[Suggestions] Future Elite Specializations

[Suggestions] Future Elite Specializations

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Posted by: Orpheal.8263

Orpheal.8263

lol librarian xD …heres my take on this with a sort of serious name xD librarian gg

Mystic
—————-
Weapon: Gauntlets
Class Mechanic: Forbidden Arts/ Stigma Seals, Esoteric Scrolls
Unique Utilities: Tomes

A Mystic is a Zealot under the Guardians, one, who has learned to use Mysticism, a long lost teaching of Forbidden Arts, abilities and spells so powerful, that their usage has been forbidden, because their usage always comes also with the cost of death either, or can cause alot of harm, when these powers can’t be controled by its user.
To keep these powers under control, they are sealed within Esoteric Scrolls of the Mystics by the help of Stigma Seals that seal off these powers within these scrolls.

The Weapon of Choice of the Mystic are Gauntlets – Magic enhancing Hand Protectors that increase the magical Ether Flow through the hands of their wielders to become able to create Magic Spells just by using hand signs instead drawing literally the magic spell with signs into the air to cause them instead of channelling magical powers through one handed or twohanded magical artefacts like staves, scepters or a focus artefact.

The Virtues get exchangec out with the Esoteric Scrolls, which are Weapon Skills based on the equipped Weapons for when you remove the Stigma Seal from the Esoteric Scroll. Stigma Seals work like Virtues, they have Passive Effects that weaken enemies around you, while they are running, these passive effects disappear the moment you remove the seals from the Esoteric Scrolls by activating them to unleash the scrolls inherent Forbidden Arts that change out your Weapon Skills.

When using Forbidden Arts, your Mystic Force increases with each Forbidden Art, until its bar is full. When the Mystic Bar is full, you can perform then a even more powerful “Mystical Art” and the bar depletes itself to 0 again and this ends the time window in which you can use Forbidden Arts instantly again, so to use a Mystical Art is best done, first short before your time window of Forbidden Arts is running out, unless you just want to use it for a quick spike damage attack and don’t care about it, that using the Mystical Art instantly seals off the Esoteric Scroll again for you.

Tomes are for a Mystic their Healing, Utility and Elite Skills.
The Mystic will literally bring back the Tome Gameplay the Guardian once had, new under this Elite Specialization redesigned and slightly reallocated so that the skilsl get split more up upon traits, the healing skill slot and the utility skills as also the Elite Skill Slot.

Tomes give the player similar to kits temporarely different skills, just only with the difference,m that tomes unlike kits can’t be used permanently, they are alot more powerful, so their usage is time limited.

Each Esoteric Scroll has its own unique Stigma Seal with a different passive effect on surrounding nearby enemies. The downside of Stigma Seals is, that the moment you activate them to become able to use Forbidden Arts, the once negative effect fro your enemies becomes in that time a negative effect on you instead as a downside for using Forbidden Arts and mabe ultimately Mystical Arts, the highest form of secret Forbidden Arts.

Skills:

1) Light Bolts > Radiant Impaler > Aura Slicer >
Concentrates energy in your Main Gauntlet to fire off a volley of fast Light Bolts that pierce through targets unblockable. . following with Radiant Impaler, summoning impaling light beams at your target that will cause an aoe laser inferno practically at the targets location, which blinds foes causes bleedings to hit targets.
Finished by a concentraced magical blade leap attack of dense light magic that slices through everything, causing vulnerability and multiple bleedings and removes a condition from you, while gaining also for a while a Light Aura that grants aoe retaliationfor you and nearby allies when being hit

2) Guiding Hands
Guiding Hands creates a big Light Sphere, which creates unblockable home in long range light missiles when it gets attacked by either you or your allies. So faster you attack it in the limited time it is there, so more light missiles can you shoot this way at yoiur enemies. A Thief for example with Pistol Whip will be a great synergy for you for some bursty spikes if they slash at the Light Sphere with their fast AA’s and PW that can create in short time 9 light missiles, but a 100b Warrior will also be a great synergy for this skill (inspired by a Mystic Knight Skill of Dragons Dogma)

3) Intimidating Aura
Gain an Aura, which weakens foes when they attack you, while its up, while absorbing also boons from your enemies when they attack you while its effect is active.
Creates a big AoE sphere Attack when this skill ends, that causes the more damage, so more boons you could absorb from enemies that attacked you while it was up. This sphere like Aura Burst Attack launches foes also away from you.

4) Mirage Cloak
Perform a quick teleportation to your ground target, gain super speed for some seconds and deal damage to all targets in a line of sight that stood at that moment between your location and your ground target. Gain then 1 second of Stealth for every hit target. Maximum 5

5) Mystic Twister
Hold your two arms together frontally to create with your magical powers a mystical sphere of whirling energy, that you shoot at you targte. This Mystic Twister will catch nearby enemies and launch them away with it whirlign them around. Basically the whirl sphere attack of the legendary boss Staffmaster Adryn, but just in a weaker form with lesser range.

The Esoteric Scrolls, Forbidden Arts and mystic Arts would I leave open here for Anets creativity, as this concept offers by this design alot of combat skills.

The Mystic in perse would be absolutely a ES design that will rival with the combat skill diversity of that of an Elementalist easily due to the Forbidden Arts exchanging out the Weapon Skilsl and the Tomes also providing all their own Skill Bars.

Just want to say, that we should find under these skills/traits some nostalgic old GW1 things back then, like

  • Mystic Regeneration
  • Mystic Corruption
  • Mystic Vigor
  • Rending Touch
  • Conviction
  • Arcane Zeal (Seal)
    and others maybe
Personally I like the idea behind sub classes ~ quoted from Chris Whiteside

[Suggestions] Future Elite Specializations

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Posted by: snow.8097

snow.8097

some of the better ideas:

Ranger:
Packmaster: a scepter as a whip to control 3 pets
Whisperer: scepter, more pet focus, dmg from pet
Bunny thumper: hammer and all u know

Engi:
Creationist: u build things that protect u from special dmg (close, range dmg etc.)
Holomancer: yeah holomancer like

Ele:
sword/mantra for bursty dmg ele
Conjurer: special skillset for each existing conjure weapon
Weaver: merge 2 attunements, sword and stances, the naruto kekkei genkai weave at you
Spellblade: u play piano with ur 1-5 skills, patterns cause effects

Thief
something with rifle and set marks
Arsonist: torch and midrange support
Vandal: torch and alchemy, use vials with stuff to get aoe
Lord of the underworld: warhorn(whistle) summone minions
Explorer: torch and utility support with glyphs
Shade: its like a reaper with another avatar

Necro
Sacrificial style, OH sword, glyphs, GM system like daredevil to define playstyle, use HP to heal minions, allies or supply ur shroud
Plaguebearer: seems like u get sick and cough around to spread the disease.
Ghostly themed, axe, life steal and stealth play style
Shaman: torch, unique anti-crit-boon, sacrificing HP and LF for effects
Soulguide: Torch, u guide ghosts and souls, support with using LF (my own post)

Warrior:
Weapon master: SB, they categorize their weapons and gain abilities for using them
some stuff with staffs, daggers and pistols

Mesmer
MH pistol, cause Ilya and Lyss
Minstrel/Phonomancer: WH and sound abilities, probably shouts

Guard
Something like Exorcist.yeah.

Safi/Clio Del Ray |Ranger, Elonas Reach,
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Gemstore-Items/page/31#post4533037
the skrittfinisher was my idea!

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Posted by: snow.8097

snow.8097

oh yeah mystic is much better and creative idea
and the concept is really close on the design of guardian class as a person of light, virtues, justice and loyalty to allies.
To make a defender of the innocent into an occultist with esoteric thematics is such a fluent transition. Much more than a defender who can specialize in bring justice to dragon minions to actually use the old law and spells of ancient times to decimate the criminals

Safi/Clio Del Ray |Ranger, Elonas Reach,
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Gemstore-Items/page/31#post4533037
the skrittfinisher was my idea!

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Posted by: Gaile Gray

Previous

Gaile Gray

ArenaNet Communications Manager

I changed the title to include “[Suggestion]” within it so that it will be more easily spotted. Therefore, in case anyone had it bookmarked, I’m shamelessly bumping the thread to the top.

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

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Posted by: Zoltar MacRoth.7146

Zoltar MacRoth.7146

I changed the title to include “[Suggestion]” within it so that it will be more easily spotted. Therefore, in case anyone had it bookmarked, I’m shamelessly bumping the thread to the top.

Just as an aside, it’s good to see more and more posts from you and the devs in these forums, Gaile. It’s appreciated. Keep it up!

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Posted by: De Dominator.9834

De Dominator.9834

This thread is very hard to read… I love these kinds of threads, but please organise it a bit. Feel free to copy & paste. Please, for the love that all that is holy, don’t add trivial, uninteresting information like traits and stuff… A short description is enough.

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

Yeah I know, I was really tired when I wrote this and I kept going back to change or add stuff, I will sort it out soon

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Posted by: Zelanard.5806

Zelanard.5806

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

Pistol (Main hand) proficiency
Allows the use of a main hand pistol, which grants the following skills:

Demons touch
This skill does light damage and cause torment to target foe.

Word of madness
This skill does damage and cause confusion to target foe.

Chaotic embrace
This skill cause random conditions in the area around target foe. [Chaos field]

Chaos clones (Minor trait)
This unlocks the f5 ability: Banish Demons which destroys all clones, phantasms and margonites.

Margonite Phantasms (Minor trait)
The Characters Phantasms become Margonites.

Destructive Chaos (Minor trait)
The Characters Clones become Phantasms.

Concealed secrets (Major trait)
Concealment skills you cast last longer.

Secret of Speed (Major trait)
When using a concealment, gain quickness for 2 seconds.

Secret of shadows (Major trait)
When using a concealment, gain stealth for 2 seconds.

Dual guns(Major trait)
When dual wielding pistols: Critical hits you make have 10% chance to cast Demonic Concealment.

Quick draw (Major trait)
When switching to or from pistols in combat: Recharge time on weapon swap is reduced by 8 seconds.

Margonites Form (Major trait)
When using Banish Demons: Become a Margonite for 10 seconds.

