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Kodama.6453

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Everything posted by Kodama.6453

  1. > @"Jski.6180" said: > > @"Agrippa Oculus.3726" said: > > > @"Jski.6180" said: > > > > @"VocalThought.9835" said: > > > > > @"Jski.6180" said: > > > > > All classes should have medium armor and medium health its kind of silly that the vary of hp / def is still in the game even though the reason for such effects are long gone as in the old trait point system that had hp def build into it to where some classes would get more from there hp line that where low hp and high hp classes would get a lot less. > > > > > > > > If every class had the same health and armor, than that would change the theme and balance of the classes, wouldn't it? > > > > > > How would that change the theme? A class is tankly or glass though its gear combo build more then any thing else. By letting all classes have the same hp / armor you would get away from class just simply getting free hp / armor over other classes that done there by letting them build more glassly. In an odd way the high tankly classes though the current hp / def system are more able to go glassly then the lower hp / def making them more likely to build tankly. > > > > > > > > > > Changing Armor, would definitely change the theme of a class imo. It also stems back to GW1, where it played a significant role in gameplay (and thematically as well). > > > > But again, those base health pool differences in GW2 has been a really strange and arbitrary decision from ANet and imo, I can't see any real thematic and/or lore reasons why there are differences between classes like that. (Except for maybe one class: the Daredevil). It only somewhat affects the gameplay, and imo is far less of a factor now, than it it used to be back in 2012. > > A good time to level those health pools to one and the same base pool! Obviously, combined with a well extensive balance patch which most of us have been waiting for, for a long time now. > > No... the theme of the class comes from its wepon effects and its F1-5 if armor played that big of an roll then it would of too been changed with the trait line update. > > And that thing thing the armor / hp system is an hold over from an much older system where you got most of your power hp armor etc.. from your build not your gear. This was balanced for what the class would use (some classes would have a hard time getting hp from the trait lines and good dmg but they had high base hp / def to start with.) Now we lost all of the theme base for trait lines in way of hp / def but we still have this out dated hp / def armor class system. This is kinda ignoring the skill sets the different classes have access to, tho. Thief, for example, has a low health pool because they have alot of active defenses in their skills. Evades, stealth, tons of mobility, etc. Necromancer is on the other side of the spectrum, they have very little active defense. Low mobility, no blocks, no evades, no stealth. Having a large health pool and healing are the only thing they have here. You can apply the same logic to other classes. Guardian has many blocks and protective boons. Elementalist has alot of mobility and literally always access to additional healing regardless of the build thanks to water magic. They even applied the logic to an elite spec with scrapper. Scrapper adds quite alot of defense to the engineer, with the rework it got a bit counterbalanced by giving scrapper a vitality malus in the minor traits. So if you get through their defense, then they are a bit easier to burst down.
  2. > @"Psycoprophet.8107" said: > Hoping for gs ronin for teef, greatsword modeled as just a shorter version of balindas gs with a left side stow instead of on the back. Many ronin resorted to becoming bandits and thieves to get by before being hired by another lord. A kimono may be more light armor but could still be considered medium for the sake of the espec theme or armor similar to what ashigaru wore if they wanted a slightly armored look. Be cool in my opinion atleast. I would prefer to see a one handed weapon for thief next, tbh. Thief already got 2 2handed weapons with both elite specs (staff + rifle) and especially on thief it would be interesting to see a new one handed weapon because of the dual attack mechanic.
  3. > @"Dadnir.5038" said: > > @"Fueki.4753" said: > > Unless Arenanet introduces a terrible -700 Vitality "trade off", a glass cannon builds aren't really possible with Necromancer's design. > > > > There is no need to have a vitality trade-off to be a glass canon. Just remove the in-built defensive tools from the main mechanism and you got one. I mean, if there is no "2nd health bar" from shroud/shade to shelter the character, you pretty much depend on what defense your utility and weapon skills grant you. Thus you can choose to not take any defensive mean and be an infamous glass canon. > > This is where it's funny, ANet's devs could very well remove the "defense" from the next e-spec main mechanism and grant a defensive weapon to this e-spec (like a shield but it could really be anything since "defense" for the necromancer is basically either barrier or an healing source). They could even push it and grant only defensive utility skills to this e-spec. The player would just have to not take those defensive skills or weapon in their build and it would end up being a "glass canon" build. (That's how it work) How does removing the health barrier from the spec mechanic affect traits like Unholy Sanctuary? This is the actual problem in my opinion, necromancer traits are designed around the idea of having a class mechanic which grants temporary health, either through the shroud (necro + reaper) or through a barrier (scourge). They will most likely keep this kind of mechanic to make sure these traits can function with the next elite spec. That is the reason why he said that necromancer most likely won't ever be a full glass cannon.
