[Suggestions] Future Elite Specializations

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: wQnxy.7529

wQnxy.7529

Revenant

Name: Legendary Human Prince Rurik or Turai Ossa
Description: Both being warriors, the skills and abilities could be more combat focused with a nice mixture of offence and defence.

Name: Legendary Charr Khan-Ur
Description: Could be technologically focused like the Charr are now.

Name: Legendary Asura Snaff
Description: Could focus on the use of Golems and telepathy, which his creations were known for

1) King Adelbern – gonna be more interensting than just warr rurik/turai ossa, since he was sorceror-king and it gives more space for the skills/mechanics, than just offensive/defensive skills.
2) Khan-Ur is not the name, but command rank. Like tribune, soldier, etc.
3) Snaff is “too young” to be the legendary stance character. There are a lot of really LEGENDARY asura candidates for stance. Like Blimm, Vekk, Oola, Zinn, Sokka. And if we want to use golem technologies – ill stick to Oola or Blimm.

(edited by wQnxy.7529)

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Zelanard.5806

Zelanard.5806

After a conversation with a friend about having the Mesmer use a trident on land, I got a few ideas to alter an old suggestion I made an age go. Since I couldn’t find the thread, and did not want to Necropost anyway, i am reposting the suggestion here.

Mesmer: Elite Demonologist
The Mesmer already study chaos magic. The next and deeper step, would naturally lead to summoning demons rather than illusions.

Land Trident Proficiency
Allows the use of a tident on land, and grant the Mesmer word spells.
Word spells have a range of 600 and affect up to 5 targets within range

  • Demons touch: This skill does light damage and cause 3 stacks of torment for 2 seconds to one foe within 360.
  • Word of terror: Chill foes in range for 3 seconds.
  • Word of Prediction: Stun foes within range for 2 seconds.
  • Word of Madness: Cause 6 stacks of confusion for 3 seconds.
  • Word of the ether: Grant Distortion to allies for 2 seconds.

Specialization
Minor traits

  • Chaos clones: This unlocks the f5 ability: Banish Demons which destroys all clones, phantasms and margonites.
  • Margonite Phantasms: The Characters Phantasms become Margonites.
  • Destructive Chaos: The Characters Clones become Phantasms.

Major trait’s

  • Concealed secrets: Concealment skills you cast last longer.
  • Secret of Speed: When using a concealment, gain quickness for 2 seconds.
  • Secret of shadows: When using a concealment, gain stealth for 2 seconds.
  • Demonic Trident: Critical hits you land with a Tident have 25% chance to cast Demonic Concealment. (Cooldown 20 seconds)
  • Quick draw: When switching to or from Trident in combat: Recharge time on weapon swap is reduced by 5 seconds.
  • Margonites Form: When using Banish Demons: Become a Margonite for 10 seconds.
  • Enhanced Margonites: Margonites does not die upon being scattered. They do damage akin to that of a phantasm and die upon being banished or killed in combat.
  • Trident Master: Trident skills recharge 25% faster and cause does 10% more condition damage.
  • Demonic escape: On dodge, instead cast Demonic Concealment.

Skills:
Healing Concealment – Demon lights: Gain x health. Summon a Margonite which heal allies and remove conditions.
Concealment – Demonic Concealment: Summon a Margonite at your location and teleport to a random location. For 5 seconds you become a Margonite.
Concealment – Demons blur: Gain distortion for 5 seconds.
Concealment – Vanish: Teleport to a random location and gain stealth for 5 seconds.
Concealment – Toxic blur: For 5 seconds you emit a poison cloud. Leaving a trail of poison after you. The trail count as a poison field.
Elite Concealment – Chaotic hex: for 5 seconds, any skill or attack used on the demonologist, is used on the user instead.

Margonites
Margonites have more HP than Phantasms. They can always use:

  • Demons touch: See skill description above.
  • Word of Nightfall: Blind foes within range for 1 seconds.

OBS! The demons does not have to be margonites. I chose them, because i adore their looks and think they’d fit right in with the Mesmer. In addition i’m thinking that if Rytlock can summon a Margonite inside himself, why should a demonologist not be able to summon them outside for a limited duration?
https://wiki.guildwars.com/images/8/8d/%22Margonite_Elementalist%22_concept_art.jpg

When commenting on a suggestion:
Leave it to A-net to decide whether the suggestion is possible or not.

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Amaimon.7823

Amaimon.7823

Warrior to Sage: the sage wields a staff and deals with auras.
Guardian to Paladin: the paladin has a changed set of greatsword and hammer skills, meant to defend and heal, as the next dedicated healer for raids.
Revenant to Weh No Su wa Togo: channel master the ritualist Togo and gain access to spirit-summoning skills.

Thief to Venomoncromist: specialized with dual wielding axes, they flash over the battlefield using various poisons and toxins.
Ranger to Hunter: holding a rifle, and controlling two (or even three) of the same pet, making the pets as a group 150-200% more effective. Replaces all trap skills with superior traps.
Engineer to Siegemaster: able to create turrets and vehicles that you are allies can control.

Elementalist to Rampartant: wields a greatsword or two normal swords and fights melee to med-range. Has superior barrier abilities and superior summoned elementals.
Mesmer to Chaophant: chaophants are masters of terror.mthey use nightmares to inflict heavy agony and despair on enemies. They wield a focus in the main hand and can materialize nightmare fuel.
Necromancer to Demonologist: wielding a mace, demonologists can no longer summon undead, but instead summon one of few greater demons until it dies (Imp, Aatxe or Dreadreaver) demonologists use their blood as a currency, replacing cooldowns.

Note: apologies for the atrocious english, im writing this on an ipad and its hell to fix writing mistakes

(edited by Amaimon.7823)

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Headcase.4618

Headcase.4618

I kinda like the staff Warrior idea, although I’d personally swap out auras for spirits.

As for the Revenant, I’m thinking Golemancer Stance with Oola where you get a scepter/focus and control a golem hologram that appears around you and has physical type skills like warrior, or Outcast Stance with Pyre Fierceshot where you get a longbow and preparation skills that work similar to thief’s venom skills

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Amaimon.7823

Amaimon.7823

I kinda like the staff Warrior idea, although I’d personally swap out auras for spirits.

As for the Revenant, I’m thinking Golemancer Stance with Oola where you get a scepter/focus and control a golem hologram that appears around you and has physical type skills like warrior, or Outcast Stance with Pyre Fierceshot where you get a longbow and preparation skills that work similar to thief’s venom skills

I like those as well, problem is, with revenant you can involve so many cool characters from GW1 or pre-lore that its actually hard to decide which one would be best. I just chose togo because I believed you’d reach the most of the playerbase. I think everyone who played eotn played factions, but not necessarily the other way around.
Other cool people would include Koss, Rurik, the Lich, Galrath, just to name a few

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Menmaro.4607

Menmaro.4607

“Thief to Venomoncromist: specialized with dual wielding axes, they flash over the battlefield using various poisons and toxins.”

Hell no, dual wielding axes and more poisons? As if poison builds weren’t already in abundance. And the idea of dual wielding axes as a thief is very distasteful. (Sorry if this sounds insulting, it wasnt meant to be).

An idea I loved when I saw on reddit was Swashbuckler. So dual wield swords. Cant remember what the spec would be like but I loved the idea of swashbuckler and dual wielding swords as a thief.

Another I had was Shinobi, so going back to a sort of ninja like thief who specialises solely on stealth attacks and conditions such as crippling and such. Maybe even conjuring Jutsus or something? Idk would be cool.

Never trust a thief, they’ll backstab you and steal your shit..

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Svarty.8019

Svarty.8019

Please no more elites ><

Nobody at Anet loves WvW like Grouch loved PvP. That’s what we need, a WvW Grouch, but taller.

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Amaimon.7823

Amaimon.7823

“Thief to Venomoncromist: specialized with dual wielding axes, they flash over the battlefield using various poisons and toxins.”

Hell no, dual wielding axes and more poisons? As if poison builds weren’t already in abundance. And the idea of dual wielding axes as a thief is very distasteful. (Sorry if this sounds insulting, it wasnt meant to be).

An idea I loved when I saw on reddit was Swashbuckler. So dual wield swords. Cant remember what the spec would be like but I loved the idea of swashbuckler and dual wielding swords as a thief.

Another I had was Shinobi, so going back to a sort of ninja like thief who specialises solely on stealth attacks and conditions such as crippling and such. Maybe even conjuring Jutsus or something? Idk would be cool.

The swaschbuckler is also a very good idea, but as for the dual axe, I was kind of refering to these weapons: Dont forget that elites come with a weapon collection of a good looking item: https://upload.wikimedia.org/wikipedia/commons/6/68/Kusarigama-crop.jpg

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Amaimon.7823

Amaimon.7823

Please no more elites ><

You didn’t like the current elites? We’ll be getting them anyway, its anets way to avoid having to make whole new classes.

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: OriOri.8724

OriOri.8724

I like the mesmer idea. Give us access to fear, replace our illusions with nightmares (same effects, but different shatters). Would be fun to play for sure

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Svarty.8019

Svarty.8019

Please no more elites ><

You didn’t like the current elites? We’ll be getting them anyway, its anets way to avoid having to make whole new classes.

But more elites means even more imbalance and more effort to TRY to balance what exists.

Nobody at Anet loves WvW like Grouch loved PvP. That’s what we need, a WvW Grouch, but taller.

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Menmaro.4607

Menmaro.4607

“Thief to Venomoncromist: specialized with dual wielding axes, they flash over the battlefield using various poisons and toxins.”

Hell no, dual wielding axes and more poisons? As if poison builds weren’t already in abundance. And the idea of dual wielding axes as a thief is very distasteful. (Sorry if this sounds insulting, it wasnt meant to be).

An idea I loved when I saw on reddit was Swashbuckler. So dual wield swords. Cant remember what the spec would be like but I loved the idea of swashbuckler and dual wielding swords as a thief.

Another I had was Shinobi, so going back to a sort of ninja like thief who specialises solely on stealth attacks and conditions such as crippling and such. Maybe even conjuring Jutsus or something? Idk would be cool.

The swaschbuckler is also a very good idea, but as for the dual axe, I was kind of refering to these weapons: Dont forget that elites come with a weapon collection of a good looking item: https://upload.wikimedia.org/wikipedia/commons/6/68/Kusarigama-crop.jpg

Oh right, when you said dual wielding axes I envisioned a viking with 2 axes and it turned my right off. Those I can deal with actually, but like I said, there are too many venom builds out there now and not enough stealth builds which is what I imagined thief would always be like :/

Never trust a thief, they’ll backstab you and steal your shit..

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: BANNED.9527

BANNED.9527

I have a brilliant idea for Warrior. Basically thief secondary, dagger in offhand as the weapon. It is inspired by my W/A build from gw1.

It takes initiative and dual attacks and puts a spin on it. Your 1 skill is your dual attack and it varies by mace/axe/sword with dagger offhand. Then initiative will replace rage and your 1 skills drain initiative while your other skills build it. Obviously would have really cool attack chains that are actually dual wielding unlike what we’ve got now… then for utilities, I would say go with shadow arts

As for when using two handed weapons or other offhands, I don’t really have any ideas…but maybe they can just function normally while also letting you gain initiative over time and use initiative in lieu of rage?

I loved using shadow form on my warrior despite it being counterintuitive, it was the singke best skill for getting legendary cartographer as well. Anyway… I just love the idea of seeing my dual wielding “toothpick” warrior come to life in gw2. I never saw anyone else ever use daggers on a warrior, but it was actually somewhat effective with warrior’s endurance.

(edited by BANNED.9527)

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Tyloric.7520

Tyloric.7520

I just really think Guardians need a spec that focuses healing.

Casteless Wind [Guild Wars 2]
The Secksy Monk [Guild Wars 1]
Stormbluff Isle – Storm Slayer Dragons [SDS]

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: LucosTheDutch.4819

LucosTheDutch.4819

I just really think Guardians need a spec that focuses healing.

