[Suggestions] Future Elite Specializations
Guardian New ES idea: RUNEPRIEST
https://forum-en.gw2archive.eu/forum/professions/guardian/New-ES-idea-RUNEPRIEST/first#post5765869
Elite Spec Name: Runepriest
Weapon: Short bow
New Skill Type: Runes
Mechanics: F1- F3= Tomes, Wisdom.
Guardian Elite Spec becomes Runepriest
The wise knowledgeable Runepriest using their bow and tomes, brands enemies and allies alike with runes of great power, to damage enemies and heal allies.
Tomes require Wisdom, which is generated from heals and boon application.
Tomes replace the virtues, but each virtue still grants a passive effect similar to how virtues work.
Tome of Wrath replaces Virtue of Justice, and focus on ranged damage.
Tome of Light replaces Virtue of Resolves, and focus on healing output.
Tome of Honor replaces Virtue of Courage, and focus on a hybrid of defense and CC.
Rune skills have a two part activation chain. First activation place runes on target for an passive effect, and second activation triggers the Runes for powerful effects.
Mesmer New ES Idea: BARD
https://forum-en.gw2archive.eu/forum/professions/mesmer/New-ES-Idea-BARD/first#post5754255
Elite Spec Name: Bard
Weapon: Short Bow
New Skill Type: Coda
Mechanics: F1-F5 skills are changed into what are called “Verses”. Traits that normally work with Shatters also trigger on Verses.
Mesmer Elite Spec becomes Bards.
Bards take their short bow into the field of war to inspire and heal their allies with their soothing voice whiling channeling their music.
Bard is a new Healer/Boon support Elite Spec. Bards sing loud Verses that shatters their illusions into wonderful sounds that apply boons and heals allies.
Codas are ranged channel skills that deal damage from afar to enemies. Codas apply Boons to allies within the Coda’s sound wave, and heals allies near the target’s location, making for great sustain healing verse the burst healing of a Druid.
whats your thoughts on this?
Engineer New ES Idea: Golemancer
https://forum-en.gw2archive.eu/forum/professions/engineer/New-ES-Idea-Golemancer/first#post5754727
Elite Spec Name: Golemancer
Weapon: Staff
New Skill Type: Golems
Mechanics: Golem Energy Battery
Engineer Elite Spec becomes Golemancer.
Golemancer build golems for multiple roles and to do multiple different task. Golemancer channels Golem Energy both through their battery as well as their Staff rod.
Golemancer generates Golem Energy from toolbelt skill usage, as well as damage taken.
Golems require Golem Energy to be made.
Golem skills come in multiple types. Some Golem skills spawn Golem companions that do different roles. Some Golems are mobile suits that allies can jump into. Some Golem skills create multiple golem bots at once.
http://wiki.guildwars.com/images/7/70/User_Knighthonor_Golem_Type.jpg
whats your thoughts on this?
Elementalist New ES Idea: SHAMAN
https://forum-en.gw2archive.eu/forum/professions/elementalist/New-ES-Idea-Shaman/first#post5741189
Elite Spec Name: Shaman
Weapon: Hammer
New Skill Type: Totems
Mechanics: F5= Avatar Form
Elementalist Elite Spec becomes Shaman.
Shaman wield the powers and fury of the elements through their Hammer and slams it into the face of their enemies.
Totems similar to Glyphs, will change effect based on the Element the Shaman is attuned to. Totems have their own Health Poor separate from the Shaman and will hover in the place that they were summoned to until consumed.
Avatar Form (F5) changes the form of the Shaman for temporary time period. Graphically Avatar Form changes you into a creature based on your race, but function the same across all races. Example: Charr Avatar form is an Effigy, and Asura Avatar form looks like a Golem, Sylvari avatar form looks like a Oakheart. But they are just visual effects to fit their fantasy. The Avatar color changes based on what Attunement they were transformed during its use.
Avatar Form locks you into a unique set of skills from 1-7 skill 6 and 7 being unique to the attunement the Shaman was in when they transformed.
Hammer is a melee/defensive oriented weapon with some ranged options depending on the Attunement you use.
whats your thoughts on this idea?
I only really play Engy, and have no idea how to think up skills/cooldowns/traits.
But I thought some cool themes would be:
Forgemaster/Smith: Mace MH.
Pretty self explanatory, Mace would be a power weap, with maybe some vuln/burning thrown around on the skills.
Commando: dagger OH.
A pistol/dagger ’nam style hit a run commando I thought would fit the engy pretty well.
Warrior New ES Idea: HUNTER
https://forum-en.gw2archive.eu/forum/professions/warrior/New-ES-Idea-HUNTER/first#post5753990
Elite Spec Name: Hunter
Weapon: Great Axe
New Skill Type: Butcher
Mechanics: F2= Beast Skill, F3 Mount Beast
Warrior Elite Spec becomes Hunters.
Hunters wield mighty Great Axes as they cut through forests to hunt down those who try to escape their final prison.
Hunters can pick between 3 type of Beast companions from Grand Master traits. Each with a different role that they excel at.
Mounting your Beast replaces your current Health Bar with the Beast HP. While Mounting the Beast, your 6-0 skills are replaced with unique Beast Mount skills. Weapon skills can still be used.
Butcher skills use Adrenaline similar to burst skills while also triggering traits effected by Burst skills.
whats your thoughts on this?
I only really play Engy, and have no idea how to think up skills/cooldowns/traits.
But I thought some cool themes would be:
Forgemaster/Smith: Mace MH.
Pretty self explanatory, Mace would be a power weap, with maybe some vuln/burning thrown around on the skills.
Commando: dagger OH.
A pistol/dagger ’nam style hit a run commando I thought would fit the engy pretty well.
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.
Nah Plague Doctor is definitely a more suitable elite spec for the Nechromancer.
Though I do think that the Engineer definitely needs more specialised Elite Specs, they have always been more of a Jack of all Trades than anything else (I havnt used the Scrapper so dont really now how much of an effect that has on teh Engi)
How about a Warrior elite specialization called the Corsair?
Gains access to pistols (main and off hand), venom utilities, deals a different set of CCs than hammers (like chilled, slowed, immobilized, blind, etc.), and the elite armor skin unlock can be a parrot shoulder piece that randomly pecks at your face.
NOOOOOOOOOOO I want the plague doctor elite spec for my engineer. :O
Like a new healer spec.
Not just me who thinks plague doctors are awesome then
Honestly, while I can understand your pain, I think the necromancer is more suited to the plague doctor (of course, I’m biased here as my main is a necromancer … well, reaper).
Perhaps an alchemist for the engineer? Maybe unlock a staff or a focus.
Reading past threads about new expansions made me think of this. “What’s next?” Before we look for what to come, we should look at what evaluate what happened with the current expansion. Thinking that they might have an expansion for each remaining Dragon, that may lead to a new specialization for each class, bring a new weapon, skill, and playstyle to the class.
Guardians- The combination of the Warrior and the Monk from the previous game, has been the Title of the “Dragon Hunter”. They appears to further include an essence of the Paragon with their Spear as a prof. mech., and the abilities of the Ranger add the Long Bow and Traps. Their new abilities appear less spiritual and more like a Game Hunter.
Some elite mechs to think off… having more virtues. It’s hard to imagine where they will take this class next, but the weapons I’m looking forward to see with this class is the Off-hand Mace, Off-hand Sword, War Horn, maybe the Rifle. As far as Skills, I guessing their going to bring back the Tomes, and I can see them adding Spectral, Stances, or Mantras.
Rangers- Adding melee to the original range only class, they now added Celestial abilities. Not fitting for what most people had in mind when they think of Druids, but there is a plant-ish vibe if you choose to focus on 2 of the 5 staff skills. They focused on making them a dedicated healer in a non role-dedicated game.
An elite mech… remove pet and have pet buff go to allies, have multiple pets at one time, or have burst attack like the Warrior. I guess we should look forward to is how many other derivatives they can think of from our outdoorsman pet having friend. Weapon I can think coming down the pike are Off-hand sword, Hammers, Shields, and maybe the focus. I guessing the new skills would be Physical, Glamours, Cantrips and how about Shapeshifting to animals… Do I hear “Shaman”!
Warriors- They did a great job merging the Paragon and the Warrior from GW1, and now they buff the warrior with rage skills that the Berserker is raw then one would have thought of.
Can’t think of an elite mech. I can see them adding Dagger and Pistol to their off hand, and also adding Staff for melee and Short Bow simply because there is any other weapons left that would keep this class feeling non-magical. Skill wise, I can see them getting Venoms, Survivals, Meditation, and “Henchmen”.
Thief- Ok they dropped the assassin’s dagger and added a key for the thief, then they added more Dodge and made the Daredevil. It sounds better than Tumbler. This class is already known for damage, but with the added staff and physical skills, it’s more close up and personal. Nice touch for all those that wanted a ninja!
Can’t think of an elite mech. I hope they give this class a Rifle, off-hand Sword, Focus, and how about Dual Weld Maces!! Yes this is my first attempt to suggest they add two new weapons instead of one and the Thief I think would be perfect for this. I see them adding Meditation, Stance, Arcane, and Mantras.
Engineers- New to the World, replacing the Ritualist to some degree, the Engineer was a pleasant plus, and now with the Scrapper, we have drones added to the mix. I still think that this class is still trying to find it’s niche.
Can’t think of an elite mech. I hope they get a Main-hand Maces, Staff for both Melee and Range attacks, Focus, and maybe a Torch! Skills… lets see Minions, Traps, Conjures, and Signets
Necromancers- Just what you would expect, blood magic black magic, and now with a the Reaper elite, we can Shout! I think Reaper was a great addition to this class, making a melee class that strikes fear in the hearts and minds. I love that chill was added this as well. It makes so much since for foes to be frozen from terror.
An elite mech… an uber buff where your shroud form gets OP. Maybe having two forms to turn into. I can see them giving Necros Off hand Axe, Short Bow, Torch, and Hammer. I see their skills being Manipulations, Glyphs, Spirits, and Venoms.
Mesmers… glad they kept them in the game. Was worried at first. And then they decided to add the Chronomancer and Time Wells to this class which makes them more than great. Everything reality based is in question with this class. As much as it is a nice addition, this elite spec is not as far fetch as other classes.
An Elite mechanic, having more slots for illusions, turning clones into phantasms, or merging illusions into one mega monster. I can see new weapons being War Horn, Rifle, Hammer, and Dual Daggers. I think their skills will be Shouts, Spirits, Traps, Cantrips.
