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Posts posted by RiyazGuerra.9203
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Good ideas for mace Lan.
To help a little bit in the dps department, I suggest the following addition,
Pommel Bash
Daze your foe with a brutal pommel bash.
Damage: 147
If a skill was interrupted, the attack is a critical hit.
Daze: 1 second
Range: 130
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> @"Psycoprophet.8107" said:
> This seems pretty cool.
Thanks!
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> @"Kodama.6453" said:
> All elite specs are introducing a new utility skill category to their class, your utility skills are reusing 2 skills types warrior already has (shout and banner).
> I know why you did it, you want this elite spec to have synergy with the baseline supportive features of warrior.
Absolutely. This way if you want to run a healing Standard-bearer you would pick up Vigorous Shouts in Tactics in addition to [Roaring Reveille](https://wiki.guildwars2.com/wiki/Roaring_Reveille) for more warhorn targets and additional buffs or [soldier's Comfort](https://wiki.guildwars2.com/wiki/Soldier%27s_Comfort) for more healing, and [shrug It Off!](https://wiki.guildwars2.com/wiki/Shrug_It_Off://) for additional cleanse and healing. You have the option of running Sword/Axe/Mace + Warhorn and Staff as your two weapon sets, and lots of healing with alll the shouts you have on your staff.
>But this is not the way to do it. You should take a look at the utility skill types the game has and look what might potentially fit the thematic you are aiming for.
I respectfully disagree there ;-)
> Also the class mechanic seems a bit troubling. Do I understand it right that these skills are linked to your staff? How does that mechanic work without using a staff?
Yes you need the staff equipped in order to use the skills I listed. Conceivably there would also be skills for slots 7-9 but oftentimes these skills are an afterthought and the real appeal of the spec are the weapons skills as well as any new mechanics that are introduced.
> And don't you think it is a bit much to add 3 complete weapon sets to warrior?
I don't see this as any different than legendary stances for the revenant. I would think players would appreciate the volume of options this would present.
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THE STANDARD-BEARER
Weapon Design: can use any staff but ideally Anet will begin to produce skins that look similar to a halberd or spear with a banner attached.
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I. What does this build do?
This build will be the support elite spec for the warrior, and will attempt to fulfill this role by mechanics not found on typical support specs such as firebrand or scourge. At the same time, the goal is to not to completely neuter the spec's offensive capability.
There is still an Adrenaline Based Burst Skilll (F1).
Because different game modes have different needs with respect to support, the build will attempt to provide a set of skills for each mode via selectable (F2, F3, F4) skill sets that populate skills 1 - 5. Switching between loudouts is based on cooldowns and not adrenaline.
Yes there are a few new player mechanics and boons that will be introduced, but since this conceivably will come out in the expansion they will have additional resources to allocate to the endeavor.
F2: Solo Mission
Default, melee based skills with skill 5 being a generic party boon that primarily serves to buff the PC and a few allies. Designed for PVE, solo play, or small parties.
F3: Party Leader
Designed for 5 man or 10 man content. I don't spvp so if you can suggest a need that the spec can fill for spvp, that would be great and I can add it here.
F4: Squad Leader
Designed for wvw.
Swapping between loadouts should be fluid with minimal cooldown. I would suggest as low as 4 seconds (2 seconds with traits), so you can quickly equip the default skill loadout in case you are attacked and need to better defend yourself.
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II. What the build does not do
This build can't just be another boon spammer build. This leaves the build vulnerable to be eclipsed by another class in the neverending iterations of 'balance'. The goal is to make the warrior class a viable support build that will be desired whether you are in a raid, 2-man spvp, or a wvw zerg. I ask that even if you dislike the skills I came up with, this goal be embraced and if you have an idea for a skill that better fills a particular game mode need, please share it.
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III. The Skillls
Healing Skill: Rousing Fortune: Shout. Heal yourself and your allies, increases HP restored when in the presence of more allies.
In the presence of:
No allies: 7000 heal to self
1-5 allies: 8000 heal to self and 1000 heal to allies. Radius: 500, Targets: 5
6-10 allies: 9000 heal to self and 1500 heal to allies. Radius: 600, Targets: 5
11+ allies: 10,000 heal to self and 2000 heal to allies. Radius: 800, Targets: 5
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Elite Skill: Banner of Resilience: Banner. Place a banner that prevents the next fatal damage from killing the player and grants them 5000 health. If an ally's health is less than 25%, grants Regeneration for 10 seconds, Vigor for 10 seconds and Aegis for 4 seconds.
Range: 600
Effective Radius: 600
Targets: 5
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F1. Burst Skill: Staff Uppercut
Consumes Adrenaline, delivers a powerful attack and Knockbacks target. Damage increases when additional bars of Adrenaline are consumed. Targets: 4, Range: 150
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F2: Solo Mission
General weapon notes for this loadout: The staff non-leaping-skill-range will be 150 (with exception of skill 3, which will be the close-range-high-dps-skill), greater than the average 2-hander non-leaping-skill which is 130. This advantage can be exploited in certain situations. The warrior staff can also target 4 or 5 targets depending on the skill, which is better than the average 2-hander.
Skill 1: Rapid Thrusts: a rapid 4-strike combination
Strike 1: Strike your target. Targets: 4, Range: 150
Strike 2: Strike your target, if the attack hits inflict vulnerability for 2 seconds. Targets: 4, Range: 150
Strike 3: Strike your target, if the attack hits consume 1 stack of stability of your target(s) and gives you 2 stacks of might for 4 seconds. Targets: 4, Range: 150
Strike 4: Final thrust, slight range increase: Range: 160. Extend staff in a final strike, if the attack hits it is a critical hit. Targets: 4, Range: 160
Skill 2: Lunging Kick: leaping attack
You use your staff to leap to your foe and deliver a kick to your foes. Evade: 1/2 second. Damage applied at the end of the leap, evade occurs during leap animation. If target foes are weakened, they are knocked down. Targets: 5, Range: 600
Skill 3: Whirling Staff: close range burst damage
You twirl your staff in a figure eight motion, delivering 5 rapid strikes in quick succession. Chance to crit for each strike: +25%. Targets: 4, Range: 130
Skill 4: Spinning Sweep
You lower your staff and spin, knocking down the enemies around you. Knockdown. Targets: 5, Radius: 150.
Skill 5: Battle Cry. Animation: you slam the base of the staff on the ground and yell some nonsense.
Shout. Grants you and your allies Might (4 strikes, 10 seconds), Regeneration (8 seconds), and Vigor (8 seconds) . Inflicts Weakness on foes (8 seconds). Targets: 5, Radius: 600
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F3: Party Leader
Skill 1: Supportive Strikes: a series of strikes
Strike 1: Strike your target and inflict Weakness for 2 seconds. Targets: 4, Range: 150
Strike 2: Strike your target. If the attack hits, nearby allies are healed. Targets: 4, Range: 150
Strike 3: Uppercut target using your staff. If your target has Weakness, inflict Stun for a half second. Targets: 4, Range: 150
Skill 2: Shout. "Watch Yourselves!" (yes a nod to GW1)
New Boon: 'Reinforced': Your Armor attribute is increased by 20%
Grants Reinforced for 10 seconds
Grants Resistance for 6 seconds
If ally health is less than 50% grants Protection for 6 seconds
Radius: 600
Targets: 5
Skill 3: Shout. "Crush Them!"
New Condition: 'Fractured': Decrease Target's Armor Attribute by 20%.
