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Headcase.4618

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  1. Just 5 more minutes Anet. That's all we're asking!
  2. I picked reptilian race, but not the established ones in game. What I have in mind is an entirely new race that are an evolutionary offshoot of the Forgotten. They'd have only 2 arms but also 2 legs, as well as having features from other reptiles besides snakes, such as alligators and turtles.
  3. Since we're sharing, here are my ideas for e-specs that I've worked out so far # 1. Guardian/Avenger: dps-focused spec. Lore: Not wanting his skills to go to waste, a faction of Cantha's guardians, who came to be known as "Avengers," incorporated Shiro Tagachi's twin sword style into their fighting techniques, allowing them to strike at enemies even faster then before Weapon: Off-hand sword Armor: Shoulder Profession mechanic: Virtues become Furies*. a combination of Tempest's overload and warrior's adrenaline, Each fury can charge up over time with each attack. Once charged they can release an AoE field that has different effects depending on the fury used. Furious Justice; damage/burning, Furious Resolve; healing/condi cleanse, and Furious Courage; stability/resistance. The major drawback is that they can only focus on one fury at a time so you need to keep that in mind during battle Utility skills: Rage. These skills can speed up the charging time of furies when used # 2. Revenant/Savant: dps-focused (plus some condi) spec. Lore: Oola and Zinn were master and apprentice turned bitter rivals in the world of golemancy. Now revenants can channel both of their legends and talents as Savants Weapon: Scepter, focus, or dagger** Armor: Gloves Profession mechanic: Channels the legends of golemancers, Oola and Zinn, doing so causes a classic golem to appear that never strays too far from your current location. Grants unique profession skills, Zinn's Enhancements to boost golem's stats and your own, and Oola's Necrosis to allow you and your golem to siphon health and convert boons into conditions. Utility skills: Legendary Savant skills. Unique only to savants, these allow the player to command your golem to use special attacks like rocket punch, missile barrage, etc. Elite skill causes golem to self-destruct, knocking back opponents and releasing poisonous gas and rendering utility skills useless until re-summoned with healing skill, similar to Ventari's tablet. # 3. Warrior/Monk: Support-focused spec. Lore: Naming themselves after the monks of old, these warriors seek inner peace and balance, even in the heat of battle Weapon: Melee staff Armor: Gloves Profession Mechanic: Serenity. Similar to the Berserk mode of berserkers, it is a unique burst skill that alters existing burst skills to grant different boons to themselves and allies depending on which burst skill is used Utility skills: Mantras. # 4. Engineer/Apothecary or Aethermancer***: 4a. Apothecary: Condi-focused spec Lore: Apothecaries are masters of chemicals that have studied various elixirs and poisons over the years and uses this knowledge to enhance their fighting capabilities Weapon: main hand/dual wield axes*** Armor: Gloves Profession mechanic: n/a Utility skill: Chemicals. similar to Thief's venom skills, these can add additional conditions and/or boons to your weapon skills or create aoe fields that can harm enemies and buff allies. Note: This could potentially bring back old traits such as Acidic Elixirs and Acid coating. 4b: Aethermancer: CC-focused spec Lore: By reverse engineering the technology from the Aetherblade pirates, Engineers are now able to channel aether magic through scientific means as Aethermancers Weapon: Main-hand mace Armor: Gloves Profession mechanic: N/A Utility skills: Aether weapons. Summons weapons of pure aether energy to attack or defend, similar to guardian's spirit weapons # 5. Elementalist/Spellslinger: Ranged/dps-focused spec Lore: Some elementalists are not able to wield magic like their brethren. Fortunately, the ones in Cantha found a workaround for that by focusing the elements into specially made ammunition, allowing them to cast spells through pistols at great distances by simply pulling the trigger Weapon: Dual pistols Armor: Helm/chest (Maybe a trenchcoat like medium armor has) Profession mechanic: Attunements become