If you could add one elite to each class
Played as elementalist on gw1. What elite skill I missed so much is the skill, Searing Flames.
http://wiki.guildwars.com/wiki/Searing_Flames
I was hoping Guild Wars 2 would bring this skill over… but they didn’t. That skill, I love spamming it, or burn the target first then use it for that direct damage.
Cool ideas although i think the ele air one sounds OP, if the enemy is perma-blinded you auto-win.
For the Ranger I’d like Armour of Thorns – grants 300 toughness and causes bleeding damage to enemies who attack in melee range.
I think they did the elites great for Thieves(45, 90, and 180 second cooldowns). Conversely, I don’t see why the other classes didn’t get the same exact treatment with their elites, tweaking effects to be weakers or stronger depending on if the timer was lengthened or shortened.
Darxio – Thief Commander
They need more elites from Gw1 haha. Though the engineer one has been brought up time and time again. Some are say that when you put down a mortar that you should be able to pick it up and turn it into the Rocket Launcher kit setup. The thing is so narrow on the things it can do because of the pure amount of gap closers and invsi in this game, any class can run up to you and destroy you/it and be too close for the thing to do damage.
They need more elites from Gw1 haha. Though the engineer one has been brought up time and time again. Some are say that when you put down a mortar that you should be able to pick it up and turn it into the Rocket Launcher kit setup. The thing is so narrow on the things it can do because of the pure amount of gap closers and invsi in this game, any class can run up to you and destroy you/it and be too close for the thing to do damage.
The Mortar really needs to be an automatic Mortar turret to be even remotely useful.
I would add Summon Pet to my ranger, and when it’s not equipped, your pet wouldn’t be either =D
Necromancers need their diseases back.
Virulent Disease – puts ten stacks of Virulent Disease on a target. Each second, it removes a stack, gives the target 1 second of Weakness and Posion, and gives everyone around the target the current number of stacks of Virulent Disease.
Warriors I would give warriors an elite shout that granted stability for 15 seconds and gradually increasing power for 25 seconds [ To Arms!]. For the first 15 seconds of the shout, the power increment would increase by ten. So at 15 seconds, all party members would have +150 power for 10 seconds. 100 second recharge.
Guardians I would give guardians an elite spirit weapon staff [Staff of Absolution] that healed allies for 10% of the user’s max health every time they were hit for 30 seconds. 180 second recharge.
Engineers I would give engineers an elite turret called a [Gatling Gun]. This turret would shoot multiple rounds (3-5) per second with 300-400% rate of speed increase of the overcharged rifle turret in overcharged mode. Normally, it would just shoot 2 rounds at 200% the rate of the overcharged rifle turret. This one is open for some creative embellishment by the team who would design the turret model. The point here is that the Engineer would have an extremely fast mode of DPS. 120 second recharge.
Elementalists I would give elementalists an elite glyph much like glyph of storms, but with stronger effects, different, more powerful animations, and a larger radius (1.5 times bigger than the staff 5 skill). [ Glyph of Catastrophe] would have 180 second recharge to comply with the trait that reduces glyph cool-down.
I haven’t really played the other classes enough to understand what elites would help them out. The concept here is that all of these elites are designed to make each class’ chosen role more distinct in a group scenario. Some things would have to be adjusted to comply with traits and other things, but i think these ideas are workable.
Warriors don’t really have a defensive elite, (unless you count the Battle Standard one because of the res, but it’s mostly offense-oriented buffs) so I’d give them one:
I am Unstoppable!
Shout. Gain swiftness and become invulnerable for 8 seconds. 90s cooldown.
Warrior:
Waylay
Physical. You call upon your deepest strength to crush your enemy with a massive overhand blow, causing weakness, cripple and damage based on your Adrenaline level.
Engineer:
Shoulder Mounted Chaingun
Gadget. All enemies in front of you take periodic damage over time and suffer from weakness.
Elementalist:
Elemental Eclipse
Glyph. You summon the forces of the aether to demolish your enemies in a cataclysm of elemental power. (Burning for Fire, Chill for Ice, Blindness for Air, and Bleeding for Earth. Big damage.)