Applies Fractured for 15 seconds
All allies within range do an extra 25% damage to target's Defiance Bar with their next attack.
Range: 1200
Targets: 5
Skill 4: Shout. "Finish Them!"
New Boon: 'Bloodthirsty': You and your allies do 10% increased damage to foes with less than 33% health.
Grants Bloodthirsty for 10 seconds
Radius: 600
Targets: 5
Skill 5: Mark. Neutral Ground
A mark which temporarily neutralizes any enemy mark, traps or ground-targeted AOE. While allies stand in Neutral Ground mark, they receive no damage from the aforementioned for the duration of the mark.
Duration: 3 seconds
Range: 800
Radius: 240
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F4: Squad Leader
Skill 1: Staff Barrage: a series of staff-tossing strikes
Strike 1: Throw a spinning staff at your foes. Targets: 4, Range: 900.
Strike 2: Throw a spinning staff with greater force, striking an additional 2 targets. Velocity Increase: 100%, Targets: 6, Range: 900
Strike 3: Throw a spinning staff at your foes, if the attack hits, targets are afflicted with Confusion for 2 seconds. Targets: 4, Range: 900
Skill 2: Shout. "Pierce Their Defenses!"
Grants Superspeed for 10 seconds
Grants Vigor for 15 seconds
Grants Stability (4 stacks) for 6 seconds.
Radius: 800
Targets: 5
Skill 3. Shout. "Reflect Their Attack!"
New Boon: 'Reflection': You and your allies reflect all projectiles, taking no damage in the process.
Grants Reflection for 2 seconds
Radius: 800
Targets: 5
Skill 4: Shout. "Strengthen Your Resolve!"
The duration of all conditions afflicting allies are reduced by 50%.
Radius: 800
Targets: 5
Skill 5: Shout. "None Shall Pass!" (Animation: slam end of staff on floor)
All enemy targets within range are dazed for 1 second and all allies interrupt a skill with their next attack.
Radius: 800
Targets: 5
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IV. The Traits
Minor Adept: Staff Mastery.
You can now equip a staff. When a staff is equipped, you gain several Staff Loudouts in addition to your Burst Skill.
Major Adept: Flexible Loudouts
Cooldown to switch to a different Staff Loudout is decreased to 2 seconds from 4 seconds. Switching to a new loudout grants you Alacrity for 2 seconds.
Major Adept: Booming Voice
Shouts that are part of staff skills have 200 increased radius and affect 3 additional targets. Radius: 1000, Targets: 8
Major Adept: Staff Expertise
Staff attacks have 25% decreased cooldowns and damage is increased with increased levels of stored Adrenaline.
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Minor Master: Vigilance
You parry attacks when you switch to a different loadout.
Major Master: Inclusive Commander
Beneficial shout skills from staff affect ally pets, summons and turrets and do not count toward the max target restrictions.
Major Master: Oppressive Tormentor
Harmful shout skills from staff affect enemy pets, summons and turrets and do not count toward the max target restrictions.
Major Master: Brutal Uppercut
Staff Uppercut (F1 Burst Skill) is upgraded into Staff Uppercut Combo. The first strike is a near instantaneous jab to the gut that applies 25 strikes of Vulnerability for 1 second. The second strike is the uppercut which consumes Adrenaline, delivers a powerful attack and Knockbacks target.
Damage increases when additional bars of Adrenaline are consumed. Targets: 4, Range: 150
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Minor Grandmaster: Effect: Crowd Pleaser: The 'Crowd Pleaser' effect strengthens in the presence of a greater number of allies (pets, summons and turrets excluded).
Level 1: 0 to 4 allies: boons and conditions you apply are 5% longer
Level 2: 5 to 10 allies: boons and conditions you apply are 10% longer
Level 3: 11 to 20 allies: boons and conditions you apply are 20% longer
Level 4: 21+ allies: boons and conditions you apply are 25% longer
**Note: If the effect is consumed it will regenerate in 1 minute.
Major Grandmaster: Inspirational Leader
You grant +120 Vitality, +120 Toughness and +120 Concentration (translates into +8% boon duration) to all allies in your presence.
Using a Burst skill consumes the 'Crowd Pleaser' effect and grants Alacrity to you and your allies for 2 seconds.
Targets: 10
Radius: 800
Major Grandmaster: Demagoguery
You grant +120 Power, +120 Condition Damage and +120 Ferocity to all allies in your presence.
Using a Burst skill consumes the 'Crowd Pleaser' effect and afflicts foes with Chilled for 3 seconds.
Targets: 10
Radius: 800
Major Grandmaster: Rabble Rouser
For only pets, summons and turrets in your presence you grant +500 Vitality, +300 Toughness, +200 Power, +200 Condition Damage, +200 Precision.
Using a Burst skill consumes the 'Crowd Pleaser' effect and grants ally pets, summons and turrets Regeneration (8 seconds) and a new boon, Primal Frenzy (6 seconds), which grants the recipient a +33% chance to critical hit.
Targets: 20
Radius: 1000
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Okay, that's my take on a support staff elite spec for warrior. Thoughts, comments, criticisms welcomed.
**edited for typos
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> My comment was more to it being a pistol spec and the incoming commentary that I expected. This proposed spec is Dragon Hunter Crossed with Engi in a weird way though.
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> OP pick a single utility, and pick a single role to fill.
Thanks Lan, I am going to do a staff support build that is a bit more narrow.
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t's like OP wanted to cram the entire engineer class with both elite specs in this suggestion> @"Kodama.6453" said:
> > @"Lan Deathrider.5910" said:
> > Before people come in and say pistol can't be support. Imagine an American Civil War battlefield officer with a saber in one hand and a pistol in the other directing his soldiers in combat.
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> It definitely can be a support.
> But how it is designed in this suggested elite spec here, it isn't. It is a damage weapon with an added smoke field.
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> It is also copying a bit too much from engineer for my taste.
> Sure, they can create a warrior elite spec with some engineer thematics. Elite specs are supposed to replace class fusions, like spellbreaker was their vision of a warrior/mesmer or how mirage embodies the mesmer/thief combination.
>
> But smoke bombs, electric nets.... it just feels for me like he didn't try to create something new for warrior, but just copies stuff from other classes and puts it here.
> And some seem out of place. On one hand, the spec is heavily focused on explosives.... yet suddenly it has a holographic barrier too (which, btw, is also obviously just ripped off from holosmith)?
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> Oh, and of course it also has a gyro. xD
> It's like OP wanted to cram the entire engineer class with both elite specs in this suggestion here.
Well since the skills I wanted to add kind of seemed out of place with the tools assigned to the warrior, technology was the obvious answer since warriors are not supposed to be magic-users. The gyros etc was just in keeping with the themes currently employed in GW2.
Appreciate the feedback still!
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> @"Smoosh.2718" said:
> I back the idea of warrior getting pistol, just i can not get behind traps... it encourages some really cheesey play. Would also be borked with rune of the trapper in WvW and PvP (that rune was a mistake... anet please remove it)
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> What warrior needs with pistol, is a true form of support, if we look historically. A pistol was used by a commander to inspire moral and to boost the effectiveness of their team/others around them.
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> Imagine a pistol on warrior which does some damage but also provides huge boosts to those around when you use a skill (like fire a shot into the air to inspire all around, give Fury Alacrity and quickness.) or provide effects like marking a target to take more damage (different from vuln).
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> But 100% back the idea of a 1h pistol, warrior lacks a 1 handed ranged weapon and is massivly needed to effectivly play a support warrior role.
