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Kodama.6453

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Everything posted by Kodama.6453

  1. > @"Leonidrex.5649" said: > > @"Noah Salazar.5430" said: > > > > good tip, but still i think 1s is bit too short in my opinion > > 1s stab is fine, its there to prevent you from getting insta-cced, buy you enough time to dodge or something, > its self CC from overcharged that is stupid IMO. > IF anything they could make overcharged have knockback only but its launch WHEN you use it while having stability, and that stability is removed the moment you use it or something. Or they could simply remove the self cc and leave the rest as is... As far as I know, this was already discussed internally. I wonder what happened to that.
  2. Boon support is something that we could use well and could finally enable us to become viable healers in end game PvE content like raids and strike missions. Our healing is quite good, but we don't provide any of the meaningful boons to the party (25 might stacks, alacrity, quickness). So I would like this to be our primary function. Besides that, the spec should also provide some condition damage. Scourge has been a barrier support elite spec, but still got some more conditions with it as their damage type, so I would imagine something similar to this. Thematically, I would like it to be an alchemy based elite spec. Plague doctor would be my dream.
  3. > @"MatyrGustav.6210" said: > > @"Kodama.6453" said: > > > @"Tseison.4659" said: > > > > > @"Tseison.4659" said: > > > > > they'll likely have the new elite specs allow ALL professions to use their underwater weapons on land, but with certain skills changed to compensate > > > > > > > > The problem with underwater weapons on ground is that spearguns are a rifle clone, and tridents are a staff clone. Half their skins are pretty much duplicates of their ground counterparts too. If anything, they should merge the skill pool of spearguns and rifles, then tridents and staves, so you can use them freely. > > > > > > > > Harpoons are the exception, but only because the [original polearm weapon](https://wiki.guildwars2.com/wiki/Polearm_(weapon_type)) was removed from the game. If it hadn't, it would have the same exact problem. So really, the solution is not to bring the harpoon into land, but to restore the polearm weapon type, and also add a main-hand spear weapon type as well. > > > > > > > > > > Mmm, that’s where I have to disagree. Harpoon Gun, Trident and Spear can be fleshed out differently for land use. Just because the harpoon gun is an almost reflection of the rifle, doesn’t rule it out completely because it can be fashioned differently to work hand and hand with the new elite specs. > > > > > > I main a Mesmer and I for one hate our current staff, so if I picked up the new elite spec, I now have access to two weapons: Spear & Trident, one that can be damage focused and the other that can purely be condition focused. > > > > > > Why pass up two weapons (yes they’re aquatic ones that we already had) for just one new weapon? Which for Mesmer we’d likely get something along the lines of a Minstrel and get a warhorn because you know, we need more off hands for some stupid reason. > > > > > > Again; underwater weapons as “clones” as they may seem, can be fashioned differently, skill wise, range, what they bring to the table etc... > > > > > > > Are you suggesting an elite spec that can use all your current underwater weapons on land, so mesmer gets access to both spear and trident? If yes, this would be kinda unfair for engineer once again, since this class has just access to speargun as underwater weapons.... why should some classes get 2 new weapons while engineers just get 1? > > That's how engineer rolls even now. They have a small weapons pool due to all the Utility, tool belt, and kits they have. Its just how it is. Engineer got treated like every other class when it comes to elite spec weapons, they get access to 1 new weapon type like everyone else. The only "special case" to this point has been spellbreaker, which got daggers to dual wield instead of just being able to handle them in mainhand or offhand.
