Future Elite Specs
1) Someone told me Eir should become a Druid.
This is highly unlikely.
She died in Heart of Thorns Story.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
(edited by Wanze.8410)
I’m pretty sure I remember reading that more specs will be released in the future. I keep trying to find where I read that so I can’t be positive. Getting older; memory crappier.
I’ll roll with whatever they release. I have enough characters that I should be able find one that suits whatever gets dished out.
Would you like some hard cheeze with your sad whine?
1) Do people think we will get more in the furure?
2) I don’t have HoT, but, the other NPCs from Rytlock’s team, will get a specialization in the future too? I know Logan needs one. And which ones do you think they could get? Someone told me Eir should become a Druid.
3) If we get more elite specs, which one you would like for each class, and which weapons those classes would use?
- Thief: I think the next one should be Sniper (or a better name), and focus on rifle.
- Mesmer: Illussionist, and focus on warhorns.
- Warrior: Warlord, but don’t know which weapon could be.
1) Yes, Anet said that they will most likely add more elite specs in the future.
2) I don’t really know. Rytlock actually got a completely new class/profession due to his “visit” to the mists. Maybe something similarly drastic will happen to others too (I haven’t completed HoT, so I won’t try to make any wrong guesses).
3)
- Mesmer: Dancer, with daggers.
Mesmer needs a second melee weapon! With chronomancer being a more defensive (shield) and strategic (well placement) spec, an aggressive spec that goes more toe-to-toe with the enemy would be nice.
- Thief: Sniper, with rifle.
Thief needs that long range weapon.
I just want a flaming fencer…. (Ele with a long sword) … Oh and a lumberjack (druid with hammer)
Edair. But allies-allies will fight by your side”~Cobiah Mariner
- Mesmer: Dancer, with daggers.
Mesmer needs a second melee weapon!
What about the scepter? The aftercast heavily punishes using it anywhere but in melee range.
Or the staff, that needs to bounce to the enemy twice, meaning having at least someone in melee range in order to get reasonable single target damage.
This is highly unlikely.
I regreat to check that spoiler T.T
- Mesmer: Dancer, with daggers.
Mesmer needs a second melee weapon! With chronomancer being a more defensive (shield) and strategic (well placement) spec, an aggressive spec that goes more toe-to-toe with the enemy would be nice.
- Thief: Sniper, with rifle.
Thief needs that long range weapon.
I like that idea about mesmer, that sounds beautiful. What about the name “Ether Dancer”?
I imagine a skill that let the mesmer to switch places with an illussion to hit the target, and can active it again to go back to the original place. Another skill could create clones that follow the caster movements: I imagine the caster dancing around the enemy and the clones would copy the caster’s moves, I imagine it could look great with a vault move like the thief one, jumping over the enemy while hit it.
My idea about the Illussionist was to give the mesmer the hability of cast clones of the targeted enemies (except very big size monsters) and crate illussionary monster of his/her own.
Another idea would be to let the mesmer use long bow (or short bow).
Warrior/Warlord: I think the warlord could have an F2 skill, or something like that, that cast all the banners (except the elite one) at once.
Saturn I already posted a suggestion for the next Thief Elite Specialization called ….. “Commando” (thief+rifle). Sniping is something these custard-filled mordrem have that can knock you for a loop so why not have the thief specialize in headshoting (to daze) arm-popping (to interrupt) leg-pegging (to cripple) and chest-thumping (err…stun?). I like this idea better than daredevil anyways. Rangers should have scepters and use totemic powers much like spirit summoning Ritualists and we could call them the “Shaman” (ranger+scepter or focus). And I’ve always felt that there should be a Dervish type in the game (warrior+staff) while the Paragon (guardian+dual daggers) gets tweeked for the new age. Just a thought……just a thought……..
Anet has already clearly stated, that Elite Specializations will be the way to go for the game ’s future in regard of Character Progression alongside the Mastery System and that we will see in the future more Elite Specializations…
To take just into question that if we will more E-Specs in the future is just nonsensical, because anet surel hasn’t made all this work to introduce that new progression system just to give then all classes only 1 E Spec and stop this system then instantly again…
Makes no sense, right? Right!