I agree, but I think such a spec should also give offensive support to be useful.

I think a cool elite spec for guardian would be the Cleric.

The Cleric (Guardian Elite Spec):

The Cleric gets glyphs, which give defensive buffs and heals to yourself and allies. They also get a new 4th virtue, which would be an F4 ability called Angelic Aspect. Angelic Aspect would work similarly to the necromancer’s shroud ability, or the druid’s celestial avatar. It would temporarily transform the guardian into an angelic avatar, replacing their weapons with a tome and changing the functionality of their glyphs to be more offensive instead of defensive. The tome skills could be a mix of DPS and heal skills and should be pretty powerful.
The new weapon that the cleric could get is an off-hand mace. I feel that would thematically fit a cleric.

Yes, I know this would be very similar to the druid, but I think Anet can make it feel different enough to make it feel unique and suitable to a guardian.

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Kusa.6438

Kusa.6438

Mesmer – Gemini elite spec idea/thought

The idea behind this spec would be removing all clones, and having a permanent phantasm. Most the skills would revolve around empowering yourself and your phantasm.
Idea for an F5 shatter – “split personality” – swap positions with your phantasm.
Then utilities based around your phantasm that is almost like weapon kits. That change its weapons and skills.
Your shatters will be replaced with weapon skills of the phantasm.
Example – utility “empowering swords” – phantasm is equipped with dual swords and gain sword abilities.
F1 – leap attack – leap into battle attacking for X dmg
F2 – dual stab – use both swords to deliver a critical blow
F3 – blade dance – twirl finisher – spinning dance that grants distortion and does x dmg
F4 – evasive heal – leap back healing for x amount

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Gerzanthulus.9642

Gerzanthulus.9642

A few exceptions aside, the elite specialization is pretty much mandatory for all play styles (which means that players are somewhat limited in terms of variety). To fix this, I propose more elite specializations.

Elementalist
New specialization: To be named (Couldn’t think of anything, sorry).
New weapon: Sword (main hand); 1) Fire: Cleave (Cleave your foe with an arc of flames.) Water: Pierce (Stab and chill a foe.) Air: Shock (Strike and weaken your foe.) Earth: Shattering Strike (Shatter a stone-coated blade on your foe to inflict damage and bleeding on them.) 2) Fire: Flame Wheel (Spin in place, damaging and burning foes around you.) Water: Flash Freeze (Freeze your foe to the ground, immobilizing them.) Air: Lightning Rod (Become a lightning rod, damaging all nearby foes.) Earth: Ring of Earth (Raise a ring of earth to damage and bleed nearby foes.) 3) Fire: Inferno (Bring down an exploding orb of flames on your foe.) Water: Water Dance (Perform an evasive dance around your foe, healing nearby allies.) (Air: Bolt (Launch yourself at your foe and strike them with your sword.) Earth: Gravitate (Raise 3 orbs of stone from the ground to orbit around you. Orbs deal damage to foes they hit.)
New healing skill: Well of Flooding (Target area pulses, healing allies and curing conditions. Additional healing for each cured condition (small amount).)
New utilities: Well; 1) Well of Eruption (Target area pulses, damaging and burning foes.) 2) Well of Frost (Target area pulses, chilling and damaging foes.) 3) Well of Storms (Target area pulses, damaging foes.) 4) Well of Quicksand (Target area pulses, slowing and crippling foes.)
New elite skill: Well of Ice Age (Target area pulses, freezing all foes.)
Thoughts: To be honest, I was a bit saddened when Tempests got warhorn instead of sword. Also, wells kind of seemed like a natural choice when it came to the class’ first melee weapon (easier to keep them inside the wells that way).

Warrior
New specialization: Soldier
New weapon: Shield (main hand); 1) Chain: Bash your foe. Slam your foe. Whirl into your foe (applies vulnerability). 2) Crushing Defense (Block the next attack and deliver a crushing blow. Leap at foe if out of melee range (max 450).) 3) Mocking Blow (Taunt and damage foe.)
New healing skill: Bunker (Block while healing.)
New utilities: Survival; 1) Phalanx (Retaliation hits twice per attack for X seconds.) 2) Rapid Recovery (Gain alacrity.) 3) Retaliatory Response (Breaks stun and grants retaliation.) 4) Mobile Fortress (Gain protection and swiftness.)
New elite skill: Adrenal Rush (Gain adrenaline, quickness and swiftness.)
Thoughts: I’ve always wanted to dual wield shields and figured a hardened soldier was one way to go about it.

Ranger
New specialization: Gunner
New weapon: Rifle; 1) Glorious Shot (Deals more damage to close foes.) 2) Barrage (Fire multiple shots at your foe.) 3) Tuck and Roll (Roll forward and shoot your foe.) 4) Put Down (Fire a shot that deals extra damage to foes with low health.) 5) Butt-stroke (Stun your foe.)
New healing skill: Animalistic Recovery (Heal yourself and gain fury.)
New utilities: Physical; 1) Throw Net (Immobilizes. Duration is longer if closer.) 2) My Boot In Your Chest (Knocks down foe.) 3) Boar Charge (Charge and launch your foe.) 4) Feral Assault (Strike your foe multiple times.)
New elite skill: Throat Stomp (Deals a large amount of damage. Downed enemies struck with this are finished.)
Thoughts: Seeing as to how most animals have heightened hearing, gun shots from your best friend don’t sound like a great idea. This is why I believe this specialization loses it’s pet for various bonuses [i.e. traits affecting pets would now affect the player instead, gain bonus stats from beast stance (which would be chosen from the pet menu and swapped with F1, etc.])

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Gerzanthulus.9642

Gerzanthulus.9642

Necromancer
New specialization: Poisoner
New weapon: Shortbow; 1) Poisoned Arrow (Fire a poisoned arrow at your foe.) 2) Ghastly Arrow (Fire a poisoned arrow imbued in dark magic. Gain life force.) 3) Grasping Arrow (Fire an arrow imbued in dark magic, immobilizing your foe.) 4) Chilling Arrow (Fire a chilled arrow at your foe and shadowstep to them.) 5) Swarming Arrow (Fire an arrow that draws locust to blind and cripple your foe.)
New healing skill: Leeching Venom (Heal yourself. X% of poison damage on your foes heals you for the next few seconds.)
New utilities: Venom; 1) Bone Venom (Your next few attacks apply vulnerability and slow.) 2) Fiendish Venom (Your next few attacks apply weakness and torment.) 3) Shadow Venom (Your next few attacks apply blind and poison.) 4) Flesh Rotting Venom (Your next few attacks apply cripple and bleeding.)
New elite skill: Flesh Eating Venom (Your next few attacks apply fear and torment.)
Thoughts: Poison has always been somewhat lackluster, so I’m hoping that by adding a specialization that focuses on it will make it somewhat more useful. There’s also only two classes that can use shortbows.

Guardian
New specialization: Inquisitor
New weapon: Torch (main hand); 1) Burning Strike (Damage and burn foe.) 2) Symbol of Purging (Smash a mystic symbol onto the ground to burn foes.) 3) Fire Spray (Fire multiple orbs of flame at your foe.)
New healing skill: Cleanse (Heal yourself and burn nearby foes. Cure a condition for every foe burned by this skill.)
New utilities: Manipulation; 1) Purging Light (Transform boons on foe into stacks of burning.) 2) Fire Wall (Create a wall of fire that burns foes.) 3) Burning Grasp (Pull your foe to you and apply burning.) 4) Flames of Redemption (Set a downed ally alight, periodically burning nearby foes.)
New elite skill: Mass Inquisition (Burn all nearby foes.)
Thoughts: I figured a burn-based condition build was the only viable choice for condition damage guardians, so why not a torch in the main hand slot?

Thief
New specialization: Sniper
New weapon: Longbow; 1) Long Shot (Shoot your foe from long range. The farther the arrow flies, the more likely it is to land a critical hit.) Stealth Attack: Snipe (Shoot a powerful arrow. Critical hits deal more damage.) 2) Crippling Shot (Fire a crippling shot at your foe.) 3) Distancing Shot (Shoot your foe and shadowstep away.) 4) Smoke Shot (Fire a blinding smoke screen at foes.) 5) Concealing Shot (Shoot your foe and vanish in stealth.)
New healing skill: Stimpack (Heal yourself and gain fury.)
New utilities: Gadget; 1) Simple Grenade (Throw a grenade at your foes.) 2) Defibrillator (Revive a nearby downed ally.) 3) Emergency Kit (Breaks stun and removes conditions.) 4) Infrared Goggles (Render foes under stealth visible.)
New elite skill: Tactical Strike (Call in a tactical missile to attack your foe.)
Thoughts: Being the only class without a weapon that can reach 1200 range, I figured a longbow could fix that.

Engineer
New specialization: Hex Tech
New weapon: Focus; 4) Concussion Grenade (Throw a grenade that applies confusion.) 5) Warp (Teleport to the targeted area and daze nearby foes.)
New healing skill: Glue Trap (Heal yourself and place a net propulsion trap. Foes that trigger this trap are immobilized.)
New utilities: Trap; 1) Spring Trap (Foes that trigger this trap are launched.) 2) Napalm Trap (Foes that trigger this trap are engulfed in a field of napalm.) 3) Gas Vent (Foes that trigger this trap are engulfed in a cloud of poison.) 4) Corrosive Trap (Foes that trigger this trap lose boons and gain vulnerability.)
New elite skill: The Big One (Foes that trigger this trap are damaged and stunned.)
Thoughts: Engineer was a bit tough to be creative with due to already being very versatile, so I just patched whatever I could come up with into one set up.

Mesmer
New specialization: Mind Breaker
New weapon: Pistol (main hand); 1) Confounding Shot (Shoot and confuse your foe.) 2) Blazing Distortion (Fire repeatedly, distorting the space around you.) 3) Distracting Shot (Summon an illusion that will taunt your target.)
New healing skill: Hide Within Mirrors (Vanish in stealth and confuse nearby foes.)
New utilities: Deception; 1) Temporal Refuge (Create a pulsing refuge that grants distortion.) 2) Confounding Powder (Confuse foes in the target area.) 3) Illusionary Screen (Create an illusionary screen that slows foes.) 4) Swap (Switch places with the target.)
New elite skill: Illusionary Army (The next shatter skill you use gains the benefit of X more illusions.)
Thoughts: Mesmers have quite a few off hand weapons (this was the case even before Chronomancer) with a rather short list of main hand weapons, so I figured it this would help fix that. I also found it peculiar that deception wasn’t an asset for a class that thrives on confusing enemies, so I threw that in, too.

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Gerzanthulus.9642

Gerzanthulus.9642

Revenant
New specialization: Distorter
New legend: ? the Mesmer (Grants Shatter.)
New weapon: Scepter; 1) Confounding Strike (Strike and confuse your foe.) 2) Distorting Blow (Distort the space around you as you strike a foe.) 3) Spatial Rupture (Rupture the space around your foe and causing it to implode on them.)
New healing skill: Heal yourself. Gain additional healing for each active illusion.
New utilities: 1) Phantasmal Guardian (Attacks and weakens foes. Grants protection when shattered.) 2) Phantasmal Demon (Attacks and torments foes. Grants Resistance when shattered.) 3) Phantasmal Assassin (Attacks and inflicts bleeding to foes. Grants Fury when shattered.)
New elite skill: Phantasmal Chronomancer (Attacks and slows foes. Grants alacrity when shattered.)
Thoughts: With legends resembling classes already (Jalis=Warrior/Guardian, Mallyx=Necromancer, Ventari=Ranger, Shiro=Thief.), I figured it was only natural to add a class they didn’t resemble yet. Note: Phanstasms would drain revenant energy while channeled and would not grant shatter benefits if they expire.

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: TheSwede.9512

TheSwede.9512

Guardian – Zealot
Weapon: Off-hand Mace
Utility Skills: Relics (New)
Mechanic: Virtues are expanded upon completely, becoming full-fledged Faiths with new passive and active effects. They also gain access to a new Boon called Serenity.