  4. > @"Tseison.4659" said: > > > @"Tseison.4659" said: > > > they'll likely have the new elite specs allow ALL professions to use their underwater weapons on land, but with certain skills changed to compensate > > > > The problem with underwater weapons on ground is that spearguns are a rifle clone, and tridents are a staff clone. Half their skins are pretty much duplicates of their ground counterparts too. If anything, they should merge the skill pool of spearguns and rifles, then tridents and staves, so you can use them freely. > > > > Harpoons are the exception, but only because the [original polearm weapon](https://wiki.guildwars2.com/wiki/Polearm_(weapon_type)) was removed from the game. If it hadn't, it would have the same exact problem. So really, the solution is not to bring the harpoon into land, but to restore the polearm weapon type, and also add a main-hand spear weapon type as well. > > > > Mmm, that’s where I have to disagree. Harpoon Gun, Trident and Spear can be fleshed out differently for land use. Just because the harpoon gun is an almost reflection of the rifle, doesn’t rule it out completely because it can be fashioned differently to work hand and hand with the new elite specs. > > I main a Mesmer and I for one hate our current staff, so if I picked up the new elite spec, I now have access to two weapons: Spear & Trident, one that can be damage focused and the other that can purely be condition focused. > > Why pass up two weapons (yes they’re aquatic ones that we already had) for just one new weapon? Which for Mesmer we’d likely get something along the lines of a Minstrel and get a warhorn because you know, we need more off hands for some stupid reason. > > Again; underwater weapons as “clones” as they may seem, can be fashioned differently, skill wise, range, what they bring to the table etc... > Are you suggesting an elite spec that can use all your current underwater weapons on land, so mesmer gets access to both spear and trident? If yes, this would be kinda unfair for engineer once again, since this class has just access to speargun as underwater weapons.... why should some classes get 2 new weapons while engineers just get 1?
  5. When I read "dreadnought", I immediately thought that you want to turn engineers into Urgot from League of Legends. Honestly, I think you are trying too hard to completely reinvent the elite spec mechanic here. Instead of giving us a new utility skill type like other classes, you are giving us more of the utility types we already have? Also the dreadnought suit is doing too many things at once by replacing your toolbelt skills, replacing your kit weapon skills and replace dodge rolling with a second health bar. Sometimes, there is something like "too much". Thematically, I would also prefer to give the apothecary archetype to the engineer instead of the necromancer. The thematic can get approached from both sides, either as a necromancer with engineer features (like elixirs, pistols, etc), but also from the side of an engineer with necromancer features (corruptions? plagues?). Why I prefer the approach from the engineer side for the apothecary: Engineers don't have inherent magic, the class relies on harnessing magic through technology. Like how the holosmith is using the magic of the Zephyrite crystals through a device they have built, called photon forge. Apothecary could be an elite spec that is harnessing necromancy through technological means. Now looking from the necromancer perspective, I would have to ask.... why does the necromancer need these technological and alchemical means? Why do they suddenly feel like they have to prepare stuff like elixirs and such to spread plagues if we already know that they can do that with a simple magical gesture? There is no need for the necromancer to use technological tools like bombs, elixirs, etc, since they can already create the same effects out of thin air.
  6. > @"draxynnic.3719" said: > > @"The Greyhawk.9107" said: > > Either way, this is as close as we should get to something....WoW did. > > Eh. WoW got it from D&D, which probably had its own inspiration, and while it's good that ArenaNet is usually pretty good at coming up with their own concepts, I don't think 'a competitor did it' is a good reason to rule something out altogether. There might well be other reasons why a full shapeshifting concept wouldn't fit GW2, but a competitor doing something should neither be a reason to do it themselves or _not_ to do it. But as you already mentioned, soulbeast basically acts as the GW2 version of a shapeshifter. Sure, it doesn't operate exactly like other shapeshifters from media, but I think at this point the thematical overlap would be too much to consider doing something like this. It wouldn't really feel "new", but more like "soulbeast 2.0" in that sense, at least thematically.
  7. > @"Ceryxobitus.3012" said: > # New elite specs: > Golemancer - > For the love of all that is holy, please finally add this to the Engineer. Turrets are essentially human, the Scrapper is Charr, and we have nothing based on Asura magitech and golems yet? Erm, holosmith? Even Anet themselves said that they made the spec heavily Asuran flavoured in it's visuals. And considering that holosmith has been our last elite spec, I really don't want to repeat that with a golemancer elite spec. What I would prefer much more for an elite spec would be something that is focused on the alchemical side of engineer. Acids, poison fumes, etc. Also has great opportunities to get tied in with the lore of Cantha, unlike an Asuran elite spec (Cantha has been isolated, with all non-humans being kicked out of it). In Cantha, there has been the infamous plague, miasma, etc. Even the organisation of the Am Fah, which tried to use the flesh forging plague to strengthen their own rows instead of seeing it as the curse it was supposed to be. Considering this stuff, I think the perfect elite spec for the engineer would be the "plague doctor", a support elite spec that focuses on buffing their allies with injections, fumes and other concoctions.