ammunition. Spellslingers are able to attack without needing to be attuned to a specific element, and instead creates bullets that are based on one of the four elements. These bullets last for about 15 charges, but this can be increased to 20 through e-spec trait. they're able to switch to other ammo like before but if you do with while another set of ammo is active, you will lose the leftover charges and will have to wait until cooldown to use them again. The tradeoff is that all other weapon skills lose their original attunements unless activated again and instead use non-elemental arcane energy in their place Utility skills: Tricks # 6. Ranger/Warden: Dps/CC-focused spec Lore: Wardens were mysterious creatures that protected the Echovald Forests of Cantha. Now Rangers can learn their secrets and carry on their legacy of defending nature from those who would exploit it Weapon Hammer Armor: Boots/helm Profession mechanic: Build energy during combat to use unique skill to temporarily transform into large tree monster with CC. Utility skills: Punishments # 7. Thief/Gangleader: DPS/support-focused spec Lore: Various gangs run rampant in the criminal underworld. As a gangleader, you will command your underlings to do your bidding while aiding them in battle Weapon: Greatsword Armor: Gloves Profession mechanic: N/A Utility skills: Minions. Summon gang members with unique abilities and effects, similar to Necromancer's minions # 8. Mesmer/Psychomancer (I wasn't able to come up with anything that could work for mesmers, so now I support this person's idea called "The Psychomancer." Check it out here: https://en-forum.guildwars2.com/discussion/58284/the-psychomancer-mesmer-elite-specialization-suggestion ) # 9. Necromancer/Seance: Support/ranged-focused spec Lore: Seances seek to bring peace to restless souls and protect them from otherworldly creatures that would harm them. They can also summon spirits to aid them in battle Weapon: Longbow/shortbow*** Armor: Gloves Profession Mechanic: Replaces Death Shroud with Spirit Shroud. This grants unique skills that heals and buffs themselves and other players as well as do damage. #5 skill grants the user distortion for a few seconds Utility skills: Spirits. Similar to Ranger's spirits, seance's summon ghostly souls that cause effects depending on which ones where summoned. These skills can also be traited to grant distortion when activated *Name subject to change **would like to see a combination of two of these, even if it is unlikely that will happen. ***Either one could work
  4. > @"Mortifera.6138" said: > > Thanks for the spoiler! Sorry, fixed it
  5. Anyone else feel like Thunderhead and Snowden CMs need to be nerfed, or at the very least have the limit increased? Even under the best conditions, you'll only have roughly 5 mins in Snowden to beat *****
  6. Here's what I'd like to see for e-spec weapons; Guardian: OH sword Warrior: Staff Revenant: Scepter/focus/dagger* Ranger: Hammer Thief: Mace Engineer: Staff/mace** Mesmer: Dual daggers Elementalist: Dual pistols Necromancer: Longbow/shortbow* *Either/or **I have two different e-spec ideas for engi
  7. > @"Lily.1935" said: > How would that work if the ele decides not to use pistols? You're more than welcome to describe it here. For now I'm considering replacing their other weapon skills with a kind of neutral aether energy in place of the elemental attunements. They can still use the ammo system for their other weapons as well. It's all still a work in progress though, so this might change later
  8. > @"Lily.1935" said: > > @"DemonSage.6317" said: > > > @"HotDelirium.7984" said: > > > Engineer- I want a fun- light-hearted spec like Sous Chef- splattering crippling cake-batter, buffing people with sweets (like the Bday gun), and cutting those deep like Gordon Ramsey. > > lolololol. This gave me a good laugh. As an Engi main, I can't imagine the reaction of other players as they see a Sous-Chef Engi walk up to the Boss and start raining cakes and pastries to great effect (or more like terrible, knowing Anet's dislike for engi). I am not actually opposed to a fun, light-hearted e-spec but I hope its a 4th one rather than in the next expansion. > > > @"Headcase.4618" said: > > > 5. Elementalist/Spellslinger: Gains dual pistols and helm armor. > > This is a great idea. The concept of a spellslinger theme is really cool for Elementalist. > > You done necroed my post! Woah! > > But as for the sous-chef idea, I think that sort of idea would work better as skill skins. Which has been an idea floating around for a while. Like replacing med kits with cupcakes or turrets in the style of Asura tech. > > As for Ele, My my position is evolving. But what exactly would a spellslinger do different than what ele already does? I've actually expanded on it a bit since then. Here's what I've come up with https://en-forum.guildwars2.com/discussion/113030/elite-spec-idea-spellslinger#latest