Thank you for the reply. I understand the concerns about the type of play traps entail but are they really that much worse than ground targeted skills? There is the issue of stacking traps that you would get to a lesser degree by classes which use ground targeted marks, perhaps we can balance that by the time traps remain active or the amount that can be stacked in a single area.
While I agree with you about warrior needing a pistol and about a spec designed for support, I disagree pistol should be used as a support spec. The pistol should be seen as a way for warriors to compensate for cc and closing the distance while still mainhanding a traditional melee weapon ie a sword or axe. Yes I know you can always swap to a rifle or bow but you never need to worry about weapon swap cooldown if you have a ranged weapon always equipped.
I plan on making a support spec soon, but using staff. Regardless I appreciate your thoughts on this.
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**THE ENFORCER ELITE SPECIALIZATION**
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I. Features of the elite specialization
A. The elite spec allows for wielding a pistol in both mainhand and offhand
B. Mainhand skills are primarily power-based, offhand are primarily condition-based.
C. For each hand, each set of pistol skills must have one skill that is spammable, ie very short cooldown, that will serve as a primary ranged dps skill. This will allow for builds which are primarily power centered that can wield the pistol on the mainhand and say an axe in the offhand, and condition builds which can wield the one-handed sword in the mainhand and a pistol in the offhand.
D. The elite skill allows for the temporary availability of traps and wells enabling players to increase the maximum number of options available to every build loadout. This elite does not replace primary weapon skills and healing (skill slots 1-6) and serves to complement, not interrupt, gameplay.
E. The traps and wells available to this elite spec will allow for maximum flexibility for the player to assume multiple roles at the same time.
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II. What the elite spec cannot do.
A. Compared to rifle, the pistol cannot do more direct damage dps.
B. Pistol burst dps cannot exceed rifle's Killshot.
C. Pistol range must be lower than rifle.
D. Compared to longbow, any pistol fire aoe must have a smaller radius than the longbow's burst, Combustive Shot.
E. Excel at boon-stripping in any way comparable to Spellbreaker.
F. Excel at directed condition damage in a way comparable to Berserker. The enforcer's damage output can rival and exceed the Berserker's through the sum of its direct and indirect condition damage, achieved through careful planning, patience and readiness to exploit opportunities.
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**III. The weapon skills**
Mainhand Pistol
Skill 1: Oppressive Shot
First shot: Fire a shot at your target.
Second shot: Fire a shot at your target, if it hits apply vulnerability to foe.
Third shot: Higher damage than first shot and +25% chance to crit. If target has vulnerability, +10 crit damage.
Skill 2: Cluster Bomb
Fire a cluster bomb at a target area. After a 3 second delay or if a foe is in the target area , the bomb will detonate and damage a maximum of 3 nearby foes and apply cripple.
Skill 3: Smoke Shot
Detonates a smoke field at a target area. Allies in target area are granted stealth, foes are blinded.
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Offhand Pistol
Skill 4: Hollow Point Bullet
First shot: Fire a shot at your target. Applies bleeding to target.
Second shot: Higher damage than first shot and applies burning.
Third shot: Fires a shot with +25% chance to crit. If the shot crits, there is a small explosion at the target and burning and torment is applied to all foes in target radius.
Skill 5: Electric Net
Fires an electrified net that cripples the target. For the duration of the net, target is revealed. If any burst skill lands on a netted target, the net detonates and target and all nearby foes suffer shocking damage and are stunned for 1 second.
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**IV. Burst skills**
F1 Burst: Ruinous Shot: The utilization is to supply some power-based, unblockable damage as well as mitigate damage output from target and provide an opportunity to supply damage enhancing boons to the source.
Fires an unblockable, high velocity shot that applies weakness. If target has vulnerability, applies might to source. If target has vulnerability and crippled, applies slow to target. If target has vulnerability and bleeding, also gives fury to source.
F2 Burst: Chaos Shell: The utilization for this burst is to cash out on the conditions you are stacking on the target by adding adfitional stacks of conditions and exploiting the target to spread conditions to their allies.
Fires a shot that dazes target and does +20% damage to barriers.
If target is burning, the shell explodes and forms a flame well at the target location that causes burning to all who stand on the well.
If target is bleeding, the shell explodes and applies bleeding to all foes in the blast radius.
If target has weakness, the shell explodes and knocks down all foes in the blast radius.
If target is netted (pistol skill 5), the shell explodes and triggers a blast of chain lightning that hits 3 adjacent foes.
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**V. Elite skills (yes, you get several options, but you can only equip one)**
Subterfuge (player choice): This elite will swap out your last 4 skills (keys 7, 8, 9, 0) for traps / wells for a brief period. The traps and wells it will provide are the same traps and wells that will be available to the spec that can be individually equipped (skill slots 7-9) with the exception of skill slot 0 (the elite skill slot), which will only be accessible to the player by choosing the specific elite variation.
A. Subterfuge: Panic
Slot 7: Escape Plan: this well provides stealth to allies and cripple to foes.
Slot 8: Fear Trap: this trap pulses fear and vulnerability to foes.
Slot 9: Indecision: this trap pulses weakness and slow to foes.
Slot 0: The Hail/Fail Mary: this trap applies a single packet of damage to each foe who crosses the target area. This damage packet is a random, direct damage value that ranges from 1000 to 10000.
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B. Subterfuge: Politics
Slot 7: Oppo Research: this trap will strip boons from foes.
Slot 8: Jingoism: this well pulses vigor, might, fury, aegis and swiftness to allies.
Slot 9: Misdirection: this kit spawns 5 gyros which orbit the player. Half of the damage directed toward the player character or allies are absorbed by the gyros.
Slot 0: Party Unity: this well pulses healing, regeneration, protection, resistance and stability to allies.
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C. Subterfuge: Paranoia
Slot 7: Blockade: creates a section of floor that cannot be crossed by foes or penetrated by projectiles.
Slot 8: Surveillance Drone: launches a stealthed gyro that patrols a predefined circular path and reports any relevant information on foes (species, class) it encounters via the minimap.
Slot 9: Thief Alarm: this trap will not only reveal any stealthed foes, it will attach an audible and visual alarm and apply vulnerability and cripple on revealed foes.
Slot 0: Decoy Golem 3000: this kit will spawn a fast moving golem with a large pool of hitpoints and a high toughness attribute. Default golem behavior includes utilizing taunt on foes, using a vacuum burst to pull enemy players, clones, summons, minions, shades, etc. towards the golem which it will then attack. A 'golem mechanic bar', a UI akin to that used for ranger pets, appears with 4 commands
Attack My Target (F3): command your golem to attack your current target.
Guard Me (F4): instructs golem to attack foes you are attacking or are attacking you.
Protect All Allies (F5): instructs golem to orbit you and attack any enemy that is attacking you or your allies.
Take One for the Team (F6): instructs golem to detonate itself, damaging all enemies in its radius. The golem will then fall face-first to the ground and its body will temporarily serve as a barrier to any enemy marks, wells, and traps hazardous to the player or their allies.
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D. Subterfuge: Pandemonium
Slot 7: Affliction Trap: pulses bleeding and poison on foes.
Slot 8: Chaos Trap: pulses confusion and torment on foes.
Slot 9: Ember Trap: pulses burning and immobilize on foes.
Slot 0: Airship Beacon: this trap signals a Pact Airship to fire a searing beam of light on the target area. Foes in the area are blinded, suffer burning damage and knocked down.
