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MatyrGustav.6210

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  1. Love all of OP ideas. 2 things I would want though. 1. Mystic Elite Spec for Elementalist. I would love to see the elite spec remove 2 attunment slots, then add weapon swap. The reason is to specialize to your 2 chosen elements. With weapon swap you would have access to 10 weapon skills of one element, and 10 of the other instead of the norm 5 5 5 5. Some sort of Bow would be nice, as well as Marks (Magic Traps) for the utility skills 2. Shadowmancer Elite Spec for Thief. I would love to see the Scepter given to the thief along slwitj support / Healing skills. The Thief is all offense, and i feel like we will get a healing Espec from a class that don't currently have one, and i think it will be thief. For steal, i would love for it to be ranged and absorb shadow essence from your target. You can then use the shadow essence to cast your static f2-f5 support skills.
  2. > @"Kodama.6453" said: > > @"Tseison.4659" said: > > > > @"Tseison.4659" said: > > > > they'll likely have the new elite specs allow ALL professions to use their underwater weapons on land, but with certain skills changed to compensate > > > > > > The problem with underwater weapons on ground is that spearguns are a rifle clone, and tridents are a staff clone. Half their skins are pretty much duplicates of their ground counterparts too. If anything, they should merge the skill pool of spearguns and rifles, then tridents and staves, so you can use them freely. > > > > > > Harpoons are the exception, but only because the [original polearm weapon](https://wiki.guildwars2.com/wiki/Polearm_(weapon_type)) was removed from the game. If it hadn't, it would have the same exact problem. So really, the solution is not to bring the harpoon into land, but to restore the polearm weapon type, and also add a main-hand spear weapon type as well. > > > > > > > Mmm, that’s where I have to disagree. Harpoon Gun, Trident and Spear can be fleshed out differently for land use. Just because the harpoon gun is an almost reflection of the rifle, doesn’t rule it out completely because it can be fashioned differently to work hand and hand with the new elite specs. > > > > I main a Mesmer and I for one hate our current staff, so if I picked up the new elite spec, I now have access to two weapons: Spear & Trident, one that can be damage focused and the other that can purely be condition focused. > > > > Why pass up two weapons (yes they’re aquatic ones that we already had) for just one new weapon? Which for Mesmer we’d likely get something along the lines of a Minstrel and get a warhorn because you know, we need more off hands for some stupid reason. > > > > Again; underwater weapons as “clones” as they may seem, can be fashioned differently, skill wise, range, what they bring to the table etc... > > > > Are you suggesting an elite spec that can use all your current underwater weapons on land, so mesmer gets access to both spear and trident? If yes, this would be kinda unfair for engineer once again, since this class has just access to speargun as underwater weapons.... why should some classes get 2 new weapons while engineers just get 1? That's how engineer rolls even now. They have a small weapons pool due to all the Utility, tool belt, and kits they have. Its just how it is.
  3. > @"VocalThought.9835" said: > I really don't get people's fascination with aquatic weapons used on land. They can easily make a Staff a melee weapon a sword a range weapon, and different types of skins. What am I missing? Some want it for aesthetic, and some aren't satisfied with the current 2 Handed weapons Thier profession has, so adding another 2 Handed weapon to the mix might grant them a fighting style they want. Also people that are requesting the spear, are doing so because its easier to implement, and easier for the devs considering a whole new weapon would be more work. A crossbow skin can be added for the harpoon gun for land use as well. The water weapons skills can be easily converted for ground use.
  4. > @"stephiJK.2810" said: > > I made this topic about a year ago on Reddit, (before Warclaw and Skyscale were announced) but now that we have a confirmed expansion coming up, I wanted to know what you all would think if they went with an approach similar to this in regards to mounts in EoD? > > Basically the mounts would have the same function as their counterparts, except the weight/ animation would feel different. I drew some examples: > > ![](https://i.imgur.com/RovgOl1.png) > > So instead of the Springer hopping, it could be a Giant Moa lifting us off by flapping it's little wings! It's silly, but I hope it gets the idea across haha > > The devs have shown they can be capable of this when it comes to the special skins, like the Humming Bird where the idle animations really make it feel like a whole new mount. > > I see this as a possible direction they can head towards since there's only so many functions they can keep creating for new mounts. I honestly loved collecting the mounts in PoF and would love more opportunities! Is this something you'd like to see come from the expansion? EOD doesn't need new mounts. Anet designed mounts to be a way to traverse the lands specific obstacles. If new mounts are added they would have to be able to traverse the land differently from current mounts. But honestly Anet can just upgrade current mounts to do different things just like when they added the Dive mechanic to the Skimmer mount. New EOD themed mount skins can just be added instead. I don't want EOD to be about mounts to be honest btw. I would prefer the new thing for EOD to be something maybe relating to ships / personal boats & Housing along with fishing.