  9. Since we're sharing, here are my ideas for e-specs! (SOME OF THESE ARE STILL WORKS-IN-PROGRESS, SO KEEP AN OPEN MIND WHEN RESPONDING) Guardian/Avenger: dps-focused spec. Lore: Not wanting his skills to go to waste, a faction of Cantha's guardians, who came to be known as "Avengers," incorporated Shiro Tagachi's twin sword style into their fighting techniques, allowing them to strike at enemies even faster then before Weapon: Off-hand sword Armor: Shoulder Profession mechanic: Virtues become Furies*. a combination of Tempest's overload and warrior's adrenaline, Each fury can charge up overtime with each attack. Once charged they can release an AoE field that has different effects depending on the fury used. Furious Justice; damage/burning, Furious Resolve; healing/condi cleanse, and Furious Courage; stability/resistance. The major drawback is that they can only focus on one fury at a time so you need to keep that in mind during battle Utility skills: Rage. These skills can speed up the charging time of furies when used Revenant/Savant: dps-focused (plus some condi) spec. Lore: Oola and Zinn were master and apprentice turned bitter rivals in the world of golemancy. Now revenants can channel both of their legends and talents as Savants Weapon: Scepter, focus, or dagger** Armor: Gloves Profession mechanic: Channels the legends of golemancers, Oola and Zinn, doing so causes a classic golem to appear that never strays too far from your current location. Grants unique profession skills, Zinn's Enhancements to boost golem's stats and your own, and Oola's Necrosis to allow you and your golem to siphon health and convert boons into conditions. Utility skills: Legendary Savant skills. Unique only to savants, these allow the player to command your golem to use special attacks like rocket punch, missile barrage, etc. Elite skill causes golem to self-destruct, knocking back opponents and releasing poisonous gas and rendering utility skills useless until re-summoned with healing skill, similar to Ventari's tablet. Warrior/Monk: Support-focused spec. Lore: Naming themselves after the monks of old, these warriors seek inner peace and balance, even in the heat of battle Weapon: Melee staff Armor: Gloves Profession Mechanic: Serenity. Similar to the Berserk mode of berserkers, it is a unique burst skill that alters existing burst skills to grant different boons to themselves and allies depending on which burst skill is used Utility skills: Mantras. Engineer/Apothecary or Aethermancer***: 4a. Apothecary: Condi-focused spec Lore: Apothecaries are masters of chemicals that have studied various elixirs and poisons over the years and uses this knowledge to enhance their fighting capabilities Weapon: main hand/dual wield axes*** Armor: Gloves Profession mechanic: n/a Utility skill: Chemicals. similar to Thief's venom skills, these can add additional conditions and/or boons to your weapon skills or create aoe fields that can harm enemies and buff allies. Note: This could potentially bring back old traits such as Acidic Elixirs and Acid coating. 4b: Aethermancer: CC-focused spec Lore: By reverse engineering the technology from the Aetherblade pirates, Engineers are now able to channel aether magic through scientific means as Aethermancers Weapon: Main-hand mace Armor: Gloves Profession mechanic: N/A Utility skills: Aether weapons. Summons weapons of pure aether energy to attack or defend, similar to guardian's spirit weapons Elementalist/Spellslinger: Ranged/dps-focused spec Lore: Some elementalists are not able to wield magic like their brethren. Fortunately, the ones in Cantha found a workaround for that by focusing the elements into specially made ammunition, allowing them to cast spells through pistols at great distances by simply pulling the trigger Weapon: Dual