Enhanced Margonites (Major trait)
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.

Hip shots (Major trait)
Pistol skills recharge 25% faster and cause does 10% more condition damage.

Demonic escape (Major trait)
On dodge, instead cast Demonic Concealment.

Skills:

Demon lights
Concealment Gain x health. Summon a Margonite which heal allies and remove conditions.

Demonic Concealment
Concealment Summon a Margonite at your location and teleport to a random location. For 5 seconds you become a Margonite.

Demons blur
Concealment Gain distortion for 5 seconds.

Vanish
Concealment Teleport to a random location and gain stealth for 5 seconds.

Toxic blur
Concealment For 5 seconds you emit a poison cloud. Leaving a trail of poison after you. The trail count as a poison field.

Chaotic hex
Elite Concealment for 5 seconds, any skill or attack used on the demonologist, is used on the user instead.

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

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Posted by: NeroBoron.7285

NeroBoron.7285

Some ideas for a mesmer specialization:

Seer / Seeker
I would like to see more aoe dps on mesmer, so this would be focused on that.

Weapon: Torch Mainhand
All skills should aoe of course. Envolve burning and revealing opponents. But also have a solid direct dps. Skill 2 and 3 would be groundtargeted of course

Skilltype: Symbols
All symbols are groundtargeting and envolve damage, ensnare people in that symbol or buff allies.

Classmechanic: Visions
Everytime you use a shatter you have a vision. A Vision should buff your defense or offense. Your Vision will help you to manage the future, for example the next few attacks could be unblockable, blocking or you gain a buff like aegis/protection/fury.

Demonhunter
Mostly another dps idea. Just a alternative play style.

Weapon: Pistol Mainhand (1200 range)
Skills are damaged focus and ensure that you can keep a distance to your foe. To keep distance there could be a imoblize. As well a shot + teleport away from the foe and leaving a clone, similar to staff 2.

Skilltype: Traps
Similar to Ranger or Guardian traps.

Classmechanic: Hunt him down
On using a shatter all illusions will teleport to your target and shatter nearly instantly.

Bard
_Another supportive side of a mesmer. Which focus on aoe targeting and persistance of phantasms as well. _

Weapon: Warhorn Mainhand
You are the centre of all warhorn skills, further attacks have a 900 Range and a 360° radius. Attacks could daze opponents, apply conditions and buff allies

Skilltype: Shouts
For Buffing and Healing allies in AoE

Classmechanic: Songs
Your shatters will be replaced by songs that don’t destroy your phantasms / illusions on usage. On activation you will mainly inspire your alles and granting them buffs for the next X seconds. Also all your phantasms will be healed and get a special effect on the next attack. Maybe phantasms shouldn’t die on targets death and also switch target with you.

(edited by NeroBoron.7285)

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Posted by: David.5974

David.5974

Engineer
New elite spec: Mechanic(?)
Class mechanic: changin your weapon skills with enchantments

Skills example on hammer:

1) Rocket enchant:
Hammer 1: no longer provide migh and vulnerability. Now first 2 skills make large radius dmg explosion and last skill make 1sec stun.

Hammer 2: now not provide refflect missile but make 4 small seeker rocket to all direction wich focus your target to 1500range. (To 4 direction and they have same target-it can be cool effect)
Hammer 3: now have only 1 massive leap with same damage as old one.
Etc.

Fire arms enchant:
Hammer 1 : no longer provide might vuln. Now 1st strike provide 1 stack bleed for 9sec, 2nd strike 2 stack bleed for 5 sec, and 3rd strike burn your enemy for 5 sec.

Hammer 2: throw your hammer on poor enemy and confuae him by 5 stacks.

Hammer 3 : heavy smash ground, and open volcano fisure. Aoe burning 4 pulses for 1 burning/4sec.

Hammer 4: make ak an oil circle(200 radius) which can be fired and make fire field for his life time(duration of oil 16sec , after burned-half of current duration)

Other idea for pistols, rifle sheild. And more enchantments for example:
Improvize: focused on survivalability-no ignore dmg but lot of imobilize, some evade, ground movement

Alchemy: focused on boon distribution between alies and some heal

Elite: this can’t be true but it can be funny: Call Airship: mark your ground and wait for reinforcement airship which will shoot down your enemy from above. Cd: 180sec, dueation before arrive: 10 sec, duration: 10 sec (meaned somethink like airstrike). Airship fire on your enemy with many sort of cannonballs and drop you med kits and other helpfull stuff.

At last: enchantments will have shared cd between them and between core weapon skills too.

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

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Posted by: snow.8097

snow.8097

Elite specs are meant to fill a gap in play style of each class
to give them somehow a role they never had before without giving them too much of another class
That means giving the warrior stealth because they never had stealthy playstyle is the wrong direction
for example the core ranger had no respective support role, just a bit of AoE and less hard CC abilities, with the druid they got the healing role, AoE via some glyphs and CC too.

We should gather what each class lacks in game, without “first fix that before new elite spec” and then we could work around that

For example the necro lacks of support abilities, now we could collect ideas around supporting, like mine idea of soul guide or of another one who focused around the ghost idea with stealth, life steal and utility support.

Safi/Clio Del Ray |Ranger, Elonas Reach,
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Gemstore-Items/page/31#post4533037
the skrittfinisher was my idea!

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Posted by: Forgotten Legend.9281

Forgotten Legend.9281

Elementalist: The Summoner

NEW CLASS MECHANIC

F5 skill summons a Djinn from Elona.

when the summoner changes attunements, the Djinn changes form, (such as flame Djinn, Frost Djinn, etc)

when the Djinn is summoned, F5 becomes, another skill to detonate the Djinn. when the Djinn detonates, it causes a large explosion (600 radius?) to do damage that also causes an elemental control effect (based on attunement) such as fire: smoke field; air, knockback; earth, blind; water, freeze foes around the djinn for 1 second or 2 (like Shiro’s Jade Wind skill for rev) edit: detonating the djinn puts the F5 skill on cooldown.

the Djinn’s skills change based on which attuenement the elementalist summoner is in.

there would be a trait, to proc master minor traits on the Djinn (such as sunspot) on attunement swap.

UTILITY SKILL CATEGORY: SUMMONs

~Tidal Wave: summon a large tidal wave that knocks back foes as it hits them. after the initial wave crashes, it returns from where it came, pulling foes back about half the distance they were knocked back. (this simulates a large wave crashing on shore and then returning to the sea, keeping the enemy out of balance, who is in the tide)

~Summon Rodgort (elite) : call for Rodgort’s aide. when the dragon initially lands, it knocksdown foes, then the skill changes to a secondary skill to cause Rodgort to breath fire on the area to create a fire field that damages foes. Rodgort will remain until he dies. (like a flesh golem)

~ Forgotten Relics: summon 4 large boulders (could be broken ancient rubble from Forgotten Statues, maybe pieces from the ancient statue in the Crystal Desert, that though crumbled, still appears to be whole and standing from a distance)… these 4 “boulders” would circle the elementalist summoner for up to 30 seconds. if they block an attack, they explode. if they hit a foe, they explode for small damage and stun the foe for 1/2 second. once they are summoned, the skill changes to allow the elementalist summoner to launch the boulders at their target, up to 900 range.

~ Fountain of Youth (heal): summons a water field that heals allies and removes their conditions. also poisons foes for 10 seconds.

~ Searing Cauldron: summon a searing cauldron that will periodically cause a local searing event. (think: an area-denial turret that can be destroyed)

~ Aziure’s Mark: you mark your target, who is then attacked by several summoned minor air elementals for a short time

WEAPON

i have NOT come up with any weapon theme that i like too much, but i was thinking maybe a mace mainhand. (keep in mind the potential damage from the Djinn and Rodgort)

air autoattack would swing the mace, and the shockwave would hit targets up to 600 range.
air 2: vulnerability stacker
air 3: summon a mini black whole (think Legendary Diarmid in Dragon’s Stand) that sucks foes into it for a second or two.

earth autoattack chain would be melee cleave, damage—> bleeding—-> weakness
earth 2 would be a block
earth 3 would be a small knockback + blind. (spin around, knocking back your foes, then slam your mace to the ground, creating a dust cloud that blinds your foes.

fire autoattack : 900 range: cause your target/s (small, 300 AoE) to burn. if your target is already burning, do bonus damage to targets within the AoE (edit: think: Searing Flames elite skill from Gw1)
fire 2: mark of rodgort: (this would be similiar to revenenat hammer 2, but spread burning) 900 range
fire 3: supernova: 900 range: summon a supernova at target’s location, 1 second delayed explosion (300 AoE), shockwave causes 3 stacks burning (600 AoE)

water autoattack: melee cleave: damage—-> chill—-> AoE heal
water 2: 600 range: throw 6 ice shards at your foe in rapid succession,
water 3: create an ice shield to block up to 3 attacks… detonate early to blind nearby foes.

TRAITS:

minors:
adept: gain F5 to summon and detonate Djinns
master: blind nearby foes when summoning or detonating a djinn (AoE centered on self AND on djinn)
grandmaster: pressing f5 is also a stun break, +10% damage against blind foes

Adept traits:
~ when you strike a blinded foe, gain 10 endurance
~ when you summon or detonate a Djinn, remove a condition
~ apply burning whenever you strike a foe with a condition (10 second cooldown)

Master traits:
~ gain regen and protection whenever you summon or detonate a Djinn
~ minor master traits also proc off your Djinn (like sunspot)
~ summoning or detonating a djinn will also detonate auras for damage

GM traits:
~ gain might and fury whenever you use a summon skill (f5 and any skill saying “summon” in the description, including the new utility skill category, glyphs, and some mace skills)
~ Djinn will detonate twice when detonated
~ summoning or detonating a Djinn will grant quickness to allies

– The Baconnaire

(edited by Forgotten Legend.9281)

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Posted by: Curo.2483

Curo.2483

The next Mesmer elite spec really needs a mainhand pistol to round out the build possibilities. Atm they don’t have any 1-handed ranged power options, and it would help out people that want to use 2 different offhands (say sword and pistol) but are then forced to either go mainhand sword on both sets (so no range at all), or scepter on one set (condi weapon for a power build). Not good situations. A mainhand pistol (or ranged mace) would fill this gap and allow for power/phantasm builds that don’t use GS.

