (Utility skill): Now this skill grant a layer (a stack) of Arcane Shield effect that block an incoming hit and deal exploring damage (instead of 3 blocks and deal exploring damage after those blocks). The effect can be stack-able up to 5 maximum. Therefore its exploring damage for each stack (base damage and coefficient) reduced significantly by about 66%. Also re-function this skill with 3 charge counts with 5s cd per used, each charge's recharge is 15s so 45s total for full charges but remove the stun-break function. This change due to match the change of a trait from Arcane trait line.Frozen Ground (Staff skill): Now rename to Frozen Blossom and change its visual effect ( like a translucent blue cherry blossom) on the ground where this skill was cast to reflect the different in ice field with new skill Frost Nova (this Frost Nova keep the old visual effect of Frozen Ground). Now also adjust more functions: This skill not only chill foes who enter the field but also occur pulse to chill inside for 1s with 1s interval. Secondly, extend its ice field duration when a combo of any finishers interact with it by 2s. Therefore, increase its recharge by about 10s.Conjured weapon’s skills, now auto attack of each conjured weapon will recharge other non-auto attack abilities of that conjured weapon by 10% per cast. Convince players to wield it often.Conjured Fiery Great Sword, rename and rework to Conjured Elemental Great Sword, to match it with swapping attunment as the elite skill with 4 associated form (fire, water, air, earth). Now only place one piece on your hands and last until its expiration even if you dropped it. Thus rework it’s “Reset skill action” to “Drop” button. Add the sub skill to show its associated form based on your current attunment, this sub skill can be activated to expire it as soon as you want to recharge your main conjured skill. Change bonus effects to 4 different effects associated with 4 form of this great sword which +250 to a stat based on your current attunment when wielding, Fire is condition damage, Water is power, Air is ferocity, Earth is expertise. {Note: you will drop the different form piece of this conjured weapon (fire, water, air, earth) based on the attunment before dropping. Therefore the picker (if not elementalist) will receive the associated effect and weapon sets. This means only elementalist can change this great sword form.}. Change some its weapon skills as follow:The AA, replace by Elemental strike, swing your blade with imbue element of this great sword to create a wide arc wave to damage enermies in radius in front of you and inflict the different conditions based on current form. General damage: 295 (2.0)Animation: 0.75sFire: burning (1 stack) for 1sWater: chilling for 1sAir: slow for 1sEarth: cripple for 1s and bleeding (1 stack) for 5sArc radius: 160 degree and 900 unit rangeNumber of targets: 5 The 2nd ability, not changeThe 3rd ability, rename Fiery Whirl to Aero Whirl, change cripple to slow and add funtion that grant quickness for 1s per hit. Add visual effect to modify the air element.The 4th ability, rename Fiery Rush with Frost Rush, remove firewall creating function and add function that chill foes for 2s if they hit you when rushing. Also the final delevery hit will encase the targeted foe same as Deep Freeze. Increase CD to 20s. Add visual effect to modify the water element.The 5th ability, replace Fire Storm with Serrated Rock (leave the unique fire storm to Glyph of Storm).Serrated Rock: sets an entry hazard around the targeted area, inflict damage who step in, continuos damage, cripple and bleeding if stay inside. Initial damage when step in: 100 (1.0) + 3% of foes HpStrike damage: 200 (1.55)Cripple: 1sBleeding (2 stack): 8sInterval: 1sNumber of targets: 10Duation: 8sRadius: 360CD: 20s Conjured Lightning Hammer: aim to affect all melee build (close wrapping foes option for this build). Change bonus effects when wielding to gaining superspeed for 1.5s every 3 second. Thus, change some its weapon skills as follow: Conjured Flame Axe: aim to affect condition build. Change bonus effects when wielding to +40% condition duration. Thus, change some its weapon skills as follow: Conjured Earth Shield: aim to affect survival when wielded, convince players to use it often. Change bonus effects when wielding to gaining barrier by 7% of bearer’s max health per second. Thus, change some its weapon skills as follow: Conjured Frost Bow: aim to affect melee power build (range option for this build). Change bonus effects when wielding to +220 power. Thus, change some its weapon skills as follow:
  9. I have some ideas for combining that 2 expansion masteries. I think this also encourage (badly force) players (mostly new players) buying expansions and their LS maps. We have gliding mech and some usefull masteries in jungle with HoT while PoF offer main feature is mounts. I think with Griffon and recently Skyscale make gliding less useful. So i wanna combine mech of that 2 expansions to improve them. BasicIn air, Like Skyscale, Griffon fyling mech and abilities should use the green bar (Flying meter) instead of using Endurance as the current, Therefore, Griffon should have more amount point (about 25% higher) of green bar (Flying meter) to make Griffon unique flying style from Skycale. That Griffon flying style should be able to remain flying in air long enough, able fast forward when needed by using it's abilities while Skyscale offer flying high, and hovering in air. On land, Raptor, Springer, Jackal and Roller beettle should have green bar with 100 points (maybe called Andrenaline meter) mech like Skyscale (maybe add this mech by some materies obtain through LS.5). Each of those mount type gain and use their green bar as follow: Gain green bar as more as the Endurance consumed when use their the 1st ability (long jump, high jump, teleport, turbo boost). Green bar increase more their movement speed by a percentage as points of the green bar remain (decay 5 points per second). So at full green bar (100 points), the speed is increased by 100%.Combine:In some map of LS.3, there are NPC will tell you how to teach your flying mounts new abilities. There is a Npc tell you that if you know how to use Updraft, you can teach your griffon using Updraft too. (Because Griffon is like creature of wind so they're confident in their flying speed, they do'nt like to be covered around by strange energy or to be taught using leyline but very pleasure while Updraft). While Updraft, griffons restores their Flying meter. Therefore, only players obtained Updraft use mastery can make this NPC teach your griffon using Updraft.There is a Npc tell you that can teach your skyscale using Leyline gliding. (Skyscales like energy so they're very pleasure while bathing their body in Leyline energy). While using Leyline gliding, skyscales restores their Flying meter. Therefore, only players obtained Leyline gliding mastery can make this NPC teach your skyscale using Leyline glidingThere is a Npc tell you that if you know how to Steath while gliding, you can teach your griffon and skyscale Stealth while flying too. Double W make them stealth and consume 10 points Endurance. Steath lasts 1s for initial and last for 1s after as long as each 10 points Endurance spending. Therefore, only players obtained Steath gliding mastery can make this NPC teach your griffon and skyscale Steath flying.In some map of LS.4, there are NPC will tell you how to teach your landing mounts new abilities. There is a Npc tell you that if you know how to use Bouncing mushroom you can teach your springer using that too. Normal jump while mounting springer on Bouncing mushroom also make your springer immediately does high jump and gains max its green bar. Therefore, only players obtained Bouncing mushroom mastery can make this NPC teach your springer ability using Bouncing mushroom.There is a Npc tell you that how are raptors exited when ate mushroom. Moving near Speed Boost Mushrooms while mounting raptor also make your raptor fulfill its Endurance, gains max its green bar and remain the full green bar as long as the Celeritas Spores effect remain. Therefore, only players obtained Blazing Speed Mushroom mastery can make this NPC teach your raptor ability gaining boost when near Speed Boost Mushroom.I just have these some thought, you guys may add more ideas for other mounts (jackal, roller beetle, skimmer) with combine HoT masteries. Hope in future, with this suggesttion, Joyfull contents combine expansions come out.
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