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Kiroshima.8497

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Everything posted by Kiroshima.8497

  1. Despite the class being named Catalyst, you basically don't interact with it at all. There are two traits with MINIMAL interaction, enhancing the boons it grants, and that's about it. We have a Hammer, and a small sphere, and you're telling me I can't bat this thing around to do cool stuff? Also, what's up with the utilities? They also don't manipulate the orb, and instead just generate basic buffs and a bit more if in the sphere radius. All this results in a class that basically feels like Super Core Ele that occasionally puts boons out after you hit people enough times. If this class wants to be finisher driven, then instead of just having a token Minor Trait granting aura for performing finishers, finishers need to be the core gimmick. To accomplish this, the Jade Sphere will be modified: 1.) Using a projectile finisher within the jade sphere radius launches the Sphere with the projectile, the sphere also becoming a projectile with the same finisher. 2.) Using a blast finisher within the jade sphere radius will immediately pulse the related sphere effects with a larger radius and target cap (example: blasting Air Jade Sphere will expand the radius to 600 (shout range) and grant quickness to 10 targets). 3.) Using a leap finisher within the jade sphere radius pulls the sphere with you to your destination. 4.) Using a whirl finisher within the jade sphere radius spins it around you (very close by) to strike enemies or heal allies. Bonus: Recalling Jade Sphere no longer destroys all remaining energy. To further aid in sphere manipulation, all augments directly move the sphere but drain additional energy, can be canceled with a flip skill. This makes them work like facets somewhat. Soothing Water: Leap Finisher, if the sphere is not near you it will rush towards you with the power of the tides draining energy over time (with a cap). Shattering Ice: Now a ground target spell, Whirl Finisher. Spawn an ice tornado that inflicts chill if inside the jade sphere radius, lasts Relentless Fire: Now a Projectile that doesn't require a target (100% projectile finisher). Costs a flat amount of energy (5? 10?), fires the jade orb at the target inflicting strike damage and burning. Passing through the orb radius OR striking an enemy grants the unblockable effect. Maybe lower the cooldown since it costs energy now. Invigorating Air: Now a Leap Finisher. Blink a short distance and teleport the sphere to your landing position. Fortified Earth: Now a Blast Finisher. Prevents the sphere from moving for a short time due to combo finishers. Elemental Celerity: Performs as normal, generates bonus energy per hit. Then adjust hammer to have EVERY finisher (as it is the catalyst weapon). Then swap out all the aura traits with finisher versions. Now catalyst is centered around the sphere.
  2. Given that this class is directly themed after devil may cry and focuses on having a resource called Flow, I expected bladesworn to be more fluid and stylish in combat. We have Stinger (pistol 4), we have charged ebony/ivory (pistol 5), we have Royal Guard (trigger guard), we have Air Trick (Flicker Step), we have Devil Trigger (dragon trigger). Sounds pretty awesome! Unfortunately, this is not the case, and I am no longer MOTIVATED to play it in its current state as the mechanics are basically complete garbage for pvp and wvw. In devil may cry, combat flow and doing stylish things is the focal point of combat. Thus, the ability to charge its version of shells (sin devil trigger) WITHOUT interrupting combat is important. In dmc, you can input the action to charge sin devil trigger without interrupting or preventing any actions, and cancel in a similar manner. Sin devil trigger gauge is PRESERVED at all times unless spent. This creates a heavy difference between Bladesworn and Sin Devil Trigger. The warrior must interrupt his combat flow, avoid the use of his core weapons, and become a sitting duck in order to charge. Dante can use ALL OF HIS ACTIONS, defensive and offensive, while charging Sin Devil Trigger. Changing this would greatly enhance bladesworn's gameplay flow. This would require the following: Shells are preserved at all times. Dragon Trigger can only be used if you have max shells. Charging shells can be performed while using core weapons. Shell charging is a toggle, similar to Revenant facets. Can be canceled manually or interrupted by CC, but does not inhibit actions. This covers the flow and shell side of things. As for general mechanics, I think the ammo focus is actually ok, but I would make ALL the skills work like the pistol, where you dump all of them at once, but each individual ammo is weaker with a lower cd. However, I do have a problem with the "spend the last ammo" traits. These are very boring and promote a "spam off cd" style of