[Suggestions] Future Elite Specializations

[Suggestions] Future Elite Specializations

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Posted by: onio.6403

onio.6403

Thief – Defender

  • In this specialization the thief is not too fragile to have considerable offensive power but also a good resistance. Stealing is improved with a stolen life whenever used on an enemy.

*Support skills: Attitudes (this is a new type of skills you do not have time to recharge and activate have a continuous effect on you.You can only have an active attitude at a time when you activate a different attitude, the attitude you had before disappears)

Elite: attitude of the shadows, while nearby allies is active receive 10% less damage and when their health reaches 10% are granted confidentiality provided their health is at this percentage and are near you.

Support skill: converting attitude, have a 30% chance when attacking convert your negative conditions into blessings.

Healing skill: you heal and have active attitude while you heal a small amount of health when receiving damage.

*New weapon: shield
skill 5 – shield of shadows, create a shelter for 3 seconds around your blocking prevents projectiles and enemies enter it, this retreat moves with you and at the end gives you a second stealth. It has a high cost of initiative.

skill 4 – Quick assault, you pounce on your enemy to shoot it down 1 second and also the enemies who are close to him.

dagger and shield – continuous rotation, tours on yourself for 2 seconds hurting your dagger and reflecting projectiles with your shield.

gun and shield – shrapnel shot, shoot your shield disintegrates the bullet and causing damage to all enemies in front of you.

Sword and shield – sharp defense, for 1 second you block attacks with your shield revealing your sword and causing damage to her enemies you have close to you.

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Posted by: onio.6403

onio.6403

Guardian – Zealot

*Virtues
- Virtue of justice – the passive effect also causes burn the enemies near you.
- Virtue of Resolve – the active effect also causes weakness and vulnerability to enemies in a large radius.
- Virtue of courage – the active effect also transferred three conditions to enemies near you.

  • Support skills: Venoms
    - Elite – Burning oil, put oil on your gun and your allies to the cause burn on your next 3 attacks.

- Support skill – heavenly ice, the next 5 attacks your weapon cause freezing and vulnerability to enemy.

- Healing skill – balance, you heal and during your next 3 attacks cause poison and steal health.

  • New weapon: shortbow
    skill 1 – clever kick – shoot a projectile that causes bleeding. persecutory shot – the shot sieguiente torment cause. shot conscience – the next shot hurt depending on the conditions that have the enemy.

skill 5 – shot disabler – causes taunt, slow, confusion, torment and chilled for a few seconds.

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Posted by: DeceiverX.8361

DeceiverX.8361

Click on the link in my signature.

There’s a lot of text. Because it’s more than just a basic idea but a complete and comprehensive suggestion.

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Posted by: onio.6403

onio.6403

Warrior – Templar

  • In this specialization elite warrior adopt a roll support group. all skills burst change to be supportive.
    Examples: Axe – Healing cyclone (tours about yourself regenerating health to all enemies in your path and damaging enemies)
    Hammer jump to an area damaging enemies and knocking them down one second while cures all conditions of the allies of that area.
  • Support skills: Purges (these skills are characterized in that each see you use one you removed yourself a condition and heals a small percentage of health)

-Elite – Healing explosion, cures a lot of health to ceranos allies and negative conditions become all the blessings.

-support Skill: break the stun all nearby allies and bestow them 2 seconds of stability.

- Healing skill you heal yourself, if you have less than 25% health you heal yourself more.

  • Weapon skills: Staff
    Skill 1 – Invigorating Strike (attack the enemy and steal some health) severe blow (causes damage) Slow Down stroke (causes damage and slow 1 second)
    Skill 3 – Defensive twist – about yourself rejecting tours to nearby enemies and blocking projectiles.
    Skill 5 – shock wave – hit the ground creating a shock wave that hits the enemy knocking them down one second. The shock wave heals allies and gives them protection for 5 seconds.

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Posted by: onio.6403

onio.6403

Ranger – tamer

  • The tamer can have 2 active simultaneously pets, a pet will have the special attack on the “f5” key and pets both follow the same orders at once.

*Support skills: Attitudes (this is a new type of skills you do not have time to recharge and activate have a continuous effect on you.You can only have an active attitude at a time when you activate a different attitude, the attitude you had before disappears)

Unlike defender´s attitudes, Tamer´s attitudes is applying to your pets and to 5 allies more.

- Elite skill – harmonious attitude – while active gain a 10% attack speed, 10% movement speed and receive 10% less damage.

- Support skill – Uphill – your health increases by 15%

- Healing skill – Symbiosis – you heal and cure your pets, as long as the attitude is active whenever you attack cures a small amount of health your pets and your allies (About 30) every time your pet or your attack allies you cures a small amount of health (About 15)

  • New weapon: hammer
    - Skil 1 – bestial hammer (das a blow with the hammer stealing a small amount of health channeled to your pets). tremendous leap (you jump to the enemy and hit)
    - Skill 4 – agonizing impact – you hit the ground stuns 1 second to enemies in the area and generating some vines that poison and cause them Crippled.

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Posted by: onio.6403

onio.6403

Necromancer – Vampire

  • The necromancer happens to have shroud vampire.
    skill 1 – leech – you absorb your enemy’s health by increasing your life force.
    Skill 3 – flies – invoke a bat absorbing life force for himself and damages the enmigo. you may sacrifice the bat at any time to cause fear your enemies.
    skill 4 – death camp – create a spectral area for 3 seconds where enemies instantly lose all its blessings and poisoned by every lost blessing.
  • Support skills – physicals

-Elite Skill – vampiric balance: pushing the enemy if you had more health than him, you tear down for 3 seconds, if he had more health than you would draw a significant amount of health.

-support skill – Ghoul evasion – if the escapees successfully evade attacks will generate life force.

- Healing skill – you heal your next attack steals and health.

  • New weapon: Axe
    Skill 4 – continuous rotation – you give two slashes the enemy, the first cause harm, the second cause vulnerability.
    skill 5 – bleeding slice – you give a heavy blow to the enemy jumping and bled for 3 seconds to transfer health to you every second.

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Posted by: onio.6403

onio.6403

Engineer – Alchemist

  • The Alchemist is a specialization based both on damage and damage condition.
  • Support skill: Alchemy

- Elite skill – Cold Fusion – you throw a flask with a nuclear fusion reaction that produces explode a chain reaction of explosions that damage enormously and burn the enemies that are achieved. (Tool belt skill – nuclear fission – cast a flask generates a unique explosion that burns and damages enemies)

- Support skill – sulfuric acid – you throw a flask of sulfuric acid that forms a puddle that damages enemies every second. (Toll belt skill – alkaline cloud – a cloud that bleeds generate every second to enemies in it)

- Healing skill – regenerative salt – salt synthesize and I’ll eat what heals and gives you resistance for 4 seconds. (Bell toll skill – neutral solution – dissolve a synthesized salt and brush with it to remove 3 conditions)

  • New weapon – scepter
    Skill 1: smooth leaf – cast a plasma beam that damages and causes bleeding in 30% of the blows.

Skill 3: flash x – spears 3 flashes of ultraviolet light that damages enemies in a wide radius, their causes blindness and vulnerability in each pulse

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Posted by: wolfman.4358

wolfman.4358

Ok, so I was thinking of a few cool new Professions and Elite Professions. But I don’t want to go crazy with all of my ideas. I’ll just start with my primary one and see where it goes from there… I’d really appreciate some input (Positive preferably lol)

Wanderer (Concept): Nomads who travel Tyria in search of enlightenment. For some, enlightenment comes from going from homestead to town, helping those in need. For others, It’s going to strange lands and pummeling Orrians, Mordrim, or any Dragon minion with their fists.

(Gameplay) This profession would be a martial arts class that uses only unarmed attacks. The reason I go with this, this class would have multiple stances depending on which role you wish to play. (Tank, DPS, Support, CD, etc…). But the real beauty of this class, is that the stances and moves differ depending on race (As how real world martial arts differs culturally).The stats however would remain the same regardless of race… Examples

Norn: Norn Society’s focus is on the spirits of the Wild. A Norn Wanderer travels the land, invoking the power of Bear (Tank), Wolf (Support), Snow Leopard (DPS), and Raven (Condition Damage). A Norn wanderer seeks for the lost Spirits of the Wild, or searches for new Unknown Spirits… Fighting style would be similar to Kung kitten#8217;s different Tiger Style, Crane, etc, yet from time to time, invoking the Norn’s “Wereform”…

Humans: Krytan Society as in all Human Society has a center point of their gods. But the gods have been silent. What is humanity’s purpose? A human wanderer seeks truth and enlightenment of the universe, without the help of silent gods. The concept is more or less based off of Buddhist Monks (A religion that forgoes deities yet seeks human improvement). Combat moves would be traditional Kung kitten or Tai Chi.

Charr: We have not always been masters of industry. Charr were once primal. Why do we have Claws if not to gut our prey? Why do we have Fangs if not to rip off their flesh? Who were we? What have we become? A Charr wanderer seeks to come into contact with their “Inner Beast”. Their attacks are almost entirely based off of savage claw and biting attacks that utilize all four limbs. Stances would be based off Israeli Krav-Maga.

Asura: Masters of the mind. Asuran Wanderers seek a greater understanding of the Universe and the Alchemy through intense meditation. Their Attacks would be mainly meditative, and the Manipulation of Chi, yet also breaking into highly efficient attacks that surpass their normal physiology (Shifu or Yoda style fighting).

Sylvari: The Children of the Pale Tree are already a thoughtful lot. With Recent events proving them to be distant spawn of Mordremoth, their ideology has been turned upside-down. Sylvari Wanderers travel Tyria seeking a greater understanding of Ventari’s Teaching, and indeed their own purpose. Their attacks would be a lot of traditional Martial Arts, but Plant/Nature Themed.

Sage (Elite-Profession): A staff wielding wanderer that has found their inner quest. They specialize in Melee Staff Attacks that do intense healing to friend’s surrounding them.

I hope you enjoyed my post, and ’d really like feedback! Thank you

(edited by wolfman.4358)

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Posted by: Unforgiven Azrael.6203

Unforgiven Azrael.6203

Warrior seems like it would just be a guardian.

What I would like to see as a new War spec would be a Brawler:

looses the ability to use longbow or rifle, instead gains daggers (spec unique skin being brass-knuckles)

It would play similarly to the killroy stone kin dungeon in GW:EN, so alot of short cooldown skills that have a bit of a combo aspect to them, so if you use 1 then 2 it causes a KD, but if you use 1 then 3 you cripple the enemy instead. But 2 and 3 used on their own would just do flat dmg with no effects.

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Posted by: Dimi Gravedancer.1463

Dimi Gravedancer.1463

Wow I actually really kind of dig this Idea. The stances system shouldn’t be to hard to reconfigure from the Rev.

I Can outrun a Centaur!!! Crap TREE!!!!

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Posted by: Finalfreefall.8247

Finalfreefall.8247

I think there’s still alot of potential for Elementalist overloads, in a more offensive role, something like…

Force Majeure: high damage medium range caster using a sword mainhand (for gestures and the like) We’d give up normal attunement switching in exchange for a more powerful set of damaging attacks. No real preference for these except that 1 HAS to be a slash that causes damage at a distance, similar to Necro’s axe.

Attunements are still visible and can be activated for overload. In addition, each attunement gives a stance-style buff.

Fire: Burning on hit +power +speed
Water: Healing aura +hpower +toughness
Air: Stun every X attacks, inflict weakness every X attacks +mspeed
Earth: Vuln and might when attacked +Toughness +Vitality

These attunements can still be overloaded, but have a more offensive focus

Meteor: Damage in a large area, lingering fire field
Ice Spear: Single target damage, chill, max vuln on target
Messenger: +mspeed and power to allies, vuln and stun in a large area
Entomb: Stun with damage over time

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Posted by: wolfman.4358

wolfman.4358

So I don’t know how this happened. but Kung kittenwas redone as KungKitten… please disregard lol… Thanks for Support Dimi, that was my thought process as well!

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Posted by: Wanderer.3248

Wanderer.3248

It’s more of a lifestyle than a profession.

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Posted by: Emiko.3217

Emiko.3217

I like this idea!

[Suggestions] Future Elite Specializations

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Posted by: Nemitri.8172

Nemitri.8172

Mesmer Elite Specialization:

The Master Illusionist

The Master Illusionist focus on empowering all illusions, especially phantasm, pushing the limits of what can be done with them.

Specialization Weapon Unlocked: Main-hand Pistol

Pistol Skill #1:
Repeated Volley (Autoattack) – Fires 3 consecutive shots, the first shot has a bonus 10% critical strike chance , the second shot has a bonus 20% critical strike chance, and the final shot always critically hits. Range: 900, 20% Projectile Finisher.

Pistol Skill #2:
Soothing Bullet – Fires a shot at the currently selected target that deals damage and inflicts 5 seconds of tranquility (New condition: Cannot critical strike), it then creates a clone that uses repeated volley once every 6 seconds. Pierces, Cooldown 10 seconds, Range: 900 Cast Time: 1 second

Pistol Skill#3:
Chaos Shot – Fires bullets in a wide cone in front of the master illusionist dealing moderate damage and the targets receive one of the following effects chosen at random, individual targets could receive different conditions:
- Slowed for 3 seconds.
- Crippled for 4 seconds.
- 3 stacks of confusion for 10 seconds.
- 1 second stun.
Targets: 5, Arc: 135, Cooldown: 20 seconds, Range: 900, Cast Time: .75 seconds

Specialization Class Feature:
+1 Illusion Capacity: Increases the number of clones and phantasms a master illusionist can have by one.