Elementalist are more of the same but with an ultra mode. Being a Tempest is definitely the next tier to what they could initially do. Overpowering the attunements is make me think they should have done this from the start. Having Shouts and a War Horn really makes one appreciate the power of nature and those that can control it!
An elite mech… attuning into the Arcane. This could be treated like a shoud, than an actual attunement. I see this class having Main-hand Mace, Main-hand Sword, Hammer and an off-hand Scepter. I also see them having Traps, Mantras, Stances, and Spell Books.
Revenants- Great Job bringing back the Ritualist/Dervish/Assassin. I guess we needed another Soldier class and we definitely the role of a Mystic. This was by far the void that needed to be filed since the Ritualist and Dervish were absent from the game and the Revenant has much needed room to fill. Everything, from rift magic, to communing with the dead, to ancestral summoning, there are so much expected with the future of this class.
An elite mech… Possession, where your weapon skills change as well (another shroud skill). I see them getting Great Sword, Focus, off-hand Mace, and Long Bow. With Revenants being done totally different then the other classes, I can only hope that they can sprinkle different types of skills into the Legends they can channel. Skills I think they need to have are Spirits, Conjures, Mantras, and Stances.
Your thoughts.
(edited by VocalThought.9835)
I’ve been teetering around an idea in my down time and figured I might as well add it to the bunch.
Poltergeist (or something more suitable): Haven’t thought of a good description, but I wanted something more mobile and potentially “caster/summoner” like in some way. The E-spec grants access to swords (main hand) and “tricks” for utility skills. The tricks are broken up into two sub-categories:
-Harrowing Blades: Thin, shadowy blades that jut from the ground (similar to Mind Stab: Mesmer greatsword 3) leeching health and lifeforce from up to three targets in a 180 radius. (Note: blade skills get an equivalent skill for underwater combat)
-Phantoms: Shadowy figures that are impervious to damage but are still susceptible to impairing conditions and cc. All phantoms fade after 10 seconds if they do not successfully strike (includes blocked attacks) a target or have their sequence skill activated (when applicable).
“Poltergeist’s” Shroud Skills:
1. Whispering Twilight: “Breathe” festering shadows onto your foes, periodically inflicting conditions (something similar to Cleansing Fire: Guardian torch 5)
-Damage (x6): x
-1 stack of poison (2s)
-1 stack of torment (4s)
-Number of Targets: 3
-Range: 600
-Channel time: 3 seconds
-Interval: 1.5s ( about every third hit conditions are applied)
2. Ghastly Blade: Summon a blade at the target location, leeching lifeforce from foes (12s cooldown).
-Damage: x
-Lifesteal Damage: 35
-Lifesteal Heal: 30
-Lifeforce: 6%
-Targets: 3
-Range: 900
3a. Dismay: Teleport to your foe and fear them (32s cd).
-Damage: x
-Fear (1s)
-Number of Targets: 1
-Range: 900
3b. Despair: Teleport to your foe, fearing and crippling them.
-Damage: x
-Fear (1s)
-Cripple (4s)
-Number of Targets: 1
-Range: 900
3c. Dread: Teleport to your foe, inflicting heavy damage and fearing them.
-Damage: x
-Fear (1s)
-Lifeforce: 12%
-Number of Targets: 1
-Range: 900
4. Mournful Dusk: Channel the shadows, damaging and tormenting foes around you (50s cd).
-Damage (x15): x
-15 stack of torment (5s)
-Number of Targets: 5
-Radius: 600
-Channel time: 1 3/4s
5. Withering Blades: Send out several blades in a line before you (28s cd).
-Damage: x
-Weakness (4s)
-Number of Blades: 8
-Range: 900
Sword Skills:
1. Rending Shadows: Cast out three projectiles in front of you, inflicting poison on the first projectile, torment on the second, and confusion on the third.
-Damage (per projectile): x
-1 poison (4s)
-1 torment (5s)
-1 confusion (6s)
-Range: 1000
-Projectile chance: 20%
2. Harrowing Blade: Summon a harrowing blade at your targets location (8s cd).
-Damage: x
-Lifesteal Damage: 35
-Lifesteal Heal: 30
-Lifeforce: 1%
-Number of Targets: 3
-Range: 1000
3a. Festering Omen: Inflict your foe with a festering omen, inflicting conditions and generating lifeforce while it’s active (35s cd).
-1 torment (2s)
-1 confusion (2s)
-Lifeforce: 2%
-Range: 1000
-Interval: 1s
-Duration: 10s
3b. Bane of the Chosen: Teleport to your target, corrupting two boons and gaining fury.
-Damage: x
-Boons Converted: 2
-Fury (8s)
-Range: 1500
Trick Skills:
Healing Skill:
Leeching Blade: Heal yourself and summon a blade that leeches health from foes (10s cd).
-Initial Heal: 1000
-Damage: x
-Lifesteal Damage: 325
-Lifesteal Heal: 900
-Lifeforce: 1%
-Number of Targets: 3
-Range: 1200
Utility Skills:
Blades of Lament: Summon several blades at the target location (24s cd).
-Damage: x
-1 torment (5s)
-Lifesteal Damage: 35
-Lifesteal Heal: 30
-Lifeforce: 1%
-Number of Blades: 5
-Radius: 240
-Range: 1200
Phantom of Hosts (a): Summon a phantom at the target, or your, location, periodically infliction conditions on nearby enemies (15s cd).
-Damage: x
-1 confusion (3s)
-Radius: 240
-Range: 600
-Interval: 3s
-Duration: 10s
Parasitic Gathering (b): Teleport toward the phantom, consuming it and gaining lifeforce.
-Lifeforce: 7%
-Range: 600
Phantom of Condemnation (a): Summon a phantom that follows behind you, periodically taking your conditions to itself (40s cd).
-Conditions Removed: 1
-Interval: 1s
-Duration: 10s
The Sins of One (b): Cause the phantom to rupture, spreading all of its conditions to nearby enemies.
-Damage: x
-Number of Targets: 5
-Radius: 240
Grieving Phantoms: Summon several phantoms that attack your target, inflicting conditions (32s cd).
-Damage (per phantom): x
-Blind (7s)
-Boons Converted (per phantom): 1
-Duration: 10s
Elite Skill:
Blades of Despair: Summon a multitude of blades at the target location over a period of time, inflicting conditions and corrupting boons (90s cd).
-Damage: x
-1 confusion (6s)
-Boons Converted: 1
-Lifesteal Damage: 35
-Lifesteal Heal: 30
-Lifeforce: 1%
-Number of Blades per Interval: 5
-Interval: 1
-Duration: 3s
-Radius: 240
-Range: 1200
Traits:
Minor Adept:
Poltergeist: Gain access to Poltergeist’s shroud, swords, and tricks.
Adept:
Leeching Phantoms: Your phantoms leech health. Summon a phantom when you use your heal skill.
-Siphon Damage: 80
-Siphon Heal: 125
Debilitating Blades: Your blade skills inflict cripple. Your critical hits cripple your foe.
-Blade Skill cripple (3s)
-cripple (2s)
-Cooldown: 12s
Boisterous Entity: Gain fury when you evade an attack; whenever you gain fury, nearby allies do as well.
-Fury (3s)
-Radius: 300
-Cooldown: 1s
Master Minor:
Enraging Contingency: When you or a pet/minion/phantom strike a foe gain fury.
-Fury (5s)
-Cooldown: 10s
Master:
Gnashing Hunger: Gain a stack of “Gnashing Hunger” when you siphon health.
-Condition Duration per Stack: 1%
-Ferocity per Stack: 10
-Maximum Stacks: 15
-Duration: 10s
Swift Condemning: Reduces the recharge of Infectious Omen. Whenever you critically hit a target, summon a Harrowing Blade.
-Cooldown Reduction: 33%
-Cooldown: 8s
Delightful Dread: Dismay, Despair, and Dread corrupt boons. Whenever you corrupt a boon, gain fury.
-Boons Converted: 1
-Fury (1.5s)
Grandmaster Minor:
Nefarious Leech: While under the effects of fury, your critical hits siphon health and lifeforce.
-Siphon Damage: 50
-Siphon Heal: 60
-Lifeforce: 0.5%
Grandmaster:
One of Many: Phantom skills inflict vulnerability and have a reduced recharge. Your Harrowing Blade skills are now equivalent Phantom skills.
-1 Vulnerability (6s)
-Cooldown Reduction: 15%
Midnight Traversal: Teleporting reduces the cooldown of Harrowing Blade skills and removes conditions. Your dodge roll is replaced with a short range teleport.
-Conditions Removed: 1
-Cooldown Reduction: 2s
-Range: 350
Dhuum’s Enlightenment: You periodically gain fury. Sources of fury outside of Dhuum’s Enlightenment now grant a stack of Dhuum’s Wrath, increasing the damage of your next critical hit.
-Fury (3s)
-Interval: 2s
-Critical Hit Damage per Stack: 2%
-Maximum Stacks: 25
-Duration: 20s
I’ll just copy here what I imagined while writing on other thread.
Base Proffession: Engineer
Elite Spec Name: Tracer
Weapon: Daggers
New Skill Type: Trail
Mechanics: Put Toolbelt Skills on cooldow to keep your Trails On.
The new elite spec, the “Tracer”, moves deftly while spinning her Daggers at superspeed to form overheated, hyper-sharp edges that leave a laser-like trail on their path. The blades themselves are good at piercing armor, but the main potential of the spec lies into the laser tracings left on the floor, walls and envirormental objects, which pulse with damage for a time and can be used for area denial, to set up traps and to force defense skills from the enemy.
Think of a really mobile melee fighter that closes range through quick, short runs which happen to leave behind a bright damaging line, just like the Mordrem Sniper or the Teragriff ones.
Positioning and atention to the surrounding space become fundamental, and you also have to be able to properly administer your toolbelt/trace cooldowns to maximize efects and minimize costs.
Visually, I supose it should look like a cross between GoGo from the Big Hero 6 movie and the Tron motorcycle … not bad for an Engie, IMO.
(PS: In fact, any of the chars from the Big Hero 6 movie would make a really amazing Engie spec, including Yokai…)
that it makes every other class in the game boring to play.”
Hawks
(edited by Ardid.7203)
I know it has nothing or little to do with elite specializations, but there are some things i want for my ranger which i cant just allow to go unaddressed lol.
Pets wanted:
Smilodon (Sabertooth tiger, it should be substantially bigger than a tiger)
Dire Wolf
Cave Lion( Should be bigger than smilodon by a good amount)
Lion/lioness( should have both for preference)
Sarcosuchus ( The largest crocodile to ever walk the earth, would fit nicely with the drakes.)
