[Suggestions] Future Elite Specializations

[Suggestions] Future Elite Specializations

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Posted by: De Dominator.9834

De Dominator.9834

Ok so I have finally got around to sorting this out a little, thanks to Derigar.7810 for doing pretty much all the work for me

Heart of Thorns has been out for a while now and many people have had time to try out and use the new elite specializations. Although there may be bug fixes and rebalancing that may be coming along, I feel a discussion on future ones should be had.

Guardian

Name: Paladin
Weapon: Axe or Warhorn
Description: Paladins would get access to Tome skills (Akin to their previous skills: Tome of Wrath/Courage ). These Tomes could serve similarly to the Engineers weapon kits, meaning they cannot swap weapons with this Elite spec.

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 Norn Asgeir Dragonrender
Description: Focusing primarily on summoning and being able to focus on summoning spirits of the wild (primarily the ones who where defeated by Jormag in defence of the Norn) like, Ox, Owl, Wolverine and Eagle. Could serve similarly to the Guardians spirit weapons.

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
.
Name: Legendary Sylvari Trahearne or Riannoc
Description: Both wielded Caladbolg. This profession could either be focused around stealing life and dealing condition damage.

Warrior
Incubent

Engineer

Name: Constructor
Description: The main skills would be all built items in the game that are target-able and have a degree of health to them to remove them. The class mechanic would be repair. Allowing you to repair and add health back to any of the constructed items.

Ranger

Name: Pactmaster
Weapon: Scepter (Whip)
Description: 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.

Thief

Name: Bard
Weapon: Focus
Description: The Bard would give the Thief access to new song skills which could serve a more support role, giving boons to allies and conditions to foes. These songs could be rather powerful boons which are constantly applied for as long as the song is played.

Elementalist

Name: Spellweaver
Weapon: Sword Main-hand
Description: The Spellweaver uses Physical skills. A new F5 skill called “Spellweaving”, which combines the elements of any Attunements currently on Cooldown. It weaves them into deadly elemental dances that simultaneously entrance and terrify those who bear witness to it.

Mesmer

Name: Bard/Minstrel
Description: Revolves around the use of new skills called “songs”. These are used to grant allies boons and give enemies debuffs. They can be played for an unlimited time but with the boons or conditions lasting only as long as it is played, the second the player moves or attacks, they break out of the skill.

Necromancer
Incubent

Sorry for the long post but I hope you read it and enjoyed, if you have any of your own ideas or opinions about mine feel free to comment

(edited by De Dominator.9834)

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Posted by: Altair.8402

Altair.8402

Elementalist sword mainhand burst dps spec or riot.

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Posted by: Nike.2631

Nike.2631

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.

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

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Posted by: Gaile Gray

Gaile Gray

ArenaNet Communications Manager

Next

I love threads like this. They can be very creative, constructive, and helpful. I hope more forum members will share their ideas!

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

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Posted by: De Dominator.9834

De Dominator.9834

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.

Ok now thats a really good idea I love the sound of it especially with that amount of detail, better than any of mine :P

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Posted by: De Dominator.9834

De Dominator.9834

I love threads like this. They can be very creative, constructive, and helpful. I hope more forum members will share their ideas!

Thanks and I hope so too, I imagine there are plenty of other posts like this but nonetheless its always good to get people opinions and ideas.

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Posted by: smitske.4912

smitske.4912

Dont have completely worked out ideas for an elite spec yet, but I have 2 things I would like to see with the next round of elite specs.

1) Please add completely new weapons, just introduce 3 new weapons and give them to 3 elite specs each. I can see why you have not done it this round because the groundwork had to be laid and took a lot of work, but now that is done some room has been made to do this. It would be very nice if new weapons were finally introduced (explosives themed crossbow for ranger please!)

2) When adding elite specs introduce them in an original way. How the introduction of elite specs is handled in HoT is plain boring, no story, no meaningful NPC’s that have it, just dump hero points and thats it. It is not very fun nor exciting to get elite specs that way.

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Posted by: Belenwyn.8674

Belenwyn.8674

For the Necromancer I would like to see an elite specialisation that strengthens the (defensive) support and healing capabilities of the class. The specialisation should synergise with blood magic.

As weapon I would suggest a torch. The new skills should require life force to function.

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Posted by: Keegan.1295

Keegan.1295

I would love to see an construction engineer. The main skills would be all built items in the game that are target-able and have a degree of health to them to remove them. The class mechanic would be repair. Allowing you to repair and add health back to any of the constructed items.

Supply Depot: This would allow anyone to give themselves a small heal/w regen and a random boon. Tool belt would have to be a medium to large self heal similar to the medkit.

Wall: This would be a small impassible wall until destroyed. Tool belt would be throw brick and cause confusion

Platform: This would let 1 person interact with it and it would put them on top removing them from melee damage until destroyed. Tool belt would be a leap skill similar to the rifle.

Bunker: This would let 1 person enter removing them from range damage until destroyed. Tool belt would be armor platting granting toughness.

Barbwire: This would be a much larger section that would cause cripple and bleed when moving through it, but have low health for being destroyed. Tool belt would be strangle a melee range high bleed.

Weapon Rack: This would allow anyone to select a flame thrower, elixir gun, or grenade kit. Tool bell would be always ready and resets cool down on weapon skills.

Tank: This would be a long cast time and long cool down skill. It puts the engineer in a tank that is slow to move, has stability, high health, high toughness, very powerful aoe long recharge time single shot skill using the other 4 weapon skills for left right up down aiming. Tool belt would be air strike and aoe damage.

(edited by Keegan.1295)

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Posted by: Agemnon.4608

Agemnon.4608

My ideas:

Ninja: warrior elite. Is daredevil modified for warrior while warrior obtains stealth skills with their new weapon (offhand dagger and some utilities). Warrior can already duel wield swords so it makes sense. Master and grandmaster traits will either strengthen stealth, or put a greater emphasis on dual wielding swords.

Monk: thief elite. My reasoning is thief is relatively weak on group healing apart from shadow refuge condition removal. Monk has barehands abilities (so no weapons equipped in a slot is the equivalent of having two ascended zealot single hand weapons) that are somewhat similar to druid staff but costs initiative. The first two abilities are punches without supernatural elements: autoattack consists of a punching and kicking rotation (third skill in the chain is a roundhouse kick) while the second ability is a tiger claw strike that causes blind and daze (the daze has a cooldown). The third is like druid’s solar beam but has a wider radius and hits harder and heals better, but since it costs initiative it balances out. Skill 4 is like druid’s heal 3 but point blank AoE so must be around the monk, and skill 5 is a bicycle kick that is the same mechanically as unrelenting assault, but due to UA’s cooldown on top of energy will be less potent than that skill for balancing reasons (but still be initiative heavy). Monk’s elite skill faith healing is like guardian’s elite that heals everyone for full in a certain radius, but also cleanses all conditions giving 10 second condition immunity.