Mesmer:
Army of One
Clone. Summon an army of eight clones to fight your foes. These clones cannot be shattered.
R.I.P. City of Heroes, 2004-2012
Long Live Atlas Park 33
Warrior – Whip out the Wang shout, any NPC with smaller wang insta dies
Guardian – CYA shout, takes no damage from rear attacks for 20 seconds
Played as elementalist on gw1. What elite skill I missed so much is the skill, Searing Flames.
http://wiki.guildwars.com/wiki/Searing_Flames
I was hoping Guild Wars 2 would bring this skill over… but they didn’t. That skill, I love spamming it, or burn the target first then use it for that direct damage.
Searing Flames is a Guardian trait now:
I’m disappointed that increased attack speed is such a minor feature of GW2, when in GW1 it was a staple of any respectable warrior build. Frenzy is a shadow of its former self, what with the prohibitive cooldown.
So a nice warrior elite that would give a substantial IAS would be great.
Therefore I may take some time replying to you.
Flashing Blades. That is all.
Resident Thief
Thief should get Shadow Form obviously
Although I could settle for Flashing Blades
Thief should get Shadow Form obviously
Although I could settle for Flashing Blades
Honestly, stealth should have been a GW2 equivalent of SF and a GW2 equivalent of FB should be an elite. When tweaked properly, that would have been much easier to balance. I miss when elites made a build. SoR and Flesh Golem are about as close as it gets in that regard.
Resident Thief
(edited by Auesis.7301)
Elementalist – Avatar (Cantrip) – Turn into an avatar of your current element for a few seconds. Does not change skills. You remain in this element’s form even if you swap attunements.
I like that idea. But being attunment dependent means it has to be a glyph. Don’t make it a cantrip because you think cantrips have nice traits or are currently famous.
Elementalist – Arcane Signet. Passive could be something like +5% crit damage or boon duration if it isn’t OP, active could be no cooldown on attunement swap for 20 seconds. This could also give people other options besides 20-30 Arcane just to get the reduced attunement cooldown and open up more synergy since we have lots of signet related traits.
Guardian
Rally : Reset the elite cooldowns of all allies in 360 radius, does not effect rally. 120 sec cooldown.
Engineer – Build Barrier. Remember the destructible snow walls in the pvp event at Christmas that allies could pass through but enemies could not – similar but with a different model.
Mesmer – Mirror Visage. Cause your enemy to look like your character and take friendly fire – causing its allies to attack it.
Necromancer – Corpse explosion (including dead players in wvw to eliminate corpse spies and mesmers waiting to rez/drop portals).
Ranger – Activate Pet Elite. Would activate a unique pet ability based on your pet choice- eg, hounds sniff out stealthed targets and traps, birds fly (teleport) over obstacles to attack, etc
Guardian – Negate Magic. Just like it sounds, it would destroy existing magic fields (including mesmer portals and necro marks in wvw).
Necromancers need their diseases back.
Virulent Disease – puts ten stacks of Virulent Disease on a target. Each second, it removes a stack, gives the target 1 second of Weakness and Posion, and gives everyone around the target the current number of stacks of Virulent Disease.
This is an awesome idea.
Taking elites from Guild Wars,
Warrior: Warrior’s Endurance (Elite Stance). Gain 20 seconds of Protection, 20% more health and 10 seconds of Vigor. 180 second cool down
Ranger: Strike As One. Your pet hits when you hit doing 75% damage of the hit. 10 second duration 150 second cool down
Elemental Attunement: ALl your Elemental powers are boosted. 30% more damage and 50% more burning duration while attuned to Fire.
Water spell’s that heal heal for 30% more and add 3 stacks of vulnerability on Chill and Vulnerability causing spells.
Gain 25% crit damage and do 20% more damage while attuned to Air.
