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Dragoth.7153

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Posts posted by Dragoth.7153

  1. Necro class just came back to it's usual "joke tier".

    We have useless toughness mechanic not really utilized in PvE and actually being an unwanted toughness source in raids (if someone is mad enough to take Death Magic for either poison dmg or extra power). Death Magic became a WvW only traitline now.

    Scourge is another story. I just completely stopped using it in open world and switched back to reaper. GG.

  2. Just as a side note. I know it's really easy to just critique, mock or express disapproval but instead I would like to see your idea how to improve that. Who knows what will end up in game one day, it may be an inspiration for devs like weaver long ago (yes, it was an elite class made up on forum).

     

    So many classes are using signets but no one says that's different class. Dragon hunter have bow and traps like Ranger, but nobody said "meh dh is just a ranger with blue skills".

     

    Thematically, TR won't be using technological themed gadgets or kits but magical artifacts. It's still have access to mobility and invisibility, so I don't see anything "engineer like", I'd even say that difference would be bigger than comparing ranger to dragon hunter.

     

    I am also open to any other suggestions about classes that won't be copy pasted generic dnd classes or found in another rpgs.

  3. Since we already have support spec my long forgotten idea of musical themed mes was Skald. Coming from Norns, skalds could be more offensive, focused on power melee/mid range with hammer and some kind of shouts. Their clones would become immobile a and shatter skills becomes AoE, shattering only those clones hit by them. Additionally, hammer could also contain one skill with extra shatter.

  4. Recently I got struck by some really fun ideas that partially stay away from generic rpg/fantasy themes that would fit as gw2 elite specializations. I really like ideas of classes that stay away from well known canons in fantasy. This is my second post in a series of new elite classes ideas. Keep in mind I don't bother to invent all traits and skills for all classes, just give ideas for a theme, mechanics, advantages and drawbacks. Also, thief is my least known class...

     

    So far thief lacks when it comes to build diversity and class identity. We all know that it should be sneaky dps class but gw is all about versatility and play-how-you-want. We got Daredevil that is basically a meele dps with enchanced evasion and deadeye thats kinda less mobile stationary long range dps. Even if we would like to give them some other roles, its hard to justify Daredevil to thematically become healer, right? Introducing new elites could help clean up this mess and make Daredevil become more condi focused (again) with lots of CC (maybe even a CC class) and Deadeye a power dps. How to justify a thief that's becoming a support/healer/tank class? Lo and behold

     

    **Intoducing: Tomb Raider / Collector**

    _No every wannabe thief is a perfect assassin or very agile pocket thief. Some of them just want an easy target. Best target is dead target, and its even better if they don't have to kill it before. Some thieves have chosen a way of grave robbers. Unearthing ancient relics, protecting themselves from curses and traps. _

     

    **Class Mechanic: **Steal becomes Unearth, mid range AoE shadowstep knocking back enemies. TR/Collectors are well equipped to find all objects with magical properties long lost and forgotten, or dropped on battlefields. Then F2 becomes and additional kit with random skills while F1 allows to unearth another one after CD, optionally it allows to use Artifact skills (below).

     

    **Class Skills:** Artifacts/Kits. Thief should not become another engineer with lots of extra kit skills, instead Artifacts would only replace main hand weapon skills. Skill 3 can change depending on Artifact and offhand weapon. Or not.

     

    **Class Role:** Versatile Support/Healer.

     

    **Class Weapon**: Focus offhand ofc.

     

    **Class Drawback:** On top of changed Steal, TR's cannot use two handed weapons (shortbow). TR's must always be prepared to have hands ready to use one of its many collected artifacts.

     

    Tomb Raiders are using various artifacts from the past, unleashing its magic freely. All kits before use must get "ammo" using Unearth. It would give up to 3 charges to use shared among all equipped Artifact Skills. TR could use unearthed artifact right away with F2 random kit set or instead activate any kit skill.