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E. Subterfuge: Jack of All Trades
Slot 7: Indecision: this trap pulses weakness and slow to foes.
Slot 8: Jingoism: this well pulses vigor, might, fury, aegis and swiftness to allies.
Slot 9: Thief Alarm: this trap will not only reveal any stealthed foes, it will attach an audible and visual alarm and apply vulnerability and cripple on revealed foes.
Slot 0: Enhanced Ember Trap: pulses burning and immobilize on foes. Any foes that die in the Enhanced Ember Trap spawn an Ember Elemental that follows the player. There is a rare chance to spawn a Fire Djinn instead of an Ember Elemental.
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**IV. Traits**
A. Adept Minor: Pistolier
Allows the warrior to equip pistols in both hands.
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B. Adept Major
Option 1: Revitalizing Trapper
For every trap you place the remaining cooldown on your heal skill (skill 6) is reduced by 3 seconds.
Whenever you or your allies stand over a trap you place you are healed.
Your healing is increased by 200.
Optiion 2: Vigorous Trapper
Every time an enemy triggers one of your traps, you regain 25 endurance and your opponent loses 10 endurance.
If you are critted, you are granted vigor for 10 seconds.
Option 3: Armored Trapper
Every time an enemy triggers one of your traps, you gain a stacking toughness effect called 'Hard Body' that remains active while you are in combat. Max stacks: 10. While you have 10 stacks of Hard Body you periodically gain Aegis.
Your toughness is increased by 150.
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C. Master Minor: Trap Chucker
Traps no longer need to be exclusively placed at the player position, you can toss all traps, wells and kits.
Range: 500
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D. Master Major
Option 1: Pistol Customizer
Allows for limited customization of pistol skill. Selecting this train add 4 new skill added to the right of your burst skills. The following are 'Pistol Customizing Skills'
F3: Mainhand: Power
F4: Offhand: Power
F5: Mainhand: Condition
F6: Offhand: Condition
Of course skills F3 and F5 are mutually exclusive, as is F4 and F6.
By default, F3 and F6 are active. You do not need pistols equipped in both hands, BUT, should you equip a pistol in either hand, the skills which will fill your skill bar will be determined by the Pistol Customizing Skills.
Here are all the possible combinations and their effects on the weapon skillbar and burst skills if pistols are equipped in both the mainhand and offhand.
a. F3 and F6 (Power:Condition)
Skill 1: Oppressive shot
Skill 2: Cluster bomb
Skill 3: Smoke shot
Skill 4: Hollow point bullet
Skill 5: Electric net
Burst F1: Ruinous shot
Burst F2: Chaos shell
This is the default setup and he has been described in Section III: The skills.
b. F5 and F4 (Condition:Power)
Skill 1: Hollow point bullet
Skill 2: Electric net
Skill 3: Smoke shot
Skill 4: Oppressive shot
Skill 5: Cluster bomb
Burst F1: Chaos shell
Burst F2: Ruinous shot
The next 2 combinations deal with duplicate skills in unique ways. Skill 4, which would have been a duplicate of Skill 1, is changed to a new skill. Skill 5, which is a duplicate of Skill 2, remains the same with respect to what it does, but is on a separate cooldown timer...so it is feasible to immediately use Skill 5 after using Skill 2. Secondly, Burst Skill F2 is changed to a different skill, while Burst F1 is determined by the mainhand. Note: These skill and burst changes only occur when two pistols are equipped at the same time!
c. F3 and F4 (Power:Power)
Skill 1: Oppressive shot
Skill 2: Cluster bomb 1
Skill 3: Smoke shot
Skill 4: Tiny nuke (new): Fires a powerful, close range single shell. If target foe health is greater than 75% or less than 25%, damage is increased by 50%. Damage is further increased by current adrenaline level. Note: activation does not consume any adrenaline.
Skill 5: Cluster bomb 2
Burst F1: Ruinous shot
Burst F2: Holographic barricade (new): A stationary holographic barricade is summoned for 10 seconds. The player can use the barricade for cover against projectiles and still fire projectiles through it. HP of barricade: 30,000.
d. F5 and F6 (Condition:Condition)
Skill 1: Hollow point bullet
Skill 2: Electric net 1
Skill 3: Smoke shot
Skill 4: Boon scrambler (new): fires a shot at a target which converts one boon into a random condition. If target is afflicted with 2 or more conditions, a stack of poison is applied. If a target is afflicted with 4 or more conditions, they receive the 'Fatal Altruism' effect (effects cannot be cleansed). The number of stacks of Fatal Altruism equals the number of unique conditions on target. Any conditions cleansed from a target results in the target player character taking direct damage x number of stacks Fatal Altruism. If the cleansing source is a third party, they take double the damage.
Skill 5: Electric net 2
Burst F1: Chaos shell
Burst F2: Holographic barricade (new)
Option 2: Trap Trickster
You can prematurely trigger traps or wells you have placed, leaving behind a teleportation beacon whose duration equals the remaining cooldown on the activated trap. Clicking on the teleportation beacon on the trap will cause you to teleport to that teleportation beacon's location.
Option 3: Crawling Traps
You can now place traps and wells while moving. Traps or wells you place while staying still are stationary. Traps and wells you place while moving any direction will slowly move in the opposite direction at the point of placement, ie. if you place a trap while moving backwards the trap moves forward. Traps and wells you place while dodging move in a clockwise circular motion at the point of placement.
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E. Grandmaster Minor: Trapping Proficiency
When a foe or ally triggers one of your traps or wells, you gain a stacking effect called 'Trapping Proficiency' that increases your Power and Condition damage by 50. Max stack: 10, duration 15 seconds, timer refreshes when another trap or well is triggered. At 10 stacks, you gain 15 seconds of fury.
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F. Grandmaster Major
Option 1: Trapper Extraordinaire
All trap and well cooldowns are reduced by 33%. All offensive traps or wells do an increased 33% damage on disabled foes (stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear). All support traps or wells heal for an extra 33%, boons given to allies are 33% longer in duration. The radius of all traps and wells are increased by 33%. If the player uses a burst skill while under the effect of Trapper Proficiency, the effect is consumed and all placed offensive traps emit a vacuum pull on foes within 500 range.
Option 2: Resource Gyro
A Resource Gyro shadows the player. The Resource Gyro has three LEDs, red, yellow and white. When the player consumes all their adrenaline, the Resource Gyro's red LED will darken and supply the player with 10 strikes of adrenaline (enough to full one bar). When the player consume all their endurance, the Resource Gyro's yellow LED will darken and supply the player with 50 endurance (enough for one dodge). When the player loses all health, the Resource Gyro's white LED will darken and prevent the player from getting downed and supply 5000 health (healing attribute provides increased healing). In addition to the aforementioned healing, if the Resource Gyro has an unused red or yellow LED available, it will provide Barrier, 25% max health barrier for one LED (red or yellow), 50% max health barrier for two LEDs (red and yellow). Upon consuming an LED, it will require 60 seconds for the Resource Gyro to recharge the LED. If the player uses a burst skill while under the effect of Trapper Proficiency, the effect is consumed and the Resource Gyro will knockback the target, taunt, and attack using its minigun. The Resource Gyro has a large pool of HP, 100,000 and is immune to control effects. If it is destroyed, a new Resource Gyro respawns at the player's side in 60 seconds.
