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kroof.5468

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Posts posted by kroof.5468

  1. > @"otto.5684" said:

    > I don’t like any of these.

    >

    > If I rework anything, it will probably be virtues line. Then some DH traits.

     

    Virtues is fair when it comes to its trait functionality, and I don't think it needs a major overhaul. What may require a major overhaul would be core virtues themselves. These aren't necessarily PRIORITIZING changes, just things I'd perhaps like to see.

  2. > @"crazyhusky.2985" said:

    > Here the changes I would make to Dragonhunter. Some of these are a bit drastic but I feel Dragonhunter itself needs a few things.

    >

    > **Hunter's Fortification**

    > Receive less damage **when you have a condition on you**. Remove conditions when blocking attacks and gain resistance, deal more damage when you have resistance or protection.

    > Damage Reduced: 10%

    > Conditions Removed: 1

    > Damage 10%

    >

    > _(Everything in the game gives conditions these days, this trait has never been updated, so changing the trait to be when you have a condition on you, rather when you don't makes more sense. also this has to compete against the Big hunter trait so it needs a way to grant extra damage)_

    >

    > **Bulwark**

    > Shield of Courage gains increased radius and duration. When aegis ends you gain barrier. (Cooldown 25 secs)

    > Duration Increase: 2 seconds

    > Radius Increase: 33%

    > Barrier 20%

    >

    > **Defender's Dogma**

    > Gain increased maximum health and Blocking an attack causes Justice to reach its maximum charge, it also reduces the cooldown of Spear of Justice.

    > Recharge Time Reduced: 3 seconds

    > Reataltion

    > Health increase Percent: 15%

    > _(DH needs more HP)_

    >

    > **Heavy Light**

    > All Longbow skills now cause Bleeding,

    > Justice's passive effect now bleeds enemies as well.

    > Inflicting cripple or slow or damaging a crippled or slowed foes also inflicts bleeding.

    >

    > _(I think the way to make longbow better or more viable would be to give a different type condition that guardians typically don't have access to, allowing them to play either burn DH or bleed-burn combo DH. If not bleeding then give it poison, it suppose to hunting dragons after all, and you typically poison or wound a large creature to slow it down.)_

    >

    > **Big Game Hunter**

    > Gain retaliation upon striking a foe with the Spear of Justice, Striking an enemy while it is tethered by your Spear of Justice inflicts vulnerability and increases damage dealt. Tether duration is increased.

    > Retaliation - 4 seconds

    > Damage Increase: 15%

    > Vulnerability (10s): 1% Incoming Damage, 1% Incoming Condition Damage

    > Duration Increase: 66%

    >

    > _(Retaliation has been a big part of Power Dragonhunter in raids and other PvE areas FOR A LONG TIME, the problem is it that most common builds of DH don't allow it to get much or any Retaliation. As strange as it Dragonhunter itself DOESN'T have any Retaliation within itself, So putting it on a trait that Power DH already uses would help it a lot.)_

     

    I don't think the bleeding is necessarily needed - as DH is predominant a power spec. I do think improvements to LB traits should be better, though. Hunter's Fortification still seems a bit meh, and just overloading effects on the trait may not be the way to go. I do enjoy your other recommendations!

  3. Heyo everyone,

    With the new Balance Patch on the horizon, I was a bit disappointed that underwhelming traits and unused skills are still going to go fairly untreated, so I wanted to treat them myself (for my own sanity and creativity ; - ; ). These are just a few fan-changes, but I hope to hear what you all have to say about these or other skills.

    Video Link for further discussion and explanations:

    **VALOR**:

    Focus Master -> Holy Mentality

    ![](https://i.imgur.com/0Thzmpz.png "")

    Strength of the Fallen -> Strength of the Protector

    ![](https://i.imgur.com/3damri9.png "")

    Monk's Focus

    ![](https://i.imgur.com/8klbpxg.png "")

     

    **HONOR**

    Writ of Persistence

    ![](https://i.imgur.com/9ZBUHnp.png "")

     

    **VIRTUES**

    Glacial Heart -> Brilliant Heart

    ![](https://i.imgur.com/7KEeNha.png "")

     

    **DRAGONHUNTER**

    Hunter's Fortifications

    ![](https://i.imgur.com/eATB7ag.png "")

     

    _SHELTER AND HALLOWED GROUND_

    ![](https://i.imgur.com/6866BY1.png "")

    ![](https://i.imgur.com/BXjf1Af.png "")

     

     

     

  4. > @"Nimon.7840" said:

    > Well I think that serpent siphon either needs a heavy buff, or some serious rework.