  8. > @"Psycoprophet.8107" said: > > @"Kodama.6453" said: > > > @"Runiir.6425" said: > > > All of these ideas and NO ONE suggested giving the Guardian 2 pistols and calling them Sheriff? > > > > Sheriff.... in an Asian setting... whut? > > Dont kno if u noticed but no spec suggestions for any class for the most part have taken any consideration of the expacs general theme. Warrior for example...what's the first asian warrior themes come to mind, or thief' as its obviously a warrior/ fighter or used to be but now is outlaw'ish in nature. > My vote goes to a spear warrior, rev already has the chinese samurai warrior vibe with its staff skills and dragon themes. Warrior could have a mix of offensive and support options and use spear like attacks unlike the DD or revs staff skills. > Thief ronin with OH sword, quick offense skills and defenses less reliant on stealth and teleports. > Those of course are suggestions for ideas that follow the theme, which obviously probably wont happen, also not following the theme may allow more creativity. My own suggestion for the engineer elite spec, plague doctor, actually does consider the actual theme of the expac. It directly ties in with the lore of factions, specifically the Am Fah, which were trying to use the plague as a measure to strengthen their warriors instead of seeing it as the flesh forging curse it truly was. Expand that idea to engineers trying to use poisonous fumes and chemicals to strengtehn allies and voila, plague doctor spec with lore ties.
  9. > @"MatyrGustav.6210" said: > Hmmm, I see your points. If we are speaking on whats needed for the engineer thats not similar to what Especs they currently have? I would say the plague doctor is on the right track, but it should cover more niches. > > Alchemist > - The weapon would be a Staff. The new Utility line would be called "Brew ". Alchemists would brew potions over time, in which would create multiple use Ammo for them. > > - Their toolbelt would be replaced with an "Alchemy Bag". In which would have 3 static skills they can use. They also gain access to weapon swap > > - Each Brew is thrown and would have a Field well effect. Fire explosions, Poison Field, Healing fields etc. > > Just a rough idea, but i would want something that covers more range than just poison. > > Of course it should cover more than just poison, the stuff with poison and acid was just my explanation how such an elite spec would have a thematical connection to the necromancer. I envisioned the plague doctor as a support elite spec, which also improves the engineer's ability to deal condition damage. Kinda like what scourge has been for the necromancer. They could get fumes and other stuff to share boons with their allies, maybe even have some healing added (although engineer already has quite good healing already). I disagree with your "alchemy bag" idea, since static toolbelt skills for the engineer are terrible in my opinion. It takes away too much customization and weapon swap can't make up for that at all, since engineer is lacking the weapon pool to really get good use out of the weapon swap mechanic. Instead, I personally thought that they should get a device called "fumigator". It replaces the F5 key and when activated, it will replace the F1-F4 skills with new ones. Basically a photon forge for the toolbelt. It would preserve the engineer's versatility and give us new great synergy with some traits for toolbelts, especially for the support role. Soothing detonations, for example, heals whenever we use a toolbelt skill. With this mechanic, we could get additional toolbelt skills to pump out more healing.
  10. > @"MatyrGustav.6210" said: > Golemancer > I would prefer Engineer + Ranger instead. > Toolbelt should be replaced with 1 customizable pet, a new style Golem. Weapon could be a staff like a tuning rod. Utilities could be support / Condition totems that you lay out. The totems would be a mixture of wells and banners. > > Technomancer > If it was Engineer + Necromancer, id prefer Engi getting a Mech like suit instead of the toolbelt to be similar to Necro shroud. > @"MatyrGustav.6210" said: > Golemancer > I would prefer Engineer + Ranger instead. > Toolbelt should be replaced with 1 customizable pet, a new style Golem. Weapon could be a staff like a tuning rod. Utilities could be support / Condition totems that you lay out. The totems would be a mixture of wells and banners. > > Technomancer > If it was Engineer + Necromancer, id prefer Engi getting a Mech like suit instead of the toolbelt to be similar to Necro shroud. I prefer not to get AI for our elite spec. Also holosmith already has been heavily Asuran flavoured, hence why I personally dislike the idea of a golemancer elite spec. Technomancer with a mech also is too similar to holosmith, but this time in gameplay. Our photon forge is basically our death shroud, just without the health replacement. My personal take on the engineer + necromancer combination would be a "plague doctor" spec, someone who controls the field through the usage of acids, poisonous fumes and such. An alchemical themed elite spec (since we are lacking that, scrapper has the mechanical aspects and holosmith the scifi aspects, but the alchemical side of engineering is still not explored in elite specs).
