(edited by Neek.9531)
Existing weapons for other classes poll.
Lol. Very nice. Ok. Here is my list
Ele. Greatsword
Mesmer. short bow, longbow, hammer, mainhand pistol, duel daggers,
Theif. Longbow
Engineer. Longbow(compact high teck)
Ranger. Hammer
Guardian. Longbow
Warrior. Staff (monkey king style mele weapon )
Btw. There should be a set rules for the type of weapons for each class.
For example
Ranger :no fire arms. Guns do not fit the natures hunter.
Warrior . No magical weapons……..I said staff. But only as a melee weapon.
Ele: Torch
Necro: Torch
Mesmer: Dagger OH
Thief: Rifle
Engineer: Mace MH (still more in favor of hammers though)
Ranger: Staff
Guardian: Warhorn
Warrior: Dagger OH
Current characters: Mistress Viridi (Elementalist), Pigeon Opener (Engineer).
3DS Friend Code: 0903-2770-3378. Mail me in-game if you add me!
There should be a set rules for the type of weapons for each class
…and in one comment you’ve just borked your own thread.
Why shouldn’t a ranger carry a rifle? – makes a lot more sense than roaming the wilds with a bloody sword.
Thief:
1. Sword Offhand
2. Long Bow
3. Torch Offhand
4) Staff (melee skills)
5) Axe Main/Offhand
Elementalist:
1) Sword Mainhand
2) Great Sword
3) Short Bow
4) Axe Mainhand
5) Shield
Necromancer:
1) Sword Mainhand
2) Greatsword
3) Torch Mainhand/Offhand
4) Focus Mainhand
5) Mace Mainhand
Warrior:
1) Short Bow
2) Staff (Melee Skils)
3) Warhorn Mainhand
4) Shield Mainhand
5) Torch Offhand
Guardian:
1) Sword Offhand
2) Long Bow
3) Shield Mainhand
4) Focus Mainhand
5) Torch Mainhand
Engineer:
1) Hammers
2) Mace Mainhand/Offhand
3) Shield Mainhand
4) Spears
5) Torchs Offhand
Ranger:
1) Sword Offhand
2) Axe Offhand
3) Torch Mainhand
4) Warhorn Mainhand
5) Dagger Mainhand
Mesmer:
1) Scepter Offhand
2) Torch Mainhand
3) Rifle
4) Short Bow
5) Mace Mainhand
Thats how I want to see the classes get improved with current existing weapons to increase their build repertoire.
Necro
Torch (Offhand)
Sword (main n offhand)
Shield (Offhand)
pistol (main or offhand)
Greatsword (I suppose)
RIP City of Heroes
I mainly play elementalist so I will mainly say what is missing:
1) Greatsword
2) Sword main-hand
3) Sword off-hand
4) Shield (better defensive/healing skills than focus)
5) Long bow (only staff is long-range support)
I think the greatsword on eles would be a hell lot of fun (I love the elite greatsword for what it’s worth).
I’ll keep myself to one weapon each, but I will explain my logic behind the choice.
Elementalist: Greatsword
I see this as pretty much a pure melee weapon for them, and for a change all four elemental attunements will have basically the same powers. Just give variations for each element. Example: Skill 5 can make them stab the ground with the sword to create a PBAoE buff, with each element giving a different buff.
Engineer: Mace
These guys KNOW how to pick up and use a normal hammer. It makes no sense that they can’t pick up and use the weapon version of a normal hammer, which is best matched by a mace.
Ranger: Main hand Torch
Rangers have only one one hand melee weapon, the sword. And the auto-attack for that makes it hard to dodge normally, while skills 2&3 have a built in evasion. It’s interesting, but kind of crippling to a lot of people that have gotten used to being able to dodge normally. Torch as a main-hand weapon could give them an alternative that allows normal dodging and still keeps the “adventurer of the wilds” feel.
Warrior: Off hand Dagger
It’s the one melee weapon these masters of melee can’t use, which is odd. There’s historic precedent for off hand daggers being used as parrying weapons, so a couple of parry-type skills and it’s good to go.
Guardian: Longbow
A bit of long ranged damage on the auto attack and another skill, then long ranged AoE buff or symbols for the other three. Sounds like it could be fun without being over powered to me.
Thief: Mace
Give me one good reason why a thief CAN’T sneak up behind someone and smack them over the head with a blunt object. In fact, the sneak and clobber is kind of a tradition, with everything from blackjacks to frying pans.
Mesmer: Hammer
I see this as the counterpart to the mesmer greatsword, a melee weapon used oddly. Only instead of allowing the user to attack at range, I see the hammer as a weapon that moves the mesmer and their target around the battlefield. Auto attack, closer/summon, retreat, knockback, and phantasm.