F1 Changes: Phantasmal Assaulter
This skill no longer shatters all illusions, but instead summons 1 phantasm based on the current main hand weapon. Inherits all traits and effect that affect shattering, they trigger when and at where the phantasm is summoned. Cooldown: 20, Cast Time: 1 second.
Sword: Phantasmal Swordsman
Pistol: Phantasmal Duelist
Scepter: Phantasmal Mage
Greatsword: Phantasmal Berserker
Staff: Illusionary Warlock

F2 Changes: Phantasmal Mesmerizer
This skill no longer shatters all illusions, but instead creates 1 phantasm that shoots a projectile that confuses 1 foe (range: 1200), inflicting 3 stacks of confusion for 4 seconds the phantasm attacks once every 6 seconds. Inherits all traits and effect that affect shattering, they trigger when and at where the phantasm is summoned. Cooldown 25, Cast Time: 1 second.

F3 Changes: Phantasmal Interrupor
This skill no longer shatters all illusions, but instead creates 1 phantasm that dazes your target for 1 second, the illusion attacks once every 10 seconds. Inherits all traits and effect that affect shattering, they trigger when and at where the phantasm is summoned.. Cooldown: 40, Cast Time: 1 second.

F4 Changes: Simulacrum
Shatters all illusions and summons a master clone. The master clone lasts for 3 seconds per illusion shattered (plus 3 more for the master illusionist). Gain distortion for 1 second. The master illusionist and the master clone shuffle their position randomly under a concealing effect (and thus confusing enemies as to who the real master illusionist is), and are always adjacent to each other. The master clone mimics all actions used by the master illusionist (Including swapping weapons, but not the heal, utility or elite skills, although it does mimic the animations to keep secret who the real master illusionist is), has all attributes and traits bonuses and deals the same damage as the master illusionist, independent boons (and conditions) as the master illusionist, and the master clone never counts as a minion for the purposes of boon or conditions over the master clone, although the master illusionist and the master clone have separate hit point pools. The master clone doesn’t count as one of your illusions for the purpose of determining how many illusions you can currently control. Can only have 1 master clone at a time, any clone and/or phantasm the master clone use fall under the master illusionist’s control.
Cooldown: 60 seconds Cast Time: Instant

Specialization Utilities: Trick

Heal Skill:
Bolster Illusions – Heals the mesmer for ~5,000 hp (1.0 healing power coefficient) and heals all illusions for the same amount (even the master clone), in addition, for the next 10 seconds, any illusion hit that connect heals the mesmer for 100 (.01 healing power coefficient) hit points. Cooldown: 20 seconds, Cast Time: 1 second

Utility #1:
Phantasmal Web – Summons an illusory web in a cone in front of the master illusionist, this phantasmal web immobilizes up to 5 targets for up to 5 seconds, but the master illusionist must channel this ability for the entire duration, or the effect ends. Range: 900, Cooldown: 20 seconds. Channel Time: 5 seconds

Utility #2:
Phantasmal Army – Summons 2 random phantasms from every possible phantasm the master illusionist is able to use from any of his/her skills (Phantasmagoria summons a third random phantasm). Cast Time: 1 second, Cooldown: 60 seconds, Range: 900

Utility #3:
Illusions of Grandeur – Converts all unique boons on the current targeted enemy into 2 stacks of confusion for 10 seconds based on the number of boons converted. Range: 1200, Cooldown: 45 seconds, Cast Time: 1 second.

Utility #4:
Soothing Images – Creates an illusion over a target foe, lowering its will to fight and illuminating it. Inflicts 5 seconds of weakness, 5 seconds of tranquility (New condition: Cannot critical hit) and 5 seconds of revealed. Cooldown: 30 seconds, Cast Time: Instant (Stun Breaker) Range: 1200.

Elite:
Switcheroo – The master illusionist and an enemy target currently selected by the player swap positions. The switched target is stunned for 2 seconds. (Has a really big tell to warn the target, Defiant foes take 300 additional breakbar damage instead of swapping positions). Range: 1200 Cast Time: 2 seconds, Cooldown: 90 seconds

New Trait Line:

Minor #1: Master Illusionist
Unlocks pistol mainhand, +1 Illusion limit, and the changed F1,F2, F3 and F4 abilities.

Minor #2: Reinforced Phantasms
Phantasm have 25% bonus hit points.

Minor #3: Illusionary Shards
Whenever an illusion is destroyed or is dismissed due to the maximum number reached Deal ~300 damage and inflict 1 stack of confusion for 3 seconds.

Adept Option #1: Pistollusionero
Pistol skills recharge .5% faster for each hit dealt from pistol-summoned illusions.

Adept Option #2: Trickster’s Boon
Trick utility skills recharge 20% faster, whenever you use an utility skill, reduce the cooldown of illusion-summoning skills by 1 second.

Adept Option #3: Phantasmal Force
You and your phantasms deal 5% increased damage.

Master Option #1: Vicarious Interrupts
Gain 1,000 hit points (.10 heal coefficient) each time you interrupt a foe.

Master Option #2: Imagined Burden
Whenever you become the target of a movement-impairing condition (Cripple, chill, immobilized) remove that effect, gain super speed for 5 seconds and become immune to movement-impairing conditions for the duration. When the duration expires you will move 33% slower for 5 seconds. (30 seconds internal cooldown)

Master Option #3: Pain and Gain
Pistol autoattacks inflict 2 stacks of confusion for 1 second.
Whenever you inflict confusion, apply 2 torment stacks for 5 seconds (this has an internal cooldown of 8 seconds)

Grandmaster Option #1: Phantasmagoria
Creates an additional phantasm of the same type when summoning a phantasm. 30 seconds internal cooldown

Grandmaster Option #2: Infused Illusions
Summoning an illusion gives you and the illusion protection for 5 seconds and heals you and all of your illusions for 3,000 (.10 heal coefficient) hit points. 30 seconds internal cooldown.

Grandmaster Option #3: Soothing Escape
Whenever you come under the effects of a crowd control effect, cast Soothing Images on that foe. (this effect has a 30 seconds internal cooldown).
Whenever you apply tranquility to a foe, apply 5 stacks of vulnerability for 8 seconds.

(edited by Nemitri.8172)

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Posted by: Palador.2170

Palador.2170

I’ve considered a similar (in some respects) idea, so here’s a few thoughts on yours:

First of all, you can’t have it be so different between races. The animations can differ, yes, but beyond that you risk having one race be “the best” for this. That’s something ANet has tried very hard to avoid, and it’s why racial skills are so much weaker than they should be.

Second, you want to leave the reasoning behind why they do it more up to the player, so they can fit their own concepts into it. You wouldn’t like someone telling you why your warrior is a warrior, right? Or telling you what your character is thinking? Same goes here.

Finally, you have the idea of switching styles, and using hand-to-hand martial arts. Add in wanting to avoid heavy armor, and it sounds to me like it would be a good fit as an elite specialization for the Elementalist profession. Each of the four attunements can be a different style reflective of the element, and give corresponding stat bonuses so long as the hands are empty (no weapons equipped). The bonuses would have to be about what you’d get from equipping a weapon, plus maybe a bit more (or stronger attacks) to compensate for the lack of weapon sigils.

That’s my thoughts on it, at least.

Sarcasm, delivered with a
delicate, brick-like subtlety.

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Posted by: Nemitri.8172

Nemitri.8172

Thief Elite Specialization:

The Sniper

The Sniper has learned how to use a rifle to deadly effect, gaining new tricks to add to his/her kitten nal of murder. Gain stances which have powerful effects but with a hefty penalty to counter their effectiveness.

Specialization Weapon Unlocked: Rifle

Stealth Skill Attack: Snipe
Focus your attention for a few seconds, then unleash a devastating long-ranged attack, has a 50% increased critical strike chance. Range: 2500, Cast Time: 2 seconds.

Rifle Skill #1:
Singled Shot (Autoattack) – Fires a shot from your rifle, has a 20% chance of applying one of the following conditions (determined at random):
- Cripple for 2 seconds.
- Weakness for 2 seconds.
- 3 Stacks of Vulnerability for 6 seconds.
- Immobilized for 1 second.
- Dazed for .75 seconds
Cast Time: 1 second, Range: 1200, 20% projectile finisher.

Rifle Skill #2:
Scatter Shot – Shoots targets in a cone, similar to guardian’s staff wave of wrath. Range: 600, Initiative cost: 1, targets: 5, Cast Time: .75 seconds.

Rifle Skill #3:
Duck and cover – Evades attacks for .50 seconds and gain swiftness for 2 seconds. Initiative cost: 3. Cast Time: Instant

Rifle Skill #4:
Tracking Mark – Fires a shot from the rifle that deals low damage, and places a mark on a target for 3 seconds, while a target is marked it cannot stealth (gains the revealed debuff) and it takes 5% extra physical damage from all sources (Tracking mark doesn’t stack with itself or other snipers). Range: 1200, Initiative Cost: 4, Cast time: .50 seconds. Projectile finisher

Rifle Skill #5:
Sniper Leap – Leaps high into the air and lands on the target area while shooting the area where the sniper was located. Targets: 5, Range: 600, Initiative cost: 5, Evade: 1 second. Leap Finisher.

Specialization Class Feature:

Modified F1 (Steal): Must be used in close range now but has the same functionality, except you shadowstep 1200 away from the target. Cast Range: 130

New F3 Ability: Summon Distraction

Summons a decoy at a target location and you gain stealth for 3 seconds, this decoy behaves like a mesmer clone, except it has your current hit points, and same maximum hit points, unlike mesmer clones, this doesn’t require a target and persist until destroyed or the duration expires and takes the same damage the sniper would take. The clone uses the first ability of your currently equipped weapon, except it deals no damage. Lasts for 5 seconds. Can be used while stealthed without being revealed. Cast Time: .75 seconds, Range: 1200, Cooldown 30 seconds.

Specialization Utilities: Stances
All stances are instantly activated, some stances have a cast time period in order to turn them off.

Heal Skill:
Regenerating Stance – Rapidly heal 850 hit points (.20 heal coefficient) every second but you deal 33% less physical and condition damage while this stance is on. This stance can be on for a maximum of 20 seconds. Cast Time: Instant, Cooldown after toggled off: 15seconds.

Utility #1:
Reckless Stance – While this stance is toggled on your attacks always deliver a critical hit, but any attacks made against you also result in a critical hit and you take 50% more damage from damaging conditions. Can be toggled off. Toggle Off cast time: .75 seconds, Cooldown after toggled off: 10 seconds.

Utility #2:
Camouflage – Gain 1 second of stealth per second but you move 66% slower. If camouflage remains active for at least 5 seconds, your next attack deals 25% more damage. While camouflage is toggled on you lose 2 initiative per second (detoggles if your reach 0 initiative or if you gain the revealed condition). Cooldown after toggled off: 20 seconds.

Utility #3:
Evasive Stance – While this stance is toggled on, you evade all attacks and you lose 4 initiative per second (detoggles if your reach 0 initiative). Prevents capture point contribution, Cooldown after toggled off: 40 seconds.

Utility #4:
Swift Stance – Gain superspeed for as long as this stance is on but you lose 3 initiative per second (detoggles if you reach 0 initiative). Cooldown after toggled off: 25 seconds, Breaks stuns.

Elite:
Murderous Stance – Your physical attacks deal 33% more damage but you can’t move while this stance is toggled on (can still use weapon skills, heals and utility skills that cause you to move/dodge). Cooldown after toggled off: 30 seconds.

New Trait Line:

Minor #1: Sniper
Unlocks rifles, the modified steal and the F3 ability: Summon Distraction.

Minor #2: Last Chance
When you reach 25% of your hitpoints regain 4 initiative. 60 seconds Internal cooldown.

Minor #3: Mender’s Mindset
When you are maintaning the effect of a stance, lose 1 condition once every 3 seconds.

Adept Option #1: My body is ready
You take 10% less damage and condition damage while you have a stance toggled on. Stances recharge 20% faster.

Adept Option #2: Steady Weapon
Deal 3% increased damage with physical attacks while not moving.
Deal 2% increased damage with physical attacks while you have full endurance.

Adept Option #3: Sniper’s Resolve
Remove 2 conditions from yourself when hit by a critical strike. 10 seconds internal cooldown.

Master Option #1: Initial Stance
When you activate a stance regain 1 initiative. 5 seconds internal cooldown.

Master Option #2: Vigilant Tactics
You and 4 allies within 600 range of you deal 5% bonus physical damage while you are using a rifle (Combat only). Rifle skills recharge 20% faster.

Master Option #3: Quick Fingers
Gain quickness for 3 seconds when swapping weapons.

Grandmaster Option #1: Diversionary Tactic
When you activate Summon Distraction completely recharge Steal. Summon Distraction clone now deals 25% of the damage you would deal.

Grandmaster Option #2: Watchful Eye
Your rifle attacks apply 3 seconds of revealed to foes hit (Internal cooldown of 9 seconds to each target hit). Deal 5% bonus damage with physical attacks to revealed targets.

Grandmaster Option #3: Lingering Stance
When you end a stance you and 4 nearby allies within 600 range of you gain a boon:

Regenerative Stance: 10 seconds of regeneration.
Reckless Stance: 5 seconds of fury.
Camouflage: 5 seconds of protection.
Evasive Stance: 5 seconds of vigor.
Swift Stance: 10 seconds of swiftness.
Murderous Stance: 10 stacks of might for 5 seconds.

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Posted by: Costeleta.7236

Costeleta.7236

Ranger elite specialization the hunter
-ALL NAMES ARE PLACEHOLDERS-

Pros: can mount the pet
Pet becomes a second health pool to the ranger shielding him from dmg
Can attack while mounted including melee, and can channel skills like barrage while moving
Skills that affect the pet like guard for example would also affect the ranger while mounted

Cons: cannot evade nor use movement abilities like swoop from greatsword
When pet gets killed while the ranger is mounting it the ranger gets a 1,5 sec knockdown(falls off the pet)
Pet needs to be in 300 range to mount it.

This elite spec would bring a new mechanic to the ranger allowing us to take advantage of our pets in an unique way. While mounting the only way to hit the ranger would be by killing his mount first. They would have access to 3/4 unique pets with big models and f2 skills suited for mounting.

