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Posted DusK on 02 October 2014 - 09:02 AM
If you're interested, all you need to do is say so and give me a quick rundown of your character and an image I can use.
For the character description, I'll need obvious things like name, race, and profession, but also a little bit of back story and personality. I don't need a 10-page essay, but I would like more than "this is my character, he's a warrior".
For the image, give me something that's ready to go. I'm not exactly a Photoshop wiz.
The themes I end up doing will be entirely at my own discretion, and with my own timing, so posting does not guarantee you a character theme, let alone one in any sort of punctual manner. I'm basically doing this for practice and to create a body of work, and I figured I might as well do something cool for the GW2 community while I'm at it. A lot of what I'll end up doing will be brand new for me, so I'll need time. I'm going to try to make a new theme every two weeks at least. Providing an interesting, lore-friendly character will greatly increase your chances for getting picked.
This isn't a commission thread; I am not open for commission. This is not a criticism thread; instead, feel free to post criticism in the comments on YouTube.
I'll throw everything I do in this post, including ones I do for my own characters. If you need an example or just want to hear what I've done, follow the links below.
"In His Heart of Frost" - Rhew Anfarwol, sylvari necromancer
"A Dark Heart is Still a Heart, Right?" - Lyzixx, asura necromancer
"Semele's Research" - Semele Isra, human elementalist
Posted Phenn on 02 October 2014 - 07:44 PM
That love, so intense and so perfect in his Dream, could be so utterly extinguished in death drove him away from the Pale Tree and toward the frozen north. On his journey through human lands, he heard the name of Grenth—the keeper of ice and death. Further north, Rhew caught whispers of a dragon of ice and power who gave his followers control over the minds of other beings.
Rhew became obsessed with frost and death. He delved into the craft of necromancy, and the power of the corrupted ice that Jormag spawned. In a forgotten fortress long-abandoned by the Kodan, Rhew cultivated a keen control of the forces of ice and undeath.
The shard of sorrow that pierced his heart on waking had spread its chill through Rhew’s sap and bark. The Dream of love still haunted him however, and it gave purpose to his necromancy. For, in necromancy, he had conquered death. In the frozen corruption of Jormag, he had conquered winter. The sorrowful Sylvari thought that, with his skills, he may be able to snare love in frosty stasis—stay the hand of death by harnessing the power of winter.
In the mind of Rhew Anfarwol—that is, Frost the Immortal—cold love frozen in ice was better than warm affection that died. But whom could he love with a love never changing, never growing? Someone. Somewhere. After all, Rhew held, in his heart of frost, a love never dying.
Other images for use/inspiration/whatever.
Posted Phenn on 04 October 2014 - 11:49 PM
Posted EliteZeon on 05 October 2014 - 07:15 PM
Kyo the Lorebreaker - Human Necromancer
Born to a Canthan family that had moved to Ascalon to avoid the Tengu Wars and Guild Wars, Kyo was forcefully raised to become a healing Monk... wished to become an creative Mesmer... but in the end pursued the path of Necromancy. And with Necromancy did Kyo serve the world of Tyria til his last breath.
Even the greatest heroes die eventually. The words of Grenth echoed through Kyo's mind in his last moments in this world. He glared down into his gaping wound, struggling to stand up with support from his staff. He tilted his head ever so slightly to catch the glimpse of his wife's sad and lifeless eyes. It was a battle they would never win, but in the end they saved as many people they possibly could. Yet the world was still shattered, the world still needed heroes... The Elder Dragons were awakening in Tyria, Cantha was to be faced with oppressive rule, Elona which he had fought so hard to protect was conquered by Palawa Joko.
It took 50 years for Kyo is accept his young death. But throughout his years of adventuring, he felt he truly left a mark on the world. Surviving the Searing of Ascalon, Ascending in the Crystal Desert, defeating a Lich and his Titans, sealing the source of a Vengeful Plague, facing an Army and defeating their fallen God, and preventing the early awakening of an Elder Dragon. There was still work to do, but other heroes would be able to rise to the task he thought... After spending 50 years in the Underworld, he finally accepted his death... But the Mists had other plans.