Curo Lunesque – “Concerned Citizen and Community Builder”
NSP – northernshiverpeaks.org

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Posted by: Ulion.5476

Ulion.5476

Elementalist: The Summoner

Forgotten Legend.9281 I guess someone has refined the summoner idea I was thinking of. Your going with the same train of thought. I was considering use an elementalist type pet but wanted to making it more temporary since a permanent pet would be to much like a ranger’s pet. A summons that would copy some of your abilities and detonate. While doing more control effects and lower damage since elementalist already have high dps.

Elementalist:
Summoner, summon a variety of elementals focusing on control uses a Mace. Elementals can block terrain, chill, burn, or knockback enemies that try to move through them and buff allies that move through them. Traits buff elementals and glyphs.

Ele – Tarnished Coast
“Quoth the raven nevermore”
Platinum Scout: 300% MF

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Posted by: Forgotten Legend.9281

Forgotten Legend.9281

Elementalist: The Summoner

Forgotten Legend.9281 I guess someone has refined the summoner idea I was thinking of. Your going with the same train of thought. I was considering use an elementalist type pet but wanted to making it more temporary since a permanent pet would be to much like a ranger’s pet. A summons that would copy some of your abilities and detonate. While doing more control effects and lower damage since elementalist already have high dps.

Elementalist:
Summoner, summon a variety of elementals focusing on control uses a Mace. Elementals can block terrain, chill, burn, or knockback enemies that try to move through them and buff allies that move through them. Traits buff elementals and glyphs.

another idea for the class mechanic would be,

when you swap attunements, summon a lesser djinn (up to 4 djinns) based on the element you are attuning to. you can have multiples of the same element djinn based on your attunement rotation. once the cap of 4 is reached, the oldest djinn is replaced by the newest one. press F5 to detonate all djinns where they stand.

but i thought that sounded a little too mesmery, and i honestly thought more about the utility skills, and as powerful as they are, i thought a single djinn that would change elements when you did, would be more interesting. i think i need to mention that F5 would certainly have a cooldown to prevent 100% uptime of djinns.

i was thinking that it would have to be choice though. keep the djinn up, or detonate it for a more powerful control effect, and then wait awhile before you could summon him again. and you’re definitely right about keeping the djinn’s damage lower with elementalist’s core weapon damage potential.

thanks for the encouragement. and especially for suggesting mace as a weapon.

– The Baconnaire

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Posted by: The V.8759

The V.8759

The Technomancer

Class: Engineer
Weapon: Axe (Main Hand)

Description

Technomancers are the pioneers when it comes to using magic in the world of engineers. They still cannot summon magic out of nowhere, unlike a lot of other classes. However they smart engineering brains made them able to understand magic and learnt how to drain it from their environniment to power up their attacks. This is done through appying a capacitor to their toolbelt skills. This will allow them, when enough magic is stored in it, to press F6 and and gain access to capacitor skills. This will flip over their toolbelt skills into new magical skills.

Weapon skills

The axe is a mid ranged power weapon. The axe is attached to a chain making you able to swing it with force, hit your enemy with it and make it return in your hand.

  • Auto attack
  • Piercing slash : Throw your axe straight in front of you, piercing up to three targets and pull it back with the chain. (600 range)
  • Finishing blast : As you pulled your axe back, you swing it around your back with a circle in the air to smash the ground in front of you with explosive force hitting up to three targets. Gain one stack of Slashing Precision (5s) for each enemy struck (Grants 1% extra critical chance per stack) (600 range).
    Chain sequense would take 1.8 seconds.
  • Slashing Charge : Slash your axe in a cone up to 300 range in front of you, quickly striking foes while charging forward. Hits 8 times. Duration: 1.75s. Cooldown: 6s. (5 targets)
  • Lashing Vengeance : Throw your axe on your foe, attaching the chain to them. Then pull your foe to yourself, throw them in the air and smack them on the ground with huge force dealing high damage. Cast time: 1.25s. Cooldown: 20s. (One target)

Traits

Minors

  • Capacitor: Gain access to the capacitor. This will charge by 1% every 2 seconds in combat.
  • Energetic Force: Activating your capacitor will release a burst of energy, applying Kinetic Barrier for 3 seconds on you an up to 5 nearby allies.
  • Kintetic Barrier: Explodes damaging nearby foes after being hit 5 times.
  • Quickened Launch: Gain 3 seconds of quickness whenever you launch a foe. (12 seconds cooldown)

Adept traits

  • Furious Energy: Fury regenerates 0.5% extra energy every 3 seconds.
  • Collectional Energy: Collector skills recharge 20% and apply weakness for 5 seconds on foes hit.
  • Firm Grip: Any autoattack will apply one stack apply one stack of Slashing Precision for 7s when used in combat.

Master traits

  • Furious Capacitor: Using a capacitor skill will give you and nearby allies 4 seconds of fury.
  • Power Saving Mode: Capacitor cost 25% less magical energy.
  • Sharpened Blades: Slashing precision also grants 10 ferocity for each stack.

Grandmaster traits

  • Furious Barrier: Apply a Kinetic Barrier to you and allies whenever you gain fury. 15s cooldown.
  • Energy Drainage: Hitting a foe will drain magic from them. 0.2% for each hit.
  • Quikened Axes: Execute Slashing Charge 50% faster. Gain quickness for 3 seconds after successfully landing a Lashing Vengeance.

New Skills
With Technomancer you get access to collector skills. These skills generate extra magic and apply AoE effects.

  • Healing skill: Magical Drainage: Drain magic from each foe around you. Gain 3% charge for each foe hit. Heal shortly afterwards gaining extra health based on your stored magic.
  • Toolbelt: Gain 1s of resistance for each 20% of magic you have stored.
  • Kinetic Barrier: Apply Kinetic Barrier to yourself and up to 5 allies. Gain 3% charge for each ally given Barrier.
  • Toolbelt: Kinetic Blast: Instantly blast foes near to you.
    Out of ideas atm…

Capacitor skills
You can use your capacitor by clicking F6. This has a 20s cooldown. Your capacitor skills itself do not have cooldowns but rather use the stored magic as a source. While using your capacitor it will lose 1% magic each second. Detonate skills will pull enemies to where the turret was at a cost of 30%. Some of these skills are upkeep skills.

F1 capacitor skills

  • Toss Elixir H -> Toss Gunk: Throw gunk on the ground appying one random condition for each tick. Ethreal Field. Cost: 15%
  • Regenerating Mist -> Degenerating Mist: Siphon life from foes in the area. Cost: 20%
  • Bandage Self -> Healing Infusion (Upkeep): Heal for 350*(0.1) for every half second. This will make you unable to attack, but can be used for a long duration. Can be canceled whenever you want by clicking it again. Cost: 8% per second used.
  • Static Shock -> Floating Force: Make your enemy Float.(Same range and cast time as original skill) Cost: 30%

Utility Capacitor Skills

  • Toss Elixir B -> Stabilizing Ground: Throw your elixir on the ground ticking 2 stacks of stability in a small radius (200) for 8 seconds. Cost: 35%
  • Toss Elixir C -> Negativity Field: Throw you elixir on the ground to create a field that rips 1 boon off every second. Lasts 5 seconds. 200 radius.
  • Toss Elixir R -> Finishing Field: Throw you Elixir on the ground that defeats a downed enemy after it has ticked 3 times. Duration: 3 seconds. Radius: 200. Cost: 80%
  • Toss Elixir S -> Targeted Shrink: Shrink allies in the targeted area to reduce their incoming damage by 33%. Radius: 180. Cost: 50%
  • Launch PBR -> Mystical Ram: Summon a mystical ram that runs straight forward, trampling and knocking down foes. Disappears at the end of it’s charge. Cost: 40%.
  • Rocket Kick -> Fiery Ground (Upkeep): Create a burning field around yourself that moves with you and applies 2s of burning for each tick.. Radius: 200. Cost: 10% per second.
  • Super Speed -> Teleport Charge: Charge into one direction almost instantly teleporting you there. Works with a ground marker similar to whirlwind ground marker. Cost: 20%.
  • Throw Napalm -> Hellish Flames: Make the ground burst open on targeted area, applying 3 stacks of burning for 5s after 0.75s in the targeted area. Radius: 180. Cost: 20%.
  • Net attack -> Low Grounded Blast: Blast foes around you knocking them down. Blast Finisher. Radius: 240. Cost: 60%.
  • Surprise Shot -> Energy Burst: Instantly cast a magical bolt on your foe. Cost: 20%.
  • Rocket -> Magical Orb: A magical orb slowly comes down from the sky exploding when it touches the targeted ground after 2s, dealing massive damage in a 240 radius. Cost: 40%.
  • Rumble -> Rumbling Ground: Immobilize up to 5 targets around you. Radius: 240. Cost: 35%.
  • Big Ol’ Bomb: Magical Wave: Create a slowly expanding wave that pushes back enemies as it grows. Starting radius: 40. Finishing Radius: 360. Cost: 40%.
  • Grenade Barrage -> Astroid strike: Rain down multiple astroids at the same time hitting enemies in the marked area. Astroid Radius: 60. Target radius: 240. Cost: 50%.
  • Healing Mist -> Energetic Release: Break stun. Cost 15%.
  • Incendiary Ammo -> Slowed infusion (Upkeep): Slow your enemy for 1s (1sCD) when you hit your enemy. Cost: 15% per second.
  • Throw Wrench -> Healing Fix: Throw a magical Wrench that heals allies as it passes through. Heal yourself when it returns in your hand. Range: 1200. Cost: 15%.

Elite Capacitor Skills

  • Toss Elixir X -> Liquify: Turn yourself to liquid form becoming invulnerable for 4s. Cost: 60%.
  • Med Pack Drop -> Erupting Fonts: Create several water fonts around yourself that heal for a small around when standing in them. Duration: 6s. Number of Fonts: 5. Cost: 60%.
  • Orbital Strike: Breathe from the Skies: Call down a massive wave from the skies that knocks down enemies and damage them. Radius: 240. Cost: 60%.