gameplay. Instead make it trigger "after spending X ammo" across all skills, that way you can use your ammo when you need it and then get a bonus on top, instead of constantly chasing ammo down to 0 on as many skills as possible. I also feel that the 3 dragon slashes are too limited given the warrior weapons we have. This should be addressed by moving Trigger Guard and Flicker Step to function skills that cost Flow in order to fit two more dragon slashes. This has the added benefit of giving Bladesworn a way to proc On Burst/Adrenaline Spent traits (which are key to warrior's sustain in pvp) outside of dragon trigger and landing an EXTREMELY telegraphed melee attack. This will let us match warrior's weapons to a different dragon slash. One of the new dragon slashes should be a utility/defensive skill, basing itself off of Shield, Warhorn, and Sword 5. This move will have a short "parry" window, and a regular block window afterwards. Blocking any attack flips the skill to Counterstrike. Counterstrike does damage based off the number of shells spent, and grants nearby allies Charge (warhorn 4 damage buff) stacks based on the number of shells spent. Spending 1-4 shells grants 1 stack, 5-8 grants 2 stacks, 9-10 grants 3 stacks. Parrying will grant 1 extra stack of Charge and refund a portion of the shells spent but will not do more damage. The other dragon slash should be condition based to support Sword MH and Longbow. Call it Dragon Slash: Fireworks or something (like DMC shotgun). The bladesworn will charge up, dash up a short distance then plunge their gunsaber into the ground and detonating all shells as incendiaries, creating a fire field. They will then sweep the blade launching debris to cause bleeding. The duration of the fire field, burning duration, and bleed duration will scale off the shells spent. This allows dragon trigger to cover weapon combinations that it is currently missing. As for gunsaber itself, I think the skills themselves are fine. There's a defensive skill, a mobility skill, a point blank aoe, and a ranged attack. It does lack a condition skill, which is awkward for those running Sword or Longbow, however, so any of the shell explosions should inflict bleeding, and when using the burn trait it should be changed to burning.
  3. Understandable problem that originates from HoT design choices of more everything from players. Personally, I would like to see more combo finisher effectiveness come back while nerfing the effectiveness of player skills. Then make it more rewarding to combo on other player fields than your own (since it is more difficult to set up). Blasts should be the core of boons and sustain for WvW as the strict positioning of fields lets engagements have an ebb and flow. You buff on start, clash, then pull away for sustain. Or maybe the commander thinks he can go for a kill by pushing the enemy stack instead of going for his own. This also brings value to multiple classes for bringing different fields to the table. Ele brings multiple fields covering the new Earth Field (protection), as well as classics like Lightning/Fire/Water/Ice. Necromancer Dark Fields will be great for aoe resistance against other condi comps. Mesmers running Null Field or Feedback (or chrono wells) can help contribute to team alacrity. Guardians keep your offensive pressure with Light Field regeneration. Thieves help counter aggression with retal (from poison) or stealth (from smoke). Rangers and Engineers bring a variety of fields to the table, and you can adjust based on your need. Revenant... well they have dark fields too I guess? Warrior is the workhouse class rocking Warhorn for double blasts on a weapon, as well as Hammer for Earthshaker so you can blast aggressively. PROPOSED ADJUSTEMENTS Tone down boon application and duration of all player skills. A lot. Potency and Duration greatly nerfed.(For Example, Empower reduced to 2 might per pulse from 4, 10 second duration from 12) Boons from combo fields stack infinitely, ignoring any and all stack limits. This includes might. AOE combo finisher table adjusted. Stat potency on own combo fields reduced by 33%, stat potency on other player fields increased by 33%. Fields would be adjusted to no longer grant their current effects except for Water and Smoke, instead granting boons. (New) Earth Field: AOE Protection, 3 seconds.Lightning Field: AOE Swiftness, 6 seconds.Ethereal Field: AOE Alacrity, 3 seconds.Ice Field: AOE Stability, 1 stack, 10 seconds.Fire Field: AOE Might, 2 stacks. 15 seconds.Light Field: AOE regeneration. 6 seconds.Water Field: AOE Healing. HP ratio increased.Poison Field: AOE Retaliation. 3 seconds.Smoke Field: AOE Stealth. 3 seconds.Dark Field: AOE Resistance, 3 seconds. As a side effect of the removal of AOE Auras, all auras from Leap finishers have their duration extended to 6 seconds, and the Powerful Auras trait on Elementalist is buffed to a 6 second duration and 900 radius for ease of use.