Idol: Elementalist elite. Has a pop theme mechanically based off boons and would somewhat be like chronomancer but without the base mesmer stuff and have a different rhythm and boonset to it to avoid obsoleting chronomancers or making taking an idol and chronomancer redundant.

1.Slayer: base class Mesmer. Their new weapons are daggers. The slayer skill glorious bod would make the player immune to critical hits thus is a counter to passives that have a 100% crit proc like a weapon swap from a sigil.

2.Black belt: base class guardian. With no weapons equipped it’s like having two celestial ascended weapons for this guy. The elite skill bicycle kick cannot be blocked and last a little longer than a ranger’s rapid fire. It’s like rapid fire mechanically but the black belt tracks its target with chained attacks. Cannot be interrupted, 60 second cool down, 20% more crit with no weapons equipped.

Solid Fang. Necro elite. They gain vampiric powers like transforming into bats (skill similar to ele’s mistform but faster) and while I know they have lifesteal this would take it to the next level. The emphasis is on lifesteal (group lifesteal AoE for an elite) power damage and mobility but at the expense of being less adept at conditions but poison is still central.

7. Jouster: ranger. They ride their pets and obtain 1/2 of the pet’s stats. So if a brisleback has 16k HP and a ranger rides it the ranger would obtain 8k HP in addition to half its defense, crit, power,etc. Saddle of justice would increase the stats to 1.25x pet’s base stats for a 15 second period (so a pet with 1,000 toughness will temporarily give 1,250 toughness instead of 500 for example). Pet skills cannot be used while riding them.

8.Bladetecher-engineer. It makes sense to finally give engineer swords because I think the 2012 Halloween chain sword goes great with them. Kits revolve around augmenting blades. Remember in World of Warcraft rogues using different poisons on daggers? Here the same principle applies with different effects including shared group lifesteal, chill spam, burn, or poison effects can be augmented to the swords. Don’t know what elite skills to add however, engineer is already pretty versatile. Keeping in mind that it can’t stack with scrapper however maybe reuse their elite skill?

And for revenant…I got nothing so far, sorry

Two elites cannot be taken so no daredevil monks please.

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Posted by: Scipion.7548

Scipion.7548

Warrior
As of right now I havnt thought about anything for this profession, if I see any good ideas in the comment section I shall fill this in with that persons Idea and credit them

What about the Watcher ? A class inspired from the GoT Nightwatch or from the LOTR ranger. They would use spear as terrestrial weapon and would be good at providing defensive boons and healing.

Other idea : the Ruffian, or brawler, or brewmaster, would use beers and homebrew to boon himself and his allies. Would use staff at melee.

Nechromancer
As of right now I havnt thought about anything for this profession, if I see any good ideas in the comment section I shall fill this in with that persons Idea and credit them

What about the Voodoo Sorcerer, or Hexxer or Witcher Doctor ? Would use focus at main-hand and he would hex his enemies.

Elementalist
As of right now I havnt thought about anything for this profession, if I see any good ideas in the comment section I shall fill this in with that persons Idea and credit them

Runemaster ? Would use mace or hammer and runes which would be similar to wells but they could be changing with the elemental attunement. Maybe could use runes as tattoos also.

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Posted by: Caro.2730

Caro.2730

I haven’t thought about it in details yet, but I have some ideas for the usage of possible, new weapons.

Elementalist: Sword

We’ve seen weapons being used in a creative way, like ranged greatswords and hammers. I thought that maybe an elementalist could use a sword as a ranged, casting weapon with powerful spells, calling down lightning from the sky to charge the sword and gain might for example. Imagine how versatile an elementalist could be with a sword. One time they slash you with heated blade applying burning and the second time they blast lightning from it being far away from the enemy. I’d like to avoid turning the ele into a second mesmer though. I still think elementalist should mostly rely on their elemental magic instead of sword swinging.

Mesmer: Enchanter with MH focus.

I always pictured mesmers as seductive, deceptive and charming enchanters. Mostly every major mesmer npc in the game has a lover and they are usually very eloquent when they open their mouths. What if mesmers could get a focus MH and set of utility skills allowing to manipulate their enemies more? Turning powers of the enemies against them in more reliable way than reflecting projectiles.

My second thought was of course a MH pistol as a high dps weapon. Pistols in the game are usually condition based, so it would be another, interesting turn of the tide for a mesmer to use a pistol with raw power. That would also fit the already available OH pistol. It’s my second idea for a reason though. I would be a little afraid it could turn boring, if the mesmer would only shoot magical bullets on every skill with different effects. Focus would allow to create much more impressive visuals and techniques in my opinion.

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Posted by: smitske.4912

smitske.4912

I love threads like this. They can be very creative, constructive, and helpful. I hope more forum members will share their ideas!

Gee, Gaile, I wish I didn’t genuinely feel like I’m wasting my time sharing stuff like this if I don’t also cross-post over on Reddit where the Devs actually read and respond to people.

Today’s been particularly egregious.

TBF the responses on reddit are also limited, just sneering at data miners only to realize the issues is the vague description in the blog post. No real in depth conversation.

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Posted by: David.5974

David.5974

Engineer-idk
Engineer is jack of all trades so I want see this tend in future(for only me, gyros are bad idea)
I will really enjoy something like this

Enchantments: you will enchant you current equiped weapon by sort of skills(let me introduce some)
Rocket enchant: in this kit your weapon(pick hammer) AA no not reciew might, but only give more vulnerability. Electro whirl now shoot rockets around you (without reflection) rocket charge now inflict stun but not evade…etc
Next elixir enchant: aa minor heal each strike..
Flame enchant: condi based… etc

It meaby seems op, but if you use electrowhirl without any enchant you will reflect missiles but you will stil have cd(6sec? )if you swap to enchant your skill change but still you have cd from non enchant or previous(so enchants will be like kits, without cd) this give more viability to any weapon but it may be very hard work for devs.

