[Suggestion] A Multiclassing System
Basic outlines for each multiclass.
Warrior + Guardian: Paladin
Skill Type: Auras (passive and active AoE, can affect enemies)
Specialization: Radiance
Elite: Paladin
Warrior + Reaver: Dreadnought
Skill Type: Body
Specialization: Physical Adept
Elite: Dreadnought
Warrior + Ranger: Beastmaster
Skill Type: Taming (pet skills)
Specialization: Companion (companion synergy)
Elite: Beastmaster (giant armored companion, war cry, summons)
Warrior + Thief: Skirmisher
Skill Type: Tactics
Specialization: Gorilla
Elite: Skirmisher
Warrior + Engineer: Shocktrooper
Skill Type: Blitz (Kit: Lightning Gun, tesla coil, flashbang, super cattle prod, energy field)
Specialization: Commando (mixing the use of explosives in everything)
Elite: Shocktrooper (stuns, interrupts, applications for lightning damage, forcefields, explosives)
Warrior + Necromancer: Blackguard
Skill Type: Malediction (AoE weaknesses)
Specialization: Death Knight (disease, death, and decay)
Elite: Blackguard
Warrior + Elementalist: Battlemage
Skill Type: Enchantments (weapon and armor enhancements based on Attunement)
Specialization: Rune Words (upgrades based on Attunement)
Elite: Battlemage: Battlemage
Warrior + Mesmer: Temporal Drifter
Skill Type: Distortion (evasive abilities, paralysis, haste)
Specialization: Chronometry
Elite: Temporal Drifter
Guardian + Reaver: Battle Monk
Skill Type: Zeal (chi abilities)
Specialization: Equilibrium (balancing the corruption against divinity)
Elite: Battle Monk
Guardian + Ranger: Navigator
Skill Type: Pathfinding
Specialization: Familiar (magical companion conversion)
Elite: Navigator
Guardian + Thief: Champion
Skill Type: Techniques (abilities that become more powerful over time, no cooldown, each ability needs a different action to build in power, ex: traveling, evading, taking damage, etc.)
Specialization: Dualist
Elite: Champion
Guardian + Engineer: Field Medic
Skill: Medicine
Specialization: First Aid
Elite: Field Medic (Kit: Doctor Bag (medkit upgrade), lay on hands, healing skills, revives)
Guardian + Necromancer: Warlock
Skill Type: Favor (call aid from spirits, support, summon)
Specialization: Spirit
Elite: Warlock
Guardian + Elementalist: Oracle
Skill Type: Blessings
Specialization: Hydrotheurge
Elite: Oracle (water attunement focus, powerful healing, powerful support, master level spells)
Guardian + Mesmer: Kensai
Skill Type: Focus
Specialization: Swordplay
Elite: Kensai (fast decisive blows, mirror imaging, can summon an exact copy)
Reaver + Ranger: Executioner
Skill Type: Slayer Stance
Specialization: Bloodrage
Elite: Executioner
Reaver + Thief: Assassin
Skill Type: Tiger Stance
Specialization: Syphoner
Elite: Assassin
Reaver + Engineer: Outlander
Skill Type: Peacemaker Stance (focused gun stance)
Specialization: Bounty Hunter
Elite: Outlander
Reaver + Necromancer: Planeswalker
Skill Type: Nether (cutting in and out of existence, pull enemies into your plane)
Specialization: Spirit Walker
Elite: Planeswalker
Reaver + Elementalist: Blood Mage
Skill Type: Arcane
Specialization: Blood Siphon
Elite: Blood Mage
Reaver + Mesmer: Cerebrate
Skill Type: Psionics
Specialization: Willpower
Elite: Cerebrate
Ranger + Thief: Shinobi
Skill Type: Attrition
Specialization: Escapist
Elite: Shinobi
Ranger + Engineer: Deadeye
Skill Type: Longarms (Kit: Sniper Rifle)
Specialization: Marksman (gun, bow, crit, rifle kit)
Elite: Deadeye
Ranger + Necromancer: Shapeshifter
Skill Type: Primal (werewolf, werebear, crow form, fiend form)
Specialization: Transmogrify
Elite: Shapeshifter (higher level shapeshifting)
Ranger + Elementalist: Geosophist
Skill Type: Geomancy
Specialization: Nature Affinity
Elite: Geosophist (earth attunement focus, master level spells, nature controll)
Ranger + Mesmer: Arcane Archer
Skill Type: Zenkada
Specialization: Familiar (magical companion conversion)