  11. > @"Runiir.6425" said: > All of these ideas and NO ONE suggested giving the Guardian 2 pistols and calling them Sheriff? Sheriff.... in an Asian setting... whut?
  12. > @"VocalThought.9835" said: > > @"draxynnic.3719" said: > > I've seen it. I've also seen some very detailed analyses of it. > > > > One large shield is good. Two large shields tend to get in the way of attacking with either, and give you a large blind zone around you that makes it hard to defend yourself. Like I said, a lot of people who haven't trained in fighting with a large shield underestimate how much of a blind spot it can create, especially if you raise it to defend your head. With sword and shield, you can adopt a stance where the sword defends your head until you use it to strike. With two shields, you can't effectively adopt that stance (it relies on using the length of the blade to protect your head when your hand is above and behind your head). > > > > With equal skill, I wouldn't bet on someone with two shields against someone with sword and shield. I don't think I'd even bet on someone with two shields against someone with a sword alone. It might be a long fight, but the sword offers longer reach, greater agility, and a more potentially damaging attack - sooner or later the guy with a sword will find an opening or a blind spot to get a thrust in. > > > > Sure, if you've got one guy who's trained for twenty years with dual shields and another guy who's just picked up a sword for the first time, the guy with two shields could win. But like a lot of exotic weapon combinations, it's one of those situations where the guy who spends the same amount of time training with a conventional set of weapons is still going to be ahead. > > You keep saying "Large Shield" No one is suggesting a "Large Shield". I just said "Shield". Plus the game doesn't even have a shield size option like it does for Bow and Swords, so I don't know what you're referring to. Plus, when ANet give an introduces a new weapon to a profession, they typically create a new weapon skins, so players can always pick a skins they want, small or large, but it'll still just be a Shield. The main problem for me is: why should Anet make a systemic change like allowing offhand weapons in the mainhand if they don't have to? All classes still have enough weapons open for elite specs without them having to use such tricks to artificially increase the pool of weapons they can chose from.
  13. > @"Samug.6512" said: > Oh god not another AI spec. ANet can't even get the turrets right, and removed autonomus gyros from Scrapper, but you people still insist... Unfortunately, people always suggest more AI for engineer. I get it, the engineer class is something that should have a great AI playstyle. The ability to build turrets has been one of the main reasons I created my engineer back then in the first place. But the solution for this is not giving us an elite spec with another set of AI skills.... the solution is to make Anet FINALLY rework turrets to be worth anything at all!
  14. > @"noiwk.2760" said: > holo is kitten broken .. if im honest.. i think both Holo and scapper shouldnt be able to use the core engi kits.. as drawback So basically you want to completely kill and delete both elite specs of the engineer from the game. Engineer has the smallest pool of available weapons (3 core weapons with rifle, pistol and shield) and no access to weapon swap (and even if engineer had access to weapon swap, the lack of core weapons would make it meaningless). Kits are our replacement for weapons and weapon swap. Taking away kits from engi elite specs is no option.
  15. > @"MatyrGustav.6210" said: > @"Kodama.6453" > > Everytime Anet has given a melee style class a staff it was used as a Bo Staff kinda like Revenant as well. I just cant really see them adding it as a Spear since we already have spears in the game, and most of the staff skins wouldnt look right if one used it as a Spear. Same with banner because most skins wouldn't have a banner on it. > > I mean they wouldnt need to fight with it in a kung fu martial arts way, but what meant is it should be melee oriented and not magical. Stick fighting basically. Some skins not making sense with a polearm playstyle is not really an argument in my opinion..... Look at daredevil, who uses the staff as a bo with martial arts attacks. There are many staff skins which make no sense (or even look absolutely ridiculous) with that playstyle. We have many rifle skins in the game which look like sniper rifles, etc, but engineer has a straight shotgun attack on their rifle kit, which doesn't make sense with a sniper rifle skin. So I think warrior can still use staff in the same fashion like a halberd or even spear (many people are asking for land spear, I doubt that they will make underwater weapons available on land, so this would be one way to satisfy some of these people). Which would also give it a more unique niche between the other staff users in my opinion.
  16. I am still hoping that we are getting an elite spec focused on alchemy for the engineer in the future. This could potentially be an opportunity to improve engineer's boon hate. As you mentioned, engineer used to have another option to remove boons except the mine: acidic elixirs. It made all thrown elixirs deal some (very tiny) power damage and remove a boon from all enemies hit. In general, Anet removed alot of our aggressive usages of alchemy when it comes to thematic. Acid coating, acidic elixirs, deadly mixture, etc. A new elite spec that uses many different aggressive fumes and acids to apply conditions on enemies and remove boons from them seems like a good option.