Of course it cant work with only enchats utilities, this is only far idea what should i invite in my gameplay

“Doctor suggest me, to stop play with engi because my fingers are broken.
So.. I start play scrapper. "

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Posted by: Agemnon.4608

Agemnon.4608

“Engineer is jack of all trades so I want see this tend in future(for only me, gyros are bad idea)
I will really enjoy something like this”

I say keep the basic jack of all trades stuff but emphasize dual wielding swords with different status effects and venom share but with an overall emphasis on 1v1 combat but still hold his own okay in teamfights but I can see scrapper still being competitive with blade techer.

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Posted by: Keegan.1295

Keegan.1295

“Engineer is jack of all trades so I want see this tend in future(for only me, gyros are bad idea)
I will really enjoy something like this”

I say keep the basic jack of all trades stuff but emphasize dual wielding swords with different status effects and venom share but with an overall emphasis on 1v1 combat but still hold his own okay in teamfights but I can see scrapper still being competitive with blade techer.

I like the idea of dual swords and better 1v1! I do have to also through my two cents in that I love the gyros.

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Posted by: Thaddeus.4891

Thaddeus.4891

Guardian

I also have this idea of a more supportive Guardian. I would still prefer that they improve the base profession to make it a good healer for raid, but if they don’t a Supportive healer Guardian elite spec with Tome would be the next best thing. Warhorn would fix that best to give boons. But wouldn’t make Tome similar to kits. I would make them like old tome which have a cooldown when you use them and a time duration once you start using one.

One thing we know is that Anet like to take existing skill type and use them another profession for their elite. They also like to use existing weapons. So here my idea.

- Warrior with Off-hand Dagger and Venom. For a more backstabby/poison warrior.

- Elementalist with main-hand Sword and Mantra for a more bursty elementalist. Once your mantra are down you are kind of vulnerable, but with your mantra up you can do a lot of damage.

- Thief with a Rifle and either Survival or Gadget skill. A kind of new pew pew ranger if you want. He will try to kill your from stealth and from a distance. You will need to be aware of his presence in a fight and go after him or he could down your team one by one if you leave him do his thing.

- Revenant with either Torch or Scepter and corruption skill for a more condition Revenant. Corruption skill would work well with trait like Replenishing Despair and Bolstered Anguish which boost when getting condition and Versed in Stone trait too that make condition 50% less dmg when in Rite of the Great Dwarf.

- Necromancer with off-hand sword and Sacrificial skill. It take the idea from GW1 necromancer that could sacrifice his HP to heal his minions. I could see something like the Daredevil where the Grandmaster give the identity of his unique skill. You could choose to use your sacrificed hp to heal your minions, or heals allies or to boost your Shroud. That would give place for 3 completely different build. The first one would be similar to GW1 when you sacrifice yourself to keep your minions in the fight, the second would be a kind of healer, while the third would be a glassy type where you sacrifice your hp to do more damage in shroud.

Necromancer with glyph. Didn’t have completed this idea tbh, but I love the idea of Glyph that change purpose depending in which state you cast them and Necromancer is a good way to do this. Glyph have some effect in Shroud that are different from normal state. Hell we could even mix the two ideal together. Glyph sacrificing hp in normal and sacrificing life force in Shroud.

Thaddeauz [xQCx]- QC GUILD

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Posted by: Serophous.9085

Serophous.9085

Warrior
Weapon Master
T1 adept – Unlock Shortbow. When you use a burst skill with the following Weapons, gain a buff:

  • Sword, Axe, Greatsword, spear = Gain retaliation for X secs
  • Hammer, mace, warhorn = gain protection for x secs
  • longbow, shortbow, rifle, harpoon = gain swiftness for x secs

Major T1 trait

  • Deadly blades – when you hit with a burst sword, axe, greatsword, or spear skill, create a ring of blade around you, dealing constant dmg to foes for X secs
  • Iron Skin – When you hit with a burst mace or hammer skill, reduce all incoming dmg by 10% for X sec
  • Artillery Barrage – When you hit with a burst Longbow, shortbow, rifle, or harpoon skill, shoot a second attack for 50% less damage

Minor T2

  • You generate more adrenaline when you hit your targets

Major T2 Trait

  • When you crit, chance to gain the frenzy buff (X sec CD)
  • When hit by a movement impairing effect, taunt all nearby foes for X sec
  • Gain condition damage based on your power. Your weapon master skills deal increased dmg to those effected by conditions

Minor T3

  • Gain power based on precision, gain toughness based on power, gain precision based on toughness

Major T3

  • When you use a sword, greatsword, axe, or spear burst skill, refund half the adrenaline used and chance to reduce CD by 50%
  • Gain 5/10/15% reduction based on adrenaline when wielding a mace, hammer, shield, or warhorn
  • While wielding a longbow, shortbow, rifle, or speargun, when struck, chance to stealth for X sec, and immobilize foes around you for X sec. When you come out of stealth, next attack deals 10% more damage

Weapon Master Skills

  • Vigorating Bash (heal) – Pull out a shield and slam your opponent, dazing them and healing X amount
  • Slice the Tendon – Pull out a poisoned dagger and slice your foe, inflicting bleeding, poison, and crippling them for X secs
  • Suprise shot – Pull out a pistol and shoot your opponent, knocking them back and giving you 5 stacks of might
  • Skewer – Pull out a spear, stabbing your foe and immobilizing and causing vulnerability. Your next attack is unblockable.
  • Unrelenting assault (elite) – For the next X secs gain might, haste, and protection. At the end, let out a roar that fears everyone around you.

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Posted by: Andovar Edoras.2143

Andovar Edoras.2143

Regarding OP’s idea for the Revenant and racial stances, i’d say why not let the Sylvari player channel the power of the Pale Tree itself?

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Posted by: Stand The Wall.6987

Stand The Wall.6987

I love threads like this. They can be very creative, constructive, and helpful. I hope more forum members will share their ideas!

dont encourage them D:

Team Deathmatch for PvP – Raise the AoE cap for WvW – More unique events for PvE

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Posted by: TheBravery.9615

TheBravery.9615

For warrior:

https://docs.google.com/spreadsheets/d/1SHhAr84r7L7sKK4B_hfHxBWp5cgt3fsLAh0EvlDUKnQ/edit?usp=sharing

Please, arenanet, read this before updating warrior. Please stop making quick balance patches, it’s hurting the game in the long run. Someone who understands the profession needs to sit down, and take the time to think about the whole picture.