Take 20% less damage and cause 2 stacks of bleeding on all non-auto attac skills while attuned to Earth. Cantrip lasts 15 seconds with a 150 second cool down
Guardian: Mark of Protection. Allies within a 900 radius all gain 15 seconds of Protection and 15 seconds of Regeneration and get healed for 2K scales Healing Power X .3. 75 second cool down
Thief: Mobius. Activating this skills changes it to Moebius Strike. Moebius Strike costs 1 initiative and has 10 uses. After each use it hits 20% harder when if used consecutively. When all uses are used it goes on a 90 second cool down.
Necromancer: Aura of the Lich: Replicate all your active minions, they gain Protection and Regeneration for 20 seconds. 180 second cool down
Mesmer: Panic: Foes in range gain 8 stacks of confusion for 10 seconds and are dazed for 3 seconds when the Confusion ends or is removed. 90 second cool down
(edited by Grok Krog.9581)
Thief: Way of the Empty Palm: Dual skills cost 2 less initiative for 10 seconds. 120 second cool down
That’s what you call an elite skill? :’(
I don’t know..was kind of the spot just scanning through the old Guild Wars elite skills. I’ll change it
Tank mode on…
Warrior: “Watch Yourself!” (shout) – Allies gain Protection 10s, Aegis 10s and Swiftness 30s. 60s CD.
if i could add one elite per class id make sure it was usable underwater so classes with one underwater elite have options even if its only X or Y doubling the number of underwater elite abilities for those classes
Mesmer: Illusory Doppleganger (phantasm)- Create a phantasm of your current target, it has the weapon skills of that target. 120 Second CD.
Ranger: Miracle Shot – Shoot a projectile or throw a weapon skyward, which will hit the enemy you last had targeted for high damage, whether or not you have line of sight or the enemy can currently be targeted. 1800 range. 60 second CD.
Warrior: Nope. (shout) – Stun all nearby enemies, then blind all nearby enemies, then cause weakness on all nearby enemies. 90 second CD.
Necromancer: I can think of nothing better than giving them back diseases, as someone already suggested. Please ANET
Guardian: Shield of Sacrifice – Gain Protection, 100 armor, and 3000 HP, take 50% of the damage dealt to up to five nearby teammates.
Elementalist: Divine Acuity (Cantrip) – Reset the Cooldowns of your attunements and weapon skills. 90 second cd.
Thief: Assassinate – Deal a basic attack with whatever weapon you have equipped, which is an automatic critical at triple your normal critical damage. 180 second CD, requires full initiative.
Engineer: Elixir CtrlC – Uses a random elite transform skill of any enemy you have recently targeted or damaged. (replacement for Elixir PoS)
(edited by Conncept.7638)
Engineer: Lab Accident
Throw toolbelt forms all of the elixirs randomly around yourself.
cooldown 180
Guardians – Summon Spirit Army (spirit weapon) – summons 3 random spirit weapons that can be used alongside your regular ones. High CD.
I like that one and would love to see it in game. Honestly the Guardian elites as they are now are rather meh. The elite I’d add to the game is:
Ranger
For 20 seconds your pet has a 50% chance to cause knock down.
CD 60 seconds
Mesmer – Time Dilation Field: Creates an energy field of stopped time (5 to 10 secs) around the mesmer catching all projectiles. When the field ends (or is shattered by the mesmer) all trapped projectiles fire out in all directions causing damage, blindness and confusion.
Probably OP, but my main is a mesmer so I’m OK with that.
for guardians – Mystic Regeneration (+X healing for each boon)
if i could add one elite per class id make sure it was usable underwater so classes with one underwater elite have options even if its only X or Y doubling the number of underwater elite abilities for those classes
Every time i see my thief guild swimming with me i can’t help but asking myself why don’t they still have a speargun and a spear. The major problem is simply anet being lazy in general with underwater skills. I mean shadow refuge and necro wells could simply be shapped like a bubble, caltrops aren’t useable underwater but engi version is useable (seriously?), and the list just goes on and on.
As for an elite, i think it would be fair to give another class a mesmer portal, with some powerfull effect (or not).
It could be thief which would also stealth on port but could only be used once per players. Engi could build teleporters. Whatever really, as long as it’s no longer exclusive to mesmers.