While in mount mode pets would not be able to attack except for their triggerable abilities that can be activated as the ranger rides the pet.
U would mount with f5 and it would have a 15 sec cooldown when u dismounted or ur pet died while mounting him( so U couldnt just pet swap and mount right after)

Traits:
Minor – become a hunter and grant access to 3/4 new pets that can be mounted, the rifle weapon and physical utility skills.

2 – get 2 seconds of super speed when u mount ur pet

3- get 33% speed boost while mounted in and out of combat(perm swiftness)

Major – adept
1 – Have a 50% chance to imobilize for 2 secs on crit. (10 secs internal cooldown)

2 – reduces recharge of physical skills by 20% and makes them apply 1 second of slow.

3 – when the ranger suffers hard cc he stun breaks doing a long backwards evade and healing a little bit. 20 sec internal cooldown

Master
1- while mounted ur chance to crit is increased by 20% and get 100 ferocity.

2- reduces recharge of rifle skills by 20% and makes them pierce.

3- when the pet dies a healing spring comes out around him.( the healing spring heal skill)

Grandmaster
1-become immune to cripple,chill and immobilize while mounted

2- get 50% aditional poison condition duration

3- when ur pet is hit below 30% he gets protection for 3 seconds interval of 3 seconds

Rifle
Poison bullets – 1,200 range autoattack applys 1 stack of poison for 8 seconds

2 – dodge backwards while firing a poisoned net that imobilizes for 2 seconds, and Applys 4 stacks of poison for 6 secs.

3 – fires a trap(not considered a trap utility) that when triggered imobilizes the targets for 3 seconds, weakens for 5 seconds and applys 5 stacks of bleeding.Applys 5 seconds of stealth to ur pet.

4 – channel a shot that when fired leaves a trail of poison that blinds, weakens and poisons anyone that goes through and when it hits the target. 2 secs blind, 3 secs weakness, 1 stack of poison for 5 seconds.

5 – tranquilizing fumes – fires an aoe poisonous smoke field that blinds and slows anyone inside it. Lasts 6 seconds. Blinds 1 second, slows 0,5 seconds. 2 second internal cooldown.

Physical utility – healing – spin around throwing poisonous daggers while reflecting projectiles and healing per hit. High risk high reward heal that will heal u lots of u have a bunch of targets near you. Basically a nerfed daggerstorm.

2 – activate all poison stacks u have on all targets, removing them and dealing x damage per stack.

3- swings a leash around u doing a knockdown on a aoe radius around u for 2 seconds. Also applys 6 secs of cripple.

4 – the ranger throws a rope/leash at the target that binds him to the ranger applying constant 1 sec cripple and 0,5 sec imobilize to the target on an interval of 2 seconds for 6 seconds unless the target gets away from the ranger.1200 range. The ranger has access to a follow up ability if the first one connects allowing him to pull the target back with a big pull all the way to melee range.

5 – throw a spear at the target that stuns him for 1 second and imobilizes for 2 seconds. This skill can be activated 3 times. 1,500 range

Elite – send ur pet on a huge 1,500 range leap that creates an aoe field made of vines that imobilizes all enemies inside of it for 1,5 seconds and applys 1 stack of bleeding for 10 secs, also applys 2 stacks of poison for 6 seconds. Interval of 2,5 seconds. Aoe field lasts 15 seconds and has a huge radius enough to cover the mid point in foefire in spvp for example.( since this is a pet skill it will affect the ranger aswell when mounting)

The idea behind this elite spec is of the ranger becoming one with his animal companion raising his bond to a greater level of atunement with nature by allowing him to mount it. Chasing enemies on a wild hunt firing poisonous attacks that cripple and slow their targets and capturing their prey with their leash.

The pets that the Rangers gets access to all have different stats depending on which role they are based on(tank,dps,etc). Other specs like beastmastery would synergise very well with this since your mount would last longer. Their f2 skills would be suited to be taken most advantage off when mounting. Like for example, a leap that u can target around.

Just a nobody

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Posted by: Sphinx.8014

Sphinx.8014

Great suggestions, there already is a thread for this though:
https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Future-Elite-Specializations

[Suggestions] Future Elite Specializations

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Posted by: DeceiverX.8361

DeceiverX.8361

Since there is no generic “profession discussion” forum, I think General Discussion is probably the most reasonable place to put this thread.

In essence, I’d like to make this thread to inspire and compile resources of fleshed-out ideas which developers may be able to take a glance at for inspiration if they’re having troubles designing the new specializations which will likely be included as a major selling feature of Expansion Pack 2. I want to make sure the next batch of specializations are inspired, creative, and really nailed down before release. Developing stuff is pretty exhaustive and strains creativity, so assisting them in delivering content that we as players actively want is something we should do our best to do.

This topic is meant to house detailed, balanced, and comprehensive ideas, not as a place to make brief suggestions; feedback, unless pertinent to the thread, should be reserved for the rightful topics which formal suggestions were initially created.

I encourage those interested in helping promote and unify creative solutions to make their own specified threads on their suggestions, and simply link them (with a brief description) with a post on this one. I’ll do my best to update the OP with links by core profession based on what’s posted here.

I’ll start out with my own creation as a sample regarding desired scope of completion, the Deadeye, as a proposal for the thief.

Elementalist

Engineer

Guardian

Mesmer

Necromancer

Ranger

Revenant

Thief

Warrior

(edited by DeceiverX.8361)

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Posted by: KestrelGirl.9267

KestrelGirl.9267

I challenge someone to make a beastmaster elite spec for Ranger, because I don’t think I’m very good at designing skills or traits. The only two rules:
1. It must have a short-range (300?) scepter-whip as a weapon. You pick what hand it goes in.
2. It must improve pets in some way, shape, or form. More pets at once? Better attacks? I don’t care, just make ’em better! xD

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Posted by: Orpheal.8263

Orpheal.8263

I challenge someone to make a beastmaster elite spec for Ranger, because I don’t think I’m very good at designing skills or traits. The only two rules:
1. It must have a short-range (300?) scepter-whip as a weapon. You pick what hand it goes in.
2. It must improve pets in some way, shape, or form. More pets at once? Better attacks? I don’t care, just make ’em better! xD

Challenge Accepted

The Hermit

Weapon: Scepter Main Hand

Mechanics: Werebeast Rituals, Feral Beasts, Rabies+ Dual Pets/Pet Combinations plus complete overhauled Pet Command System

Skill Type: Meditations
——

The Hermit is similar to the Druid an Elite Specialization, which hasspecialized itself into Nature Magic, but unlike the Druid, who is all about Astrology, reading the Stars, the Moon and the Sun, the Hermit is all about true Nature Magic that is fully bound to the flora and fauna of Tyria, far more and absolutely stronger, than just lettign some roots rise up to catch foes. Hermits are far more, than these cheap nature tricks that Druids do, despite therefore are by far Hermits performing not so good as Healers, as like Druids do – the Hermit is far more offensive in what he does and uses the wrath of the nature by all of its means to punish those, who harm nature with full force to make those who did that truly regret what they have done.

Pets
The Gameplay Mechanics around pets will get for the basic ranger together with the Hermit completely reworked.. The AI of Pets gets significantly improved, so that they will require after the changes FAR LESSER Player Control than ever before.
The Pet Controls for the moments where you want to manually control your Pets get reworked and changed more to the Control System that was in use with GW1.

1) Position Markers F1 for Pet 1/F1+Right Mouse Button Press for Pet 2
For your one-two simultanous Pets that you use can you place from this moment on Position Markers. When you place a Position Marker, will run your assigned Pet of Choice to that position and will attack every foe in the range of that Position Marker, or doe with the help of Traits other helpful thinks, like reviving nearby allies, protecting allies and so on. The Position Marker is a Ground Target, that you set by double click of the Left Mouse Button. If you hold the left Mouse Button, before you presse it a secodn tiem, you can increase the size by moving the Mouse, how big the area should be, that the pet shoudl protect and how far it can move away from its position maximum.

2) Awareness F2. Activate Awareness Mode for your Pet, in this mode will be your Pet far more defensive than usual, but also will be much better aware and stury against all kinds of AoE Damage, the AI will work under this mode alot more for it, to let the Pets prevent standing too long in AoEs or in case of certain Pets, lets them even use Skills that can remove Enemy AoEs/Traps for you to the point, that with help of Traits your pet can reveal enemies in this mode for you. This mode counts just for 1 chosen pet, but if you want you can put naturally both into Awareness Mode, if you want to play flly defensively with both Pets as Hermit

3) Pet Change F3. Changing Pets doesn’t happen now anymore by pressing K, you presse from now on as Ranger/Druid/Hermit F3 to open up your Pet List from which you need to click only the Pets that you want to change out. (Only outside of battle possible) The chosen pets are always with you. No changing anymore within combat, therefore will receive a significant boost in their maximum health, but therefore can also be defeated now like players, they don’t automatically regenerate health anymore, when downed. A defeated pet is now defeated, until it either gets revived by you, another player or the battle ends

4) Pet Command F4. Pet Command is the new universal mechanic of how you control your pets, besides of sending them via F1 just to a position to defend/scout.

Pet Command for a Ranger/Druid means by pressing either F4 alone or together with F5, F6 or F7 together, what you will command your Pet to do.

F4 alone = Attack my Target! = Pet(s) attacks target foe and follows it permanently arround, until it/they or the foe is/are dead

F4+F5 = Protect me! = Your Pets return to you and stay at your side, as long they do this, are your Stats increased by a percentage of the Stats of your Pets as logn they are alive and you receive as long they are alove lesser damage and suffer less long on conditions. Your Pets will stay at close range to you and iwl lattack only targets at immediate range to you. They wont follow far ranged enemies.

F4+F6 = Play Dead! = Command your Pet(s) to play dead, this will cause your pets to become for a short moment of time immune to incoming damage and receive immunity to any hard CC effects, as long as you press these buttons together town. Wehn you release the buttons, the pets wil lquit playing dead and stay up again and a long recharge time will start. (Prets that play dead, will look for an enemy as like dead (grey text) Play Dead is a very tactical move that can be used to let your pet(s) fake dead for when you get defeated, so that they can revive you after the enemy has went away when thy quit faking dead.

F4+F7 = Search! = Send your Pet(s) out to let them bring you what they find for you. This can be all kinds of randomous helpful things. But be sure, not to get attacked meanwhile, when your Pet(s) are on search for you, they won’t be there to help you for a while, until they return a few seconds later again.
When they return will you receive either Healings, random Buffs, your Skills get maybe recharged that are currently recharging and so on. This is simply something for people, who like random effects

As Hermit this Gameplay System will get changed as followed:

The F4+F5, F4+F6 and F4+F7 Press Effects get exchanged out with 3 completely different commands

The Hermit F4+F5 = Werebeast Ritual = Call your Pets to your Postion to perform with them the Werebeast Ritual, which lets your two pets merge with yourself into a feral Werebeast. Based in which combination of Pet Families you used, will you turn into a different Werebeast. Becoming a feral Werebeast will exchange your Weapon Skills out with Beast Skills that replace them for as long as you want to stay in Werebeast Form. However, endign the Werebeast Form comes with the cost, that both your Pets will be in downed state and could be easily defeated, while you leave the transformation in a weakened state (Weakness, Cripple, Vunerability, Slow)
So ending it manually is usually not the best choice, unless you absolutely must, unless then it is just better to die as Werebeast when you know, you won’t win anyways. As Werebeast, will be the Stats of you and your pets miuch strognr merged together, then when using Protect Me! You truly become one as Werebeast.
As Werebeast, you have constant Super Speed, Fury and Regeneration, as your body will receive through this supernatural ritual immensive self regenerative powers. Based on which two Pet families were used for the Ritual, will you have also two additional different positive effects that are influenced by the Pet Families.
For example: If you combine a Pet of the Bear Family together with the Cat Family, you receive these two additional Effects.
Strong as a Bear = Gain Might when hitting targets whenever you hit a target that has over 50% health.

The Hermit F4+F6 = Pet Combination Attack! = Command your Pets to perform together a Combo Attack. Under the Hermit will have all Pets either a new Combo Starter or a new Combo Finisher Attack, which they wil ltry to use together with this Command to cause Field Combo Effects. if you use two Pets together, which synergise with their Skills.
Agile as a Feline = Gain Stability for a short moment periodically, whenever you get Hard CC’ed to prevent you from getting basically permanent stunlocked.
Each Pet Family has their own unique effect.

The Hermit F4+F7 = Feral Beast Ritual = press this after having chosen one of your two pets and you perform a Feral Beast Ritual, which will let your chosen pet grow for some time into a Feral Beast, which is bigger, deadlier and more ferocious, than before.
It will receive a new unique Status Effect called “Rabies”
Rabies is a new dangerous condition unique to the Hermit and its Feral Beasts as Rabies is a infectious disease, a condition that spreads from victim over to its allies.
Your Feral Beast will apply rabies automatically to enemies with its attacks.
Your Feral beast will be totalyl immune to all kinds of Hard CC Effects and temporarely massively more ressitent against incoming damage, its like just some walking bloodlusty meat, that feels for a moment absolute no pain anymore due to its Rabies.
Enemies, that suffer on Rabies will suffer on damage over time due to quick dehydration of the body. Enemy that suffer on Rabies will randomly eventually attack nearby allies (basically like Ally Taunt, and if they hit foes due to this random blackout moment where the rabies lets you attack your allies, you will spread the Rabies to hit allies.) The quickest way to stop this madness means naturally to kill ASAP the Feral beast, the source of this madness.
—-

Weapon Skills of the Scepter

1) Earth Viper Lash > Earth Splitter > Tremor Bite (Combine Scepter + Whip Gameplay in one lol ^^)
Summon out of your Scepter a giant Earth Viper, that you lash at your foes like a giant Whip, hitting with its cleaving lash multiple foes at once, dealiong damage, poisoning foes and making them vulnerable.Send out the summoned Earth Viper underground to split the earth. This attack will immobilize foes if the Earth Viper had to follow its target on a ranger greater than 600, othewise it will cause Torment. The moment where the Earth Viper comes back up, thats when Tremor occurs, a small aoe effect at the location where the Earth Viper breaks through the ground, which dazes followed by a stronger poisonous bite at the target.
When traited, can this skill pull targets to you that wre liek you on same heigth standing on ground.