Griffins
Wargs
Cave Hyena or Hyenadon
Entelodonts (Vicious beast known as the hell pig)
Megalania ( Massive Komodo Dragon who would fit in well with the drakes as well)
Most of these should be way larger than the average animal due to their size in real life, easily on par with a charr or a norn. This would make them massive to a human or an asuran and make them unique rather than just a simple re-skin of existing sized models.( other than the regular lion of course)
I would like axes on the ranger to be brought up to par with the other weapons, as well for perhaps a mace or a hammer for something similar to a shaman or beast caller. I feel as though giving us a melee with alot of CC would be interesting as we would be smashing the ground and causing vines, or roots to lash up at our enemy’s. Perhaps giving us an anti cc build with totems we summon which are similar to banners, giving us a banner build that is not necessarily like the warriors. Dual swords might be good, as well a dagger mainhand, but i am unsure as to which weapon would be best.
( You cant tell me having this thing running with you would not be cool.)
I know it has nothing or little to do with elite specializations, but there are some things i want for my ranger which i cant just allow to go unaddressed lol.
Pets wanted:
Smilodon (Sabertooth tiger, it should be substantially bigger than a tiger)
Dire Wolf
Cave Lion( Should be bigger than smilodon by a good amount)
Lion/lioness( should have both for preference)
Sarcosuchus ( The largest crocodile to ever walk the earth, would fit nicely with the drakes.)
Griffins
Wargs
Cave Hyena or Hyenadon
Entelodonts (Vicious beast known as the hell pig)
Megalania ( Massive Komodo Dragon who would fit in well with the drakes as well)Most of these should be way larger than the average animal due to their size in real life, easily on par with a charr or a norn. This would make them massive to a human or an asuran and make them unique rather than just a simple re-skin of existing sized models.( other than the regular lion of course)
I would like axes on the ranger to be brought up to par with the other weapons, as well for perhaps a mace or a hammer for something similar to a shaman or beast caller. I feel as though giving us a melee with alot of CC would be interesting as we would be smashing the ground and causing vines, or roots to lash up at our enemy’s. Perhaps giving us an anti cc build with totems we summon which are similar to banners, giving us a banner build that is not necessarily like the warriors. Dual swords might be good, as well a dagger mainhand, but i am unsure as to which weapon would be best.
( You cant tell me having this thing running with you would not be cool.)
Pet Griffons? Yes yes and yes… I would love to have this, it would definitely make me play my Ranger more…
Though I feel these ideas you have would be a little too powerful or big for permanent pets, maybe they would be more suitable for temporary summon skills similar to the Taskmaster idea that was shared earlier.
Ok so first off. I made this post about new weapons to help make new Elite Specs
https://forum-en.gw2archive.eu/forum/game/gw2/What-new-weapons-could-be-added/first#post5989767
Second. I made this post a fair few months ago for Ranger
Third. I have seen a few people in here say Dervish for Guard or Rev. Now I have put across the point in the last post that Dervish is a Medium Class in Guild Wars 1 not a Heavy Class so lore wise Dervish will not fit those two classes. Ranger, Thief or Engie would.
Dervish is a Melee Class.
Now Ranger needs a far better Melee option. Thief already has a Melee option. Can’t Really comment of Engie. Don’t know enough about it
So my thought on this is.
Dervish for Ranger.
Weapon Class – Scythe.
Ability – Pets are no longer available as a Minion instead you can use types as Elites.
So bears become 1 type. Felines another. Birds another. And so on.
What this allows is the same idea as the God’s Avatars from GW’s 1 but instead you merge with your selected pet type!
I can expand on this further but I have to take my kids to school =-)
Names and Weapon concepts in my head canon ive had for a while now:
Guardian:
Inquisitor:
This sub-role basically sacrifices the guardians shields, healing and defence for raw aggression and excelling at burning magic, its weapon of choice is an off hand pistol and its focus of combat revolves around a focused version of your guardian burn aegis.
Main Abilities:
Mechanics
The Guardian trades its defencive Aegis and Regen for a singular F1 burn burst, the difference is this one actually adds burnstacks from every attack automatically and can be activated to consume them for a fraction of their damage.
Mark Of Purity: A Sigil placed on a target by various abilities that can only be activated within 5 seconds of its placement, when activated, burn stacks are immediately consumed for a portion of the damage dealt.
Purify (F1): Any target afflicted by Mark of Purity is immediatley struck by purify, which takes 1/3rd of the maximum damage afflicted by current burn stacks dealing that full damage immediatley while consuming the stacks in the process. (3 2/3 CD)
Offhand Pistol
Purifying Bolt (4): This ability fires a bolt of light that rebounds off up to 3 targets, inflicting a mark of purity upon each of the afflicted targets which increases burn damage to them by an additional half of its current damage. (1 1/2 CD)
Blazing Seal (5): The Guardian creates a circular seal that fires forwards immobalizing the first target it hits, in addition the targets around that target recieve a burn effect. (2 CD)
Skills
Zealous Accusation (6): You accuse a target of impure intent, marking them with a mark of purity, in addition all damage dealt against that target is returned to you as healing for the next 5 seconds. (2 CD)
Pious Provocation (7/8/9): Up to 5 enemies in the area are accused of heretical intent, you strike these targets with a mark of purity and in addition taunt the target for 5 seconds.
Devoted Concept (7/8/9): You heal yourself for (number of health determined by healing power and current level) in addition making yourself immune to damage for 2 seconds. (4 CD)
Righteous Anger (7/8/9): Your next three attacks will apply 5 stacks of burn per hit. (3 1/2 CD)
“Purification” (Elite 10): You summon a powerful blaze from the heavens that smites up to 5 targets in a set area after a 3 second cast time, when the spell is cast all ther targets are immediatley inflicted with 25 stacks of burn and a mark of purity. (10 1/2 CD)
Specializations
Tier 1:
Devoted Path: Gain access to Mark of Purity and Purify which allows you to mark targets for combustion and immediatley combust burning stacks on them for a portion of the damage.
Obligation: Your Purifying Bolt now hits up to 4 targets instead of 3.
My Judgement Is Absoleute: Your Zealous Accusation now adds a stack of vulnerability in addition to its previous effects.
Fervor Of Justice: Pistol Damage increased by 20%
Tier 2:
Deny The Impure: Your Mark’s cannot be removed by any form of clense effect.
Righteous Retribution: The cooldown of your Purification skills are decreased by 10%
Absoleute Truth: Your Devoted Concept skill now activates automatically upon falling below 10% health, this effect cannot work more than once every 1 minuate.
Noble Divinity: Your health passivly regenerates for 0.5% of the damage to all targets afflicted by mark of purity in a 20 yard radius.
Tier 3:
Judge, Jury, Executioner: Your Pistol attacks are now unblockable.
Faith Is My Blade: Your power swells with conviction, your purify now deals the full extent of damage but your burns are halved.
Its The Only Way To Be Sure: Purification now strikes up to ten enemies and its radius is expanded, but its burn stacks are halved.
Hatred Of Evil: When downed, you deal 100% more damage from your attacks on a burned target.
Definitely an Elementalist E-spec with main hand sword.
Elemental Imbues for weapon attacks (shared with the party) for each attunement. I like the suggestion someone else made for combining attunements for this e-spec…so an example imbue could be air+water or air+fire.
High mobility and some blocks/evades for true melee combat
——————
Ranger E-spec without a pet!
I don’t even care what weapon they give…so long as the fix main hand sword.
Have the utilities be “aspects” of different beast types…similar to facets from the herald…only be buffs instead of boons. Restrict it to maybe only 1 or 2 active aspects at a time.
———————-
Mesmer E-spec with competitive melee dps
Something where the mesmer becomes the phantasm…instead of having a bunch of AI phantasms running around.
Have only one shatter button…with a different effect based off of the phantasm type you are.
———————
Necromancer gets a blood themed shroud.
Instead of being a HP sponge/health bar replacement, have it instead be all about life steal/leeching. Have it be an offensive shroud instead of such a defensive one like we currently have. No more passive damage reduction, but instead truly focus on stealing health to stay in the fight. Not be a transform at all all…but simply an aura/appearance change. This would finally be an opportunity to retain use of our utilities at all times.
I’d say main hand sword as the weapon…or allow us to use main hand axe as a true melee weapon.
Have it still focus on condis instead of boons, but offer a group buff of significant and relevant life steal. Maybe even have a focus on applying aoe weakness.
This could include “sacrifice” type utilities…where the necro sacrifices health temporarily to activate utilities to benefit self and party..for various effects.
(edited by ODB.6891)
No matter what Elite spec come in the future, just make sure that we can know where they came from.
Before we had personal Story and I understand that it was a LOT of work to create one for each race, class, etc.
But I’m just asking for one personal story for each class, just so we know why a particular class could not use a weapon before, but later on something happened that made them able to use them.
It is frustrating in HoT, the fact that there where a LOT of changes in every class, PLUS there was another class added and it was as if it existed from the beginning.
Ranger E-spec without a pet!
I don’t even care what weapon they give…so long as the fix main hand sword.
Have the utilities be “aspects” of different beast types…similar to facets from the herald…only be buffs instead of boons. Restrict it to maybe only 1 or 2 active aspects at a time.
Thats where my Dervish for Ranger would SERIOUSLY come in and work!
Any More Elite Spec ideas?
I had actually forgotten one Profession! So here it comes, ending strong with the craziest idea I’ve had so far:
Engineer – Mechanic
Weapon: Mace Main-hand
Skills: Modules
Mechanic: Instead of Weapon Swap, Mechanics can press Weapon Swap to equip a High-tech, Full-metal Exo-Suit, gaining new weapon skills. They also gain access to a new Boon: Barrier
- Barrier – Grants a Temporary HP bar on top of your existing HP, equal to 10% of your Max HP. Stacks Intensity (Max 3).
Prof. Mechanic: Exo-Suit and Fuel Generation
Mechanics accumulate Fuel while in combat, whenever a Skill comes off Cooldown. The Fuel meter is displayed as a Bar behind the Toolbelt Skills and goes from 0 to 100%.
Once the Fuel Meter is at least 20% filled, the Mechanic can activate their Exo-suit, creating a mechanical armor filled to the brim with weapons and utility that is specialized by your Grandmaster Traits.
- Rail gun – Fire a High caliber shot that pierces through enemies, causing an effect depending on Loadout. Acts as a Projectile Finisher.