  5. > @"Lonami.2987" said: > Few new elite specialization ideas for the Canthan expansion, with no new weapon types involved: > > --- > > ##Elementalist: Skyfire > > * Gain **Elemental Enchantments** and **Weapon Swap** instead of [Elemental Attunements](https://wiki.guildwars2.com/wiki/Attunement). Every time you use an individual weapon skill, it will automatically swap itself to the next element, using the cooldown of the previous skill. Use an elemental enchantment to refresh those cooldowns and force all your weapon skills to channel the same element at once. By default, the order followed by the automatic swap sequence is fire, water, wind, earth, and then fire again. This order can be customized through traits. Glyphs and traits relying on active attunements will use the active element of the fifth weapon skill as the reference instead. > * You can wield the [**Longbow**](https://wiki.guildwars2.com/wiki/Longbow) weapon in combat. All five longbow skills work as [chain skills](https://wiki.guildwars2.com/wiki/Chain), giving them good synergy with the elemental enchantments mechanic. > * Gain access to [**Mantra**](https://wiki.guildwars2.com/wiki/Mantra) slot skills. Just like weapon skills, mantras gain different effects depending on their active element, which swaps automatically with every use. > > --- With the constant swapping i fear the Elementalist would have less control on skills to use. Also, i have a feeling that Anet would not provide the Elementalist any weapons that they can currently conjure, meaning i think they will be getting the Short Bow instead. I would prefer if Elementalist's would attain weapon swap, and maybe they should lose 2 attunements to "Specialize" in a way. You can select which two elements you can swap to. You would have a shorter cooldown to swap attunments, and since you have weapon swap you would have access to 10 weapon skills of 1 element and 10 of the other instead of the current 5 5 5 5. The Espec could be called Mystic to fit the Canthan theme. F3 - F5 could be new Mysticism effects. I do like Mantras for the Elementalist, but i would love to have Marks (Traps) for them instead. > > > ##Thief: Shadowblade > > * Gain **Shadow Blade** and **Shadow Strike** instead of [steal](https://wiki.guildwars2.com/wiki/Steal). Shadow Blade summons an exact copy of the thief, with half the attributes and health. This shadow blade [companion](https://wiki.guildwars2.com/wiki/Summon) will follow the thief for ten seconds, mimicking all of his actions within a delay of two seconds. Shadow Strike commands the companion to shadowstep to the target foe and gain a [stolen skill](https://wiki.guildwars2.com/wiki/Stolen_skill). > * You can wield the [**Greatsword**](https://wiki.guildwars2.com/wiki/Greatsword) weapon in combat. The first weapon skill has five [chain steps](https://wiki.guildwars2.com/wiki/Chain) instead of the usual three. Weapon skills two to five gain stronger effects the further the chain progresses, and will not interrupt it when used. Successful hits by the shadow blade will count as a step forward for any chains on progress, greatsword or not. > * Gain access to [**Stance**](https://wiki.guildwars2.com/wiki/Stance) slot skills. Stance effects are applied simultaneously to both the thief and the shadow blade. > > --- Seems really cool, but i noticed that you didnt add any Healer Especs. I feel like Anet would atleast add 1 Healer / Support to a class that does not currently have one. I believe Thief will get a Scepter and be more magical for the Espec since it already has 2 offensive Especs that can be specced for melee combat. Could be called the Shadowmancer. They could have static spells F2-F5 with ranged steal absorbing shadow essence that is used to cast the F2 - F5 spells. They could receive Glyphs that attune to what you used steal from last, or the last F2-F5 skill used. I liked all other ideas. > > ##Bonus: New weapon types > > Few [new weapon type ideas](https://en-forum.guildwars2.com/discussion/comment/1320850/#Comment_1320850), for a total of 18 ground weapons: > > * **Spear:** Main-hand pole weapon, melee and thrown. Inspired by the [Krait Nimross NPCs](https://wiki.guildwars2.com/wiki/Krait_Nimross), [Paragon NPCs](https://wiki.guildwars2.com/wiki/Loyalist_Paragon) and the [original GW1 Spear weapon](https://wiki.guildwars.com/wiki/Spear). > * **Knuckles:** One-handed fist weapon, melee. Inspired by the [boxing Gloves Toy](https://wiki.guildwars2.com/wiki/Boxing_Gloves), the [brawling Enchanted Armor Challenge](https://wiki.guildwars2.com/wiki/Enchanted_Armor_Challenge:_Last_one_standing_wins!), and the [original GW1 Dwarven Brawling minigame](https://wiki.guildwars.com/wiki/Dwarven_brawling). > * **Bow:** The [Longbow](https://wiki.guildwars2.com/wiki/Longbow) and the [shortbow](https://wiki.guildwars2.com/wiki/Short_bow) have been merged back into one single weapon type. The ranger is the only profession who can use both weapons, so his shortbow skills will be transformed into dagger skills, and his original dagger skills will be transformed into knuckles skills. > * **Polearm:** Two-handed pole weapon, melee. Includes greataxes, scythes, halberds, longspears, and more. Inspired by the [Executioner Axe Toy](https://wiki.guildwars2.com/wiki/Executioner_Axe_Toy), the [unimplemented GW2 Polearm weapon]( ), and the [original GW1 Scythe weapon](https://wiki.guildwars.com/wiki/Scythe). > Spear - 1H Spear/Javelin seems cool. I would love to play a character with this equipped with a Shield. Knuckles - Would like this as well. Bow - NO please. I would like Short Bow & Long Bow to remain the way they are. We need ranged combat to have diversity just like melee with sword & Dagger, and Hammer & Mace. Polearm - No please. I would like a polearm to be just a Polearm 2H Spear. Halberds yes, but Greataxe & Scythes should be a skin for 2H sword instead since the Slashing motion would make more sense, though the Greataxe should be its own new weapon.
  6. Voted for Spear. Would love to see a 2 hand Holy Lance guardian. What i think will happen, is Guardians getting the Horn.
  7. Yes i'd love for the Underwater weapons to be added asap as Ground variants. They can just convert the underwater skills for land use. 2h Spear 2h Trident 2h harpoon Gun / Crossbow Secondly. 2h Greataxe 1h Knuckles 2h Grimoire
  8. > @"Infusion.7149" said: > > @"MatyrGustav.6210" said: > > One thing you're missing . You're basing your argument off of what we have as current specs. I hope you do realize your argument should be based off the other 8 upcoming EOD specs, since as we know out of the 9 new upcoming EOD specs we will recieve more support Especs. What that further means is the support specs that you listed in your post will most likely not receive another support spec, which means most likely the classes that currently do not have a support Espec has a very high chance to get one. "Points to Thief" . > > > > And yes, i see Thief being the most unique healer or support if they get a Support Espec, and stealth is far from useless in Pve since you can pop stealth just to use the out of Stealth strike. > > > > Your argument is coming from a place that shows you're missing points of view of the game and/or just Thief > > Unless new boons are made, it is irrelevant and existing content will remain unchanged for the most part. I've seen so many **speculative** threads it is ridiculous. Also all elite specs are supposed to have a tradeoff. It is highly _unlikely_ aegis will be given to thieves and the same goes for alacrity and maybe even protection. Unless the alacrity is outright overpowered in relation to chrono or renegade (whether it is ease of application, required boon duration, range, etc) , it is not going to replace either. If it is stronger than both specs (i.e. massive amounts of role compression) then the quickness and/or damage output (especially any burst / spike damage) will likely need to be kept in check, see chronos post nerf. > > In your proposal your suggested buff is "increase healing potency" which is unlikely to gain traction in that even firebrands run axe typically over mace. It is far better to have a condi based spec which gives up extended stealth durations for example (the tradeoff being lower stealth duration). There's been cases in which holos are brought solely for Pinpoint Distribution , a buff to condi damage. Likewise any spec that relies on conditions on allies is also going to have significant problems because the amount of situations that would be strong is low and in those cases people would opt for the 5s cooldown (PVE) condition to boon of scourge or scrapper / tempest clears (see WvW). Tying the main (auto) damage plus second attack skill (typically the lowest initiative) to torment is also an exercise in futility , see condi scourges in most situations as well as condi revs. I'd much rather it be poison in some form both due to theme and the deadly arts traitline synergies. > > Also short of backstab, stealth attacks aren't that amazing for PVE because you need to consume resources in order to attain stealth whether it is utility skills or initiative. > Backstab coefficient from behind / flanking: 2.4 > Backstab coefficient from front: 1.2 > > Tactical strike coefficient: 1.0 > Hook Strike coefficient : 0.65 > Stealth in PvE works for me, and its what the Thief can do. I like using the out of stealth pistol burst