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Old Nov 19, 2009, 09:31 PM // 21:31   #1
Jungle Guide
 
Skye Marin's Avatar
 
Join Date: May 2006
Guild: The Seraphim Knights [TSK]
Profession: E/A
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Default Codex Skill Selection

Hello all,

The objective of this suggestion is to better randomize the the skills picked each day in the Codex arena, while still giving each profession a small set of core skill types needed for that profession to function.

Right now, several specific skills are chosen each day for each profession. To quote the Wiki:

Quote:
Aura of Restoration, Blood Renewal, Ether Feast, Healing Signet, Leader's Comfort, Shadow Refuge, Troll Unguent, and Vital Boon are skills that are always available in order to facilitate self-healing. Charm Animal (Codex), Desperate Strike, and Fox Fangs are also always available in order to allow the usage of other skills.
Instead of keeping the same skills on each day, the random generator should dedicate the first few skills chosen to certain types of skills. The rest of the skills in the category can then be added back into the main pool. Many skills are strong, and many are weak when considering alternatives that play the same roles. Skill of these types are necessary in these roles, but diversity can still play a part.

For example, Assassins: skill types that need to be included every day are lead and off-hand attacks. The pool for Skill Slot One would include all true lead attacks. The pool for Skill Slot Two would include all off-hand attacks that require leads, (Fox Fangs, Golden Fang Strike, Jungle Strike, Lotus Strike, and Wild Strike).

In the spirit of the Codex Arena, this would be an improvement over the default of Desperate Strike and Fox Fangs, every day.

This could be matched with other professions. In Codex, Elementalists are under favored because, without Attunements, they are much less flexible. Skill Slot One should be picked from Fire, Water, Earth, or Air Attunement. I'm going to make a quick list of professions, and which type of skills should be included in each Slot Pool.

Assassin
  1. Pure Lead attack
  2. Offhand attack req Lead
  3. Shadow Refuge

Elementalist
  1. Attunement
  2. Self-Heal (Glyph of Restoration, Aura of Restoration)

Mesmer
  1. Ether Feast

Necromancer
  1. Self-Heal (Blood Renewal, Hexer's Vigor, Signet of Lost Souls, Taste of Pain, Parasitic Bond)
  2. Minion (Fiend, Horror, Minions, Shambling Horror, Vampiric Horror)

Warrior
  1. IAS (Frenzy, Flurry, Tiger Stance, Burst of Aggression, Flail)
  2. Self-Heal (Healing signet, Lion's comfort)

Ritualist
  1. Offensive Spirit (Pain, Bloodsong, Disenchantment, Anguish, etc...)
  2. Defensive Spirit (Life, Union, Shelter, Shadowsong, etc..)
  3. Item Spell (any non-elite item spell)
  4. Weapon Spell (any non-elite weapon spell)

Dervish
  1. Self-Heal / Enchantment (Faithful Intervention, Mystic Regeneration, Mystic Vigor, Vital Boon, Watchful Intervention)
  2. Healing Skill (Natural Healing, Dwayna's Touch, Signet of Pious Light, Pious Restoration, Meditation)

Paragon
  1. Leader's Comfort
  2. Party-wide Chant
  3. Party-wide Shout

Ranger
  1. Preparation
  2. Charm Animal

Monk
  1. Condition Removal (Spotless Soul, Dismiss Condition, Mend Ailment, Mend Condition, Mending Touch, Purge Conditions (buff), Smite Condition)
  2. Hex Removal (Deny Hexes, Cure Hex, Spotless Mind, Convert Hexes (buff), Reverse Hex, Smite Hex, Remove Hex)

Last edited by Skye Marin; Nov 19, 2009 at 09:34 PM // 21:34..
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Old Nov 19, 2009, 10:01 PM // 22:01   #2
Lion's Arch Merchant
 
Join Date: Jul 2008
Profession: Mo/
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Not signed.

I find it very challenging to monk without hex/condition removal. And it makes you rely on other professions..
paragon, it's just a fleshwound

I remember codex day with Vor mesmers and only hex removal was shatter hex.

The thing i DO find that should change is to delete EBON DUST AURA from the entire game. or nerf it so it shall never been seen on any bar again.

When I want to play codex, I check first if EDA elite is available. If so, I don't even bother to play codex.
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Old Nov 19, 2009, 11:22 PM // 23:22   #3
Wilds Pathfinder
 
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Profession: R/
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so your purposing a meta? nty

/notsigned
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Old Nov 19, 2009, 11:31 PM // 23:31   #4
Forge Runner
 
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Location: Wolfenstein: Goldrush
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Quote:
Originally Posted by majikmajikmajik View Post
so your purposing a meta? nty
There's already metas in Codex.

And anyway. Not signed for this idea.

/Signed for a real sealed deck format with hand picked skills and categories.
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Old Nov 20, 2009, 01:49 AM // 01:49   #5
Departed from Tyria
 
Shayne Hawke's Avatar
 
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Guild: Clan Dethryche [dth]
Profession: R/
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Assassins have free access to a Lead and Off-Hand because otherwise, they would have no chance to use any Dual attacks they are given. For the same reason, Rangers are given free access to Charm Animal because their pet skills have no use if they don't get that.

No other type of skill or setup is like this. Of course, some professions have a lot of trouble being effective without certain skills or types of skills, and some builds will become a lot more viable based on how few counters exist against them in the day's Codex, but there is nothing else that can't be stuck on your bar and be used without fail.

That doesn't really need to change.
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Old Nov 24, 2009, 03:54 AM // 03:54   #6
Jungle Guide
 
Skye Marin's Avatar
 
Join Date: May 2006
Guild: The Seraphim Knights [TSK]
Profession: E/A
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I don't think you guys are understanding my suggestion.

Right now, we always have Desperate Strike and Fox Fangs, every day.

I'm suggesting that one pure Lead Attack and one pure Offhand Attack are randomly selected to fill those spots instead.
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