- Defender’s Loadout – Causes Vulnerability on enemies struck.
- Assaulter’s Loadout – Causes Burning on enemies struck.
- Medic’s Loadout – Heals allies it passes through.
- Wrist Launcher – Fire a wrist-mounted missile at your target, causing an effect depending on Loadout. Acts as a Blast Finisher.
- Defender’s Loadout – Fire a concussive missile that Weakens enemies struck.
- Assaulter’s Loadout – Fire a Shrapnel missile that deals more damage and Bleeds enemies struck.
- Medic’s Loadout – Fire an Elixir-infused missile that deals less damage and Heals allies in the blast radius.
- Mecha Slam – Strike down with a heavy overhead blow, creating an effect and a Combo Field depending on Loadout.
- Defender’s Loadout – Pull all enemies towards you with a Magnetic shockwave and grant Protection to nearby Allies.
- Assaulter’s Loadout – Cause an explosion of static energy that Immobilizes enemies and grant Fury to nearby Allies.
- Medic’s Loadout – Create a wave of healing energy, Healing nearby allies and Cleansing a condition.
- Micro Munitions – Unload a volley of miniature missiles at the target area, dealing damage and causing an effect depending on Loadout.
- Defender’s Loadout – Fire Flashbangs that Blind and Taunt all enemies struck.
- Assaulter’s Loadout – Fire Napalm that deals increased Damage and Burns enemies struck.
- Medic’s Loadout – Fire elixir-infused missiles that Heal allies caught in the blast and grant them Regeneration.
- Forcefield – Grant Barrier to nearby Allies, along with a secondary effect depending on Loadout.
- Defender’s Loadout – Grant 2 stacks of Barrier to nearby Allies for a short time.
- Assaulter’s Loadout – Grant 1 stack of Barrier and Fire Shield to nearby Allies for a short time.
- Medic’s Loadout – Grant 1 stack of Barrier and Shocking Aura to nearby Allies for a short time.
Weapon:
The Mechanic isn’t helpless while not on his Exo-Suit, however. While these octane addicts enjoy the size and firepower of their mechanical masterworks, they’re no strangers to bashing heads in up close and personal, should they need to step off to teach someone not to touch the finish without their say-so.
- Mech Strike -> Double Down -> Explosive Assault – Chain Combo. First and Second strike causes Vulnerability, while the third causes you to Leap at your target with an Explosive strike that Burns enemies around them.
- Oil Slick – Slam your mace into the ground, creating a puddle of Oil that Blinds enemies, then pulses Cripple. If a Burning target enters the area, it catches on fire and spreads Burning to nearby enemies, becoming a Fire Field.
- Hammertime – Hammer your target 3 times in rapid succession. The first strike Stuns your target, the Second causes Confusion and the last causes Bleeding with a shrapnel explosion. Acts as a Blast Finisher.
Utility Skills:
Modules are a unique type of Utility skill that is visually similar to Banners, however they have wildly different mechanics. Once a Module has been planted, it will Pulse an effect to nearby allies or enemies for a time, until it’s built up enough energy to Overcharge, causing it to create a greater effect and subsequently Self-Destruct. Like Banners, Modules can be picked up and wielded as Environmental weapons.
- Mobile Field Hospital – Healing Skill. Heal yourself and Plant a Module at the target area that pulses Healing to nearby allies with each Pulse while building up energy. After a while, the Module will Self-destruct and cause a Healing Ripple that cleanses conditions.
- Toolbelt Skill: Elixir Blast – Splash yourself and surrounding allies with an Elixir, Removing 2 Conditions and becoming a Mobile Water Field for a short time.
- Tesla Coil – Plant a Tesla Coil at the target location that will periodically create a Static Field around itself that Stuns enemies trying to cross it, while building up energy. After a while, the Module will Self-destruct, sending out Bouncing chain lightnings that Weaken enemies and grant Quickness to Allies.
- Toolbelt Skill: Static Shock – Release a burst of Electricity and gain Shocking Aura.
- Disruptive Wave Module – Plant a module at the target area that periodically removes 1 Boon from nearby enemies, while building up energy. After a while, the Module will Self-Destruct, causing a surge of Energy that grants Might, Fury, Barrier and Regeneration to nearby Allies.
- Toolbelt Skill: Emergency Barrier – Break Stun and gain 2 stacks of Barrier.
- Searchlight – Plant a Module at the target area that periodically lights up, Blinding and Revealing nearby enemies while building up Energy. After a while, the Module Self-destructs, causing a surge of energy that Blinds enemies and Stealths nearby Allies.
- Toolbelt Skill: Headlight – Create a Headlight in a cone in front of you, becoming a Mobile Light Field that grants Vulnerability to enemies.
- Disaster Control Centre – Plant a Module at the target area that periodically grants Stability to nearby allies and Cleanses 1 condition, while building up energy. After a while, the Module Self-destructs and causes a wave of seismic energy that Knocks Down and Cripples nearby enemies.
- Toolbelt Skill: Seismic Surge – Leap at the target area, causing a Crippling shockwave at your original position and a Bleeding Shockwave at your target location.
- Watchtower – Plant a Module at the target area that periodically grants nearby allies a buff that Reduces incoming Damage and Condition Damage, while building up Energy. After a while, the Module Self-destructs and Analyzes nearby enemies, drastically reducing their resistance to Damage and Condition Damage.
- Toolbelt Skill: Carpet Bombing – Mark the target area for an explosive barrage that Knocks down and Burns enemies, leaving behind a Firefield.
Traits:
Just gonna touch on the Grandmaster Traits real quick, as they affect how your Exo-Suit functions.
- Defender’s Loadout – Your Exo-suit is outfitted with Weapons designed to Control enemies and Protect Allies. With Defender’s Loadout, you take 10% Less Damage and Condition Damage while in the Exo-Suit, and incoming Stun Duration is reduced by 25%. However, Attack and Movement Speed is decreased by 10%.
- Assaulter’s Loadout – Your Exo-suit is outfitted with Weapons designed to deal massive Damage and Condition Damage to enemies. With Assaulter’s Loadout, you deal 10% more Damage and Condition Damage while in the Exo-Suit, and Attack Speed is increased by 15%. However, Incoming Damage and Incoming Condition Duration is increased by 10%.
- Medic’s Loadout – Your Exo-suit is outfitted with Weapons designed to Heal and Support Allies. With Medic’s Loadout, Boon Duration and Outgoing Healing is increased by 15% while in the Exo-suit, while Movement Speed is increased by 25%. However, Outgoing Damage and Condition Damage is reduced by 10%.
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |
(edited by TheSwede.9512)
One word: TOMES!
This was one of the main reasons (really), that bought my interest in GW2.
Oh imagine the great dissapointment when I saw that tomes were not there on guardian when I got my game :I
BUT! I don’t have much time now to throw in my own idea of tome spec for guardian but what would be really interesting is to make tomes just like engineer kits. Due to that, guardian could be more complex and have more opportunities to undertake as a supportive/offensive/defensive spec (each tome could stand for each aspect).
As for a weapon, I can’t quite tell what could be good… rifle and pistol really do not fit the theme (Longbow is quite good). I guess the only reasonable thing would be an axe main hand or perhaps sword off hand? (you know, zealotry and stuff).
I also had a thought of remaking guardian’s staff to give it a second set of skills that activate only when you equip that certain elite spec, those skills could resemble trident ones as they are truly good (I could say that even better than staff itself).
P.S.
There is a little flame of hope inside of me, that one day we might get those polearm weapons, that would fit guardian so dangity dang good. I cry everytime when I see lionguard spear, it looks so good… it’s so close, yet so far.
I can only imagine a stalwart guardian, rising on top of the battlefield carrying his radiant polearm allowing to strike multiple foes as medium-short distance, while also lying down destruction on enemies and blessings on allies with his tome of righteous magic. (Dang it, I hyped myself so hard)
https://wiki.guildwars2.com/wiki/Polearm
Oh and last but not least. This idea comes from WoW obviously (duh) but it would look so amazingly cool to have an accessory (I’d buy it for any gem price) that is well… a tome hanging on chains just like in this attachment.
(edited by Rodzynald.5897)
I had my own idea for professions! Especially oriented around using guns, in hopes of an expansion pack focusing on the Charr war machine moving to take the fight against Krat and the branded.
Alright, Here’s an idea for a poison-based ranger that I’m tentatively calling the Treacherous Vizier. It adds a mainhand knife and lets you use the traitline to brew up your own brand of poison.
For the knife I’m thinking…
1. Slash -> Envenom -> Polycephaly- Basic attack with a poison effect on the 2nd swing, the 3rd swing would cause your pet’s to inflict poison on it’s next attack.
You don’t need anything particularly fancy for the basic, but this would fit the theme and reward good pet management.
2. Lethal Takedown- Charge your opponent (500 range) and displace them along with your charge. if you moved your target a distance greater than 200 range, your target is knocked down.
Knockdowns are fun, displacement is fun. Rangers will really be feeling the loss of Druid CC in the new elite so it’s important to give them a bit of crowd control.
This also functions as half of your gap closer, giving you some quick short distance movement in a pinch.
3. Hydra Strike- Slash your foe multiple times, can be used from a distance. (slashes through the air)
The other half of your dash attack, Hydra strike gives you a ranged option to match up with Knife #5 Maybe add immobilize or cripple to keep people from kiting you but that’s not required.
Special/Unique ability: Pressing f5 coats your weapon with venom. Traits modify this ability.
Reasoning: Since Rangers don’t have much space above the bar it’s best to keep things simple. This would allow you to damage opponents, with additional effects based on the traits you select.
Poison modification traits:
(These traits only effect your ability poison, normal poison is uneffected.)
Leech – A passive heal for each foe in range (900?) under the effects of poison.
Debilitate – Each foe effected by your venom is slowed
Outbreak – Each foe pulses (untraited) poison to adjacent enemies
Bane – Foes effected by your venom take additional damage
Sundew – Foes struck by venom are immobilized, then crippled
On reread this idea is really cool- please make it a thing Anet!
I’ll take a shot.
Warrior and dual pistols would be interesting. I’m not sure how that would play out but it would most likely be another condition heavy spec. (Not a big warrior fan though.)
Necro – Acolyte
Weapon would be hammer and this specialization would be focused on shadow damage/monk-like damage for healing and group utility/buff abilities. Such as emphasis on conditions marking targets to grant healing to attackers as well as a percentage of all ticking condition damage split amongst allies within range.