Okay that has been a long post, out of ideas at utlity skills but it’s in the middle of the night here. Might edit tomorrow. Special thanks to Kratos (God of War) for the Axe ideas.

Copyrighted this idea. Contact me through ingame message system if you want to use some of these ideas :P (Due to missing sense of humor from another poster, let me explain this is just a joke)

Greetings, Fvux.

One of the Firstborn Channel of Fvux

(edited by The V.8759)

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Posted by: Orpheal.8263

Orpheal.8263

The next Mesmer elite spec really needs a mainhand pistol to round out the build possibilities. Atm they don’t have any 1-handed ranged power options, and it would help out people that want to use 2 different offhands (say sword and pistol) but are then forced to either go mainhand sword on both sets (so no range at all), or scepter on one set (condi weapon for a power build). Not good situations. A mainhand pistol (or ranged mace) would fill this gap and allow for power/phantasm builds that don’t use GS.

Nope, mesmer dual pistol should become simply a baselined integrated thing, same as like thieves shoukld finalyl receive Offhand Sword as baseline integrated option.

Anet shouldn’t waste Elite Specializations on something just to add to the class some 1h weapon that the class already has as either main or offhand weapon … would be just potential thrown out of the window ….

Each ES should ALWAYS give a class either an already existign weapon, that the class wasn’t able to use before, or a complete new so far not yet useable weapon type, like greataxes, like whips, like halberds/polearms, like crossbows, like chakrams, like claws, like gauntlets.,

Copyrighted this idea. Contact me through ingame message system if you want to use some of these ideas :P

ROFLMAO, great way to quality yourself for not being taken serious anymore longer in threads like these, with such counter productive lines lol
Do you seriously believe, that anyone at Anet will ever contact you just to ask you if they may use your ideas in a kind if 1:1 way ??? lol xD

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

(edited by Orpheal.8263)

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Posted by: The V.8759

The V.8759

Copyrighted this idea. Contact me through ingame message system if you want to use some of these ideas :P

ROFLMAO, great way to quality yourself for not being taken serious anymore longer in threads like these, with such counter productive lines lol
Do you seriously believe, that anyone at Anet will ever contact you just to ask you if they may use your ideas in a kind if 1:1 way ??? lol xD

It’s a joke dude…it’s a joke.
http://i.imgur.com/Nj1LxAr.jpg

One of the Firstborn Channel of Fvux

(edited by The V.8759)

[Suggestions] Future Elite Specializations

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Posted by: ritualdevastation.1830

ritualdevastation.1830

One i have is Revenant: Master Togo (ritualist elite spec) Give them access to scepter skills. Mainly since they already have the title named Champion Ritualist, why not make him a Heroic spirit? Sorry i’m just really gunning for seeing an actual ritualist in gw2.

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Posted by: prominence.6251

prominence.6251

Necro definitely need a support spec. Maybe Staff but with others skills.

I don’t have much to add about Necromancers, but I do like your idea to apply different skills to a weapon that a certain class already has access to. It’s a complicated suggestion in terms of economic implications. All the same, there aren’t too many other weapons I’d really want to see on a Mesmer or a Thief.

Different options for existing weaponry is one avenue I’d be willing to see Anet explore.

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Posted by: Draeyon.4392

Draeyon.4392

Ranger:
Frontline Support
Hammer + Stances

Invoking a stance causes an AoE effect that gives party wide effects (also effects the pet or requires the pet be alive for best effect).

Can only envoke 1 stance at a time (so they can give good buffs), with a M or GM trait that allows for 2 stances active at a time.
Oh and stances have an active effect as well.

Don’t know how to envoke the class mechanic, maybe F5 changes based on the current active stance/s that gives a special effect to the ranger and/or pet.

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Posted by: Riku.4821

Riku.4821

I changed the title to include “[Suggestion]” within it so that it will be more easily spotted. Therefore, in case anyone had it bookmarked, I’m shamelessly bumping the thread to the top.

-chants- sticky it…sticky it…sticky it…

If I get more time ill see what I can brainstorm.

Guild Leader of Lunar Tree[LT].
Officer of Power Overwhelming[ZERK].
First term Forum PvE Specialist.

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Posted by: Blindfoldedchaos.9265

Blindfoldedchaos.9265

Thief

Name: [Place name here]

Weapon: Rifle

Description: A thief with a rifle, akin to that of a long distance sniper, same range as a long range ranger, this thief gives the loveless rifle new life (it is only currently used by 2 classes) This elite spec would be focused on long range ‘pinning’ and harassment,

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Posted by: Azimuth.2953

Azimuth.2953

What do you think about having elite specs that instead of adding new weapons enhance an old one (with new skill and new traits)? Furthermore these new elite specs will be able to use only the ehnanced weapon (with no weapon swap). I’ll make some example:

Warrior’s elite spec could enhance hammer (we know it needs this) focusing more than normal on aoe damage and cc.

Guardian may use some improvement for the mace (also letting him use as an off-hand mace too and improving heal of the main-hand one).

Revenant with a ranged staff could be great (with skills effects that slightly change when there is a legend swap) .

Engi having only 3 weapons available (all good) makes things more difficult. BTW I can immagine an engi using a rifle in a more technological way (instead of simple shooting normal bullets or jumping).

Thief could use a sword with parry skill instead of dodging becoming a sort of counterattacker.

I can see ranger with an axe fighting melee (more like a warrior) but with agile hits inflicting many vulnerability.

For the necro a new dagger would be great. A dagger that can inflict tons of conditions after some channeling (immagine a necro doing a chant for enhancing his dagger and than hit violently his enemy).

I think mesmer’s staff need some upgrade so why don’t make a sort of “spacemancer”? (i know the name is ugly but that describes well the concept). With this new staff the mesmer will be able the space teleporting himself or foe in a better location during a fight while inflicting some condition.

For the elementalist I really have no idea so I’ll let you make some elite spec for him if you like this idea.

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Posted by: KestrelGirl.9267

KestrelGirl.9267

That’s actually pretty interesting. However, I wouldn’t change Rev’s staff… I’d change a much less used weapon since staff skill 3 is much-needed CC.

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Posted by: Zahld.4956

Zahld.4956

Or instead of elite specs, have mod stones to modify all skills on a weapon for a different build type like longer range, increased damage at the cost of things like recharge or activation time etc, increased condition damage, increased healing or protecting efficacy, and the such. This would work with current spec builds instead of having to change them.

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Posted by: Azimuth.2953

Azimuth.2953

That’s actually pretty interesting. However, I wouldn’t change Rev’s staff… I’d change a much less used weapon since staff skill 3 is much-needed CC.

I don’t think revenant has a less useful weapon, I choosed staff cause a spirit channeler like revenant can be seen with a ranged staff.

Or instead of elite specs, have mod stones to modify all skills on a weapon for a different build type like longer range, increased damage at the cost of things like recharge or activation time etc, increased condition damage, increased healing or protecting efficacy, and the such. This would work with current spec builds instead of having to change them.

I said elite specs cause anet said there will be new ones.

(edited by Azimuth.2953)

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Posted by: Granrey.8920

Granrey.8920

I personally want an specialization improving spirit weapons for the guardian.

When I came to this game, the spirit weapons were one of my main motivations. However, they seem like a gymick more than anything.

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Posted by: Kodama.6453

Kodama.6453

Engineer
Name: The Drill (?)
Weapon: MH Sword
Utilities: Traps
Description: Elite Spec focus is heavy damage, they attached Dredge technology to their swords, to make it vibrate at high rate to cut through the tickest armors. They can surprise enemies with traps, like little underground drones, which will break to the surface and drill through the bodies of the enemies, if they place a foot on their ground.

Suggestion for sword 3: The engineer is sticking his sword in the ground. It will vibrate with high rate, which will cause shock waves (like the Molten Berserker you can jump over them) from the position of the sword. Engineer sword skills 1 and 2 are disabled, but there will a follow skill for 3 to get the sword back with a last heavy damage blow. Disabling the first 2 skills for some time for heavy damage would be ok for engineer, because we have kits to fill the time.

(edited by Kodama.6453)

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Posted by: Serious.6940

Serious.6940

Any ‘improvements’ to characters’ abilities would simply mean the mobs would be easier to kill. In turn they would have to buff mobs to compensate.

I would rather have more choice/variety than more kill power.

They could improve spirit weapons by upping the present traits or lowering the alternatives, such is balance.

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Posted by: Bakeneko.5826

Bakeneko.5826

I will expand on elementalist then

Elementalist

Name: Spellweaver or Sorcerer

Weapon: Sword Main-Hand; Dagger and scepter off-hand

Description: The Spellweaver/Sorceror uses Physical skills infused with elemental magic. When Elementalist becomes Elite, it gains massive destructive power boost, however he has to sacrifice his ability to attune into different elements.

Class mechanics: F1-F4 skills are replaced with Dragon Pulse.
F1 – Dragon Pulse: Fire. Gain flat power bonus depending on your mastery level. 70% chance to get might on hit.
F2 – Dragon Pulse: Ice. Gain permanent aura that applies frozen condition to nearby enemies (range of 250). 70% chance to get regen on hit.
F3 – Dragon Pulse: Mind. Gain increased attack speed depending on your mastery level. 60% chance to gain fury on hit.
F4 – Dragon Pulse: Crystal. Gain increased toughness depending on mastery level, cannot be critically hit. 70% chance to apply Crystal seeds debuff on hit.

Skills:
1 – Electric slash > Chilling slash > Fire lance (Applies burning for 2 seconds)/Ice shard(Applies chill for 2 seconds)/Seed of Confusion (Applies crippled for 2 seconds)/Crystal growth (if enemy has Crystal seeds debuff, enemy gets stunted to 3/4 second, can be block, dodged)
2 to 0 no idea so far >_<

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Posted by: Kodama.6453

Kodama.6453

Class mechanics: F1-F4 skills are replaced with Dragon Pulse.
F1 – Dragon Pulse: Fire. Gain flat power bonus depending on your mastery level. 70% chance to get might on hit.
F2 – Dragon Pulse: Ice. Gain permanent aura that applies frozen condition to nearby enemies (range of 250). 70% chance to get regen on hit.
F3 – Dragon Pulse: Mind. Gain increased attack speed depending on your mastery level. 60% chance to gain fury on hit.
F4 – Dragon Pulse: Crystal. Gain increased toughness depending on mastery level, cannot be critically hit. 70% chance to apply Crystal seeds debuff on hit.