    > And outside of some. Very rare roaming situations, this skill is completely useless in any gamemode.

    >

    > Same goes for desiccate. Only used on some support scourge builds mainly for building up lifeforce.

    >

    > And well of darkness.

    >

    > And... oh there's so many necro skills that have only very niche uses and that's not a great design if you ask me.

    >

    > Other professions have those skills as well. But I think they don't have as many as necro does.

    >

    > And I have to agree with some people here. Pls. No more minions for necro. The ai of those things has a lower iq than a cracker (the cracker would at least stay by your side and not attack randoms things at will, that are thousands of meters away).

    > And I think as well, that they will never ever give minions a more power than they have right now, which makes them useless in pvp modes as well as engame pve (yes I know that minions are used in pve engame builds, but just because there's no better dps option, which is an huge indicator how bad other utility skills of the necro are [dps wise])

     

    I do think that niche skills have their place as long as the time to use them pops up frequently in game mode. I immediately think of Contemplation of Purity on Guard as in PvE you would never want to use this skill - but in PvP/WvW it sees so much more use. Just add more condi applying skills in PvE and then maybe this would be useful.

    As for the minions, I would LOVE for them to add more - but just get more imaginative with their function. They all damage and nothing else - which is fine since they are AI and the damage should be lower-ish. So, personally I would love a minion that gives barrier to allies and doesn't just auto damage. I'm not sure why people are so mad at the AI... well maybe if they improved their active skills to give them more power and a better flow, but AI will always be in AI. They are always iffy in any MMO, but once again if the commands were better then maybe they would feel better.

  5. > @"XECOR.2814" said:

    > The skill would be better if it just did what it does but instead of orbs it just straight up gave barrier to allies and did not depend on enemy getting hit to give barrier. The boon corrupt will obviously still happen on hit. They can remove the poison from the skill for all i care.

    >

    > Then it would have much more flexibility to be able to use as a support skill whenever needed to give barrier and offensive skill as 1 aoe boon corrupt. The orb mechanic does not fit with scg and should be removed.

     

    Totally Agree with this - just send out a big squiggly sand snakey to bolster allies @>@

  6. > @"Funky.4861" said:

    > What if we reworked your minion?

    >

    > How about:

    >

    > Sand Serpent: cast time 1/2 sec cd 30 sec

    > Summon a sand serpent which follows your character.

    > AoE Pulsing damage reduction: 5% Only affects player characters. Radius 180. Does not stack. Duration: 15sec.

    > Command: The serpent explodes poisoning foes and granting a barrier to allies. Poison: 2 stacks for 5 seconds no. of targets: 5 Barrier: 500 no. of targets: 5.

    >

    > Maybe change the barrier or poison to 2 stacks of blind for 5 secs?

    >

    > Just some ideas whilst the server is down :)

     

    This may also work! I originally just thought of making this skill a line-telegraph skill which apply barriers and converts boons like other Punishments. However, this may work as well. The barrier may need to be a bit stronger.

  7. > @"Drarnor Kunoram.5180" said:

    > Serpent Siphon may see use if, instead of creating pickups, the serpents just returned to the Scourge and gave barrier to the Scoruge themselves.

     

    Scourge, themselves, already have hella barrier application. I've always found this skill to be more centered around less self-sustain and more sustain of allies.

  8. > @"Anchoku.8142" said:

    > While I commend you for putting in the effort to develop this idea, there is an inherent issue to consider.

    >

    > Barrier is only useful when applied right before a character takes damage. The lack of control over which and when an ally receives a barrier adds too much randomness so the snake minion would have to spam the skill for it to contribute in a meaningful way.

    >

    > Letting an AI and timer spam barriers would quickly wreck balance in competitive modes of the game; especially when Scourge's stack in a zerg.

    >

    > The best way to contain barrier within skillful play restrictions and, therefore, allow it to remain a potent buff, is to restrict its availability via short duration, a cool down, and significant LF cost. This is why barrier is what it is, today.

    >

    > Aside from that, keeping damage and sustain both on a utility also stretches balance limits Arenanet is mindful of.

    >

    > In short, skills with dual offense/defense use, skills using an AI for a lower skill-cap, and skills that are highly stackable set off warning flags.

    >

    > p.s.

