Ok, so Lets start by saying most of the classes are a bit lacking in the weapon’s department. Most notably is the Engineer, but other classes also have needs for additional weapon choices. These are my opinions about what weapons each class should have added. Feel free to post your own ideas as well.
Engineer:
Hammer – Strong melee attacks, PB;AoE attacks, more focused on hitting everything around the engineer than just what is right in-front of them, could incorperate some gadgetry to it’s abilities…
- Lets’s be honest what sort of engineer wouldn’t find use for a hammer? The experiment and build stuff, clearly they know how to use a hammer.
Axe – Dual Moderate melee attacks, possibly condition based…
- Axes are much more suited to hacking apart constructs for parts than other bladed weapons
Warhorn – Support based offhand, provides boons to allies and/or debuffs enemies
- A clever engineer could blast deafening shrills through a warhorn to demoralize or daze enemies, or empower their allies through shouts.
Torch – Basic burn condition damage abilities
- I’m sure any engineer could find some ingenious uses for a torch, or some not so ingenious uses even.
Ranger:
Pistol – Dual Rapid fire dual wield ranged attacks, evasive attacks, focused on keeping the ranger at a distance.
- I’ve heard the arguments before, let’s avoid discussion about “rangers are attuned to nature so they wouldn’t use a gun” GW2 takes place 200 years after GW1, the lore makes it clear that traditions have changed with the times.
Rifle – Strong slow ranged attacks, knock based, tries to keep the target from reaching the ranger by pushing them back, slowing them, or knocking them down.
- Like the pistol, traditions change over 200 years, attunement with nature does not dismiss use of guns.
Mesmer:
Pistol – Main-hand Expand upon the Mesmer pistol abilities by bringing the pistol to the main-hand in addition to it’s current role as offhand.
- I don’t understand why this wasn’t done in the first place to be honest.
Warhorn – Main-hand provides boons to allies, summons illusions, controls enemies through Daze, Immobilize, or Stun abilities
- If anyone could pull off a main-hand warhorn it would be the Mesmer, they could use it as a Siren’s horn, singing through the horn to put their enemies under their illusions while providing supportive boons to allies.
Necromancer:
Axe – Off-hand continue along the same path as the main-hand axe abilities with.
- Like the Mesmer’s Pistol, I don’t understand why this wasn’t done in the first place.
Elementalist:
Warhorn – Provide boons or conditions based upon attunement. Fire: Burn/Might, Water Heal/Chill, Earth Immobilize/Protection, Wind not sure really…
- The Warhorn would provide the Elementalist with supportive abilities similar to the staff in an off-hand format… Possibly main-hand even, like the Mesmer, the Elementalist has potential with a main-hand Warhorn.
Hammer – Close ranged AoE combat, fights primarily with elemental spells at close ranged, while dealing moderate melee damage to enemies that get to close.
- A hammer Mage would be a bit of a glass cannon going in close to get the most damage from it’s attacks.
Pistol – Dual Rapid single target oriented ranged elemental attacks
- The Elementalist doesn’t really have any focused damage weapons, they are all primarily AoE based, the Pistol would fill this gap for them.
Shield – Defensive off-hand abilities
- Imagine producing a Wall of Fire to incinerate projectiles, a Healing Mist that cures and prevents conditions, A Wind Barrier pushing melee opponents away, or an Earth Shield blocking most attacks.
Sword – Dual Multi-Ranged Elemental and Melee damage
- Similar to the Hammer in it’s ability to deal melee damage to near by targets while simultaneously casting elemental spells at various ranges.
Thief:
Rifle – Long ranged power attacks
- The Rifle is a fairly liberal weapon with it’s usage between the two classes that use it currently, for the Thief it would be a single target weapon focused on raw damage, stealth, and crippling their target.
Guardian:
Sword – Off-hand Continue the main-hand skill string onto an off-hand option for the Guardian.
- I don’t see why this wasn’t done from the start.
Warhorn – Support based abilities
- Bring inspiration from the Paragon’s Anthems and Echos, make the abilities 2 part, Anthem first followed by reusable Echos until the Anthem finishes cooldown. Echos should have a long enough cooldown to only be used 2-3 times per Anthem
Warrior:
None
Pistol – Dual Fill a one handed ranged option for Warriors
- I still believe that Warriors have enough weapons already but I’m willing to concede to granting them a pistols to fill a vacant role for Warrior weaponry. The Warrior pistol would probably have a combination of ranged and pistol based melee…
(edited by Panda.1967)