Elementalist
Arcane Signet | Signet + Arcane | 0 sec cast time | 90-120 sec cooldown time
Passive: Attunements recharge faster ((Level-20)/2)%, doesn’t stack with bonuses from the Arcane trait line
Active: Grants quickness for 10 seconds; puts all attunements on cooldown afterwards
The main idea for this was to take some importance off the Arcane trait line, by allowing the player to get attunement recharge from somewhere else. The math behind the scaling would mean that it would lag behind a player maxing the arcane trait line until level 80, but have the same effect at that point. The active effect, quite frankly, is an afterthought, but the idea comes from arcane spells being instant-cast, therefore an arcane signet would let you cast other spells faster; the penalty for the quickness comes from the loss of the signet and attempts to add a slight skill factor to the active effect (players will be stuck in their final attunement for 9-15 seconds, and if they were abusing quickness for that attunement, may also be stuck with autoattacks, so it’s important to have some self-restraint)
Signet + Arcane means it should benefit from traits that effect either signet or arcane skills. Whether the CD reduction for those skill types should stack, I don’t know.
But mainly I want the passive effect so that some other builds become more viable.
The last thing that Rangers need are more traps which would only serve to limit potential builds even further. I’d like to see a return of the ranger’s preparation buffs to arrows as was in the original GW. I’d like to have a couple seconds of fire condition applied to my arrows, along with the active ability on that elite skill to cancel out the burn being given to the arrows and the next arrow blinds and dazes opponents in aoe from the target.
In my opinion I’d just like to see the ones that exist start being fun before they add any other elites.
The last thing that Rangers need are more traps which would only serve to limit potential builds even further. I’d like to see a return of the ranger’s preparation buffs to arrows as was in the original GW. I’d like to have a couple seconds of fire condition applied to my arrows, along with the active ability on that elite skill to cancel out the burn being given to the arrows and the next arrow blinds and dazes opponents in aoe from the target.
Now that’s just silly – you can’t limit potential builds by adding more options.
As for preparations, I’d love to see them. Honestly, Guild Wars 1 rangers were far superior to Guild Wars 2 rangers in both fun and effectiveness.
In my opinion I’d just like to see the ones that exist start being fun before they add any other elites.
Most of the elites are fun. The problem is that they’re so gimmicky and situational that most of the time they’re not useful.
Are you one of the people that equate “fun” to something being useful in combat?(and most classes have at least one useful elite; racials tend to suck, though…). Other people consider fun to be “Turn into a giant freaking tornado”, “become a rampaging juggernaut” or “turn something into a Moa”.
The problem is that most of the elites that are “fun” aren’t useful for general purposes, while the ones that are tend to be very generic. Warrior’s Signet of Rage or Guardian’s Renewed Focus? They offer a lot of general usefulness, but they’re not exactly fun gameplay. They need to be a little more flashy than they are, but the ones that need looking at are the plethora of transformations we have. Most of them drop all access to utilities and healing skills while active, which is the main reason nobody likes using them, as well as many of them not allowing movement during attacks.
…this thread isn’t supposed to be about the issues with current elites, but designing fun new ones. I’ll stop talking about this now.
The last thing that Rangers need are more traps which would only serve to limit potential builds even further. I’d like to see a return of the ranger’s preparation buffs to arrows as was in the original GW. I’d like to have a couple seconds of fire condition applied to my arrows, along with the active ability on that elite skill to cancel out the burn being given to the arrows and the next arrow blinds and dazes opponents in aoe from the target.
Now that’s just silly – you can’t limit potential builds by adding more options.
As for preparations, I’d love to see them. Honestly, Guild Wars 1 rangers were far superior to Guild Wars 2 rangers in both fun and effectiveness.
Well, to further my reasoning, elite skills should be tempting regardless of spec. If this new trap elite was considered the best new option I’d think we’d see even more trap builds. Thus, “limiting” build diversity. An elite should be an extra boost, not playstyle defining.
To add to this though, I do believe rangers need easier access to good AoE abilities. Other classes get this as a bonus to their main hand weapon or on a very short cooldown.