Option 3: Master Pistolier
All pistol skills do 20% increased damage, and condition duration is increased by 20%. Pistol skill cooldown is reduced by 25%. Pistol range is increased from 900 to 1100. When you swap to a pistol during combat, the weapon swap cooldown is reduced to 5 seconds (normal is 10 seconds). If the player uses a burst skill while under the effect of Trapper Proficiency, the effect is consumed and is replaced by a new effect 'Bullet Time', where your target is afflicted with Slow for 10 seconds, you receive Quickness for 10 seconds, and you receive Alacrity for 7 seconds.
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Okay there you have it, I am quite pleased with the build possibilities the traits provide. Hope you guys like it, any concerns or comments please feel free to chime in!
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Haha thanks for comment, I tried to pick boons / conditions that are consistent with the particular political theme.
Pistol 4 cooldown is like an auto-attack. The goal was to make either pistol the source of continuous ranged dps. This way, if a melee weapon is equipped in one of the hands, the free hand will have a spammable ranged dps option. If you have a pistol equipped in the mainhand and offhand, that is also a viable loadout since each pistol offers options the other does not.
Traits are still being worked on. I have to get to work now so I'll be working on them during breaks. I would also like to take some time to read / comment on your elite spec.
Yeah I'll rename those, it would be more thematically consistent with the game's current lore.
I listed some limitations in the beginning of the post. The same travails that plague other trapping specs applies here, want optimal dps? Need to lure the fools to your traps. If you do not equip individual traps/wells to your skill bar conventionally and rely on your elite skill variation to be your source of traps/wells, you will be limited by both the time your elite is active and when it is on cooldown. Roughly, I figure the elite skill activation time will last long enough to allow you to place 1 of the more powerful traps/wells and maybe 2 of the weaker ones.
In general though, I really see this spec shining when pairing pistols with melee weapons. Being able to approach a target and spam ranged dps, go into melee, and then back off and spam ranged dps to sustain dps on the target at all times will be such an advantage to an opponent bound by the reach of their melee weapons. Now ranged classes, that is another story...the Enforcer will have tools ('Escape Plan' or Pistol Skill 3) to get into stealth to close the distance.
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@"Lan Deathrider.5910" said:
> > > I want deceptions, traps, or tricks. Really want warrior with dual pistols and smoke fields...
> > > Warrior needs better ranged DPS options and Pistols are whats left to really fill that bill. I just see this flavor working with pistols on warrior. Utilities could even be something new > > > like 'cartridges', load up a smoke cartridge to lay down a smoke field, load up an ice cartridge to lay down an ice field, etc. The lack of fields is another hole in the warrior kit.
I agree with this sentiment. Since tactics has been buffed the need for a support elite spec is diminished and the trapper / tricks build is more appealing as what could be the last elite spec of the class. With this in mind, allow me to present 'The Enforcer'
**THE ENFORCER ELITE SPECIALIZATION**
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**I. Features of the elite specialization**
A. The elite spec allows for wielding a pistol in both mainhand and offhand
B. Mainhand skills are primarily power-based, offhand are primarily condition-based.
C. For each hand, each set of pistol skills must have one skill that is spammable, ie very short cooldown, that will serve as a primary ranged dps skill. This will allow for builds which are primarily power centered that can wield the pistol on the mainhand and say an axe in the offhand, and condition builds which can wield the one-handed sword in the mainhand and a pistol in the offhand.
D. The elite skill allows for the temporary availability of traps and wells enabling players to increase the maximum number of options available to every build loadout. This elite does not replace primary weapon skills and healing (skill slots 1-6) and serves to complement, not interrupt, gameplay.
E. The traps and wells available to this elite spec will allow for maximum flexibility for the player to assume multiple roles at the same time.
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**II. What the elite spec cannot do.**
A. Compared to rifle, the pistol cannot do more direct damage dps.
B. Pistol burst dps cannot exceed rifle's Killshot.
C. Pistol range must be lower than rifle.
D. Compared to longbow, any pistol fire aoe must have a smaller radius than the longbow's burst, Combustive Shot.
E. Excel at boon-stripping in any way comparable to Spellbreaker.
F. Excel at directed condition damage in a way comparable to Berserker. The enforcer's damage output can rival and exceed the Berserker's through the sum of its direct and indirect condition damage, achieved through careful planning, patience and readiness to exploit opportunities.
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**III. The weapon skills**
_Mainhand Pistol_
Skill 1: Oppressive Shot
First shot: Fire a shot at your target.
Second shot: Fire a shot at your target, if it hits apply vulnerability to foe.
Third shot: Higher damage than first shot and +25% chance to crit. If target has vulnerability, +10 crit damage.
Skill 2: Cluster Bomb
Fire a cluster bomb at a target area. After a 3 second delay or if a foe is in the target area , the bomb will detonate and damage a maximum of 3 nearby foes and apply cripple.
Skill 3: Smoke Shot
Detonates a smoke field at a target area. Allies in target area are granted stealth, foes are blinded.
_Offhand Pistol_
Skill 4: Hollow Point Bullet
First shot: Fire a shot at your target. Applies bleeding to target.
Second shot: Higher damage than first shot and applies burning.
Third shot: Fires a shot with +25% chance to crit. If the shot crits, there is a small explosion at the target and burning and torment is applied to all foes in target radius.
Skill 5: Electric Net
Fires an electrified net that cripples the target. For the duration of the net, target is revealed. If any burst skill lands on a netted target, the net detonates and target and all nearby foes suffer shocking damage and are stunned for 1 second.
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Going to borrow from Lan Deathrider and make a burst skill for each pistol equipped.
**IV. Burst skills**
F1 Burst: Ruinous Shot: The utilization is to supply some power-based, unblockable damage as well as mitigate damage output from target and provide an opportunity to supply damage enhancing boons to the source.
Fires an unblockable, high velocity shot that applies weakness. If target has vulnerability, applies might to source. If target has vulnerability and crippled, applies slow to target. If target has vulnerability and bleeding, also gives fury to source.
F2 Burst: Chaos Shell: The utilization for this burst is to cash out on the conditions you are stacking on the target by adding adfitional stacks of conditions and exploiting the target to spread conditions to their allies.
Fires a shot that dazes target and does +20% damage to barriers.
If target is burning, the shell explodes and forms a flame well at the target location that causes burning to all who stand on the well.
If target is bleeding, the shell explodes and applies bleeding to all foes in the blast radius.
If target has weakness, the shell explodes and knocks down all foes in the blast radius.
If target is netted (pistol skill 5), the shell explodes and triggers a blast of chain lightning that hits 3 adjacent foes.
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**V. Elite skills (yes, you get several options, but you can only equip one)**
Subterfuge (_player choice_): This elite will swap out your last 4 skills (keys 7, 8, 9, 0) for traps / wells for a brief period. The traps and wells it will provide are the same traps and wells that will be available to the spec that can be individually equipped (skill slots 7-9) with the exception of skill slot 0 (the elite skill slot), which will only be accessible to the player by choosing the specific elite variation.
A. Subterfuge: _Panic_
Slot 7: Escape Plan: this well provides stealth to allies and cripple to foes.
Slot 8: Fear Trap: this trap pulses fear and vulnerability to foes.
Slot 9: Indecision: this trap pulses weakness and slow to foes.
Slot 0: The Hail/Fail Mary: this trap applies a single packet of damage to each foe who crosses the target area. This damage packet is a random, direct damage value that ranges from 1000 to 10000.
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B. Subterfuge: _Politics_
Slot 7: Oppo Research: this trap will strip boons from foes.