Mechanic: Faiths
Each virtue is replaced with a corresponding Faith, which carries new and more support-oriented effects focused on strengthening allies. Each Faith inherits traits from the Virtue it replaces.

  • Justiciar’s Faith – Replaces Virtue of Justice.
    • Passive Effect: Heal allies around your target with every fifth attack. Radius: 300.
    • Active Effect: Increase Damage and Condition damage for nearby Allies by 10% for 6s. Radius: 600. CD: 20s.
  • Protector’s Faith – Replaces Virtue of Resolve.
    • Passive Effect: Healing to Allies is increased by 20%.
    • Active Effect: Create a field that Heals nearby Allies every second, pulsing Serenity (1s). Radius: 360. Cooldown: 30s.
  • Champion’s Faith – Replaces Virtue of Courage.
    • Passive Effect: Pulse AoE healing and Protection (3s) around yourself every 20s. Radius: 180.
    • Active Effect: Nearby Allies gain a personal shield that reflects Projectiles for 4s. Radius: 600. Shield Radius: 120. Cooldown: 60s.

Serenity is the anti-thesis to Poison, as it increases any Healing the target recieves by 20% in addition to giving them a slight Heal-over-time effect (Although weaker than Regeneration).

Weapon: Off-hand Mace
The Off-hand Mace is a Supportive Weapon, designed around Healing and Protecting Allies.

  • Serenitous Impact – Strike the ground, creating a lingering shockwave that pulses Healing to allies, increasing in Size and Healing with each pulse. The last pulse grants Serenity (4s) to allies. Number of Pulses: 3. Intervall: 1s. Radius: 180/240/360. Combo Finisher: Blast. Cooldown: 15s.
  • Shimmering Shield – Channel, creating a barrier around each ally within range that Blocks all incoming attacks for the channel duration. Upon a full Channel, greatly Heal all affected Allies. Channel Duration: 2s. Radius: 240. Cooldown: 30s.

Utility Skills: Relics
Relics bear similarities to Banners: They create a Passive Effect around themselves and can be picked up and wielded as Environmental weapons. Unlike banners, they only carry a single “Drop” Skill while carried and Activating this skill consumes the Relic in return for a powerful effect. Like with Banners, their Cooldown is initiated immedietally upon Summoning them.

  • Benevolent was Ventari – Carry a Relic of Ventari, pulsing Healing to and Increasing Outgoing healing of nearby Allies by 20%. Intervall: 3s. Relic Radius: 600. Relic Duration: 90s. Cooldown: 120s.
    • Drop Ventari’s Relic – Consume the relic, Fully Restoring nearby Allies HP and Energy to Max. Activation Time: 1s. Radius: 300. Targets: 5. Cooldown: 30s.
  • Powerful was Asgeir – Carry a Relic of Asgeir Dragonrender, Decreasing incoming Damage and Condition Damage to allies by 10%. Intervall: 3s. Relic Radius: 600. Relic Duration: 90s. Cooldown: 120s.
    • Drop Asgeir’s Relic – Consume the Relic, creating a Powerful Shockwave that Launches all nearby enemies while making Allies Invulnerable (4s). Activation Time: 1s. Radius: 450. Targets: 5. Cooldown: 30s.
  • Determined was Scorchrazor – Carry a Relic of Kalla Scorchrazor, Increasing Critical Damage and Condition Duration by 10% for nearby Allies. Intervall: 3s. Relic Radius: 600. Relic Duration: 90s. Cooldown: 120s.
    • Drop Scorchrazor’s Relic – Consume the Relic, releasing a pulsing Shockwave that grants Might (4 stacks, 15s) to Allies and Weakens (5s) enemies struck. Activation Time: 1s. Pulses: 5. Duration: 5s. Radius: 300. Targets: 5. Cooldown: 30s.
  • Brave was Riannoc – Carry a Relic of Riannoc, Pulsing Swiftness (3s) and reducing Cooldowns by 10%. Relic Duration: 90s. Cooldown: 120s.
    • Drop Riannoc’s Relic – Consume the Relic, Rallying Downed Allies, granting them Superspeed (5s) and Cleansing All Conditions. Activation Time: 1s. Radius: 300. Targets: 5. Cooldown: 30s.
  • Diligent was Zinn – Carry a Relic of Zinn, pulsing Might (1 stack, 15s) and causing Actions to be 10% faster. Relic Duration: 90s. Cooldown: 120s.
    • Drop Zinn’s Relic – Consume the Relic, creating a large Field that pulses Aegis to Allies within. Activation Time: 1s. Duration: 5s. Radius: 300. Targets: 5. Cooldown: 30s.
  • Fearsome was Gwen – Elite Skill. Carry a Relic of Gwen Thackarey, causing Allies’ Critical Hits to deal AoE damage and Burning around their primary target. Effect Intervall: 3s. Relic Radius: 600. Relic Duration: 90s. Cooldown: 120s.
    • Drop Gwen’s Relic – Consume the Relic, summoning a Massive sword over each nearby enemy that deals Massive Damage, removes All Boons and Finishes Downed Targets. Activation Time: 1s. Radius: 300. Targets: 5. Cooldown: 60s.
Warrior – Wardancer | Guardian – Lorekeeper | Revenant – Vindicator |
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Amaimon.7823

Amaimon.7823

  • Fearsome was Gwen – Elite Skill. Carry a Relic of Gwen Thackarey, causing Allies’ Critical Hits to deal AoE damage and Burning around their primary target. Effect Intervall: 3s. Relic Radius: 600. Relic Duration: 90s. Cooldown: 120s.
    • Drop Gwen’s Relic – Consume the Relic, summoning a Massive sword over each nearby enemy that deals Massive Damage, removes All Boons and Finishes Downed Targets. Activation Time: 1s. Radius: 300. Targets: 5. Cooldown: 60s.

Useless was Gwen – Elite Skill. Carry the broken flute of Gwen. It does absolutely nothing but prevent you from using your offhand skills.
*Drop Gwen’s Broken Flute* – good riddance, now you can use your weapon again. Forget Gwen, and just fight.

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Zoid.2568

Zoid.2568

Elementalist needs a new support skill!

Dome of Earth: The Elementalist uses the minerals in the earth to create a protective dome which negates all attacks, while the outside is like a mirror you become invisible in the environment and can’t be seen by enemies.

I would love this skill in WvW. Invisible + invulnerable .

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: TheSwede.9512

TheSwede.9512

Engineer – Chemist
Weapon: Shortbow
Utility Skills: Wells
Mechanic: Your Tool Belt is replaced with Chemistry Belt, which carries entirely new skills.

Mechanic: Chemistry Belt
Chemistry Belt differs from the Tool Belt in that rather than gaining a unique Skill for the corresponding Utility Skill, it now gains a unique Skill depending on which type of skill it is, having less options but allowing more costumization of the Utility Bar without affecting the Chemistry Belt.
All Chemistry Belt skills spawn 2 “slimes”, which are Pets for all intents and purposes. However, once they reach their target, they’ll sacrifice themselves to cause an effect. If destroyed prior to reaching their target, no effect takes place. Slimes prioritize Low-Health targets wether friendly or hostile.

  • Elixirs: Elixir Slime – Create 2 Green-tinted Slimes that seek out Allies, greatly healing them and granting Regeneration (4s). Elixir Slimes are considered Elixirs for Trait synergy. Cooldown: 35s.
  • Weapon Kits: Adrenal Slime – Create 2 Orange-tinted Slimes that seek out Allies, healing them and granting Quickness (2s). Cooldown: 20s.
  • Device Kits: Cleansing Slime – Create 2 White-tinted Slimes that seek out Allies, healing them and removing 1 condition. Cooldown: 25s.
  • Turret: Grimy Slime – Create 2 Oily Slimes that seek out enemies, Immobilizing (1s) them and Increasing the duration of applied Conditions by 2s. Cooldown: 30s.
  • Gadget: Electro-Slime – Create 2 Yellow-tinted Slimes that seek out enemies, Dazing (1s) them and removing 1 Boon. Cooldown: 25s.
  • Wells: Healing Slimes – Create 2 Blue-tinted Slimes that seek out Allies, healing in a Radius around them. Radius: 180. Cooldown: 15s.

Weapon: Shortbow
The shortbow is a surgical tool of precision in the hands of an Chemist, used to administer medicine and poisons from afar.

  • Exotermic Injection – Fire a Syringe into your target, causing Burning (1 Stack, 1 1/2s) and granting Vigor (1s) to Allies around the target. Radius: 180. Range: 900.
  • Chemical Fan – Fire a Spread of syringe shots, Healing Allies and Bleed (1 stack, 5s) Enemies they pass through. Range: 600. Cooldown: 8s.
  • Elixir Shot – Fire an Elixir-infused arrow at the target Area, causing a burst that cleanses up to 2 conditions from nearby Allies, healing them for each Condition removed. Range: 900. Radius: 240. Cooldown: 15s.
  • Chemoburst – Fire a syringe into your target that sprays chemicals around them, making them a mobile Poison Field and stacking Poison (1 stack, 4s) every second, while Healing nearby Allies. Range: 900. Duration: 4s. Radius: 180. Cooldown: 20s.
  • Endothermic Injection – Fire a syringe into your target that causes Chill (1 to 3s) over time, eventually encasing the target in Ice, Stunning (2s) them. Duration: 3s. Chill Pulses: 3. Range: 900. Cooldown: 30s.

Utility Skills: Wells
Chemist Wells aren’t very magical, instead created by lobbing a bottle of chemical components at the target area, which cause a massive reaction and then leaves a lingering effect behind. Each Well has a Range of 900 and a Duration of 4s.

  • Well of Transfusion – Healing Skill. Heal all Allies in the initial Blast, creating a well that Heals them and grants Regeneration (2s) with every pulse. Combo Field: Water. Radius: 240. Cooldown: 20s.
  • Well of Ignition – Cause a Blast of fire that Damages all enemies, creating a well that Burns (2 stacks, 3s) enemies and grants Vigor (2s) to Allies with every pulse. Combo Field: Fire. Combo Finisher: Blast. Cooldown: 30s.
  • Well of Refraction – Daze (1s) and Blind (5s) enemies with flashing lights, creating a well that stacks Confusion (2 stacks, 5s) on enemies with every pulse. Combo Field: Light. Cooldown: 25s.
  • Well of Suffocation – Create toxic gases that Poisons (5 stacks, 5s) enemies at the target area, creating a well that stacks Torment (2 stacks, 3s) on enemies with every pulse. Combo Field: Poison. Cooldown: 30s.
  • Well of Terraformation – Shift the earth at the target area, Knocking down (2s) enemies and create a well that Cripples (2s) enemies and grants Stability (2 stacks, 2s) to allies with every pulse. Cooldown: 40s.
  • Well of Permeance – Elite Skill. Stun (2s) enemies in the target area, creating a well that increases Condition Duration on enemies by 1 second with every pulse and makes them unable to remove Conditions. Cooldown: 40s.
Warrior – Wardancer | Guardian – Lorekeeper | Revenant – Vindicator |
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |

(edited by TheSwede.9512)

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Orpheal.8263

Orpheal.8263

Alchemists use sickles with that they reap their materials like herbs for their elixiers, powders ect. ..not bows ..the best fitting weapon for an Alchemist would be to use Axes, or eventually a Chain Sickle for a more medium ranged combat style.

Also Alchemists dont create Slimes rolleyes, they create “Homunculi”, alchemagical replicated creatures of any given form and shape that the Alchemists wants them to have, based on gen mutations and alchemical cell transformations that are reproduced and invoked via decoctions, potions, tonics, elixiers injected into their biochemical created DNS to alterate or empower in different ways the homunculus.

Aside of this, they are masters of Terraforming, they can alterate the environment of their surroundings by making usage of the chemic and alchemic elements of the nature around them, to change the environment to create for example water, where some time ago was no water by alterating atoms of the ground and changing their cores (nucleus) into other chemic elements to turn this way the ground for example into a pool of water.