2) Toxic Flowers = Create at your Ground Target a field of Toxic Flowers, which poisons, torments, cripples or makes weakens randomly periodically when you move through it while cause also some damage over time from the toxic pollen that you inhale
3) Stampede = Summon a Stampede of Animals that comes out of a dust cloud that they whirled up to overrun and damage all foes in line of sight just to disappear again as quickly as they came. (Jumanji Reference, RIP Robin Williams <3)
—-

I’ll continue tomorrow with the Meditation Skills and Traits

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

[Suggestions] Future Elite Specializations

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Posted by: Donari.5237

Donari.5237

I know I put some nebulous ideas somewhere in https://forum-en.gw2archive.eu/forum/game/gw2/Suggestions-Future-Elite-Specializations/first

You may find a number of fun suggestions in that thread.

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Posted by: KestrelGirl.9267

KestrelGirl.9267

I challenge someone to make a beastmaster elite spec for Ranger, because I don’t think I’m very good at designing skills or traits. The only two rules:
1. It must have a short-range (300?) scepter-whip as a weapon. You pick what hand it goes in.
2. It must improve pets in some way, shape, or form. More pets at once? Better attacks? I don’t care, just make ’em better! xD

Challenge Accepted

The Hermit

Weapon: Scepter Main Hand

Mechanics: Werebeast Rituals, Feral Beasts, Rabies+ Dual Pets/Pet Combinations plus complete overhauled Pet Command System

Skill Type: Meditations
——
(long description here)

Woah! Nice job so far! I definitely wouldn’t have thought of something like that.

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Posted by: Orpheal.8263

Orpheal.8263

As mentioned, heres the rest of my Hermit Challenge

Meditations

Healing:

Natural Regeneration
Meditation
Heals you and your Pets together. Heals you stronger, if you have at the moment no Boons. Removes Conditions for every Boon on you and your Pets, if you use this Skill while you have Boons active. Grants also you and your Pet the Regeneration Boon if you had no Boon active at the moment of usage of Natural Regeneration.

Utility:

Leaf Storm
Creates at your Ground Target a whirling storm of leafes, which blinds foes inside the aoe periodically every 2,5 seconds for 1 second with a duration of 10 seconds with a Recharge Time of 40s. The Skill works also as new “Earth Combo Field” which can be used for new Earth based Projectile, Whirl, Blast and Leap Finishers

Earth based Projectile Finisher = Bleedings added to the Projectiles and projectiles become piercing and hit all foes in line of sight.

Earth based Whirl Finisher = Petrificating Bolts (Targets hit by these bolts will get petrificated for a second)

Earth based Blast Finisher = Area Protection for 3 seconds

Earth based Leap Finisher = Magnetic Aura (Reflection of Projectiles)

Protective Nature
Gain a Magnetic Aura, Protection and Resistance. Blocks the next incoming 3 attacks for which the Boons and the Aura are give per every blocked attack for 3 seconds.

Clairvoyance
Being in touch so much with nature as like a Hermit, it allows them to see with their eyes every natural energies around thenm and using these energies to become stronger by absorbing them.
Using Clairvoyance increases temporarely your Maximum Health of you and your Pets by 20%. So if you have for example 25000 HP, after using this skill you will have 30000 HP for a duration of 30 seconds with a recharge time of 60 seconds.
Clairvoyance will grant also a new effect unique to the Hermit called “Insight”
Insight will give you 10% Chance that incoming hits are Glancing Blows (50% lesser Damage) and increasing also for yourself the chance to increase Critical Hits both by 10% for you and your Pets at the same time. This Effect gets added to boons like Fury or Weakness together, so insight makes basically Fury and Weakness by 10% more effective when used together when you activate this utility and you have Fury and your enemy suffers on Weakness.

Feral Companionship
Whenever you use this Skill, you will summon some random feral beasts for 20 seconds to attack your foes, causing Rabies with their attacks and a randomous condition based on why kind of feral beast was summoned of other various negative conditions that could either be Bleedings, Poison, Cripple, Vulnerability or Slow and your Pets will get healed by their attacks and gain for every successful hit a stack of Might for 20 seconds. You gain also in that Time a bonus to your own Ferocity of +250 at Max Level

Elite:
Strike As One
Immediately become a Werebeast with the difference, that you can cancel from the Elite the Werebeast Form, without that your Pets get downed. No, instead when you cancel the Werebeast Form, the health of your Pets will be full again and this Elite will revive through this even defeated pets and you also don’t lave it in a weakened state, but when you leave the form, you get removed your conditions and gain Aegis and Stability. Your Werebeast Skills when activated through Strike As One will recharge also 20% faster and another difference is, that you can turn into a Werebeast with this Skill, even if both your pets are defeated. From the usual Werebeast Ritual that you perform via F4+F5 pressing, this wouldn’t be possible. The non elite transformation version requires both pets to be alive.

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

[Suggestions] Future Elite Specializations

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Posted by: Orpheal.8263

Orpheal.8263

The Hermit Traits

Minor Adept: Wrath of the Nature
Gain Access to the Scepter Weapon, the Ability to perform Natural Rituals that can transform you into Werebeasts and your Pets into Feral Beasts as also the ability to command now two Pets at the same time to command them to perform Pet Combo Attacks together based on the synergies between the various Pet Races

Major Adept: Tactical Pet Training
When you use Position Markers, your Pets will help now Allies in their Marked Territory Range and they help downed and dead allies now to revive them. Your Pets gain now also Protection, Stability and Resistance if you command them to be more aware and their range of reveal becomes bigger by 20%.

Major Adept: Clairvoyant Beasts
Your Pets are now under the persistent effect of Clairvoyance and your Meditations Recharge 10% faster for every pet that is alive.

Major Adept: Hermit’s Solitude
Gain a Boost to all of your Stats and gain all Boons for some time if both of your Pets have been defeated. You revive Pets faster and your Scepter Skills recharge 20% faster.

Minor Master: Rabid Pestilence
Increases the Duration and Efficancy of Rabies by 20% as also increases the Chance, that the Ally Taunt Effect of Rabies will trigger by 5% per pulse of Rabies, so that the chance that the negative ally taunt effect of Rabies will trigger becomes bigger, so longer Rabies isn’t cured.

Major Master: Dompteur’s Reward
Pets will receive Boons and Healings when they perform Combo Attacks on Command. Using the Position Marker lets your Pets gain Super Speed and Resistance on its way to your chosen spot, while also gaining periodically Regeneration while they defend their Position that you marked for them to go to.

Major Master: Flower Lover
Increases the Size of your Toxic Flower Skill and lets it have a longer duration as also the conditions it deals will have 20% longer durations..

Major Master: Animal Lover
Increases the range of Stampede and the damage it deals by 20%. Stampede will also knockdown hit enemies now for 2 seconds.

Minor Grandmaster: Expert of Nature
The Bonus Effects of the various Pet Races when transforming into a Werebeast will last 20% longer now

Major Grandmaster: Inner Balance
Gain Stability and Vigor whenever you use a meditation Skill.
When Meditation Skills recharge, you will get healed now also too and lose a condition. Meditation Skills have now a 10% chance to instantly recharge after usage with the exception of the Elite Skill

Major Grandmaster: Insightful Observer
Your Auto Attack Chain grants you now on its last hit Insight and Tremor Bite will pull the enemy now through an underground tunnel that the Earth Viper created on its way to the target to your position.

Major Grandmaster: Never Rampage Alone
You deal +10% damage for every pet of yours that is alive. To this do count also pet summons. You run permanently also 25% faster as long at least one of your Pets is alive.

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

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Posted by: Keadron.9570

Keadron.9570

Forgotten Legend.9281:

Elementalist: The Summoner

NEW CLASS MECHANIC

F5 skill summons a Djinn from Elona.

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

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

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

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

UTILITY SKILL CATEGORY: SUMMONs

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

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

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

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

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

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

WEAPON

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

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

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

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

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

TRAITS:

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

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

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

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

– The Baconnaire
+1

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Posted by: TheSwede.9512

TheSwede.9512

I’m back, with a new profession again. Starting over with heavies, this time with Guardian. So far, Guardian has been a staunt and immobile profession with little mobility to speak of, and Dragonhunter didn’t exactly fix that. Well, the Cavalier is my response, a Defensive and Mobile Champion whose Vigil never rests.

Guardian – Cavalier
Weapon: Warhorn
Skills: Minions
Mechanic: The Cavalier gains access to an ethereal Mount, which they can saddle up on with F4 to gain a massive boost to Movement Speed and access to 5 new Skills.

Mechanic: Steed of Virtue
The Steed of Virtue takes the form of what looks like a Horse’s suit of armor, however hollowed out with only the Tell-tale blue flames animating the suit of metal. The Cavalier can choose to mount their steed whenever they wish, gaining a massive 50% boost to Movement speed and 5 new Weapon Skills, but in return losing access their Utility Skills. Furthermore, should the Cavalier be subjected to Knockback, Knock Down or Launch, then they will be throw out of their saddle and the Steed will be put on Cooldown. Provided, of course, that the Cavalier doesn’t have Stability.
While in Combat, the Movement Boost that being mounted grants is reduced by half. This movement boost also does not stack with other sources of movement boosts, such as Swiftness or Superspeed. There’s no time limit on how long the Cavalier can stay mounted, however.
While mounted, the Cavalier wields a Burning Spear made from blue flames, replacing his weapon skills with new ones:

  • Burning Javelin – Throw a Burning Lance at your target, damaging and Burning them.
  • Rear – Order your steed to Rear and kick at enemies in front of you, Blocking incoming attacks and Crippling enemies struck.
  • Zealot’s Rain – Hurl your spear into the sky and rain Immobilizing fire over the Target Area that ignites into a Fire Field that Burns enemies.
  • Thrash – Order your steed to Thrash wildly, Damaging and Knocking back nearby enemies. Acts as a Blast Finisher.
  • Gallop → Leap – Order your steed to Gallop forwards, Knocking Back enemies in your path and granting you Superspeed. Activate while Galloping to perform a Long-distance leap that will Knock Down enemies when you land. Activating Leap increases the Cooldown on this Skill.

Weapon
The Warhorn is a powerful weapon in the hands of the Cavalier, who uses it to Smite their enemies and Strengthen their allies with Offensive Boons.

  • Call of Judgement → Firestorm – Sound your Warhorn, granting yourself a Buff that pulses Might to yourself and nearby Allies over time. Activate again to call down a giant ball of fire over the target Area, Damaging and Burning enemies caught in the Blast depending on how long Call of Judgement was active. Acts as a Blast Finisher.
  • Calamitous Wrath – Call down a Pillar of Light at the target area that Slams into enemies, Damaging them and Knocking them down. The Pillar leaves behind a searing crack that stacks Vulnerability on enemies within and grows larger with each pulse. Acts as a Light Field.

Utility Skills
The Cavalier is a one-man army on his own right, but sometimes you just can’t be in two places at the same time. That’s where Minions come into the picture.
Unlike Necromancer Minions who follow their master like mindless drones, the Cavalier Minions are summoned to a specific point, and will not move outside of its designated Area but nonetheless Aggressively attack enemies that enter. Also unlike Necromancer Minions, Cavalier Minions create an Effect when summoned rather than dismissed. They have a Long Tether distance, however if the Cavalier moves out of it the Minions will be dismissed and go on Cooldown.
Cavalier Minions look similar to Exalted, only that their armor is shining Silver and their flames are Azure. Each wield a different weapon depending on their Role.

  • Summon Deacon – Healing Skill. Summon a Staff-wielding Deacon at the target Area, causing a Burst of Healing for nearby Allies. The Deacon will hold its ground, Healing allies in an AoE around itself at a set intervall.
    • Dismiss Deacon – Dismiss your Deacon, reducing the Cooldown by 25%.
  • Summon Arbiter – Summon a Sword-wielding Arbiter at the Target Area that will Advance forwards with a flurry of cleaving strikes before teleporting back to its area. The Arbiter will hold its ground, attacking nearby enemies with Rending sword attacks.
    • Dismiss Arbiter – Dismiss your Arbiter, reducing the Cooldown by 25%.
  • Summon Juggernaut – Summon an Unarmed Juggernaut that will Knock Down all enemies at the target Area, acting as a Blast Finisher. The Juggernaut will hold its ground, attacking nearby enemies with Weakening body blows.
    • Dismiss Juggernaut – Dismiss your Juggernaut, reducing the Cooldown by 25%.
  • Summon Firecaller – Summon a Scepter-wielding Firecaller that will Blind and Immobilize nearby enemies with a Baleful Light. The Firecaller will holds its ground, attacking nearby enemies with Burning fireballs that grant Might to Allies in the Blast radius.
    • Dismiss Firecaller – Dismiss your Firecaller, reducing the Cooldown by 25%.
  • Summon Knight – Break Stun and Summon a Shield-wielding Knight that Taunts all enemies at the Target Area and Grants Aegis to nearby allis, while gaining Protection for each enemy Taunted. The Knight will hold its ground, granting Protection and Stability to nearby Allies each time it strikes an enemy.
    • Dismiss Knight – Dismiss your Knight, reducing the Cooldown by 25%.
  • Summon Vindicator – Elite Skill. Summon a Greatsword-wielding Vindicator that Finishes Downed opponents and Revives Downed Allies at the target area. The Vindicator will hold its ground, attacking nearby enemies with powerful Whirling strikes and acting like a Whirl Finisher.
    • Dismiss Vindicator – Dismiss your Vindicator, reducing the cooldown by 25%.
Warrior – Wardancer | Guardian – Lorekeeper | Revenant – Vindicator |
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |

[Suggestions] Future Elite Specializations

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Posted by: TheSwede.9512

TheSwede.9512

We’re continuing on again, because I’m so full of wonderful ideas. This time it’s a Medium Profession’s turn, and we’re gonna go with Thief.