  4. The funny thing is, if this suggestion went through, then all the boon hate (boon strip, boon corrupt, boon steal, etc.) suddenly gets hard countered **by a boon**. You want to remove some boons from the guardian buffing themselves? Enjoy the "blocked" text because of Aegis.
  5. > @"KelyNeli.4516" said: > > @"Kodama.6453" said: > > > @"KelyNeli.4516" said: > > > I too love to get killed by any single breeze of air on my elementalist. I need to take some lessons with sasuke uchiha so i could learn sharingan, so i could play this profession effectively without dying to a veteran mob skill out of blue. > > > > You are doing it wrong. The trick is not to get killed by a breeze as the elementalist, but to **kill the enemies** with a breeze. > > That would be the case if ele had any good damage. > Berserker has higher damage, higher burst and is like 3 times as tanky. Weaver beats all warrior specs when it comes to damage benchmarks.....
  6. > @"draxynnic.3719" said: > I think we've discussed previously, but: > > Long-range sniping weapon, and electricity theme, similar to the various tech-based lightning rods and rifles you have floating around in so many hearts and dynamic events. Essentially, something that can really fill the hole in the heart left by GW1 air elementalist. GW2 elementalists don't and really _can't_ - their design is based around attunement-swapping through multiple elements. Beyond that, mesmer has some aesthetics in common, but engineer is probably the most likely to really pull off that lightning-crazy feel. We've got bits of it in core engineer and scrapper, but in core engineer it's basically Static Discharge and Static Shot (and you usually don't want to try to run both due to one being power-based and the other being condition) and if you go to scrapper hammer and utilities, it becomes a close-in brawler with about as much in common with what I have in mind as fresh air dagger tempests do. > > But for the time being, a support spec, alchemy-themed or otherwise, is more important. Ah yes, I remember that discussion. Still think that revenant also is a valid candidate for this "lightning crazy" theme you envision. This class is thematically already built on the ritualist from guild wars 1, which was the second "lightning heavy" caster in that game alongside the elementalist. Giving a revenant spec with powers borrowed from a legend who was wielding lightning seems not too farfetched in my opinion. And even if we don't go for the "ritualist" theme, there are other legends to draw inspiration from. A legendary Naga stance, for example, was brought up recently in some discussions, mostly about Hanasha Coralfin, who was a Naga priestress with major influence. Naga in general were using water and air magic in guild wars 1, especially attacks based on lightning were common.
  7. > @"KelyNeli.4516" said: > I too love to get killed by any single breeze of air on my elementalist. I need to take some lessons with sasuke uchiha so i could learn sharingan, so i could play this profession effectively without dying to a veteran mob skill out of blue. You are doing it wrong. The trick is not to get killed by a breeze as the elementalist, but to **kill the enemies** with a breeze.
