Jun 07, 2007, 06:49 PM // 18:49
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#42
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Lion's Arch Merchant
Join Date: Mar 2006
Guild: Servants of Fortuna
Profession: N/Mo
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Gaile said on the GWW that a dev update will be coming soon discussing the skills... so I am guessing they are 99% done.
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Jun 07, 2007, 11:33 PM // 23:33
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#43
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Ascalonian Squire
Join Date: Jun 2005
Profession: E/Me
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I'd like to see more ele energy management skills that are not enchantments, stuff like glyph of energy and ether prism, but something more useful. Also an elite version of Earthquake that hits in the area or something would be nice
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Jun 08, 2007, 02:26 PM // 14:26
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#44
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Jungle Guide
Join Date: Sep 2006
Location: Europe
Profession: W/
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I hope to see some lower adrenaline skills for Swordsmanship.
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Jun 08, 2007, 07:39 PM // 19:39
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#45
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Krytan Explorer
Join Date: May 2007
Guild: [TAM]
Profession: W/
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@ Weapon Spell Removal : This should be a necessary addition, especially if the +2% length per rank in SP becomes a reality. However, I forsee that if they include some kind of weapon spell removal that it would fall under the Rit profession and not any other...imagine a channelling-based weapon spell that you cast on an enemy that does dmg/health degen for some time if that enemy had a weapon spell on. Maybe even some channelling skills that purely remove weapon spells, but I think it is very unlikely that removal will fall outside of the Rit profession. A better elite binding ritual should also be considered.
@ Guildmaster Cain : Avatar of Kormir would be nice. Maybe some positive aura to allies or attack skills cause burning for a second or 2 (like Anthem of Flame).
We need better swordsmanship skills too... energy or adrenaline dependent.
Shout-counters could be useful too, since they are only available to necros atm.
Thats my 2 cents...
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Jun 08, 2007, 08:06 PM // 20:06
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#46
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Lion's Arch Merchant
Join Date: Dec 2006
Location: Undercity... shhh dont tell Gaile =P
Guild: Back to Medieval Assassins [MA]
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personally im hoping for...
Rangers: more elite(s) that can stack multiple conditions with one shot....a few more traps and some quicker recharge stances.
War:increased attack speed with hammer skill, axe skills, and strength shouts.
Monk:more healing with less energy =D jk but ide like to see smite and divine favor get a lil buff as well as healing in protection prayers.
Ele:more dps in both earth and water magic. water magic is essentially a pvp-only att to make it feasible with the amount of energy required for the decent spells. earth has tremendous dps capability but its namely AoE...so possible more earth snares that dont require you being right next to the target (grasping earth)
Necro: more dmg in soul reaping as well as blood and death....they have good dmg as is but its namely degen or high energy based builds which dont work like they used to (wonder why >_>).
mes:iono lets try more feasibility for pve? what anet said they were doing that already? RLY? oooooh now you can interrupt insta cast shouts now. W0OTZOR! but i digress. more dmg and not just degen for illusion (i.e. taking dmg for running like say 15 dmg very second at 16 illusion not overpowered but still fun) also easier energy gain than doing mantra of inscripts+ether sig. interrupts are fine in inspiration for lotsa energy gain but then you hafta invent in inspiration and FC along with your dmg output att and blah.
assassin:armor buff skills FOR THE LOVE OF GOD! no? ok uuhmmm more random spell and signet dmg then =D those are fun builds. also a lil more healing like....end current stance and gain -- health for each second remaining with a base heal of --.
rit:cheaper spirits and a way to teleport them all to your current location and not just 1 at a time. (sacrafice --% hp to transport all spirits you control to your current location) also a lil tab saying how many spirits you control kinda like the minion master tab.
Derv:a couple more increased attack speed buffs also demi-god forms non elite mini forms with a fraction of the functionality....but make them an enchant so they are strippable.
and last but certainly not least....
Para: please....please anet give my paragon some meaning (and not quite as gay armor....i dont want a sparkly skirt) a lil more dps on the spear attacks and increased attack speed stances/shouts and a lil higher energy gain for the leaderhsip att.
i think thats all =D
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Jun 16, 2007, 06:07 PM // 18:07
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#47
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Jungle Guide
Join Date: Feb 2007
Location: America.....got a problem with that?
Guild: [Lite]
Profession: W/
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Quote:
Originally Posted by Celestial Beaver
I'd like to see better energy management for mesmers. Auspicious Incantation is better since it was changed, but perhaps a Fast Casting based enchantment which gives you energy back every time you interrupt a foe.