Necromancer: Greatsword
Think “Executioner’s Sword” for this one. Something like daggers, but slower and harder hitting.
delicate, brick-like subtlety.
Btw. There should be a set rules for the type of weapons for each class.
For example
Ranger :no fire arms. Guns do not fit the natures hunter.Warrior . No magical weapons……..I said staff. But only as a melee weapon.
So why can’t someone set up a build that is not pet oriented but more towards the modern day real life hunter? I could definitely see that being a viable build for a person who likes the ranger class and wants to do dungeons. Pets can get in the way in dungeons.
My two cents:
Elementalist: Sword (1-hand) or focus (main hand) or short bow or longbow.
Mesmer: Dagger (main hand and offhand)
Necromancer: Mace and torch.
Ranger: Staff.
Thief: Mace (main hand and offhand)
Engineer: Mace and torch.
Guardian: Spear (out of water) and Warhorn.
Warrior: Spear (out of water) and dagger (only offhand).
I suspect that underwater weapons being used outside of water may present issues.
If you have one really good spear, why would you need two to cover above and below water? They’d need to make it so that a spear works for both when equipped in one slot. But then you’d have people that want two different spears, so you still need to allow for that. I don’t think the game can handle that kind of interaction between the land/water weapon slots without some additional coding.
delicate, brick-like subtlety.
I suspect that underwater weapons being used outside of water may present issues.
If you have one really good spear, why would you need two to cover above and below water? They’d need to make it so that a spear works for both when equipped in one slot. But then you’d have people that want two different spears, so you still need to allow for that. I don’t think the game can handle that kind of interaction between the land/water weapon slots without some additional coding.
I see no problem really with adding aquatic weapons to regular use. The skills would simply have to switch. Not that difficult to assimilate. All options of in game weapons are excepted.
I suspect that underwater weapons being used outside of water may present issues.
If you have one really good spear, why would you need two to cover above and below water? They’d need to make it so that a spear works for both when equipped in one slot. But then you’d have people that want two different spears, so you still need to allow for that. I don’t think the game can handle that kind of interaction between the land/water weapon slots without some additional coding.
I see no problem really with adding aquatic weapons to regular use. The skills would simply have to switch. Not that difficult to assimilate. All options of in game weapons are excepted.
Or just call it a Land Spear to avoid confusion. I don’t see them letting people use the exact same spear for aquatic and land use.
Shortbows (or Longbows) for Elementalists. Elementalists are mages, and mages generally have ranged abilities. However, this profession doesn’t have many ranged abilities other than the staff skills.
And some sort of duel wielding for Guardians. Maybe Maces OH or Axes for both MH and OH. Just so when you use a scepter, you can have a melee weapon in your OH.
Definitely staves for rangers. I wish they had kept the Ritualist class from Guild Wars 1, but I think they could somewhat bring it back by adding nature spells to rangers. I think it would be interesting because then they would be more in tune with nature. And maybe it could make other players actually want rangers in their groups!
House of the Steel Dragon – Darkhaven
Shortbows (or Longbows) for Elementalists. Elementalists are mages, and mages generally have ranged abilities. However, this profession doesn’t have many ranged abilities other than the staff skills.
And some sort of duel wielding for Guardians. Maybe Maces OH or Axes for both MH and OH. Just so when you use a scepter, you can have a melee weapon in your OH.
Definitely staves for rangers. I wish they had kept the Ritualist class from Guild Wars 1, but I think they could somewhat bring it back by adding nature spells to rangers. I think it would be interesting because then they would be more in tune with nature. And maybe it could make other players actually want rangers in their groups!
Yeah I too like the idea with staff for ranger preferably with good damage and good control of enemies movement. Perhaps barriers of vines and rock that grow from the ground and trap the target inside until they break the wall.
Ranger hammer
Warrior dagger offhand, pistol offhand
Necro sword
Guardian longbow
Engineer hammer
Mesmer: Pistol (main hand)
Engineer: Mace/Torch/Hammer
Ranger: Rifle/Pistol (mh/oh)
Thief: Rifle, Longbow, Sword(OH),Torch
Ranger: Sword(OH)
Elementalist: Greatsword
Engineer: Torch, Hammer
Necromancer: Shortbow
Warrior: Torch
Guardian: Sword(OH), Mace(OH)
Elementalist: Shortbow
Necromancer: Greatsword
Mesmer: Warhorn
Thief: Mace
Engineer: Hammer
Ranger: Staff
Guardian: Axe
Warrior: Staff
Everything Else: Shortbow
Elementalist:
Sword, spellblade man
Warrior:
Doesn’t need anything, maybe Shortbow if you insist
Guardian:
Longbow, this would fit so well with some shiny effects
Engineer:
Nothing, they have enough kits
Ranger:
Staff as a melee weapon for hitting stuff. It should be visceral, martial-arts style.