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Posted by: David.5974

David.5974

I like the idea of dual swords and better 1v1! I do have to also through my two cents in that I love the gyros.[/quote]

This is really interresting. Dual sword… canach have sword and sheild so i think that next expansion we get main hand sword and another expansion off hand sword

“Doctor suggest me, to stop play with engi because my fingers are broken.
So.. I start play scrapper. "

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Posted by: Amins.3710

Amins.3710

I love threads like this. They can be very creative, constructive, and helpful. I hope more forum members will share their ideas!

Why? We’ve been giving you that content for WvW for years and you’re still 9 months out from pretending it will be anything worthwhile.

You’ve killed the gamemodes that produce creativity. Those players are gone.

Instead, we have HoT spvP joke

Amins – Guardian
Gameplay Video’s & Forum Post

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Posted by: kuritsutian.2987

kuritsutian.2987

Elementalist elite spec:

The conjurer

When equipping a conjured weapon, the utility skills change depending to the weapon held! Each weapon has a theme to work in synergy with existing skills!

— Conjure Flame Axe:
– Clearing beam (Arcane): Fires a piercing rays that cleanses 3 conditions on allies and removes 3 boons on the enemies it touches.
– Arcane strength (Arcane). Knock back foes with your x next attacks and deal extra x damage.
– Overheat ( shout ): Deals X damage to burning foes, causes burning on non-burning foes.

— Conjure Frost Bow:
– Ice skin (Cantrip): Remove all boons and conditions on caster, conditions and boons can’t be applied for x seconds.
– Unstable form (Cantrip): When hit, caster teleports to a close random position.
– Glyph of Purity (Glyph): Your next x attack removes a boon.

— Conjure Lightning Hammer:
– Jolting charge (Shout): Allies gain Light Aura and a static charge
– Come here (Shout): Pull foes towards you and daze them for 1 sec.
– Arcane Chains (Arcane): Hammer Auto attacks become ranged for x seconds.

— Conjure Earth Shield:
– Celestial Signet (Signet): Passive: +50 to all stats, Active: +100 to all stats for x seconds.
– Signet of thorns (Signet): Passive: When hit, attacker gains vulnerability, Active: Gain retaliation for x seconds.
– Perfect coat (Cantrip): Gain stealth for x seconds.

— Conjure Fiery Greatsword:
– Glyph of fire (Glyph): Burning you apply lasts an extra 20%
– Glyph of tornados (Glyph): Create a mini hurricane that damage foes and knocks them back.
– Signet of Penetration (Signet): Passive: + x damage, Active: your next x attacks can’t be blocked.

Suddenly in the Forums Everyone is now a Game designer!

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Posted by: De Dominator.9834

De Dominator.9834

Regarding OP’s idea for the Revenant and racial stances, i’d say why not let the Sylvari player channel the power of the Pale Tree itself?

Oh yeah that could work far better :P

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Posted by: De Dominator.9834

De Dominator.9834

I love threads like this. They can be very creative, constructive, and helpful. I hope more forum members will share their ideas!

dont encourage them

Ahhh why dont you want them to encourage the sharing of opinions and the circulation of new and interesting ideas :P

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Posted by: Tskales.2804

Tskales.2804

I’d like to see a Spellsword or Battlemage type class for Elementalist. Either one hand or two hand sword would be cool.

For Warrior i’d like to see a polearm type class, where they make use of a melee staff. Weapon skins can then be used to make the staff look like a spear or halberd or some other polearm. Maybe they could use a shield at the same time.

“I’m sure glad that A-net is spending the 20 minutes or so that it would take to remove
the hobosack on making more important additions to the game.
Like golden pigs for the gem store” – Gern.2978

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Posted by: Dal.5872

Dal.5872

I’d like to see the Specialization tree as the 4th tree, 3 trees available to a f2p player, HoT players get the 4th tree which will be a specialization tree.
Using one of our current 3 trait lines to accomodate the new specialisations is removing large amounts of build diversity, as such most are down to just 1-2 really viable builds. Build diversity was lacking before HoT, HoT actually made it worse….

IGN: Dal Brinium

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Posted by: TheBravery.9615

TheBravery.9615

How about no new specializations until we fix the current ones?

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Posted by: Zalani.9827

Zalani.9827

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.

…..I kinda want this now. I get to whip people and sic’ stuff on them? Sweet.

Jadis Narnia-Sylvari Ranger of [EDGE]
Dragonbrand

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Posted by: Underdark.3726

Underdark.3726

Necromancer – Tormentor
Weapon – torch
Skills burn the ground that torment enemies that step inside. One skill can be like the well mordrem tormentors make.

i would see a necromancer in RL I would be very tormented xD

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Posted by: Frostfang.5109

Frostfang.5109

Ranger – (The) Whisperer

Specialises in taming and handle beasts. Can have pets that are unique for the “class”. The skills will focus on supporting/aiding/enhance the pets and their ability. Improved Pet AI could be something for this Spec as well.
The available new pets could offer a few different abilities like one hilghy defensive pet, one supporting and a Condi and a Power based one. These have to be found and tames like any pet.
New weapon – scepter.

This class makes the most of its damage/skill output through the pet and supports the pet with the new utility skills.

Kima & Co

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Posted by: Doggie.3184

Doggie.3184

I generally want a Thief Arsonist with Torch for mid range attacks/support that manipulate Black Fire with Mainhand or Offhand. It could use a new version of GW1’s Shadow Form ability for defense instead of stealth by setting yourself on fire for a new class mechanic. It’d be like a nemesis to Guardian.

| Fort Aspenwood (NA): Sylvari Daredevil Thief Main: All Classes 80. |
Please Remove/Fix Thief Trait: “Last Refuge.”
“Hard to Catch” is a Horrible and Useless Trait. Fixed 6/23/15. Praise Dwayna.

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Posted by: DeceiverX.8361

DeceiverX.8361

This has a red post so it’ll attract more attention and discussion, heh.

Comprehensive thief ES idea:

https://forum-en.gw2archive.eu/forum/professions/thief/Suggestion-WIP-The-Deadeye-ES-Suggestion/first#post5905133

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Posted by: Duke Darkwood.4237

Duke Darkwood.4237

I want my mesmer to dual-wield Ilya and Lyss, so while I don’t have a concept for the spec yet, I know I’ll want to give it a MH Pistol.

