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Kencu.5846

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  1. That's a good point, to be fair I had a mostly WvW mindset when thinking about it.
  2. > @"manu.7539" said: > Push out GvGers from WvW (with awesome maps and rewards exclusive for them) so we can deal with the real WvW population. That could solve lags problems and mostly this annoying mix of players upset by each others because they dont play WvW for the same goals. Imagine having Guild Wars in a game called... well... The game desperately need a proper GvG system. I never understood why it's not a thing from release. GvGers don't need fancy map or fancy map mechanics. They just need an arena to fight in a system similar to sPvP. Ladder, regular tournaments, championships. 10v10, 15v15 and 20v20 or even higher numbers if people want it. There could have a "gg" (resign) button and if more than half of the squad presses it, the game is over. Etc. Devs can make it work easily and WvWers could play WvW as intended. GvG rewards would be GvG exclusive and considered as high end reward. Potentially it could mean eSports, top winners of tournaments earning money. Gfuel could sponsor it :P
  3. > @"Veprovina.4876" said: > > @"Kencu.5846" said: > > Recently I've been running power interrupter chrono, it's fun, until the commander cries for veil and illusion because the other mesmers are slacking :D > > Can you post the build? :smile: Yeah if I'm not designatet to being veilbot tonight, I'll record a video and show the build)
  4. Have Stability or Aegis and you're safe from pulls.
  5. Imagine Illusionary Warden dealing any damage in WvW! :)
  6. > @"Guilan.5760" said: > I say give back the 2nd dodge but put a small cooldown on ambush skills. > > Then to make the clones more usable in WvW, have a trait or a rune maybe, that can give them something like aegis or some evasion when they go shatter themsleves on a target. They have aegis on Inspiration line. Does it help? No. They die in the 2. hit, which happens 0.00001 seconds after the first. This is the same problem with every AI stuff like minions, pets, clones, turrets, renegade summons. They are completely useless in a coordinated zerg v zerg when the enemy team uses proper meta classes. I'm not suggesting to give back the second dodge not because I don't want it but simply because it's highly unlikely that Anet is gonna do it.
  7. My basic ideas for the new elite specs. I'm mainly creating these from a WvW perspective so I focus on teamplay and minimal visual clutter or 1hit AI mechanics like clones, pets and minions. I'll update them on the go if I have new ideas: Guardian - Weapon - Off-hand Sword Warrior - Monk Weapon - Staff The monk is the master of analyzing the enemy and punishing it for it's mistakes. Gain access to "Divination" skills. The Divination skills are either strong buffs to the allies or strong debuffs to the enemies. The monk can swap between different "Foreseight" modes with F1-F4 which uses adrenaline. F1 - "Forseight of Damage". Mark your foe with the Foreseight of Damage. For each strike of adrenaline, the enemy damages up to 5 foes (including itself) in the area for 3% of their damage for 1 second. F2 - "Foreseight of Movement". Mark your foe with the Foreseight of Movement. For each full stages of adrenaline, the enemy gets punished if they move. 1 stage: 5secs of Cripple and 5 secs of Chill. 2 stages - 5secs of Cripple, Chill and 3secs of Fear and Torment. 3 stages - knockback, 5 secs of Cripple, Chill, Torment and 3secs of Fear. F3 - "Foreseight of Offense". Give yourself and nearby allies the Foreseight of Offense. You and your allies gain increased damage against foes with boons (+1% for all strikes of adrenaline) and superspeed for 5secs. You and your allies gain Might and Fury for 5secs if you have less boons than the enemy. F4 - "Foreseight of Defense". Give yourself the Foreseight of Defense. For each stages of adrenaline, grant yourself and nearby allies (5) 1 second of invulnerability. The staff is hybrid melee and ranged weapon for the warrior. In combat using weapon swap while a staff is equipped swaps between the weapon's melee and ranged modes. Overall the monk could go either offensive or defensive depending on the situation. The utilities would follow a similar pattern, focusing on teamwork and coordination. For example: "Divination of Union" - Utility. Grant yourself the Divination of Union for 10secs and gain Protection and Aegis for 5secs. Each