Thief – Agent
Weapon: Longbow
Skills: Hexes
Mechanic: Steal is replaced by Mark of Death, and stolen items are replaced with an Execute Skill. They also gain access to all-new Hex Utility Skills.

Mechanic: Mark of Death and Execute
The Agent is a sinister agent of death that specializes in Condition Damage and attrition, forcing his enemy into a drawn-out and painful dance of death by branding him with Hexes. Steal is replaced with the hex Mark of Death, which is a 900-unit Hex that inherits traits affecting Steal. Execute replaces Stolen Items, and inherits effects from traits affecting Stolen items.

  • Mark of Death – Hex. Damage and Mark your foe for execution for 6s. The Hex increases All Damage on the target by 10% and pulses Vulnerability to them every 2s.
  • Execute – Shadowstep to and Remove all Hexes from your target, damaging them for 2% of their Maximum HP for each Hex removed. This skill ignores all Armor values, Boons and buffs.

Weapon
The Longbow fires arrows coated with insipid venoms and other nasty surprises from a long range, allowing the Agent to set up a large area of operations from which they will rain havoc on enemy troops with debilitating conditions and sow discord with misdirection and deception.

  • Poison Tip Shot – Fire a Poisoned Arrow at your target, causing Poison. Acts as a Projectile Finisher (20%).
    • (Stealth Skill) Explosive Arrow – Fire an arrow into your target that Bleeds them and will Explode after 2s, damaging and Burning all enemies around your target. Acts as a Projectile Finisher.
  • Barbed Fan – Fire a spread of 5 Crippling Arrows in a cone in front of you. Acts as a Projectile Finisher (20%).
  • Lacerating Barrage – Fire multiple Bleeding Arrows at your target. Acts as a Projectile Finisher (20%)..
  • Serpent’s Trail – Fire an Acid-laced arrow forwards that pierces through enemies and leaves behind a Poison Field that damages and Poisons them. Acts as a Poison Field. Acts as a Projectile Finisher.
  • Rapid Sortie – Drop a smoke field and leap Backwards, Blinding enemies and disappearing in Stealth. Acts as a Smoke Field. Acts as a Leap Finisher.

Utility Skills
The Hexes available to the Agent are unique Debuffs that cannot be removed from the affected player, that pulses an effect on them over its relatively short duration. The most important part of these is that they forcefully keep the target stuck in combat, making escaping from an Agent once they’ve got a lock down on you a very difficult task. In return for these powerful effect, Activation Times or Range often suffers, meaning the Agent must carefully plan and set up each Hex rather than mindlessly throwing them out there.

  • Siphon Strength – Heal Skill. Hex. Damage and Mark your foe with a vampiric Hex for 6s. The Hex reduces their Damage by 10% and pulses Damage to them every 2s, Healing you whenever it damages the target.
  • Enduring Toxin – Hex. Damage and Mark your foe with a venomous Hex for 6s. The Hex increases Condition Duration on the target by 50% and pulses Poison every 2s.
  • Seeping Wound – Hex. Damage and Mark your foe with an insipid Hex for 6s. The Hex increases all Condition Damage on the Target by 20% and pulses Bleeding every 2s.
  • Shadowy Burden – Hex. Damage and Mark your foe with a burdening Hex for 6s. The Hex makes the target immune to Movement Speed increases and pulses Cripple every 2s.
  • Price of Pride – Hex. Damage and Mark your foe with a parasitic Hex for 6s. The Hex reduces Boon Duration of the target by 50% and removes 1 Boon from them every 2s.
  • Assassin’s Promise – Elite Skill. Hex. Damage and Mark your foe with a deadly Hex for 6s. The Hex stacks Torment on the target whenever they gain a Condition and pulses Chill every 2s.
Warrior – Wardancer | Guardian – Lorekeeper | Revenant – Vindicator |
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |

(edited by TheSwede.9512)

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Posted by: Kodama.6453

Kodama.6453

  • Assassin’s Promise – Elite Skill. Hex. Mark your foe with a deadly Hex for 6s. The Hex makes the target unable to remove Conditions and pulses Chill every 2s.

How is it able to not see how ridiculously op this skill is? You want to give a new condition elite spec a weapon which causes bleed, poison and burn, the utility skills do conditions too and all this stuff… and then unable the target to clean them?

How do you want to balance it? It needs kitten cast time and to be addressed like hell to even think about something like this. Oh and you should have to stand still while you cast it.

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Posted by: TheSwede.9512

TheSwede.9512

  • Assassin’s Promise – Elite Skill. Hex. Mark your foe with a deadly Hex for 6s. The Hex makes the target unable to remove Conditions and pulses Chill every 2s.

How is it able to not see how ridiculously op this skill is? You want to give a new condition elite spec a weapon which causes bleed, poison and burn, the utility skills do conditions too and all this stuff… and then unable the target to clean them?

How do you want to balance it? It needs kitten cast time and to be addressed like hell to even think about something like this. Oh and you should have to stand still while you cast it.

You’re quite right, the skill is OP despite my previous intentions with it. I only had in mind “Resistance” when thinking up this skill, along with the general idea that Marks have long Cast Time and Short range.

In Particular, I imagined this Skill to have around 1 1/2s Cast Time and require Melee Range (Similar to Touch Hexes in GW1) which I then felt would justify the redonkelously powerful effect, but that might just toss it into Useless Useful Spell territory as no Thief ever would be able to land it on a somewhat competent player.

I also think that I’ll add a small Damage Component to Hexes when you apply them, so that the Agent can’t just camp Stealth and spam Hexes to win a fight. Gave me something to think about, cheers!

EDIT:

Right, so changed the Skill completely, removing the Chill portion as well and splitting Torment and Bleeding across 2 Hexes instead of 1.

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

(edited by TheSwede.9512)

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Posted by: TheSwede.9512

TheSwede.9512

Next in line for this batch. I think we’ll go with the Elementalist this time. The Elementalist has often been shoe-horned into supportive and bunker roles because of their low HP values and reliance on healing back up. This idea is to try and remedy that.

Elementalist – Spellshot
Weapon: Rifle
Skills: Stances
Mechanic: Accumulates Spellcharges whenever they activate a Weapon Skill with a Cooldown, up to a maximum of 10 charges. Whenever they have at least 5 charges, they can activate Elemental Infusion by pressing the key of the Attunement they’re currently in.

Mechanic: Spellcharges and Elemental Infusion
Whenever the Spellshot uses a Weapon Skill with a cooldown, they gain a Spellcharge. Once they’ve accumulated 5 charges, the Spellshot gains access to a skill called Elemental Infusion, which can be activated by pressing the key of the attunement they’re currently in. When this happens, the Elementalist is locked into that attunement, however the Cooldown of all their Weapon Skills are drastically reduced by 75%, and skills below 10s CD recharge instantly. However, using a skill with a cooldown in this mode consumes 1 Spellcharge. Once all Spellcharges has been used up, Elemental Infusion goes on cooldown. Switching Attunements while under the effects of Elemental Infusion will not consume the Spell Charges, but will end the state prematurely and put it on Cooldown.

Weapon
The Rifle is an All-purpose Offensive weapon that has less access to Healing and Support in comparison to Staff, however makes up for this with rapid attacks and other viable options for sustain, primarily through Mobility and Range.

Fire

  • Flaming Shot – Fire an exploding, high-speed bullet at your target that Burns enemies in the Blast Radius.
  • Explosion – Fire an exploding Shot at the target area, dealing massive Damage to enemies within. Acts as a Blast Finisher.
  • Flame Step – Quickly teleport backwards in a burst of Flame that damage enemies at your original position.
  • Dancing Wisps – Fire Several shots in a quick succession that will Ricochet across the target Area, Damaging enemies within each pulse. Acts as a Fire Field.
  • Overheat – Gather heat and Remove up to 3 Conditions from yourself, Burning nearby enemies for each Condition removed.

Water

  • Icicle Shot – Fire a piercing Ice Shot that causes Vulnerability on enemies. Acts as a Projectile Finisher (20%).
  • Shattershot – Fire a Shattering shot that Damages all enemies around your target. Acts as a Projectile Finisher.
  • Ice Slide – Skate forwards in the target Direction on a patch of Ice, Chilling enemies in your path.
  • Blizzard – Spin around, granting yourself Frost Aura and creating a raging blizzard at your position that rapidly expands, damaging and Chilling enemies.
  • Avalanche – Block up to 3 incoming attacks while charging a powerful Ice Blast. After Channeling, release a frozen blast that Launches and Chills all nearby enemies. Acts as a Blast Finisher.

Air

  • Vacuum shot – Fire a deceptively Rapid wind bullet at your target.
  • Lightning Lance – Take Aim and fire a concentrated stream of Electricity that Pierces through enemies.
  • Gale Hop – Leap at the target Area while evading attacks. Acts as a Leap Finisher.
  • Whirlwind – Spin your Rifle before you, creating a powerful Gale that Knocks back enemies and Destroys projectiles.
  • Infused Lightning – Raise your rifle into the air and infuse it with Lightning, causing your next 3 attacks to Daze your target.

Earth

  • Stoneshot – Fire a sharp stone that Bleeds your target. Acts as a Projectile Finisher.
  • Gravel Shot – Fire a Close-range Gravel burst that Blinds and Bleeds enemies in front of you.
  • Heavy Shot – Weaken and Cripple your target with an encumbering Shot.
  • Magnetic Bullet – Fire a slow-moving magnetic Bullet that pulses Cripple to enemies and Reflects Projectiles.
  • Submerge -> Emerge – Submerge beneath the Ground, gaining Invulnerability until you emerge again. When you emerge, raise Sharp spikes to Bleed and Immobilize enemies around you.

Utility Skills
The Spellshot’s stances are all inspired by the elements and acts as Instant-cast mechanics, making them very useful both for setting up Combos or turning the tides of a fight.

  • Crashing Waves – Healing Skill. Become a mobile Water field and cascade waves of water around you, Healing yourself and nearby Allies with each Pulse. Acts as a Water Field.
  • Raging Flames – Surround yourself with Burning wisps, becoming a mobile Fire Field and pulsing Resistance to yourself. Acts as a Fire field.
  • Biting Ice – Become a mobile Ice Field and Leave a trail of Shatterstones as long as you remain Mobile, Damaging enemies when they shatter. Acts as an Ice Field.
  • Roaring Thunder – Become a mobile Lightning Field, periodically damaging and Dazing enemies close to you while pulsing Superspeed. Acts as a Lightning Field.
  • Immovable Rock – Pulse Stability and take no Damage from regular attacks as long as you remain Immobile. You’re still susceptible to Conditions.
  • Harmonious Arcana – Causes all Critical Hits to Heal you, equal to the increase in Damage gained from your Critical Damage.
Warrior – Wardancer | Guardian – Lorekeeper | Revenant – Vindicator |
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |

(edited by TheSwede.9512)

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Posted by: Silverkey.2078

Silverkey.2078

New necromancer specialization: the warlock a dark mage with strong inner fire.
https://forum-en.gw2archive.eu/forum/professions/necromancer/New-ES-the-warlock-a-burst-and-DPS-spec/first#post6094838

The main aspect of this specialization is that the warlock shroud does not act as a second life bar but instead unlocks shroud skills on the F1 to F4 keys when activated (meaning your weapons and utilities are still available to you).

To make up for it, the warlock specialization include many mobility and active defenses skills and traits as well as burst damage.

This specialization is mostly played as a roamer/executioner role.

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Posted by: Artanis.4963

Artanis.4963

Elementalist – Spellshot
Weapon: Rifle
Skills: Stances
Mechanic: Accumulates Spellcharges whenever they activate a Weapon Skill with a Cooldown, which differ depending on Attunement. When 10 charges have been gained, they can launch a powerful Arcane Burst with F5.

Mechanic: Spellcharges and Arcane Burst
Whenever the Spellshot uses a Weapon Skill with a cooldown, they gain a Spellcharge of the corresponding Element that they’re currently attuned to (For instance, using a Weapon Skill while attuned to Fire grants you a Fire Charge). Once they’ve accumulated 10 charges, the Spellshot gains access to a skill called Arcane Burst, which is a powerful Ground-targeted AoE, activated with F5, that gains different properties depending on what Spellcharges you’ve accumulated.

  • For each Fire Charge, the Damage of Arcane Burst is increased and each charge causes it to stack 1 instance of Burning on enemies.
  • For each Water Charge, the Healing of Arcane Burst is increased and every 2 charges causes it to Remove 1 Condition from affected Allies, up to a maximum of 5.
  • For each Wind Charge, the Critical Hit Chance of Arcane Burst is increased and each charge causes it to stack 2 instances of Vulnerability on enemies.
  • For each Earth Charge, the Radius and Target Limit of Arcane Burst is increased and each charge causes it to stack 2 seconds of Protection on affected Allies.

Oh man, I really like this mechanic, but I don’t think it can be done, not without an overhaul of how the engine handles skills.

My understanding is that any skill that has variation, for example, if a trait changes some aspect of it, the skill is actually multiple skills. One without the trait, one with the trait, and it silently swaps in the appropriate one when the trait is selected or deselected.

A skill that varies on charges like this would need 1 048 576 skills (permutation with replacement, set of 4 options, pick 10). Reducing it to 4 charges (probably the minimum acceptable number) still makes 256 skills.

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Posted by: TheSwede.9512

TheSwede.9512

Elementalist – Spellshot
Weapon: Rifle
Skills: Stances
Mechanic: Accumulates Spellcharges whenever they activate a Weapon Skill with a Cooldown, which differ depending on Attunement. When 10 charges have been gained, they can launch a powerful Arcane Burst with F5.

Mechanic: Spellcharges and Arcane Burst
Whenever the Spellshot uses a Weapon Skill with a cooldown, they gain a Spellcharge of the corresponding Element that they’re currently attuned to (For instance, using a Weapon Skill while attuned to Fire grants you a Fire Charge). Once they’ve accumulated 10 charges, the Spellshot gains access to a skill called Arcane Burst, which is a powerful Ground-targeted AoE, activated with F5, that gains different properties depending on what Spellcharges you’ve accumulated.