Necromancer:
Hammer or Mace because they need melee cleaving. Greatswords and Swords are overused as hell already.
Thief:
Axe, focusing on reflects, blocks and counters
Mesmer:
Mainhand Pistol
Guardian: Longbow
Necromancer: MH Sword
Mesmer: MH Pistol
Thief: OH Sword
Engineer: Hammer
Ranger: Rifle
There is one more thing I’d like to suggest: Paired weapons.
We’ve all seen it, a warrior with an ax, sword, or mace in his main hand. You can put anything into that second hand, and the main hand animations stay the same. It looks odd, really.
Anyone that’s tried even play fighting with fake weapons can tell you that how you move when you have two swords is different than how you move with a sword and shield. Or mace/mace would move different than mace/ax. I’d like to see that reflected at least a little within the game.
What I suggest is a way to make some of the obvious and classic pairings work as a two-handed weapon instead of two one-handed weapons. Using them as a pair will give you access to different skills, ones that use both weapons at the same in the animations.
Paired swords, axes, maces, sword and shield, mace and shield, and perhaps sword and dagger, all would make good pairs. Given that warriors will slowly lose their advantage of having more weapon choices than any other class as more weapons are unlocked for other classes, I’d be willing to see only warriors be able to use paired weapons. Perhaps give them pair/unpair as an F2 function, giving them a new layer of weapon flexibility.
delicate, brick-like subtlety.
Thief: Axe. gogo bandit thieves
Necromancer: 1h Sword
Elementalist: 1h Sword
Ranger: Staff ( I miss Staff trap rangers ;s)
Mesmer: Shortbow
Engineer: Mace
Guardian: Longbow
Warrior: Nope. Just give them a cookie.
Guardian: 1h sword (OH)
Ele: 1h sword (MH + OH!)
Necro – Greatsword
Ele – Shortbow
Mesmer – Pistol
Ranger – Staff
Thief – Mace
Engineer – Hammer
Warrior – Staff
Guardian – Longbow
Elementalist : sword main hand, pistol offhand
Engis: Hammer
Is currently emotionally unstable because Breaking Bad is over
For Mesmer
– dagger(mh and oh)
– shortbow
RANGER
Hammer-1
Rifle-
Staff(Druid?)-3
Mace-
Sword(OH)-1
Pistol-
Dagger(MH)-1
Scepter-
Focus-
Shield-
Harpoon Gun(Land)-
Spear(Land)-
Trident(Land)-
WHY is there no option of Torch mainhand in this list??
The most obvious to me would be
Engi – Mace, and or Hammer, harpoon gun on land sounds awesome
Guard – Long Bow(spirit weapon and all)
Mes – main hand pistol
Ranger – Rifle, Staff(druidic spells maybe?)
Thief – Rifle
This is the most exciting possible addition to the game for me ATM.
(edited by Torrent.7380)
Guardian-Spear of the thousand gods
Mesmer- Shield of the million tears of those whose projectiles were reflected back at them
Thief- Torch of the bazillion stolen loot bags
Warrior- Dagger of the quadrillion burst down enemies
I don’t buy the argument against rifle for ranger that they’re supposed to be nature-centric, and that somehow invalidates rifle thematically. This view of the profession narrows it down far too much and shoves them into a two dimensional box. There’s more to the classes than just a single theme. Guardians are sturdy frontline protectors/soldiers, but they’re also holy magic users; Engineers are clever machinists, but also alchemists; mesmer is a trickster mage, but also a duelist. Just the same, rangers aren’t only the nature magic class, they’re also the hunter and trapper class. Rifle is a common hunting weapon, it can be fit properly into the ranger’s theme.
Ranger:
Staff as a melee weapon for hitting stuff. It should be visceral, martial-arts style.
Quarterstaff rogue would be an equally good playstyle for ranger or thief. Both have emphasis on agile melee combat centered around evades and mobility. Either would be cool.
Personally, I’d like to see a pure magic/caster style for a staff ranger, and melee staff thief. The nature magic is a cool theme, and it would be interesting to see it explored more with dedicated weapons instead of only in the spirit utilities.
(edited by Brienson.7319)
Ele:
Greatsword and swor
Mesmer: (pistol MH)
Needs a ranged mainhand….
So Pistol mainhand :/
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.
Ele: Sword please
Mesmer: MH Pistol
Necro: MH Focus
Engineer: Hammer… hammer, hammer, hammer, hammer, HAMMER!!!
Ranger: Rifle
Thief: Longbow
Guardian: MH Shield
Warrior: OH Dagger
Elementalist: MH pistol
Engineer: Hammer
Guardian: OH Sword
Mesmer: MH pistol
Necromancer: MH pistol
Ranger: Rifle
Thief: OH Mace (sap! )
Warrior: Land Spear
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
I think the OP went to bed cuz I count 7 votes for Mesmer main hand pistol. I play a Mesmer main and they need a 1 handed, main hand, non condition based weapon. Pistol would be perfect.