time you receive a boon from another source, grant nearby allies 5secs immunity to movement-impairing conditions. Using the skill again breaks stun for you and nearby allies and gives 5secs of Stability and increases the recharge duration by 10secs. Recharge: 40secs. "Divination of Rebirth" - Utility. Grant yourself the Divination of Rebirth. For 10secs you and nearby allies (5) ignore the lethal blow and instead of going to down state, recieve a barrier with 10% of your health for 5 seconds. Increase recharge time by 10secs for each ally saved by this skill. Recharge: 60secs Radius: 240 Revenant - Ranger - Warden Weapon: N/A The Warden can choose to deploy its pet to the mist to channel powerful attacks or strong buffs, utilities etc. The weapon skills are replaced by the mist pet skills. The warden gets access to Ward skills. (So the ranger can be viable in WvW in various roles as the pet-weapon skills would provide great opportunity for the ranger not to be a meme in WvW any longer. And of course outside of WvW too. Iboga pet-weapon skills could be condi spam, bear tanky etc). Engineer - Thief - Elementalist - Something Astromy themed since Kaineng city people are obsessed with celestial objects. Gain access to a new element. Dark Matter maybe? (Or some more fitting GW2 lore version of an energy type, layline? bloodstone? etc.) As for the role I'd love to see something crazy with the new elements. Something a bit unpredictable and on the "high risk - high reward" side. So the elementalists in Cantha tapped into some very volatile unstable elemental energy which can be dangerous but they must be very careful with it. Necromancer - Mesmer - I've made a concept about it in the mesmer thread (Mentalist) but actually I would love to see something without clones because in WvW zergs that game mechanics is completely useless. I'd love to see a Hex mesmer, who doesn't necessarily deal a lot of damage on it's own but more like drains the enemy and forces them to kill themselves. On the line of "Feedback" and "Arcane Thievery" when the enemy basically damages itself, if the mesmer plays well. So I'd love to see something which makes the enemy to think when dealing with the new mesmer elite spec. The clones definitely need a rework in WvW.
  8. Recently I've been running power interrupter chrono, it's fun, until the commander cries for veil and illusion because the other mesmers are slacking :D
  9. Keep one dodge but make the Mirage Cloak last twice the time. As for WvW, my suggestion for a traitline change: Replace either Mental Anguish or Master of Fragmentation (both can be recycled to replace useless traits like Escape Artist) to a new trait: Web of Disruption Each time you would summon a clone, instead you gain a charge of "energy" (bit similar to how warriors generate adrenaline). Your shatter skills become AoE skills (like necro shades). The shatter effect happens at your and the target location. So you could actually spike in WvW with F1-F3. F4 Aoe would give 5 allies distortion for 1 second (useful on spikes, melee bomb etc). Continuum Split would be the same for chronos. So mesmers would be more useful in blob fights because in blob fights the mesmer profession mechanic is almost completely useless.
  10. As I said before: make walls functioning as defensive constructs. So people can't get pulled down that easy. It would fix the problem without nerfing skills.
  11. Make clones act more like the player. Make them dodge and use more than autoattack and make them signets and food etc. visible. And make them weaker. This way the enemy is forced to kill the clones to cripple the mesmer. Make a trait which replaces clones with a "charge" (like adrenaline) like skill and make F1-F3 aoe skills, like necro shades. So the mesmer can shatter the charged "energy" in aoe. It would work much better for WvW or even PvE. In PvP it could be an option to be a cloneless mesmer with aoe shatters. "Phantasmal Force" could be changed like this.
  12. The problem is not mesmer pull. The problem is the walls. Crenellations like those make no sense. Devs should reconstruct the walls which protect those on top of them better.
  13. Some of these seem way too OP in PvP (like 2 pets) and unusable in WvW. The biggest issue with minions, pets, clones etc is that they instadie in WvW. I hope eventually we get less summoning AI bots.
  14. There are skins for this. Check out orchestral staff skin. I use it on my meme mesmer.
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