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Dadnir.5038

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Everything posted by Dadnir.5038

  1. First thing that I do in any game is to modify the sound setting. Usually I just put music down to 0 (because I can't stand hearing always the same tune in a loop), that solve this kind of issue.
  2. > @"Kodama.6453" said: > * **ranger**: support (druid) and dps (soulbeast) I think soulbeast have more than enough survivability to have a bruiser playstyle, thought. The spec is far from being frail when you consider defensive pets like black bear, the various stances and the natural survivability of the ranger.
  3. > @"Grand Marshal.4098" said: > What about a Mursaat? Not Lazarus, but someone like Optimus Caliph. He seemed to have high authority over the mursaat and he is more or less a demi god figure like Lazarus. Mursaat aren't friendly either and we can use this legend to justify Mursaat. maybe with a main hand axe? scepter could work too ofc. > > Edit: I'm also sure that Ane t can easily replicate hsi abilities from GW1 to fit the GW2 theme and status. A power-focused magic caster legend ? That would complement Shiro ideally. We lack that type of dps legend i'd say. I'd love a mursaat e-spec (in fact I wanted that pre PoF) but mursaats are prophecy (tyria) things not faction's (cantha).
  4. > @"Lan Deathrider.5910" said: > For Rev I think they need a norn (Jora with Greatsword) or an Asura (Vekk with scepter or Focus). Neither norn nor asura have anything to do with cantha, thought. Sure you can hide a giant ancient asura city there lost for centuries (just like in HoT) but that would be a bit ridiculous. That or something from the futur (since the mists don't really care about the timeline), still the norns hardly have anything to do with cantha, that's just not their domain.
  5. > @"LuRkEr.9462" said: > Necro has always been a fairly strong class in PvP. He is an "old" player, Necro wasn't always "fairly strong" in PvP pre HoT. > @"Antik.7486" said: > I see, but in terms of what you experience when you go to PvP, what are the classes you basically expect to see every second game? At the moment, odds are that you'll encounter guardians, necromancers, revenants and a warriors. The other professions will tend to be more scarce, thought neither totally absent nor all far from being able to take the spotlight (so you can basically chose from elementalist, engineer, mesmer, ranger and thief).
  6. > @"Raknar.4735" 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 ;) > > Agree with the Togo stuff. He hasn't really done any major thing. His story is too closely tied to Shiro. The noteworthy thing he has done is the peace treaty with the tengu, but that didn't last long and didn't really revolve around his power as a ritualist, but his negotiation skills. So that would end up as a "Legendary Negotiator". That and him being human makes me think he isn't suited to be a revenant legend. > > Kanaxai with MH axe used to be one of my guesses some time ago. First, because his lore could be expanded, as we know a revenants power to invoke gets stronger by knowing more about the legend itself (Gorea Halfcut dialogue). Second, he's an "evil" legend and that would balance things out a bit with our current lineup of 4 good ones and 2 evil ones. > > But there's problems with it. Unlike Menzies' (another candidate) shadow army he's not a pure nightmare and we already have a demon. The 2nd one would be that apparently he has no connection to the mists as far as we know. With no connection there can't really be a sentient echo, can there? > > So they'd have to bring him in line first, lorewise. Or atleast tell use more about his relation to the mists. It also depends if Anet allows another demon. So far we have only gotten legends of completely different races. > > More of my candidates: > * Nornbear/Svanir for obvious reasons (GS, MH Axe or MH Dagger) > * Balthazar (may be too close to "human", and we already have Shiro) > * Menzies as "Legendary Nightmare" (same problem as Balthazar, may be too closely tied to human) > * Varesh (Margonite, very unlikely as she's too close to human and Mallyx/demon) > * Torivos (dual axes, Legendary Envoy, could be a problem since he used to be human in the past) > > Out of them Svanir seems to be the most likely. Fits the evil role for balance, is part of a race that isn't represented in the revenants current lineup (Norn) and would fit into a selfish dps role (Glint and Kalla have been more on the supportive side IMO). Well, I'm saying Kanaxai with the fact that he is part of Cantha's lore. I want to assume that the revenant's legend will have something to do with cantha more than core, nightfall or eye of the north. Apart from Svanir that have nothing to do with cantha, all your candidate are tied to humanity and If it was a spec tied to humanity I'd rather see a legend more meaningful than varesh (which is basically no better candidate than togo), Jadoth would probably be the better candidate. Personally, my candidates are: - Kanaxai (obviously) - A kraken, Zhu Hanuku (because that would be badass and we fight a kraken in one of faction's mission). ANet could twist the e-spec into something close to norn's racial abilities. - An emperor (but it's to closely related to human) - A tengu (No idea how it could be twisted nor which tengu would be suitable, thought) - Kuunawang or Albrax (But we already have Glint as a dragon) - A Naga, Hanasha coralfin (A thematic about revenge and revival. Not sure she would associate herself to humans, thought.) -
