User talk:Damysticreaper/Sandbox5

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Discussion[edit]

Everlasting cascade?[edit]

  • Jagged Bones bomber build:
I have 10 jagged bones, and create two bone minions. My 2 weakest minions die, creating 2 "healthy" JB's. Since I am still over my 10-minion cap, my next two minions die/replaced by 2 JB's... whats to prevent this from escalating into a never-ending self-perpetuating minion factory? ^_^ --Falconeye (talk) 04:05, 4 September 2014 (UTC)
An oversight I made. I guess I will have to limit the production of the nuclear bone factory. Da Mystic Reaper (talk) 19:30, 4 September 2014 (UTC)

Idea[edit]

My Barbarian in Diablo III is dual-wielding 2 Legendary sword that turn foes stuck into "lightning rods";

  1. Sword one: ...Lighting damage has a chance to turn enemies into lightning rods, causing them to pulse 167-222% weapon damage as Lightning every second to nearby enemies for 6 seconds....
  2. Sword two: ...Lighting damage has a chance to turn enemies into lightning rods, dealing 279–372% weapon damage as Lightning and then jumping to additional nearby enemies. Each enemy hit has their attack speed and movement speed reduced by 30% for 3 seconds. Jumps up to 5 targets..

Its like a chain lightning / spitfule spirit combo for a melee Elementalist: how would you interpret it as a skill in Guild Wars? ^_^ --Falconeye (talk) 18:46, 10 December 2014 (UTC)

Hmm, after watching your video the first thing that I think of is a combination of the old Mirror of Ice and Intensity. An enchantment that allows your lightning damage to hit foes near the target. The function seems more to be something for an elite skill.

10 Energy1 Activation time10 Recharge time Elite Enchantment spell (6 seconds). Whenever you deal lightning damage to a foe, one other foe near your target takes 40...68...75% of the damage dealt. Initial effect: deals 10...82...100 lightning damage and inflicts cracked armor condition to target foe. 25% armor penetration.

Seems most suitable for Ride the Lightning, or a hex version for Glimmering Mark. Da Mystic Reaper (talk) 19:27, 10 December 2014 (UTC)
I wish Paragon had elite "lightning rod" spear attack that did that! ^_^ --Falconeye (talk) 19:35, 10 December 2014 (UTC)

Pets[edit]

Firstly, these are the post polished and thoughtful ranger ideas, and should be implemented. ^_^ Secondly, is there a reason for not including the Pet/Master/Unison skill type with the "Utility" skills? Particularly for "at a glance" purposes? Examples: Rampage as One - Elite Unison Stance; Call of Haste - Pet Shout; Heal as One - Elite Master Skill. --Falconeye (talk) 22:07, 9 January 2015 (UTC)

I understand your point, multiple utility skills have the same effect for both the pet and the owner and function similar to the unison attacks. I did get the inspiration for unison from the "as One" skills but I simply don't want to slap a "Pet", "Master" or "Unison" tag in front of those skills just because they are similar in functionality, although having utility skills your pet can activate does sound interesting as well. Another reason is that the utility skills do not fully fit the criteria of the Unison skill type. A Unison attack is an attack that both you and your pet use and gains an effect if you both attack the same target, the "as One" skills lack that additional effect nor do they have functions that allow it. Rampage as One and Heket's Rampage could have such an effect but not Run as One, only Companionship fully meets the criteria of a Unison skill. Also adding another effect would also break the balance of those skills. Call of Haste won't become a "pet shout", the reason can be read at my ranger suggestion. Shouts like Feral Aggression and Otyugh's Cry seem like better skills to become "pet shouts". I don't see reason to chance utility skills into "Master skill" and "Unison skills" when the changes will just be cosmetic, unlike the attack skills. Da Mystic Reaper (talk) 15:06, 10 January 2015 (UTC)

This one is nice[edit]

Power Shot Power Shot 10 Energy20 Recharge time Bow attack. Deals +5...17...20 damage. If Power Shot hits, target foe is knocked-down.