  8. > @"Oxstar.7643" said: > > To be short: Yes, I AM asking for them to expand upon a concept that is currently a weak racial nobody uses into a full and worthy elite specc. And that won't change, thank you. Fair enough, I never said you can't want that. I just voice my own opinion that I think this wouldn't be a good direction for the engineer, since it is just rebuilding stuff that we already know. And especially something we already experienced ourselves, like I said, there are many story instances in which you pilot a suit. Getting something that is really **new** thematically would be the more exciting option in my opinion. >As for the aesthetics, those can be anything. You're actually the only one here thinking it has to be asuran. In the lore, there are 2 precedence cases for mecha suits so far: mining suits from the Dredge and the golem suits from the Asura. From a lore point of view, these 2 options are the most logical for a mecha suit elite spec. And both share aesthetic designs with the elite specs we have so far. Dredge mining suits share design space with the scrapper, being made out of repurposed scrap metal. Asuran golem suits would most likely end up with the Asuran design trademarks, which were already used for holosmith. >And, where does it say holosmith is asuran tech? I've never seen them make solid weapons out of light, have you? Fueki already mentioned examples, yes, holomancy is primarily an Asuran technology. The lore explanation for holosmith says that it uses Zephyrite crystals and that humans invented the photonforge, but I am talking about **aesthetics** here. By Anet's very own statement: they have used Asuran design for the holosmith. > Also please no condition speccs, the game is already saturated with condition builds. That would unironically be LESS creative than a well executed piloted mech concept. There is already a very strong condition build with mid to melee range for holosmith, and it's one of the top thread. No need to invent a new elite specc out of something we already have, and have done very well. I think it is inevitable at this point that our next elite spec weapon will give us condition damage. Both our last 2 elite spec weapons are pure power weapons. Wouldn't make much sense to give us a third power weapon for an elite spec when engineer to this point still just has 1 condition weapon (pistol). I don't think that the primary focus of the spec will be condition damage, tho. I think it will be a support spec (like scourge or druid), which will enhance the condi damage some for our class (scourge did the same for necromancer). It would also be highly welcomed to have some condition damage utility skills which are not kits. There is a condition damage build for holosmith, but it is still hard locked to pick 3 kits (bomb, grenade, flamethrower), since all our condition damage comes from kits. Holosmith and scrapper gave engineer some other utility skills we can pick for power damage, so we are no longer hard forced to pick 3 kits for a power damage build. I think the next elite spec should do the same for condition builds.
  9. > @"Fueki.4753" said: > > @"ThrakathNar.4537" said: > > Genuinely curious to hear what you think the goal with tradeoffs should be. > > The right thing to do would be buffing core trait lines, so that losing the third core line **becomes** a significant trade off. > And then they can start to remove the current trade-offs they gave to Berserker, Scrapper etc. > > But I can't see Arenanet do that. > It's not that easy, tho. Some classes naturally have a trade off built into the elite spec mchanically. Like how the reaper's shroud is replacing the death shroud, holosmith replaces the elite toolbelt skill with photonforge, dragonhunter replaces his virtues with new ones, etc. If you really want to make the opportunity cost (not being able to pick a third core trait line) the trade off and remove the other installed trade offs, then you would have to rework this stuff too, to make it fair. Like giving reaper the reaper's shroud as a F2 skill and let them keep the core shroud on F1, holosmith gets the photonforge on F6 and keeps their elite toolbelt, dragonhunter virtues become F4-F6 skills instead, and so on. Which will all come with their own package of balancing problems. This is the actual problem here. Some elite specs got designed with their own inherent trade off from the very beginning, while others were designed as flat out upgrades to core (druid, soulbeast, etc.).
  10. > @"Yasai.3549" said: > Yea but Ranged. > Engi has really meh Ranged capabilities. > Grenades and Mortars are both bad to use. > Rifle got nerfed. > Elixir Gun is more Condi than Power. > Pistol.... lol. It is true that our ranged capabilities are really meh right now. But I get the feeling that we might get a melee condition weapon this time (yes, a third melee elite spec weapon...). Pistols are bad right now and need help, no one can deny that. But they kinda are supposed to fill the "ranged condition weapon" for engineer. While grenades feel bad to use because of the ground targeting that is constantly required for them, they seem to perform well at least as ranged weapons. Remember people being up in arms because of the infamous "grenade holo"? Meanwhile we don't have anything that could get interpreted as a melee condi weapon right now. The closest we have to that is bomb kit, but it is actually a mixed damage kit. The toolbelt and auto attack pack quite a punch in power damage, even if fire bomb is a really strong condi skill. I could image that Anet wants to change this and give us a melee condi weapon... Note: I don't say this is what _should_ happen, but I can easily see this happening as Anet's train of thought. Edit: And thinking about it, if they really go for a support elite spec to enable us as healers and add condi damage to it, then a melee weapon could synergise better with the intended playstyle eventually. Healing engineers want to be close to their allies because of medical dispersion field and med kit, which is short ranged on the healing auto attack. A melee supportive weapon with conditions would probably be better utilised in these scenarios.