As long as I can see, Dragon Pulse Crystal would replace the Earth attunement in your imagination? If so, it would need another mechanic attached to it, because it is exactly what the earth grandmaster trait Stone Heart is doing. ^^

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Posted by: Khyan.7039

Khyan.7039

Ranger new specialization : Bard with a new unique skill type, Songs.
Unlock Focus weapon. Focus skills are songs (the skills play songs when you use them) that buffs allies & applies conditions to the enemy.

Every new utility/heal and elite skills are songs. All utility skills songs have combo when you use them in a specific order. For example, A, B, C and D are utility skills songs. If you Use A and just after B, you will get a different effect that just use A. Same if you use C and A, the effect will be different. All these songs are buffs/conditions depend of your combo.

Songs mechanic : All utility skills have a combo effect with base boon/condi effect. For example, utility skill D have a condi effect and an AoE combo effect, skill A have a boons effect and a heal combo effect. If you use D first then A, the AoE combo will apply AoE boons. But if you use A first then D, you will get a heal combo.

Elite skills song will refresh the cooldowns of all the songs.

Oh and, here is a good reason to do The Minstrel focus legendary with this elite spec because it suit perfectly with the theme.

(edited by Khyan.7039)

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Posted by: Iason Evan.3806

Iason Evan.3806

I really just want an Elite Spec where my Ranger can shed the pet. It’s either that or finally introduce a way for Ranger’s to have myriad more control options over their pet. It’s been said by the devs that they feel adding too many control options for pets would be confusing to newer players. Elite specs fix that.

Give more control over pets in an Elite Spec. No new players would have access to Elite Specs. Moreover they would also have the option to use Druid or standard Ranger and it wouldn’t be a problem. Mostly though, I just want to see my Ranger be freed from the confines of the problematic pet AI. The two options I see as the best course of action for this is allowing us to dismiss it completely as a player or giving us the controls.

I’d say that the AI could be massively improved, but the AI hasn’t changed enough since launch for me to see that as a reasonable change that will ever come to this game.

Leader of The Guernsey Milking Coalition [MiLk] Sanctum of Rall

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Posted by: Khyan.7039

Khyan.7039

Necro definitely need a support spec. Maybe Staff but with others skills.

I don’t have much to add about Necromancers, but I do like your idea to apply different skills to a weapon that a certain class already has access to. It’s a complicated suggestion in terms of economic implications. All the same, there aren’t too many other weapons I’d really want to see on a Mesmer or a Thief.

Different options for existing weaponry is one avenue I’d be willing to see Anet explore.

Yes it’s my idea. I like staff on necro but I want something more focused with it, and Necro lack support, so I think it’s nice if they change skills from Staff when you use a new elite support spec focused with the staff.

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Posted by: Kodama.6453

Kodama.6453

Ranger new specialization : Bard with a new unique skill type, Songs.
Unlock Focus weapon. Focus skills are songs (the skills play songs when you use them) that buffs allies & applies conditions to the enemy.

Every new utility/heal and elite skills are songs. All utility skills songs have combo when you use them in a specific order. For example, A, B, C and D are utility skills songs. If you Use A and just after B, you will get a different effect that just use A. Same if you use C and A, the effect will be different. All these songs are buffs/conditions depend of your combo.

Songs mechanic : All utility skills have a combo effect with base boon/condi effect. For example, utility skill D have a condi effect and an AoE combo effect, skill A have a boons effect and a heal combo effect. If you use D first then A, the AoE combo will apply AoE boons. But if you use A first then D, you will get a heal combo.

Elite skills song will refresh the cooldowns of all the songs.

Oh and, here is a good reason to do The Minstrel focus legendary with this elite spec because it suit perfectly with the theme.

Really interesting how many core professions compete for a bard elite spec xD
read about thief, mesmer and ranger so far ^^

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Posted by: Diovid.9506

Diovid.9506

Ranger new specialization : Bard with a new unique skill type, Songs.
Unlock Focus weapon. Focus skills are songs (the skills play songs when you use them) that buffs allies & applies conditions to the enemy.

Every new utility/heal and elite skills are songs. All utility skills songs have combo when you use them in a specific order. For example, A, B, C and D are utility skills songs. If you Use A and just after B, you will get a different effect that just use A. Same if you use C and A, the effect will be different. All these songs are buffs/conditions depend of your combo.

Songs mechanic : All utility skills have a combo effect with base boon/condi effect. For example, utility skill D have a condi effect and an AoE combo effect, skill A have a boons effect and a heal combo effect. If you use D first then A, the AoE combo will apply AoE boons. But if you use A first then D, you will get a heal combo.

Elite skills song will refresh the cooldowns of all the songs.

Oh and, here is a good reason to do The Minstrel focus legendary with this elite spec because it suit perfectly with the theme.

Really interesting how many core professions compete for a bard elite spec xD
read about thief, mesmer and ranger so far ^^

GW1’s Paragon profession was quite bard-like and if it is introduced in GW2 it could be a Warrior, Guardian or Revenant elite spec, so you can add those three to the list :p

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Posted by: Thornwolf.9721

Thornwolf.9721

Thief
Specialization: Assassin
Overview: Focusing more on blitz movements and combination attacks comes the assassin, given multiple leaps and various traps to use in case of overwhelming odds. They focus more on limiting the enemy from making advancements, as well stemming the tide with extreme high single target burst dps. Using both Assassin and thief utilities could equal into a very powerful opponent or an extremely reliable ally.
Weapon: Dual Axes

Necromancer
Specialization: Warlock/Demonologist
Overview: Loosing their attunement with the dead, these casters focus more on the dark arts and the bindings of demons. Known to have hordes of demonic followers, as well the ability to transform into a demon themselves they rend the battlefield with destructive precision. Their demon changing based upon the specific road they took to become the leader of their horde. They can rend foes with devastatingly dark elemental abilities utilizing both Dhumm fire and chilling ice. Their use of sin energy making them able to apply torment, utilizing it to a new degree never before seen.
Weapon:Torch

Necromancer #2
Specialization: Vampyr/lich
Overview: Having given themselves over to undeath the necromancer has ascended in becoming the most powerful user of the dark arts. These beings now feast upon the life essence of their foes, and overwhelm their enemy’s with devastating AoE attacks. Able to surround themselves with bats/souls they can siphon life force from enemy’s all around them, as well giving them the ability to raise the dead to a heightened degree. Graceful and terrifying they walk the battlefield seeking victims, as well thralls to support them in battle. They are a commander, a conqueror but above all they are the embodiment of death.
Weapon: sword and shield

Warrior
Specialization: Lycanthrope/skinwalker
Overview: These ancient warriors have forsaken their ability to bear arms and rather transform into massive beasts to deal damage, as well increase their health and stamina. Walking on two legs when in combat and rushing into the fray while out of it, these shamanistic warriors have now become devote in their use of primal magic. Their constantly in their animal shape and thus have their F2 ability transformed from adrenaline/fury into pure primal rage. When the rage meter exceeds passed the threshold they can imbue themselves to become the embodiment of destruction. Werewolves, Werebears ect are within the realm of possibility’s in which a player can be.
Weapon:Dual daggers

(edited by Thornwolf.9721)

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Posted by: Kastiel.1947

Kastiel.1947

Elite Specs 2.0

Revenant
-vanquisher
Weapon: GS
Remarks: Personal preference here, would be great to see a GS on a revenant, abilities could include a long range mist walking gap closer and an opposite of axe 5 , instead of pulling enemies in, push them away from the rift. As far as the legend goes, really not sure. So far went with Balthazar, with the elite spell allowing the revenant to temporarily assume the form of the Avatar of God of War, gaining access to unique abilities (similar to Rampage or Lich Form)
-ritualist
Weapon: Scepter
Remarks: the option which makes more sense in regards to adding more play options, should be ranged condi and longbow doesn’t fit that theme (imho). As for the legend , Palawa Joko makes sense.
Warrior
-weaponmaster
Weapon: None, F2 grants access to 3rd Weapon Set
Remarks: seeing as warriors already have most weapons to choose from , adding a 3rd weapon set would be really cool plus emphasise the fantasy of the spec. Utilities could include weapon kits to further develop on that. Imagine the dread of not knowing what the warrior would whip out next. Can see the spec synergising with core trait lines quite well.
Guardian
-exorcist
Weapon: Pistol (MH or OH)
Remarks: saw this suggested quite a few times, and couldn’t help but love the idea. Could be either burst or CC orientated
Engineer
-exo soldier
Weapon: ??
Remarks: not sure what the weapon should be, but the idea is for the F6 or utilities to give access to an exoskeleton of some sort or parts of it. This could make engineers the Iron Man of Guild Wars. The elite spell could be “Giant Buster”, which summons a giant suit that could be used to devastate the battlefield and even Giganticus Lupicus themselves ( if they were still around) – once again similar functionality as Rampage/Lich Form
Thief
-sniper
Weapon: Rifle
Remarks: personally this makes so much sense it baffles me how it hasn’t been done yet. Make rifle a deadly long range option , perhaps even 1500 range, remain vulnerable up close.
Ranger
-Animage
Weapon: MH dagger
Remarks: offence orientated, melee spec which allows you to siphon power from you current pet, and utilise it to shape-shift into a brutal beast – with the type of pet being used affecting either the abilities gained , or the effects of the transformation. A nice shift up from the healer spec
Necromancer
-Ghostdancer
Weapon: ???
Remarks: an emphasis on summoning and turning yourself into a ghost in order to evade your opponents attacks. The elite spell could be a ghost march, with an army of ghost coming to haunt their enemies
Mesmer
-warden
Weapon: MH axe
Remarks: another melee/ mid-range option, relatively offensive. Should synergise with the focus , and utilities could be based around warping space around your enemies in order to imprison them in thin air
Elementalist
-battle mage
Weapon: MH sword
Remarks: Never played elementalist, so not too sure – but saw the vast demand of the community for a sword MH. Should be distinctively different from Mesmer Sword though

[Suggestions] Future Elite Specializations

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Posted by: Orpheal.8263

Orpheal.8263

Ranger new specialization : Bard with a new unique skill type, Songs.
Unlock Focus weapon. Focus skills are songs (the skills play songs when you use them) that buffs allies & applies conditions to the enemy.