Slot 8: Jingoism: this well pulses vigor, might, fury, aegis and swiftness to allies.
Slot 9: Misdirection: this kit spawns 5 gyros which orbit the player. Half of the damage directed toward the player character or allies are absorbed by the gyros.
Slot 0: Party Unity: this well pulses healing, regeneration, protection, resistance and stability to allies.
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C. Subterfuge: _Paranoia_
Slot 7: Blockade: creates a section of floor that cannot be crossed by foes or penetrated by projectiles.
Slot 8: Surveillance Drone: launches a stealthed gyro that patrols a predefined circular path and reports any relevant information on foes (species, class) it encounters via the minimap.
Slot 9: Thief Alarm: this trap will not only reveal any stealthed foes, it will attach an audible and visual alarm and apply vulnerability and cripple on revealed foes.
Slot 0: Decoy Golem 3000: this kit will spawn a fast moving golem with a large pool of hitpoints and a high toughness attribute. Default golem behavior includes utilizing taunt on foes, using a vacuum burst to pull enemy players, clones, summons, minions, shades, etc. towards the golem which it will then attack. A 'golem mechanic bar', a UI akin to that used for ranger pets, appears with 4 commands
* Attack My Target (F3): command your golem to attack your current target.
* Guard Me (F4): instructs golem to attack foes you are attacking or are attacking you.
* Protect All Allies (F5): instructs golem to orbit you and attack any enemy that is attacking you or your allies.
* Take One for the Team (F6): instructs golem to detonate itself, damaging all enemies in its radius. The golem will then fall face-first to the ground and its body will temporarily serve as a barrier to any enemy marks, wells, and traps hazardous to the player or their allies.
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D. Subterfuge: _Pandemonium_
Slot 7: Affliction Trap: pulses bleeding and poison on foes.
Slot 8: Chaos Trap: pulses confusion and torment on foes.
Slot 9: Ember Trap: pulses burning and immobilize on foes.
Slot 0: Airship Beacon: this trap signals a Pact Airship to fire a searing beam of light on the target area. Foes in the area are blinded, suffer burning damage and knocked down.
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E. Subterfuge: _Jack of All Trades_
Slot 7: Indecision: this trap pulses weakness and slow to foes.
Slot 8: Jingoism: this well pulses vigor, might, fury, aegis and swiftness to allies.
Slot 9: Thief Alarm: this trap will not only reveal any stealthed foes, it will attach an audible and visual alarm and apply vulnerability and cripple on revealed foes.
Slot 0: Enhanced Ember Trap: pulses burning and immobilize on foes. Any foes that die in the Enhanced Ember Trap spawn an Ember Elemental that follows the player. There is a rare chance to spawn a Fire Djinn instead of an Ember Elemental.
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I'll just start with this and open the floor for comments. Minor and Major traits to be added later.
_edit 01: credit to Lan Deathrider.5910: change from drone to gyro, satellite to airship._
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Lots of interesting ideas here. I will read and post thoughts. Was also working on an 'Enforcer' spec in a word doc in between breaks, will post it here later.
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> @"Lan Deathrider.5910" said:
> > @"Sobx.1758" said:
> > > @"Lan Deathrider.5910" said:
> > > I want deceptions, traps, or tricks. Really want warrior with dual pistols and smoke fields...
> >
> > Sooo... you want a thief but with more hp and armor? :D
>
> More like an agent/enforcer. I can see an offhand pistol playing real well with sword, and smoke fields seem a viable option.
This deserves its own thread. It's time for another warrior-community-brainstorm.
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It has been mentioned several times on these boards how the employment of large scale siege vehicles, such as the Pact airships or equivalent flying siege, troop-transport vehicles, are an untapped gameplay scenario.
It would be nice to have sequences where it is required for players to steer / man gun turrets in between sequences where you must fight off enemies who board your vessel.
Building on the aforementioned, you can develop a submarine equivalent that would be part of missions in the ocean. Please include large windows so we can see undersea life and the landscape.
Lastly, this could also be an opportunity to broaden player interaction with various elements of these vehicles via the mastery point system.
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Faren is my nemesis.
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> @"Zoltar MacRoth.7146" said:
> I've always had a dream of a slow two-person dinosaur mount where one person controls the mount's movement and the other uses the mounted machine gun. Yes.. mounted machine gun.. on a dinosaur.
LOL thread winner here. The gemstore skin would replace that machine gun for a laser cannon.
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Sure it's fun farming Mad King's Labyrinth (Lab), but I feel it needs a little spicing up.
Here's a suggestion. In between mount races, at the central area of the Lab, have a new event door, Door of Chaos, that appears briefly (1 to 2 minutes). When activated, the door initiates an event that randomly spawns **SEVERAL** boss-type mobs such as:
* Labyrinthine Horror
* Grand High Viscount of Candy Corn (nerf the range of his candy corn aoe though, else it will wipe out squads easy)
* Legendary Skeletal Lich
* enemy horde rush
or some combination thereof. It would be nice if new legendary level enemies could be created for such an event but I understand if Anet would be unwilling to allocate resources for such an endeavor on an older map.
Of course it will be chaotic, challenging, and should provide a lot of lols.
The rewards should be commensurate with the challenge (dare I say, a chance for one of the infusions that are RNG in the Trick-or-Treat bags?) and could possibly serve as a source of a collection item for a future collection.
In order to minimize disruption for the map, should the squad wipe and the event mobs reset, the event ends and the door despawns. In addition, there would be a timer for the event as with most existing events.
Lastly, the spawn site for the Door of Chaos should preferably be the area directly south of the center so as to not interfere with individuals trying to initiate the Mount Race Time Trial (located on the north of center).
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If the goal here is to increase individual map population across the board, then how about either of these two options:
A. Eliminate vistas, resource gathering and world bosses as the PVE relevant dailies. Dailies should be limited to event farming in maps, with 5-6 maps available as options. And Anet, please include all the maps in the rotation, core, HoT, PoF, Living world season 3 and 4. Exclude the most recently released map as that one would be expected to have decent populations at most times. At a minimum, for the player-base that does not have HoT or Pof, have 3 core maps.
B. Allow for the recruitment of 'heroes' ally npcs akin to GW1 that could assist in the group events that would be too difficult for a single or few players to complete. I doubt this would happen but it would be nice if we can make mercenaries like in GW1 using our alts and form a party with them.
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I don't know about you guys but as soon as I get home from work I am looking forward to crafting my Zehtuka's armor set with superior runes of the Monk. Weapon sets: Dagger/Axe, Axe/Warhorn. Jewelry: Magi
Really looking forward to the new warhorn support warrior.
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Faren, and I seriously question you if you do not feel the same...
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Same, crashed 3 times in a row now. If it matters, I am attempting to access via Lily of the Elon.
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**IMPROVING THE [bLACK LION CHEST](https://wiki.guildwars2.com/wiki/Black_Lion_Chest "BLACK LION CHEST")**
I welcome the inclusion of the new mount and weapon skins, but there is some room for improvement in order to enhance the appeal of the chests once said items have already been acquired. Below I outline a list of suggested changes, of course there are the necessary unlock checks for all soulbound items that would incur the removal of unlocked item as a possibility via RNG.
New item quantities or new items altogether are designated by '- new -' label.
Here are some recommended changes to the rarity categories as listed in the order of the Black Lion Chest Preview
A. Guaranteed:
- 2 [black Lion Statuettes](https://wiki.guildwars2.com/wiki/Black_Lion_Statuette "Black Lion Statuettes")
That's it, remove that additional crafting material box, better to give the customer an additional slot to receive a more desirable item.