    TR class could focus on boon distribution, get long lost ability from mesmer to copy all boons on surrounding players. Grandmaster traits can change focus abilities completely, changing play style between support, healer and a tank. TR could even be able to do Quickness and Alacrity but not at the same time, fitting even more to Firebrig comp. Another unique ability could be selected on one of traits, making TR always getting boons as an extra player. Let's say in raid composition, TR is in second party not really getting normally boons from first party, that are targeted and prioritized for 5 ppl in a party. TR could get those boons anyway, and then keep spreading them inside its own party.

    edit: to clarify, ammo mechanic would be used only to activate kit, not to use its skills.

     

    TLDR:

    Not-really dps-y thief with various boons, being able to become healer/support/tank depending on trait selection with ability to copy its boons like old signet of inspiration, but more.

     

    **Other ideas that somehow could be fit into this class or become ideas for another elites:**

    Instead of Unearth, I was thinking about different approach, making TR more like a holosmith where every trait column would change a bit of the class abilities. Unearth could become grappling hook, with 3 modes depending on trait. One would pull target to you, impaling it on your weapon and giving steal skill, one would pull you to the target and give steal and last one would become shadow step to target area with strong knock back. Kits could be used without any ammo system. Another traitline could change Focus abilities and last one could change extra effects on all kits. As an extra, while wielding a kit skills, initative could become artifact energy. Whenever it completely runs out, kit is automatically stowed.

     

    **Visuals:** Tomb Raider/Collector class of course was inspired by TR series so visuals could use greenish/blue colour of Lara Croft Shirt, also this class is focused on Boo(b)ns! Thematically, it would totally justify using focus on thief and also becoming a versatile support.

  5. Recently I got struck by some really fun ideas that partially stay away from generic rpg/fantasy themes that would fit as gw2 elite specializations. I really like ideas of classes that stay away from well known canons in fantasy. This is my first post in a series of new elite classes ideas. Keep in mind I don't bother to invent all traits and skills for all classes, just give ideas for a theme, mechanics, advantages and drawbacks.

     

    One of few themes of Mesmer is hidden between lines, in starting gear and some skill icons. Theatrical Masks representing moods/emotions, yet whole Mesmer do not develop any ideas of connections to art, theater, circus. It's a perfect opportunity to create an elite specialization!

     

    **Introducing: Jester/Joker.**

    _Jesters, are actors among Mesmers. They boost their magical abilities by using power of emotional spectrum. Many of them noticed, that being in a deep state of either happiness or saddens, made their skills more powerful and defined. Jesters trained their role play abilities to change their emotional states at will, to become even more powerful or tricky. _

     

    **Class Mechanic:** Shatters become Emotion Shifts. Happiness, Sadness, Anger, Fear.

     

    **Class Skills:** Glyphs with 4 modes, depending on emotion.

     

    **Class Role:** Mid Ranged Power Dps & Debilitator/cc machine.

     

    **Class Weapon:** Short Bow

     

    I know that currently chrono is in a great state when it comes to power dps role, but every time new elite is introduced, we got previous ones refocused on their primary role. Chrono should become a support/tank hero with reduced dps capabilities (looking at you scourge-heavy-support-no-dps) while power dps role could belong now to Jesters. Whats more, we could begin an era of completely new meta role that would be a dedicated debuffer with lots of CC skills, opening a possibility of covering CC bar breaking allowing other heroes (lets say in raids) to focus even more on their role instead of picking extra CC skills. Power of CC could be affected by Expertise. This way, we could get new stat combinations that would be fully viable like power,precision,ferocity,expertise or combinations of other. CC mechanics on enemies could be even more fleshed out and Jesters not only would shine in this area, but also could manage cc skills on enemies by removing them. More about that later.

     

    What's special about this class: Ability to convert CC skills on enemy into damage and reflect CC effects.

    * Clones do not look like Mesmer, instead they wear emotion masks and always stay next to Mesmer. They can even look like phantasms. This will remove "which one is mesmer" effect from this elite allowing for even more glass cannony setup, justifying increased dps.

    * Using Emotional shifts create two effects: First one, clones are not shattered but still use their number as skill effect increase. To counter-play in pvp modes simply destroy clones. Second effect: Mesmer gets short boon (5s?) related to emotion that also switches glyphs into emotion mode with effect related to emotion. This makes those Glyphs to have 5 versions! Instead, while not in emotion mode glyph could be useless, reducing number to 4.