Every new utility/heal and elite skills are songs. All utility skills songs have combo when you use them in a specific order. For example, A, B, C and D are utility skills songs. If you Use A and just after B, you will get a different effect that just use A. Same if you use C and A, the effect will be different. All these songs are buffs/conditions depend of your combo.

Songs mechanic : All utility skills have a combo effect with base boon/condi effect. For example, utility skill D have a condi effect and an AoE combo effect, skill A have a boons effect and a heal combo effect. If you use D first then A, the AoE combo will apply AoE boons. But if you use A first then D, you will get a heal combo.

Elite skills song will refresh the cooldowns of all the songs.

Oh and, here is a good reason to do The Minstrel focus legendary with this elite spec because it suit perfectly with the theme.

Really interesting how many core professions compete for a bard elite spec xD
read about thief, mesmer and ranger so far ^^

with only the mesmer making sense at all, everything else is wish thinking.

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

[Suggestions] Future Elite Specializations

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Posted by: Valerian.6028

Valerian.6028

Ranger new specialization : Bard with a new unique skill type, Songs.
Unlock Focus weapon. Focus skills are songs (the skills play songs when you use them) that buffs allies & applies conditions to the enemy.

And here I go with another one for a bard-ish elite spec.

Meet the Siren, a Mesmer Elite Specialization.

Shatters are replaced by anthems which can be toggled on and resolved. Only one anthem can be active at a time. Each clone and phantasm in the world increases the intensity of the anthem. Activating another anthem will resolve the current one and remove your clones and phantasms. A resolution counts as a shatter for affected traits.

Anthem of Discord: Pulse AoE damage every few seconds
-Resolve Discord: Apply AoE confusion

Anthem of Humility: Strip a boon from target every few seconds
-Resolve Humility: Daze target

Anthem of Life: Pulse AoE healing every few seconds
-Resolve Life: Large AoE Heal

Anthem of Purity: AoE condition cleanse every few seconds
-Resolve Purity: Apply Distortion

Weapon: Shortbow

Summoned Strings: Create illusionary stings transforming the shortbow into a musical instrument. Deals piercing damage.

Second Fiddle: Create a clone that plays summoned strings at target location.
-Musical Chairs: Switch places with summoned clone. Pull foes in a line between the two locations.

Crescendo: Channel a tune that absorbs attacks.
-Forte fortissimo: Release the absorbed damage into a sonic bolt. Applies bleeding.

Phantasmal Bard: Create a phantasm that deals AoE damage and copies your boons to nearby allies.

Sforzando: 0-300: Stun + heavy damage, 300-600: Daze + medium damage, 600-900: normal damage

Glyph of Harmony: Heal
Discord: Gain Might
Humility: Gain Retaliation
Life: Gain Regeneration
Purity: Gain Protection

Glyph of Ballads: Taunt target
Discord: AoE Bleeding
Humility: AoE Weakness
Life: AoE Chill
Purity: AoE Poison

Glyph of Echoes: Create a clone at your location
Discord: Increase condition damage to allies
Humility: Increase toughness to allies
Life: Increase healing power to allies
Purity: Increase boon duration of nearby allies

Glyph of Chants: Ground targeted Aoe Damage
Discord: Fire field – Pulses burning
Humility: Smoke field – Pulses blindness
Life: Water Field – Pulses healing
Purity: Light Field – Pulses vigor

Glyph of Melodies: Blink to target, Blast finisher
Discord: Damage target
Humility: Daze target
Life: Steal life
Purity: Steal a boon

Glyph of Symphonies: Refresh your anthems
Discord: Bonus damage for each anthem refreshed
Humility: Stability stack for each anthem refreshed
Life: Heal for each anthem refreshed
Purity: Lose a condition for each anthem refreshed

Traits
Minor Adept:
Vocalist
– You can equip warhorns and gain access to siren glyphs. Your shatters become anthems.

Minor Master:
Energetic Entertainer
– Resolving an anthem grants vigor.

Minor Grandmaster:
Chorus Unbound
– Clone skills no longer require a target.

Major Adept:
Music maker – Shortbow skills recharge 20% faster and grant might.
Dazzler – Beginning an anthem applies AoE blind.
Dashing Dancer – Your movement speed is increased for each illusion in the world (11%)

Major Master:
Dreamer of Dreams – Glyphs recharge 20% faster.
Cacophony – Gain fury when you gain vigor.
Alluring Melodies – Taunt when you apply confusion (30 sec ICD)

Major Grandmaster:
Encore – Anthems are recharged a small amount for each illusion lost to resolution.
Send in the Clones – Instead of gaining intensity at your location, an anthem’s base effect is replicated at each illusion’s location.
The Show Must Go On – The passive effect of an anthem remains for a short time after resolution.

This was meant to hearken back to the the roots of mesmers as performers. I also want to see more of a sidegrade than an upgrade for the class. Anthems are still heavily dependent on clones but in a different way from shatters.

(edited by Valerian.6028)

[Suggestions] Future Elite Specializations

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Posted by: Lightsbane.9012

Lightsbane.9012

leaving this here, again.
warrior if you couldn’t tell.
i think this should play like thief’s mainhand pistol (obvious tweaks) without an offhand) and be all about bursting. the burst skill could be an unload of sorts.

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As quick as the Valkyries ride,
As true as Odin’s spear flies,
There is nowhere to hide.

[Suggestions] Future Elite Specializations

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Posted by: Mal.1670

Mal.1670

Oh I’ve been wanting to say this for a while. Something that players might have missed is that all of the elite specs we saw introduced with HoT were either two-handed or offhand weapons. There were ZERO main hand weapon specializations added. Why? Perhaps two-handed and offhand weapons are fundamentally easier to design and safely incorporate into the meta. Perhaps there were other reasons we can only guess at.

Regardless, I would like nothing more than some of the next elite specializations to introduce new main hand weapons (especially for mesmers; we only have two!). Please consider.

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Posted by: Angel de Lyssa.4716

Angel de Lyssa.4716

The Harlequin ( New Idea Specialization – Mesmer )

Hello, i spent a lot of time designing the illustrations of new skills, the description, operation, synergy, I even made a illustrative poster for a total overview of the new specialization, it is a work that I take it very seriously.

I love designing new skills for the Mesmer. It is my favorite profession and I’ve been using and playing from the Guild Wars 1. So I’ve taken the time to create this new idea, which had long in mind. Now I’ll publish it and see what you think.

Introduction ( Summary of the idea, and what I base )


For starters, I really miss the mechanics of mesmer from Guild Wars1, because in Guild Wars 2 is different, it is based on illusions, then I’ve been thinking a lot, I have had many brainstorming. I’ve been analyzing and comparing what is the closest thing between both games. The Mesmer needs that role he had in Guild Wars 1, torment and confound his enemies, deceiving.

So, was a specialization that focuses on the mechanics (from Guild Wars 1), but adapting it in Guild Wars 2, but I wonder happened How can this be possible with the mechanics of Mesmer Guild Wars 2? Well, the secret is in Stealth and the Phantasm the mesmer have access to these skills, but they are not exploited, or at least have no synergy with the traits.

Then I wondered, missing nothing more, that detail that makes it special and unique is a new condition for the Mesmer. Do you remember the skill Wastrel’s DemiseDemise ? Well, that was the ability that made him special to mesmer on Guild Wars 1 (Besides other as Wastrel’s Worry )

So has occurred to me this new idea of specialization, based on the mechanics, but with ghosts, Damage Conditions and Stealth .Also in good synergies with traits that bolster the conditions, the mesmer inflict only 2 easy cleaning conditions, confusion and torment.

The Harlequin ( Description )


“…The harlequin consists on deception and the phantasm of shadows, bewitch and confusing the enemies, inflicting nightmare and hexing. Is a Joker with multiple smiling faces, acting as if in a theater but on the combat. He worship the goddess Lyssa, so she have multiple faces like she…”

Profession Mechanic ( Core Mechanic )


New weapon ( The Scepter Off-Hand )

You can equip other scepter (off-hand) and gain access to “hexed” condition and skill Deception. Gain access to Phantasmal Harlequin (skill F5), which allows you to transform in a phantasmal shadow in a short time, later appears the phantasmal for terrorize on your foes.

Phantasmal Harlequin ( Shatter Skill – F5 )

Destroy all your illusions and you transform on a shadow of phantasm harlequin, getting stealth and inflicting hexing around you. When it expires, appears Phantasm Harlequin with you , inflicting Fear on nearby foes. This Phantasm gets stealth every short time and returns again appear inflicting fear, until it is destroyed.

Hexed ( New unique condition )

Hexing is a unique condition for specialization of mesmer that deals damage each second and additional damage time while the enemy not attacking or not using any skills.

The formula for “hexed” damage is:
(0.45 * Condition Damage) + (0.18 * level) + 1.5 damage per stack per second while using skill or attack.
(0.0625 * Condition Damage) + (0.575 * Level) + 3.5 damage per stack per second while not using any skill o attacking.

This new condition “Hexed” consist en play with the target foe, castigate your decision of action, depending or no of skill or action, forcing decisions to the enemy. With that create a sinergy with the Stealth, Confusion and Torment.

Weapon Skills


Visions of Regret ( Skill 4.1 -Scepter )

Type: Phantasm. Throwing a malicious sorcery on target foe that damaging and inflict hexing, later appears a Phantasmal Bewitcher that attack it. If the foe was activating any skill, Image of Remorse is usable on a short time.

Damage: 155
X2 Hexed 5s
Range: 900
Time for use Image of Remorse 5s
Cast Time: 0,25s
Recharge Time: 30s

Phantasmal Bewitcher

Create an phantasmal bewitcher that attacks the enemy with a malicious projectile that exploding in the area, inflicting hexing.

