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Nozdu.5971

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  1. Hello everyone, here are a few ideia I came up with to make catalyst more enjoyable. Jade spheres: instead of F5 these skills would replace the number 3 slot of hammer skill on their respective attunements. The orbs: this should be the main spec mechanic. Every time the player uses a weapon skill it spawns an elemental orb up to a maximum of 3 orbs, changing attunements resets the orb count. There would need to be something in the UI to show players how many orbs they have up. Grand final: this skill now would make use of the attunement buttons (like tempest overloads): - Grand finale fire: shoot active orbs at your target dealing damage per orb, burning the enemy and granting might to allies near you. -Grand finale air: shoot active orbs at your target dealing damage per orb and inflicting vulnerability. Allies around you also get fury. - Grand finale water: blow up your active orbs to heal allies around you, cure 1 condiditon per orb and grant Regen. Grand finale earth: blow up your active orbs dealing damage and inflicting bleed on enemies around you. Grant stability to allies near you. I also thought about two grand master traits for the grand finale mechanic: - Empowered orbs: fire and air grand finale also deal AoE damage around the target in addition in fire deal more damage per orb and in air grant quickness to allies. Orbs of salvation: water grand finale now heals more and grants resistance buff to allies. Earth grand finale now also inflicts cripple on enemies around the blast and grants barrier to the players(or even allies?). I know it's a bit much and not really fleshed out but imagining this made come back to the game and play my elementalist again and not a piano. Let me know what you guys think and what you would change.
  2. I'll say it again: Hammer 3 orbs should go to F1/f2/f3/F4. Change atunement get the orb of the atunement Hammer 3 would be the jade sphere deployment. No energy thing just on a cooldown Edit: F5 would still have use as the grand finale
  3. I think the pet skills should be on every ranger specs baseline
  4. Post this on another thread but my intent was to post here: From what I'm seeing Hammer skill 3 should be redesign, the orbs should be tied to the attunements like in fire each fire spell grants an orb(same for other attunements) max 4 orbs, dealing minor damage passing through enemy's, orbs give 1/2% damage bonus per orb. F5 is the new grand finale dealing good amount of damage, applying the conditions and granting boons(fire-might, air-quickness etc). The jade tech spheres just just be wells replacing the augment skills.
  5. From what I'm seeing Hammer skill 3 should be redesign, the orbs should be tied to the attunements like in fire each fire spell grants an orb(same for other attunements) max 4 orbs, dealing minor damage passing through enemy's, orbs give 1/2% damage bonus per orb. F5 is the new grand finale dealing good amount of damage, applying the conditions and granting boons(fire-might, air-quickness etc). The jade tech spheres just just be wells replacing the augment skills.
  6. I think the catalyst was designed around fresh air trait and and the quickness buff from air F5, could be a good buffer and good damage with diviner stats and maybe firebrand runes ? Maybe I'll try it in the beta soon
  7. Edit: sorry I misunderstood, you can evade dh trap and evading ranger traps you will still get hit, is that it ?
  8. Game terms aren’t 1:1 equivalent to the real world. Ranger was the name chosen for this archetype, others being Hunter, Huntsman, Archer, Beastmaster, etc... A bow wielding character who relies on an intimate knowledge of natural, animals, and animal companions. Just because a Ranger isn’t, by Google definition, someone who has a pet, doesn’t mean that’s not the vision and idea that Anet wants for their class. But pets as they are now are a good ideia ? Was that anet vision, having 1/3 useful pets out of them all ? At this point pet mechanic feels more of RP thing than an actual mechanic
  9. If you look ranger definition on google doesn't say anything about pets(as far as I've read) That's more associated with hunter. IRl my dad is a hunter and uses dogs to help.
  10. But pets would still be there just no phisically, the legend mechanic on rev changes the utilities, on this aspect mechanics rangers gain control of two skills from the chosen aspect. For me would be best than depoending on an ai running around not doing much. But I see what your are saying.And would be further improved in beast mode getting control of all pet skills.
  11. My ranger rework suggestion using things already in game.Rangers had their frustrations with pet AI, now pets will be replace with aspects(each pet one aspect). Aspects work similar to revenent legends, you can have two equiped and one activated at a time. F1 would be aspect swap, F2 and F3 would be active skills depending on the aspect(like soulbeast, no worries I have an ideia to expand the mechanic for soulbeast). Aspect swaping procs the already pet swap traits. That's the general ideia for Core ranger. Now for druid the aspect mechanic would improve his support capabilities, using support aspects to access the new F2 and F3 skills, aspect swap grants astral force, aspect skills in astral avatar are improved. Now soulbeast looses the F abilities but using beast mode with an aspect replaces weapon skills with the skills from the pet representing that aspect(much like engeneer kits) while in beast mode attacking will fill savagery bar. Now this savagery mechanic I had to ideias, one having a skill once the bar fills or two forcing the ranger out of beast mode so it can't camp it. I know many of things here are using many things from other classes but I think would look and feel great to play and many of things here use already available things in game already so wouldn't be too hard implementing. What you guys thing of it ?
  12. I fell in love with my ranger again today, build im using is full melee sword/axe + greatsword, using skirmishing, beast mastery and soulbeast. For utilities I go we heal as one, sic'em, frost trap, signet that increases ferocity(forgot the name) and one wolf pack. Merged with a smoke scale this does insane damage, has access to evades from the merged skill, blocks and gap closers with greatsword and sword, projectile reflection with axe, 3 CC skills. Have a try at it, melts many mobs you will encounter. Using Marauder gear with berserker weapons/accessories.
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