Alchemists are masters of explosives, able to create much more powerful grenades, bombs and missiles for turrets, than anyone else, because they know exactly what kind of chemic and alchemic materials are useful to make their explosives much more efficient, than a usual engineer does, which isn’t specialized into the details of explosives, like an Alchemist.

And they know how to manipulate via Alchemy “matter” by changign its volume to make thigns either alot HEAVIER, or alot lighters, so they know how to manipulate gravity through alterating “MASS” by changing the matter of things via their alchemical skills.

To show this, I’ll post now my version of an Alchemist

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: TheSwede.9512

TheSwede.9512

Well I am so sorry, I didn’t know you were an authority on such matter. Mea Culpa, mea culpa.

Allow me to rectify my monumental mistake by just removing the “Al-” from the name and voila!

Warrior – Wardancer | Guardian – Lorekeeper | Revenant – Vindicator |
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Orpheal.8263

Orpheal.8263

Alchemist

Engineer-Elite Specialization
Weapon
Dual Axes/ Chain Sickle, both would work in regard if Anet would want them to be more Melee based or would give the game finalyl also some medium ranged Classes, that the game badly is missing, cause currently the game just knows only Melee Combat and Long Ranged Combat, they simply forgot for 4 years by now Medium Ranged Combat with Weapons that are designed around a basic 450-600 Range
Utility Skills
Homunculus Creations (Summons)
Mechanic
Changes the Tool Belt into a Alchemist’s Belt, which doesn’t change anymore Skilsl there based on the Utility Skilsl that are used, but instead changed the Utility Skills based on which Alchemy Mastery is active.

The Alchemist has 4 Alchemy Masteries, set on F1 to F4
F1 = Explosives > Alterated Utility Skills to be focused on Explosives
F2 = Terraforming > Alterates Utility Skills to be focused on Terraforming
F3 = Mass Control > Alterates Utility Skills to be focused on Mass Control
F4 = Decoctions > Alterates the Homunculus based on your equipped Decoction in the slot that you throw onto your Homunculus to stimulate them with this. With the right Decoction give to your Homunculus, they are like on steroids and get unique Buffs
——

Weapon Skills

If Anet prefers Axes: (More Frontline Support Type)

1) Exothermic Strike > Endothermic Strike > Thermonuclear Reaction
A 3 Strike Combo Attack beginning with an unblockable hot slash that slices the blade of your axe through anything like a knife through butter, causing a second of burning, followed by an icecold axe, that causes for a second chill, finished with a dual axe leap attack at 450 unit range that causes on impact a small 300 unit range AoE explosion that hits all targets around you, causing Vulnerability

2) Acid Rain
Throw an alchemic Powder Pill into the sky at your Target Location, which causes for the area over time, that enemies suffer periodically Damage and Vulnerability Stacks per second. The Acid Rain has a duration of 5 seconds at the thrown location, with a recharge Time of 8 seconds.

3) Synthetization
Create out of the alchemical elements around you something randomous, that will help you at the moment. Grants you random Buffs, or turns into a random Skill of any other Class able to be used by either throwing the created “Skill Capsule”, or consuming it in regard if you click the skill button either with the left or right mouse button. Consuming = Buffs, Throwing = Random Skill of any Class happens.

4) Alchemical Weaponry
Buffs your Weapons and creates on location 4 environmental alchemical greases, with that Allies can receive the same effects as you. When Alchemical Weapons is active, your Auto Attacks will become faster due to your weapons “mass” becoming lighter, granting you and your allies for a short time a non removable Quickness Effect and the Auto Attacks that hit will cause also additionally now with each hit Vulnerability Stacks, while the effect is active, additionally to those, which they eventually already would do normally anyways. Duration of the effect, 10 seconds on 40seconds of recharge

5) Atomic Devastation
A powerful alchemic Axe Strike, far more powerful than the Themonuclear Reaction.
Where this strike lands, there grows no grass anymore for a long time.
A medium ranged 600 unit leap strike, that causes a bigger AoE Shockwave, which launches foes away, causing a circular cascade effect which becomes over time stronger and launches the foes further away from the epi center of the strike, the nearer you were on impact at the epi center of the attack.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Orpheal.8263

Orpheal.8263

If Anet prefers to give the game a unique Weapon, a Chain Sickle (Whip Reskin basically = more Frontline Medium Range DPS Type)

1) Acid Cleaver > Biochemic Cloud > Windmill
A wide swing attack with an acid enhanced chain sickle blade, which hits multiple targets at once, causing bleedings, followed by a Whirl Attack towards your targeted enemy which causes around you toxic cloud that causes Confusions and Weakness to foes in range, finished by a slow moving defensive Windmill, with that you block off incoming projectiles and reflect them back to the enemies.

2) Sky Render
A whirling vertical leaping ground target skill with that you hit targets in line of sight under you quickly multiple times, causing with each hit a stack of Bleeding. Grants you also Swiftness, Fury and Vigor for a few seconds. 12 seconds of recharge.

3) Dark Matter > Neutron Cleaver
Create some environmental Dark Matter, which becomes after some hits from you or allies instabile and explodes, cause a large area damage, while leaving behind a dark field. The Skill turns for you while being in this Dark Field into Neutron Cleaver, a swogn attack which is unblockable and leeches health for all hit foes to heal you, while removing up to 2 Boons from them and blinding them.

4) Deep Impact
Swing the Chain Sickle fast like a comet, which explodes on impact if it hits a foe, causing daze to the foe, while it grants you Might Stacks, the impact causes you also to make a swift jump backwards with that you evade any other incoming attacks while you recollect your chain for a brief time.

5) Ground Snake
Put your terraforming abilities into the blade of your chain sickle, prforming a vrtical swing attack to the ground, like a snake bite, which will send out a homing in earth snake at your target from the terraformed ground that you let arise this way, causing damage to the target, which causes also from the mercury in the raised ground to poison the hit foe. The weapons only 900 or 1200 range attack, with the ability to follow the target, until it hits, you cant run away from it, either it damages you, or you block it or you activate a skill, that disables receiving damage to be save from this.
Works also as Combo Skill for Fields, if this skill crosses for example through the Dark Field of Dark Matter, the attack itself will become stealthed for 3 seconds, making it harder to predict where it is actually, before it may hit you.

Rest follows tomorrow

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

(edited by Orpheal.8263)

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Sartharina.3542

Sartharina.3542

New Revenant Spec: “Boss Hoss”
New Stance: “Legendary Koss Stance”
’nuf said. Make it happen, Anet!

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: lLobo.7960

lLobo.7960

Engineer Mecha Pilot spec.
Give engies a sort of deathshroud mechanic, where you fill up a energy bar and can jump in a big mecha/golen and use the energy to do BIG attacks (machineguns, lasers and rocket jumps!)

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: TheSwede.9512

TheSwede.9512

Engineer Mecha Pilot spec.
Give engies a sort of deathshroud mechanic, where you fill up a energy bar and can jump in a big mecha/golen and use the energy to do BIG attacks (machineguns, lasers and rocket jumps!)

https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Future-Elite-Specializations/page/5#post6011523

Shameless self-promotion. Ask and ye shall recieve!

Warrior – Wardancer | Guardian – Lorekeeper | Revenant – Vindicator |
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: lLobo.7960

lLobo.7960

Engineer Mecha Pilot spec.
Give engies a sort of deathshroud mechanic, where you fill up a energy bar and can jump in a big mecha/golen and use the energy to do BIG attacks (machineguns, lasers and rocket jumps!)

https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Future-Elite-Specializations/page/5#post6011523

Shameless self-promotion. Ask and ye shall recieve!

Nice one.
Just some suggestions:
– I think we need a more power/mobility oriented MH weapon, so sword might fit better.
– I’d like to see the spec where you are very mobile and evasive, get to where you want to be in the battle/field quick, get your battle suit on and loose mobility to get great dmg/debuf or defense/support capabilities.
– It could be nice if the battle suit could work a bit like the ventary tablet when its not deployed, so it would follow you around and have some minor (F5) skill based on traits. This skill could use fuel/energy and be traited to be more effective at higher cost of energy/fuel so if the engi doesnt want to run the full suit he can use the battle-suit to support his build (a shield generator, a mobile rocked/machine-gun or something similar)

https://forum-en.gw2archive.eu/forum/professions/engineer/Suggestion-Elite-Spec-Mecha-Pilot/first#post6342543

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Orpheal.8263

Orpheal.8263

Next part of my Alchemist

Healing
Creation of Life
You create a Homunculus of the shape and form of a Kirin which heals you upon its creation and removes up to 2 conditons from you.
While it is alive, it will share his maximum Life with you, increasing your Health Pool by 10000 HP, but when it receives damage, then you will receive partwise damage too.

The Kirin comes with 3 Skills:

1) Ethereal Light > Sends out an enemy blinding Light Orb, which heals and removes a condition for all allies it touchs, while its flying towards its target.
Absorbed conditions on its path are spread among touched enemies.

2) Kirin’s Wrath Creates a Light Field, which causes damage over time and causes more damage over time to enemies so more Conditions the Kirin suffers on.

3) Life Bond Bonds itself with an ally, so that it receives heals whenever that bonded ally deals damage, while the bonded ally gets periodically a condition removed that the Kirin absorbs.

Utility Skills 1-4

Creation of Miracles
You create a Homunculus in the shape and form of an Ape
The Creation of Miracles comes with 3 Skills

1) Banana Split
A Dual Banana Pistol Shot followed by a sudden out of a shadow step followed Banana Scythe Attack that will sweep your legs away and knocks down all foes that this cleavign attack hits

2) Ape Escape
Grants the homunculous for some time Vigor, Swiftness and Protection, while it avoids for a brioef moment also all kinds of incoming damages and loses all kinds of movement impending conditions. Stun Breaks.

3) Coconades (Coconut Grenades)
The Creation of Miracles throws at its target location a flurry of Coconades, grenades that look like Coconuts, which cause on impact random effects with their explosions.
They can turn out to be fire bombs, flash lights, acid filled, ice bombs, full of poisonous gas and so on, each of them is a pure miracle.

Creation of Symbiosis
You create a Homunculus of the shape and form of a giant Termite, which comes with its own 3 Skills.

1) Bioreactive Symbiont
The Termite Homunculus creates Hydrogen out of dead wood it finds in the environment, causing a gas that is highly “inflammable” in its area of effect, causing a massive explosion if anything fire related should enter that field, while its up.

2) Pheromones
Creates another type of invisible trap based on biochemic pheromones, which will cause when foes enter its area of effect to the enemies inside of it Taunt and Confusion Stacks.
Enemies hit by this trap lose for a few seconds friendly fire, which causes them to attack eventually their own allies.

3) Termite Nest
Creates a Termite Nest, that works like a protective wall against projectiles. If the nest gets destroyed, a swarm of Termites will appear to bite nearby enemies, causing damage and Bleeding Stacks.

Creation of Passion
Creates a Humunculus of the shape and form of a fiery Fire Bird – a so called Phoenix.
It comes with its very own three Skills

1) Phoenix Down – A Skill that heals downed allies back to life, while granting them a Fire Aura for some time and gives after ressurection their next 3 auto attack also the ability to cause Burnings.

2) Ash Ember – An automatic skill that happens when the Phoenix Homunculus gets defeated, then its dead body turns to ash, explodes, causes AoE burning and heals nearby allies, turning their burn conditions from damaging to healings.

3) Infernal Wings
Dives down fast and causes a blazing line of fire on its line of sight, which causes damage to all foes that stand in its path.

Creation of Fusion
Creates a Homunculus of the shape and form of a canthan Cannon Turtle, which comes with its very own three Skills.

1) Canonball
The Homunculus shoots from its Shell Canon a powerful Canonball Shot, which causes a big explosion on impact, which knocks down hit foes in the target area.

2) Shell Shock
A different type of Canon Shot, which causes massive Vulnerability and removes enemy boons on hit.