    > Rise supports only the Necro with a buff while the minions are attacking so it does not stack in a crowd of Necromancers in WvW. The shambling minions attack only one target at a time and can be kited leading to no benefit for the Necro. Taking minion traits means taking Death Magic for a dps nerf. Rise carefully avoids balance issues even though it provides a buff and damage. Its design is restrictive that way. Please also note Rise is not available to core shroud users.

     

    This aspect of randomness is noted, but there is the active skill - which would allow for more of an active and thought out playstyle. So, perhaps the skill would work better if the minion only existed for about 3 seconds as it travels in a direction granting barrier and dealing slight damage.

    The point about damage and sustain being an issue is very much sound, and I agree it should be carefully balanced - but the damage itself doesn't seem to be all that devastating as it was only on the command portion of this skill.

    Finally, your point about "Rise!" is very much separate from the post, and doesn't hold up with the topic at hand. This Skill is not necessarily meant to be offensive in the first place. If you are focused on restrictions, then the interval of applying barrier could be a restriction in and of itself as it is passive, and does not necessarily allow the Scourge to apply it before hand... it would act as more cover barrier at a modest interval. This active, once again, is not focused to be damage oriented but I did feel it needed something to keep it in line with existing punishment skills.

    [Also, this might have been nice to put - this is centered around PVE and general Open World. Number can of course change, I'm more so interested in the function of the skill.]

  9. I've had a pain point with Serpent Siphon for some time (well, ever since it came out). It is the one ability on Scourge with a pickup mechanic, that has no other interactions, and is really fiddly. So, I wanted to have some fun and create a little rework to hopefully spark discussion, and a dialogue of some Necro abilities - be it scourge or others.

    Firstly, I noticed that Reaper does have a minion skill "Rise!" while the Scourge has no abilities that influence or create minions (One may argue Barrier, but Barrier affects everything and is applicable across multiple classes). Thus, I wanted to create a temporary minion to keep it separate from the classic Minion Utility skills.

    Secondly, Punishment skills are very aggressive and I wanted one skill to be more directly related to support - while having a flip-over skill to allow for a subtle damage affect.

     

    New Temporary Minion:

    ![](https://i.imgur.com/pD66bD2.png "")

    Command Skill:

    ![](https://i.imgur.com/DhyetJD.png "")

     

  10. Why does there only have to be Damage applied to the weapons?? Staff could be a really cool Supportive Life-Steal/Utility weapon - albeit with at least a bit of damage on 1-2 skills so that it can still defend itself. I find the Marks to be very clunky and outdated, as well. Staff just becomes useless on any enemy that does not move - as they function the same exact way as a trap. (Also would love to see traps activate-able after a short delay).

  11. I like some of these as well, along with others who have commented on this thread.

    Personally I am not a fan of the evading (middle) line - Necors are already hard to kill.

    I also think that there isn't a lot of sacrificing going on in the mid line - it's just adding effects on top of effects.

    Also, I'd like to see the vampiric support aspect be brushed up a little. I do really enjoy your top line as well.

     

  12. > @"Arcaedus.7290" said:

    > Haven't finished the video yet, but I gotta say: just conceptually, having them be called "Vices" rather than "Virtues" sounds like a really neat idea! Lot of thematic potential for that imo. Not so sure about off-hand sword, but that's probably the best bet considering Anet doesn't seem to be making new-types and none of the remaining weapons really fit the theme that well.

     

    Sorry for taking a while to respond, but thank you so much! I hope and have a feeling that we might see a new weapon type... idk it just feels like it'd be nice :P

  13. [https://youtube.com/watch?v=axqYranm2Mc](https://www.youtube.com/watch?v=axqYranm2Mc "https://youtube.com/watch?v=axqYranm2Mc")

     

    ^ Video I made on my Fan-Made Elite spec.

    I'm also attempting to start a series where fans submit their own E-Specs, and we showcase them through a video series <3

     

    Basics: I wanted to focus on more of a selfish form of the Guardian which utilizes "Vices" instead of "Virtues." Furthermore, They gain access to the Off-Hand Sword, and Stance skills; emphasizing the personal style of play <3

  14. I just want the auto-attack to have a nice 1,200 range, but don't make it a wave. A projectile of some sorts, or really slim linear AoE could be cool. (Add maybe some boons on it, maybe might)

    AND, I also want the wards to be changed. "Wards" are classified as their own skill type, yet there isn't anything in the game that enhances or plays with them. Something grander would be appreciated like an explosion of light in a 360 AoE (1,200 range) that does OK healing but also prolongs the boon duration of: Might, Regen, Alacrity, & Quickness by 5 Seconds. (idk how people feel about the numbers, but yeee) :P

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