Damage: 255 (Interval of each attack 5s)
x3 Hexed 5s
Number of Targets: 5
Radius: 240
Range: 1200

Image of Remorse ( Skill 4.2 – Scepter )

Throwing a malicious sorcery on the foe that damaging. If the foe was moving, inflict torment. If the foe was activating any skill, inflict confusion.

Damage: 121
x2 Torment 5s
x2 Confusion 5s
Range: 900
Cast Time: 0.25s

Pandemonium ( Skill 5 -Scepter )

Create a malicious storm at the target location that inflict random conditions to foes according their acts. Inflict torment if they were moving, inflict confusion if they were activating any skill and inflict hexing on them if they were not using any skill or not moving.

Damage: 133 (x6)
x 1 Hexed 5s
x1 Torment 5s
x1 Confusion 5s
Range: 900
Radius: 240
Combo Field: Ethereal
Cast Time: 1s
Recharge Time: 35s

Utility


Deception ( Utility Skill )

Deception is the new type of skill utility of Harlequin Specialization, also is a version of skill phantasm more powerful.

Power Leech ( Heal Skill )

Deception. Phantasmal. Throw a malicious sorcery Power Leech, that drain a initial quantity of life on the target foe and drains more when it if is attacking or activating any skill. If the target foe was not attacking or activating any skill with Power Leech in the seconds of threshold, Power Leech ends and appear a Phantasmal Leech in near you that Throw a projectile in the target foe area that inflict damage and drain life, for give heal it to you.

Initial Self Heal: 3,960
Active Life Siphon Heal: 470
Active Life Siphon Damage: 201
Duration of Power Leech (6s): Life is siphoned when the target enemy are using any skill o attack.
Time of Threshold for appear Phantasmal Leech: 2s
Active Life Siphon Cooldown: 1 second
Range: 900
Cast Time: 0,75s
Recharge time: 35s

Phantasmal Leech

Throw a malicious projectile that exploding in the area of the target foe, drain life.

Active Life Siphon Damage: 201
Active Life Siphon Heal: 470
Number of Targets: 2
Radius: 240
Range: 900

Ether Nightmare ( Utility skill )

Deception. Throwing a malicious sorcery on target foe that damaging. Increase the damage per each phantasmal that you control on target it. Later the next attack of your phantam does more damage on that target.

Damage: 439
Damage increase per each phantasm: 1%
Damage increase of next attack phantasm: 3% (x1 action phantasm attack complete)
Umbral: 3%
Cast time: 1s
Time Recharge: 25s

Fevered Dream ( Utility Skill )

Deception. Phantasmal. Throwing a malicious sorcery on the target foe that inflict damage every second. Inflict more damage per each unique condition when is applied on the target foe. The damage do accumulate. If the target foe have three conditions or more when Fevered Dream finished, appear a Phantasmal Dream that attacks it and auto-inflict Fevered Dream around of the target foes. This attacking of Phantasm Dream is a malicious projectile, exploding in the area and transfering the conditions on their foes close.

Damage: (x4) 133
Damage Increase per each unique condition when is applied: 2%
Maximum Umbral of Damage increase: 10%
Duration of Fevered Dream: 4s
Recharge Time of Interval then for apply Fevered Dream on each enemy: 8s
Unblockable
Range: 1200
Activation Time: 1s
Recharge time: 60s

Phantasmal Dream

Create illusion that attacks target foe with a malicious projectile exploding in the area, transfering their conditions and copying the conditions on their enemies.

Danage: 155 (interval of attack: 6s)
Umbral Transfer of Condition, applied on each enemy: 3
Umbral Copy of Condition, applied on each enemy: 3
Radius: 240
Range: 900

Discharge Enchantment ( Utility Skill )
-
Deception. Remove a boon of your enemy. Remove one additional per each phantasms that you control on target it.

Remove boon: 1
If you control a phantasm: 1
Umbral: 3
Unblockable
Time Recharge: 25s
Cast Time: 1s

Phantasmal Nightmare ( Utility Skill )

Deception. Phantasmal. Throwing a malicious sorcery that damaging on the target foe. If the target have three or more condition, appear a Phantasm Nightmare.

Damage: 133
Umbral Condition: 3
Range: 900
CastTime: 1s
Recharge Time: kitten

Appear an Phantasmal Nightmare that deals damage and increase the duration of all conditions of target foe. The duration increase more per each unique condition on the target foe.

Damage: 438 (Interval of each attack: 6s)
Increase duration of conditions: 3% (Per each unique conditions)
Umbral: 15%
Range: 1200

Panic ( Elite skill )

Deception. Throwing a malicious powerfull sorcery on target foe, causing a bewitches on her body, inflicting damage and several harmful conditions depending on their phantasms on it. The target foe grants some buffs. Increase the power of this malicious sorcery per each phantasmal you control on target it.

if have a phantasm: inflict x5 Confusion (5s) and Quickness (5s), 150 Damage.

If have two phantasms: inflict: x5 Torment (5s) and Superspeed (5s) , 350 Damage.

If have three phantasms: inflict: x5 Hexed (5s) and Vigor (5s), 500 Damage.

Unblockable
Recharge Time: 90s
Cast Time: 1s

Minor Traits ( Passives )


Phantasmal Harlequin #1

You can equip other scepter (off-hand) and gain access to Harlequing hexing condition and skill Deception. Gain access to Phantasmal Harlequin (F5), which allows you to transform in a phantasmal shadow in a short time, later appears the phantasmal for terrorize on your foes.

Destroy all your illusions and you transform on a shadow of phantasm harlequin, getting stealth and inflicting hexing around you. When it expires, appears Phantasm Harlequin with you , inflicting Fear on nearby foes. This Phantasm gets stealth every short time and returns again appear inflicting fear, until it is destroyed. (When are you on Shadow of Harlequin, you can activate the “F5” again or expect for expiry time for summon Phantasm Harlequin)

x1 Hexed: 5s
Fear: 2s (Interval of Phantasm Harlequin inflict AoE-Fear: 12s)
Stealth: 5s (Interval of Phantasm Harlequin get Stealth: 7s)
Each illusion shatter: You get 1s of Stealth (Umbral: 4s)
Number of Targets: 5
Radius: 240
Recharge Time: 90s

Phantom Malicious #2

Phantasms deal more damage condition.

Damage increase: 10%

Bewitched Illusions #3

Shatter skills inflict hexed on hit.

x1 Hexed (5s): 95 Damage, 191 Damage if was not activating any skill or was not attacking.

Adept Traits


Spontaneous Interrupt #4

Whenever you interrupt a foe, summon a clone to attack your foe. The attacks of this clone inflict hexing additional, apart of their other effect attack. (Depending on the weapon you’re wielding)

x1 Hexed (3s)
Interval: 3s
Interval: 5s

Speed of Phantasm Conjuring #5

You cast the Phantasms more fast and its gets super-speed after you cast it in a short time.

Super-speed (1s)
33% more fast to cast.

Energy Surge #6

Gain a charge each time when the enemies block a ilussion shatter. After enough charges, your next hit of ilussion shatter will more damage your target and is unblockable.

Number of Hits: 4
x1 Unblockable (x1 The next illusion shattered)
50% bonus damage.

Master Traits


Veil of Lyssa #7

Gain Resistance while you are in stealth and gain Stability when you are out of stealth.

Resistance (1s)
Stability (2s)
Interval: 1s

Illusion of Haste #8

You move more faster per each clones that controls. When you suffer any conditions of movement-impairing, it transfer on the nearby clone.

11% of move faster per each clone (33% in total)
Interval of time for transfer conditions: 1s
Recharge Time: 3s

Enchanter´s Conundrum #9

When you remove a boon from your foe, inflict hexing on it. Hexed lasts longer.

x3 Hexed (5s)
Duration increase: 33%
Interval: 25s

Grandmaster Traits


Sum of All Fears #10

Confusion, Torment and Hexed does more damage on the enemies at the time they have this three conditions together.

Damage increase: 3% (3% each conditions, total 9%)

Ghostly Power #11

Your Phantasms gets stealth and quickness after you cast it and their attacks are unblockable in a short time.

Stealth (1s)
Quickness (1s)
Unblockable (3s)

Recurring Insecurity #12

When you apply three or more unique conditions on a enemy on a short time, inflict daze. If target was cleaned it faster in a interval time after that you apply it, reapply this conditions latest again and Reccurring Insecurity se disable on a time.

x1 Daze (1s)
Numbers of conditions: 3
Interval of time for inflict daze after apply conditions: 5s
Interval of time for reapply the conditions again: 2s
Interval if Recurring Insecurity disable: kitten

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[Suggestions] Future Elite Specializations

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Posted by: salaman.7913

salaman.7913

Mesmer – Spellslinger
Weapon: MH Pistol, 750 range (medium range weapon).

New Mechanic: Combo Points (Mesmer + Thief).

Mesmer Clones/Phantasms generate combo points instead of physical illusions. These are represented as small purple balls of fire (butterflies?) which fly around the Mesmer. These combo points are spent by activating Shatters which apply a unique effect to the next Pistol attack (weapon attack?). Abilities that generate Phantasms/Clones grant the Slinger a combo point and a boon instead (ex: Phantasmal Defender grants a combo point, Block and Protection for 15s).

F1 – Mind Spray – The next Pistol skill used by the Slinger applies reduced damage to an area (150/400/650) around the target.
F2 – Duelist’s Frustration – The next Pistol skill used by the Slinger bounces to an additional target, causing confusion and torment (1/2/3 stacks) to both targets.
F3 – Diversion – The next Pistol skill used by the Slinger dazes the primary target and applies Taunt to all enemies around the subject (150/200/250). Enemies aggro to the target of the skill, not the Spellslinger.
F4 – Distortion – The next Pistol skill used by the Slinger cannot be blocked or evaded, but still consumes any Blocks that the attack would normally be subjected to (1 ignores block, 2 ignores evade, 3 consumes both).

MH Skills

1 – Hip Fire > Deals damage.
Fan Fire > Deals more damage to closer targets.
Pincushion > Deals damage and applies bleed to close targets.

2 – Precision Shot – Fire a bullet that deals high damage (further increased against dazed targets).