  • For each Fire Charge, the Damage of Arcane Burst is increased and each charge causes it to stack 1 instance of Burning on enemies.
  • For each Water Charge, the Healing of Arcane Burst is increased and every 2 charges causes it to Remove 1 Condition from affected Allies, up to a maximum of 5.
  • For each Wind Charge, the Critical Hit Chance of Arcane Burst is increased and each charge causes it to stack 2 instances of Vulnerability on enemies.
  • For each Earth Charge, the Radius and Target Limit of Arcane Burst is increased and each charge causes it to stack 2 seconds of Protection on affected Allies.

Oh man, I really like this mechanic, but I don’t think it can be done, not without an overhaul of how the engine handles skills.

My understanding is that any skill that has variation, for example, if a trait changes some aspect of it, the skill is actually multiple skills. One without the trait, one with the trait, and it silently swaps in the appropriate one when the trait is selected or deselected.

A skill that varies on charges like this would need 1 048 576 skills (permutation with replacement, set of 4 options, pick 10). Reducing it to 4 charges (probably the minimum acceptable number) still makes 256 skills.

Yikes, yeah I did not take that fact into consideration. Means I’ll have to think of something else, because realistically speaking that even if the skill “Looks” the same, if each charge would result in a different skill then it’s simply not feasible, yah.

UPDATE:
Changed the Mechanism altogether, but kept the idea of building up Spell Charges by using Weapon Skills.

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

(edited by TheSwede.9512)

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Posted by: Jhoul.6923

Jhoul.6923

Please ANET, design future elite specs around the least used weapons.

I said it when Hot was announced. Elemtalist, with maces, mesmers with short bows, necros with rifles… these are only examples.

(MIX IT UP)

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Posted by: Deified.7520

Deified.7520

Engineer

Name: Mobile Suit Golem/Pilot

Concept: The class revolves around using a transformation that transforms the Engineer into a Golem. This works similar to Deathshroud, in that it changes his weapon abilities and disables his Utilities. Unknown how it would interact with toolbelt abilities. Possibly replace them with 3 new abilities discussed below.

Traits: The traits are in 3 tiers and each tier represents a different part of the golem. With the popularity of Fallout 4, offering a similar system to Power armor could provide positive reactions. Each tier of the trait customizes a different part of the golem. The first tier could be upper (arms and head), second tier could be legs, third could could be torso. There are 3 types of golem modules that are from the games popular races. Asuran, Charr, and Dredge. Asuran revolves around DPS. Charr revolves around sustainability/tanking. Dredge revolves around utility. The choice of the modules could change how the golem looks in game.

Abilities: The Golem would follow an engineer around, much like the current Ranger pet does. It has a series of abilities that are mediocre in strength. One that heals the Engineer, a mobility focused ability (the Golem grabs the Engineer and jumps away from enemies/to a location), a cone damage, then an AoE attack. Finally an ultimate that could be single target. These abilities are lesser version of piloted versions. If the engineer pilots the golem, they are the same abilities but more powerful. The engineer can then push a button (perhaps replace the toolbelt) to enter the Golem. Doing this gives the Engineer the HP of the Golem at the time of entering it. If this HP is destroyed, the golem explodes and the Engineer appears with a health bar previous minus damage taken from the exploding golem. There will be two exit ways. A normal exit which will exit the golem and the golem will have whatever HP it had when the player exited. Or eject. Eject exits immediately and destroys the golem in the process, however the engineer will take now damage. (F1 – enter, F2 – exit, F3 – eject).

New Weapon: Ability to use mace (1h). The 3 abilities would revolve around building up “scrap”. Scrap is required to repair your golem or build a new golem if yours gets destroyed during concept. The third ability would repair the golem while the second one builds it. The auto attack generates scrap.

(edited by Deified.7520)

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Posted by: Deified.7520

Deified.7520

Thief

Name: Piracy/Corsair

Concept: Stealing now becomes more important, in that it impacts how the elite specs abilities each work. You can no longer use the items you steal. Instead they get added to your “booty”. Your abilities gain different affects depending what you have in the booty chest. For example, stealing from a necro awards a condition focused item in the booty chest. This means your your ability will have a condition affect added to it.

Traits: The traits are standard ones that could reduce CD or make certain aspects of the class more beneficial. For example, maybe you get more uses out of the items you put in the booty chest.

Abilities: Pirate themed abilities. Native Magic heal, one that involves a bird, bombardment from your ship, etc. These all have bonus affects depending on what has recently been stolen.

New Weapon: Rifle. This ability works similar to the booty system, except with an “ammo” system. The rifle has a auto attack, as per usual. The #2 is a melee bash where the rifle’s animation is used similar to a baseball bat. #3 is called “Extra Gunpowder” which is an attack that depends on which type of ammo you’re using. #4 and #5 are your ammos. They each have a cast time and no initiative cost. #4 is “Junk Ammo”. This makes your auto attack change into a cone fired, close range gun. You use the junk around you to fire. #5 is bullets, which is a ranged single target ability. If you use #3 with Junk Ammo, it increases damage and the size of the cone. #3 with bullets increases damage and range.

(edited by Deified.7520)

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Posted by: Deified.7520

Deified.7520

Ranger

Name: Sharpshooting/Sharpshooter

Concept: The Ranger lacks a pet, but makes up for it with a significant increase in damage. What replaces the pet mechanic is a “stance” mechanic. There are three stances. Standing, Crouched, and Prone. Standing is normal with no benefits, crouched rewards moderate amount of damage/range but has a movement speed debuff, prone rewards a large amount of damage/range but you are unable to move. The ranger doesn’t have a large attack speed, but instead has range and damage.

Traits: The traits are standard ones that could reduce CD or make certain aspects of the class more beneficial. Thing such as decrease certain negative effects of abilities (like the tick on Hold Breath) or adding more benefits.

Abilities: The abilities would resemble what you typical see of a sniper/sharpshooter. One called camouflage that turns you invisible while standing still and out of combat. One called “Hold Breath” that exponentially ticks away at your health for an increase in damage. “In my sights” that increases damage from sources other then yourself to a target. The spec lacks defense abilities (aside from the heal of course).

New Weapon: Rifle. Slow and steady wins the race is what this weapon goes by. It differentiates itself from the Engineers Rifle and Warrior’s rifle by utilizing range and slow attack speed (but high damage). The #1 is an auto, #2 is armor piercing bullet that goes through blocks and protection, #3 is poison tipped bullet, #4 is “disarm” where you shoot the weapon out of an enemies hand (unable to attack for X time), #5 is suppressing fire that makes your attack slow/cripple the enemy. Now this is special because they all buff the auto attack. One at a time. So you use #2, then #1 to get the armor piercing effect.

(edited by Deified.7520)

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Posted by: Deified.7520

Deified.7520

Necromancer

Name: Consumption/Consumed

Concept: This concept is heavily derived from the MOBA classes like Abathur and that parasite one from HoN. It relies on acting as a parasite, feeding off of both allies or enemies to produce beneficial or devastating results. Deathshrould would be replaced with Parasitic Form. You transform into a parasite with no abilities. Instead, you seek to latch onto something. The first living player or enemy you come into contact with, you become attached with them. Animation being based off of the karaka hatchlings. You can attach to both allies or enemies. Allies means your abilities are support based while enemies is more offensive. Your abilities would be parasites, which would either benefit or hurt the target. It would also somehow be attached to you. They’re similar to channel spells, but are conditions and you need to be within a certain range of the target for it to continue working. Condition transfer, boon transfer, attack speed/damage modifiers, etc. Your elite would be decompose. This is based off of the Modus Sceleris necro that turns into rats. You fall apart into a ton of different parasites that spread around and attack. You can end it early or once all the parasites are dead you return to your form.

Traits: The traits can improve the parasitic form reducing the rate of degeneration, improving effects, etc. You can have ones that help improve the parasite abilities too.

New Weapon: Sword MH. The auto attack is standard, but it transfers a 1 condition that is half of the current time to a target. #2 would “release” some of your parasites inside of you by cutting yourself and causing you damage but spawning 1 or 2 parasites around you that attack nearby enemies. #3 would be parasitic leech. This would attach to an enemy and slow them while speeding you up. #4 would be an aoe spin. #5 would be somekind of tunnel ability. You do a small channel and it teleports you to your selected location.

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Posted by: Deified.7520

Deified.7520

Mesmer

Name: Spectacle/Jester

Concept: The main inspiration I had for this concept is the Temple of Lyssa in Orr. In this world boss, she can deploy an attack where you have to not look at her in order to not get hit by it. I think this concept should be expanded upon. This class would have various abilities, benefits, and offensive measures that revolve around people “looking” at them. So you could have an AoE stun where people look at you and are stunned, you have one called audience where allies are looking at you they get benefits/you get benefits, things of that nature. You will no longer have clones, but will instead of “verses”. You have an F1-F3 ability that are “songs” or verses. Similar to shouts, but are channeled dialogue. You then have the abilities called “entertainment”, which are small dance moves or “jokes” or any form of entertainment. These have effects on their own, but can be combined with verses to produce devastating/beneficial effects.

New Weapon: Warhorn mainhand. Various sounds can be deployed from the warhorn and are your traditional “bard” style skillsets. #1 is three tones that could provide AoE boons or conditions. #2 is a cone wave that pushes people back. #3 could be “Debilitating Decibels” which would mess with the targets controls (like reverse them).

[Suggestions] Future Elite Specializations

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Posted by: Agemnon.4608

Agemnon.4608

Pirate theme elite specs for a water themed expansion. Not necessarily water combat heavy like many are presuming. like I said in another thread what’s wrong with traversing a tropical archipelago where the underwater parts of the dragon fight are puzzles instead of combat or other solutions such as forcing him to emerge above water, destroying an underwater volcano surrounding him with lava, or fight from submarines though that last would have to be careful not to feel too much like the Zhaitan fight. It would be surrounded by lots of ocean on beautiful tropical (and maybe ugly volcanic in places) islands. The potential is rich in masteries and minigames like surfing (boating seems like a more credible traveling mastery than surfing) and volleyball. A rock throwing minigame to kill jellyfish and a water skiing minigame sounds fun too.

  • Thief: Mercenary. The focus is on tracking down foes and high burst damage. There’s even a skill that allows you to see through stealth (similar to the HoT mastery line as opposed to reveal which isn’t personal). Lots of teleports with different effects as well as CC. New weapon rifle (mostly melee with some cool ranged attacks and CC).
  • Elementalist: Navigator. Gives up fire, earth, and air attunements and focuses on water. The first skill set is the equipped weapon slot while two slots are universal water abilities that are the same across weapon sets. Healing, cleansing, reveal, and to a lesser extent chill are the big themes of this class. The fourth skill is a pet’s special ability. The pet is a dolphin who can float over land who even talks and knows some magic. New weapon short bow.
  • Guardian: Corsair. His focus is on healing and defense such as giving nearby teammates shield effects and can be traited to strengthen one or the other. Basically auramancer but gives shield of wrath instead of auras. Has burrow mechanics (like dredge and wurms, may trait for condition cleanse upon burrowing) to add a new defensive dimension for playable characters. New weapon rifle.
  • Ranger: Captain. Focuses on pets and boons and the new parrot is the best pet in the entire game as it stealths, reveals, and does high burst damage. Double pistol weapon set and lots of reveal skills.
  • Engineer: Cannoneer. Newer and better turrets with a pirate flavor are the theme of this class. Gains warhorn.
  • Revenant: Buccaneer. Gains double pistols. Core revenant can already do lots of things well so it’s hard to give it a legend that would add to the class without being redundant. Both Glint and Shiro have amazing CC and Glint’s boonsharing utility is excellent. Likewise Mallyx is an awesome condition spec while Ventari is a healer. Maybe not the best healer but it counts as a healing and support spec. Another legend could add stealth or summoning creeps, but that would make Revenant too overpowered.
  • Warrior: Raider. Gains shortbow for mobility. Is an alternative version of the Glint Revenant with boon upkeep being the theme of the class.
  • Necromancer: Swashbuckler, gains one handed sword. Gains stealth capabilities and vastly improved mobility. I don’t know the class that well so I can’t really see what could be added to it. After gaining enough lifeforce can become a ghost pirate.
  • Mesmer: Privateer. This is a very hard class to add on due to the bass class’s nature. Maybe give up the illusion and clone mechanic for more direct damage and teleports?

More of my ideas can be found here:

https://forum-en.gw2archive.eu/forum/professions/elementalist/New-Elite-Spec-Idea-Pyromancer/

Base elementalist has always been an expert of most (well, a jack of all trades at and near launch and even back then it was better than most people thought) but a master of none. This extreme focus on one element transforms the elementalist into a jack of most trades and a master at two, namely reveal and burning in the pyromancer’s case. The pet idea might get scrapped but to be completely honest I wanna see a red furred lion with a fire mane in the game in some way shape or form since it just sounds so cool! The weapon skills stay the same as far as the fire attunement goes (so staff will still have access to meteor swarm, lava field, etc., but not static field, gust, etc.) but two (or three if a pet would be too much given to it) new fire attunement slots are given independent of weapon equipped. There’s still some light cleanses, healing, and CC in them (I did say jack of most trades, not lacking in most trades after all) but the overall meat of the skills are DPS (power and burning) and reveal.

https://forum-en.gw2archive.eu/forum/professions/thief/New-Elite-Spec-Idea-Priest/

Although in hindsight survivalist sounds like a better support spec for a thief. A mobile initiative based Mender’s healer who gives up some offense for small scale healing but still good offensively sounds like a logical step for thief. Survivalist has a gritty nature explorer vibe to it so thief can stay true to its mundane roots and support via natural rather than supernatural means. The substance would be no different from priest except as far as scepter stuff goes but the window dressing different to be more appropriate for the class.