Falling into a rift whilst wandering about the Hall of Heroes, Kyo found himself in another world entirely. His flesh renewed, his sensations restored... Kyo had been brought back to life by traversing to another world, realm, or verse not connected to Tyria. The notion angered him, after finally accepting his death he finds himself in flesh again. Journeying throughout the new world, he managed to return back to Tyria, only to find himself still a ghost. As it turns out, his undeath only affected him in his home world, as life was given to him in others. But his thirst for life back in Tyria had reawakened, and so he would spend the next Tyrian century and a half wandering through the Mists and other worlds to find an exotic magic that would restore his life back home... and in the end, he found it... in flesh he was ready to serve Tyria once again.
Kyo 250 years ago, during his golden days, a few years before his death:
Kyo in modern day:
Kyo in the final world:
Kyo and his party in the final world:
Unfinished Artwork of Kyo and his modern party. with his wife Nene to the left:
Nene 250 years ago:
Artwork of Nene in modern day:
This story is the excuse I use to make sure I get to use the same characters in every game/roleplay I do
Posted Soy Oil on 15 October 2014 - 12:59 AM
Posted Thorfinnr on 07 October 2014 - 03:10 AM
Thorfinnr Sleggja started out his life in Elona, but never quite fit in. He was a human, but it was always too warm, and for some reason the cold winds of the Shiverpeak Mountains called to him. He became a part of the Sunsprears, which allowed him to travel widely through the world of Tyria, and finally finding himself in the far Shiverpeaks, in the areas of Gunnar's Hold and Sifhalla. Cold places, where he found warm companionship, and a warmth for his heart.
Visiting with my good friend Kilroy Stonekin in Gunnar's Hold
Spending time with my favorite hunting partner, Sif Shadowhunter.
After many hunts, and a life of adventure side by side with Sif, we jump forward 250 years.
The great, great, great, great Grandson of Thorfinnr and Sif arrives and is named in honor of the hero from the time of Legends. Thorfinnr Sleggja, Norn Warrior, seen to have the Spirit of Wolf as his Totem from a very young age.
Thorfinnr Sleggja of today has traveled throughout Tyria once again. Taking the fight to the Dragons alongside the FirstbornTraherne, assisting the Charr against the Flame Legion, learning from the Pale Tree, and above all building his legend alongside Eir Stegalkin to be told at the fires of Knut Whitebear in the Great Lodge.
Early in my days, learning from the best, and also, finding a special bond.
Today, in the Great Hall.
I WILL take a piece of this Fang one day, to hang as a Trophy in my Hall. Dragons and all enemies of Tyria...Beware!
That's the story so far...many tales of battle are told, and many songs will be sung before my time is done.
Posted Satenia on 15 September 2014 - 08:55 AM
Posted rukia on 03 September 2014 - 12:45 PM
Posted Baron von Scrufflebutt on 26 August 2014 - 04:35 PM
For extra information, this was posted by WoodenPotatoes today. The screenshot looks like a beta screenshot, but isn't, He's confirmed it's from a closed client, and he was allowed to release it by Arenanet's permission. There is a reason they want to share this.
He also claimed he'd have more new today about upcoming content, including information about a new region.
Do you have direct quotes?
paints a different picture.
Posted Satenia on 19 August 2014 - 08:05 AM
Not meant to be a slight, just adding another perspective for what is about to follow:
Leave them as they are. Here is why:
Currently, there are two kind of "extended" boss-encounters:
1. Claw of Jormag, several phases with an unique mechanism, no particular organization required, proper dps-phases helpful to speed up the already more than over-long encounter. All in all, boring and not very rewarding. But should it be more rewarding when half the people are semi-afk anyway and it can still successfully be completed?
2. Tequatl/Wurm, again the kind of unique mechanism you seem to be looking for, organization and/or even third-party applications (TS) required (especially in the later case). Unless you luck into an organized megaserver-instance, you will want to be on the map well ahead of time, say 30-60 minutes or whenever the crowd doing the organization starts gathering and this is basically what the problem boils down to: In my opinion, this game absolutely does NOT need more 30-60 minutes + event-duration encounters. I have no desire to spend one third to half my game-time of an average weekday on a single boss-encounter for a bunch of crappy blues, greens and rares.
So, to anyone who keeps crying about how Shatterer is boring and how every world boss should be like Tequatl I can only say this: Be happy while you can still hop on a random megaserver basically at event-time, get a few auto-attacks in and get at least the daily rare and some dragonite. This is casual, this is keeping the flow of the game up, this leaves you time to enjoy other encounters as well...
As a final note, I'm not against harder boss encounters as such, just don't put them in the open-world. Instead, do instances that can be triggered on demand. That way, all the ahead-of-event camping and organization can be greatly reduced.