Warrior: OH Dagger. Fencing-theme. The dagger would be for parries, sort of like the “main gauche” style. The utilities would favor agility-based combat over force-based. Their unique profession mechanic could be some sort of “flurry”, giving them like 5-second self-only Quickness.

Necromancer: I kinda agree with the torch idea. So, no idea of my own, just concurring with the above. For a profession mechanic, maybe find a way to work in health sacrifice from the GW1 days? (Although that would probably lead to a lot of necromacy-related suicides, with GW2’s fast-paced combat.)

Can’t really think of others right now, try as I might. Perhaps later.

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Posted by: Jekkt.6045

Jekkt.6045

Disclaimer: This is an idea for a future elite specialisation and was not made in order to replace Tempest. I tried to give close range melee dps options (offensively and defensively) aswell as some options for condition scepter players.

Introduction

Weavers are Elementalists that are capable of weaving elements together, allowing them to use combination effects for their fluid fighting style, using a sword as their main weapon.

While their name sounds harlmess they should not be taken lightly, they are slippery, fast and when things don’t go too well they still have some aces up their sleeves: elemental stances.

Specialisation Mechanic

(weaver attunement spells have an internal cooldown of 8.5s to match them with the attunement cooldown of the arcane line)

Swapping attunement will weave them together, causing an effect at your current location depending on which attunements are used together. Instead of your attunement icons the combination spells will be shown expect for the attunement you’re currently in, which will show its normal icon.

Two attunements will always be tied together, going from attunement A to B will have the same effect as going from B to A.

Fire Attunement + Water Attunement
Steam appears at your location, blinding foes standing in it (smoke field, similar size of a thief’s pistol 5). if a smoke field would be too strong it could simply just be a blind field.

Fire Attunement + Air Attunement
The Air around you explodes, knocking enemies back. (a small knockback similar to engi’s turret knockback. blast finisher).

Fire Attunement + Earth Attunement
Melt the ground below your feet. (lava font, a fire field, similar to ele’s staff 2 on fire).

Water Attunement + Air Attunement
Electrifies water on the ground, creating a lightning field that stuns enemies crossing it.

Water Attunement + Earth Attunement
The ground under your feet turns to mud. (creates gunk at your location, similar to thief’s stolen engi item, applying random conditions, ethereal field).

Air Attunement + Earth Attunement
Magnetize the area around you, destroying projectiles. (a magnetic field that destroys projectiles when you stand in it).

Sword Skills

Fire

Auto Attack:
Chain:
Slash your foe. 1/2s casting time
Slice your foe. 1/2s casting time
Set your sword ablaze to burn your foe with a final strike (1/2s), giving you one stack of might (15s). 1/2s casting time.

Skill 2 – Smoldering Dismemberment:
Deliver a fiery cone slash with increased range. 1/2s casting time, 5 target cleave 15s cooldown

Skill 3 – Star Burst: Pierce the ground with your sword, sending fire blasts along the ground, causing heavy damage to enemies hit. 1/4s casting time, 25s cooldown

Water

Auto Attack
Chain:
Slash your foe. 1/2s casting time
Slice your foe again. 1/2s casting time
Turn into mist, evade for 1/2s, and damage your foe with a final strike. 1/2s casting time

Skill 2 – Slippery Leap:
Dash forward (600 range), leaving an ice trail behind you (narrow long ice field) and chill enemies hit by your strike for 2 seconds. (leap finisher) 1s casting time (whole leap duration) 15s cooldown.

Skill 3 – Ice Prison:
Stab your foe with a frozen sword, engulfing them in ice and stunning them for 2 seconds.
3/4s casting time. 25s cooldown.

Air

Auto Attack:
Chain:
Slash your foe. 1/2s casting time.
Slice your foe. 1/2s casting time.
Teleport to your target, strike them and blind nearby enemy players (1/2s or even 1/4s). 300 range 1/2s casting time.

Skill 2 – Lightning Retreat:
Strike your foe and “bolt” backwards. 1/4s castimg time, 600 range, 15s cooldown

Skill 3 – Invoke Lightning:
Strike your foe with your sword, sending lightning bolts through their body, deriving the bolts to nearby enemy players and causing weakness (6s) to all enemies hit. 3/4s casting time. 15s cooldown.

Earth

Auto Attack:
Chain:
Slash your foe. 1/2s casting time
Slice your foe. 1/2s casting time
Strike your foe, causing a magnetic impulse around you, reflecting projectiles for a very short duration (1/2s or even 1/4s). 1/2s casting time

Skill 2 – Earthen Shackles:
Block incoming attacks for 3 seconds, crippling (2s) and bleeding (6s) them for each time they hit you if they are close to you. 30s cooldown, 3s duration, 240 radius

Skill 3 – Stone Wave:
Leap at your foe (600 range), tearing up the ground, dealing heavy damage and cause cripple (4s). 1s casting (whole leap, leap finisher) 25s cooldown

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

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Posted by: Jekkt.6045

Jekkt.6045

Stances

Glowing Aura (Healing Stance):
Heal yourself and leave healing orbs behind. intial selfheal around 6000, 1 healing orb per second (400 heal per orb), 8s stance duration, 1s casting time, 40s cooldown

Double Dragon (Fire Stance):
Increase burning damage, gain might and burn foes around you. burning damage increased by 15%, 5 stacks of might (5s), burning radius 240, burning duration 3s, interval 1s,stance duration 5s, 70s cooldown

Maelstrom (Water Stance):
Surround your body with mystic water, healing you over time and removing 1 condition when hit (1s icd per enemy player). 8s stance duration. around 150 heal/s, 50s cooldown.

Enervating Charge (Air Stance):
Your body is charged with electricity, making you run and attack faster. 5s stance duration, 5s quickness and 5s superspeed, breaks stun. 60s cooldown.

Iron Mist (Earth Stance):
Magnetize your body, pulling sand towards you granting Protection (5s) and leave small blinding fields behind when you move. 5s stance duration, breaks stun and 50s cooldown

Elemental Lord (Elite Stance):
Transcend your elemental powers for a short duration, making critical hits reset all attunement cooldowns (1s ICD) and doubling the effectiveness of fury. 10s stance duration, 3/4 casting time, 120s cooldown

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

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Posted by: Jekkt.6045

Jekkt.6045

Traits

Adept

Minor – Elemental Weaving:
Unlocks Weaver attunement spells, sword mainhand and stances.

I – Hotheaded:
When chilled or crippled, gain superspeed for 3 seconds. cooldown 20s.