    * Happiness mode would be focused on dps and convertion of slow/cripple on enemy on dps. One of traits improving Happiness mode could even make those condis made my Jester to deal damage, scaled by expertise. New unique boon could either prevent all hard CC on enemy and instead deal dmg OR just add extra dmg scaled on skill CC power.

    * Saddness mode could be focused on giving slow/cripple, vulnerability, weakness, enhancing mesmer autoattacks.

    * Anger Mode could give some hard CC skills

    * Fear mode could focus on Fear and Blind instead Distortion, retaining its defensive capability but with an opportunity to counter play. CC reflect skills could be hidden in this mode.

     

    TLDR: Mesmer looses ability to fake it's position with identical clones to justify increased dps, also becomes CC powerhouse.

     

     

    **Other ideas that somehow could be fit into this class or become ideas for another elites:**

    I was thinking about grandmaster trait changing Fear Emotion into Madness. This would overhaul Fear removing all defensive capabilities and giving some scary dps boosts. Could change all clones into visible-only-for-target hallucinations that also can only be targeted and killed by target enemy (tech is already in game to do it like npcs visible only for player). They could change into dps-y hallucinations from some effects already in game, spawning shadowy wurms, birds and stuff. That would be hilarious seeing your teammates attacking seemingly empty spaces to get rid of them. This idea could be totally reworked into autonomic elite class: Nightmare.

     

    **Visuals:** Each time Jester uses Emotional Shift, he and all clones gets phantasmal mask of chosen emotion for a duration of Shift boon. Clones stay close to Mesmer like actors on a stage. While using short bow, some skills could use animations of Jester playing on a string like on a harp. Color: Navy blue.

  6. Is it only me or those changes (here and in other classes) looks like preparation for next elite spec? Classes loosing some skill type/weapon support/synergies from traits to make them a bit inferior to new weapon/skill type with 3rd spec?

  7. Same here, does anyone know if replaying chapter works?

     

    EDIT

    Restarting EP1 and following it until Sayida appears works. Immediately after Koss fight you can visit her, talk then ask for item.

    I believe she bugs out when someone ever restarted chapter for achievements.

  8. > @"Regon Phoenix.8215" said:

    > While i don't play necromancer that often, but it seems we have few choice about how to play:

    > 1) Mid range Condition dps (scourge)

    > 2) Melee Power dps (reaper)

    > 3) Mid range Support/healer (scourge)

    > 4) Melee Power Bruiser (reaper)

    >

    > But we don't have these play styles:

    > 1) Tank

    > 2) Long range Power dps

    >

    > Would you like the next elite to be 1 of those 2?

     

    We lack:

    * Condi DPS both ranged and meele

    * Power DPS both ranged and meele

    * Any at least viable support spec

    * Tanking class capable of be used instead of chrono

    * Healing class capable of being as useful as druid

     

    I have no idea why you consider scourge a dps or support/healer class nor reaper as a dps too. We still have no idea how we are supposed to play those specs since no dev explained it to us. They said that scourge is HEAVY SUPPORT but still not a single player discovered its hidden features. Maybe there is a Konami Code to be put during rotation or some mysterious Mystic Forge recipe where you combine 4 necros to become one viable class.

     

    We also lack:

    * Minion controlling spec for a sake of being necro

    * Condi management because everythign was nerfed to the ground that dps classes have better condi strip and cleanse than necro

     

    I really want to see smooth runs in any endgame PvE content without any single druid, chrono and bs warrior in team.

  9. > @"vyncius.6105" said:

    > > @"LucianDK.8615" said:

    > > Power revs needs love before Renegades. We didnt get much in last patch and you Renegades are still pulling ahead.

    >

    > Well, yeah, Renegade is meta in PVE, but i am talking about Spvp and WvW, renegade doesn't exist here

     

    Not every class is meant to be PvP focused. Renegade is great in every aspect of PvE and Herald see many in our weekly raid clears.

  10. Hello, I tried to find a way to report some serious abuse I witnessed. People making serious death threats against another players (you guessed, pvp). Its not just offending someone, talking things like this may really hurt and maybe even scare someone. To be more clear I made screenshots that I can send if someone need. I did in-game abuse report but I kinda don't believe in how it actually works. I won't post names here.