  11. > @"Yasai.3549" said: > Why not Ranged Power DPS? Both elite specs we had so far are heavily skewed towards power damage already. The next elite spec should utilise conditions for their damage output. Especially if we consider that basically all condition damage engineer has currently is located on kits, forcing you to play with 3 kits (bomb, flamethrower, grenade) for the condi dps playstyle. Scrapper and holosmith brought alternatives to kits for engineer in power builds. Skills like shredder gyro and laserdisk are strong enough to warrant using an utility slot for them if your goal is to deal power damage. It would be great if we could get skills which do the same for condi builds.
  12. > @"Teratus.2859" said: > I dunno, I don't think the Sea Dragon will be the mother and I really hope it isn't. > I think of that mother figure as something much older than existing Elder Dragons which opens up far more interesting potential for some deep origin backstory about Elder Dragons and how they came to be Elder Dragons. Yeah, I actually thought that this is supposed to be a seed for how the story is going to progress after the elder dragons. Anet stated that End of Dragons is not supposed to be the end of GW2. Even if the elder dragons are defeated, the story is supposed to go on. This "mother" is most likely another entity that stands behind the entire dragon cycle.
  13. > @"Oxstar.7643" said: > > The asura racial is very bad to the point where nobody uses it and it doesn't utilize even a fraction of the potential. The reason why a piloted mech is currently the leading suggestion is because people want it done right, and have it be a reliable main feature, rather than a lengthy cooldown for a terribad, clunky, unwieldy ugly suit of junk. So basically this suggestion boils down to "Yes, I want to explore something that is already in the game again, because I think it is not implemented properly". Which feeds into one of my points: it provides nothing new. It is just rebuilding something that is already in the game, which would take out alot of the excitement about it for me. So, I would pay to get a stronger version of something I already have. Hard pass for me and actually a reason not to consider to buy this expansion. Then there is also still the point about the aesthetics you didn't mention at all still: we already have an elite spec with heavy Asuran flair, holosmith. It was the very last elite spec we got. A golem mecha suit will most definitely also use the Asuran aesthetic, since this kind of technology just makes the most sense with Asuran tech in the lore. Also do you have any data about this being "the leading suggestion"? I see it mentioned alot, but would still not consider this to be the leading suggestion. And that doesn't mean it wouldn't be bad for the game, even if it would be the leading one... I see AI minions suggested for engineer a ton and still have to argue to people why this would just be a terrible idea.
  14. > @"Fenella.2634" said: > > @"Kodama.6453" said: > > While it is true that Anet has used names with real life references, at least to my knowledge this doesn't hold true for elder dragons. All of them have original names. > > > Well... Debatable. Some like Zhaitan and Mordremoth are at least references to RL myths, others like Kralkatorrik are completely original. I am not aware, can you elaborate a bit how these 2 names are referencing rl myths?
  15. > @"MrForz.1953" said: > > @"Noah Salazar.5430" said: > > > > Scrapper aslo give might to team (blast gyro) what is kinda healer job > > Yeah no. That's not written anywhere and it's never been set in stone. > > I don't necessarily mind a "support" spec but boons right now aren't scarce enough and if you want another clownish boon-farting concept you might as well jump on Guardian/Mesmer/Rev instead of wasting an Engi spec slot that would kind of overlap with Scrapper currently struggling to exist beyond support. > > There's nothing I expect from said spec but god that would be boring if it was that one-dimensional. Who says that is has to be one dimensional? Scourge, for example, is a supportive elite spec for necromancer. It is not one dimensional, since it focuses on barrier application as well as having some boon support and also enhancing the necromancer's condition damage. If people say that they expect a boon support elite spec, that doesn't mean it is literally all they do. Most likely our next elite spec will enhance our condition damage as well, considering that both elite specs so far have been power based and engineer is lacking in condition damage heavily. The only utility skills providing condition damage for us are kits (hence why you run 3 kits in a condition damage build). Our condition weapon (pistol) pretty much sucks rn. We basically just have 1 real condition damage trait line, firearms. So it is to be expected that we get condition damage from the next elite spec anyway. However, I still think the main focus should be a boon support, since this is what is holding back engineer to become a meta healer for high end PvE content like fractals, strike missions and raids.
  16. While it is true that Anet has used names with real life references, at least to my knowledge this doesn't hold true for elder dragons. All of them have original names. It is possible that the elder dragon will have that name and reference this goddess, but right now I would assume that this is not the case since all 5 elder dragons we know so far don't follow such nomenclature.