  7. > @"Kodama.6453" said: > > @"Lan Deathrider.5910" said: > > > @"ZarexWolf.5637" said: > > > So, I just had a thought, maybe Revenant could get the Legendary Prisoner stance that was used for a certain part of the story, if that's still possible. Not sure what weapons could be chosen, but it'd definitely be interesting. Though, I prefer Scarlet over Joko in all honesty, which could tie into the use of rifles like I mentioned earlier. Sorry if I've been all over the place with this post. > > > > Joko. > > > > Legendary Lich Stance. Summons Minions. Uses Scepter. > > Revenant already got summons with the last elite spec, so I don't think minions are really a good choice. > > I also would go for a scepter for revenant, but make it Canthan flavoured: Legendary Ritualist, Master Togo as the legend to invoke and the skill type associated with him would be weapon spells! > > Basically functions like venoms, you buff allies around you with weapon spells which enhance the next x outgoing attacks. 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 ;)
  8. > @"Lan Deathrider.5910" said: > And FB doesn't get 450 stats from imbued haste but no stat lose? Or Soulbeast getting 200-300 stats while merged with no negatives, which would certainly be thematic for the pet archetypes would they not? Not to mention all the stat gain from Beast mastery that Soulbeast can leverage. > > There shouldn't be stat penalties on the especs, and certainly not on only a few. FB have no excuse (except maybe being favored by the gods ;) ) but Soulbeast lose the support of it's pet when merged. Beside, for Soulbeast it's part of it's mechanism, not a trait, you could say that it's the equivalent of the 15% increased attack speed of the berserker while in berserk mode.
  9. > @"Shao.7236" said: > > @"Dadnir.5038" said: > > > @"FrownyClown.8402" said: > > > What makes it op on DH but not on a ranger? Dunno just seems that the problem isn't the rune. A 10 ICD is a fair adjustment. > > > > It did make ranger OP until they nerfed their traps (I can garantee you that the build was very effective, trap ranger used to be nigh uncatchable). It also did make thiefs OP until they nerfed their trap (Same here a super effective build, even more effective than the ranger's in fact, I mean, the thief wasn't even revealed when it's traps were triggered and it's foes litterally melted without even seeing it's shadow)... It even somehow led the devs to change thieves trap into preparations to be more thorough. I'm sure DH traps can be nerfed to the ground as well so that the runeset don't make them OP anymore but do the playerbase want that? > > > > Stealth is just to strong on a runeset (even as a base ability for a profession it tend to make players argue that it's to strong). New e-specs are coming in a few month, if any of them get traps, it will be just a question of time before players come here ask for a nerf of this runeset. > > How would you nerf DH traps though, they're balanced right now. It's only the "trap" attribute that makes them even considered for use, Dragon Maw would be the only trap ever used otherwise if it wasn't for the Rune on Condition damage. > > SoJ is where all the damage comes from and if we're talking Power, Scepter skill 2 is a much bigger issue right now as it stands it's actually stronger in PvP than WvW or PvE. (No wonder it's being used so much in favor of anything else.) Imo you can get more condition damage out of DH runeset than you can get out of trapper's runeset. The rune's condition damage isn't even close to be the main selling point of the runeset. As for your question, you can't really decently nerf DH traps but it doesn't mean that it won't happen. They can change the way _Procession of blade_ work for example. They can put a 2s ICD on being hit by _test of faith_, they can make _light's judgment_ tic every 2s instead of every seconds... etc. It's not that difficult to find crippling nerfs that would just end up making traps not weaker on paper but close to useless (to the point that the stealth become meaningless) in practice.
  10. > @"Agrippa Oculus.3726" said: > If you really want to change your build/gear and still diss out a lot of damage, you're probably better off choosing a different class. Any DPS Thief/Daredevil/Deadeye build with [invigorating Precision](https://wiki.guildwars2.com/wiki/Invigorating_Precision) in combination with Marauder gear for instance! > > Necro is capped at the lowest max. DPS of all classes. You're pretty much expected (if you still want to do a lot of damage) to go with full Berserker/Viper gear. > It's better than it used to be thought. But yeah having a decent damage/survivability ratio is kinda the necromancer's thing. Having optimal damage isn't it's thing though (or when it is, it somehow end up being an unforseen exploit of an obscure mechanic).