Edit: changed Necromancer’s swashbuckling description as gutting wouldn’t be fair due to the swashbuckler’s skills only being relevant while in swashbuckler shroud.

(edited by Agemnon.4608)

[Suggestions] Future Elite Specializations

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Posted by: Flowe.1835

Flowe.1835

Base Class: Engineer

Elite Specialization: Sapper

New Weapon: Staff

Description (of idea): An engineer elite spec that focuses on setting traps of different sorts (mainly explosive).

Example Utilities:

1: Tripwire Kit – Used to set different tripwires that are hidden unless detected by another skill. These will act like invisible mines that form a line. They will cause these types of damage from 1-5 depending on which was layed down: bleeding, chill, fire, cripple, or blindness. These will only stay in that spot for 10 minutes before despawning, unless the player leaves the map, in which case they would be immediately erased.

2: Barbed Wire – Throw down a line of barbed wire, that bleeds and cripples for 5 seconds when passed through. Lasts 10 seconds.

3: Machine Gun Emplacement – Set down a static machine gun that shoots rounds that inflict vulnerability. Can add 10 shots of bleeding too, upon activation. (Note: this would be like how the mortar used to be for the engineer, but would make more sense). Range: 700.

4: ~Go ahead and add your own ideas~

Staff would be used mainly as a defensive weapon, just as this specialization would make the engineer good in more defensive situations.

Staff skills:

Slot 1: High Left Bash – Hit your enemy from the high left. Adds 10secs of might to self; Low Right Bash – Hot your enemy from the low right. Add 2secs of stability to self; Centre Jab – Hit your enemy in the centre, adding 2 stacks of vulnerability.

Slot 2: Rocket Smack – Speed towards your enemy using rockets on your boots, and smack them hard. Stuns for 1.25 seconds.

Slots 3-5: ~Tell me your ideas!~

[Suggestions] Future Elite Specializations

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Posted by: Zalani.9827

Zalani.9827

I still wan’t to see a ranger rifle spec that consists of us shooting pocket raptors and other wildlife at people.

Jadis Narnia-Sylvari Ranger of [EDGE]
Dragonbrand

[Suggestions] Future Elite Specializations

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Posted by: CaptainVanguard.4925

CaptainVanguard.4925

Name: Harvester
Class: Necromancer
Weapon: Longbow
Sub Mechanic: Grim Rider

Description:

The Harvester serves as a dark agent of the god Dhuum, wielding a powerful Longbow. (Scythe themed with two sharp blades either side of the handle, ascended version gleams with dhuumfire and longer scythes with a double edge at the tip)

These champions of darkness use a combination of close and ranged combat to rend, tear, and destroy their foes with horrifying darkness, seeking to evoke true death upon their prey.

Special Mechanic: Grim Rider

Much like the Reaper, this will replace your F1 with an alternative form that allows you to become a powerful being, the Grim Rider, mounted upon a pale horse.

Unlike other necromancer forms however, this one “only” replaces your secondary abilities allowing you to use your weapons instead of your skills, replacing them with a number of dark powers designed to completley immobalize and helplessly destroy multiple swathes of foes.

Grim Rider Abilities:

(6) Soul Chains: The Grim Rider launches a series of chains pulling enemies towards them in a cone like arc, they are able to leach some of the life of their captive targets and in addition temporarily immobalize them for 2 seconds.

(7) Death Charge: You stampede forwards on your Pale Horse, slamming over enemies and leaving a trail of Dhuumfire that burns targets caught in the radius, it also reduces their healing by 50% as long as they remain in the Dhuumfire.

(8) Horrifying Shriek: Your pale steed screams a cry of dread and darkness sending foes nearby fleeing in terror for 3 seconds.

(9) Monsterous Visage: Your presence looms over a victim of your choice, a single target is then petrified for 2 seconds unable to flee your gaze.

(10 Ultimate) You Got Dhuumed: Summon a visage of the dread god of true death himself, Dhuum, swinging a scythe of darkness that instantly cuts up to 5 targets HP in half, and reduces their healing by 50% (5 min CD, affects all types of enemies except champions and bosses, which instead loose 5% of their total healthpool, it also has a long charge time, nearly 10 seconds, making the Harvester slightly vulnerable during that stage.)

Abilities:

(6): Devouring Arrow: You launch a spectral arrow that travels through multiple foes in a single line, taking some of their health into yourself.

(7): Volley Of Death: You fire an arrow into the sky, tearing kitten in the mists, this hole unleashes the souls of the dead as they fall upon the living, inflicting damage, and fearing the targets in the area.

(8): “Come Closer”: You draw an enemy to yourself with a chained hook, then immediatley slash them dealing 5 stacks of bleed.

(9): Devouring Strike: You summon a spectral executioners guilotine swinging straight downwards in a single line, any enemies caught in the strike loose 10% of their hp immediatley (unless they are champions or bosses, who only loose 1%)

(10 Ultimate): Scythe Storm: Around you a whirlwind of scythe swings and carving slices strikes everywhere, any target caught in the vortex is immediatley hit with 2 stacks of bleed every 1 second and takes significant damage, lasts 15 seconds.

Longbow Attacks:

(1) Harvesters Arrow: You fire an arrow that ignites through Dhuum’s fire half way, burning a target as it hits them for damage.

(2) Scythe Wings: You Fire an arrow straight forwards in a short range cone, a pair of huge spectral scythes appears either side of it and deal bleeds to any target they pass.

(3) Binding Chain: You fire a series of chains that rebound off a single target hitting up to 4 more targets, the targets are immobalized for 2 seconds.

(4) “Get Away From Me!”: The Harvester Swings around rapidly in a full circle, knocking targets away from themselves at a close range.

(5): Rend and Tear: The Harvester swings their bow like a melee weapon in a frontal arc, hitting targets and dealing massive bleed and torment stacks aswell as reflecting projectiles while channeling this ability, can move while doing this.

This one was a bit of a muse in progress and somewhat subject to change.

[Suggestions] Future Elite Specializations

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Posted by: TheSwede.9512

TheSwede.9512

I have been scratching my head these last few days trying to come up with a unique and completely different take on a Revenant Elite spec. This crazy idea is the fruit of all that thinking, and introduces a face we only heard of in passing as a Legend to channel for Revenants: Zinn, the founder of Rata Novus.

Revenant – Architect
Weapon: Focus Off-hand
Skills: Zinn, Legendary Visionary Stance
Mechanic: Focusing on holding their ground, the Architect can use their F2 Skill to set up an Area of Operations, which reduced Upkeep cost by a large margin as long as the Architect remains in the area. This aids with their Utility skills, which are Constructs, upkeep skills with different effects.

Mechanic: Area of Operations
Like Zinn created Rata Novus, the Architect is a settler that finds a good spot on the battlefield and amasses a fortress from the Mists through channeling Zinn as a legend. A stalwart defender that specializes in point-holding and slowing down enemies, this legend relies heavily on staying in one spot to fight rather than being mobile.

Area of Operations is a ground-targeted skill that affects a medium-large area. As long as the Architect remains in this area, they’re constantly supplied energy from the Mists causing all Upkeep skills to only cost 50% of their original Upkeep cost (Rounded up) as long as the Architect stay within the confines. Much like Rata Novus, Area of Operations doesn’t last forever, so the Architect needs to build fast and efficiently once they’ve decided on a good location.

Weapon
The Focus is primarily a Utility weapon equipped to afford the Architect Mobility and CC so that they can work in relative peace, keeping themself busy and balanced while controlling enemies trying to disrupt their careful planning.

  • Mist Veil → Through the Mists – Cover yourself and nearby Allies in a veil that pulses Stability to them. Activate again to consume Mist Veil and Shadowstep to the target area, creating a short-lived mist rift at both Positions that allies can use to travel through if they’re under the effects of Mist Veil.
  • Singularity Bomb – Send an Orb towards the target position that Chills enemies it passes through. Once the orb reaches its position, it implodes and Pulls in enemies beyond the range Threshold and Launches enemies within the range Threshold.

Utility Skills
The utility skills that the Architect has access to are called Constructs. These are all immovable, destructible objects that can be placed anywhere within the range threshold and have a passive effect once placed. Up to 2 Constructs of the same kind can be placed at one time, and single instance of a Construct comes with an Upkeep cost. Once set, the Architect can interact with these constructs using their Interact key in order to remove them.

  • Mist Beacon – Construct. Healing Skill. Place a healing Mist Beacon at the target Area that pulses Healing to nearby Allies at a set intervall.
    • Second Mist Beacon – Place a second Mist Beacon at the target area.
  • Wall of the Mists – Construct. Place a wall at the target area that enemies cannot cross. When the wall is destroyed, it shatters and stacks Confusion on nearby enemies.
    • Second Wall – Place a second Wall of the Mists at the target area.
  • Mist Sentry – Construct. Place a node of Mist energy at the target location that will fire bolts of Mist energy at nearby enemies at a set intervall, leaving them Vulnerable. Acts as a Projectile Finisher.
    • Second Mist Sentry – Place a second Mist Sentry at the target area.
  • Mist Trap – Construct. Place a rotating bladewheel at the target location that will activate when enemies come within range, Damaging and Tormenting them with each strike. Acts as a Whirl Finisher while attacking.
    • Second Trap – Place a second Mist Trap at the target area.
  • Tower of the Mists – Construct. Elite Skill. Raise a mist Tower at the target location that pulses Protection and Stability to allies within, while removing Conditions. Combo Field: Lightning.
    • Second Tower – Place a second Tower of the Mists at the target area.
Warrior – Wardancer | Guardian – Lorekeeper | Revenant – Vindicator |
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |

[Suggestions] Future Elite Specializations

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Posted by: TheSwede.9512

TheSwede.9512

Alright, let’s finish off with the other professions while I’m still at it. Next up is the Engineer. The Scrapper was a powerful bruiser, equally adept at offense and defense. However, Engineer lacks something that just throws caution to the wind and goes full throttle, no holds barred gung-ho on enemies. Let’s fix that.

Engineer – Devastator
Weapon: Greatsword
Skills: Overrides
Mechanic: The Devastator gains a new Overheat meter that rests behind their Toolbar that increases with each use of their weapon skills or Physical attacks, and decreases when a Toolbelt skill is used.

Mechanic: Overheat
Restraint isn’t in the Devastator’s vocabulary. Powered by a merciless high-octane engine of destruction, they’re prone to Overheat while in combat, trading their own better health for an incredible destructive power.

The *Overheat" bar has 3 levels: Cool (Green), Hot (Yellow) and Danger! (Red) divided into 100 strikes (40 for Green, 40 for Yellow and 20 for Red). As the Devastator uses Weapon Skills, the bar will increase at a rapid pace, starting at Green and moving towards Red. As the bar goes up, so does the Devastator’s damage and the sheer destructiviness of their Weapon Skills.

However, the Devastator must be careful not to go too overboard or it’ll come back and kick them in the face. If the Overheat bar goes over 100 strikes, they’ll need to cool off and lose access to all their bonuses while also taking increased Damage for a short time. By activating their Toolbelt skills, they can willfully let off some steam and lower the Meter back a few strikes.
The trick to mastering this mechanic is to maintain a balance between Weapon Skill uses, Overrides and Toolbelt Skills.

Weapon
The Greatsword is exactly what you’d think it’d be: A massive, heavy metal mastodon speaking only one language: Pain. A deceptively fast and extremely destructive melee weapon that leaves little room for defense. After all, who needs to defend themselves if there’s no enemy left alive to defend against?

  • Rabid Swing -> Raging Strike -> Devastate – Chain combo that increases in Damage and strikes faster as Overheat levels increases. The Final strike causes an Explosion that causes Burning when Overheat is at Hot or higher.
  • Overdrive – Leap at your target foe with a Crippling leap. Damage, Distance and Cripple duration increases with Overheat level.
  • Octane Circus – Exhaust flames and spin around, Damaging nearby enemies. Number of attacks increase with Overheat level and this skill Burns with each strike at when Overheat is at Danger!
  • Smokin’ Sweep – Sweep your sword before you, releasing thick fumes that Blind enemies. Additionally Poisons targets when Overheat is at Hot or higher, and also Burns enemies when Overheat is at Danger!
  • Chainsaw Dance – Thrash relentlessly with your Blade, dealing massive damage to enemies in front of you. Damage and number of hits increase with Overheat Level, and this skill grants Stability to yourself when Overheat level is at Danger!

The already existing weapons of course also get an Upgrade when overheat levels increases, so that they’re still relevant for use. However, they’re not quite as reliant on it as Greatsword is.

Pistol

  • Fragmentation Shot – Projectile Speed increases with Overheat level and Additionally Burns enemies when Overheat level is at Danger!
  • Poison Dart Volley – Damage and Projectile Speed increases with Overheat level
  • Static Shot – Projectile Speed and Number of Bounces increases with Overheat level
  • Blowtorch – Additionally Destroys Projectiles when Overheat level is at Hot or Higher.
  • Glue Shot – Immobilize Duration increases with Overheat level.

Shield

  • Magnetic Shield – Knockback Distance and Radius increases with Overheat level.
  • Static Shield – Additionally strikes enemies with Lightning while Blocking when Overheat level is at Hot or higher.

Rifle

  • Hip Shot – Damage and Projectile speed increases with Overheat levels.
  • Net Shot – Additionally stacks Vulnerability when Overheat level is at Hot or higher.
  • Blunderbuss – Damage increases with Overheat levels and Additionally stacks Burning depending on range when Overheat level is at Danger!
  • Overcharged Shot – Damage, Range and Projectile speed increases with Overheat levels.
  • Jump Shot – Additionally Knocks down enemies at the Landing spot when Overheat is at Danger!

Utility Skills
Overrides are simple in their conception in that they directly effect the Overheat meter, allowing the Devastator to manipulate it with even more versatility when a few of these are on their utility bar. Most of them are instant Effect, as well.