There are a total of 4 slots reward slots, one will be occupied by the guaranteed 2 [black Lion Statuettes](https://wiki.guildwars2.com/wiki/Black_Lion_Statuette "Black Lion Statuettes") and the other three will be available to a chance for the other items.
B. Common. Any 1 of the following:
- 5 [black Lion Statuettes](https://wiki.guildwars2.com/wiki/Black_Lion_Statuette "Black Lion Statuettes")
- 1 [utility Primer](https://wiki.guildwars2.com/wiki/Utility_Primer "Utility Primer")
- 1[ Metabolic Primer](https://wiki.guildwars2.com/wiki/Metabolic_Primer " Metabolic Primer")
- new - Special Dye Kits (ie [Mordremoth Dye Kit](https://wiki.guildwars2.com/wiki/Mordremoth_Dye_Kit "Mordremoth Dye Kit"), [Deathly Dye Kit](https://wiki.guildwars2.com/wiki/Deathly_Dye_Kit "Deathly Dye Kit"), [Toxic Dye Kit](https://wiki.guildwars2.com/wiki/Toxic_Dye_Kit "Toxic Dye Kit") etc.) Need to be changed. They should **NOT** be a chance to obtain the exclusive dye colors from a pool of 25 dyes. If you insist on including an element of chance, make it so the pool of available dyes to receive via RNG roll is restricted to the full set of exclusive dyes themselves. This might mean you will need to expand the number of exclusive dyes you release per set to something like 10. This will be less disappointing (as compared to current system) if you do not receive the dye you wanted but at least you are guaranteed some value. If you are really concerned about crashing the dye market, then make it so the exclusive dye you receive is soulbound...if the roll brings you a color you already have unlocked then you receive an option to take the dye (you can salvage or stick in Mystic Forge) or you can have 5 transmutation charges instead.
- 1 [black Lion Lockbreaker Kit](https://wiki.guildwars2.com/wiki/Black_Lion_Lockbreaker_Kit "Black Lion Lockbreaker Kit")
- 1 [Tyrian Exchange Voucher](https://wiki.guildwars2.com/wiki/Tyrian_Exchange_Voucher "Tyrian Exchange Voucher")
- 1 [Guaranteed Weapon Unlock](https://wiki.guildwars2.com/wiki/Guaranteed_Weapon_Unlock "Guaranteed Weapon Unlock")
- 1 [Guaranteed Armor Unlock](https://wiki.guildwars2.com/wiki/Guaranteed_Armor_Unlock "Guaranteed Armor Unlock")
- 1 [Guaranteed Wardrobe Unlock](https://wiki.guildwars2.com/wiki/Guaranteed_Wardrobe_Unlock "Guaranteed Wardrobe Unlock")
- new -1 Black Lion Material Bag: Do **NOT** pre-select the map from which this bag will give you mats from, let the player select from a list of Living World / Saga maps
- 1 [black Lion Miniature Claim Ticket](https://wiki.guildwars2.com/wiki/Black_Lion_Miniature_Claim_Ticket "Black Lion Miniature Claim Ticket"): Please expand the list of available minis more often, I am pretty sure a lot of the veteran players have all of these minis. Consider including a tab that has all the mount minis previously released.
C. Uncommon
- 1 weapon from a Black Lion Weapon set with an average TP value of <=100 gold. Usually these sets are of 16 weapons
- 1 [black Lion Claim Ticket](https://wiki.guildwars2.com/wiki/Black_Lion_Claim_Ticket "Black Lion Claim Ticket")
- 1 Black Lion exclusive glider/backpack/weapon/armor/outfit. For example, the [Watchwork Wings Package](https://wiki.guildwars2.com/wiki/Watchwork_Wings_Package "Watchwork Wings Package"), Golden Talon Longbow and the [Jackal Rune Gauntlets](https://wiki.guildwars2.com/wiki/Jackal_Rune_Gauntlets "Jackal Rune Gauntlets"). This selection can rotate depending on content release.
- 1 Unopened Endless Mystery Tonic. They are currently in the Rare category but their current gold resell value does not justify them being there. Include all the current available tonics such as beast, forest, furniture and desert...make new ones as well..maybe a dog version?)
- new - 3-5 [Guaranteed Wardrobe Unlocks](https://wiki.guildwars2.com/wiki/Guaranteed_Wardrobe_Unlock "Guaranteed Wardrobe Unlocks")
- new - 1-2 [black Lion Chest Keys](https://wiki.guildwars2.com/wiki/Black_Lion_Chest_Key "Black Lion Chest Keys")
D. Rare
- 1 weapon from a Black Lion Weapon set with an average TP value of >100 gold. Usually these sets are of 16 weapons
- 25 [black Lion Statuettes](https://wiki.guildwars2.com/wiki/Black_Lion_Statuette "Black Lion Statuettes")
- 3 [Golden Black Lion Chest Keys](https://wiki.guildwars2.com/wiki/Golden_Black_Lion_Chest_Key "Golden Black Lion Chest Keys")
- new - 1 [gathering glyph](https://wiki.guildwars2.com/wiki/Glyph_(upgrade) "gathering glyph"). Have all glyphs available, no need to cycle them.
- Any of the available resource nodes ([Hard Wood](https://wiki.guildwars2.com/wiki/Hard_Wood_Logging_Node "Hard Wood"), [Elder Wood](https://wiki.guildwars2.com/wiki/Elder_Wood_Logging_Node "Elder Wood"), [Ancient Wood](https://wiki.guildwars2.com/wiki/Ancient_Wood_Logging_Node "Ancient Wood"), [iron](https://wiki.guildwars2.com/wiki/Iron_Ore_Mining_Node "Iron"), [Platinum](https://wiki.guildwars2.com/wiki/Platinum_Mining_Node "Platinum"), [Mithril](https://wiki.guildwars2.com/wiki/Mithril_Mining_Node "Mithril"), [Orichalcum](https://wiki.guildwars2.com/wiki/Orichalcum_Mining_Node "Orichalcum"), [Omnomberry](https://wiki.guildwars2.com/wiki/Omnomberry_Harvesting_Node "Omnomberry"), [snow Truffle](https://wiki.guildwars2.com/wiki/Snow_Truffle_Harvesting_Node "Snow Truffle"), [Lotus](https://wiki.guildwars2.com/wiki/Lotus_Harvesting_Node "Lotus"), [Orrian Truffle](https://wiki.guildwars2.com/wiki/Orrian_Truffle_Harvesting_Node "Orrian Truffle"), [Flaxseed](https://wiki.guildwars2.com/wiki/Flaxseed_Harvesting_Node "Flaxseed"), [Ghost Pepper](https://wiki.guildwars2.com/wiki/Ghost_Pepper_Harvesting_Node "Ghost Pepper"), [Advanced Cloth Rack](https://wiki.guildwars2.com/wiki/Advanced_Cloth_Rack "Advanced Cloth Rack") and [Advanced Leather Rack](https://wiki.guildwars2.com/wiki/Advanced_Leather_Rack "Advanced Leather Rack")). Do not cycle them, just have them all available at all times. Consider adding new nodes, such as [Jungle Plants](https://wiki.guildwars2.com/wiki/Jungle_Plants "Jungle Plants"), [Desert Vegetables](https://wiki.guildwars2.com/wiki/Desert_Vegetables "Desert Vegetables"), and [Passiflora](https://wiki.guildwars2.com/wiki/Passiflora "Passiflora").