  17. > @"Dawdler.8521" said: > > @"Kodama.6453" said: > > > @"Iskander.6309" said: > > > Imagine a giant wall of text of explanation, and excuses. > > > In the end it all boils down to: currently scrapper is top tier in wvw for the invisi and condi removal. In Fractals, Raids and you name other group content, it is subpar, no matter how you look at it. (I tried, I failed). > > > > > > The game, in its current state is built upon meta builds which is how it should be. But the meta could be expanded, and elixers could be a step forward to Engineer's viability in boons/support. I think, I hope. > > > > > > Disclaimer, there are a lot more options to expand the meta, I am just engihorny. > > > > To this point, Anet has created elite spec which can roughly get seperated into 3 types: dps, tank, support. > > Engineer has 2 of these. Holosmith serves as our dps elite spec, while scrapper is designed to be a tank. > > A support elite spec, something along the lines of the druid or scourge, is something that we are missing. > > > > I think it is more likely that Anet will enhance our ability to fill the healing and boon support role in end game PvE by giving us a support elite spec for the third expansion. It makes the most sense in my opinion. > Hahaha, *what*? > > Scrapper is meta support in WvW. *Heavy* meta support. 90% of scrappers run the exact same support build regardless of it being a 5 man or 50 man or guild raid. > That scrapper is played as a support in WvW does not mean that it is designed as a support in the first place. That is already evidenced by the fact that it basically has a dead grandmaster minor trait in it's build. Most of the time, this build is camping the med kit and also doesn't invest any stats in power, meaning that impact savant becomes entirely useless as a trait for this build. Anet themselves stated that scrapper is intended as a bruiser, a tanky fighter spec. The reason why scrapper is used in a support build are just: some of it's utility skills (sneak, purge and bulwark gyro) and the fact that engineer lacks a third support trait line.
  18. > @"Iskander.6309" said: > Imagine a giant wall of text of explanation, and excuses. > In the end it all boils down to: currently scrapper is top tier in wvw for the invisi and condi removal. In Fractals, Raids and you name other group content, it is subpar, no matter how you look at it. (I tried, I failed). > > The game, in its current state is built upon meta builds which is how it should be. But the meta could be expanded, and elixers could be a step forward to Engineer's viability in boons/support. I think, I hope. > > Disclaimer, there are a lot more options to expand the meta, I am just engihorny. To this point, Anet has created elite spec which can roughly get seperated into 3 types: dps, tank, support. Engineer has 2 of these. Holosmith serves as our dps elite spec, while scrapper is designed to be a tank. A support elite spec, something along the lines of the druid or scourge, is something that we are missing. I think it is more likely that Anet will enhance our ability to fill the healing and boon support role in end game PvE by giving us a support elite spec for the third expansion. It makes the most sense in my opinion.
  19. I don't think any new classes are needed. In general, I think any thematical niche people can come up with can also get translated into an elite spec for one of the existing classes. The class system covers many different thematics already. For example, in a similar discussion someone mentioned that they would like to see 2 new classes, being some kind of "werebeast" (ability to turn into an anthropomorphic animal) and a golemancer. The werebeast thematic, IF Anet would like to explore that direction, can easily become a ranger elite spec and golemancer obviously would become an engineer elite spec, should it ever find it's way into the game as a playable class. I didn't read any new class idea to this point which couldn't get achieved thematically by simply giving us an elite spec representing it.
  20. > @"Yasai.3549" said: > I don't mind this. > I always liked druggie-Rifle builds, but I absolutely abhor having to slot 4 drugs on my utility bar. > > If it's something like : > Equip Elixir toolkit, drink up to 3 potions, then the toolkit goes into cooldown for say, 20 seconds, sure why not, I welcome it. > And the Toolbelt skill can be Elixir S with the same 60s cooldown as before. > > Can we stop suggesting to make literally every single utility skill type of the engineer into kits? Already read people suggesting a gadget kit, turret kit, and now people want to even turn our only other good utility skill set outside of kits into a kit?
