The goal
The overall trait design of the upcoming system is fantastic, but it could always do with more options. The goal here is to take the Specialization system and suggest changes for a future update that would make it more customizable than the original system ever was.
And so, without further ado….
Introducing, Grandmaster Signs
My suggestion is to give every Grandmaster Major Trait in the game three variations. These would be denoted by red, yellow, and blue glyphs located in the trait box. Each variation adds a different bonus to the trait.
Red
Denotes an offensive variation. Unlocks at level 70.
Yellow
Denotes a defensive variation. Unlocks at level 75.
Blue
Denotes a utility variation. Unlocks at level 80.
When you slot a grandmaster trait, the red sign glows immediately, as it is the default, but the player can click one of the other two signs to change the active sign and change the text of the trait accordingly.
So what does this look like in practice?
Let’s use one example from every class to show this system in action.
As with most idea posts, numbers are purely demonstrative, but I did attempt to balance them to a reasonable degree.
Warrior
Phalanx Strength
When you give yourself might, you also give 1 stack of might to nearby allies for 6 seconds.
Red – You gain an additional stack of Might for 3 seconds when you give yourself Might.
Yellow – Restore a small amount of health each time you gain Might.
Blue – Gain 20% boon duration.
Guardian
Pure of Voice
Allies affected by shouts have 1 condition converted to a boon. Shouts recharge 20% faster.
Red – Shouts also grant 1 stack of Might (7 seconds) to affected allies
Yellow – Shouts restore 10 endurance to affected allies.
Blue – Shouts have a larger radius and affect up to 7 allies.
Revenant
Maniacal Persistence
Increase your critical hit chance every few seconds. This resets when you score a critical hit.
Red – Also increases Ferocity every few seconds.
Yellow When a critical hit is triggered, gain Protection for 2 seconds.
Blue When you score a critical hit, grant Fury to nearby allies.
Ranger
Light On Your Feet
After dodging your damage and condition duration is increased by 5% for 4 seconds. Shortbow skills recharge 20% faster and pierce.
Red – Bonus damage is increased to 10% and bonus condition duration is increased to 20%.
Yellow – Gain Swiftness (2s) and Vigor (2s) after performing a dodge roll.
Blue – Crossfire increases to 1050 range and becomes a 100% projectile finisher.
Engineer
HGH
Elixirs grant 2 stacks of Might for 20 seconds and their durations are increased by 20%.
Red – Thrown Elixirs explode for significant damage and remove boons.
Yellow – Elixirs also heal affected allies.
Blue – Elixirs grant an additional stack of Might (10 seconds) to affected allies.
Thief
Assassin’s Reward
When you use a skill that costs initiative, heal yourself for each point of initiative spent.
Red – Siphon additional health from your foe when you use a skill that costs initiative.
Yellow – When you use a skill that costs Initiative, you also gain Protection (1 second).
Blue – Nearby allies are also healed when you use a skill that costs initative. (240 radius)