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More bizarre change in elite specialisation play style?


riesz.7526

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Druid got some really impressive buff to its offensive capabilities! Somehow it triggered my late night brainstorm, of what else could there be? I just needed somewhere to offload this, so, don't mind me!

 

Disclaimer: All jokes and just for fun!

 

Bladesworn

  • Immortal Dragon: Dragon Slash no longer deal damage and heal allies instead. Base heal 1000 per charge. Gain aegis for every three charges converted.
  • River's Flow: In addition to its previous effects, also gain regen whenever you convert flow into charges.
  • Swift as the Wind: In addition to its previous effects, also gain vigor when you convert flow into charges.
  • Unseen Sword: In addition to its previous effects, also gain fury whenever you convert flow into charges.
  • Unshakable Mountain: Now also grant yourself protection whenever you convert flow into charges. Grant the boons you gain when converting charges to nearby allies as well.

 

Firebrand

  • Quickfire: This trait has been replaced by a new trait, Quickfrost.
  • Quickfrost: Whenever you would inflict burns, apply chilled instead. Chilled you inflict deal damages each second. (Damage scales with power. Instead of applying bleeding and condition damage like reaper's Deathly Chill, it deals damage in a manner like core necromancer's Terror trait, which makes fear inflict damage that scales with power. Traits that benefit on burning foes affect chilled foes instead.)

 

Reaper

  • Blighter's Boon: This trait has been reworked. You get a new set of modified, defensively augmented reaper skills.
    • Shroud skill 1: (no idea)
    • Shroud skill 2: (no idea)
    • Shroud skill 3: Infusing Terror becomes Infusing Blight. Now also grant resolution and resistance. You may shatter this armor to transfer conditions on yourself to nearby foes.
    • Shroud skill 4: Soul Spiral becomes Soul Respite. Whirl and reap conditions off nearby allies and transfer them to yourself.
    • Shroud skill 5: Executioner's Scythe becomes Executioner's Mercy. Strike with your scythe and revive one downed ally in the area. If no ally is downed, fully heal one ally and 50% of lost health for other allies in the target area.

 

Mechanist

  • Mech Core: Jade Dynamo has been reworked. You now pilot your jade mech full time when your jade mech is summoned. Defiance bar will be activated, and +150 to all attribute when you're controlling your jade mech. -300 to all attributes when your jade mech is recalled. The weapon skills you can use when piloting your jade mech varies base on which other two trait lines are selected, and type of weapons equipped.

 

Mirage

  • Dune Cloak: This trait has been reworked. Your shatter skills and clone mechanisms has been modified. Shatter skills are replaced with Sand Clones. Increase clone limit to 4, with each correspond with a sand clone skill. When you use a sand clone skill, summon a sand clone to fight with you for a short duration. Your phantasms no longer become clones when they finish their action, and will instead extend the duration of active sand clones.
    • Sand clone F1: Summon a sand clone to attack your foes. Base duration 10s.
    • Sand clone F2: Summon a sand clone to attack your foes and inflict them with conditions. Base duration 15s.
    • Sand clone F3: Summon a sand clone to attack your foe and daze them. Base duration 5s.
    • Sand clone F4: Gain distortion. Summon a sand clone to periodically grant other active sand clones distortion. Base duration 3s.

 

lol the mirage dune cloak rework by me sounds like a dedicated elite specialisation by itself!

Oh no... even I find this loathsome... But frost breath firebrand sounds cool isn't it?

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Bladesworn: While the numbers seem to be overinflated, I think the change would be interesting. Boons need to be shared to the party thought.

NB: DanAlcedo is right in saying that making mending might heal allies instead of the warrior is all warrior need to have viable healer builds.

Firebrand: Chill dealing damage is a bad idea when looking at the broader picture and this is the very reason reaper now proc bleed on chill instead.

Reaper: Interesting idea except for shrd#5 which would bring to much QQ in competitive modes. I'd suggest changing reaper's mercy into a skill that leave a water field that heal over time, it would have great synergy with reaper's charge's leap finisher.

Mechanist: Not gonna happen, to much work.

Mirage: The whole thing is confusing, why would F key summon clone?.

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2 hours ago, riesz.7526 said:

Firebrand

  • Quickfire: This trait has been replaced by a new trait, Quickfrost.
  • Quickfrost: Whenever you would inflict burns, apply chilled instead. Chilled you inflict deal damages each second. (Damage scales with power. Instead of applying bleeding and condition damage like reaper's Deathly Chill, it deals damage in a manner like core necromancer's Terror trait, which makes fear inflict damage that scales with power. Traits that benefit on burning foes affect chilled foes instead.)

Fyi, Terror does scale with Condition damage only. Which makes sense too, since turning a non damaging Condition into a semi-damage condition which then scales with Power seems overly confusing. 

And as @Dadnir.5038 noted, there is a reason this was changed for Reaper, which did originally work as you are suggesting for FB here (albeit also scaling with Condition Damage still).

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1 hour ago, Asum.4960 said:

Fyi, Terror does scale with Condition damage only. Which makes sense too, since turning a non damaging Condition into a semi-damage condition which then scales with Power seems overly confusing. 

And as @Dadnir.5038 noted, there is a reason this was changed for Reaper, which did originally work as you are suggesting for FB here (albeit also scaling with Condition Damage still).