pistols Armor: Helm Profession mechanic: Attunements become ammunition. Spellslingers are able to attack without needing to be attuned to a specific element, and instead creates bullets that are based on one of the four elements. These bullets last for about 15 charges, but this can be increased to 20 through e-spec trait. they're able to switch to other ammo like before but if you do with while another set of ammo is active, you will lose the leftover charges and will have to wait until cooldown to use them again Utility skills: Tricks Ranger/Warden: Dps/CC-focused spec Lore: Wardens were mysterious creatures that protected the Echovald Forests of Cantha. Now Rangers can learn their secrets and carry on their legacy of defending nature from those who would exploit it Weapon Hammer Armor: Boots Profession mechanic: Build energy during combat to use unique skill to temporarily transform into large tree monster. Utility skills: Punishments Thief/Gangleader: DPS/support-focused spec Lore: Various gangs run rampant in the criminal underworld. As a gangleader, you will command your underlings to do your bidding while aiding them in battle Weapon: Main-hand/Dual mace(s) or Greatsword*** Armor: Gloves Profession mechanic: N/A Utility skills: Minions. Summon gang members with unique abilities and effects, similar to Necromancer's minions Mesmer: (I wasn't able to come up with anything that could work for mesmers, so now I support this person's idea called "The Psychomancer." Check it out here: https://en-forum.guildwars2.com/discussion/58284/the-psychomancer-mesmer-elite-specialization-suggestion ) Necromancer/Seance: Support/ranged-focused spec Lore: Seances seek to bring peace to restless souls and protect them from otherworldly creatures that would harm them. They can also summon spirits to aid them in battle Weapon: Longbow/shortbow*** Armor: Gloves Profession Mechanic: Replaces Death Shroud with Spirit Shroud. This grants unique skills that heals and buffs themselves and other players as well as do damage. #5 skill grants the user distortion for a few seconds Utility skills: Spirits. Similar to Ranger's spirits, seance's summon ghostly souls that cause effects depending on which ones where summoned. These skills can also be traited to grant distortion when activated *Name subject to change **would like to see a combination of two of these, even if it is unlikely that will happen. ***Either one could work
  10. Since we're sharing, here are my ideas for e-specs! (SOME OF THESE ARE STILL WORKS-IN-PROGRESS, SO KEEP AN OPEN MIND WHEN RESPONDING) Guardian/Avenger: dps-focused spec. Lore: Not wanting his skills to go to waste, a faction of Cantha's guardians, who came to be known as "Avengers," incorporated Shiro Tagachi's twin sword style into their fighting techniques, allowing them to strike at enemies even faster then before Weapon: Off-hand sword Armor: Shoulder Profession mechanic: Virtues become Furies*. a combination of Tempest's overload and warrior's adrenaline, Each fury can charge up overtime with each attack. Once charged they can release an AoE field that has different effects depending on the fury used. Furious Justice; damage/burning, Furious Resolve; healing/condi cleanse, and Furious Courage; stability/resistance. The major drawback is that they can only focus on one fury at a time so you need to keep that in mind during battle Utility skills: Rage. These skills can speed up the charging time of furies when used Revenant/Savant: dps-focused (plus some condi) spec. Lore: Oola and Zinn were master and apprentice turned bitter rivals in the world of golemancy. Now revenants can channel both of their legends and talents as Savants Weapon: Scepter, focus, or dagger** Armor: Gloves Profession mechanic: Channels the legends of golemancers, Oola and Zinn, doing so causes a classic golem to appear that never strays too far from your current location. Grants unique profession skills, Zinn's Enhancements to boost golem's stats and your own, and Oola's Necrosis to allow you and your golem to siphon health and convert boons into conditions. Utility skills: Legendary Savant skills. Unique only to savants, these allow the player to command your golem to use special attacks like rocket punch, missile barrage, etc. Elite skill causes golem to self-destruct, knocking back opponents and releasing poisonous