  11. > @"FrownyClown.8402" said: > What makes it op on DH but not on a ranger? Dunno just seems that the problem isn't the rune. A 10 ICD is a fair adjustment. It did make ranger OP until they nerfed their traps (I can garantee you that the build was very effective, trap ranger used to be nigh uncatchable). It also did make thiefs OP until they nerfed their trap (Same here a super effective build, even more effective than the ranger's in fact, I mean, the thief wasn't even revealed when it's traps were triggered and it's foes litterally melted without even seeing it's shadow)... It even somehow led the devs to change thieves trap into preparations to be more thorough. I'm sure DH traps can be nerfed to the ground as well so that the runeset don't make them OP anymore but do the playerbase want that? Stealth is just to strong on a runeset (even as a base ability for a profession it tend to make players argue that it's to strong). New e-specs are coming in a few month, if any of them get traps, it will be just a question of time before players come here ask for a nerf of this runeset.
  12. > @"Lan Deathrider.5910" said: > I'm just of the opinion that if some especs get negative stats, then they all should. I'd say it's appropriate when if it fit the flavor and it there is a gain that's worth the loss coming along. Let's not make it like the berserker don't get 300 condition damage and 300 power at the cost of 300 toughness. ANet want the flavor of the beserker to be one that sacrifice it's defense for high amount of offense and that's understandable. The same goes for scrapper (albeit it's the trad feel a bit more arguable) who chose to sacrifice vitality for temporary hit points. Technically the scrapper sacrifice 180 vitality (or roughly 1800 hit point) for the opportunity to build up barrier out of power damage. I mean, those traits who come with stat loss also come with great advantage, they aren't trade-off for advantage that already exist.
  13. > @"The Boz.2038" said: > > @"Lan Deathrider.5910" said: > > > Berserker would greatly benefit from the following: > > > > F1: Enter Berserk Mode. While in Berserk Mode becomes the Primal Burst of the equipped weapon. > > F2: Strikes around the Berserker, gains 1 Strike of adrenaline per foe struck (10 total strikes if you hit 5 people), and gains 1 stack of might per foe struck. If you are in Berserk Mode this skill causes you to exit Berserk Mode. Does not cost adrenaline, does not count towards burst related traits, 6s CD. This skill is available while in or out of Berserk Mode. > > > > Berserk Mode can be entered at 0, 10, 20, or 30 adrenaline. Base duration is 12s, with an extra 6s of duration gained per 10 adrenaline spent. Adrenaline spent triggers burst related traits as normal per adrenaline spent, but if entered with 0 adrenaline these traits are not triggered. The base CD of Berserk Mode is unchanged. > > I kinda like where you're going with this, but I'd go a tiny step further. > Non-berserking and berserk retains three adrenaline bars. > F1: Spend all adrenaline. Enter berserk for 6 seconds, plus 6 seconds per adrenaline bar spent. This, at 3 bars, lasts longer than the current one, but at the shortest allows for a quick pop-in, and execution of one burst (two with certain skills and traits). > F1 (in berserk): Execute the rage burst. All rage bursts are T1, spend one bar. Otherwise unchanged. > F2 (in berserk only): Ends berserk instantly, perform a medium (comparable to GS1-1) strike around you, expend all adrenaline, gain might based on adrenaline spent. > F3 (in berserk only): Increases current berserk by 5 seconds, regains ~33 Endurance, spends one bar of adrenaline. 10s cooldown. > This would allow the warrior more control over their berserk duration. They could pop in and out based more on their build, and less on the clunky, slow-to-build, locked-in style they have right now. Why not just have berserk mode 15s CD just start when you use berserk mode. That would hopefully save the traits that depend on adrenaline use more faithfully than anything else.
  14. > @"Arheundel.6451" said: > You have taken this defensive stance like elementalist is easier to play than necro while being more survivable and doing more dmg, **none of those are arguably true** instead we can see the actual opposite happening > I didn't. I said that your argument were biased and that elementalist have many more way to deal with damage than just poor plain healing sustain. To the plain and objective facts that I deliver to you (I mean thoses skills are there right?) you just oppose subjective arguments. I won't disagree if you say that more isn't necessarily better but I won't agree with your stance that somehow the elementalist is more impacted by healing nerf than any other professions (It doesn't mean that it's less impacted, but it's not more impacted). You often ask players to be "honest", be honest and face the fact that the elementalist is just loaded with defensive skills that players might not be using optimally because they favor going for the "kill" more than keeping a point caped. NB.: You're the one obsessed by necromancer, my argument stand for any of the other 8 professions not just "necro".