II – Combination Benevolence:
Cleanse a condition when you trigger a combo field finisher. (depending on balance this might need an internal cooldown because of the water line)

III – Swirling Aura:
Increases vitality of nearby allies by 150.

Master

Minor – Weaver’s Perseverance:
Combo fields last 2s longer.

IV – Ferocious Stances:
Deal 20% more damage when using a stance.

V – Combination Quickness:
If you successfully use a combo finisher through a combo field, its cooldown is reduced by 20%. (works for projectiles, whirls, blasts, etc it is the combo finisher that gets reduced cooldown, not the combo field). (does not work for attunement weaver finishers like the blast on fire+air).

VI – Malicious Weaving:
Weaver Combination spells apply conditions to nearby foes:
water+fire = 2 stacks of burning for 2 seconds.
water+air = weakness for 4 seconds.
water+earth = immobilize for 2 seconds and 2 stacks of bleeding for 4 seconds.
fire+air = 4 stacks of confusion for 3 seconds.
fire+earth = 1 stack burning for 2 seconds and 2 stacks of bleeding for 6 seconds.
air+earth = cripple for 3 seconds and 4 stacks of bleeding for 5 seconds.

Grandmaster

Minor – Weaver’s Frenzy:
Gain one stack of Weaver’s Frenzy each time you use an attunement combination spell for 15s.
Weaver’s Frenzy: Increases your attack speed by 4% for 15s. Caps at 5 stacks.

VII – Shared Stances:
+20% Stance Duration. Stance durations lower cooldowns of other stances by the same amount (eg. 5s stance lowers the cooldown of stances by 5s, 10s stance by 10s etc. not instant but 1 second each when in a stance). Stance cooldown reduction doesn’t work on on the stance that is currently in use, meaning the healing stance won’t reduce its own cooldown when used. multiple active stances still reduce cooldowns only by 1s and not by 1s per active stance.

VIII – Combination Power:
Combo field finishers have 150% effectiveness. (means water leaps/blasts heal for x1,5 and fire blasts give you 4,5 might stacks which is 4 rounded i think, auras have 1,5x duration and whirl/projectile finishers apply 1,5x their condition duration).

IX – Ether Prism:
Increases your vitality by 300 points based on effective level. condition duration is increased by 50% when wielding a scepter.

Ex player of PeanutButterJellyTime, Heavenly Annoying and Visceral Gaming.

(edited by Jekkt.6045)

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Posted by: Fjaeldmark.9043

Fjaeldmark.9043

I’d like to see a Holomancer elite spec for engineers. Uses asuran hologram tech to summon illusions to aid them. Not sure exactly how to execute it however. Could have to holograms as utility skills like iDefender and iDisenchanter. Or possibly could have a new set of weapon kits that take the form of holographic weapons (I rather like the idea of my engineer going on a rampage while dual-wielding holo-swords) and the summons are tied to the new weapon kits. Would need to have a cooldown on swapping these kits to avoid having masses of holograms summoned instantly. Not sure what weapon to give the spec. I would have said focus but engineers only have main-hand pistol and that seems overly limiting.

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Posted by: Astra Lux.2846

Astra Lux.2846

I like to imagine a very mobile, dps Duelist spec for Mesmer, with mainhand pistol. We have two mainhand weapons and I think pistol would be perrrfect.

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Posted by: Jortakk.6792

Jortakk.6792

I’ve posted this on the Thief forums before, but I would really like to see a thief specialization that revolves around a Jack-of-all-trades Engineer-like playstyle with weapon swapping and kits (I know you are restricted by initiative, but taking a certain GM trait makes something like this totally viable).

http://i.imgur.com/PKZdIgC.png

Its quite a long read.

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Posted by: PopeUrban.2578

PopeUrban.2578

Thief – Vandal

Weapon – Torch (MH and OH)
Unique Armor – Vandal’s Gloves (Heavy insulated looking gloves)
Unique Weapon – Kindle(exotic)>Bonfire (These are double ended torches)
New Skill Type – Concoction – Glass vials full of powerful AoEs that give the thief a powerful buff, alongside a powerful debuff.

Vandals are unique in that they can wield torches as main hand weapons. As such, the Vandal’s torch adds a significant number of fire and smoke focused dual skill options.

Vandals excel at using the thief’s signature mobility and stealth to alight and control large areas of the battlefield with smoke fields, or apply and benefit from the burning condition, making them valuable in support and condition damage roles.

Not as adept as alchemy as the masterful Engineer, The Vandal’s Concoction skills are dangerous double edged swords, powerful PBAoE effects as dangerous to the Vandal as they are to his enemies.

Vandals tend to be defensive and support specialists, with low damage output but highly defensive torch skills and traits, though the Vandal Specialization can serve as a supplement to add damage or defensive variety to more traditional thief builds as well.

Traits

Hot Stuff – You take 5% less damage from burning foes. You gain the ability to wield Torches, and Mix and Use Concoctions.

Friction – Stealing lights your target, and up to 4 targets in range on fire.
Thick Skin – Duration of your Concoction’s negative effects are reduced by half, and all your concoctions grant protection and aegis.
Smoke Trail – You leave a smoke field when you shadowstep or dodge.

Suffocation – Blinds you apply deal condition damage when applied and removed.

Smoke Signals – Your smoke fields reveal enemies and apply weakness.
Mixologist – You cleanse two conditions when you use a Concoction, and all your Concoctions recharge more quickly.
Accelerant – Gain initiative and swiftness when you apply burning.

Dense Smoke – Your smoke fields destroy projectiles.

Vanish – Gain stealth and cleanse movement impairing conditions when you enter a smoke field.
Blindside – Attacks you make while inside a smoke field deal additional damage
Burn Everything – Your Smoke fields also apply 1s of burning per tick, and are larger.

Weapon skills
Torch 1 Stealth
Enflame – Enflame your target for 5 seconds, applying 1s of burning and 1s of blind each second.
Torch 1
Scorch (Cleave)>Kick(Actual kicking animation)>Burn(2s Fire field, applies 1s burning)
Torch 2
Ward Off – Whirl around, attacking up to 5 foes, and reflect projectiles.
Torch/Torch 3
Conflagration – Create a fire around you that burns enemies and pulses blindness. Smoke field.
Torch 4(flip)
Smolder – Throw your torch (600 range) at target location, creating a blinding smoke field for 3 seconds. Smolder becomes Inhale.
Inhale – Shadowstep to Smolder’s smoke field, consuming the smoke and healing yourself.
Torch5
Vandalize – Drag your torch across the ground for 4 seconds, creating a burning smoke field where you step that damages and blinds enemies. (Works similarly to slick shoes)

Torch/Dagger 3
Fire Blockade – Shadowstep to your target, stab, and immobilize them with a ring of fire for 1s

Dagger/Torch 3
Brandish – Brandish your dagger and torch menacingly for 1s, apply fear to your target for 2s.