Elementalist – Arcanist
Weapon would be dual wield swords and would be a melee based arcane specialization that focuses on intense single target damage with utility spells such as a precision and fury increasing field, and summonable arcane effigies such as orbs and crystals that explode for aoe damage.
Engineer – Golemnmancer
This specialization would implement not a new weapon, but an actual golemn suit that grants access to a wide range of unique abilities that can be altered to focus on movement enhancement, group utility, or purely damage and crowd control abilities. (But I would have to have a matching Iron Man themed golemn!)
Mesmer – Astromancer
This specialization would work similarly to the way Revenant legends work but would instead focus on specific constellations and astral entities each granting a specific skillset. (Possible constellation involving focus on longbows.)
Thief – Sniper
As suggested by others this would be focused on very long range stealthing assassination abilities and would allow the use of rifles, perhaps an elite skill that grants stealth and a scope mechanism that allows you to zoom in very long range on a player for high damage. Another base ability could be similar to dual pistols with an assault rifle style barrage ability.
Revenant – Legendary Titan Stance
A new specialization that uses greatswords and is a slow swinging high damage and moderate defensive specialization that grants return healing based on damage done. This specialization would also have a large amount of crowd control.
Ranger – Shaman
This specialization would grant access to dual daggers and be focused on shapeshifting into the form of your chosen beast. Also similar to the revenant legendary stances, this specialization would fulfill a wide variety of roles depending upon which animal totem you choose, whether it be a fierce Kodan capable of tanking intense mobs, Tengu stance that allows agile close encounter abilities, or Naga stance that allows for focus on ranged spell damage abilities that can be altered to damage foes or heal allies. (Forms can be substituted with actual beasts to make more sense.)
Guardian – Bard
This specialization would use focus and warhorn with emphasis on crowd control abilities, buffs and condition damage, and have spirits. By spirits, I mean this specialization could use musical abilities to resurrect temporary spirits that serve similarly to Mesmer clones and illusions and provide specific utilities or damage abilities.
I’m a relatively new player, but now that I’ve gotten a few of my characters up to level 80, I’m realizing that the race you choose seems to become merely ascetic after a certain point. I know that the Norn have their transformation and Asura have golems, but it just kinda seems flat once you get to a certain point in the story (with the exception of some stuff in HoT.)
So then I started thinking about the Elite Specializations in HoT, and thought that maybe they could make ones that are more race specific. so that your tiny asura engineer is not a carbon copy of your charr engineer.
I brainstormed with some friends about this concept, and we came up with some possibilities from our view of each race.
Human – admittedly the hardest one as, to me at least, humans are hard to find something special about in any game, but they have their own pantheon of gods that they could draw from, gaining signets, or blessing or whatever, as active skills and traits that reflect the gods they worship.
Norn – They worship the spirits and in game you can often see shamans taking on their spirit forms in battle, and your character can do this as well, but I always felt that the duration was too short, so traits that extend it would be awesome, and active skills could be attacks based on he spirits; snow leopard = shadow step, wolf = shout, etc
Asura – like the norn, the asura could have the duration of their golems and mech suit extended by traits and active skills could be gadgets like the engineer class.
Charr – I don’t know too much about the lore of the charr, but I do know that they will use whatever they can to develope new and dangerous weapons, so why not have them steal powers from the dragon minions, giving them kits or something that allows them to use the power of the dragons against their enemies.
Sylvari – Being plants the sylvari have physiology that could be exploited, especially in war. They could use powers like Rooting themselves in place and gaining regeneration, and sending out clouds of spores in an aura around them that could do anything from heal allies to poison enemies, . but for an elite skill, have them deal some permanent damage to themselves and plant a sapling, then if they die before a timer runs out, they respawn from the sapling with the amount of health they lost.
This was mostly just me having fun, but people may want this too, so I thought I would share.
I do think this could be a nice idea, but it’s unlikely to happen. You’re right that your race doesn’t make a difference and that’s by design – Anet wanted them all to be equally good at everything so players didn’t feel pressured to pick a specific race, or regret one they had chosen when they got to level 80 and realised the best builds require a different race.
If they ever did add anything like this (or new racial skills) I think your ideas would be pretty good.
Although I’m not sure about the charr one, because there are some enemy factions in the game, like the Sons of Svanir and the Inquest, who use dragon energies and it’s generally been shown to be a bad idea. I think it would be better for the charr to design their own tech rather than drawing on the dragons.
“Life’s a journey, not a destination.”
While I think the flavor of this idea is interesting, I think the cons outweigh the pros. I like racial skills, but they’re generally underpowered for a reason, so people can pick the race they like instead of the race that’ll be the most powerful.
Just for fun: Maybe a charr elite spec could be something like “Warband Leader,” which allows you to summon a charr minion or two to follow you and help out. Compare with the existing Charr elite, Warband Support, the elemental-summon glyphs Eles have, and the Thief skill, Thieves Guild.
I like the idea of more racial distinction, but Anet would have to balance each racial skill enough to make selecting your race of no consequence, as it is now. Otherwise, if Asurans make the best Elementalists, then every Elementalist is Asuran, and so on. Which would stink.
So best not to mess with it.
That said, I do occasionally equip a racial skill for the flavor.
Problem with race specific skills is it runs the risk of making the meta a race/class combo. The race skills are intentionally underpowered to avoid that (although Hounds of Blathazar is actually very useful for soloing on my mes). It’s just for flavour. I would like the Norn forms to have extended duration. Not only are the skills they replace yours with less powerful than what you would normally have, because of the short duration it’s not even good for running around and having fun with it.
As a side note, taking power from the dragons seems like more of a magitech asuran thing. The charr are into physical technology (grenades, mortars, tanks ect) they distrust magic and making their own way is a big thing for them.
Charr – I don’t know too much about the lore of the charr, but I do know that they will use whatever they can to develope new and dangerous weapons, so why not have them steal powers from the dragon minions, giving them kits or something that allows them to use the power of the dragons against their enemies.
Get out of here, Flame Legion scum.
Faith in Iron, not false gods!
While I like your ideas, that is not going to happen.
This has been brought up countless times with multiple different approaches.
Main gist is: racial skills are supposed to be inferior to regular skills as to not force racial selection. They are ment as mostly lore and cosmetic skills and have been toned down or altered if they were outperforming regular skills.
The best suggestion so far which I would love to see was to make racial skills available to each race via the hero point system. That would allow access to racial skills from other races and would allow arenanet to improve racial skills (while requiring people invest more hero points). Only problem with this idea now is Revenant since arenanet have not made racial skills avaiable to the class so far.
^ this one
A type of mastery track or trait line that gives each race access to the other racial skills but doesn’t allow mixing and matching from across the races. So if you’re an Asura and you use the line for Norn racial skills you can’t also use Asuran racial skills.
While this does dilute the idea of racial skills, the truth is that keeping them separate according to race means that they’re deliberately kept weak and because of this are rarely used. Setting them up for all races means that they can be strengthened so that they have a real use and it increases the pool of available skills.
ANet may give it to you.
While I like your ideas, that is not going to happen.
This has been brought up countless times with multiple different approaches.
Main gist is: racial skills are supposed to be inferior to regular skills as to not force racial selection. They are ment as mostly lore and cosmetic skills and have been toned down or altered if they were outperforming regular skills.
The best suggestion so far which I would love to see was to make racial skills available to each race via the hero point system. That would allow access to racial skills from other races and would allow arenanet to improve racial skills (while requiring people invest more hero points). Only problem with this idea now is Revenant since arenanet have not made racial skills avaiable to the class so far.
This idea would be awesome, I posted something about it some time ago. I think that now that they have the system they should use it.
Also about the Necromancer new spec I vote for the Soulmancer or Ritualist.
Just take inspiration from the ritualist of Gw1 Factions and give the Necromancer a cool tower mechanic, that would be awesome for me. Don’t tell me that it is the same as the Revenant because it is not, and a good support role for the Necromancer would be great.
Weapon: if we want to keep the current weapons then Focus in the main hand(double wielding focuses!!! YES!) if not I would like to see the ash urn, with some of the serpent like movements from the original Gw1.
And maybe bring back that way the tribal armor! It is sooo Ritualist like!!
The idea about racial skills is no good at all. It solves nothing.
It still doesnt solve that racial skills are still absolute useless crap compared to the other skills. Giving racial skills to all races, defeat the freaking purpose of havign racial skilsl AT ALL, then it would be absolutely nothing else, but just NORMAL SKILLS!!
It still doesn’t solve, that the Revenant by Class Design is from all Classes the only one, that can’t use ANY racial skills…
And by the way..
Racial Skills aren’t also the topic here. Elite Specializations are that, not Racial Skills, so please don’t derail this thread any further and come back to topic.
This having said, I want to go onto a specific E-Spec I’d love to see happening really and that is one for the Elementalist:
The Summoner
http://wiki.guildwars.com/images/thumb/b/ba/%22Summoner%22_concept_art.jpg/800px-%22Summoner%22_concept_art.jpg
Summoner Unique Equipment: The Shoulders from this middle Concept Art or maybe direct the whole armor _
Weapon of Choice: Chakrams (2H Throwing Weapons)
Utility Skill Type: Spheres Practically Wards, but just renamed to avoid confusions with Guardian Skills/Mechanics/Functions
Summoner Gameplay Mechanics: Elemental Summoning F1-F4/ Ether Attunement/Elemental Avatar F5
So more you summon, so more do you build up your the Ether of your “Ether Attunement’s Bar”, which lets you transform on press of F5, once it is full, into an Elemental Avatar of the Element to which you currently are attuned to and locks you into this Element, until either the fight is over, or until your Ether runs out and you can’t maintain any longer your Avatar Form.
Whenever you summon through one of your Elemental Attunements one of the four High Summons, your Ether Attunement Bar will rise by a large amount.
Based on this, you transform yourself into either a Fire, Water, Earth or Wind Avatar for as long as you can keep your Ether from running out, as the transformation works similar as like the Shroud Skills of the Necromancer.
In Avatar Form is your health protected temporarely, damage you receive will cost you Ether instead.
Actions you perform as Avatar will grant you Ether so that you can try to maintain your Avatar Form as long as possible, but sooner or later it will run out so that you turn back to normal.
Elemental Avatar Form won’t change your Weapon Skills unlike the Necromancer’s Shroud does, it will change only your visual appearance and gives you based on the activated Elemental Avatar’s Element different Side Effects by changing the effects of the already existing Weapon Skills
(edited by Orpheal.8263)
The Summoner: Part 2
Four unique High Summons
High Summons are the unique far more powerful Summons that a Summoner creates on changing Elemental Attunements. Each Element has their very own one.