E. Very Rare (new category)
- new - Any of the Exclusive Black Lion Mounts, [Resplendent Avialan](https://wiki.guildwars2.com/wiki/Resplendent_Avialan "Resplendent Avialan"), [Reforged Warhound](https://wiki.guildwars2.com/wiki/Reforged_Warhound "Reforged Warhound"), [Dreadnought](https://wiki.guildwars2.com/wiki/Dreadnought_Raptor_Skin "Dreadnought"), [summit Wildhorn](https://wiki.guildwars2.com/wiki/Summit_Wildhorn_Springer_Skin "Summit Wildhorn"), or a [black Lion Special Mount Selection](https://wiki.guildwars2.com/wiki/Black_Lion_Special_Mount_Selection "Black Lion Special Mount Selection")
- new - A 'rich' version of any of the previously listed resource nodes.
- new - Any of the available, non-tournament reward, lounge passes, for example [Lava Lounge Pass](https://wiki.guildwars2.com/wiki/Lava_Lounge_Pass "Lava Lounge Pass"), [Mistlock Sanctuary Passkey](https://wiki.guildwars2.com/wiki/Mistlock_Sanctuary_Passkey "Mistlock Sanctuary Passkey") etc.
- new - 1-2 Platinum Black Lion Chest Keys: Unlocks a Black Lion Chest with a guaranteed rare or better item.
F. Super Rare
- new - Mount Packs such as [Mad Realm Mounts Pack](https://wiki.guildwars2.com/wiki/Mad_Realm_Mounts_Pack "Mad Realm Mounts Pack"), [branded mounts Pack](https://wiki.guildwars2.com/wiki/Branded_Mounts_Pack "Branded mounts Pack"), [Cozy Wintersday Mounts Pack](https://wiki.guildwars2.com/wiki/Cozy_Wintersday_Mounts_Pack "Cozy Wintersday Mounts Pack"), [Exo-Suit Mounts Pack](https://wiki.guildwars2.com/wiki/Exo-Suit_Mounts_Pack "Exo-Suit Mounts Pack"), [shiverpeaks Mount Pack](https://wiki.guildwars2.com/wiki/Shiverpeaks_Mount_Pack "Shiverpeaks Mount Pack"), [skyscale Ascension Mounts Pack](https://wiki.guildwars2.com/wiki/Skyscale_Ascension_Mounts_Pack "Skyscale Ascension Mounts Pack"), etc.
- new - 5 [black Lion Special Mount Selection](https://wiki.guildwars2.com/wiki/Black_Lion_Special_Mount_Selection "Black Lion Special Mount Selection")
G. Extremely Rare (new category)
- [Permanent Bank Access Contract](https://wiki.guildwars2.com/wiki/Permanent_Bank_Access_Contract "Permanent Bank Access Contract")
- [Permanent Trading Post Express Contract](https://wiki.guildwars2.com/wiki/Permanent_Trading_Post_Express_Contract "Permanent Trading Post Express Contract")
- [Permanent Black Lion Merchant Contract](https://wiki.guildwars2.com/wiki/Permanent_Trading_Post_Express_Contract "Permanent Black Lion Merchant Contract")
- [Endless Repair Contract](https://wiki.guildwars2.com/wiki/Endless_Repair_Contract "Endless Repair Contract")
- [Endless Upgrade Extractor Contract](https://wiki.guildwars2.com/wiki/Endless_Upgrade_Extractor_Contract "Endless Upgrade Extractor Contract")
- [Permanent Hair Stylist Contract](https://wiki.guildwars2.com/wiki/Permanent_Hair_Stylist_Contract "Permanent Hair Stylist Contract")
- new - Permanent Karma Communal Boost Bonfire (30 min - 1 hour cooldown if needed)
- new - Permanent XP Communal Boost Bonfire (30 min - 1 hour cooldown if needed)
- new - Permanent Magic Find Communal Boost Bonfire (30 min - 1 hour cooldown if needed)
- new - Permanent Gold Gain Communal Boost Bonfire (30 min - 1 hour cooldown if needed)
- new - Permanent Gathering Communal Boost Bonfire (30 min - 1 hour cooldown if needed)
- new - Permanent Strength (5% damage increase) Communal Boost Bonfire (30 min - 1 hour cooldown if needed)
- new - Permanent Armor (5% damage reduction) Communal Boost Bonfire (30 min - 1 hour cooldown if needed)
- new - Permanent Mount Healthful Rejuvenation (health regeneration for all your mounts) Communal Boost Bonfire (30 min - 1 hour cooldown if needed)
Removed from Black Lion Chest loot tables
- Take out the [upgrade Extractor](https://wiki.guildwars2.com/wiki/Upgrade_Extractor "Upgrade Extractor"), [Transmutation Charges](https://wiki.guildwars2.com/wiki/Transmutation_Charge_(item) "Transmutation Charges"), [Large Crafting Bag](https://wiki.guildwars2.com/wiki/Large_Crafting_Bag "Large Crafting Bag"), [Heavy Crafting Bag](https://wiki.guildwars2.com/wiki/Heavy_Crafting_Bag "Heavy Crafting Bag"), [Toy Mini Egg](https://wiki.guildwars2.com/wiki/Toy_Mini_Egg "Toy Mini Egg"), [Teleport to Friend](https://wiki.guildwars2.com/wiki/Teleport_to_Friend "Teleport to Friend"), [black Lion Ticket Scrap](https://wiki.guildwars2.com/wiki/Black_Lion_Claim_Ticket_Scrap "Black Lion Ticket Scrap") and leave them as items to be obtained via [Laurel Merchants](https://wiki.guildwars2.com/wiki/Laurel_Merchant "Laurel Merchants") or from within the [black Lion Statuette](https://wiki.guildwars2.com/wiki/Black_Lion_Statuette "Black Lion Statuette") List.
- Take out the [black Lion Commemorative Coin](https://wiki.guildwars2.com/wiki/Black_Lion_Commemorative_Coin "Black Lion Commemorative Coin"), it is not valuable enough.
I personally feel these changes will make the [black Lion Chest](https://wiki.guildwars2.com/wiki/Black_Lion_Chest "Black Lion Chest") far more appealing in comparison to its current state and would better ensure an item of value is returned to the purchaser.
Any comments? Suggestions? Be glad to hear them.
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Really disappointed [Festival of Lyss](
"Festival of Lyss") did not make it to GW2, was a song in Guid Wars, NIghtfall.Anet, please bring an updated version to GW2!
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Stat nerds, please comment on my 'Resolve' attribute idea.
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> @"syszery.1592" said:
> Major: Power
> Minor: Power + Ferocity
>
> (only two stats) <3 <3
'Brute' stats?
Sounds apt.
Call of Valor (Warhorn Skill 5) Barrier based off Toughness instead of Healing?
in Warrior
Posted
Since having a considerable investment into Healing is not common for the more viable templates warriors are running, wouldn't it be better to allow Warhorn 5, [Call of Valor](https://wiki.guildwars2.com/wiki/Call_of_Valor) to utilize the warrior's Toughness attribute to determine the amount of [barrier](https://wiki.guildwars2.com/wiki/Barrier)?
I would really like to see a system where the skill takes either Healing or Toughness, whichever attribute is higher, and use that to determine the [barrier](https://wiki.guildwars2.com/wiki/Barrier) amount but I can already hear the 'that is too much work for the devs and they have limited resources!!' crying already...