  11. > @"Zaklex.6308" said:

    > Your getting older and have decided that GW2 is not a priority...that is your only issue, whether life duties kick in or not, unless you work 14 - 16 hours days there there should be, relatively speaking this format, 8 hours work, 8 hours sleep and 8 hours for everything else(that includes gaming). YMMV.

     

    It looks good on paper. Add 2-3h of travel to/from work total. Time to prepare meals and all other home stuff. And it is like that for years. And i had no problem with this before. As I said i have problems **now**, with ambush system and terribly placed enemies in every possible spot on map. And that condi-spam. Its just a random element that makes me log into game and log out if i see that RNG is not in my favor. There is another disadvantage of ambushes. Now hardy any squad is scouting for them because there is no point to rush with 30ppl into ambush. One person scout and if someone successfully find a bounty he shouts on map chat. That reduces time to fight by few minutes when player gathers in place (due to much less way-points present on maps.

  12. So. To begin with, I would say why I still play gw2 since beta (with breaks).

    Gw2 allows me to log in for a while when I have busy days and enjoy some content. It can be 10-30min and its enough for a quick pvp or maybe achievement hunt. It is nice to explore a bit of map in any given time. But I feel that this game recently went in wrong direction.

     

    Ambushes are my first problem. I have very little time to play now, so I would like to enjoy every minute spent in Tyria. I log in to do achievment/bounty hunt and what i get are 2-4 ambushes in a row. So, maybe another day I can complete my bag. I just log out. Next day the same. 20 minutes lost so I rather play something on my mobile before get to work. Third and fourth day. I just quickly log in for 5 minutes, run through ambushed bounties and log out. No time to wait for them to refresh to ambush me again. And this went on since episode release. Every day. Never saw Ironhoof and the other one needed for collection.

     

    Another thing I noticed is very weird enemies placement. They are EVERYWHERE. I can't enjoy map, because when i stop for a while, I got attacked. When i Alt+Tab in secure place, I got attacked by suddenly spawned enemy? I would like to gather that nice, shiny looking rock. Got attacked by few enemies, veteran, and spammed with chill, cripple, slow and few others faster than my AMAZING F2 SCOURGE 1 CONDI CLEANSE.

     

    Am I getting older or just every thing in this game became very annoying? I do like story, lore, new maps and such but I started to hate game mechanics. Please make this game more friendly for players like me. Your veteran player-base is getting older and life duties kicks in. Pushing random element into game for events is not a very good way to keep us playing.

  13. Remove shades, make it another shroud. Since we got no damage boost when loosing shroud, we should get it back. Convert punishment skills to glyphs changing type in shroud. Offensive without shroud , defensive with barrier gen while in.

     

    Keep shade skills theme while in shroud. F1 will autoattack enemies in mid range, generating small pulsing aoe under. They should not last long, let say 5sec. F2-F5 could be activated only as an AoE around caster.

     

    Life while in shroud could come from single permanent (not decaying) barrier, refreshable by F3 skill. Shroud should not boost our dps in any way (but will boost support) so maybe give us shroud skill that can generate LF to keep shroud up.

     

    This way scourge could become either a good dps whole not entering shroud at all, or durable support while maintaining shroud.

     

     

  14. > @"Anela.3867" said:

    > Thank you all for your answers. I know nothing about the Necro and want to learn. It looks interesting so I am going to give it a try.

    >

    > Thanks again,

    >

    > Anela

     

    Please look at the other topics here in necromancer forum and reconsider if you want to waste a hero slot for a class that is the worst class in game since release. Cheers.

  15. > @"Aktium.9506" said:

    > Nah, just make sure every future raid boss is either a duo or trio of bosses or has plenty of CC-immune healthsponge adds.

    >

    > I expect Epidemic to get the Signet of Inspiration treatment eventually though. And then Anet will try to compensate for it but it will not be enough and I will finally ascend to my rightful place as Trash Incarnate, the Lord of Feces.

     

    Thing is, if they remove epidemic they will have to compensate it. Now everyone can tell you that better dps + epi will be always too op.

    And they can't afford nerfing necro more in case they remove it.

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