Elite: Arcane Archer (bow and shortbow skill replacement, ranged combat focus)
(edited by LazerOfDensity.7896)
Thief + Engineer: Tinkerer
Skill Type: Design
Specialization: Modification (turret and trap buffs)
Elite: Tinkerer
Thief + Necromancer: Shadow Hunter
Skill Type: Totems
Specialization: Headhunter
Elite: Shadow Hunter
Thief + Elementalist: Areosophist
Skill Type: Fluidity
Specialization: Trickster
Elite: Areosophist (evasion, air attunement focus, master level spells)
Thief + Mesmer: Illusionist
Skill Type: Cloak and Dagger
Specialization: Slight of Hand
Elite: Illusionist
Engineer + Necromancer: Animator
Skill Type: Constructs (Golems and robotic automata)
Specialization: Automaton
Elite: Animator (giant automata summons)
Engineer + Elementalist: Pyromancer
Skill Type: Flamer (magic enhanced fire based equipment)
Specialization: Firebug (Flamethrower upgrades, fire bombs and weapons, enhance fire spells and attacks)
Elite: Pyromancer (Fire attunement focus, master level spells, condition god)
Engineer + Mesmer: Witchdoctor
Skill Type: Tonics
Specialization: Voodoo
Elite: Witchdoctor (Elixir gun redux, now voodoo gun, powerful AoE potions and toxins)
Necromancer + Elementalist: Conjurer
Skill Type: Binding (create elementals)
Specialization: Conjuration
Elite: Conjurer (giant elemental summons, summon buffs, demon summons)
Necromancer + Mesmer: Doomsayer
Skill Type: Curses
Specialization: Witchcraft
Elite: Doomsayer
Elementalist + Mesmer: Magi
Skill Type: Balance (the hidden 5th element)
Specialization: Lorekeeper
Elite: Magi
A very basic outline of every multiclass, but I may go back and flesh out a few. Coming up with 108 trees for skills and specializations is a bit beyond me. I also, basically wrote this entire post to argue for a tanky paladin class to play as.
I would like to know your ideas for multiclass archetypes.
As much as I miss being multiclassed in GW1, the devs found it a nightmare to keep balanced and to add new skills in expansions, and the power creep was huge. They made the decision to cut multiclassing in GW2 for this reason.
What you propose is a neat idea all around but yo propose is far beyond the scope of what Anet devs can achieve in terms of balance imo. You are only lvl 60 but what you propose is already being implemented in the game with the elite specs that you unlock in HoT (warrior are given torch to become berzerker, mesmers are given shields and wells to become chronomesmer… etc)
What you propose is a neat idea all around but yo propose is far beyond the scope of what Anet devs can achieve in terms of balance imo. You are only lvl 60 but what you propose is already being implemented in the game with the elite specs that you unlock in HoT (warrior are given torch to become berzerker, mesmers are given shields and wells to become chronomesmer… etc)
Choosing a new elite specialization would be an alright solution to me. Say I don’t want to be a berserker as a warrior, but instead wanted to be a paladin or a battlemage. Both elite specializations could take aspects of the guardian and elementalist classes respectively, but doesn’t require a new multiclass system to implement.
I would like the idea of said specialization being set in stone after choosing it. After becoming a paladin, berserker and battlemage are no longer possibilities, and is now a permanent aspect of the character.
I just chose to use warrior as an example, but if each profession had 3 elite specs to choose from, that would be a much more reasonable request. A pseudo multiclass system.
Soon enough you can play as Warrior, Berserker, or <whatever the new elite is called>. And some time after that, you’ll have another choice. BUT, you can switch back and forth between them if desired. Why lock into a choice?
I think I remember reading somewhere that the elite specializations were supposed to be this games version of multi-classing.