Skill Reveal - Ancestral Protector

Where's Etup and Havoc? Need to see the "Garbage"!
i mean mele sucks as it is and now we have a mele range tottem i love u ggg but cmon...does not look so good but who knows maybe better in game.
range what range ? and that thing does not even move.
٩(̾●̮̮̃̾•̃̾)۶ Another day in path of plenty.
Last edited by ihssan#7883 on Feb 17, 2016, 8:34:48 PM

Semi Off-Topic:
I'm really excited about those new skills. Those are really game-changing skills, I'm not really concerned about the fact that they don't really fill the existing gap in the Melee appeal, because I'm confident that GGG is planning something real clever to fill it more properly.


About the Skill itself:
I think the animation should be a bit different, with the "attack speed meta" corrupting even totems now, the Smack animation seems a little bit 'funny'. I don't know if that's the intent (I doubt that.) but that's what it looks like for me.

The overall design of the skill is really cool tho. Those tribal glowing spirit thing is really neat. Awesome.

About the Skill applications:
I'm hoping that they introduce an Ancestral Totem that Shouts War Cries periodically, since the good and old Spell Totem can't do it anymore, because War Cries aren't considered Spells anymore since The Awakening.

It would be really useful for Melees on that aspect. I'm also wanna say, that if you theory-craft a little bit you can put a good use for these totems. Like the build that Yagamai came up.

As I've said before, I'm really excited and a bit anxious about how GGG will improve the appeal of the Classic Melee Play-style, since those Totems cover a different sphere of Melee Players.


Thanks for using our Supporter's Money to improve this game day after day GGG.

I hope you all have a nice day in Wraeclast !

Dream with me !
Last edited by Hilldrake#6698 on Feb 17, 2016, 8:38:36 PM
That's look like a a red penis smashing sh**! Hilarious!
i think it would make more sence when the totem summons a spirit who can move and attack freely within the totems range of influence, similar to summon skelettons in a totem but more focused on one big minion than a horde and without that recasting the whole time.
Looking forward to this. Thanks GGG.
tbh I'm not excited by such skills, I'd rather have something to help with melee issues.
might help against some bosses for meeles where they cant go into meele range.
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Sexcalibure wrote:
Am i the only one who would prefer this "Not a totem" but like a backpack instead.
Lemme explain. Instead of having the spirit mounted on a totem, its mounted on your back, like in Haku's mission. The skill now passes from a totem tag to a buff/duration tag.


I like this concept!
Make a class of Backpack items for 2 Handed Melee users ONLY.
(ie: Quiver, but with function rather than stats)

It can be trigger oriented, like Reckoning:
Stun Pack: "When monster lands a critical hit from behind, backpack explodes, stunning monsters behind the player for .x seconds"

It can be summon oriented:
Smoke Pack: "Backpack summons a fart demon which blinds monsters directly behind player and causes a smoke cloud around player for .x seconds"

It can be self cast:
Shrapnel Pack "3 Shrapnel traps are released behind the player. When triggered, monsters are immobilized for .x seconds and take bleeding damage."

Obviously, backpacks would have no sockets, like quivers.
Since 2 Handed weapons typically have much better dps, the stats on the backpack would be specific to the effect caused by the backpack (rather than boosting player dps directly)

Another possibility is a Flask style backpack that provides immunity/cures/health restore and occupies one-two flask spots.

Just tossing out ideas!

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