  17. > @"Fueki.4753" said: > And Holosmith currently outperforms Berserker in every way possible, be it sustain, defense or damage. Yes and this is a sign that berserker probably is deserving of a buff. Doesn't have to necessarily be the removal of the toughness penalty, tho. > Yet these no longer mean anything since the power creep that started with HoT. This whole discussion here resolved around the fact that berserker has a toughness penalty installed while in berserk mode. So what is it now, does armor matter or not? If having additional armor doesn't matter, then this entire discussion is meaningless and berserker can keep their toughness penalty, since it doesn't change anything anyway. > Kits effectively are weapon Swaps, Holoforge is effectively a weapon swap+ that also improves utilities and sword. Completely missing the point I made. My point was that the weapon swap allows warrior to slot in a second defensive weapon in the offhand, which engineer can't. Engineer can get more defense by dedicating utility slots to it, but warrior can do the same with their defensive utilities. Also the only really defensive kit on engineer right now is tool kit, since it has a block. And no one is using it, since it sucks right now. Photonforge doesn't add any more defense to the holosmith as long as you are not investing into it through traits, which once again, berserker can do the same. > > > My point is: I think berserker got this stat penalty to move it more towards the direction of a glass cannon. It inherently already has more defense and this penalty is supposed to remove some of these stat advantages which come naturally by being a warrior. > For the over-performance in damage, Holosmith ought to be directed towards glass cannon as well. > Yet it gets bonus sustain in addition to said overperforming damage. Who says holosmith is overperforming in damage? It isn't top damage dealer in the game in any environment as far as I know. > And yet these defense have been neutered or turning into 300s placeholders in PvP, where they mattered most, drastically reducing their usefulness. > It ought to be obvious that the Toughness reduction simply isn't justified, especially compared to Holosmith. I thought toughness doesn't matter? So how can it not be justified if it's meaningless? I agree that the placeholder traits need work, tho. Unfortunate that balancing is on halt right now since they are working on EoD....
  18. > @"Shroud.2307" said: > @ those discussing Full Counter- > It's an evade, grants Stability, is unblockable, Dazes, is on a very low cooldown, and deals damage in an area around the Spellbreaker. With traits it has various other effects, but just looking at the baseline it's still pretty frigging strong. Honestly, it should lose the Daze all together as it is already an extremely strong effect. Giving it a little damage back in compensation would be fine. > > Personally I don't have much of a problem with Full Counter. I know how to deal with it, and on Necro even how to make it work against them with Corrupt. But objectively speaking, it is a very low risk/high reward skill that even if in its substantially reduced in strength state, is still very strong. > Removing the Daze entirely wouldn't destroy the skill assuming it isn't accompanied by any other nerfs. The way I see it, removing the Daze would level it out, adding a little damage back would still be at a good balance. Anything further and it would start to become bad. > > Spellbreaker as a whole, and Warrior in general tbh, are a whole other story. It isn't in great shape and could use buffs here and there, but that doesn't mean it doesn't have things that aren't overtuned either. A class/spec can still have overperforming aspects even if much of the class/spec is the opposite. They surely won't remove the daze. Spellbreaker is a bruiser spec and an integral part of their playstyle is a focus on CC. Just like daredevil has alot more hard CC than core thief or how scrapper can utilise CC for other effects like additional barrier and vulnerability/weakness application. And removing the daze would be a mechanical change which carries over to PvE, too. Anet is just adjusting numbers for PvP, but the mechanics of the skills are supposed to be the same across all game modes. Removing daze from full counter in PvP would result to the CC being removed for all game modes.
  19. > @"Oxstar.7643" said: > Pretty much. A combat mech to pilot and kick butt in. This is actually a pretty classic concept and people still like it. I'm not against something more creative. But I'm banking on a classic concept with plenty of inspiration to draw on rather than a much more original concept that has a much higher chance to fail. What about the other points I provided.... It doesn't add anything new to the game, we already piloted a mecha suit endless times, both in the story and in stuff like WvW. Also the thing about reusing the Asura aesthetic after holosmith again. I understand that it kinda is a power fantasy for some engineer players to pilot such a thing.... but you already can. Just use the Asura racials if it's really about that fantasy, as I said.