(edited by Miflett.3472)
The last thing that Rangers need are more traps which would only serve to limit potential builds even further. I’d like to see a return of the ranger’s preparation buffs to arrows as was in the original GW. I’d like to have a couple seconds of fire condition applied to my arrows, along with the active ability on that elite skill to cancel out the burn being given to the arrows and the next arrow blinds and dazes opponents in aoe from the target.
Now that’s just silly – you can’t limit potential builds by adding more options.
As for preparations, I’d love to see them. Honestly, Guild Wars 1 rangers were far superior to Guild Wars 2 rangers in both fun and effectiveness.
Well, to further my reasoning, elite skills should be tempting regardless of spec. If this new trap elite was considered the best new option I’d think we’d see even more trap builds. Thus, “limiting” build diversity. An elite should be an extra boost, not playstyle defining.
To add to this though, I do believe rangers need easier access to good AoE abilities. Other classes get this as a bonus to their main hand weapon or on a very short cooldown.
Rangers have better elites than most professions – it’s their weapons, utilities, traits, and base numbers that are lacking. In the hands of any other profession, an equivalent to Rampage As One (that worked without a pet) would not only be good, but downright overpowered. Entangle is (albeit situationally) very useful as well. Spirit of Nature is just about the only spirit worth taking, though it could probably stand for a bit of universal spirit buffing.
When you compare that to the downright bad elites of the Engineer (with the sole exception of Supply Crate), the Warrior’s Rampage, the Ele’s Tornado, Basilisk Venom, Renewed Focus, and Flesh Golem, the Ranger elites are actually quite fantastic and wouldn’t necessarily be outclassed by any new options. Smoke Trap would simply make a great new tool to synergize with trap builds and longbows.
My point is that the issue with the Ranger is not in their elite skills, which are mostly solid, even above-average, but with their kitten -poor utilities (with only traps and a few various other utilities even being remotely viable) and poor numbers in general. Higher base damages on Ranger weapons would mean more usage of Rampage as One, whereas better numbers and trait support for Spirits might mean more Spirit of Nature usage.
Ok I’ll play, but as a GW 1 veteran I will try to use some GW 1 themed skills. I’m just doing this for fun and trying to consider sPvP and WvW but if the skills are OP or UP o well.
Warrior: Gladiators Defense, Stance, 100 secs:
For 12 secs you have a 75% chance to block attacks. Every time an attack is blocked you gain 1 random boon for 5 seconds.
Ranger: Signet of the Wild, 120 secs:
Passive: Every time you do damage to a foe you have a 20% chance to summon a swarm of hawks that attack that foe (Internal cool down 5 secs). Active: Grants swiftness for 15 secs, breaks stun and cripples and blinds all foes around you for 12 secs.
Guardian: Defender’s Zeal, 180 secs:
Burn all nearby foes for 8 secs and grant regeneration, vigor and protection to you and nearby allies for 8 secs. Combo Field: Fire
Necro: Order of Undeath, 120secs:
Remove up to 3 boons from target foe and 2 nearby foes, for each boon removed a Jagged Horror is summoned at that foes location. Jagged Horror’s inflict bleeding with each attack.
Mesmer: Mindbender, 180secs:
You are weaken for 8 secs, summon a clone for 30 secs that has 2/3 of your health and and 1/2 of your total stats.
Elementalist: Elemental Fury, 220 secs: Grants fury to you for 10 secs and summons a massive elemental storm at target location that moves around the field for for 8 secs. This storm damages and inflicts conditions based off your atonement.
Thief: Shadow Prison, 60 secs:
Shadow Step to target foe, knocking them down, removing one boon and crippling them for 9 secs. If the foe was not knocked down you stealth.
Engineer: Saturated Vapor———Ignite Vapor 120 secs:
Release a Toxic Vapor at target location that blinds and poisons foes in it for 7 secs. Ignite the vapor causing it to explode, knocking back and burning all nearby foes. (No Engineers or even a class that is similar to it in GW 1).