... I thought Terror scales with power. My mistake there.

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1 hour ago, Dadnir.5038 said:

Bladesworn: While the numbers seem to be overinflated, I think the change would be interesting. Boons need to be shared to the party thought.

NB: DanAlcedo is right in saying that making mending might heal allies instead of the warrior is all warrior need to have viable healer builds.

Firebrand: Chill dealing damage is a bad idea when looking at the broader picture and this is the very reason reaper now proc bleed on chill instead.

Reaper: Interesting idea except for shrd#5 which would bring to much QQ in competitive modes. I'd suggest changing reaper's mercy into a skill that leave a water field that heal over time, it would have great synergy with reaper's charge's leap finisher.

Mechanist: Not gonna happen, to much work.

Mirage: The whole thing is confusing, why would F key summon clone?.

All that was just jokes, and I didn't really expect serious replies. Especially so for mechanist and firebrand. But I was half serious for the other three.

For bladesworn, I'm aware that for party play, the boons need to be shared with others. I did include that in the Unshakable Mountain, which share the boons you gain when converting flow to charges to nearby allies. But, yeah. I agree that Mending Might healing allies would be both simpler and efficient.

I can see that reaper shroud 5 with that effect would be too OP and even more so if the cooldown is low. Nor would it be appropriate to make shroud skills' cooldown too long. Though if skills are to stick to the class concept, necromancer may never have water field. The same way the elementalist may never have chaos field.

And for mirage... well, among all three mesmer's elite specialisation, only mirage's shatters are unchanged and remain the same with core shatters. Chronomancer didn't have its set of altered shatters from the start, but it does now. Whereas virtuoso has its shatters almost completely overhauled. Mirage lack a bit there. But then again, it has modified dodges. Somehow it's still fair?

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2 hours ago, riesz.7526 said:

Though if skills are to stick to the class concept, necromancer may never have water field

Why not, you could say that the reaper's heart is warm for his own and the ice field melted into a water field for them. 😉

2 hours ago, riesz.7526 said:

The same way the elementalist may never have chaos field.

But I can imagine it, especially for the weaver's specialization which combine elements. In fact I find it strange that dual attunment skills stick to the common attunments for their combo fields (either water/fire or air/earth skills should produce smoke field for example, water/earth should produce poison fields, Air/water should produce light field and combining all attunment like the elite skill should produce a chaos field). Arcane skills as well could be a source of chaos field.

Quote

Mirage lack a bit there. But then again, it has modified dodges. Somehow it's still fair?

What mirage have isn't modified dodge but ambush. I do agree that it's a bit much for them to have the core shatter on top of that thought. However, you can't just make shatter skills that produce clone, that just feel wrong.

Edited by Dadnir.5038
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On 9/30/2023 at 7:36 AM, riesz.7526 said:

Druid got some really impressive buff to its offensive capabilities!

Literally where lol.  

For PvE:

Guild Wars 2 Benchmarks | Snow Crows

Nope, can't find Druid.

For WvW/and highish level sPvP I can assure you there have been only net losses to offensive capabilities in the last year.  It is almost always preferable to play Untamed there now unless you are someone like me that's so ingrained into how Druid functions that we can still make it work.    

Unless that was the joke and I missed it lol.  

Edited by Gotejjeken.1267
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On 9/30/2023 at 6:36 AM, riesz.7526 said:

Mirage

  • Dune Cloak: This trait has been reworked. Your shatter skills and clone mechanisms has been modified. Shatter skills are replaced with Sand Clones. Increase clone limit to 4, with each correspond with a sand clone skill. When you use a sand clone skill, summon a sand clone to fight with you for a short duration. Your phantasms no longer become clones when they finish their action, and will instead extend the duration of active sand clones.
    • Sand clone F1: Summon a sand clone to attack your foes. Base duration 10s.
    • Sand clone F2: Summon a sand clone to attack your foes and inflict them with conditions. Base duration 15s.
    • Sand clone F3: Summon a sand clone to attack your foe and daze them. Base duration 5s.
    • Sand clone F4: Gain distortion. Summon a sand clone to periodically grant other active sand clones distortion. Base duration 3s.

 

lol the mirage dune cloak rework by me sounds like a dedicated elite specialisation by itself!

Mirage should have been a dedicated clone spam spec… and changing its shatters to nolonger be shatters would actually be a good idea… but this seems a bit odd…the increased clone cap is good though… what I would do is this:

 

Mirage

  • Dune Cloak: This trait has been reworked. Your shatter skills and clone mechanisms has been modified. Shatter skills are replaced with Mirages. Increase clone limit to 4, and now persist until the end of combat. Your phantasms no longer become clones when they finish their action, but instead will create a Mirage Mirror.
    • Mirage F1: You and your clones use Sand Shards.
    • Mirage F2: Teleport you and your clones to random locations within 600 range of your target inflicting confusion on them and any targets nearby you or a clone.
    • Mirage F3: Redirect your clones to attack a foe and shatters one clone to daze foes near you and your clones.
    • Mirage F4: Gain distortion. Summon a Phantasm to periodically grant you and your active clones distortion.

This would allow the mirage to have a build that can actually make real use of the Axe since you’d actually benefit from building up clones rather than shattering every time you reach 3.

Edited by Panda.1967
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