Adrenaline with bow attacks is a neat idea, but as you did it needling shot has been nerfed and the new barrage seems rather weak, since it disables itself for 2s (and good luck to build adrenaline again). Your Wail of Doom is just abused (bring a full necro team with only this elite skill and nothing can stand in your way. More fun with Quickening Zephyr)--Ruine User Ruine Eternelle Ruine Eternelle.jpg Eternelle 15:13, 11 September 2015 (UTC)

The skill changes in this sandbox are ideas that most of the time are not the final version of what I suggest in my skill suggestions. The sandbox version of barrage is one where I wanted to try out a variation that does not remove a preparation when you use it, my suggested change is more closer to the original and still removes a preparation. The same goes for Needling Shot, the sandbox version is different than the suggested changes to the skill. If you have not seen it yet here is a link to it Feedback:User/Damysticreaper/Ranger skills.
About your suggested version of Power Shot, I have seen it quite alot where a knock down is being suggested for a bow attack. Even I considered adding a KD to a bow attack at some point and tried both an unconditional and as an interruption effect. I ended up not adding a KD to a bow attack because I started to question this: does the ranger really need a KD on a bow attack? The ranger can already shut down trough multiple interrupts, including daze and can snare very effectively. When you sum up the shut down potential the ranger already has with the bow and spirits, adding a KD become pretty obselete or might even make the ranger too effective at it if you are not careful. Also the lack of potential skills that could synergize with it since the bow has not been designed with the ability to inflict a KD and changing other skills to make one suggested change playable is not something I am in favor of. It becomes something else when you implement it in Beast Mastery which I ended up doing.
Wail of Doom is an idea I had and after some thinking decided to keep it in the sandbox as a reminder to not add it to my necromancer suggestion for reasons you already mentioned and more.
Always nice to see some feedback to your ideas :-) Da Mystic Reaper (talk) 17:28, 11 September 2015 (UTC)
I didn't saw the fact that your new barrage doesn't remove preparations :) which is very nice but Incendiary Arrows already do this plus "barrage" means firing a lot of arrows continuously and removing the spammability makes it less consistent. I agree with you, KD is indeed overpowered on bow (rangerspike already exists, and one can still use Triple Shot/Barrage + Great Dwarf Weapon in PvE). However it can be nice on a spear attack, with half-range if necessary. Paragons are not very used in PvP anyway and I recall a foe not moving being a condition for one of the Spear Mastery elite skills, so it could give them a small boost. While still talking paragon skills : I believe those should focus more on echoes with a renewal effect (for a more efficient paraway) though that is my own opinion. Bladeturn Refrain is fine the way it is--Ruine User Ruine Eternelle Ruine Eternelle.jpg Eternelle 17:44, 11 September 2015 (UTC)
I already added it on the spear in my paragon suggestion. I remoddeled Stunning Strike into a KD and changed Spear Swipe to synergize with it for a more effective daze and shut down of foes.
Echoes is something I have been struggling with greatly since the very beginning of my Paragon suggestion due to their names and the nomenclature that they often follow, even now I am still not fully satisfied with both my sandbox version and my suggested changes. If you have some useful ideas that go well my my suggestion I would gladly see them. Da Mystic Reaper (talk) 18:03, 11 September 2015 (UTC)
I'd prefer a non-elite spear attack if possible. I also forgot about Awe. My point : Paragons have naturally a high resilience due to their armor, shield and shouts such as "They're on fire!" and "nothing to fear!" (and "SY!"). But their renewing echoes are weak. Mending Refrain grants (very) low health regeneration, Burning Refrain inflicts burning conditionnally, Bladeturn Refrain grants additionnal resilience through blocking. Aggressive Refrain is a nice IAS but sacrifices armor. Hasty Refrain is good for kiting and catching up kiting foes but more useful if your paragon use daggers, scythe or other weapons... In the end minor healing and damage (not counting conditions spreading). They especially have a hard time dealing AoE damage (unless dagger spammer/barrager/scythe) and are extremely vulnerable to anti-melee skills. Considering that, hex and blind removal (or something which reduces their duration), healing or damage each time a shout or chant ends could be nice (all that in the form of echoes with a renewing effect). However in the end it becomes a bit too close to bonder monks though, except the fact that shouts are instant, can be used while knocked down and echoes cannot be removed. On a side not, what would happen if chants and hymns were instant ? Would that boost a paragon's effectiveness ? However the best way to boost a paragon's effectiveness is to rework those crappy elite skills such as Angelic Bond.--Ruine User Ruine Eternelle Ruine Eternelle.jpg Eternelle 19:03, 11 September 2015 (UTC)