to apply 5x Bleeding, and also stealth keeps me alive to regenerate health and / or rez downed teammates without being attacked. > Even if there's new support specs there is going to be massive inertia against them because the majority of the playerbase will _not_ have been doing instanced content and the majority of those that are not doing raids will not have legendary armor to equip any new specs immediately. > The game is designed to to start raids without legendary gear. Its ok. > For example, how would your proposed spec fare in Sunqua Peak , Cairn, Twin Largos, or other places where thieves aren't particularly wanted currently? A condi spec would work there ; a minor change to trickery (or even a new trait in the new spec that gives quickness via venoms which are mostly condi or CC related) could make such a spec be a viable alternative to condi boon chrono or condi quickbrand. If it doesn't excel in a situation where thieves are not a highly demanded pick, then it probably isn't going to change the current state of affairs. More poison would be nice, but thier poison skills are pretty nice already. I would think theyd get a Burn skill in the form of shadow Flare or whatever it would be called Maybe a skill that copies your targets current conditions to nearby enemies? The Espec could have a slightly different class function. So, F-1 Steal (Ranged), and F-2 - F-5 could be static spells that use shadow essence to cast. You attain and accumulate shadow essence by stealing. I think the best thing would be group Aegis support. Its different and makes sense with the shadow theme. The lore could be that your Aegis is a shadow that gets hit instead of you. Also Group Resistance and quick Group Rez should be a thing as well . The Especs main function should be either healing or Barrier with strong Regeneration. So many possibilities
  9. > @"Infusion.7149" said: > I think having yet another class compete for a spot in the "healer" role is pretty pointless. It's been _proven_ boon thief in encounters where it is usable WILL be taken. > > _Look_ at all the "healer" roles: > * Heal firebrand (a staple in fractals, strikes, WvW) ... mace is a heal weapon by definition , staff has heals, and heals on symbols make all weapons into heal weapons > * Heal druid (a staple in raids and strikes , decap druid is a thing in PVP) ... Celestial Avatar is not reliant on weapon , staff is a heal weapon > * Heal scourge (a carry class in PVE , cele scourge has seen use in WVW and it has been meta in PVP previously) ... barriers not reliant on weapons whatsoever > * Heal tempest (a staple in WVW and PVP to an extent , less common for PVE) ... with dagger mainhand or staff > * Heal scrapper (a staple in WVW , quite rare for PVE) ... with med kit > * Heal Renegade (mostly niche uses regardless of mode) ... with staff > * Meme "heal" chrono ... minstrel chrono is more for tanking in PVE but in WVW sometimes is used with shatters (Restorative Illusions) , wells (All's Well That Ends Well), and mantras (Restorative Mantras) for heal procs --- there's a reason why people ran chrono + druid in the past > * "Heal" tactic spellbreaker/ core warriors (mostly WVW now that PVP variant is nerfed) ... much more narrow due to lack of a real healing weapon , you're more or less reliant on the heals from bursts and shouts > > To top that off you want to make a _stealth_ healer, which is absolutely useless in PVE most of the time and likely will make WVW/PVP even more of a nightmare to balance. > > Having party quickness in the Trickery line (particularly procced off of steal) however, will mean three things: > * easy acceptance by the general playerbase since boon thief is already a thing > * no real re-gearing for existing players of boon thief > * a real reason to bring a thief in any instance where healing demands aren't particularly high > > In addition, it is incredibly easy to balance this because you can just have a base 8+ second party quickness in PVE (Detonate Plasma is 4s but with all boons basically ; Improvisation allows double use of stolen skills but not the steal skill) but only 0.25 , 0.5 , or some arbitrary low number in competitive modes. One thing you're missing . You're basing your argument off of what we have as current specs. I hope you do realize your argument should be based off the other 8 upcoming EOD specs, since as we know out of the 9 new upcoming EOD specs we will recieve more support Especs. What that further means is the support specs that you listed in your post will most likely not receive another support spec, which means most likely the classes that currently do not have a support Espec has a very high chance to get one. "Points to Thief" . And yes, i see Thief being the most unique healer or support if they get a Support Espec, and stealth is far from useless in Pve since you can pop stealth just to use the out of Stealth strike. Your argument is coming from a place that shows you're missing points of view of the game and/or just Thief