So its naturally clear, that more of them will come in the future. So it is absolutely not a question about “if”, but actually a question about “when” we get more Elite Specializations probably each time with upcoming new Add Ons whenver we have to beat the next Elder Dragon (4 left, so most likely 4 Expansions to come with 4 more Elite Specializations per Class, for a total of 5 Elite Specializations per Class, what was kind of my proposed maximum number back in the Progression CDI in the past, would make the most sense and gives the Devs also enough time to integrate each of them over tiem balance wise, before a next set gets implemented.)
Based on the ideal number of 5 Elite Specializations per Class, I hope once we reach the end, that it will look like this then:
Thief
- Daredevil (Staff) = Basically ANets Version of a Ninja without calling it a Ninja due to lore reasons
- Infiltrator (Longbow) = Silent Stealthy Long Range Sniper
- Rogue (Mace/Offhand Sword = High Mobile Shadow Stalker/Disarmer
- Saboteur (Torch) = Condition Spreader and Interrupter
- Ascetic (Gauntlets) Martial Artist Counter Attacker that sets the Initiative System on a next level and would be what is basically a Ninja to Daredevil in this case a Monk to Ascetic kind of version.
Warrior
- Berserker (Torch) = Conditioner/ Adrenaline Mode Expander
- Legionnaire (Long Shield) = Chaos Legion Style tactical Minion Warrior commanding offfensive/defensive mode Legions that follow them everywhere
- Cavalier (Halberd) = Mounted Knights that uses Mounts as Pets, so as integrated Class Mechanic > Cavalier to Knight without havign to call it Knight (see Mordrem Cavaliers)
- Marauder (Dagger) = Pressure Maker through Enemys Class Mechanic/Elite Skill Depression
- Executioner (Greataxe) = High DPS Cleaver/ Minion Remover
Ranger
- Druid (Staff) = Full Healer/Supporter
- Skirmisher (Halberd) = Agile version of a classical Strider with a mixture of Dragon Dogma Gameplay
- Beastlord (Whip) = Multiple Pet Controler/ CCer
- Shaman (Scepter/Focus) The much more and much stronger designed version of a Nature Mage people guessed Druid would become and got disappointed with that shapeshifts itself into Primal Beasts…
- Trapper (Rifle) The kind of anets version of a Hunter to Trapper to give the game a classical hunter, without called it hunter where it would fit the most, ..but oh wait … DH, scrap this
- Scout (Rifle) = Defensive Supporter/ Anti Stealther/ Enemy Analizer/Weakener
Elementalist
- Tempest (Warhorn) = Class Mechanic Expander
- Arcanist (Sword) = PbAoE Melee DPSer/ Front Healer/Supporter
- Summoner (Whip) Elemental Avatar Shapeshifter/ Elemental Beast Summoner (brief said, Minion Specialization)
- Mystic (Gauntlets) Environment Terraformer/ Forbidden Spells (Mystic Arts)and Seals
- Tracer (Shortbow/Pistols) Magical Archer/Gunner whose shots never miss
Necromancer
- Reaper (Greatsword) = Melee DPS Cleaver /CCer
- Occultist (Torch) = New form of the Ritualist as Minion Specialization able to summon now besides of Undeads also Ghosts and Demons from the Mists
- Torturer (Whip) = Boon/Heal Controler Specialization/ Life Leecher
- Witcher (Swords) = Condition Melee with the return of Hexes
- Fodderer (Mace) = Dark Corpse Thieves that become stronger when death is around them
Engineer
- Scrapper (Hammer) = Melee DPS/CCer = Anets version of a Junk Smith
- Alchemist (Axe) = Condition Melee/Supporter
- Inventor (Long Shield) Hybrid Range Defender
- Technomancer (Staff) Offensive AoE Supporter that combines pact technology with ley ethereal leyline magic
- Explorer (Torch) = no clues yet for its role, just think it fists best for the last spot in regard of possible options.