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.......mesmers emanagment is bad?
then how come people go secondary JUST for that purpose
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Jun 16, 2007, 06:17 PM // 18:17
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#48
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Lion's Arch Merchant
Join Date: Oct 2006
Guild: MD
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Quote:
Originally Posted by MarlinBackna
@ Weapon Spell Removal : This should be a necessary addition, especially if the +2% length per rank in SP becomes a reality. However, I forsee that if they include some kind of weapon spell removal that it would fall under the Rit profession and not any other...imagine a channelling-based weapon spell that you cast on an enemy that does dmg/health degen for some time if that enemy had a weapon spell on. Maybe even some channelling skills that purely remove weapon spells, but I think it is very unlikely that removal will fall outside of the Rit profession. A better elite binding ritual should also be considered.
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As much as I'd love to see no weapon spell removal, this is one of the best solutions yet. This is coming from someone who plays as a ritualist a lot.
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Jun 16, 2007, 06:43 PM // 18:43
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#49
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Krytan Explorer
Join Date: Nov 2006
Location: Sol 3
Profession: R/
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I'd like to see an IQ test administered right after you add your EOTN key to you account. If you can't score above room temperature, you can't play anymore until you do. It'd cut down on all the whining, bitching and complaining, not to mention chat spam. Probably improve PUGs a bit as well.
Nah, seriously though, the Paragon does need some love in EOTN, along with Sins and Mesmers. But weapon spell removal... I dunno about that.
Last edited by RSGashapon; Jun 16, 2007 at 06:50 PM // 18:50..
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Jun 16, 2007, 07:09 PM // 19:09
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#50
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Hall Hero
Join Date: Aug 2005
Profession: E/
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The fact that mesmers have to spread their attributes amoung 3 primary attributes is a poor arguement for puting e-management in fast casting. Sins and rangers have to do the same thing (crit strikes, dagger mastery, shadow arts) and (marksmanship, wilderness, expertise).
@Alex the Great - If you actually play a mesmer in PvE, you'll see what he means. Mesmers play strangly and are able to spam spells very quickly (but unlike the ele, they don't have e-storage as a buffer). They do have quite a few energy problems.
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Jun 16, 2007, 09:08 PM // 21:08
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#51
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Krytan Explorer
Join Date: Oct 2005
Location: Cavalon
Guild: The Last Pirates (SaVY)
Profession: N/
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Some new condition dagger attacks on assassin, it would probably mix it up from the lotus strike/twisting/black spider/BOS combo and golden/horns/falling spider/twisting combo. More condition dealing dagger attacks may make assassins not use the same builds, and wouldn't everyone like to see less of those Shadow Prison assassins.
Ranger more condition dealing elite bow attacks, something along the lines of broadhead arrow/burning arrow/crippling shot.
Necromancer, more disease using skills, disease prevention skills, and corpse exploitation other than wells and minions, something like putrid explosion type spells.
Mesmer, new domination magics, the useful domination magic is the only domination magic used, while the useless domination magic isn't used at all. Make more dom skills to vary it up.
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Jun 16, 2007, 09:41 PM // 21:41
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#52
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Academy Page
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Quote:
Originally Posted by HawkofStorms
The fact that mesmers have to spread their attributes amoung 3 primary attributes is a poor arguement for puting e-management in fast casting. Sins and rangers have to do the same thing (crit strikes, dagger mastery, shadow arts) and (marksmanship, wilderness, expertise).
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What the hell? Don't start talking about the pointlessness of putting energy management in fast casting by comparing it two two classes whose primary attribute intrinsically GIVES THEM ENERGY. You're not seriously going to argue that inspiration is equal to critical strikes or expertise, are you?
Jesus.
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Jun 16, 2007, 09:44 PM // 21:44
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#53
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Frost Gate Guardian
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100 new skills and 10 new professions means 10 skills per profession on average. Now with 4 attribute lines per profession, that's only 2-3 skills per attribute.
It's not as many new skills as it seems!
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Jun 16, 2007, 11:31 PM // 23:31
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#54
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Forge Runner
Join Date: Jan 2006
Location: On Earth
Profession: W/P
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Quote:
Originally Posted by -Loki-
I would like some balance.
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Has never happened. Will never happen. At least not for GW1. Every time Anet tries to balance something someone finds an imbalance somewhere else. It's practically an oxy moron with this community. Balance you say? I call shenanigans!
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Jun 16, 2007, 11:56 PM // 23:56
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#55
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Academy Page
Join Date: May 2006
Guild: The Best Guild In The Game [Best]
Profession: N/
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anets track record for new skills+ balance has not been very good, and sadly i really am not going to get my hopes up.
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