Personally I’d be satisfied if more elites weren’t viewed as ‘DotA/generic A-RTS ultimate’ and we had a bunch more that weren’t transformations that kind of defeat the purpose of building a certain way, or summons that die in a few seconds. People have said before that a lot of them are too gimmicky and situational, and I totally agree with that.
Adding more elites that were like the ones in Guild Wars — shorter cooldown attacks or special effects relegated to that specific class would be awesome and would greatly help with build creation.
They need to give guardians Jesus beams from gw1.
Eternal Spirit of the Guardians
Summon the ancient powers of the Guardians of the past to protect your allies.
Up to 5 allies (including yourself) gain the Spirit of the Guardians effect. Rechage your virtues.
remove all conditions
gain passive virtue effects with traits Supreme Justice and Absolute Resulution
gain agis
gain retailiation
Seqence skill: Unification
Unite the summoned powers on yourself and become the Eternal Spirit of the Guardian. Recharge your virtues.
Spirit of the Guardians effect on all allies ends cleaning all conditions, granding agis, retailiaion, protection and heals each affected player for 5% of your health for each boon on affected ally.
You gain Eternal versions of all virtues (passiv effect continues when on cooldown + improved recharge rate)
Eternal Wrath
passive: Supreme Justice + Permeating Wrath + Blinding target around you when triggerd.
acitve: might, fury, retaliation for 5 allies (including yourself ), burn and blind 5 enemies.
Eternal Resoultion
passive: Rejuvination increased by 100% + 10% for each boon you have + chance to convert condition into boon when hit
active: regeneration, swiftnes, vigor + group healing
Eternal Courage
passive: 50% damage reduction + gain agis when hit for more than 10% of your health + when agis ends your are healed, gain protection and retaliation.
active: knockdown 5 enemies, gain agis, protection and retaliation and stability
Should have some kind of blue flame glowing efffect.
Ranger
Elite Preparation – Explosive Tips: for x seconds your attacks explode on contact, dealing y aoe damage at target’s location. Also, 15% chance of attacks causing a blast finisher.
Soul of Melandru: for x secs you and your pet gain Melandru’s Soul, hardening your skin with bark and gaining y toughness, and create a random aoe boon of regen, protection, or aegis (internal CD of 3 secs) at your locations.
[TTBH] [HATE], Yak’s Bend(NA)
If I could add only one elite from GW1, it would be the “Echo” elite…
For those that don’t know, you could use echo and it would immediately become the skill you use immediately after, giving you essentially 2 of the same skill, with different cool downs.
Might be OP, though, because some of those long CD Mesmer skills are powerful.
If I could add only one elite from GW1, it would be the “Echo” elite…
For those that don’t know, you could use echo and it would immediately become the skill you use immediately after, giving you essentially 2 of the same skill, with different cool downs.
Might be OP, though, because some of those long CD Mesmer skills are powerful.
2x Ranger’s “Protect Me!” would be sweet!! OP as hell, but sweet…
[TTBH] [HATE], Yak’s Bend(NA)
I want one elite from every school of ability (for example on my ele, an arcane elite, a signet elite and a cantrip elite)
There should at least be one elite for each build, and then have a shorter cd more buildcentric elites from the same schools like gw1.
More skills!!
My humble idea for new ranger Elite skill.
Elite Skill-I WANT TO ROLL MY FACE ON KEYBOARD BUT STILL ABLE TO KILL PPL – Sacrifice your pet and transform into a thief ,elementalist or mesmer. Transformation ends upon logout.
Ranger as the least amount of condition removal and the remaining ones that we have is either unreliable or requires full 30 trait points to activate. So my idea for new elite skill is to help compensate that. But I don’t like unbalanced skills,so i add in a drawback
Elite Skill- Signet of Nature’s Equilibrium- Passive mode- Reduces all condition duration inflicted and boon duration applied on ranger and pet to 3 seconds maximum.Active mode- Remove all conditions and boons from Ranger and pet,gain immunity from conditions and boons for 10 seconds. Cooldown 60 seconds.
(edited by Verdelet Arconia.6987)