  4. I'd be ok with these changes if there was some way to cash out the stacks for damage/defense/utility, something more like tactics warrior's new Soldier's Focus. EG you build it up and then spend it to gain a bigger effect, rather than slow build into nothing fancy. Basically it's like a sort of adrenaline that leads to a burst like warrior. I would have gone with grandmasters as the focus: Death Nova: Fine as is, but also add-When Shroud 5 finishes (the last pulse for core, on hit for Reaper, last pulse for Desert Shroud, on hit for Harbinger Shroud); if you have 20 or more stacks of Death's Carapace, consume them to cast Poison Nova on every enemy struck, max 5 targets. Take this trait for huge AOE pressure when you've built up your stacks. Corrupter's Fervor: Scrap the protection, you're already gaining toughness with death magic and it's a bit redundant. This one is more core shroud focused but still works with the other Shroud forms. The snow balling trait that specializes in boon corruption and helps you regain stacks with boosted attack speed.Gain 1 stack per condition inflicted (this part is fine). Striking an enemy with Shroud 2 casts Lesser Corrupt Boon on them (1 boon corrupted, poison yourself for 3 seconds) if you have at least 20 stacks of Death's Carapace. If you have 30 stacks of Death's Carapace, using Shroud 2-2 casts Corrupt Boon (the full one) and grants you quickness and resistance (since you're using corruption utilities you are poisoning yourself to refund death's carapace stacks), but consumes all stacks. Unholy Sanctuary: Why is this unchanged? This trait is a joke in the majority of scenarios, the regen is minimal and the auto shroud isnt even going to save you probably because if you're about to die, you're probably low on life force (outside of pve or something weird). Lets rework this-Renegerate health for every 10 stacks of Death's Carapace, reduce the regen to half current. Always active whether in or out of shroud.Whenever you enter shroud, consume all stacks of Death's Carapace to gain 100% Damage Reduction for 1 second per 10 stacks of Death's Carapace (max 3 seconds), and absorb 20% of the damage allies take for 3 seconds (flat). Ward your allies and yourself from death. Or something with this kind of design. Build up death's carapace and spend it for powerful effects.
  5. Vampire, but only if I get to spend health to do damage instead of life force, and then set up a way to regain health that isn't just siphons. It should be about juggling health the entire fight, eg taking more risk for more damage.
  6. Adding it to the first hit means you always have, in function, on demand melee life force that comes out in 1/4 seconds or less. This is much more anti kite/interrupt friendly since you can just use the first hit in the chain and then do w/e other options and you'll still have gotten some life force, compared to current dagger which is spend 2 swings not doing anything, then get 2%. If anything I'd just make it 3/3/3 instead of 0/2/6. Alternatively, adding it to Dagger 2 makes it similar to Axe 2, with a comparable cast time, lower range, longer cooldown, but it siphons.Adding it to Dagger 3 makes it comparable to Scepter 3, except slower cast time, lower range, and 50% longer cooldown. Or we could just do all 3, dagger skills are longer cooldown than the other weapons despite performing a similar role (channeled damage and life force on 2, boon corrupt on 3), and it would help dagger be the life force tool it should be.
  7. Main Hand Dagger needs either life force on the first hit of the chain, or life force added to the 2nd or 3rd skills. I have more life force problems in wvw despite dagger being the life force weapon because I'm always kited out of dagger's auto chain, and it only grants life force on the 2nd and 3rd hits, not the first. This means it's basically worse at life force generation because it takes longer (gotta do full chain) and you have to be in melee the whole time, constantly swinging (just asking to get interrupted on a no stab class). In fact I think in the 2 or so seconds it takes to do the auto chain, both scepter and axe have already completed their cast times. So yeah. Fixing dagger means adding life force somewhere to it. Or maybe a Blood Magic trait that gives life force to any skill that siphons by default. OH dagger needs life force because for some reason it doesn't have it, agreed. A defensive skill would be great, although I don't know about dark aura specifically, something like that is definitely a good choice.