3) Turtle Bite
The Homunculus bites nearby foes, causing Bleedings, is unblockable and causes Cripple to foes.

Elite Homunculus

Creation of Eternity
You create a Homunculus in the shape and form of yourself, a 100% real clone that isn’t just a silly illusion. This Skill copies exactly your Weapon Skills of the Weapon you use at the moment you created Eternity.

Eternity doesn’t has own skills like all other Homunculis, it just copies you.
It doesn’t have to have its own unique skills.

Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: TheSwede.9512

TheSwede.9512

Necromancer – Warlock
Weapon: Axe Off-hand
Utility Skills: Thralls (New)
Mechanic: Death Shroud is replaced with Grand Shroud, which expands the life force onto nearby allies and Minions, sharing a portion of the extra HP with them.

Mechanic: Grand Shroud
The Warlock is a mage who walks a dark path, but uses said darkness in order to aid his allies just as much as he uses it to call unholy forces to rend his enemies asunder. The Grand Shroud is an enhanced Shroud that extends the effects to nearby Allies and Minions.
Allies within 600 range upon entering Grand Shroud gain equivalent 20% of your Accumulated Life Force as their own Lesser Shroud, independant of yours. Unlike the Warlock, their skills are unchanged and Direct Damage is only reduced by 25%. They still have access to their Utility Skills. Up to 5 Allies can gain a lesser shroud like this.
Minions and Thralls are also shrouded. This Minion Shroud is only 10% of accumulated Life Force and carries no Damage Reduction, however any number of Minions and/or Thralls can be given this shroud.

Naturally, if the Warlock ends the Shroud or has their Life Force depleted, the Shroud effect for all allies or minions/thralls end immedietally.

Grand Shroud Skills

  • Life Rend – Send a Spectral claw racing along the ground, damaging and Bleeding enemies in front of you, gaining Life Force for each enemy struck. Inherits traits from Life Blast.
  • Cursed Brand -> Dark Haunt – Brand a target, causing allies and minions who attack them to gain Might. Consume the Brand to teleport to your target, Immobilizing them. Dark Haunt Inherits traits from Dark Path.
  • Inscribe Terror – Summon a terrifying visage at the target area, Fearing and Tormenting enemies struck. Inherits traits from Doom.
  • Seal of Torment – Channel, creating a Seal that pulses Torment to nearby Enemies, while transfering a Condition from yourself, Shrouded Allies or Minions with each Pulse. Inherits traits from Life Transfer.
  • Seal of Power – Channel, creating a Seal that pulses Fury to Allies and Minions, while copying a Boon from yourself to them with every pulse.

Weapon: Off-hand Axe
The off-hand Axe offers the Warlock a Condition-centric off-hand specialized in AoE denial, creating zones where the enemy are at a disadvantage against allies.

  • Blighted Ground – Tear open a fetid portal, creating a slowly expanding Poison Field that Corrupts Boons into Cripple. Everytime a Boon is corrupted, Allies within the field gain the Boon.
  • Soul Vortex – Send a vortex of tormented souls forwards, damaging and Tormenting enemies. The Vortex travels to the designated area, then returns to you. Acts as a Dark Field. Acts as a Whirl Finisher.

Utility Skills: Thralls
Thralls are more focused around Shroud than Minions. Thralls, unlike Minions, change their behaviour and grows stronger when shrouded with the Grand Shroud.

  • Bind Vampiric Horror – Summon a Vampiric Horrors that build Blood charges when striking an enemy. Upon gaining 5 charges, it returns to you and Heal you for each Charge. While shrouded, it won’t return and will keep attacking, building stacks past 5.
    • Quickening Offering – Consume Blood Charges on your Vampiric horror, healing yourself slightly and granting it Quickness for each charge consumed.
  • Bind Shadow Imp – Summon a Shadow Imp that attacks enemies from afar. While shrouded, it will Attack enemies more Frequently and gains Superspeed.
    • Unholy Totem – Command your Imp to erect a Totem for a short time. The Totem renders Minions immune to Direct Damage.
  • Bind Bone Horror – Summon a Bone Horror to attack enemies with Bleeding bone claws. While Shrouded, your Bone Horror will attack less Frequently, but now Lunges at enemies with Weakening blows instead.
    • Bone Armor – Sacrifice your Bone Horror to Break Stun and gain a Buff that pulses Stability and Protection to you every second for a short time.
  • Bind Aatxe – Summon an Aatxe to attack enemies. While Shrouded, the Aatxe builds Spectral charges every second, increasing its Damage and Damage resistance.
    • Siphoned Power – Siphon Spectral charges from your Aatxe, gaining Life Force and Might for each charge consumed.
  • Bind Rotting Horror – Summon a Rotting Horror to Poison enemies. While Shrouded, the Horror releases noxious fumes, becoming a mobile Poison Field that constantly damages and Poisons surrounding enemies.
    • Corruptive Essance – Command your rotting horror to breath a foul gas that Corrupts Boons on enemies in Poison.
  • Bind Lesser Behemoth – Elite Skill. Summon an Immobile lesser Shadow Behemoth that attacks enemies with Bleeding claws and Occasionally shrieks, Fearing enemies around it. While Shrouded, the Behemoth will instead summon falling bone pillars over enemies within range.
    • Call Portal – Withdraw your Behemoth and teleport it to your current Position, Chilling all nearby enemies.
Warrior – Wardancer | Guardian – Lorekeeper | Revenant – Vindicator |
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |

(edited by TheSwede.9512)

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: TheSwede.9512

TheSwede.9512

Revenant – Flameseeker
Weapon: Main-hand Scepter
Utility Skills: Legendary Lich – Vizier Khilbron
Mechanic: The Flameseeker’s Utility bar consists of 3 Portals that can be summoned, and a new F2 skill called Energy Recall.

Mechanic: Energy Recall
The new mechanic gives the Flameseeker the ability to actively cancel any Upkeep abilities, restoring energy used for it while also healing themselves, allowing them to reset their energy level in a fight even without swapping Legends. Traits will further enhance this skill.

  • Energy Recall – Cancel any Upkeep Skills and place them on 5s CD. You gain Energy and Health based on the Upkeep cost of cancelled skills. Cooldown: 10s.

Weapon: Scepter Main-hand
The Scepter is a heavy sustain weapon focused around debilitating conditions, life-stealing and boon-stripping, punishing enemies who rely too much on buffing themselves upbefore a fight.

  • Ebon Sphere – Send an orb of Darkness at your target that causes Burning on Hit, sending out lesser projectiles chaining to nearby enemies that causes Torment to them. Acts as a Projectile Finisher.
  • Life Vortex – Conjure a beam that pulses Poison to your target and all surrounding Enemies, stealing a Boon at the end of the channel and Healing you if it does.
  • Dark Seal – Seal away your target’s power, Dazing them and turning them into a mobile Dark Field that Blinds enemies around them.

Legend: Vizier Khilbron
Vizier Khilbron was the man who condemned Orr to eternity beneath the waves, and the undead Lich that opened the gates of Komalie and brought forth the Titans. He has returned as an echo of the mists, possessing the same strength as he did before.

Aside from Healing and Elite skill, all 3 Utility Skills opens a “portal” to the mists as an Upkeep skill, each portal summoning an echo of a titan to attack enemies. As long as the portal remains open, it will continue to summon Echoes at a set intervall, allowing the Flameseeker to swarm his enemies through proper energy management. When a Portal is closed, however, each summoned Echo starts to degrade in health, eventually dying off completely. Neither are they as durable as other pets, owing in part to their swarming functionalities.

  • Hunger of the Lich – Healing Skill (30 Energy). Heal yourself and steal 1 Boon from each nearby enemy. Each Boon stolen grants you extra healing and energy.
  • Burning Portal – Upkeep Skill (-5). Open a portal at the target location acts as a Fire Field and spawns a Burning Echo on creation, and then one more every 5s. Burning Echoes causes Burning on enemies they strike.
    • Close Portal – Cancel Upkeep. Close the Burning Portal. All Burning Echoes will lose 20% of their Max HP every second while the portal is closed.
  • Dark Portal – Upkeep Skill (-5). Open a portal at the target location acts as an Ice Field and spawns a Frost Echo on creation, and then one more every 5s. Frost Echoes causes Chill on enemies they strike.
    • Close Portal – Cancel Upkeep. Close the Dark Portal. All Frost Echoes will lose 20% of their Max HP every second while the portal is closed.
  • Rotting Portal – Upkeep Skill (-5). Open a portal at the target location acts as a Poison Field and spawns a Rotting Echo on creation, and then one more every 5s. Rotting Echoes causes Poison on enemies they strike.
    • Close Portal – Cancel Upkeep. Close the Rotting Portal. All Rotting Echoes will lose 20% of their Max HP every second while the portal is closed.
  • Gates of Komalie – Elite Skill (50 Energy). Tear open the gates, instantly Summoning 1 Burning Echo, 1 Frost Echo and 1 Rotting Echo. In addition to this, any Portal that is open summons another Echo of appropriate character when this skill is activated.
Warrior – Wardancer | Guardian – Lorekeeper | Revenant – Vindicator |
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |

(edited by TheSwede.9512)

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: TheSwede.9512

TheSwede.9512

Ranger – Hunter
Weapon: Rifle
Utility Skills: Game (New)
Mechanic: Hunters mark enemies targeted with F2 as their Quarry, gaining a damage bonus against them, along with further bonuses.

Mechanic: Quarry
The Hunter is an expert in his field and once he’s narrowed in on a target, the Hunter and his pet will pursue it relentlessly until it’s taken out.
Whenever the Hunter order his pet to attack with F2, that target is marked and becomes their Quarry. Hunters and their pet deal 10% more Damage and Condition Damage to their Quarry and hes plenty of Traits that further enhances focusing on their target. A Quarry remains marked until either they’re defeated or the Hunter finds a new enemy to mark.

Grandmaster Traits
Each grandmaster trait further enhances the Hunter while they’re gunning for their Quarry.

  • Relentless Hunter – The Hunter and their pet take 15% less Damage and Condition Damage from their Quarry. The Hunter and their Pet also gains Immunity to Movement-impeding Conditions from their Quarry.
  • Merciless Hunter – Increases the Bonus damage and Condition damage to the Quarry to 20%. Whenever a designated Quarry falls, the Hunter and their pet is Healed for a moderate amount.
  • Patient Hunter – Condition Duration against your Quarry is now increased by 20% and Critical Hits by the Hunter or their pet causes Cripple.

Weapon: Rifle
The hunter’s choice of weapon is the Rifle, a long-range Hybrid weapon designed around slowing your target down, weakening them with conditions while the Pet distracts them, before finishing them off with a final, devastating shot. Its range is the same as Longbow at 1500.

  • Burst Shot – Fire 3 shots in quick succession at your target, dealing Bonus Damage if all 3 hit.
  • Knee Shot – Kneel down and fire a shot at your target’s knees that Immobilizes your target for a short time.
  • Wounding Shot – Fire a wounding shot that grants a Debuff to the target enemy, causing them to Stack Bleeding overtime.
  • Call-out – A sharp whistle gives Superspeed to your pet and causes their next attack to Cripple your target.
  • Crown Shot – Fire a lethal shot after taking careful Aim. This skill deals additional Damage for each Condition on the Enemy and even more additional Damage if they are under any Control Effect. If fired from Stealth, this skill is Unblockable.

Utility Skills: Game
Game skills are Utility skills specifically designed to temporarily enhance the Hunter’s prowess against their Quarry. They’re quick and easy to use, gaining increased efficiency against enemies you mark.