  20. > @"Samug.6512" said: > > @"Noah Salazar.5430" said: > > We actualy have: > > Holo-> Dps > > Scrapper->Bruiser(tanky dps)/healer > > > > How is scrapper a healer? Scrapper is utilised in a healer build for WvW. But that is mostly because gyros give at least some benefit for the healer role (purge gyro and bulwark gyro) and engineer lacks a third supportive trait line. Almost all traits in the scrapper line don't help anything with the healer role, the trait line is almost exclusively selfish. But people still use this as an argument that scrapper is our "support/healer elite spec"....
  21. > @"Donutdude.9582" said: > There are more builds out there than simple condition builds. Thematically, it makes sense that inanimate objects do not take condition damage. This is something I enjoy immensely when popping back into Core Tyria. A lot of vanilla structures with condition immunity. > > Learn to build for the situation. You will see much better results that way. Can we give engineer turrets the condition immunity back then, please? :(
  22. > @"Oxstar.7643" said: > I... went with the last option. Sorry, but having a big metal pal is just a big engineer fantasy. The things we create are supposed to be our strength after all. > Engineers do not use magic. And they lack the training of warriors, thieves, and rangers. BUT! They have a lot of tools and creative minds. That should be the core strength. So, golem lends itself very well to this =) I consider a "golemancer" spec to be literally the worst case scenario for the engineer... * it would likely end up with AI in some form, which generally is bad in this game (there is a reason gyros got reworked into wells) * it doesn't add anything **new** to the game, we all already saw pet golems countless of times and also have driven a golem mecha suit so often that I lost count. And if you really want it badly, you can create an Asuran engineer and have the golem summon or mecha suit as your racial elite skill... * it uses the Asuran aesthetics and flair, which holosmith already did as our last elite spec
  23. > @"ZarexWolf.5637" said: > > @"Kodama.6453" said: > > > @"Lan Deathrider.5910" said: > > > > @"Kodama.6453" said: > > > > > @"Dadnir.5038" said: > > > > > > > > > > To be honest, I don't think togo had enough of an impact to become a legend. As a GW1 player I'd be very tempted to but that's all. > > > > > > > > > > From my point of view, the next revenant e-spec's legend won't be another human legend. I think a prime candidate for an e-spec would be "Nightmare" with Kanaxai as a legendary Nightmare (which is listed both as a demon and a nightmare). I'd model the e-spec after the mesmer with an inbuilt (Upkeep F skill) way to create a nightmare (clone) based on your current legend that harass your target and/or support your allies. It's skills could be _aspects_ (there is 16 of them to chose from in Kanaxai's instance so there is enough material for ANet to make something) working similarly to Herald's facet but as debuff instead of buff (or each of these skills creating a nightmare with an upkeep). Weapon being Off-hand axe because "kanaxai's flavor". > > > > > > > > > > If I let my fantasy lead me I'd even say that the dreamy aspect of EoD teaser support my claim ;) > > > > > > > > What I don't understand is why people are always saying that the next legend won't be a human _again_ as if there would be an overrepresentation of humans in revenants legends. > > > > > > > > There is just 1 human legend for revenant, Shiro. All the other legends are not human. > > > > * Ventari -> Centaur > > > > * Mallyx -> Demon > > > > * Jalis -> Dwarf > > > > * Glint -> Dragon > > > > * Kalla -> Charr > > > > > > > > So I think a human legend is still very well possible. > > > > > > Ventari would also be Sylvari. They haven't been around long enough for one of their own to really become legendary enough. No Treesus please. > > > > > > There are not Asuran legends nor are there any Norn legends. The new Rev espec should be one of those. > > > > There is an exception when it comes to Sylvari. > > I don't think you can deny that Scarlet had a major impact on the world and should be up there in the legendary tier, even if these have been fairly recent events. > > > > Still disagree that Norn or Asura should be the legend and also disagree with a Sylvari one (aka Scarlet) because of the point I mentioned: I think it would be a waste to not give us a Canthan legend for that expansion. > > I mean, it is a waste to not have Scarlet become a legendary stance. Not to mention she'd be perfect for those that want more range options with rev, but I do understand that there are those that also want more melee options. (Seriously, Rev needs a larger weapon selection.) For melee, I think Talon would be a good choice if Anet expands their lore. Scarlet definitely is one of the big players in the lore, hence why I mentioned her. But I just mentioned Scarlet for the sake of acknowledging her. I think she is not a good choice for the next elite spec (or any coming future elite spec, really). There are some points which speak against Scarlet. She wouldn't enhance the lore alot, unlike other legends. We discovered alot about Scarlet's past already when we dealt with her. Also her thematic: Scarlet basically has been a holosmith herself. Holosmith even referrences one of her iconic abilities in their ultimates, the prime light beam. In general, holograms and hard light have been defining for her as a character. Sure, there have been mechanical creatures created by her. But Scarlet herself mostly attacked with lasers and such. Which makes her too close thematically to holosmith to happen in my opinion. I love Scarlet, was one of my favourite characters in this game and she really is worthy of the title of a legend. But looking at what it would mean for an elite spec, I think it is better not to use her as a revenant elite spec.