  10. > @"Fueki.4753" said: > > @"Chips.7968" said: > > You are aware of course that stealth isn't invulnerability? Now I can't pretend to know what you faced, and you can't, of course, be sure to hit someone in stealth (targeted skills of course won't work either unless channelled before stealth applied). But as mentioned above - cleaving or AoE etc is a start. As is counting then dodge/evade to predict when that attack is coming. I'm not trivialising your point as if stealth isn't a great advantage - and the above are not a science so not necessarily going to work as it depends on opposition's style/build - but it *is* possible to dodge stealth attacks. > > > So you suggest wasting all the AoEs and cleaves available on potshots, because the enemy team's Thief might be around you capping a point? > Because that definitely sounds like a bad idea to me. Off topic but ill say my peace. Basically you have options and can still hit a stealthed player, what you use is up to you. Play any class with Aoe skills and Spam them. I used Tempest against Thieves, and of course uee any skills with your best judgment, because yes if you use all cooldowns and miss, you've just given the thief the upper hand. Also on the Stealth Topic. Thieves need it since they have naturally reduced health. If a Thief uses stealth, that means they couldn't kill you, so how is that strong? Thieves are Escape artists, escaping isnt strong. They have the ability to retreat and live to fight another day. Yes trying to catch a thief is annoying lol, but its balanced.
  11. > @"Opopanax.1803" said: > I would rather see a Sabatour type e-spec. Something like an explosives kit on F1 that you can toggle between, sort of like engineer. Melee focused, aoe/point denial. > Maybe bring back some trap type skills with circular radii, and other bomber/sabatour type skills. I'd love to see it be melee focused and give base Vitality and Toughness to be played as more of a melee class that cant be 1 shot so easily; would maybe have to reduce some of the evasiveness of stealth if it got a lot of Vit and Tough. > > A healing class could be interesting, I just dont see a theme that would work well... shadow medic? Stealth medic? Not quite sure I can come up with something that feels like a cohesive support theme. I play healer in most games i play, and when I do, I get targeted first. So, it naturally made me gravitate toward stealth. Ill name a few Shadow Medics from games that Ive played. - The Game Paladins has a character called Seris thats mainly a healer and has an ability called Shadow Travel for invisible when she gets targeted - Star Wars The Old Republic have actual Stealth Medic classes called Smuggler/Scoundrel & Imperial Agent/Operative. Both with actual stealth mechanics for healing. - The Elder Scrolls Online currently has the Nightblade class with the Shadow & Siphoning skill lines to provide healing and support to your party. The Nightblade class has invisibility as well, and to further your Healing you can equip a healing staff. - World Of Warcraft has the Druid/Restoration class with the Prowl ability that turns them into a cat for stealth. They can further their stealth by choosing the Night Elf race for in combat stealth. Just to name a few. I think that a healer with access to stealth is the best thing ever. Stealth is the best mechanic a healer has, so they can reach thier targets to support them. Its a playstyle that exists, and very effective
  12. > @"Kageseigi.2150" said: > > @"MatyrGustav.6210" said: > > - While in stealth they can produce an Area aura of healing > > I don't want anymore "While in Stealth" traits... > > At least not while you can't stay in Stealth for more than 2 seconds without getting Revealed (WvW) or cannot contest points while in Stealth (PvP). > > There's a reason I play an evasive non-Stealth Thief with no Shadow Arts. Because half of the time, the entire traitline is rendered useless because of the rules/situations. > > Choosing Shadow Arts is the equivalent of sending a soldier into battle with a fully stocked first aid kit, but without any grenades or extra ammunition. > > Nobody else has to deal with such foolishness. I see your point, thats why i hope if Thief has a support Espec it doesn't have stealth since Core Thief has it. But for the record, I do like "While in stealth traits" . I love Regenerating health while in stealth and reappearing with full health. Shadow arts is the main reason i play Thief