  8. I would love it if we could push WVW to be more like Planetside 2, which has both Fixed Objectives (some of which grant map wide bonuses), and Player Built Structures (which can grant things like respawning, orbital strike, etc). But the maps are no where big enough to support player structures. We would need a new map that is MUCH larger to fit these types of things, and an increase of player cap so that you can have multiple groups focused on construction, supply, attack, and defense. Which would require better servers =(
  9. Why are we nerfing necro's scepter (affecting reaper and core) and not scourge's damage? If anything barrier healing power scaling should be buffed on scourge. Core Necro should be the mixed range damage dealer (trait to adjust). Make Shroud 4 and Shroud 5 ranged, centered on the target, but casts on self with no target. Add aoe to Doom (shroud 3), and make Life Blast aoe with a trait, but spends more life force. Reaper should be the melee specialist (heavy condi or power options, make deathly chill inflict 1 torment OR 2 bleeds) Scourge the support specialist and boon corruptor. Basically slapping a guardian multiclass onto necro with a sand/desert theme. First, remove all damage from F1. Adjust to grant barrier on placement.Increase the healing ratio and nerf the base values of barrier. Punishments are true corruptions, no longer inflict torment and cripple. F2 converts 1 condition into barrier.F3 is fine.F4 grants barrier to nearby allies per enemy feared (check for stab first, applied in 1 chunk to avoid barrier traits multi procing).F5 no longer inflicts torment nor damage, instead turns into a 2nd skill that consumes all barrier on the necro for damage and burning. The more barrier you have, the more damage and burning stacks. F5-1 cooldown reduced, F5-2 cooldown should be like 45. As for traits, they will focus on raw barrier, boon rip and burning, or on barrier utility. Abrasive grit: F3 grants protection and retaliation.Fell Beacon: Torch increases concentration and expertise instead. Torch skills grant barrier to allies in their aoe.Nourishing Ashes: Heal allies when their barrier runs out. No longer grants life force.Desert Empowerment: F2 converts an additional condition into barrier. Whenever you cleanse yourself or allies, grant might to them. (consume conditions could give you all the might).Sadistic Searing: Gain life force and inflict burning whenever you WOULD corrupt boons on enemies (enemies with no boons wouldbe burned still). Punishment cd still reduced.Herald of Sorrow: Granting barrier to allies (not self) reduces CD of f5-2 by 1 second. f5-2 only removes 50% of the necro's barrier.Sand Savant unchanged, no longer necessary since damage has been removed at base.Demonic Lore: Feed from Corruption goes here, additionally corrupt an additional boon whenever you corrupt or remove boons.Feed From Corruption: Replaced with a new effect called Sand Dispersion. Skills that do not pulse barrier grant stability and aegis.
  10. Why are we nerfing necro scepter nd not scourge's damage? If anything barrier healing power scaling should be buffed on scourge. Core Necro should be the mixed range damage dealer (trait to adjust). Make Shroud 4 and Shroud 5 ranged, centered on the target, but casts on self with no target. Add aoe to Doom, and make Life Blast aoe with a trait, but spends more life force. Reaper should be the melee specialist (heavy condi or power options, make deathly chill inflict 1 torment OR 2 bleeds) Scourge the support specialist and boon corruptor. First, remove all damage from F1. Adjust to grant barrier on placement.Increase the healing ratio and nerf the base values of barrier. Punishments are true corruptions, no longer inflict torment and cripple. F2 converts 1 condition into barrier.F3 is fine. F4 grants barrier to nearby allies per enemy feared (check for stab first, applied in 1 chunk to avoid barrier traits multi procing).F5 no longer inflicts torment nor damage, instead turns into a 2nd skill that consumes all barrier on the necro for damage and burning. The more barrier you have, the more damage and burning stacks. F5-1 cooldown reduced, F5-2 cooldown should be like 45. As for traits, they will focus on raw barrier, boon rip and burning, or on barrier utility. Abrasive grit: F3 grants protection and retaliation.Fell Beacon: Torch increases concentration and expertise instead. Torch skills grant barrier to allies in their aoe.Nourishing Ashes: Heal allies when their barrier runs out. No longer grants life force.Desert Empowerment: F2 converts an additional condition into barrier. Whenever you cleanse yourself or allies, grant might to them. (consume conditions could give you all the might).Sadistic Searing: Gain life force and inflict burning whenever you WOULD corrupt boons on enemies (enemies with no boons wouldbe burned still). Punishment cd still reduced.Herald of Sorrow: Granting barrier to allies (not self) reduces CD of f5-2 by 1 second. f5-2 only removes 50% of the necro's barrier.Sand Savant unchanged, no longer necessary since damage has been removed at base.Demonic Lore: Feed from Corruption goes here, additionally corrupt an additional boon whenever you corrupt or remove boons.Feed From Corruption: Replaced with a new effect called Sand Dispersion. Skills that do not pulse barrier grant stability and aegis.
  11. in Death Magic, make Dark Defiance grant Stability whenever you Fear a target (no ICD), also make it a stun break. Increase the CD to 40.