  21. > @"Iskander.6309" said: > > @"Dawdler.8521" said: > > For what purpose? What's wrong with them today? What makes them not work so they need a change? > > It adds a mechanic, and I kind of feel it could be "thematically" correct. The game is still evolving, and this could be an addition. > Also it is just an idea. I am not against thematically fitting changes and all, but I am a bit worried to make such a change to elixirs simply because they are the only utility skill type in our arsenal besides kits which are really good. Almost all of our gadgets find nearly no application in any game mode and turrets are basically extinct at this point. Making a systemic change like this could shift the power level of elixirs into a direction we might not like, like Anet having to adjust them for the new mechanic by nerfing them.
  22. > @"Dadnir.5038" said: > > @"Kodama.6453" said: > > Also I wouldn't call 100 seconds cd for 3 seconds of protection (Elixir E) "low cooldown". > > I think Steki talk about _Protection injection_ 30s CD. > > But his sentence is a double edge sword, since elementalist do have quite a few procs of protection on "low cool down with other benefits added" (_elemental shielding_, _elemental attunment_ or _elemental lockdown_). Funnily enough, prot procs on "low CD" are also true for Ranger (_Protective ward_/_companion's defense_), Necromancer (_dark defiance_/_corruptor's fervor_), guardian (_steadfast courage_), mesmer (_illusory membrane_) or even revenant (_eye for an eye_/_spirit boon_). Even thief can boast nigh perma 33% damage reduction (equivalent to protection) through _flickering shadow_. Didn't think that he meant that trait, because of the add on "especially when you get other benefits from that". Protection injection doesn't have any other benefits, it is nothing but a protection proc if you get cced. And protection procs without other benefits and low cooldown are not really rare, as you mentioned.
  23. > @"steki.1478" said: > > @"Kodama.6453" said: > > > @"steki.1478" said: > > > Meanwhile engi still has 2/3 elixir procs in alchemy with relatively low cooldowns. > > > > The procs from engineer are not really on the same power level as the 300s CD traits, tho. > > > > One gives some boons (might, retaliation, swiftness, fury), one converts 2 conditions into boons and one grants protection + barrier. > > Compared to a stance, which pulses 2 stacks of stability for 4 seconds, is an automatical stunbreak and also makes you immune to critical strikes for 4 seconds, these elixirs are not nearly as powerful. > > Idk, ele has a 3 attack block and prot+stability procs and they are on 300 sec cd. Engi gets plenty of stuff from elixir procs like might/reduced damage as well as heal and none of engi's passive stun breaks have 300 sec cd. Protection procs on low cooldown have pretty high value in a long run, especially when you get other benefits from that. > > Ranger trait that also redirects cc to its pet (which works for 1 cc only on soulbeast) also has 300 sec cd and I wouldnt group it with damage immunity procs. Well, context matters I guess. Don't know where you are getting the healing from the elixir passive procs, do you possibly mean because of the trait compounding chemicals, which heals you for 37 for each boon applied? The healing is useful for pulsing boons, but one single elixir proc from alchemy really doesn't heal you much. Also, engineer has exactly 1 passive stun break in their trait lines: reactive lenses. And that trait is legit never taken by anyone..... Why nerf something that is virtually non-existent? Also I wouldn't call 100 seconds cd for 3 seconds of protection (Elixir E) "low cooldown".
  24. > @"steki.1478" said: > Meanwhile engi still has 2/3 elixir procs in alchemy with relatively low cooldowns. The procs from engineer are not really on the same power level as the 300s CD traits, tho. One gives some boons (might, retaliation, swiftness, fury), one converts 2 conditions into boons and one grants protection + barrier. Compared to a stance, which pulses 2 stacks of stability for 4 seconds, is an automatical stunbreak and also makes you immune to critical strikes for 4 seconds, these elixirs are not nearly as powerful.
  25. > @"MatyrGustav.6210" said: > > @"Opopanax.1803" said: > > I think ele will lose 2 attunements, but gain weapon swap. > > > > Warrior will be staff and midrange heal/support. > > The idea of Ele losing two atunments and gaining weapon swap is very interesting since its like specializing. You would have access to like 10 of one type, and 10 of another instead of like 5, 5, 5, 5. I'd be happy with this. > > Im really feeling warrior will get a healing support spec, but maybe since its Warrior there will be a small aspect of offense to Empower your healing, or have an adrenalin Aoe heal with a Bo Staff weapon. I doubt that it will be a Bo staff, since this was already done with daredevil. I think it is more likely that they do something else with a warrior staff, like making ita banner, helbard, or another kind of polearm.
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