  15. > @"Sigmoid.7082" said: > > @"Dadnir.5038" said: > > > @"Sigmoid.7082" said: > > > > an **unconditional** trait that alone can turn a tank into a bursting tank, > > > > > > Which trait does this? > > > > It's probably either _death perception_ or _Reaper's onslaught_. > > What's not taken into account is the fact that if it wasn't one of them it would be _dhuumfire_ and somehow for sPvP players it would be worse because it's a condi trait. > > Those two traits are conditional. So it can't be those. True, I might be wrong, but I think it might be "unconditional" because somehow from his point of view you cannot take any of the other 2, they are not worth it.
  16. > @"Sigmoid.7082" said: > > an **unconditional** trait that alone can turn a tank into a bursting tank, > > Which trait does this? It's probably either _death perception_ or _Reaper's onslaught_. What's not taken into account is the fact that if it wasn't one of them it would be _dhuumfire_ and somehow for sPvP players it would be worse because it's a condi trait.
  17. > @"Konrad Curze.5130" said: > That's picking the worst trait options on the line, giving up all utility you could possibly have, and still none of that amounts to a core line. Hell, that barely amounts to the minors. and you named 2 mutually exclusive ones LOL To be fair, condi berserker isn't "bad" (even if it's out of flavor at the moment) and out of the 9 major traits, 6 have effects that do not need to use berserk mode. - Last blaze: add burning to rage skills - Blood reaction: convert 7% precision into ferocity - Heat the soul: increased condition damage. - Dead or alive: 10% increase incoming healing - King of fire: 10% increase burn duration. Gain _fire aura_ on crit. - Eternal champion: gain stab and might when breaking stun. I mean, it could be worse, to continue to take holosmith as an example, **none** of it's traits have any effect without using photon forge.
  18. > @"Axl.8924" said: > Where will it end? I can easily answer this question: It will never end. Modern people cannot be satisfied, it's in our nature. That said, in the case of _Lich form_, I'd rather have a simple elite skill than the current transformation which is currently abused for it's AA gimmick. It would just be healthier for the necromancer.
  19. > @"Stand The Wall.6987" said: > > @"Bazsi.2734" said: > > Shroud is reset when match starts. That indicates that necros should not have any life force when the game starts. Getting life force from a skill cast before the reset is basicly an exploit. This is not a question of whether a necro is hard to kill or not, its a question of do you want your game to be consistent or not. It's a question of do you let people exploit bugs in competetive mode or not. > > I expect the PvP team to give full attention to this issue. I'm sure all 0 of them will work on this relentlessly until nothing happens because they don't care, there is no PvP team anymore. > > i think if they considered it a bug they would've fixed it by now. like i said i think its been around since launch. In fact they only "recently" (08/28/2018) gave back LF from minion's death (it's interesting to see that the removal the LF gain prior to that isn't showed in the wiki). When minions didn't grant you LF, it wasn't possible to fuel your LF pool the way the OP is describing. That said, the current design might be intentional and just waiting to be exploited. What's ironic is that the first time they removed LF gain from minions it was for the exact same reason this thread have been opened.
  20. Still hope that ANet will get rid of _Lich form_ at one point or another. I mean, _Plagueform_ was hundred time more pleasant to play than _Lich form_, why did they get rid of the nice little bleeding cloud while they kept this big clumsy ugly thing that _Lich form_ is? Reducing the AA damage wouldn't break the game for the necromancer but at the same time it wouldn't fix the fact that _Lich form_ exist. Can't we just have a nice skill similar to _spectral armor_ instead?
  21. > @"Kodama.6453" said: > > @"Konrad Curze.5130" said: > > Berserker is easily the most stupidly, horribly designed spec on the whole game > > > > It's essentially a warrior with only 2 trait lines 30-40% of the time > > Honestly, I don't get why some people have such a huge problem with how the berserker trait line functions. > Holosmith goes even further than this class, the **entire** trait line is built on the photonforge, not a single trait in that line works without the photonforge at all. > > Yet you don't read people complaining all the time "holosmith has no trait line 50% of the time!".... I'd say that it's most certainly because holosmith's overall performances are more appaeling than berserker's. The same goes for the gameplay, it certainly feel worse to play berserker than holosmith (even if it's a very subjective thing to say).
