While I don’t have a set name for the specific profession, I’ve nailed down the names to either Invoker, Dragoon or Lancer, but to save you the confuse, I’ll refer to it as the Dragoon. The naming stems from the weapon that occasionally makes it’s way into the database called the Polearm, a two-handed weapon with an axe or spear head atop the end of a pole/staff. I’ve seen threads since launch requesting a third soldier, usually along the lines that it needs to be an “evil” profession (warrior is neutral and guardian is good), but that doesn’t make sense when you consider the other two; either necromancer or mesmer can carry the label of evil and the engineer or thief can both be classified as neutral and on top of that depending on the player, any class can be any of the nine classic archetypes.
Playstyle
The dragoon is a medium to melee ranged profession that’s a mix of the dervish and ritualist with a hint of paragon (explanation of why in the lore section) with medium health, high armor and very limited means of boon/condition stripping. They can wield a polearm, hammer, scepter, torch or warhorn and do not have the ability to swap weapons. Instead, they swap stances with the tilde key, which looks like ~ if you don’t know it’s name. I do not have a clever name for the stances, but the first of the two is ranged and swapping with the tilde key enters you into a melee stance. Damage and condition duration lose effectiveness at range when you’re close to the target and melee suffers from what melee normally suffers from; targets moving around, running away and having to dodge telegraphs.
Polearm- Ranged single target weapon and short pbaoe cone scythe-like attacks in melee.
Hammer- Ranged channeling single target aoe+nearby enemy damage weapon and heavy hitting caster centric aoe damage.
Scepter- Ranged single target condition damage and boon applying pbaoe damage.
Torch- Ranged beacon for boons and melee condition amplifier.
Warhorn- Boon centric weapon, applying aegis/swiftness/protection/regeneration at range and might/vigor/fury/retaliation in melee.
Note- F-keys abilities center around F1-F3 based on weapons and can be swapped out specifically or altered through traits. F1 and F2 are based on main hand and F3 based on offhand if two weapons are equipped. They also alter depending on the current stance.
Skills, to include F-Keys and 7-0 will revolve around spiritual guidance from past Dragoons who’ve marshaled their ways in philosophy and combat prowess. The downside is that many of them are stationary and simply maneuvering out of sight will make them weak or powerless. For example, one of elite skills is Ascension which creates a field in which the caster becomes powerful (allies in the field gain boons for being within the region), however the caster is tethered to the field by spiritual chains. They can exit the field but doing so slows them down dramatically and if the chain breaks, the power is broken and they Dragoon suffers for it. Also keeping in tone with the lore, many of their abilities adhere to the three air-based magics (wind, lightning and sun) also coupled with Ancestral Guidance (Invoker, the style of long ranged combat) and Lancer (Dervish, the style of close quarters fighting).