  • Bloodthirst – Healing Skill. You and your pet gain Health over time, gaining extra burst of Healing whenever you deal Damage. These bursts are larger if damage is dealt to your Quarry.
  • Predator’s Prowl – You and your pet break Stun and gain Stealth for a short time. Attacking from Stealth will deal 20% Extra Damage, and Stun your target if they’re marked as your Quarry.
  • Find Tracks – Mark your target, Revealing them for a short time. If your target is your Quarry, you and your pet will Teleport to their location if they move further than 2000 units away from you.
  • Ensnare – Throw a length of rope around your target, Immobilizing them and removing Swiftness. If they’re your Quarry, they’re also Knocked Down.
  • Exhausting Pursuit – Tether yourself to your target, stacking Weakness on them as long as they remain within Range. If they’re your Quarry, this skill also grants you Vigor with each Pulse and Copies any Swiftness they recieve.
  • Mercy Kill – Elite Skill. Prepare to finish off your target with a holdout dagger. Instantly Finishes a Downed Opponent. If that target is your Quarry, you gain Quickness upon activating this skill.
Warrior – Wardancer | Guardian – Lorekeeper | Revenant – Vindicator |
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: TheSwede.9512

TheSwede.9512

Elementalist – Battlemage
Weapon: Mace Main-hand
Utility Skills: Traps
Mechanic: The battlemage can focus their attunements around themselves as Elemental Armor by pressing F5.

Mechanic: Elemental Armor
Elemental Armor is activated and cancelled by pressing F5 and depends on the Attunement of the Battlemage when pressing F5. While each Armor greatly enhances the Battlemage’s melee prowess, it also reduces their abilities elsewhere in return.

  • Fireclad Armor – Clad yourself in a flaming Shroud, causing AoE Damage around you every second and drastically reducing incoming Condition Duration. However, you also gain stacks of Burning and Damage at set intervalls.
  • Frostclad Armor – Clad yourself in an icy armor, causing AoE Chill to enemies around you while constantly Regenerating Health. However, you become more Susceptible to incoming CC effects.
  • Thunderclad Armor – Surround yourself with howling winds, Destroying any incoming projectiles, gaining increased Movement Speed and striking enemies that attack you with Lightning Bolts at set intervalls. However, you take increased Direct Damage from Attacks.
  • Stoneclad Armor – Surround yourself with a rocky Armor, drastically reducing incoming Direct Damage and incoming Stun Duration. However, you move slower while.

Weapon: Mace Main-hand
The Mace is a bruiser-type weapon focused around heavy sustained hybrid damage coupled with decent CC-capability.

Fire

  • Raging Bash -> Infernal Smash -> Conjure Magma – Chain combo that summons a Magma puddle beneath your target on the final strike, which erupts after a short delay to Damage and Burn them.
  • Scorching Deliverance – Smash your mace into the ground, creating an expanding field of Magma that damages and Cripples enemies within. Acts as a Fire field.
  • Explosive Uppercut – Deliver a massive Uppercut that Launches your target and Burns enemies around them. Acts as a Blast Finisher.
  • Water
    • Frozen strike -> Chilling Bash -> Crushed Ice – Chain combo that causes AoE vulnerability around your target.
    • Frozen Tide – Create a wave of sharp ice that Damages enemies in a cone in front of you, before shattering and Chilling them after a short delay.
    • Bubble Blitz – Slam down, creating a wave that Heals allies and Knocks Back surrounding enemies.
  • Air
    • Surging Smash -> High Voltage -> Energy Discharge – Chain Combo that stacks Vulnerability on your targets, last strike dealing Weakening enemies.
    • Static Shock – Strike down and create a Lightning Field that Dazes enemies on Impact and deals damage over time. Acts as a Lightning Field.
    • Ball Lightning – Summon 2 Lightning Balls to circle around you, sending out Electric bolts into nearby enemies and dealing spike damage to enemies they pass through.
  • Earth
    • Shockwave swing -> Reverberating Strike -> Magnetic Current – Send out short-ranged shockwaves that damage your target. Final Strike sends out a shockwave that Cripples enemies it passes trough.
    • Quaking Descent – Leap at your target, causing Earthen spikes to shoot up around your target, Bleeding and Crippling surrounding enemies. Acts as a Blast Finisher.
    • Gravity Crash – Send a massive surge of magnetic force onto enemies at the target area, Knocking them down and Immobilizing them. Acts as a Blast Finisher.

    Utility Skills: Traps
    Each Battlemage trap is elemental and focuses on creating difficult terrain for the enemy.

    • Grand Geyser – Healing Skill. Heal yourself and place a Trap. When the enemy triggers it, it Heals and Cleanses Conditions from you and nearby Allies, while Knocking back enemies and creating a Waterfield that continously heal nearby allies.
    • Magmatic Eruption – Place a trap at your location. When the enemy triggers it, a massive Eruption will deal great AoE Damage and create a magmatic Fire Field that Burns enemies.
    • Hoarfrost – Place a trap at your location. When the enemy triggers it, nearby enemies will be Frozen Solid, while an Ice Field is left behind that Chills nearby enemies.
    • Grounded Lightning – Place a trap at your location. When the enemy triggers it, a massive Lightning Bolt shoots up and deals heavy damage to enemies, Weakening them and creating a Static Field that continously Damage those who remain within.
    • Stalagtite – Place a trap at your location. When the enemy triggers it, a massive Earthern spike shoots up, Launching and Bleeding enemies caught in the blast. The earth then shatters, leaving sharp stones scattered that Cripples enemies.
    • Nexus Arcanum – Place a trap at your location. When the enemy triggers it, an Arcane nexus will spawn that Slows and Cripples nearby enemies while gathering energy. After a short delay, it will Explode and Launch all enemies within range, dealing Massive Critical Damage and acting as a Blast Finisher.
  • Warrior – Wardancer | Guardian – Lorekeeper | Revenant – Vindicator |
    Thief – Duelist | Ranger – Strider | Engineer – Technician |
    Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |

    (edited by TheSwede.9512)

    [Suggestions] Future Elite Specializations

    in Guild Wars 2 Discussion

    Posted by: Astra Lux.2846

    Astra Lux.2846

    not super detailed, but if anet every gives me a magick archer I will be the happiest ele in the universe

    something like this maybe
    Unlock weapon- Longbow
    New Skilltype – Arcane Symbols, changing effect depending on attunement
    New Mechanic- F5 expend Profession Specific Resource to use a powerful skill or transformation based on your current attunement

    [Suggestions] Future Elite Specializations

    in Guild Wars 2 Discussion

    Posted by: Hevoskuuri.3891

    Hevoskuuri.3891

    Just reading about the wildest ideas people have for elite specs gives me goosebumbs.

    Am I the only one who wishes the future elites will be something very small and minor? If every class gets 5 new hardcore elite specs, in the end everyone will be able to play any role on any class, use any weapon, and the whole meaning of the profession pick kind of fades away. Also, I can’t even imagine the balancing difficulties, if every class could choose from 5 different elites, it would be flat out impossible to keep all of them equally powerful yet different at the same time.

    I definitely support being able to modify your profession/character into different directions, and getting more options to do that is always great. I love all of the current elite specializations. However, if the future elites will follow the same pattern, it just feels like too much. I hope that the future specs will change something small here and there instead of changing the entire playstyle of the profession. They could maybe unlock a new weapon or a new skill for some classes (or change the existing skills and attacks for weapons, for example).

    Is anyone with me on this, or are y’all drooling for almighty superwarriors with no profession diversity?

    [Suggestions] Future Elite Specializations

    in Guild Wars 2 Discussion

    Posted by: Nike.2631

    Nike.2631

    Nah, in most cases the numbers control the power while the descriptions control the cool. Unfavorable cast times, cooldowns and durations can neuter pretty much anything presented here in terms of concept vs. actual impact on play.

    “You keep saying ‘its unfair.’
    I wonder what your basis for comparison is…”
    - Jareth, King of Goblins.

    [Suggestions] Future Elite Specializations

    in Guild Wars 2 Discussion

    Posted by: Nhanderu.3194

    Nhanderu.3194

    Guardian – Radiant Auramancer

    (F1) Avatar of light – inactivate your virtues – creates a bar of energy (like the necromancer life force) that is filled with the healing you recieve after your life is full. Activating avatar of light you will become a pure light form with unique skills ( like necro death shroud). When in this form your virtues will activate burning enemies on each atack, healing allies around you and giving aegis at a certain amount of time.

    This specialization should focus on skills similars to the Herald’s facets (radiant auras), allowing the player to activate maximum 3 at time, giving periodically buffs to allies or conditions to the enemies (like burning, blindness or weakness). Deactivating the aura will have some other effect (like the facets)

    Idk, I would like to see a guardian with best mobility and group support.
    I’m not very creative =/

    [Suggestions] Future Elite Specializations

    in Guild Wars 2 Discussion

    Posted by: TheSwede.9512

    TheSwede.9512

    Warrior – Weaponsmaster
    Weapon: Dagger Off-hand
    Utility Skills: Technique (New)
    Mechanic: Gains access to an Off-hand Burst Skill.

    Mechanic: Off-hand Burst Skill
    While not particularily flashy and lacking aplomb or panaché, the Weaponsmaster nonetheless has spent time honing their skills with their weapons. Each weapon they wield now posess a Second Burst Skill (Activated with F2), depending on their Off-hand weapon if they have one.

    • Sword: Steel Storm – Spin both weapons around yourself, Damaging nearby enemies while Blocking incoming attacks. Enemies attacking you stack Bleeding.
    • Axe: Helm Splitter – Strike down brutally with your Axe, causing Vulnerability with an Unblockable attack.
    • Mace: Dust Smasher – Strike the ground, wreaking up a cloud of dust that Blinds and Dazes nearby enemies.
    • Shield: Shield Toss – Throw your shield at your target, causing Knock Down. Bounces to additional targets depending on Adrenaline Level.
    • Warhorn: Hero’s Call – Blow the horn with all your might, granting Stability to nearby Allies while Stunning enemies around you.
    • Greatsword: Thin Air – Your sharp blade splits even the air itself, sending a Crippling Shockwave at enemies that reflects Projectiles back at them.
    • Hammer: Vengeful Guard – Prepare to block an incoming attack. Launch yourself at an enemy attacking you, causing Knockdown. You’re invulnerable while charging.
    • Longbow: Master Archer – Become Immobile and gain Stability, firing several cones of 5 Bleeding Arrows in rapid succession.
    • Rifle: Suppressive Fire – Unload your rifle at the target area, Weakening and Crippling all enemies in the area.
    • Spear: Destructive Hurl – Hurl your Spear at your target, piercing through enemies and causing Cripple, Weakness and Vulnerability on all targets struck.
    • Harpoon Gun: Anchor Shot – Evade backwards, firing a massive harpoon that lodges into the target and causes them to Sink.

    Weapon: Dagger Off-hand
    Dagger Off-hand is an evasive utility weapon designed around repositioning the Weaponsmaster quickly in a fight, while debilitating the enemy with conditions. It grants them access to Poison as well.

    • Preparation -> Weaving Blade – Block incoming attacks with dagger, preparing an Evasive Strike that weaves around the target’s back, causing Cripple and Vulnerability if you hit.
    • Viper’s Tactics – Quickly duck away, evading attacks, before dashing forwards and Poisoning your target with a dagger strike. Acts as a Leap Finisher.
    • Chained Daggers – Off-hand Burst. Throw up to 5 chained daggers forwards, Pulling struck enemies to yourself. Number depends on Burst Level.

    Utility Skills: Techniques
    Techniques are special Utility Skills that are determined by the Weaponsmaster choice of weapon, wether it is Melee or Ranged. Each of them function as an extended weapon skill, allowing the Weaponsmaster to completely costumize their line-up, patching holes in their defenses or enhancing what they’re already doing well.