Mesmer
- Chronomancer (Shield) = Boon Supporter/CCer
- Minstrel (Warhorn) = Crowd Buffer/Debuffer
- Mentalist (Mace) = Direct DPSer/Boon Control using Mind Powers like Telepathy, Telekinesis ect.
- Visionary (Gauntlets) = CC Defense/healer
- Dominator (Whip) = Debuffer/CC
Guardian
- Dragonhunter (Longbow) = Range DPS/ Trapper (CC)
- Inquisitor (Halberd) = Minion Control/ Condition Control
- Warden (Greataxe) Defensive Mobile Direct DPS
- Seeker (Rifle) = Range CC/Boon Control
- Cleric (Warhorn) Full Healer/Support
Revenant
- Herold (Shield) = Boon Supporter
- Paladin (Longshield) Tank/CC Defense
- Paragon (Halberd) = Cleave DPS/ Passive Expander
- Archon (Focus) = no clues, but I think it just fits there
- Gunslinger (Pistols) Semi Range CCer/Boon Controler
Wow, so many ideas i like there)
I bring back the thread bcs I had a few more ideas.
Thief/ Sniper
Rifle skills:
The rifle would have 3 attacks and 2 utilities. One of the attacks could knock the target and another one could be a condition, but I wanted to focus in the 2 utilities.
Aim (nº 4): increase/add casting time to the rifle’s “1 – 3” attacks, and the character can only move at walking speed, but all hits would become critical hits.
Sniper (nº 5): increase/add CD to the rifle’s “1 – 3” attacks, and the character kneels (can’t move) and aim, but increase the range (could be double) of those attacks.
Warrior/ Warlord
I told before I didn’t knew which weapon they could specialize. But I had an alternative idea.
Insead of specialize into a weapon, it would specialize in banners. The warlord could get an F2 skill that summon the 4 utility banners. But if the warlord pick the banner, each one would act like a different weapon (unlike now that all have the same attacks).
- Banner of Defense: would act like a shield, maybe with another weapon, could be a mace.
- Banner of Tactics: warhorn + axe
- Banner of Strength: hammer
- Banner of Discipline: greatsword
(edited by Nadesh.7953)
Here are my ideas, or the at least my take on a couple, since I know a few have been suggested before.
Warrior – Swashbuckler – Engineer-inspired deployable weapons and Pistol
The idea being, for all intents and purposes, a pirate. Sword in one hand, pistol in the other, and no qualms whatsoever about just shooting their enemy in the face with a cannon if the opportunity presents itself. Deploys weapons like the original Engineer Mortar, usable by allies or the Swashbuckler.
Guardian – Purifier – Mantras and Torch mainhand
Think witch hunters, vampire hunters, and any other type of holy type tracking down and purging evil from civilized lands. Mantras as prayers/benedictions against their foes, readied for the first encounter.
Revenant – Ritualist – Spirits and Scepter
Shouldn’t have to explain this one to GW1 veterans, but for the rest, spirits similar to the ranger’s nature spirits, but closer in nature to the engineer’s turrets, for effect.
Ranger – Beastmaster – Second active pet and Sword offhand
Admittedly lazy idea, still often requested, I believe, so I included it in my list.
Thief – Assassin – Rifle
Can’t really think of a skill or mechanical edge to add to this. For the rifle, though, slow and steady is the name of the game. If you are choosing to use the rifle as an assassin, you are getting in position, finding your target, aiming, and squeezing off a single shot to get the job done. As such, I am thinking all but the auto will lock you in place, have a cast time of 1 second at the lowest, and a long cooldown. I am also imagining the longest range weapon in the game, with at least 2000 for it. The whole idea being, you COULD get the lucky shot to take out a target in a single hit. But you will be stationary, and need line of sight at that distance, so they can also manage to take cover if they can see you in time.
Engineer – Golemancer – Golem ‘pet’ and Mace
Another one I have seen requested often, and thus included. Mace chosen because of the ORIGINAL Fixer Upper weapon, not to be confused with that screwy ‘hammer’ with a similar name.