gas and rendering utility skills useless until re-summoned with healing skill, similar to Ventari's tablet. Warrior/Monk: Support-focused spec. Lore: Naming themselves after the monks of old, these warriors seek inner peace and balance, even in the heat of battle Weapon: Melee staff Armor: Gloves Profession Mechanic: Serenity. Similar to the Berserk mode of berserkers, it is a unique burst skill that alters existing burst skills to grant different boons to themselves and allies depending on which burst skill is used Utility skills: Mantras. Engineer/Apothecary or Aethermancer***: 4a. Apothecary: Condi-focused spec Lore: Apothecaries are masters of chemicals that have studied various elixirs and poisons over the years and uses this knowledge to enhance their fighting capabilities Weapon: main hand/dual wield axes*** Armor: Gloves Profession mechanic: n/a Utility skill: Chemicals. similar to Thief's venom skills, these can add additional conditions and/or boons to your weapon skills or create aoe fields that can harm enemies and buff allies. Note: This could potentially bring back old traits such as Acidic Elixirs and Acid coating. 4b: Aethermancer: CC-focused spec Lore: By reverse engineering the technology from the Aetherblade pirates, Engineers are now able to channel aether magic through scientific means as Aethermancers Weapon: Main-hand mace Armor: Gloves Profession mechanic: N/A Utility skills: Aether weapons. Summons weapons of pure aether energy to attack or defend, similar to guardian's spirit weapons Elementalist/Spellslinger: Ranged/dps-focused spec Lore: Some elementalists are not able to wield magic like their brethren. Fortunately, the ones in Cantha found a workaround for that by focusing the elements into specially made ammunition, allowing them to cast spells through pistols at great distances by simply pulling the trigger Weapon: Dual pistols Armor: Helm Profession mechanic: Attunements become ammunition. Spellslingers are able to attack without needing to be attuned to a specific element, and instead creates bullets that are based on one of the four elements. These bullets last for about 15 charges, but this can be increased to 20 through e-spec trait. they're able to switch to other ammo like before but if you do with while another set of ammo is active, you will lose the leftover charges and will have to wait until cooldown to use them again Utility skills: Tricks Ranger/Warden: Dps/CC-focused spec Lore: Wardens were mysterious creatures that protected the Echovald Forests of Cantha. Now Rangers can learn their secrets and carry on their legacy of defending nature from those who would exploit it Weapon Hammer Armor: Boots Profession mechanic: Build energy during combat to use unique skill to temporarily transform into large tree monster. Utility skills: Punishments Thief/Gangleader: DPS/support-focused spec Lore: Various gangs run rampant in the criminal underworld. As a gangleader, you will command your underlings to do your bidding while aiding them in battle Weapon: Main-hand/Dual mace(s) or Greatsword*** Armor: Gloves Profession mechanic: N/A Utility skills: Minions. Summon gang members with unique abilities and effects, similar to Necromancer's minions Mesmer: (I wasn't able to come up with anything that could work for mesmers, so now I support this person's idea called "The Psychomancer." Check it out here: https://en-forum.guildwars2.com/discussion/58284/the-psychomancer-mesmer-elite-specialization-suggestion ) Necromancer/Seance: Support/ranged-focused spec Lore: Seances seek to bring peace to restless souls and protect them from otherworldly creatures that would harm them. They can also summon spirits to aid them in battle Weapon: Longbow/shortbow*** Armor: Gloves Profession Mechanic: Replaces Death Shroud with Spirit Shroud. This grants unique skills that heals and buffs themselves and other players as well as do damage. #5 skill grants the user distortion for a few seconds Utility skills: Spirits. Similar to Ranger's spirits, seance's summon ghostly souls that cause effects depending on which ones where summoned. These skills can also be traited to grant distortion when activated *Name subject to change **would like to see a combination of two of these, even if it is unlikely that will happen. ***Either one could work
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