Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
With that in mind, I brought this mod up to the standards my more recent mods have been meeting, including extender-izing it and using LeaderLib. That version can be found here: https://steamproxy.net/sharedfiles/filedetails/?id=2892085233
This mod will remain public for awhile longer but will eventually be unlisted. There is a link on the new version of the mod and will be a link in my collection to get back here.
Thanks everyone, again!
The glyphs are based on GW2 implementation since I wanted multiple incentives for attunement swapping, and that stuff would be relatively hard to do without extender-ising the mod, which I am not up to doing just yet.
As for mesmer, especially GW1 mesmer, I thought about it. Unfortunately the three playstyles: Energy(AP) manipulation, Damage over Time, Interruption/Shutdown suffer from being absurdly overpowered, absurdly bad in DOS2, and requires extensive scripting / could be overpowered respectively. I don't think those are playstyles I'll focus on with class mods for the most part.
Would you be able to add the glyph one that heals you based on how much energy the next spell costs?
Or the enchantment that heals you based on the energy cost of spells cast afterward for a time?
So essentially in this case it would be a base healing multiplied by the AP of the next skill.
Any thoughts on doing the mesmer skills?