Mesmer – Siren – Condi shouts and Shortbow
When I say condi shouts, I don’t mean yelling at an opponent and somehow making them bleed. I mean shouts (or songs if you must) that are CC styled. Fear, Taunt, Immobilize, etc. Meanwhile chipping away at your chosen victim with the bow.
Elementalist – Arcanist – Elixirs and Sword off-hand.
Borrowing from the Engineer, the Arcanist will be throwing back magical potions to bolster themselves in battle. I chose sword because, again, its often requested, but off-hand to tone down the number of skills necessary for it. Any other class gets a new weapon, its 2-5 skills. Elementalist gets a new weapon, its 8-20 new skills.
Necromancer – Undertaker – Traps and Hammer
If you can imagine digging a grave, letting some poor sap walk up to it to see if anyone is in it, and smashing them over the head so they fall in, you can imagine my thought for this character. Between the traps and hammer cc skills, this spec will be about one simple phrase for your enemy: “Stay put.”
The ranger sniper ie… you loose the pet and gain rifle/longbow damage and addditional range enough to make up for the loss of a pet. Slow but powerful aimed attacks. High white damage with lots of critical chance and damage as well as stun, knockback and other physical based cc’s. However, reduce damage reduction and health to balance out the spec.
Anet has already clearly stated, that Elite Specializations will be the way to go for the game ’s future in regard of Character Progression alongside the Mastery System and that we will see in the future more Elite Specializations…
To take just into question that if we will more E-Specs in the future is just nonsensical, because anet surel hasn’t made all this work to introduce that new progression system just to give then all classes only 1 E Spec and stop this system then instantly again…
Makes no sense, right? Right!So its naturally clear, that more of them will come in the future. So it is absolutely not a question about “if”, but actually a question about “when” we get more Elite Specializations probably each time with upcoming new Add Ons whenver we have to beat the next Elder Dragon (4 left, so most likely 4 Expansions to come with 4 more Elite Specializations per Class, for a total of 5 Elite Specializations per Class, what was kind of my proposed maximum number back in the Progression CDI in the past, would make the most sense and gives the Devs also enough time to integrate each of them over tiem balance wise, before a next set gets implemented.)
Based on the ideal number of 5 Elite Specializations per Class, I hope once we reach the end, that it will look like this then:
Thief
- Daredevil (Staff) = Basically ANets Version of a Ninja without calling it a Ninja due to lore reasons
- Infiltrator (Longbow) = Silent Stealthy Long Range Sniper
- Rogue (Mace/Offhand Sword = High Mobile Shadow Stalker/Disarmer
- Saboteur (Torch) = Condition Spreader and Interrupter
- Ascetic (Gauntlets) Martial Artist Counter Attacker that sets the Initiative System on a next level and would be what is basically a Ninja to Daredevil in this case a Monk to Ascetic kind of version.Warrior
- Berserker (Torch) = Conditioner/ Adrenaline Mode Expander
- Legionnaire (Long Shield) = Chaos Legion Style tactical Minion Warrior commanding offfensive/defensive mode Legions that follow them everywhere
- Cavalier (Halberd) = Mounted Knights that uses Mounts as Pets, so as integrated Class Mechanic > Cavalier to Knight without havign to call it Knight (see Mordrem Cavaliers)
- Marauder (Dagger) = Pressure Maker through Enemys Class Mechanic/Elite Skill Depression
- Executioner (Greataxe) = High DPS Cleaver/ Minion RemoverRanger
- Druid (Staff) = Full Healer/Supporter
- Skirmisher (Halberd) = Agile version of a classical Strider with a mixture of Dragon Dogma Gameplay
- Beastlord (Whip) = Multiple Pet Controler/ CCer
- Shaman (Scepter/Focus) The much more and much stronger designed version of a Nature Mage people guessed Druid would become and got disappointed with that shapeshifts itself into Primal Beasts…