  12. I disagree with SOME of these labels.Spite is not PURELY for power builds. The might stack helps both condi and power damage, as does the vulnerability on targets under 50%. There's also a very out of place sustain trait for some reason. We should remove that probably and replace it with something else, especially since Necro lacks low CD heals to use it with. The boon rip on shroud is useful on any build.Curses also is useful for power builds, as it has access to Fury on shroud, precision in shroud, and 2% crit rate per condition on the target. Weakness on crit is useful on all builds. The rest are condition but it isn't PURELY for condition builds.Blood Magic is pretty accurate, it definitely isn't the sustain necro needs or wants, but it has some weird condition management (transfer from allies to yourself), a well trait (when 3 out of 4 wells are for attacking in a support/sustain traitline) and the group healing transfusion. Soul Reaping is just general useful yeah. Agree, but instead of this, make entering shroud grant the necro Protection. Protection reduces condition damage taken while in shroud (33%). Instead of this, synergize more with protection. Regenerate Life Force over time while you have protection. Adjust to break stuns, cooldown increased to 40 seconds. Enemies you fear grant you stability (no icd). No longer grants protection.Adds much needed stability to core necro. Both corruptor's ferver and necromantic corruptions have nothing to do with corruption, which is really weird. Will also be swapping purpose with unholy sanctuary (will be group focused).Necromantic Corruption: adjusted to Minion Attacks and Abilities Corrupt Boons. No longer transfers conditions to your minions (moved). All grandmasters adjusted to be minion focused, but still work WITHOUT minion skills.Death Nova: Shroud 5 generates Jagged Horrors over time (whenever torment would be applied, does not scale with number of enemies, caps at 5 minions). Altered by Elite Spec:-Reaper: Generates 1 minion, 2 if target is under 50% health, 3 if target is under 25% health.-Scourge: Generates 1 minion at the final pulse per Sand Shade. (Sand Savant caps out at 2, having 4 regular shades out spawns 4).Corruptor's Ferver: No longer grants Toughness nor Condi Damage Reduction. Instead grants stacking regen (similar to Warrior's minor trait). Max stacks 30. Conditions grant 1 stack, Corrupting Boons grants a bonus stack, your minions also contribute to these stacks. This Regen works during shroud. This is the selfish sustain option.Unholy Sanctuary: Minions absorb conditions from nearby allies. Whenever you or a minion you control transfers a condition from an ally to themselves (works with plague signet for example), removes a condition from an ally, or converts a condition into a boon on an ally, heal them and gain life force. This is the team play support option. Core Necro's Shroud lacks condi dps because the only skills are Shroud 2 (very slow, doesn't hit anymore in wvw/pvp) and Shroud 5 (melee over time). Dhuumfire is actually ok as is. Instead add bleeding (short duration) to Life Transfer, and torment to Doom (more stacks when enemy is closer). Dagger actually isn't a power damage weapon. It's a utility weapon like staff. It has a siphon, a rooting corruption, condition transfer, and aoe corrupt.Dagger needs to grant life force on all parts of the auto chain, as well as all of the skills. Dagger should be your go to when you want to go into shroud as often as possible while retaining a variety of useful utility skills.
  13. Any rework that don't involve Core Necromancer Shroud interacting with minions is not thorough enough. Core Necro should have minions baked into the skills so you can interact with minions while under shroud (since utilities are locked out), and making Death Nova a powerful Core Necro trait. Examples:Shroud 1 (Life Blast) retargets minions to your current target. Similar to the Attack function for ranger.Shroud 2 (Dark Path -> Dark Pursuit) as before, but 2nd cast spawns a Shadow Fiend, then instructs all Shadow Fiends to use Haunt. CD penalty increased on 2nd skill from 8 -> 12 (50% more).Shroud 4 (Life Transfer) damage reduced, summons up to 2 Blood Fiends over channel duration. They will strike the nearest enemy to siphon for you.Shroud 5 (Tainted Shackles) as before, but on final pulse spawn 1 bone minion per enemy hit (max 5). Now Death Magic is an immensely useful traitline for core necro, without directly boosting their damage or conditions, and Death Nova becomes viable without having to be a Reaper for Rise!
  14. Personally, WVW would need a heavy rework in order to make adjustments that healthily affect both roaming and zerging. I would do it something like this: Base HP of classes doubled, vitality HP gains doubled. Death Shroud HP is NOT adjusted by this effect.All Damage reduced by 50%. This lets you make mistakes, and also use HP as a resource to choose when you can take damage or not take damage. All Non-Combo-Finisher Healing is reduced by 75%. Comboing your own water field reduces healing received by 50%. Coordinate with teammates, not yourself.The healing of water finishers is adjusted to use 50% of the field creator's Healing Power and 50% of the field comboer. This makes it so that when you coordinate healing, you aren't totally screwed when your healing classes don't get totally screwed by your damage classes comboing off of your fields.Also ensures that most fights will end eventually. Sustain is more heavily reduced outside of coordinated healing efforts from combo fields. All CC durations over 1 second are doubled. Landing CC should be rewarding and force breakers, allowing you to land damage. Stabiltiy stacks doubled, but duration is halved.Stability should be about Prevention, Stun Breaks about Reaction. Stun Break CDs increased by 25% (because they are used after the fact, while stab is used before).All stun breaks grant cc immunity for 1 second if they break a stun, something like infinite stab. Escaping a stun at the right moment should let you escape from follow up cc. ALL CLASSES gain a themed Stun Break and a themed Counter Break (if this sounds like killer instinct, you're correct). These universal skills would benefit/interact with class traits according to theme. The universal stun break would