This is what I’d like to see for them:
Fire: Kathandrax, the Flame Salamander
Summons a mighty fiery Drake onto the battlefield.
Immune to Conditions as he absorbs Conditions and turns them into Self Heals, especially BURNING, which gives him additionally also Might and Protection Stacks if he gets to absorb Burnings.
Water: Sanguine, the Frost Turtle
Summons a mighty Cannon Turtle that shoots Frost and causes blinding Blizzards, protecting and healing its allies through strong control effects like Chill, Slow and Immobility, while being also strong on range with its Frost Cannons that are attached into and onto its Turtle Armor (yes, inspiration comes from Pokemon, but also GW1 <3 Cannon Turtles, they need to return)
Earth: Zunraa, the Rock Kirin
Summons a mighty Kirin, protector of Earth and Nature through which flows all the energy of the land. It cures allies when it can absorb their conditions, causing it’s Condition Attacks to become more powerful, while supporting allies also with Stability and Regeneration in range of it and damage reflection skills that can deflect projectiles and can cause Retaliations or Confusions also too
Wind Quetzalcoatl, the winged Lightning Snake
Summons a mighty Snake to the battlefield that is as fast as a lightning which controls the weather effects and causes tempests for its master.
Quetzalcoatl supports allies with Super Speed, Vigor, Quickness and can Stealth you with its Sonic Veil Skill, while attacking enemies mainly with control effects that cause either Weakness, Vulnerability or which can stun foes or launch them away from you, while teleporting lightning fast around to avoid getting hit self.
(edited by Orpheal.8263)
The Summoner: Part 3
Healing/Utility & Elite – Sphere Skills
Healing: Sphere of Stability
Heals you and nearby allies that stand at the moment you use this skill in its circle of warding, granting you and allies Stability and Resistance at the same time periodically for as long as you stand in the created circle of warding. The Healing Effect is 50% increased on your Summons and Summons that stand in your Ward of Stability become immune to any CC effects, be they of soft or hard nature.
Utility1: Sphere of Harmlessness
Creates a circle of warding which grants you and allies inside of it periodically Aegis every 3 seconds, while enemies inside of this Ward get periodically weakened and suffer on slow. Aegis that protects you in this circle of wardign from Damage gets automatically replaced with Retaliation and Regeneration.
The Durations of Boons and periods of Aegis are for Summons in this circle of warding 50% more effective.
Utility2 : Sphere of Elements
Create a circle of warding at your ground target which grants protection periodically and makes allies inside of it temporarely completely immune against conditions based on your elemental attunement:
Fire = Immune to Burning
Water = Immune to Chill
Earth = Immune to Torment
Wind = Immune to Weakness
Summons in this circle of warding will get healed periodically if they would normally suffer one these conditions, so a tormented Zunraa will get healed periodically as long it is tormented, while it is in the Sphere of Elements.
Utility3: Sphere of Control
Create a circle of warding at your ground target which cripples periodically foes the moment they touch it and which can remove stealth.
Removes from allies a Condition every 3 seconds and works as Stun Breaker for them as also yourself.
Grants summons that stand inside this circle of warding periodically Quickness and Swiftness and lets their attacks cause vulnerability additionally.
Utility4: Sphere of Conversion
Create a circle of warding at your ground target, which reduces for you and allies inside of it all incoming melee damage by 10%, while increasing your own damage against foes inside of it by 10%.
Your summons deal beside of the 10% 50% more damage, so they get a 15% damage boost against foes and receive 15% lesser damage from melee skills from enemies, that stand inside this circle of warding from this skill.
Elite: Ether Prodigy
Create a circle of warding at your ground target, which improves the efficiency of class mechanics by 20% while standing inside of it, while reducing the efficiency of class mechanics for enemies inside of it by 20%.
Means, a Thief Ally in that circle, will be able to use Steal 20% faster, a Thief Enemy instead will have to wait 20% longer before he can steal again when he uses Steal while being inside the circle of warding.
Summons that stand inside this circle of warding will grant you with their attacks Ether towards your Ether Attunement so that you can transform faster to Avatar Form or maintain it easier for a longer duration .
(edited by Orpheal.8263)
While the above idea is well thought out and pretty interesting, it really falls flat on the point that it simply adds Too much to Elementalist.
Just adding 2 new attunements means ANet must create 30 new Skills for the already existing Elementalist weapons. Then to slap on an Avatar form for each (30 more skills) and a New 2h weapon (30 more skills) on top of 6 new Utility Skills just ends up being too much. Heck, even if Avatar Form has Only 5 additional skills that are the same disregarding the Attunement, you still end up at a whooping 71 new Skills just for 1 Elite Specialization. Imagine the outcry from everyone who isn’t playing an Elementalist, heh.
Perhaps condensing it a bit is more appropriate:
- Thematically speaking, Light and Dark aren’t Elementalist attributes, but rather they belong to Guardian/Mesmer and Necromancer respectively. A lot of the skills one could think of for these Elements would probably be more fitting with either of the other. So I’d let these go.
- Make the “High Summons” into Utility Skills if the Summoner keeps the Ether Bar, they’ve already gotten a Profession Mechanic with Elemental Avatar.
- Alternately, remove the Ether Bar and make the “High Summons” into the new Profession Mechanic, that can be summoned by pressing F5 but locks you into an Attunement while they’re active. Then Wards could be kept as Utility Skills (However, they’d need to be renamed since Wards are a Guardian Skill Set in Gw2. Most likely, they’d be renamed into Consecrations so that they could be categorized along with Guardian’s such, as the mechanics seem pretty similar).
Good idea overall though! It’s nice to see people giving a lot of thought to this fun topic.
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |
I want a ranger that uses Pistols and Rifles.
The class will be Texas Ranger and their ultimate will turn them into Good Ol’ Chuck.
The Summoner: Part 4
The Weapon Skills – the Chakrams
The Summoner will wield two chakram that will have various elemental based effects based on the attunement. The Chakrams are a Hybrid Weapon which delivers both, some kind of Melee Skills, as also Skills that are by design more like classical Magic Spells that you would expect from as Summoner to summons all kinds of Elemental Beasts and Creatures of Tyria to help you out temporarely.
I will focus here only on the Chakrams, I’ll leave the Skills for the other Weapons like Staff, Scepter, Focus and so on for Anets’s own creativity, as they would get all new Skills as Summoner naturally also too when using the Light or Darkness Attunement.
Gameplay of what you could expect from a Summoner and my Inspiration for this Weapon Combination for this Concept:
Chakrams ~ Fire
1) Double Dragon > Incendiary Bonds > Ash Blast
Throw two fiery Chakrams at your foes, that will hit all targets in line of sight, activating the incendiary bonds to cause a stack of very long lasting burning, which causes also per every second it lasts a stack of torment on all foes that got hit by Double Dragon, finished by Ash Blast, a final explosion trail that happens when the Chakrams return to you, causing damage and vulnerability and short lasting blindness to still burning foes.
2) Flame Wheel
Charge Attack, which lets you whirl your fiery Chakrams around you, which is more powerful and gains greater range, so longer you charge this attack up, before you release them. This skill deals damage over time to enemies that stand in the circulating Chakrams in your near and every hit of the chakrams counts as skill usage, so this skill is great for collecting Might and works by it’s nature also as Whirl Finisher.
3) Summon Phoenix > Rebirth From Fire
Summons for 20 seconds an immortal Phoenix to your side that disappears the moment you attune to a different Element. The Phoenix attacks with Glowing Gaze. The summoned Phoenix Skill turns into a ground target Rebirth From Fire, which lets the Phoenix sacrifice itself into a powerful Fire Explosion that launches foes away and heals you and allies for a part of the damage that the attack dealt.
That Healing will be for other nearby summons 50% more effective.
If Rebirth From Fire was used over the corpses of dead allies, this will revive randomly one of them then, but in this case will need this skill then longer to recharge.
4) Summon Fire Imp > Mind Burn
Summons for 20 seconds an immortal Fire Imp to your side, that disappears the moment you attune to a different Element, which attacks nearby foes with Fireballs and Lava Fonts. You can sacrifice the Fire Imp to command it to perform Mind Burn, in which case it will cause with this Attack for a duration of 3 seconds a Burning Effect to your target foe, which can’t be removed as it is mental damage direct to the foes mind and not physical damage that could be removed by a Condition Removal Skill.
5) Sphere of Flames
Create a circling ward at your ground target that causes foes that try to enter or leave it to suffer on Burning, while Burning will deal for you 50% lesser damage when you stand in that circle.
Summons that stand in this circle will deal additionally Burning with their Attacks.
Chakrams ~ Water
1) Crystal Wave > Blurred Vision > Mirrors of Ice
Throw two icy Chakrams to cause a wave of crystalize frost in front of you hitting all foes in line of sight this way, causing foe your enemies that got it then blurred visions that weaken them, followed by creatign many mirrors of icy when they return which are frost barriers that can block melee attacks and reflect projectiles for a short duration.
2) Snowstorm
Charge your Chakrams to cause a whirling attack that causes a Snowstorm around you that damages foes over time, that works as Whirl Finisher and causes periodically Chill. Its hits count as skill usages, so effects that might trigger effects on usage of spells or specificly water skills will work on this very effectively, for example the Healing Skill Signet of Restoration
3) Summon Ice Imp > Mind Freeze
Summons for 20 seconds an immortal Ice Imp to your side, that disappears the moment you attune to a different Element, which attacks nearby foes with Water Tridents and Shatterstones. You can sacrifice the Ice Imp to command it to perform Mind Freeze, in which case it will cause with this Attack for a duration of 3 seconds a Chill Effect to your target foe, which can’t be removed as it is mental damage direct to the foes mind and not physical damage that could be removed by a Condition Removal Skill.
4) Summon Blue Slime > Drowning
Summons for 20 seconds an immortal Blue Slime to your side that disappears the moment you attune to a different Element. The Blue Slime attacks with Vapor Blade.
You can sacrifice Blue Slime to command it to perform Drowning, which causes it to catch foes with a huge ball of water that stuns foes and causes damage over time, while they drown inside of it. Then the moment it bursts like a bubble, catched foes get knocked down. However, using this skill increases its Recharge Time.
5) Sphere of Frost
Create a circling ward at your ground target that causes foes that try to enter or leave it to suffer on Chill, while Chill will last on you 50% lesser when you stand in that circle.