    • Reposition – Healing Skill. Block incoming Attacks while healing yourself over Time and Removing Conditions. If attacked, you greatly heal yourself and quickly shift positions. Melee: Charge forwards towards your target. Ranged: Roll backwards away from your target.
    • Cleave – Melee: Deal massive AoE Damage in a cone before you. Ranged: Deal massive AoE Damage at the target area. Bonus Damage is awarded if more than 3 targets are struck.
    • Strikethrough – Melee: Charge forwards at lightning speed, piercing through enemies while evading Ranged Attacks. Ranged: Fire a spread of Piercing Projectiles that destroy enemy projectiles and Knocks Back all enemies struck. In both cases, Cripple all targets struck and Remove Swiftness.
    • Sunder and Rule – Melee: Slam down your weapon, creating a shockwave that Knocks Down enemies around you. Ranged: Leap into the air and fire an Explosive shot into the ground that Launches nearby enemies. In both cases, Breaks Stun.
    • Defender – Melee: Gain Stability and Retaliation when attacked for a short time. Ranged: Gain Swiftness and remove Movement-impairing Conditions when attacked for a short time. In both Cases, incoming damage is reduced by 50%.
    • True Strike – Elite Skill. Melee: Raise your weapon and gain Might, Fury and Stability, before striking down a single Target dealing Massive Damage. Ranged: Take careful Aim, gaining Stability on activation and firing an Unblockable Projectile at your target. In both cases, this Skill Finishes a Downed Opponent.
    Warrior – Wardancer | Guardian – Lorekeeper | Revenant – Vindicator |
    Thief – Duelist | Ranger – Strider | Engineer – Technician |
    Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |

    (edited by TheSwede.9512)

    [Suggestions] Future Elite Specializations

    in Guild Wars 2 Discussion

    Posted by: Xionor.8963

    Xionor.8963

    Mesmer – Tormentor
    Weapon: Hammer
    Utility Skills: Turrets (spirits)
    Mechanic: Sacrifice up to 3 spirits (F5) to summon your guardian.
    Use the hammer to buff your guardian.

    You have 1 healing spirit, 1 damage spirit, 1 CC spirit, 1 boon stripping spirit and a elite spirit. All those spirits are very weak and are not the focus of this specialization.
    What makes this specialization interesting is the guardian.

    The Guardian:

    Design: Should only be an upper body with a head and two arms the rest of the body is inside a portal from which it arises. Chains should come out of the portal to bind it.

    Gameplay: The Mesmer uses his hammer to buff the guardian. The guardian does most of the damage and is the real threat. The hammer is melee focussed so that you can’t hide and let the guardian do the work. The guardian can not move and it’s auto attack is a melee cleave which hits up to 5 enemies.
    Every skill of the hammer gives the guardian a new buff called rage.
    Rage increases the damage and attack speed of the guardian (you punish it with the hammer so it gets stronger).
    Rage stacks up to 25 times so you try to keep it as high as possible.

    You can’t have spirits while the guardian is alive but all the spirit utility skills change while the guardian is alive.

    Changed utility skills

    • Your damage spirit changes to a strong ranged attack with a cast time.
    • Your healing spirit changes to a healing over time spell for you and your guardian.
    • The CC spirit changes to a gravitation aura for your guardian which pulls enemies towards it.
    • Your boon stripping spirit changes to a teleport. This is the only way to move the guardian.
    • The elite skill is a barrage of fists similar to “Hundred Blades” (warriors second attack with a greatsword).

    Note:

    • You can only use the hammer with this specialization. The hammer chain skill 1 is going to be able to be used against the guardian. It doesn’t hurt it but increases rage by 1 per hit. It also does damage against foes in range.
    • The utility skills are going to use stacks of rage.
      Example: Rage will decrease by 15 stacks if you use the elite skill.

    (edited by Xionor.8963)

    [Suggestions] Future Elite Specializations

    in Guild Wars 2 Discussion

    Posted by: eliroth.3869

    eliroth.3869

    Mesmer Elite Spec: Phantamancer

    Honestly, I’d rather the mesmer gains illusions that persists even after targets are defeated and focus on area denial and enhancing the current shatter skills. This idea is similar to Ranger’s Spirits but locked unto the Shatter skills instead.

    The new profession mechanic: F5 Reflection which chains into F5 Dispell after a Reflection is summoned.
    Bonus: you can now generate one extra illusion/Phantasm for a total of (4) however the 4th slot prioritizes Reflections.
    These new Reflections persists even after shattering and can only be deleted upon use of F5 Dispell but only one Reflection can be summoned at a time. Each shatter summons a specific Reflection. So one Reflection represents one of the 4 shatters:
    Reflections are summoned depending on which shatter you use. So F1 has a different Reflection from F2,F3,F4. The Reflection takes precedence over all Illusions and occupies the 4th Illusion slot so summoning a new illusion or phantasm will only overwrite one of the 3 old illusion slots. But if a Reflection is not currently summoned, the 4th slot can be used for Illusions or Phantasms.

    F1 , Summons a Reflection of Migrane on your location. On each F1 activation, the Reflection will apply vulnerability, weakness, and cripple. When shattered with F5, it explodes in an area, dealing damage based on enemy vitality and toughness plus a set base damage.

    F2 Reflection of Confusion summoned at your location. It will apply confusion, torment, and blind in an area on each F2 activation, stacks depend on how many illusions/phantasms are summoned to a maximum stack of 4 (traited to increase stacks if desired). On F5, the duration and efficiency of Confusion, Torment, and Blind double. Confusion and torment do twice more damage and Blind is effective for two hits rather than just one. Unblockable.

    F3 Reflection of Burden, deal damage on enemies depending on how many boons they have. On F5, the number of boons strip depending on the number of illusions shattered, prioritizing Stability and Resistance, then daze enemies in its radius then deals damage depending on total boons stolen by the reflection in its radius.

    F4 to summon Reflection of Inversion. On each F4 activation, projectiles will be absorbed then redirected to nearby outside the aoe. If there is only one enemy attacking then his projectile will just be reflected back. If enemies deal Melee damage to allies, it will be absorbed then divided evenly among all the enemies in the aoe; if only one enemy then the damage is reflected. Duration depends on how many illusions/Phantasms shattered.
    On F5 Reflection of Inversion, damage and healing become reversed. Healing received by enemies (self and incoming) in the area become damage, damage done by enemies becomes healing onto allies.

    [Suggestions] Future Elite Specializations

    in Guild Wars 2 Discussion

    Posted by: TheSwede.9512

    TheSwede.9512

    Thief – Shadowcaster
    Weapon: Focus off-hand
    Utility Skills: Shouts
    Mechanic: Shadowcaster gains access to an F3 skill called Doppelganger, which separates their shadow from themselves to fight alongside them.

    Mechanic: Doppelganger
    The Shadowcaster is one who has mastered the control of shadows, able to bend them to his will, solidify them and even create a double of himself from his own Shadow. Shadows must move as their owners do, but if the shadows were to be moved themselves, wouldn’t the owner be forced to follow suit themselves? In case of the Shadowcaster, this is very much the truth, and the basis for their magic.

    With F3, the Shadowcaster can split their shadow from themselves and cause it to engage the enemy. The Doppelganger will imitate their every moment, and unlike Mesmer Clones it cannot be targeted or damaged. In return, having the Doppelganger up constantly drains the Shadowcaster’s initiative. While the Doppelganger isn’t as powerful as the real deal, it nonetheless increases the damage and condition application of Weapon Skills remarkably, and through traits it can be made into a dangerous adversary of its own.
    The Doppelganger only mimics Weapon Skills and always attacks the same target as the Shadowcaster, but will actively try to circle around them. The Doppelganger cannot normally gain Boons, Conditions or other Buffs such as Stealth.

    Weapon: Focus Off-hand
    The Focus is a tool that allows the Shadowcaster to hone his magical aptitude and control over shadows, granting him access to a plethora of utility effects such as stealth and mobility.

    • Shadow Theft – Steal shadows from nearby enemies, gaining Stealth. Gain Additional Stealth duration for each nearby enemy. Initiative Cost: 5.
    • Shadow Play – Meld with the shadows and evade attacks, moving quickly along the ground in the target direction. Enemies you pass through are Chilled for a brief time, while Allies are Stealthed. Initiative Cost: 6.

    Dual Wield

    • Dagger: Ambush Strike – Shadowstep to the Target Area, spinning around and striking enemies around you. Each enemy struck is Crippled. Initiative Cost: 6.
    • Sword: Shadow Flurry – Stab at your target, creating several shadows that mimic the motion, hitting targets in front of you multiple times. Initiative Cost: 3.
    • Pistol: Ebon Bullet – Fire a shadowy bullet at your target. If the bullet strike them, it will twist around and pierce through them several more times, stacking Bleeding with each strike. Initiative Cost: 4.

    Utility Skills: Shouts
    The Shadowcaster can command any shadow cast by any object, commanding them with his voice to take shape and assault his enemies or aid his allies in different ways. Although technically shouts, the subtle nature of the Shadowcaster has these be more akin to whispers than loud call-outs.

    • “Restore” – Healing Skill. Command nearby Shadows to reshape, restoring health to their owners as well. Heal yourself and nearby allies, gaining increased Healing and removing 1 Condition for each nearby Ally.
    • “Shackle” – Command shadows at the target area to twist around enemies’ bodies, Immobilizing them and making them Vulnerable.
    • “Betray” – Command the shadows of surrounding enemies to transform into sharp spikes that shoot up and pierce them, Damaging and Crippling them. Betray does not break Stealth when used.
    • “Silence” – Command shadows at the target area to rise and cover their owners. Allies within the area gain Stealth and Swiftness, while enemies are Blinded and Dazed.
    • “Scatter” – Command nearby Shadows to scatter away from you and pull their owners with them, Breaking Stun for you and Knocking Back enemies around you.
    • “Converge” – Elite Skill. Command nearby shadows to converge at your position. Steal up to 2 Boons from nearby enemies, before sharing Boons on yourself with nearby Allies.
    Warrior – Wardancer | Guardian – Lorekeeper | Revenant – Vindicator |
    Thief – Duelist | Ranger – Strider | Engineer – Technician |
    Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |

    (edited by TheSwede.9512)

    [Suggestions] Future Elite Specializations

    in Guild Wars 2 Discussion

    Posted by: TheSwede.9512

    TheSwede.9512

    Mesmer – Minstrel
    Weapon: Mace Main-hand
    Utility Skills: Shouts
    Mechanic: Whenever a Shatter skill is used, an illusionary Melody starts playing, centered around the Minstrel.

    Mechanic: Melodies
    The Minstrel is no ordinary bard, they require no instruments to play their music. Instead, the shattered remains of the clones reshape into soothing or empowering tones of music that surround the Minstrel.

    Each Melody plays for different times, dependant on how many clones were shattered with a skill. Only 1 Melody can be played at any time. Each Melody grants a unique, stacking Buff on Allies within 600 units of the Minstrel, and these stacks quickly fall off if they move out of range. Gaining a new Stack of the Buff refreshes the duration of all existing stacks on Players. In return, the base duration of these buffs is very low.

    • Melody of Domination – Begins when Mind Wrack is used. Every 3s, nearby allies gain a Stack of Domination, which increases outgoing Damage and Condition Damage by 3% and stacks up to 5.
    • Melody of Chaos – Begins when Cry of Frustration is used. Every 3s, nearby allies gain a stack of Chaos, which increases Boon Duration and Condition Duration by 5% and stacks up to 5.
    • Melody of Inspiration – Begins when Diversion is used. Every 3s, nearby allies gain a stack of Inspiration, which Heals them over time and increases Incoming Healing by 4% and stacks up to 5.
    • Melody of Illusions – Begins when Distortion is used. Every 3s, nearby allies gain a stack of Illusions, which decreases incoming Damage and Condition Damage by 3% and stacks up to 5.

    Weapon: Mace Main-hand
    The mace might strike people as a strange choice of weapon for a Minstrel. But it’s not so strange when it’s mixed with illusionary magic to become focal point for sounds and melodies, used to confuse enemies and sooth nearby allies.

    • Bell Strike -> Reverberation -> Harmonizer – Combo that creates resounding distortion on the two first strikes, Confusing enemies struck. The last strike harmonizes the echoes, creating a shockwave that Cripples enemies and Heals allies.
    • Distorting Wave – Create a wave of distorted sound that Reflects Projectiles and Torments enemies. The wave then harmonizes and returns to you, Healing allies around you.
    • Hyper Voice – Use the mace as a microphone, creating an expanding area as your voice travels outwards. Enemies hear a Dazing cacaphony while Allies hear a rousing battlecry that removes Conditions and grants them Might, Fury or Vigor with each Pulse.