-Trapper (Rifle) The kind of anets version of a Hunter to Trapper to give the game a classical hunter, without called it hunter where it would fit the most, ..but oh wait … DH, scrap this
- Scout (Rifle) = Defensive Supporter/ Anti Stealther/ Enemy Analizer/WeakenerElementalist
- Tempest (Warhorn) = Class Mechanic Expander
- Arcanist (Sword) = PbAoE Melee DPSer/ Front Healer/Supporter
- Summoner (Whip) Elemental Avatar Shapeshifter/ Elemental Beast Summoner (brief said, Minion Specialization)
- Mystic (Gauntlets) Environment Terraformer/ Forbidden Spells (Mystic Arts)and Seals
- Tracer (Shortbow/Pistols) Magical Archer/Gunner whose shots never missNecromancer
- Reaper (Greatsword) = Melee DPS Cleaver /CCer
- Occultist (Torch) = New form of the Ritualist as Minion Specialization able to summon now besides of Undeads also Ghosts and Demons from the Mists
- Torturer (Whip) = Boon/Heal Controler Specialization/ Life Leecher
- Witcher (Swords) = Condition Melee with the return of Hexes
- Fodderer (Mace) = Dark Corpse Thieves that become stronger when death is around themEngineer
- Scrapper (Hammer) = Melee DPS/CCer = Anets version of a Junk Smith
- Alchemist (Axe) = Condition Melee/Supporter
- Inventor (Long Shield) Hybrid Range Defender
- Technomancer (Staff) Offensive AoE Supporter that combines pact technology with ley ethereal leyline magic
- Explorer (Torch) = no clues yet for its role, just think it fists best for the last spot in regard of possible options.Mesmer
- Chronomancer (Shield) = Boon Supporter/CCer
- Minstrel (Warhorn) = Crowd Buffer/Debuffer
- Mentalist (Mace) = Direct DPSer/Boon Control using Mind Powers like Telepathy, Telekinesis ect.
- Visionary (Gauntlets) = CC Defense/healer
- Dominator (Whip) = Debuffer/CCGuardian
- Dragonhunter (Longbow) = Range DPS/ Trapper (CC)
- Inquisitor (Halberd) = Minion Control/ Condition Control
- Warden (Greataxe) Defensive Mobile Direct DPS
- Seeker (Rifle) = Range CC/Boon Control
- Cleric (Warhorn) Full Healer/SupportRevenant
- Herold (Shield) = Boon Supporter
- Paladin (Longshield) Tank/CC Defense
- Paragon (Halberd) = Cleave DPS/ Passive Expander
- Archon (Focus) = no clues, but I think it just fits there
- Gunslinger (Pistols) Semi Range CCer/Boon Controler
You have all my cringe.
1) We won’t get any more Elites. Yes, I’m breaking the hope. Thing is in 3 years we got little to nothing new of these stuff until an expansion came (and for some below, that doesn’t even apply):
- Races
- Dungeons
- Maps
- Fractals
- Weapons
- Skills
Core elements of the game, shown as something unique to GW2 sometimes (and they are/were) that we didn’t even got updated. So my sad answer is: no, we won’t have more Elites.
However, I do have some suggestions.
so 3)
Elementalist Acolyte: uses a Hammer. Gain access to another type of Attunement that turns him/her into a elemental being. A new Elemental Energy bar like Death Shroud to fuel this. Access to a New type of skill, called Blending, like Herald’s facets, but provides benefits only to the elementalist at passive, and only to allies when activated, and uses this metter as well.
Engineer Battleforged: Greatsword. His healing skill summons a golem-type minion that grants healing over time, and a good amount of burst heal when activated. This golem also activates the rest of the utility and elite skills that are linked to this golem, if equipped. If it’s destroyed, a cooldown will make the Engineer somewhat vulnerable.
Guardian Warmonger: Warhorn. Directly offensive with so-so support. His virtues would be upgraded to pure-offensive burst skills. Access to wells that acts like combat areas (like symbols but lasting longer), confining and granting boons/conditions to allies/enemies during some time.
Mesmer Ghost: Pistol Main-Hand. The F5 would be a Shatter skill that gives Stealth for each ilusion shattered. Deception skills that create a clone after shadowstep, invisible phantom that can switch places with the Mesmer (granting invisibility to the mesmer instead), and more.