Since it's a ranged KD it's best for it to be an elite skill for the sake of balance, besides the term "stun" is also used for KD so it works for Stunning Strike namewise as well. I have not forgotten Awe at all, in fact I made it a defensive skill in my paragon suggesion to offer some defense against casters. With that change to Awe I made Spear Swipe the daze skill.
If you read my paragon suggestion you can see how many changes I already made that cover several of those problems that you mentioned. I already made suggestions for those terrible elites to make them viable and greatly changed how the chants work as well as alot of the shouts making the paragon much better in offensive support rather than defensive support alone. The echoes have been designed as AoE support for those chants and shouts. The lack of AoE damage for the paragon has been covered as well as the imbalanced IAS and IMS options the paragon has. I don't see chants and echoes working as shouts since they have been balance around the fact that they have activation times and can be interrupted. If those skills have no activation time and trigger by skills that also have no activation time, without a proper balancing mechanism (looks at flash enchantments) it will be a completely imbalanced mayhem. Da Mystic Reaper (talk) 19:52, 11 September 2015 (UTC)
Okay, I should have read more carefully. Your vampiric anthem would probably be overpowered in PvP though (+nightmare weapon+vampiric assault/double shot/twin moon sweep+another attack = 300 life steal spike. I like your echoes, but now it works more like party-wide enchantment spells (from a bonder build to an order one. The paragon being a leader of fighters and warriors, I would have left spells and magic out of the character. --82.240.45.162 00:37, 12 September 2015 (UTC)
Vampiric Anthem could get a PvP version with reduced life steal and a damage reduction that scales with the life steal like Grenth's Aura if it's made into a suggestion.
When you said you have left spells and magic out of the character do you mean the support of spells? I know the paragon classifies as a martial character and mostly supports other martial characters but that is something I wanted to change since GW is a spellcaster dominated game. I designed Command skills around martial support and Motivation around spellcaster support so the paragon can be of use to both types and not be limited to just the martial classes. I'm sure spellcasters would love having a supportive character that can provide them with energy management, reduced casting times for their spells and increase the power of their spells. It could open up a skill slot for the spellcasters that would normally be reserved for those utility skills. When you look at the potential the paragon has for spellcasters it would be a shame to limit them to support just martial classes like the warrior. It would also seriously limit their options when playing in a team and you will still see nothing more than GLF Imbagon. Da Mystic Reaper (talk) 12:53, 12 September 2015 (UTC)
You have good ideas, sir. It's a shame they will probably never be used though. Aside from Harry Potter, I've never seen an army of magicians and sorcerers. I believe paragons are meant to boost/heal physicals so well one could do a full physical team, a real army. Motivation could be better.--Ruine User Ruine Eternelle Ruine Eternelle.jpg Eternelle 14:37, 12 September 2015 (UTC)
A full physical team where the paragons act as the healer and support. So what you are saying is that you want to put the paragon in the place where the monk/ritualist is. My question for that is why? I can understand that the paragon can used to reduce pressure but not as a dedicated healer. The monk is already a good healer and Restoration Magic also works well so why do we need another profession to serve as a healer. If it's just for a full physical team then i'm strongly against it. Professions should be designed and balanced around what role they can/need to play in a team considering the roles of all the other professions and not based on ideas that look cool or nice. Martial professions have a small ammount of support from the other professions, only weapon spells and orders and the paragon can indeed fill up that role very well with it's shouts and chants and echoes to make a physical team more playable. However you will still end up with spellcasters in your team for healing and spells such as Mark of Pain, Barbs and the orders and weapon spells such as Splinter Weapon and Nightmare Weapon. Altough the ammount of support other professions offer is small they are good at it, there is no need for the paragon to replace that but should further support whats already effective. Da Mystic Reaper (talk) 15:52, 12 September 2015 (UTC)