  24. > @"Lan Deathrider.5910" said: > > @"Kodama.6453" said: > > > @"Dadnir.5038" said: > > > > > > To be honest, I don't think togo had enough of an impact to become a legend. As a GW1 player I'd be very tempted to but that's all. > > > > > > From my point of view, the next revenant e-spec's legend won't be another human legend. I think a prime candidate for an e-spec would be "Nightmare" with Kanaxai as a legendary Nightmare (which is listed both as a demon and a nightmare). I'd model the e-spec after the mesmer with an inbuilt (Upkeep F skill) way to create a nightmare (clone) based on your current legend that harass your target and/or support your allies. It's skills could be _aspects_ (there is 16 of them to chose from in Kanaxai's instance so there is enough material for ANet to make something) working similarly to Herald's facet but as debuff instead of buff (or each of these skills creating a nightmare with an upkeep). Weapon being Off-hand axe because "kanaxai's flavor". > > > > > > If I let my fantasy lead me I'd even say that the dreamy aspect of EoD teaser support my claim ;) > > > > What I don't understand is why people are always saying that the next legend won't be a human _again_ as if there would be an overrepresentation of humans in revenants legends. > > > > There is just 1 human legend for revenant, Shiro. All the other legends are not human. > > * Ventari -> Centaur > > * Mallyx -> Demon > > * Jalis -> Dwarf > > * Glint -> Dragon > > * Kalla -> Charr > > > > So I think a human legend is still very well possible. > > Ventari would also be Sylvari. They haven't been around long enough for one of their own to really become legendary enough. No Treesus please. > > There are not Asuran legends nor are there any Norn legends. The new Rev espec should be one of those. There is an exception when it comes to Sylvari. I don't think you can deny that Scarlet had a major impact on the world and should be up there in the legendary tier, even if these have been fairly recent events. Still disagree that Norn or Asura should be the legend and also disagree with a Sylvari one (aka Scarlet) because of the point I mentioned: I think it would be a waste to not give us a Canthan legend for that expansion.
  25. > @"Grand Marshal.4098" said: > > @"Kodama.6453" said: > > > @"Grand Marshal.4098" said: > > > > @"FrownyClown.8402" said: > > > > http://gw2skills.net/editor/?PawAwiVlFwCZbMLmJOUPnPdA-z5AfGZqA6WCo0B > > > > > > > > Could have potential > > > > > > Kinda late of a reply, but I got a question. Can Skelk venom be shared to allies? I Mena it would seem like a good option in this case if it can. > > > > > > Also, random idea but maybe they should introduce more lifesteal abilities for their maybe? Like Renegade's Elite. A shared life steal? Pulsing around the thief? > > > > Yes, Skelk Venom is shared with allies. Just the on-hit healing, of course, not the initial healing. > > Really seems like a good alternative for a supportive thief. > > That's what I imagined. Also thinking if Daredevil would be better as a healer, with bounding dodger and double use on stolen skills with staff/sb. I can see a lot of aoe healing potential with the leaps and blasts. The problem with that is that thief lacks on demand water combo fields for these blast finishers. Also leap combo finishers on water fields don't really help you healing your team, since a leap finisher is just healing the guy who performs it. If you are really aiming for a healer thief, then the best bet is probably to use a sword in your mainhand together with the trait that heals allies around whenever you perform a shadowstep. Sword mainhand provides a doubled shadowstep on 2 for 5 initiative, which is most likely the most spammable shadowstep you can get to keep healing your allies.
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