3 – Double Shot – Shoot twice, dealing damage and applying vulnerability.

Tricks
Side Step – The Slinger shadowsteps back, firing a bullet from each pistol. The closest target is immobilized and the next closest target is crippled (both are applied to one target if there are no targets within range – 250). Both targets gain 2 stacks of Vulnerability. Evades.

Pistol Whip – Lash out at targets around you, knocking them down (200).

Slinger’s Advance – The Slinger cloaks themselves for 3s and shadowsteps toward the target (500). Evades.

Quickdraw – The Slinger gains Quickness and Swiftness for 5s.

Elite Skill
Barrage – The Slinger fires continuously in a cone in front of them, dealing damage and applying cripple and vulnerability to all targets within (1s/tick and 1 stack/tick).

Traits – Minor
Slinger’s Initiative – Every second spent out of combat increases the Spellslinger’s speed by 10% (max 30%).

Vim and Vigor – Gain Vigor after successfully evading an attack.

Grit – Spending Combo points grants Fury (2.25s).

Traits – Adept
Rifling – Increases the range of all Pistol skills by 200.

Volatile Powder – Gain Might every 3/2/1s depending on the number of Combo points held.

Burn Steel – Enemies within melee range (75) gain a stack of Burning when you use Hip Fire, Fan Fire or Pincushion (cannot occur more than once every second).

Traits – Master
Armed and Dangerous – Combo points are now tracked on the Slinger and not locked to their target (they stay generated after a fight, assuming you haven’t used them, and can be used in the next fight).

Spur of the Moment – Spending Combo points grants the Slinger Resistance for 1/2/3s.

Bulletproof After an evade, gain a shield which reflects projectiles for 1s.

Traits – Grandmaster
Slinger’s Momentum – Side Step, Slinger’s Advance and Dodging apply slow to enemies around the Slinger (1s, within 200).

Equilibrium – Shatters have their cooldown reduced for each attack made while under the effects of Quickness (-0.5s).

Double Tap – Spending 3 combo points generates 1. In addition, the Slinger counts as a combo point for the next shatter (in effect, granting 2 free combo points). The Slinger only counts as a combo point every 8s.

[Suggestions] Future Elite Specializations

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Posted by: Mitchwise.3514

Mitchwise.3514

I wanted to give my two cents on some previous posts so people get some feedback.

And here I go with another one for a bard-ish elite spec.

Meet the Siren, a Mesmer Elite Specialization.

Siren is an idea I thought about as well. I really like the way you handled the class mechanic. I’ve always pictured Sirens with tridents though.

leaving this here, again.
warrior if you couldn’t tell.
i think this should play like thief’s mainhand pistol (obvious tweaks) without an offhand) and be all about bursting. the burst skill could be an unload of sorts.

A gunslinger elite spec is really needed but the name you’ve chosen won’t work.
1) Gunslinger doesn’t have any depth behind it. So he has guns?…
2) Gunslinger is weapon specific. What happens when your gunslinger swaps weapons?
Perhaps “Lawman” or “Vigilante” would give the class more depth and be weapon independent.

The Harlequin ( New Idea Specialization – Mesmer )

You’ve put a lot of thought and effort into this. I found some things confusing, but overall pretty nice.

Here’s my necromancer elite specialization.

The Practitioner

The Practitioner is modeled after an sketchy doctor type, experimenting with medicine. It draws from inspirations like Dr. Frankenstein, Dr. Zed (Borderlands series), Dr. Crane/Scarecrow (Batman series), etc. It focuses mainly on healing and condition removal support, and does so through medical experiments on a minion "construct"ed of body parts (like Frankenstein’s monster). The construct would use the necromancer’s life force bar as a health pool, and many of the practitioner’s skills focus around supporting allies at the expense of the construct’s health. I ended up giving it a torch, although I considered mace for a really long time so they could have skills like “Test Reflexes”. I think the utility skills on the Practitioner are my favorite part.

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[Suggestions] Future Elite Specializations

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Posted by: reapex.8546

reapex.8546

I changed the title to include “[Suggestion]” within it so that it will be more easily spotted. Therefore, in case anyone had it bookmarked, I’m shamelessly bumping the thread to the top.

Just as an aside, it’s good to see more and more posts from you and the devs in these forums, Gaile. It’s appreciated. Keep it up!

I agree, it’s awesome

[Suggestions] Future Elite Specializations

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Posted by: De Dominator.9834

De Dominator.9834

The Harlequin ( New Idea Specialization – Mesmer )

Hello, i spent a lot of time designing the illustrations of new skills, the description, operation, synergy, I even made a illustrative poster for a total overview of the new specialization, it is a work that I take it very seriously.

I love designing new skills for the Mesmer. It is my favorite profession and I’ve been using and playing from the Guild Wars 1. So I’ve taken the time to create this new idea, which had long in mind. Now I’ll publish it and see what you think.

Wow, I love what you have done, that is really detailed awesome.

[Suggestions] Future Elite Specializations

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Posted by: Nightmare.1234

Nightmare.1234

Mesmer Elite Spec :Puppeteer
New weapon : Hammer
New Skill Type: Tricks
Class Mechanic : Puppet Master Form
Gives the mesmer access to F5 transform skill that swaps thier weapon for a selection of powerful CC type skills for tactically moving and postioning enemies on the battlefield. The form as its own break bar and lasts until bar broke,a weapon swap occurs or player downed. The unique skill set as very little damage output but will synegise with the interrupt mesmer playstyle traits. this form as a 60 second CD that triggers when leaving the form.
The form comes with magical threads that float around the player as a visual cue

Puppet Master Form Skills (low damage, great cc application)

Skill 1 – fires a small front cone 360 distance blast of light enery from thier hand with a 10% chance to inflict blind on an oppenent. (1 sec CD)
Skill 2 – lockdown a foe with magical threads immobilising them for 3 seconds. (12 sec cd)
Skill 3 – lay a trap on the ground that when triggered pulls away boons from up to 5 foes. (25 sec cd)
Skill 4 – vanish in stealth for 3 seconds and create a clone of yourself that casts mind control on the foe taunting it for 1 second. (30 sec cd)
Skill 5 – fire out magical threads at a foe pulling them to you and stunning them for 1 second after they get up. (40 second cd)

Hammer Skills (very high damage, long cast time and skill cd)

Skill 1 – chain 1 – swing the hammer creating a 600 range cone wave that damages foes
– chain 2 – swing hammer again with increased damage
– chain 3 – slam hammer into ground creating a more damaging wave and inflicting cripple for 2 seconds
Skill 2 – throw your hammer at a foe, dazing them for 1 second and summoning a clone. 600 range. (10 sec cd)
Skill 3 – charge up your hammer then Smash it into the ground creating a ethereal line field (lasts 5 seconds) that torments foes that pass through it 2 stacks for 6 seconds and grants allies 3 stacks of might and fury for 10 seconds. (24 second cd)
Skill 4 – summon a phatasm next to a foe that takes a massive downward swing at it knocking it down for 1 second. (35 second cd)
Skill 5 – glow with magical energy then blink to a foe 600 range appearing in mid air and throwing your hammer at the ground creating a 450 radius magical explosion ( 40 second cd) (leap finisher at starting point)

Utilities – Tricks (instant cast)

Healing threads (Heal skill) – stitch yourself back together and summoning a clone that finds a downed or defeated player and revives them (when no ally in need (450 radius) follows you granting you 3 seconds of regen every 3 seconds)(25 second cd)

Confusing retreat – stealth away for 3 seconds, confusing upto 5 enemies around you in a 360 radius for 5 seconds. (35 seconds)

Flick of the wrist – an illsionary hand appears at an enemy, that damages and launches them away 450 distance (25 second cd)

Your master needs you – sacrafice all your clones/phanstams gaining 4 seconds of masters might per sacrifice (15 second CD) Masters Might gives you 200+ power and 20% condition duration and boon duration

Hypnotic blast – fire a cone of hypnotic waves 600 range slowing and weakning foes for 3 seconds (20 second cd)

Illusionary Army – summon 3 random clones from all available weapon types to attack upto 3 targets in 600 radius removes weakness and vunrability from you (60 second cd)

Traits – puppeteer line

minor 1 – gain access to puppet master form,hammer and tricks

minor 2 – illusions attack 10% faster

minor 3 – when in puppet master form take 5% reduced damage and condition damage

Adept tier

Fly swatter – when you go down activate flick of the wrist on nearest enemy (25 second icd)
Still in control- when puppet master form ends gain 10 stacks of might for 5 seconds (60 second icd)
Puppet shield – when shattering gain 1 second of protection per shattered illusion

Master tier

Army of one – when you dont have any illusions you do 10% more damage
Chain of Command – when in puppet master form upto 5 allies within a 450 radius of player have thier attack speed increased by 15%
Mallet of malice – Hammer skill cooldowns are reduced by 20% also when swapping to hammer grant 3 seconds of retaliation to allies around you

Grandmaster tier

Be my eyes – when you have at least 1 illusion your immune to blindness
Razor threads – when in Puppet master form the threads that circle your body have a 25% chance inflict 5 seconds of bleeding when you struck by melee attack.
tricks of the trade – trick skills convert 1 condition to a boon. convert 10% of power into precision

Rune set
Puppeteer runes
25 power
+35 ferocity
+50 power
5% might duration and 10% fury duration
100
precision
using a trick skill causes 5 seconds of torment in an area around you

Death Good

(edited by Nightmare.1234)

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Shyanekh.4976

Shyanekh.4976

Necro definitely need a support spec. Maybe Staff but with others skills.

How about Plague Doctor?

Focus on bouncing skills that apply conditions to enemies and buffs to allies. Utility skills could work similarly to an engineers elixirs.

Also you’d get one of those awesome bird-like masks

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: Kodama.6453

Kodama.6453

Necro definitely need a support spec. Maybe Staff but with others skills.

How about Plague Doctor?

Focus on bouncing skills that apply conditions to enemies and buffs to allies. Utility skills could work similarly to an engineers elixirs.

Also you’d get one of those awesome bird-like masks

NOOOOOOOOOOO I want the plague doctor elite spec for my engineer. :O
Like a new healer spec.