  13. > @"Yasai.3549" said: > > @"draxynnic.3719" said: > > > I also disagree that giving professions multiple roles decreases diversity. If anything, it increases it by making it more likely that any given profession can fit in. It's also worth noting that in many cases, the difference between the optimal team setup and various alternative setups which have the same roles filled is often fairly small. > > Go ahead and disgree, but just take a look at some youtube videos for clears, take a look at build sites, take a look in forums, and yu will find that alot of roles are filled by only a couple of Professions, and not because that they are the only Professions that can fill that role, but its because they are able to bring more to the table than others. > I hear what you're saying, but its not what Anet stated, and maybe Thief is just one of the classes with every role. > What can a Support Thief bring to the table that others can't already do, and better? > If the Espec can't bring as much as the others, it's automatically dumpster tier because Core Thief has very very few supportive capabilities. > Maybe - Ressurection Master - While in stealth they can produce an Area aura of healing - Provide Poison to all allied attacks - Ranged Healing Glyphs with attunments governed by what you steal from - Class function that steals shadow essence to utilize for a class function ability once you accumulated enough. Abilities like instant Rez, or large Healing well. - Steal Boons Just thought of these quickly, but there are so many different possibilities. > One can't just rely on Espec to "add" a role to the existing archetype. > DD fitted well because Thief could already dodge around, avoiding damage, and hit and run. > DD enhanced that playstyle. > > DE fits because Thief could already pop in and out of Stealth, hit and run, deal burst damage. > DE enhances that playstyle. > > Thief at its core has few if no Supportive capabilities. > Shoehorning an Espec in to essentially "add" a role will need the Espec to either be overloaded with utility to make up for the fact that Core Thief has no supportive capabilities or it will end up as a big meme and wasted Espec because it can Support, but not as well as others, resulting in people not wanting a half-baked "support" which may as well just DPS. That's the beauty of it, in Gw2 if you're not supporting, then you are doing Dps. If you equip all the Espec has to offer, then youll be the full support spec that Anet envisioned. Youll have Shadow Arts, and other traitlines / abilities to work with. Shadow refuge is an ability to further identify you as a support spec. Also a lot of Thief abilities help them survive, and you can stealth an ally to provide healing to them while they are invisible in general. Its not a shoehorn situation. Also, providing a full support spec on a mainly Dps class is a good thing, since youll have control on how much support you want for your character. You can spec to be full dps and just choose which of the new support skills you want to use that just benefits you, and your survival.
  14. > @"draxynnic.3719" said: > As an observation: The utility skills look like wells to me, rather than glyphs. Wells usually have the effect of placing an AoE that harms enemies and/or supports allies. Glyphs can have a variety of effects, but are usually in the context of being on a profession or specialisation that has access to multiple modes, and the effect of the glyph changes depending on mode. > > In particular, the whole theme of providing one effect over the duration and then doing something else after it expires sounds a lot like Chronomancer wells. > Yes I initially thought if them as wells, but i didn't like that it had to be cast at your feet. It could also work as wells, and have a trait that improves casting times and allows for Ground Target. If they were Glyphs the steal function can also add different effects based on what you steal from for the attunments maybe. .
  15. > @"Psycoprophet.8107" said: > There is no honor among thieves, they endure and are experts in their own survival and if the death of their target benefits others than so shall it be but they care little for the support of others. A support thief is a contradiction. Not necessarily. One can support another to benefit their own self interest. A Thief may use others as a "weapon" to fulfill a task, so why not provide enhancements to said "Weapons". There are many ways to see reasoning for a thief utilizing support. The other thing is that Thief already has some supporty skills, so its not farfetched lol
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