  22. > @"Arheundel.6451" said: > You forgot to mention **skill and utility CD**, for new players : > > 1) Mistform - 75s CD > 2) Obsdidian Flesh - 60s CD > 3) Conjure Earth shield - 60s CD > 4) Fiery Greatsword - 180s CD > > This is more than enough to prove how wrong you are...unless we want to start comparing a d/f ele with the all defenses possible to a **core necro MM** and see where we can go from there > > P.S **conjure earth can be picked by enemy too** for the unaware Sure do it, give all the defense possible to a core necro MM. I mean If it's a "MM" it probably won't take to long of your time anyway. You're pointing out CDs, I'm pointing out that you actually have many choice of skills that can all be taken together. Look, that's Ele D/F if you want "CDs": - 2 dodges and easy access to vigor for a 50% endurance regen rate increase (allowing the elementalist to dodge 3 time where the necromancer would dodge 2 times. You won't disagree with me here right?) - _Burning speed_ evade skill on 15s CD - _Earthen rush_ evade skill on 18s CD - _Shocking aura_ on 25s CD (not really a true damage avoidance skill, but quite annoying for the attacker) - _Swirling wind_ 6s projectile destruction on 30s CD - _Magnetic wave_ 3s projectile reflection on 25s CD (+ 3 condi cleanse) - _Earthen ring_ Block missiles on a 6s CD. - _Obsidian flesh_ 3s invuln on 60s CD. - _Gale_ 3s knockdown. - _Convergence_ 3s weakness on 8s CD. - _Comet_ 2s daze on 25s CD. That was just D/F alone (no trait, no utility). It's overkill but I could add like you said: - _Earthshield_ and it's various skills on 60s CD (but well if you manage to pick your second bundle the invuln is on 30s CD) - _Fiery GS_ and it's various skills on 120s CD (_fiery wirlwind_ still having 5 second CD when you wield the conjured weapon) - _mist form_ 75s CD - _Arcane shield_ 3 blocks on 45s CD - _Signet of air_ area blindness 25s CD. - _Gliph of storm: Sandstorm_ 11 pulse of area blindness over 10s on 40s CD. NB.: If an enemy can use your conjured weapons then it's a bug that ANet need to fix not a feature. But I'm pretty sure it's not the case.
  23. > @"Kodama.6453" said: > > @"Dadnir.5038" said: > > To expand a bit on my latest post, I don't think taking a necromancer boss (Kuonhgsang here) as a starting point for an e-spec is the path ANet will take, even if it's possible to twist the lore nicely like I've done. It might not be totally unrelated thought. > > I really hope that they will intertwine the new elite specs closely with the Canthan lore. It's one of the reasons I want the engineer elite spec to be a plaguedoctor, since it just works so perfectly well with Canthan history in which the plague ravaged the land and the organisation of the Am Fah, which tried to weaponize it. > > Which is also the reason why I thought it would be great to give engineer corruption skills. The Am Fah were experimenting with a powerful, but at the same time harmful, disease to strengthen their men. This could be well represented by giving the engineer corruption skills. I don't disagree with you but all I say is that we do have prejudices about this lore which can mislead us into many many many fantasies. Just the necromancer could have 4 very different e-specs based on the lore of the 4 boss of the single mission of Naphui quarter. Just looking at the concept of "Envoy" for the necromancer can open countless possibilities as well. The engineer specifically could be based on either the kurzicks (and their walking juggernaut armor), the Luxons (and their weaponized turtles), the Am fah like you said (but also the Jade brotherhood) or something totally different like the Empire agents or even Sailors travelling between Shin Jea and the continent... There is many possibilities. Personally, granted the lore of cantha and the endless wars between kurzicks and Luxons, I'd lean more toward the concept of "sapper" for an engineer because creating such job would have suited the needs of these 2 factions that regularly take outposts from each other more than a "plaguedoctor" concept that could make an area unfit to occupy (poison/chemicals can leave semi-permanent and unwanted environmental scars). Lore can be twisted and evolved into many directions when it come to e-specs.
  24. > @"Kodama.6453" said: > **Corruption**: The premise of getting powerful effects, but having to pay for it with self-harm, is really interesting. I would love to see this skill type added to engineer for a plaguedoctor elite spec, representing dangerous chemicals to apply conditions on enemies and buffs on allies, but having to pay with a flat health cost to use them. Don't holosmith already somehow give the engineer a taste of selfharm with "overheat"?
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