Torch/Pistol 3
Ember Fan – Toss your torch in a high arc, then shoot it with your pistol to create a line of fire that burns any that pass through it.

Pistol/Torch 3
Return Fire – Create a smoke field in front of you for 3 seconds. Fire a shot at the owner of any projectile that enters the field. (Can cancel return fire effect on self)

Sword/Torch 3
Trip – Burn your target with your torch, then take advantage of their panic to spin and hamstring them with your sword, knocking them down for 1 second.

Concoctions
Cauterizing Concoction – Smash a burning Concoction on yourself, cleansing all conditions, but setting yourself on fire for 10 seconds.

Flashy Concoction – Smash a concoction, dazing and weakening yourself and up to 5 enemies in range for 4 seconds. Breaks Stun.

Tasty Concoction – Drink a tasty concoction and gain endurance and superspeed for 5 seconds. At the end of 5 seconds, become crippled and dazed for 1 second, and throw up.

Warm Concoction (heal) – Smash a healing concoction on yourself, and gain pulsing health and condition cleansing for ten seconds. At the end of ten seconds, Catch on fire and become weakened for 5 seconds.

Blackout Concoction (elite) – Smash a Concoction, Creating a 900 radius smoke field that lasts 10 seconds, and stun yourself for 3 seconds. The Blackout field applies stealth to all allies, and blindness to all enemies.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

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Posted by: Eldrake.1543

Eldrake.1543

I kinda want something for Necromancer with a Plague theme (Let’s call it Plaguebearer) with a focus on bearing conditions and spreading them to enemies. Normally I’d give them the torch so that they can burn themselves for the “Burn the corpses!” motif and so that they can earn conditions (Burning), but unfortunately the Guardian already does that, so it will probably have to be something else.

The trait line would likely involve ways to reduce the effectiveness of the conditions on the Plaguebearer (For example, they’re less affected by cripple’s movement speed reduction, takes less damage from poison, ignore poison’s health effectiveness reduction or less affected by it, takes no damage from torment as long as they’re standing still, bleed damage stops stacking after a certain number), ways to make bearing conditions more bearable and less suicidal. Somehow I don’t think it’d be a good idea for a trait to increase condition duration.

At first glance, glyphs or traps for the Plaguebearer’s skill type could fit. But I think Physical skills would be a more interesting choice of skill type. Necromancer has good enough base health that the Plaguebearer could get away with getting close and personal. The Plaguebearer could have a “cough” that creates green mist, infecting enemies caught within it with poison and some random conditions from the Plaguebearer. Maybe another skill could be the Plaguebearer grappling with the target in a fit of disease-induced rage, stunning them while transferring a number of conditions to them.

I have no idea about the Shroud however. Best I can think of is something like the Afflicted from Guild Wars Factions, but I don’t think that would work as a Shroud. As for the shroud (whatever it is), maybe it could be directly improved for each present condition on the Plaguebearer and, while I am not sure if the Plaguebearer improving condition damage would be a good idea, maybe there could be a grandmaster trait that makes every enemy nearby take more from condition damage while the Plaguebearer is nearby and shrouded. But that would probably get out of hand quickly when some world bosses accumulate 100 bleed stacks and a Plaguebearer pops Shroud.

I can’t believe that I wrote something this lengthy for something that probably won’t work out anyway.

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Posted by: Shirlias.8104

Shirlias.8104

Thief:

-Hawkeye: Rifle as new weapon, and stances. you can chose how your rifle work by changing stance (like kits ) or by activating one for a few seconds ( cd should be low to let the player swap between what he needs ). Chosing this spec let the thief lose the secondary weapon. Steal also would be replaced by a “mark” or something similar.

-Lord of the underworld: Warhorn as offhand ( the effect would be more like a whistle ), and shouts. Skills meant to summon minions like guild thieves ( maybe this skill and trap skill which summons thieves could be reworked, and a specific group of skills meant to minions summon ). Traits meant to give defensive boons which stacks longer on minions. an hybrid between mesmer and necromancer.

-Explorer: Torch as new weapon ( offhand ) which could provide a good condition build with Pistol as main hand ( pistol 2 tbh should be reworked to be more viable for both damage dealer p/p and condition build p/x ). It would be able to provide some fire fields. It will use “glyphs”, which will provide support ( stealth detection, aoe bs, teleport a friend, etcetc… non healing or tanky spells ).

-Shade: Greatsword as weapon ( really not sure ) . Steal replaced by shadow form, which allow the thief gain another skillset ( no extra life like necromancer ). it will use Spectral skills, which are empowered if the thief is on Shadow Form ( an additional effect, or simply a % extra effect ). It will be a single target burst damage dealer ( GS will hit only one target while on shadow form, and will do normal aoe if shadowform isn’t activaded ) with self defensive skillset and some movement utilities )

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Posted by: Charrbeque.8729

Charrbeque.8729

I just want greatsword for revenant.

There’s something charming about rangers.

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Posted by: Zoltar MacRoth.7146

Zoltar MacRoth.7146

Idol: Elementalist elite. Has a pop theme mechanically based off boons and would somewhat be like chronomancer but without the base mesmer stuff and have a different rhythm and boonset to it to avoid obsoleting chronomancers or making taking an idol and chronomancer redundant.

Maybe it’s recent events, but as soon as I read this, I imagined David Bowie as an elementalist, weaving his musical magic and looking awesome doing it. What if, instead of attunements, you used the F1-F4 keys to channel different Bowie characters? E.g. press F1 to become a Ziggy Stardust and conjure martian spider elementals. Your weapon would be the newly added Guitar, a two handed weapon which slaughters foes at range with blistering musical numbers and can be used as a club at melee range.

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Posted by: Headcase.4618

Headcase.4618

Warrior: Spiritual-themed Warrior with melee staff that can summon aoe spirits like ranger (or something akin to spirits)

Revenant:

1. Hunter*: New Legendary Outcast Stance, Pyre Fierceshot. Gains access to longbow, and utilities are preparation skills (ranger skills from GW1) that would work like thief’s venom skills.

