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InsaneQR.7412

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  1. There is probably still an equivalent but i think shatters should be replaced by something new. Similarly how scourge got something new but still kept some functionality of suroud.
  2. @"Lonami.2987" nope. I stopped working on it due to IRL occupation and new project revolving arround Gw2 tabletop. But i really like your suggestions. Solid ideas, lots of streamlining and way easier to function with E-specs.
  3. Great work. Fantastic illustrations. Love the themes. Not a fan of the AA replacement but overall a very intriguing design.
  4. @"Trianox.3486" well the sneak attack could come back as soon as you are no longer revealed. And revealed would be procced as normal when you activate your sneak attack but it wont end the effect of the shadow armor. This would still provide counterplay with reveal skills but it wont strip the thief form all its defenses.
  5. I kinda do tbh. I wish they would replace stealth with something like shadow armor that increased your defenses drastically. And is not removed on attacks but keeps you visible (tradeoff). This buff can easily be shared and can be enhanced to buff allies more, grant resistance, stab, prot whatver. As a second weapon i wish for offhand sword. That would give so many more skills to choose form with all the dualwield skills. Especially if they add skills taht canon into eachother. Further i would like an ambush like skill on the dualwield skills and the one form the auto attack gets removed. This could bring so many more options. One trait row could focus on power damage, one on condition damage and one on support while the columns are centered arround dualwield skills, ambushes and shadow armor respectively.
  6. Only thing i would want is a race based traitline that would only be toggled on in oPvE or a mastery that would allow to give more weapon skills (not a full elite but rather something that chahges core weapons into something different.)
  7. In all honesty: get over it For defensive purposes it was a slight nerf. But overall the mobility and engagement potential increased and made the weapon feel way more fluent and useful than before.
  8. > @"Becky.8045" said: > Wow, that is an ambitious project. I think you are doing great! > Without actually playtesting the class I can't say much about balancing (and balancing would need others for comparison of course)... I am going to bookmark this thread. ;) Well i already revamped already parts of the warrior at this point. Thx btw. I am currently a bit busy IRL but i actually have a more or less streamlined design for all classes (necro is a bit struggle tbh). I am gonna update this thread as soon as i finish all heavies. If able i also add the combofield system but dont count on that. Happy to see more ppl to eagerly await the resource. I have to say though that it may wait sometime until i finish my degree. Maybe arround summer i will get some of it done.
  9. > @"VocalThought.9835" said: > > @"InsaneQR.7412" said: > > > @"Lonami.2987" said: > > > I think it should be this way: > > > > > > * **High:** Necromancer, Engineer, Warrior. > > > * **Medium:** Elementalist, Ranger, Guardian. > > > * **Low:** Mesmer, Thief, Revenant. > > > > > > For reference, here is the current setup: https://wiki.guildwars2.com/wiki/Health > > > > I would agree with that line up. > > It would balance out some problems with guardian, elementalist buildcraft and mesmers would be a bit more squishy. > > High health engineer could be problematic though. > > So how about > * **High:** Necromancer, Ranger, Warrior. > * **Medium:** Elementalist, Elem., Guardian. > * **Low:** Mesmer, Thief, Revenant. > ? Ranger has also quite the sustain plus a pet, it is not a better candidate in those regards sadly. Without hampering other aspects of survivability it is quite problematic to give rangers a health buff for just symmetry.
  10. > @"Lonami.2987" said: > I think it should be this way: > > * **High:** Necromancer, Engineer, Warrior. > * **Medium:** Elementalist, Ranger, Guardian. > * **Low:** Mesmer, Thief, Revenant. > > For reference, here is the current setup: https://wiki.guildwars2.com/wiki/Health I would agree with that line up. It would balance out some problems with guardian, elementalist buildcraft and mesmers would be a bit more squishy. High health engineer could be problematic though.
  11. Tbh both are good. I am a ranger main and played a fair amount of rev recently. For open PvE both are really good. Ranger is better against one big enemy while rev shines against groups. For endgame both are desired toons. For wvw: zerging go rev and for roaming id say ranger. For PvP rev has more builds afaik but both perform decently well. So its up to you
  12. Tbh i rather would want them to be like kits and function like an additional element swap. So axe would count as fire, hammer as air etc. So semi-yes. But only if they finally change them fundamentally.
  13. I would love a modernization of core.ualso PvE reward tracks would be cool. I would play it more often.
  14. Unironically i would say buy a new pc for gaming. There isnt much you can do about it. If you love games PC is the way to go tbh (outside of consoles)
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