Necromancer Darkstalker: Sword main-hand. Death shroud replaced by a Stalker Shroud, a claw monster with better mobility and attackspeed, but lower damage each attack. The skills are called Dark Magic, and uses Life Force to fuel them, creating some sort of micromanagement. The Elite skill would trade HP for Life Force upon activation, creating some sort of “reversing shroud”.
Ranger Pathfinder: Dagger Main Hand. A higher mobility Ranger that can access to a new Pet Ability called “Soul Link” with a Soul bar, where the Pet is automatically stowed and the Ranger replaces his/her utility skills for “pet skills” for a short time, also gaining bonus to stats according to the linked pet type. Access to physical skills that help gathering the Soul Link.
Revenant *Legendary Norn Stance/Sculptor/Eir*: It’ll use Longbow. This revenant will summon nature allies to help him/her. The Elite skill will be a Garm pack Summon.
Thief Assassin: Uses Rifle. I don’t like the “Sniper” theme, because it implies high usages of stealth, that thief already has. This thief has access to shout skills that mark opponents for party benefits: you could mark an enemy and make your allies recharge skills faster when hitting him, for 5s. Or you could mark an enemy for 5 sec and everytime he is hit, an ally gains a random boon. The Elite skill would make every hit count toward a breakbar. You call the shots.
Warrior Swashbuckler: Pistol Off-Hand. Everytime you equip the pistol, you get a dual wield number 3 skill AND burst Skill, replacing your regular ones. These warriors have access to mantras, that act like support or debuffs.
That’d be those that I would like to have… but… i don’t know. I still think that we won’t get anymore elites.
I’m gonna need Mesmer to get a mainhand pistol, be it through and elite spec or just added to the game. kthx, anet.
Thief – Assassin – Rifle
Can’t really think of a skill or mechanical edge to add to this. For the rifle, though, slow and steady is the name of the game. If you are choosing to use the rifle as an assassin, you are getting in position, finding your target, aiming, and squeezing off a single shot to get the job done. As such, I am thinking all but the auto will lock you in place, have a cast time of 1 second at the lowest, and a long cooldown. I am also imagining the longest range weapon in the game, with at least 2000 for it. The whole idea being, you COULD get the lucky shot to take out a target in a single hit. But you will be stationary, and need line of sight at that distance, so they can also manage to take cover if they can see you in time.
I like those ideas, I think the thief as sniper should have a very long range but at the same time wouldn’t be able to move and the fire rate should be quite low.
Thief Assassin: Uses Rifle. I don’t like the “Sniper” theme, because it implies high usages of stealth, that thief already has. This thief has access to shout skills that mark opponents for party benefits: you could mark an enemy and make your allies recharge skills faster when hitting him, for 5s. Or you could mark an enemy for 5 sec and everytime he is hit, an ally gains a random boon. The Elite skill would make every hit count toward a breakbar. You call the shots.
I like a lot the idea of mark the enemy, it made me remember those movies when they mark the target to call and air strike.
So, with the above ideas in mind, I made some modifications:
Thief/ Sniper
Rifle skills:
Basic Attack (nº 1): this attack increase its damage when the thief is in “sniper” mode.
Knock Down (nº 2): the enemy is knocked and recieve a crippling debuff.
Mark (nº 3): following @jeezlaweez’s idea this skill would add a significant debuff to the target or a bonus to the ones that hit that target. But this skill would have some downsides: this skill could be some kind of channeling skill, so the effect would be broken if the thief moves, recieve damage, or if the target go out of the line of sight.
Aim (nº 4): increase/add casting time to the rifle’s “1 – 3” attacks, and the character can only move at walking speed, but all hits would become critical hits.
Sniper (nº 5): increase/add CD to the rifle’s “1 – 3” attacks, and the character kneels (can’t move) and aim, but increase the range (could be double) of those attacks.
Btw “Mark”, “Aim” and “Sniper” could be used at the same time.