have a 30 second cd, but you are locked out of using offensive skills for 1 second (it uses a channel). A thief might call it shadow shield while a warrior might call it tenacity or something. The universal counter breaker is a skill that interrupts any action you are performing to channel a 600 range on a SINGLE target for .5 seconds that cannot be invulned, evaded, or blocked. If the target uses a stun break during this time, it will:1.) Negate and interrupt the stun break with a 25% cooldown penalty.2.) Teleport the user to the target.3.) Target is stunned (high priority) for 2 seconds. The Target is immune to other CC during this time.4.) The user ignores all damage prevention or reduction effects of the target. This includes things like Distortion, Endure Pain, passive damage reduction, Protection, Resistance, etc.5.) This skill will also reset its cooldown on success. However...IF YOU FAIL, you will be dazed for 2 seconds and all outgoing damage will be reduced by 50% (your clones, pets, phantasms, and any current condition ticks will be reduced as well) for the same time, unless you stun break (opening you up to a hard read from your opponent, or wasting your own stun break). These adjustments should help with zerging as well as roaming. Since HP is greatly enhanced and damage is reduced, you can afford to get caught in 1 bomb, but because all sustain is reduced, the damage of a bomb sticks around for a long time outside of really strong water field coordination (boosting ele's relevance again). AOE CC is dangerous, but it is impossible to coordinate counter breakers in your own zerg as the range is low (600) and requires counter breaker users to take risk (entering melee range with the target), as well as the proper prediction on stun break timing (counter breaker only lasts .5 seconds). Because the counter break window is so small and zerg combat is so chaotic, the universal stun break grants all classes an out that can be balanced around without having to rely on the boosted CDs of all other stun breaks (allowing you to use them for their utility, not just their stun break), as well as making sure you can't be perma cc'd to death as counter breakers reduce damage you take from other characters outside of the breaking character (unless you get counter broken by multiple opponents of course). This also adds more interesting class dynamics in zerg play:Water Fields are important again. Coordinate for sustain or slowly die as you fail to recover the massive hp pools. Get those Druids and Eles in there.Counter Breaker focus fire characters are useful. Classes like Thief or Warrior can focus single targets and try to stop them from escaping by diving into melee range and using counter breaker on important targets, allowing them to take risk (exposure to damage, missing a counter exposes them to enemies) in order to deal massive amounts on their target (ignore defenses), at the expense of reducing the damage their teammates do to the target. This also prevents unfun snipe strategies from pure Pew Pew as the range is only 600.Roaming burst is greatly diminished, but people won't sustain forever anymore as sustain is down 75%, especially when you don't have water fields. You can actually afford to make a mistake and get a chance to counter attack since hp is higher.Classes with traditionally low access to stability or stun breaks now have an out. Classes with them can drop a few for new utilities instead. Won't ever happen, but something like this would be my preferred style. xD
  15. Personally I'd like a different approach: 60 second cooldown default.After channeling for the full duration, add a flip over skill that reactivates it for half the radius (180) and target cap (5), but no longer requires a channel. Adds 60 seconds to the cooldown. This makes it so it's actually KINDA usable in skirmishes as you can fully commit to the bubble and get rewarded for doing so by giving you doubled duration, but now you can actually fight in it. Enemies can counter by ccing so you don't get the full bubble and making it so you don't get the flip over, but you don't get as heavily punished since the base CD is now 60. It also lets you have a new combo field to actually play around with, even if it's locked behind a 5 second channel. I REALLY wanted a new combo field for warrior to interact with, especially with MH Dagger being perfectly suited for it and the loss of Decapitate's leap finisher (I had so much fun with this). Also add in a meditation trait please.-20% CD to meditations and unique bonus specific to the meditation. Break Enchantments removes boons from self as well, inflicting Disenchantment (1s) on enemies per boon removed from yourself. Prioritizes Might, then Swiftness, then Fury before other boons. Imminent Threat DESTROYS enemy aoes and combo fields in the area. (Increase CD to 60 before trait). Sight Beyond Sight is now a counter state that blocks attacks from stealthed enemies as well as Phantasms and Clones (I CAN SEE THROUGH THAT). Blocking these attacks reveals the source, unevadeable and unblockable (similar to stealth trap). No Longer has Ammo. If you do not block any stealth attacks, gain an extra crit.(Instead of https://wiki.guildwars.com/wiki/Attacker%27s_Insight which is block while attacking, super jank like on the old ranger sword skill) Featherfoot Grace adjusted to gain bonus resistance and superspeed per condition on you (1s). When striking enemies, inflict Cripple and Transfer a Condition (1s ICD). Whenever you SUCCESSFULLY transfer a condition this way, reduce your remaining resistance and superspeed duration by 1s.(Combined with https://wiki.guildwars.com/wiki/Grenth%27s_Grasp from GW1) Natural Healing casts 50% faster and heals 25% more if you have no boons, and 50% faster and heals 25% more if you have no conditions. Cast speed stacks multiplicatively (1/4 multiplier to cast time with both) and heal amount stacks additive (+50% with both).(Adding in the missing component from original with a slight bonus if you already have no boons/conditions). Winds of Disenchantment damage is increased by 50% on first activation, 100% on second activation. The 60 second cd penalty when using the flip over is not affected by the Meditation cooldown trait.(So you don't lose offensive pressure when committing to bubble).