Summons that stand in this circle will deal additionally Chill with their Attacks.
(edited by Orpheal.8263)
Ok, I’m starting over from the top with a fresh batch of new ideas. First is a blast from the past in the form of Warrior!
Warrior – Wardancer
Weapon: Staff
Skills: Meditations
Mechanic: Wardancer, inspired by the Dervish of old, gain access to unique Enchantments, which are unstrippable buffs gained through Meditations and Minor Traits usage. These Enchantments can then be spent to activate new Chain Bursts on old and new weapons.
Mechanic
As spiritual successors to the Dervish of the old times, Wardancers keep the heavy reliance on powerful Enchantments without all the religious baggage of its precursor. From their Minor Traits in the Wardancer Specialization line, the Wardancer gains access to 3 “Aura Enchantments” that are activated by performing certain actions:
- Minor Adept: Guiding Hands – When you gain a Full bar of Adrenaline, gain the Guiding Hands Enchantment for 4s. Guiding Hands removes and makes you immune to Blind, while also increasing Critical Damage by 15%. ICD: 20s
- Minor Master: Featherfoot Grace – When you use a Movement Skill, gain the Featherfoot Grace Enchantment for 4s. Featherfoot Grace makes you immune to incoming Movement-impairing Conditions. ICD: 24s
- Minor Grandmaster: Mirage Cloak – When you Block or Evade an Attack, gain the Mirage Cloak Enchantment for 4s. Mirage Cloak reduces incoming Damage and Condition Damage by 20%. ICD: 30s.
Furthermore, Wardancer gain access to something called “Chain Burst Skill”, which is exactly what it sounds like. After they activate a Burst Skill, If they have an Enchantment active, they can combo the Burst skill into a devastating Chain Burst Skill which consumes 1 Enchantment (Prioritizing lowest Duration). You must connect with the Burst Skill to activate a Chain Burst Skill.
- Sword: Rupture – Chain Burst Skill. Strike your target and Consume all their Bleeding stacks, dealing Damage and stacking Torment for each Stack of Bleeding.
- Axe: Overkill – Chain Burst Skill. Leap at your target a Second time, striking them down with a powerful blow that Cripples them and Finishes Downed Opponents.
- Mace: Banishing Strike – Chain Burst Skill. Strike your target with a Brutal Uppercut, Launching them backwards. If they were Stunned, this attack deals double damage.
- Greatsword: Vicious Descent – Chain Burst Skill. Leap into the Air and strike your blade into the ground at the Target Area, creating a Shockwave that Cripples enemies and grants Might to Allies. Acts as a Blast Finisher.
- Hammer: Bonegrinder – Chain Burst Skill. Knock Down your target and Pummel them with Several brutal strikes, each causing Vulnerability.
- Longbow: Oiled Arrows – Fire an arching Spread of arrows that Immobilize enemies struck and leave behind small patches of fire, Burning enemies within. Acts as a Projectile Finisher. Creates a Fire Field.
- Rifle: Double Tap – Quickly pull the trigger a second time, firing a Ricochetting shot that bounces between enemies. Acts as a Projectile Finisher.
Weapon
Of course, as the spiritual successor to Dervish, the Wardancer wouldn’t quite fit the role without an impressive Polearm to dismember enemies with. As such, they get Melee Staff as a Balanced Weapon mixing Offense, Soft CC and Self-sustain. Their Unique skin would obviously be a Scythe skin, and their Animations would be fitted to work with such.
- Rending Sweep -> Crippling Sweep -> Twin Moon Sweep – Chain Skill. Strike your foe and inflict Vulnerability, then swipe their legs to Cripple them, before unleashing a Twin strike that deals increased Damage for each Boon on yourself.
- Radiant Scythe – Rush your target with your weapon and strike them Down with a powerful sweep. Deals increased Damage if you have Full Endurance.
- Mystic Sweep – Strike enemies before you with a powerful Shockwave that Destroys Projectiles and grants Vigor to Allies.
- Shield of Force -> Reap Impurities – Prepare to Block incoming attacks. If this skill Blocks an attack, you gain access to a Counter-attack that transfers 1 Condition from yourself to your target, Dealing increased Damage if you have a Condition.
- Aura Slicer – Strike your target with a powerful strike that sends bouncing Projectiles towards enemies behind them that cause Weakness. Each projectile then returns to you, granting you Might for each enemy struck.
- Burst Skill: Irresistable Sweep – Spin around, Pulling enemies towards you with a vortex and Crippling them.
- Chain Burst Skill: Victorious Sweep – Strike all enemies around you, Healing yourself for each enemy struck.
Utility Skills
Like Guardian Meditations, the Wardancer’s Meditations are all instant-cast effects. However, rather than creating an instant miracle, the Wardancer grants themselves Enchantments or other Over-Time effects through these skills. Enchantments gained through Meditations also carry an End Effect which kicks in when they expire naturally or are consumed for use with a Chain Burst Skill.
- Vital Boon – Healing Skill. Heal yourself and Gain the Vital Boon Enchantment for 4s, increasing your Max HP by 20%. End Effect: Heal Yourself and Remove a Condition for each Enchantment currently on you.
- Onslaught – Gain the Onslaught Enchantment for 4s, causing you to attack, move and gain Adrenaline 25% Faster. End Effect: Gain Endurance.
- Veil of Thorns – Gain the Veil of Thorns Enchantment for 4s, causing all attacks to Inflict Bleeding. Attacks that already Inflict Bleeding instead has their duration increased by 50%. End Effect: Lash out with an Immobilizing strike that Torments nearby enemies.
- Vow of Strength – Gain the Vow of Strength Enchantment for 4s, causing you to deal 10% increased Damage and Critical Hits to deal AoE Damage around their target. End Effect: Remove up to 3 Conditions, gaining Might for each Condition removed.
- Aura of Might – Gain the Aura of Might Enchantment for 4s, causing any further Enchantments you gain to be shared with nearby Allies. End Effect: Extend the Duration of Boons for nearby Allies by 4s.
- War Incarnate – Elite Skill. Break Stun and gain the War Incarnate Enchantment for 4s, causing you to become immune to Control Effects and making all Attacks Unblockable. End Effect: Remove Boons from and Weaken nearby enemies.
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |
(edited by TheSwede.9512)
Double Post! Because I can. This time it’s Ranger’s turn.
Ranger – Strider
Weapon: Shield
Skills: Spectral
Mechanic: The Strider no longer has their trusty pets along. At least not in corporeal form. Yet, these loyal beasts remain in the form of Spirit Companions that passively empower the Strider, and can be called on to strike enemies at their leisure.
Mechanic: Spirit Companion
The Strider is no proud warrior, not anymore. A ranger who lost his trust companion, their only solace, or possibly torment, lies in the fact that their pet’s bond extended beyond the reaches of the Mists.
While the Strider has no visible Companion, they’re constantly surrounded by the spectral whisps of their pets. While Passive like this, the Spirit Companion increases a Parameter of the Strider depending on which type it is:
- Canines, Drakes and Shark increases their Damage and Damage Resistance by a %.
- Felines and Birds increases their Damage and Critical Damage by a %.
- Ursines, Porcines and Armor Fish increases their Max HP and Damage Resistance by a %.
- Spiders and Devourers increases their Condition Damage and Condition Duration by a %.
- Saurians and Wyverns increases their Condition Damage and Damage Resistance by a %.
- Moa and Jellyfish increases their Max HP and Boon Duration by a %.
The Strider can materialize his or her Spirit Companion for a short time in order to attack his enemies. The Spirit Companion is stronger than normal Pets, however they cannot be summoned indefinitely, as the Strider must maintain a new Spirit Force Level to keep them corporeal, which is a Bar behind the Pet Commands that fills as the Strider Deals or Takes Damage. When the Bar is full, the Strider can either Summon their Companion with F1 or consume all of it to unleash an Empowered Spirit Companion to perform a Devastating *Companion Strike" with F2. When Summoned, the Strider can call his Companion back prematurely with F3. F4 still switches between 1 of 2 Companions.
Spirit Level diminishes slowly Out of Combat, meaning the Strider is on his own until a bit into the fight, when his Companion senses he needs aid.
Weapon
The Strider is a Defensive champion, who won’t let his mistakes be repeated with his allies’ lives on the line. The Shield mixes CC with Defense and Defensive Boons, making the Strider a tough adversary to take down, and even tougher to go through if you’re headed for his allies.
- Mocking Bellow -> Turtle Down – Taunt all nearby enemies with a loud insult. If this skill strikes a target, gain access to Turtle Down. Turtle Down Blocks all incoming attacks, while pulsing Protection to nearby Allies.
- Aggressive Protector -> Brave Distraction – Rush your Target with your Shield and Knock them Down, gaining access to Brave Distraction if they were using a Skill. Brave Distraction Immobilizes your Target, while removing Movement-Impairing Conditions from and granting Swiftness to nearby Allies.
Utility Skills
The Strider’s thoroughly connected to the world of Spirits, just like a Necromancer is. Calling upon the restless spirits of the forests and wilderness, the Strider makes sure that even on his lonesome, he’s a force to be reckoned with. Like how Spectral Skills grant Life Force to Necromancers, Striders gain Spirit Force to fuel their Spirit Level with, in order to Summon their Companions.
- Spectral Renewal – Healing Skill. Heal yourself and Gain Spirit Force. The Healing and Spirit Force gain is increased as your Health Gets Lower.
- Spectral Defiance → Spectral Vengeance – Break Stun and Prepare to Block incoming attacks, gaining access to Spectral Vengeance if attacked. Spectral Vengeance lashes out against your Target with spectral whisps, Chilling and Immobilizing them while granting you Retaliation.
- Spectral Cleansing – Remove up to 5 Conditions from yourself, gaining Spirit Force and Protection for each Condition Removed.
- Spectral Sight – Pull nearby enemies out of Stealth, Reveal them and Chill them, gaining Spirit Force for each target Struck.
- Spectral Shadow – Create a Spectral Double of your weapon that Mimics all of your attacks, causing you to deal 10% more Damage and gain Spirit Force with each Attack.
- Spectral Protector – Elite Skill. Surround yourself and nearby Allies with Protective shroud, causing them to Pulse Protection for 4s. Taunt enemies attacking a Protected Ally and gain Spirit Force. Each Enemy may only be affected by this Taunt Once every 2 Seconds.
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |
(edited by TheSwede.9512)
Hat Trick! This time it’s a Light armor caster, because Heavy and Medium’s been covered once each already. Necromancer is up!