Attack 1 should cause a couple of stacks of vulnerability on the enemy, OR a short duration might on allies. 2 should be a clone of some type, preferably one that removes conditions from allies (I’m sick of having 1-2 utility slots taken up by cleansers). 3 should be for kiting – knock back, chill, cripple etc.
Elementalist: Greatsword(Ranged)/Hammer(Ranged)
Engineer: Mace(MH)/Torche(OH)
Guardian: Shield(MH)/Mace(OH)
Mesmer: Pistol(MH)/Dague(OH)
Necromancer: Axe(OH)/Scepter(OH)
Ranger: Staff/Dague(MH)
Thief: Axe(MH)/Axe(OH)
Warrior: Torch(OH)
Little Lunavi – Ranger – Rank 4x
[CPC] Insert Coin – Vizunah Square [FR]
Engineer: mace (mh & oh)
Thief: mace (mh & oh)
Mesmer: Pistol (mh)
Necromancer: Torch
Ranger: Staff
Warrior: none
Elementalist: Axe
Guardian: Axe
[TTBH] [HATE], Yak’s Bend(NA)
I really want a viable dps double pistols for warrior. Want to see dat gunslinger.
Engi MH torch would be nice, and it fits the theme.
Warhorn for guardians is a good idea.
MH sword for ele.
MH and OH maces for thief. Blackjack action!
Explanations to my Suggestions: (Thief & Elementalist)
Thiefs
Thiefs are in a dire need of getting a weapon with 1200 range. Longbows fullfill this
The Sword in offhand here is just needed to give Thiefs the feeling of having a kind of Blade Dancer Build performing with the Dual Weapon Skill an agile graceful n swift Blade Dance Attack that deals multiple hits to all nearby targets
Axes to give Thief more of a roguish gameplay build, thats less agility movement based, but more towards power and condition heavy regarding vulnerability, torment and bleedings.
Staffs are obviously seriously needed there for martial artistical staff thiefs. oh dammn it, id so god darn love to play that…
Torches are just a build filler, but in the end, theres nothign special in wielding a torch. its not so that you need to really master them or so, so that you are just able to wield one xD Basically every class should be able to use torchs. We have torchs for everyone as living story reward, so why not basically too as weapon??
Elementalist
Elementalists are able to summon elemental versions of equipment, but ridiculously they aren’t able to wield normal versions of the weapons they create magically ?
this is just weird and needs a change. So simple as this sounds.
Eles in GW2 lack currently in the build option of becoming “Battle Mages”, the so known stereotypical “Arcanists”, which use their elemental magic to buff their melee weapons and asrmory with them to go then that way into melee combat.
thats why Eles need swords, axes, shields, bows and great swords
Its basically everything, what the elementalist can currently conjure also as elemental weapons.
By giving them these weapons, Anet could remove the conjure skilsl from the elementalist and redesign them as skills for the normal weapons (making fiery great sword then naturally weaker). That way this class would receive palce for a few new utility skill that would make more sense and a need elite skill …
Plus making this, some skilsl are already there, so its not as much work, when you just can recycle some skilsl in a redesign and have to add only skilsl to the missing elements.
The Auto attack could lead then to the point, that every x usage of the auto attack conjures then an environmental weapon that drops to the ground and can be used by someone else, so that this ele specific mechanic doesn’t get lost. Or that Skill 3/5 gets replaced by something that conjurrs for other players on the field several environmental weapons to be taken up by them.
That way the Ele would get more usefulness by getting their conjure spells better integrated into their overall gameplay mechanics.
That were my thoughts on these 2 classes.
(edited by Orpheal.8263)
Guardian: LONGBOW. Please—PLEASE—give Guardians Longbow.
Warrior: Shortbow
Thief: Longbow
Ranger: Main-hand Dagger
Elementalist: Greatsword
Mesmer: Dagger
Necromancer: Hammer
Guardian main hand shield I don’t care about your rules!
“You can’t have more than 10 HS decks because that would confuse people”
“30 fps is more cinematic”
Mesmer MH pistol, that is all. I know its not in the game but i’d like to see SMG’s and shotguns on engi
For Ranger: Staff, but in the form of a quarterstaff. A weapon that’s primary function is CC (knock downs, knock backs, stuns, dazes). Low attack power, but whose function is to try locking the enemy so your pet can cut in and do the real damage.
Or hammer. Hammer could be very fun too.
Warrior: Torch
Guardian: Axe
Ranger: Rifle
Thief: Mace (MH and OH)
Engineer: Hammer
Elementalist: Sword
Necromancer: Greatsword
Mesmer: MH Pistol