  16. The reason I don't want to rip stab is because I don't want warrior to be a boon destruction class without spellbreaker. By making you able to daze THROUGH stab, it still lets you disarm foes without ripping away their protection from other hard cc skills like bulls charge and such. The goal of the skill is to interrupt an attack and reduce pressure, not to lock them down (which is why it doesnt lock out their utilities). It's more finesse than power, and warrior doesn't get to show that they are capable of it that often. It also ensures that dagger burst (which should put Disenchantment on foes IMO) is still the boon rip burst, while sword is the interrupter into an offensive buff state, but you still need to land further attacks in order to gain more damage. It also preserves sword's ability to complement weapon swap after the burst since you could swap to say, Longbow for a pulsing aoe with the Hundred Blades buff, or Greatsword 100 Blades with the Hundred Blades buff for even MORE SWORDS. The reason why it also has a buff is that it allows sword to focus on its multi-hit game plan without being super commital to a self rooted (or even slow channel movent, it's a sword for fast movement and finesse) and act as an homage to one of the more classic GW1 sword skills, Hundred Blades. Just the evade/interrupt alone is hardly a burst skill, especially one with a more limited targeting method than full counter (which is a 300 radius, 5 target, unblockable attack). Of course off hand sword would need a fix to go with this >_>Off hand sword is cursed.
  17. I really don't want final thrust to be the burst skill, as the damage is poor outside of the threshold and MH sword has 0 ways of getting someone under 50% on its own, or with any off hand. Instead I'd rather see it be a combination of:https://wiki.guildwars.com/wiki/Disarmhttps://wiki.guildwars.com/wiki/Hundred_Blades We'll call it like, Dancing Blades or something. Leap at an enemy, evading and dazing them for 1/4 seconds and ignoring stability. If you interrupt an enemy, all Weapon Skills are disabled for 1/2/3 seconds. Does negligible damage.After leaping, regardless of striking an enemy, gain Hundred Blades for 3/6/9 seconds. Hundred Blades is a buff that grants ALL ATTACKS a bonus strike on enemies within 180 radius of the original target, doing power damage AND bleeding. Enemies cannot be damaged more than once per attack source (so if you strike 3 enemies with an attack, you get 3 bonus strikes but they can only damage the same target once).
  18. Personally I'd like to see Core Shroud have minions (unkillable) built in. Example, Shroud 2 would be reverted in functionality to the old one (slow tracking). However, it would get minion flavor by delivering the attack through a minion instead of a hand. This means it would benefit from minion traits, and when it hits (aka the minion dies), you would proc death nova. Additionally, it would command your existing Shadow Fiend (if summoned) to become a projectile as well. Then on the shadowstep, you summon a shadow fiend at your original position. Could rename it to like Looming Shadows, and then the second would be Impending Darkness or w/e you want to call it.
  19. Swipe is really awkward because in the end, it's still just steal but half the range. It's hardly a trade off, just a nerf from baseline steal. Swipe should have been some kind of close combat or acrobatic steal/dodge built in together. Or it would affect the next grandmaster dodge trait, projectile steal from lotus, aoe steal from bound, and add a single target hit like staff 3 to dash that steals. Or like deadeye, give daredevil unique steal items that are acrobatic with an evade built in. Literally anything besides swipe. It's so boring.