Necromancer – Spiritualist
Weapon: Shortbow
Skills: Spirits
Mechanic: Death Shroud is replaced with Spirit Shroud, which is a more benevolent and team-play oriented Shroud focusing on Healing and buffing Allies, while Weakening enemies.
Mechanic: Spirit Shroud
The Spiritualist focuses less on the darkness of death, but rather the emotions and impressions left by those who went before. Some are content, some are protective, some are angry and some are very, very angry… And all of them colour the Spiritualist to some extent.
- Protective Courage – Cause a burst of energy at your Target’s Location, Weakening your target and Healing Allies around it. Inherits Traits from Life Blast.
- Spirit’s Lament – Teleport to the Target Area, appearing in a burst of Spectral Sorrow that Chills nearby enemies while Healing and removing 2 Conditions from nearby Allies. Inherits traits from Dark Path.
- Taste of Condemnation – Send forwards a torrent of angry Spirits that claw and tear at enemies in its Path, Fearing and damaging them.
- Undying Rage – Channel the rage of fallen spirits, sending out Crippling and Weakening waves at Enemies while granting Might to nearby Allies. Inherits Traits from Life Transfer.
- Caress of the Fallen – Surround yourself with Spirits that rapidly Heal nearby Allies and Immobilizes enemies caught in the torrent. Gain Life Force when you Heal an Ally with this skill.
Weapon
The Spiritualist’s weapon of choice is the Shortbow, with which she can attack enemies and support allies from any range. Channeling brave spirits who don’t hesitate to lend their power for a good cause, she fires off barrages of spectral arrows that carry the will of those who went before with them.
- Empowering Bravery – Fire an Arrow that splits upon Impact, bouncing to nearby Allies and slightly Healing them, while also granting them Might.
- Sorrowful Shot – Fire a Piercing shot that Chills enemies and Heals allies it passes through on its way to the target. When it hits its target, it explodes and removes a Boon from enemies before returning to you, granting you Regeneration.
- Merciful Fate – Fire an arrow at the target area that explodes in a spectral light, granting Protection to and Healing allies in the blast.
- Mystic Barrage – Infuse your bow with rage, sending a woeful barrage of undulating arrows into a Single target, Damaging and Blinding them.
- Envoys of Judgement – Rain 5 Arrows down around yourself, summoning a Spirit of Judgement from each Arrow that will Damage, Fear and Weaken enemies around them, while greatly Healing nearby Allies.
Utility Skills
Unsurprisingly, the Spiritualist gets to summon Spirits to aid them and their allies. Unlike the Nature Spirits that Rangers summon, these Spirits are those of regular people who simply cannot move on. By calling their aid, the Spiritualist can then release them from their torment, sending them to the other side at long last. The thankful Spirit then ascends, leaving behind a benign effect to aid nearby Allies.
- Vengeful Spirit – Healing Skill. Summon a Vengeful Spirit that grants Allies a chance to Steal Health from their target with their next attack.
- Release Vengeance – Release your Spirit, Healing Allies affected by Vengeful Spirit and granting them Protection.
- Sorrowful Spirit – Summon a Sorrowful Spirit that grants Allies a chance to Remove 1 Boon from their target with their next attack.
- Release Sorrow – Release your Spirit, Granting Frost Aura to Allies affected by Sorrowful Spirit.
- Anguished Spirit – Summon an Anguished Spirit that grants Allies a chance that their Next Condition has 50% Increased Duration.
- Release Anguish – Release your Spirit, Removing up to 3 Conditions from Allies affected by Anguished Spirit.
- Enraged Spirit – Summon an Enraged Spirit that grants Allies a chance to gain Fury with their Next attack.
- Release Anger – Release your Spirit, Granting Extreme Might to Allies affected by Enraged Spirit.
- Defiant Spirit – Summon a Defiant Spirit that grants Allies a chance to gain Stability with their Next attack.
- Release Defiance – Release your Spirit, Breaking Stun for and granting Superspeed to Allies affected by Defiant Spirit.
- Tranquil Spirit – Elite Skill. Summon a Tranquil Spirit that increases the Attributes of nearby Allies by 10%.
- Release Tranquility – Release your Spirit, Granting All Boons to allies Affected by Tranquil Spirit.
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |
(edited by TheSwede.9512)
I have a few ideas roughed out! Hopefully, we can go take the fight to the Branded next, and unleash the power of the Charr war machine. To that end, here are some gun-focused classes.
Revenant – “Sentry” (High Concept – Support and ranged tank)
Legendary Stance – Unknown Soldier
Weapon – Rifle
Symbol – A memorial wall
Rifle 1 – Burst Fire: Shoot the target with 3 quick shots
Rifle 2 – (insert something mystical)
Rifle 3 – Covering Fire: Channeled AoE blind field that rapidly applies
Rifle 4 – (insert something else mystical)
Rifle 5 – Firing Line. Conjure 4 phantasmal Mist Soldiers on each side of you in a line. All five of you aim and fire for massive AoE damage to everything in front of you.
Heal Skill – Hold the Line! (Shout): Heal yourself and nearby allies, and grant protection, regeneration, and fury. (Trait – We Die Standing: Activate Hold the Line upon taking damage. Heal Skills recharge faster)
Utility 1 – Signet of Honor (No idea what it should do)
Utility 2 – Draw Fire: Taunt and apply weakness to all foes in target area
Utility 3 –
Elite Skill – Call of Duty: Revive nearby downed allies Conjure 4 mist warriors equipped with sword, shield, and rifle. For Asura, they’re Peacemakers. For Humans, they’re Seraph. For Charr, they’re soldiers of the Player’s legion. For Sylvari and Norn, they’re… whatever’s appropriate.
Warrior – Officer (High Concept – Support and debuff)
One of the most significant traits is “Tactical Positioning” – Grant and receive boons at target’s location. Essentially, whenever you grant boons to ‘nearby’ allies, you grant them from the position of your target. And if your target’s ‘nearby’ others using similar boon-granting skills, you receive those boons.
Weapon: Pistol (Main hand)
Not sure about anything else for this, but I really, really want a warrior that can pistol, support, and doesn’t have to stack for boons
Mesmer – Mountebank
Weapon – Pistol (Either hand)
Skills: “Flourishes”
Ranger – Commando
Weapon – Rifle
Utility Skills – Ambushes
Rifle 1 – Shotgun: Range 900. Deal more damage the closer you are, in increments of 300
Rifle 2 – Run+Gun. Shoot your foe, cripple them, and grant Swiftness to yourself.
Rifle 3 – Scattershot: Blinding AoE cone in front of you
Rifle 4 – Blackpowder discharge. Stealth and inflict burning on nearby foes.
Rifle 5 – Charge shot. Run up to your foe, and shoot them with a powerful shot that launches them.
Notable traits: Ambush master. Attacks against blind foes are automatic critical hits, and you gain a stack of might when leaving stealth.
Hi I created this post for everyone to contribute ideas on future specializations elite want to see and we value the ideas of our peers.
In my case I will discuss my ideas for each profession and some examples of skills
Revenant – Sorcerer
*New Legend: Vizier Khilbron
*Legend skills: skills much damage condition. Examples:
-elite (devastation of Orr: creates a ripple stunning and severely burning the enemies of a large radius)
-healing (Sanctuary: cure a normal amount of life and gives an effect, and then transferred every second concidión nearby enemies for 10 seconds)
-support (Chimera of Intensity gives a few seconds of alacrity and Quickness)
*New Weapon: scepter
With its theme also habiliades damage condition to a range of mid-range. Examples:
- Lethal Circle, with a beam of light touring and create a circle for 5 seconds inflicts condiones random and transforms blessings conditions
-Selective Attack: you attack the enemy with an orb of light orr, if he is using a skill causes confusion, otherwise it causes him Vulnerability.
Elementalist – fused
- The theme of this specialization changes Elementalist operation while it is active, the Elementalist can use 2 for suit of weapons at once but in return will not have the access to their attuenement. It will be a specialization focused on the damage.
- Elemental fusion: It will be located in the “F1” creates four storms of the 4 elements relatively slow slide toward the center of an area damaging enemies in its path with a different effect each. Arriving at Cento cause a huge explosion damage that causes all the effects of each tormental and much damage in a wide radius.
- Skills Support: Stances
Elite -Postura gelid: for 15 seconds all attacks received freeze the enemy for 0.5 seconds and take 20% less damage and damage condition.
Support skill – Load electrically for 5 seconds your attacks have a 30% chance to stun the enemy.
Healing – Like a rock: you heal yourself and for 5 seconds all of your attacks transferred a condition.
- weapons skills
skills will have a theme based on the fusion of elements and have a new set for each weapon.
New weapon – Sword: gash steam, jump towards the enemy vaporous damaging the enemy. during the jump you will not receive damage and enemies that try to attack you burn.
Staff: Electrified earthquake: create a wide area that damages all enemies for 10 seconds to finish all enemies within her are stunned for 3 seconds.
Dagger: ocean stabs, attack with 2 quick slashes, the first damages and wets the enemy and the second electrifies causing great damage.
Scepter: Burning Meteorite, invoke a huge meteorite stone when hitting the enemy cause great damage, thrown to the ground and cause burn.
Focus: Permafrost: create muddy area crippled and causing damage per second for 5 seconds. at the end freezes the enemy for 5 seconds.
Mesmer – Medium
*Shatter mesmer skills will become healing rather than offensive.
Examples: “F1” cry of healing: to destroy illusions cures allies in the area chosen.
“F2” you destroy the illusions to convert the conditions in the blessings of the allies in the area chosen.
“F3” you destroy the illusions to otrogar estabiliad and aegis in the area chosen.
“F4” you destroy the illusions to give distortion to the selected area allies in a small radius.
- Support skills: phantasma
-Elite: Summon a phantasm that heals an ally needed every 5 seconds, if there is any ally dejected this ghost will rise again every 30 seconds.
- Support skill: summon a phantasm that blocks projectiles around every few seconds.
-healing skill: you heal yourself and summon a phantasm that gives vigor to the Allies, if you destroy this phantasm will heal you.
- New weapon: shortbow
- Regenerative shot: (is the basic skill) throw a shot that causes weakness and bounces up on a nearby enemy. for each enemy reached the illusions that you have cured slightly.
- Spirit of reflection (phantasm) summon a phantasm that attacks with a short arc inmovilidanzo enemies in the path of the arrow.
- Healing Burst. throw a burst of illusionary arrows in a cone in front of you that eliminate conditions allies and enemies freeze.