Posted Phenn on 18 August 2014 - 02:58 PM
I have not done a combo where I have one on both sets to see if they stay...I hope they do...but I will try it out and let you know. (I got an extra summoning sigil and i'll throw it on an axe and see what happens. )
Just put another sigil on your water weapon of choice. Swap, and they'll stay.
Posted konsta_hoptrop on 25 June 2014 - 06:51 AM
Posted Alexei Hart on 13 June 2014 - 01:11 PM
And then there was super weird shit like R/N Touch Rangers that just simply don't exist without the help of their sub-professions, which were pretty significant departures from the Ranger's original design and aesthetic. Some of the departures went as far as to not only push sub-profession skills over your main profession's, but to push you toward using weapons from other classes.
I don't mind that they got rid of the trinity, but they still could have kept some of the more unique abilities and skills of the professions. Getting rid of hexes was stupid imo, and the turret engis and mm necros in this game don't have the effectiveness to justify choosing that style over straight dps, unlike their predecessors. They could well have gotten rid of the trinity and not voided virtually all traces of specialization across the professions.
Posted Gilles VI on 07 June 2014 - 04:30 PM
People on travel for work can still log in. They can afford the 200 gems most likely as well.
Before they would just miss it.
New people would have missed all the previous content.
Additionally it is quite possible that promotions and freebies will exist.
It is simple, Anet creates free content to keep people logging in. If they aren't logging in, the free content has no purpose.
Being able to pay does not equal worth paying for, which again is not fair.
200 gems is nothing to me, I work enough to not think twice about that little expense, but it just makes me sick thinking that if I miss logging in every 15 days (which will happen because of going on holliday 3 weeks/studying for exams out of home/...) I will need to pay for some stuff, while other people got it for free. It's a cashgrab, and it's stuff like this that makes me sick of alot of current games..
Posted OChunx on 25 April 2014 - 04:25 AM
You'll notice that major changes include dropping Deathly Invigoration for Death Nova and using a full set of Runes of the Monk.
The Jagged Horrors were just too essential of a trait to lose out on, as they were just too important for their added toughness, bleeds, and most of all use as a disposable meat shield. Their damage also scales very well with Vampiric Master, as the flat fixed boost affects the damage of Jagged Horrors more than any other minion. Death Nova poison explosion was just an added perk.
Mathematically, there's just no way around the fact that minion master damage was nerfed this patch, so there's not much to say on that. Minion AI is still as bad as ever and in the while that I was playing, I felt that it had in fact gotten worse (though there's no substantial evidence other than my own limited anecdotal experience). Healing-wise, it's probably a bit stronger now although a little harder to take advantage of. Having to go into the Death Magic line and losing a reliable 1000+ AoE heal (that also worked out of combat) every 10 seconds was pretty bad, but the second sigil on the staff with the Superior Sigil of Water partially makes up for that. The big changer is the 6 set bonus for monk runes, which increases all healing (including regen) by 10%.
Because minion damage was nerfed so heavily, I feel like Bloodthirst is now a more viable alternative over Transfusion than ever. It boosts the added damage of Vampiric Master from about 76 to 91 at the expense of the survivability of the Jagged Horrors and bone minions. The rest of the minions survived just fine for the most part without Transfusion. So that's a point of debate anyway. Note also that Bloodthirst synergizes with Vampiric, though Vampiric is pretty much just a sad, useless trait. Still, Transfusion's pretty amazing so still main build for now.
Any thoughts about using zealot's gear? Full clerics has 12% more healing power, but zealots does 28% more damage NOT counting minions and NOT counting conditions (both of which lower the overall damage increase).
Overall, minions seem like they would be sick in PvP and to a lesser extent, WvW. In PvE though, zerker builds are just so much faster in open world roaming and definitely the no-brainer go-to build for skilled party dungeon clears. For the lower-skilled party, I could actually see this build being pretty useful and good at keeping people alive in say TA, the Spider Queen in AC, or the first boss in HotW P1 to name a few. Leveling-wise, minions still seem good though; strong and safe. The patch just made the build less offensive and more defensive, which is basically the exact opposite of what was needed. At least I feel it's still pretty fun and unique, so it's got that going for it.
Always cool to have 13 minions following you. That 387 is one tick of regeneration.
EDIT: meant to say cleric's heals for 12.6% more with regen, not just that it's healing power is 12% more.