  20. Personally I'd rather Signet of Rage not be named Signet of Rage and instead be like Signet of War or something, since Warrior (core) is not about rage really. That's Berserker's stick. Instead make Signet of Rage grant adrenaline passively (but checks for all On Hit/Crit traits you have and fakes them so you have a chance of getting more), and the Active would be Weapon Swap, Reduce the Cooldowns of the New Weapon by 50% of their base cd. This makes Signet of War the Warrior Burst focused and technical elite, contrasted with Headbutt/Rampage's going ham style, and the Bubble's Play Making ability. And maybe you won't need fast hands as much and actually take Arms. LOL
  21. Personally I'd like to see a water dps attunement instead of basically all of them being about soft cc (chill) or healing. No, water scepter is not for damage, no matter how many times you buff shatterstone. Vapor Blade reworked to another chain, but it works like the mesmer scepter chain but doesnt use a projectile.Fires a high pressure water laser to slice even steel, causing power damage and vulnerability. Each one inflicts more vulnerability than the last. Works like Chop, Double Chop, Triple Chop on warrior axe so the earlier hits do less damage. 2nd skill is changed, now Bubble Trouble. Target an area and randomly summon bubbles around it. Bubbles act like engineer mines when walked on. Flips to Pop when finished. Pop detonates all bubbles in the targeted area (you don't have to pop all of them if you don't want to) using an ice dagger. Manually popped bubbles have a larger blast radius and do slightly more damage. Enemies can be hit by multiple bubbles. 3rd skill replaced with Aqua Mirror, which negates the next ONE attack (unblockable doesnt work). If it was a ranged attack or utility, this skill becomes that skill for a short time. If it blocks a melee attack or utility, you counter with the old Frozen Burst, but add a Launch to it. Cooldown increased from current. 4th skill is now Whirlpool Trap, which puts a whirlpool that will function like a weaker version of the DH Elite trap. Use it to defend your position. 5th skill is now Hailstrom, causing power damage and chill rocks to randomly fall like Ice Bow 5. This aoe works like the guardian scepter 2 so it has a pulsing aoe and a few rng rocks. Lots of ranged slashing/piercing themed water attacks using a dagger basically, with 1 unique defensive option and a point defense mark/trap.
  22. Attunements need to be drastically different even on the same weapon, with better single attunement specialization (or 3 if you run triple elemental traitlines). Two attunements should be melee focused, two should be ranged, while retaining the weapon's overall theme. Example:Earth Staff, originally a ranged disruption kit (immob projectile, lame wall). Now a heavy melee disruption kitStaff 1 is now a Melee Auto Chain similar to the Warrior Sword auto chain, bleeding, crippling, then both on the final.Staff 2 is still eruption, but it pulls enemies to the center. If needed, rename to Epicenter. Lower bleeding dealt. Still ranged.Staff 3 is now Magnetic Shockwave, combining Magnetic Aura and Shockwave. Projectile speed greatly increased. Enemies that are already immobilized take extra damage and are pulled towards the caster as well.Staff 4 is now Sand Shield. The ele summons armor made of sand to protect them, gaining stability and blocking attacks for 2 seconds. If you block an attack, flips to Sandstorm, canceling the remaining block duration and summoning a sandstorm that follows the ele's position and bleeds and blinds foes within a radius similar to wells for a short time.Staff 5 is now Unsteady Ground, but reworked to be a line attack similar to CoR, but you cannot move during the channel windup. Does heavy bleeding and cripples foes. Enemies that are in the area too long are immobolized. Enemies that are immobolized are knocked down. Damage is increased against enemies that are Hard CC'd. Long cooldown (think Guardian Hammer 5). Can immobolize multiple times similar to the Ranger Roots if enemies remain crippled too long, or not at all if they are immune. Ever wanted to call a meteor or glyph of storms on your own position and prevent them from running away using the power of earth? This earth staff has you covered. Or maybe you just want to punch people with rocks, I'm not one to judge. Feel free to swap after starting any of these skills so you can quickly use another attunement as needed since some of the cast times might be longer, or just protect yourself with staff 4 and go for raw meteor.
  23. I definitely would like the reflect to be on demand. And I like the idea of it lasting for as long as you hold the key down. The question would be should it consume endurance over time or initiative? Like 2 initiative per second, so with normal initiative regeneration, you would only be losing one per second. Stamina for holding it down, initiative is for the first press that is free (so you could keep mashing it to spend initiative, or you could spend stamina by holding it depending on which resource you have more of at the time).
  24. Personally I think the staff twirl should be on Staff 2 and they should replace the auto chain 3 with something else cause I hate that whirling charge animation. Then they could make you able to twirl (and reflect) the staff as long as you hold the button down, but it spends stamina over time (the first press and duration is free). Kinda like whirling axes with no cooldown (just costs "energy" to upkeep).
  25. How about this for a concept: Boost the adrenaline cap for Berserker and Berserk Mode (50 for both), allow you to enter berserk with a 10 second cd (minimum 30 adrenaline still), exit anytime (like necro shroud), and no cooldown on any of the primal bursts, but they cost more adrenaline every time they are used without weapon swapping. Instead of the burning trait on rage, let rage skills be used without cooldown but cost adrenaline instead equal to their remaining cooldown. Basically just make adrenaline warrior version of revenant energy, but you use it like a necro shroud.
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