2. Golemancer*: New Legendary Golemancer Stance, Oola. Gains access to scepter/focus and has physical skills that are performed by golem hologram that surrounds rev.

*Names not final

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Posted by: Ninjasopuli.1980

Ninjasopuli.1980

Bunny Thumper

Drawing inspiration from the classic Guild Wars 1 ranger/warrior build that utilized hammer and pet to pressure foes.

Mechanic

Advanced beastmastery.

New exclusive pet skills for each family, extra controllable pet skill slot F3 and better customization options. Maybe even exclusive pets.

Some core changes are required:

F1 skill will gain the attack/guard/avoid toggle as many people have suggested.
F2 will stay as is.
F3 will be a customizable pet skill slot where you can assign any of the other pet skills except autoattack (2 old and 1 new skill).
F4 will stay as pet swap.

Focus
Melee Pressure, Pet Synergy, Boon Removal, Sustain.

Utility skill type
Stances

Weapon Skills

  • Hammer Bash (auto attack 1)
    Strike your foes and inflict cripple for 2 seconds.
  • Crushing Blow (auto attack 2)
    Crush your foes and inflict weakness for 2 seconds.
  • Bestial Mauling (auto attack 3)
    Maul your foes. Removes 1 boon from foes.
    Your pet gains 3 stacks of might for 5 seconds.
  • Savage Pounce
    Pounce at your foes and daze them for 1 second.
    Your pet gains superspeed for 2 seconds. Leap finisher, 600 range.
    8 second cooldown.
  • Melandru’s Assault
    Unleash an furious attack at your foes. Evades attacks for 1 second.
    Removes 2 boons from foes. Your pet gain 2 seconds of quickness.
    15 second cooldown.
  • Irresistible Blow
    Deliver a powerful blow that knocks down enemies. Unblockable.
    Your pet gains an attack of opportunity. Blast finisher.
    25 second cooldown.
  • Roaring Winds
    Summon roaring winds, destroying projectiles around you for 5 seconds.
    Gain 1 second of fury for each projectile destroyed. Mobile lightning field.
    Effect radius 300.
    30 second cooldown.

Healing skill:

  • Predatory Bond
    Heal yourself and your pet for 4000 hp and gain 2 seconds of resistance.
    Normal attacks made by your pet heal you for 500 hp and remove 1 condition
    (once per attack). Duration 4 seconds.
    25 second cooldown.

Utility skills:

  • Tiger’s Fury
    Attacks made by you and your pet are unblockable and grant 2 seconds of fury,
    swiftness and 1 second of quickness, 1 second icd. 4 second duration.
    25 second cooldown.
  • Symbiotic Bond
    For 5 seconds you and your pet gain 200 health per second.
    You will gain every boon your pet gains while this stance is active.
    40 second cooldown.
  • Melandru’s Resilience
    Incoming condition damage is reduced by 50% for 5 seconds.
    Gain 150 health each second for each condition on you (max 1000 hp/sec).
    50 second cooldown.
  • Escape
    Evade attacks for 4 seconds. You and your pet gain superspeed for 4 seconds.
    Breaks stun and clears immobilized from you and your pet.
    80 second cooldown.

Elite skill:

  • Serpent’s Quickness
    Your weapon and pet skills recharge 50% faster and inflict 2 seconds of poison.
    Grants 3 stacks of stability to you and your pet for 10 seconds.
    Duration 5 seconds. Breaks stun.
    60 second cooldown.

Minor Traits:

  • Symbiosis (Minor Adept)
    Gain access to hammer, stances and advanced beastmastery.
  • Companionship (Minor Master)
    You and your pet gain bonus stats depending on active pet.
  • Feral Aggression (Minor Grandmaster)
    You and your pet attack 1% faster for each boon on you.

Major Traits:

Major Adept

  • Practiced Stance
    Stances last 1 second longer and grant 1 stack of stability for 6 seconds.
  • Dryder’s Defenses
    Gain 2 seconds of resistance when you succesfully evade an attack.
    15 second icd.
  • Storm Chaser
    You and your pet deal 5% more damage and take 5% less damage
    when you have swiftness. Swiftness lasts 20% longer.

Major Master

  • Infuriating Heat
    Hammer skills recharge 20% faster. Fury effects are increased by 25%.
    Your pet gains increased precision, (150).
  • Tranquility
    You and your pet take 10% less damage from foes without boons.
    Gain regeneration and vigor for 5 seconds when you hit a foe without a boon.
    15 second icd.
  • Choking Gas
    Interrupting a foe inflicts 3 stacks of poison for 6 seconds.
    Your pet inflicts 2 stacks of poison to nearby foes for 6 seconds
    when executing a f2 or f3 skill.
    10 second icd on both effects.

Major Grandmaster

  • Otyugh’s Cry
    You and your pet gain 700 toughness and 300 healing power when your health is below 50%.
  • Brambles
    You and your pet inflict a stack of torment for 4 seconds on foes
    that are crippled or bleeding, 1 second icd.
  • Predatory Season
    You and your pet deal 15% more damage and gain 100 health
    when striking foes below 50% health.

I haven’t thought about the extra pet family skills yet, but the idea is to add some variation to be able to customize the pet to your needs.

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Agemnon.4608

Agemnon.4608

Idol: Elementalist elite. Has a pop theme mechanically based off boons and would somewhat be like chronomancer but without the base mesmer stuff and have a different rhythm and boonset to it to avoid obsoleting chronomancers or making taking an idol and chronomancer redundant.

Maybe it’s recent events, but as soon as I read this, I imagined David Bowie as an elementalist, weaving his musical magic and looking awesome doing it. What if, instead of attunements, you used the F1-F4 keys to channel different Bowie characters? E.g. press F1 to become a Ziggy Stardust and conjure martian spider elementals. Your weapon would be the newly added Guitar, a two handed weapon which slaughters foes at range with blistering musical numbers and can be used as a club at melee range.

That…would be awesome! :D Or a greatsword but introducing different guitar skins for them so you’re using a greatsword but looks like a guitar ^_^

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: yolo swaggins.2570

yolo swaggins.2570

I am absolutely in no way okay with Thief getting Warhorn. Ever. However I am totally okay with a rifle spec. Especially this kind of rifle spec.

Liaison for [Teef]
“Please stop complaining about stuff you don’t even know about.” ~Nocta