    Utility Skills: Shouts
    Minstrel Shouts are there to pump up their audience and change the tune, flow and tempo of their Melodies. A Melody does not need to be playing for a shout to be used, but the Shout’s effectiviness increases if there is.

    • “Fortepiano!” – Healing Skill. Create a rousing roar that Heals yourself and nearby allies, then soften the current playing Melody. For a short time, each time your Melody grants its buff to nearby allies, they’re Healed for a moderate amount.
    • “Diminuendo!” – Soften the melody that plays for a short time, Healing nearby allies and removing a Condition with each Melody Buff they gain, healing them additionally if a Condition is removed.
    • “Marcato!” – Create a sudden rise in volume, Stunning all nearby enemies with the sudden change while Breaking Stun for allies. For a short time, nearby allies gain Stability with each Melody Buff.
    • “Allegro!” – A fast, invigorating melody plays that grants a burst of Endurance to nearby allies. If a Melody is playing, Allies also gain Vigor with each Melody Buff.
    • “Crescendo!” – Hasten the tempo exponentially, granting Superspeed to nearby Allies. Nearby allies also gain Alacrity each time they gain a Melody Buff for a short time.
    • “Finale!” – Elite Skill. Channel and Build up towards a monumental final note, causing increasing Healing and Damage for allies and enemies respectively in an Area around you. If uninterrupted, this skill Ressurects fallen allies and finishes fallen enemies with the last pulse.
    Warrior – Wardancer | Guardian – Lorekeeper | Revenant – Vindicator |
    Thief – Duelist | Ranger – Strider | Engineer – Technician |
    Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |

    (edited by TheSwede.9512)

    [Suggestions] Future Elite Specializations

    in Guild Wars 2 Discussion

    Posted by: perilisk.1874

    perilisk.1874

    Necromancer – Warlock
    Weapon: Torch Off-hand
    Utility Skills: Possessions
    Mechanic: Dhuum Shroud/Manifestations

    The Warlock has studied the ancient rites of the lost god of death, Dhuum, to discover how to summon terrifying beings from beyond the Mists to afflict his enemies’ souls with burning anguish, and use that pain to tear at their flesh.

    Weapon: Torch Off-hand
    Sort of a hellfire and brimstone theme, provide burning, torment, and smoke fields.

    Utility Skills: Possession
    Possessions are minions, usually appearing somewhere in between flame titans and torment demons, that are cast onto/bound to individual enemies like Mesmer phantasms, and affect enemies (excluding their host) or occasionally allies in a broad radius, like a more offensive and mobile version of a Ranger spirit. In this form, they are translucent and evade 66% of attacks passively, and passively generate LF. The cooldown is not too long (to account for the fact that they aren’t expected to last longer than Phantasms), but recasting a Possession will replace the existing version of the Possession from that skill (without triggering death nova).

    Mechanic: Dhuum Shround
    Dhuum Shroud is oriented toward minion support and fire damage, but each skill is broadly similar to its equivalent in other shrouds and inherits the applicable Death Shroud trait bonuses. Its main difference is in its ability trigger Manifestations. In Dhuum Shroud form, while most utilities are removed, any active Possession will cause a corresponding “Manifestation” skill to be placed on the skill bar. Using this skill costs LF just like any shroud skill, and permanently transforms the Possession into a Manifestation. The Manifestationis not translucent, and lacks the passive evasion of the Possession, but is a strong attacker which focuses single-mindedly on destroying its host until one or the other is dead.

    Ceterum censeo Sentim Punicam esse delendam

    [Suggestions] Future Elite Specializations

    in Guild Wars 2 Discussion

    Posted by: Razor.9872

    Razor.9872

    I don’t have any fancy examples to back up my idea. But I would like to see a future Thief elite spec focused around support that could give party-wide quickness and [insert cool thing here].

    My reasoning is that:
    1) Thief is lacking in the support department.
    2) Chronomancer is so desired for their quickness, that it sort of leaves other professions out of the loop. The most recent patch being an example; by nerfing Chronomancer it only became more desired. So having other options could help balance the table.
    3) Quickness goes hand-in-hand with the Thief’s theme.

    The new weapon could tie into the quickness theme as either an Axe or a Focus.

    NSPride <3

    [Suggestions] Future Elite Specializations

    in Guild Wars 2 Discussion

    Posted by: Kaleban.9834

    Kaleban.9834

    I always enjoy these threads.

    Elementalist – Dervish
    Utility Skills – Insights
    Mechanic – Attunements function as elemental modifiers to a static skill bar

    Weapon – Dual Wielding Torches!

    Concept: The Dervish is a close range PBAoE fighter, in a similar theme to the old E/A Starburster from GW1. They use their Attunements to add specific effects to their weapon skills, rather than switching to a whole new bar.

    Example:

    Fire Attunement adds a 360 radius AoE (some burst, some fields) to each skill including the auto-attack.

    Water Attunement would add self healing on each skill, along with a couple of fields.

    Air Attunement would cause each skill to acquire a movement effect, including leaps, teleports and dashes.

    Earth Attunement would add Protection and Absorbs to each skill of varying durations or effectiveness.

    This way, ANet would only have to develop five weapon skills, and balance the relative power of the Attunement effects, instead of 20 new individual skills.

    The utility Insights would be relatively short CD defensive skills mainly. All (or most) would be chain skills, similar in concept to Mantras but faster to charge. They would function very similarly to the old Dervish’s Flash Enchantments, with a minor passive effect and a much stronger activation effect.

    As for the weapons, I had this image of the Elementalist doing a lot of spinning/dancing style of combat, with the fires becoming blades, whips, etc.

    [Suggestions] Future Elite Specializations

    in Guild Wars 2 Discussion

    Posted by: Zatoh.5627

    Zatoh.5627

    Dark Priest
    Allows the user to use Torches and Spirits. Along with the base Death Shroud, the Necromancer also has access to “Death Ward” (F2 Skill), which creates a giant barrier defending nearby allies with Life Force.

    Skills

    • Spirit of Preservation: Summon a Spirit of Preservation that heals nearby allies based on a percentage of damage they take.
      Displacement: Sacrifice the Spirit to grant nearby allies Aegis.
    • Shadow Spirit: Summon a Shadow Spirit that hides nearby allies.?
      Shadowsong: Sacrifice the Spirit to create a pulsing field that turns enemy boons into Blind, and allied conditions into Fury.
    • Spirit of Disenchantment: Summon a Disenchanting Spirit that steals boons from nearby enemies onto itself.
      Binding Enchantment: Sacrifice the Spirit to copy it’s boons onto nearby allies, and increase their boon duration.
    • Spirit of Anguish: Summon an Anguish Spirit that attacks foes. Deals more damage to foes with more Conditions.
      Dissonance: Sacrifice the Spirit to blast the surrounding area, Dazing foes and granting Stability to allies.
    • Union Spirit: Summon a Union Spirit that grants Protection to nearby allies and absorbs damage they take.
      Dark Restoration: Sacrifice the Spirit to grant Dark Restoration to nearby allies. When an ally suffers a fatal blow with Dark Restoration, they are instead healed. Allies with Dark Restoration gain life steal.

    Major Adept Traits

    • Boon of Creation: Whenever you summon a Spirit or Minion, grant nearby allies Regeneration.
    • Life Share: Gain Healing Power based on Vitality.
    • Despairing Impetus: Use Dissonance by yourself whenever you are struck by a control effect.

    Master Trait

    • Whenever you grant a boon to an ally, you gain Life Force.

    Major Master Traits

    • Sacrificial Devotion: Spirits automatically sacrifice themselves when they die. Reduces the cooldown on Spirits.
    • Persistent Darkness: Death Ward is larger and takes less damage from attacks. It also provides Swiftness and Protection to allies.
    • Pyrophobia: Inflicting Burn will also inflict Fear. Decreases the cooldown on Torch skills.

    Grandmaster Trait

    • Death Shroud skills will also grant boons. Boon duration is increased in Death Shroud.

    Major Grandmaster Traits

    • Star Servant: Whenever a Spirit dies, a Celestial Horror will take its place. These Celestial Horrors will steal health from foes and transfer it to nearby allies.
    • Unholy Blessing: Gain boons when you inflict conditions. Use Binding Enchantment by yourself when you swap weapons.
    • Infernal Ward: Death Ward becomes a Fire field instead of a Dark field. Inflicts Burning and Torment to foes within the barrier.

    I based most of these Skills off the GW1 Ritualist, while making the Necromancer a more supportive profession, to deviate from the mostly selfish core traits it’s infamous for.

    (edited by Zatoh.5627)

    [Suggestions] Future Elite Specializations

    in Guild Wars 2 Discussion

    Posted by: Durzlla.6295

    Durzlla.6295

    THE PACKMASTER
    The Packmaster handles a multitude of beasts, controlling as many as companions with their scepter-whips. They travel the world to gather some of the largest and most dangerous beasts for their pack, gaining the Minion utility skills type.

    Class Mechanic
    The Pack. Packmaster uses only 1 type of pet (keyed to the first terrestrial and aquatic pet slots) but may have up to three present at once. Each pet inflicts roughly 40% of the damage of the standard Ranger pet and has roughly 60% of a standard pet’s health. Only the pet closest to the Packmaster responds to f2 commands and shout skills.
    Reinforce (f4). Summons 1 additional pet if less than 3 are present and counts as pet swap for traits.

    Scepter (whip)

    • Whiplash (auto-attack). 320 range narrow cone whip attack (As seen with various Nightmare Court enemies). 3 damage ticks with Torment on the final tick.
    • Strangle. Animated whip lashes out to wrap around target’s throat. 600 range. Channeled immobilize & weakness
    • Crack the Whip. Up to 300 range 2 second fear, up to 600 range 1 second fear. Blast finisher.

    Utility – Minions
    Blood-Bat (Heal Skill). Large red bat transfers life to Packmaster and casts darkness fields on command.
    Chromatic Ooze. Ranged poisoner. Taunts and becomes invulnerable on command.
    Bull Minotaur. Melee brawler. Charges/knock down on command.
    Griffon. Flying bleeder. Evades on command.
    Rock Dog. Melee crippler. ‘Hunker-down’ block/regen on command.
    Mature Karka (Elite Skill). Armored behemoth. Poisons/immobilizes on command.

    Traits (Minor)
    Run with the Pack. Gain pack of pets, reinforce (f4), access to the scepter, and minion skills.
    Revenge for the Fallen. You and of your all pets & minions gain Quickness when one of your pets or minions dies.
    Feral Sacrifice. You and of your all pets & minions gain Protection when one of your pets or minions dies.

    Traits (Adept)
    Master of the Lash. Strangle pulls and knocks down at end of channel. 20% cooldown on Scepter skills.
    OBEY! All minions gain +20% HP. 20% cooldown on minion command skills.
    To Me! Cast reinforce on taking fallen damage or resurrecting an ally (45s ICD). Falling damage is halved.

    Traits (Master)
    Never Alone. All pets gain +10% for 6 seconds and any remaining cooldown on f2 is reduced by 2 seconds when Packmaster is CC’d.
    Resurgent Arrival. Reinforce cleanses 2 conditions.
    Endless Menagerie. All minions gain small self-heal over time. 20% cooldown on minion summon skills.

    Traits (Grandmaster)
    The Horde. Your pack may have up to 4 active pets. Pet hit points reduced by -10%.
    Tyrant’s Lash. For each active pet, 8% of all damage Packmaster takes is distributed to that pet.
    Dogpile. If two or more pets are active, a second pet respond to F2 commands and shouts after a 3 second delay.

    If anet gives me this I will throw so much money at GW2…

    They sing dark, delicious notes about power and family.
    As their mother, I have to grant them their wish. – Forever Fyonna