  • Override Code Blue – Healing Skill. Heal yourself and reset your Overheat bar back to 0, gaining increased Healing and Regeneration depending on current Overheat level.
    • Toolbelt Skill: Emergency Exhaust – Release a cloud of Steam around you, reducing Overheat gain by 50% as long as you stand in it and Pulsing Regeneration. Acts as a Water Field.
  • Override Code Green – Break Stun, Lose up to 30 strikes of Overheat and remove 1 condition for every 10 strikes of overheat lost.
    • Toolbelt Skill: Coolant Coating – Splash coolant on your weapon, causing your next few attacks to not generate Overheat.
  • Override Code Yellow – Lose 10 strikes of Overheat every second for a short time, gaining Protection and Retaliation whenever you gain attain Hot or Danger! levels of Overheat.
    • Toolbelt Skill: Heat Shielding – Surround yourself with intense heat, becoming a mobile Light Field that Blinds nearby enemies with each pulse.
  • Override Code Orange – Gain 30 strikes of Overheat and pulse Quickness for a time, as long as you remain within Danger! levels of Overheat.
    • Toolbelt Skill: Burning Tar – Splash tar at the target Area, Immobilizing and Burning enemies within.
  • Override Code Red – For a short time, you pulse Might, AoE Burning and 10 strikes of Overheat every Second.
    • Toolbelt Skill: Boiling Blood – Increase All Damage by 10% and Double the amount of Overheat you gain from the next few Attacks.
  • Override Code White – For a short time, Overheat level is set to Danger! and you cannot gain or lose Overheat strikes. While this skill is active, Weapon Skills recharge 66% faster.
    • Toolbelt Skill: Override Inversal – For a short time, Overheat level is set to Cool and you cannot gain or lose Overheat strikes. While this skill is active, you’re immune to incoming Damage, but still susceptible to conditions.
Warrior – Wardancer | Guardian – Lorekeeper | Revenant – Vindicator |
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |

(edited by TheSwede.9512)

[Suggestions] Future Elite Specializations

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Posted by: TheSwede.9512

TheSwede.9512

Ok! Last in line is the Mesmer. Now, the Chronomancer was all about that Team Support, which is cool and all. But what the Mesmer really lacks is reliable, sustainable DPS. Now, I’m aiming to fix that with the following elite spec.

Mesmer – Esper
Weapon: Longbow
Skill: Cantrips
Mechanic: Esper Blades will now appear behind the Esper whenever they shatter a clone. These blades can number up to 4 and will hover behind the Mesmer as they fight. When 4 Blades are created, Shatter skills are replaced with Blade Command skills.

Mechanic: Esper Blades
With nothing but their mind, the Esper can create powerful and very deadly Esper Blades from pure ether to bring into battle. Whenever a Shatter skill is used, the Esper reshapes the shattered remains of their clones into illusionary swords that hover behind their back, ready to strike at their call and beckon. 1 Blade is created for each clone shattered, the Esper themselves included.

When 4 Blades have been created, the 4 Shatter Skills are replaced with 4 brand new Blade Command Skills that use all 4 blades at once for a devastating attack, before shattering them and returning the basic Shatter skills, necessiting for the Esper to keep creating clones and shattering them to maintain their secondary weapon.

  • Blade Impalement – Replaces Mind Wrack. Send your Esper Blades to impale your target, dealing massive damage and Immobilizing them.
  • Rain of Torment – Replaces Cry of Frustration. Rain your blades down over the target area, Crippling and Tormenting enemies within.
  • Thought Sever – Replaces Diversion. Drive your blades into nearby enemies heads, Blinding and Slowing them.
  • Mental Castle – Replaces Distortion. Surround yourself with your Blades, blocking the next 4 Attacks and lashing out with a Weakening strike when attacked.

Weapon
The Longbow might be an odd choice for a DPS weapon, but the Esper doesn’t use the Longbow in a conventional way. Instead, they use Longbow as a Mid-Range to Melee weapon.

  • Esper Slash -> Esper Slice-> Shattershot – Conjure an Illusionary blade in your hand and Slice your opponent twice, before knocking your bow with your blade and firing at your target, Shattering it and damaging nearby enemies. Deals increased damage the closer you are to your target.
  • Mirror Shot – Fire a piercing arrow in the target direction. If it hits an enemy, it generates a Clone that uses Esper Slash. The Cooldown of this Skill is reduced by 25% for each enemy above 1 that you successfully hit (Max 4).
  • Blade Recall -> Blade Burst – Leap at your target and send out a wave of magic behind them that damages enemies before returning to you, granting you Blur and giving access to Blade Burst. Blade Burst causes several illusionary blades to burst out from you, Damaging all nearby Enemies and removing 1 Boon.
  • Phantasmal Archer – Summon a Phantasmal Archer that will attack enemies with Rapid Fire.
  • Illusionary Barrage – Take aim and summon several Illusionary blades behind you that all fly forwards simultaneously, Damaging and Crippling enemies in their path.

Utility Skills
The Esper’s Cantrips are similar to the Elementalist’s only in the regard that they’re pretty much instant cast. But where the Elementalist focuses primarily on Defense and Escape, the Esper will use their Cantrips to chase down enemies or sow discord among their ranks.

  • Mental Leech – Healing Skill. Heal yourself. Daze and Confuse enemies around you, stealing Health from every target struck.
  • Shadow of Doubt – Send out bolts of energy that latch onto enemies, pulsing Slow and Weakness to them until they successfully Hit an enemy with a skill.
  • Flicker – Gain Flicker, causing you to avoid all incoming attacks. Enemies attacking you stack Confusion. Prevents Capture-Point contribution.
  • Shatterstep – Transform into a blade and leap at the target location, scattering identical blades in other, random directions. Each Blade shatters on impact and Cripples enemies hit, while enemies at your location at Immobilized. Also Breaks Stun.
  • Weave of Inspiration – Surround yourself with Strands of illusionary fabric, becoming a mobile Ethereal Field while randomly reflecting projectiles or destroying them and healing yourself.
  • Mind Link – Link with nearby enemies for a short time, causing any Boon they recieve to be Granted to you as Well, and any Condition you gain to be granted to Linked enemies.
Warrior – Wardancer | Guardian – Lorekeeper | Revenant – Vindicator |
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |

(edited by TheSwede.9512)

[Suggestions] Future Elite Specializations

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Posted by: Sartharina.3542

Sartharina.3542

Why longbow instead of Shortbow on that Mesmer? Shortbow needs more love, and the Dreamer and Chuka+Champawat would look great on a mesmer.

Did I post my revenant suggestion here?

If not, here it is again, updated. Channels the power of all the forgotten fallen heroes from the mists right into the feels.
Class: Revenant
Icon: Memorial Wall
New Weapon: Rifle.

Most of the skills have shadowy figures of soldiers with your race appear in the visuals – Seraph for humans, Valiants for Sylvari, peacemakers for Asura, Hunters for Norn, and character-specific Legion Soldiers for Charr.

  • Rifle 1: Mistlock Shot. You shoot the target. It takes damage. Pierces, but nothing fancy for an AA
  • Rifle 2: 3 attack Chain
    -> Bayonet stab – You stab your opponent with your rifle, with a mist warrior overlaying you (ensuring you have a bayonet, even if your rifle skin lacks one)
    -> Rifle Butt: Damage and knock your opponent down.
    -> Stock slam: Bring your rifle’s stock down on your enemy’s head with a devastating blow. Increased damage to knocked-down targets
  • Rifle 3: Covering Fire – Channel an AoE that roots you, and inflicts rapid damage and weakness to enemies in the target area.
  • Rifle 4 Binding Shot – Shoot your opponent for damage and immobilization.
  • Rifle 5 Firing Line – Four ghostly soldiers flank you, before all five of you fire a series of piercing shots against everything in front of you, for massive area denial and good DPS, especially against crowds. Enemies cannot walk through the ghost line (Limit 10).

New Legend: “Forgotten Soldiers”
New Utilities: Shouts. Unlike warrior and Guardian shouts, they have a cool mist effect, generally gathering mist magic to you and bursting out in a spiral with the shout.

Healing Skill “We Die Standing!” – Heal and grant Stability to yourself and nearby allies. (Breaks stun)
Utility 1 “We will not falter!” – Grant protection, cleanse conditions, and break stun to nearby allies.
Utility 2 “Grenade Out!” – You shout, and a mist warrior from your position hurls a grenade at the target area, knocking back and damaging enemies.
Utility 3: “Forward, to Victory!” Grant Swiftness and Quickness to nearby allies.
Elite RALLY TO ME! – All voice actors need to nail the rising, strident yet inspiring crescendo of this line, to be at least on par with Captain Ayshm’s delivery of the line (And modified to fit all ten race+Gender combinations). But aside from making this a shout that everyone loves to hear just to listen to it, it has a cast time (The duration it takes to shout it!), and rallies all nearby downed allies, and grants Fury, Might, and Retaliation to nearby allies, and burning nearby enemies. Every affected ally has a mist-shadow overlay them and salute (Rising with the rally of the formerly-downed before the salute)

[Suggestions] Future Elite Specializations

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Posted by: Ardid.7203

Ardid.7203

Totally over the top, just for fun:

The Zoner.
Proffession: Engineer
Elite Mechanic: Drive Lenses
Skill type: Missiles
Weapon: Greatsword.

The Zoner Elite specializes in doing damage at a distance, keeping enemies far away, enhancing any projectile in the current weapon/kit selection and deploying a vast array of powerful ranged tools to accomplish the job.

Drive Lenses Mechanic
Drive Lenses are 5 different types of holographic targeting devices that can be carried by the Zoner or mounted in the terrain, which once active change the properties of any ranged attack passing through them.
Speed Lens enhances the travelling velocity of projectiles.
Damage Lens adds to the normal damage of the attack.
Control Lens adds a cc effect to the projectile (Cripple, Push or Knockback depending on the strength of the attack)
Boost Lens adds a boon for allies to the projectile effect.
Sharp Lens adds penetration to the projectiles (Piercing or Unblockable, depending on the strenght of the attack)

Drive Lenses appear as icons behind the toolbelt skills, which can be enabled (replacing such skills) or disabled by holding down the correspondent F key for a moment. Deactivating a Drive Field causes the toolbelt skill to enter cooldown before being available again. Quick tapping on the Drive Lens icon activates the ground placement of the device, or takes back the bundle from the floor.

When carried, the Drive Lenses orbit around the Zoner at different speeds, requiring a precise timing to use the enhancements from all of them with the same attack. When grounded, the timing is not necessary, but the position of each Drive Lens is critical to aim into the enemy. When grounded, Drive Lenses also automatically affect allied projectile attacks too.

Healing Skill
Missile Doc: A projectile that flight in a circle around the Zoner, curing allies, before going up in the air and landing over the caster, curing a big chunk if the Zoner remains in the center of the impact, and a smaller one if he/she moves.
Toolbelt: Healthy Landing. A short distance jump that clean 1 condition and leaves a water field.

Utility Skills
Isolating Missile: A targeted projectile that damages and briefly stuns its target, dividing with the impact into various fragments that splash around him, pushing other foes aside.
Toolbelt: Toxic Vent. A sudden gush of hot gas centered on the Zoner, which burns foes, leaves a poison field and works as a blast finisher. If activated during the Isolating Missile stun, the gas is centered in the target instead.

Missile Swarm: A dozen tiny projectiles with low individual damage and bleed, which will fly forward in formation, then divide seeking the closest target. Strong damage when focused in solo target.
Toolbelt: Warding Swarm. 6 tiny projectiles that will surround the Zoner or an ally target and explode if an enemy touch them, damaging foes and stopping projectiles.

Beacon Missile: A big, slow, ground targeted projectile, which deals good damage on the impact area, burying itself in the ground to become a damageable beacon which pulsates confusion, regeneration, and cleanse 2 conditions every 2 seconds. Toolbelt: EMP. An interrupting explosion centered on the Zoner that leaves a lightning field. If the beacon is deployed, the explosion is centered in the beacon instead.

Elite Skill
RC Missile: A noticeable, damageable projectile/drone with 20 seconds of life, controlled by the player through normal arrow keys and a bundle of special skills. The character stays in place and can receive damage, but only gets interrupted if such damage goes over 90% of the health. The camera follows the missile.
The bundle skills are:
Zap: A fast, low damage laser.
Nitro: A sudden acceleration boost.
Drift: A lateral movement that evades and leaves the missile perpendicular to its previous trajectory.
Trip: A mine that explodes if a foe pass close by, launching caltrops that bleed and cripple.
Nuke: A very damaging AoE explosion which damages, knockbacks and leaves a fire field, destroying the RC Missile. The damage and radius of the final explosion increases for every 5 seconds the RC Missile stays alive. It does NOT active automatically when the missile dies.
Toolbelt: Drive Focus. Any grounded Drive Lenses switch back to the Zoner. Then all the active Drive Lenses became aligned in front of the Zoner for half a second before starting to orbit the character again.

Weapon Skills
The greatsword is a mobility and range tool for the Zoner.

Blaster: A fast, low damage laser missile that emerges from the point of the weapon and travels straight forward. Holding down the button makes the laser to become more and more damaging before finally releasing it. Burns when fully charged.

Slicer: A circular attack that damages foes surrounding the Zoner and launches an energy semicircle forward. Holding down the button delays the attack, making it more damaging and able to push foes when fully charged.

Repayer: The Zoner hides behind the greatsword, which glows briefly reflecting projectiles. Holding down the button makes the glow to coagulate into an energy projectile that duplicate each 2 seconds until a maximum of 8 seconds (16 missiles). The projectiles damage and chill foes.

Spacer: A slow, vertical, high damaging single target attack which cripples and makes the Zoner move back a few steps and break stun. Holding down the button delays the attack, making it AoE, and launches the Zoner backwards 800 units.

Charger: The Zoner run forward and hops over the greatsword, surfing forward 800 units while gaining protection, leaving a line of energy which damages foes and applies agony.

Traits
Traits should try to improve the use of the Drive Lenses, making them orbit faster or align more often, or be party friendly even when carried by the Zoner. Traits can also speed up the hold-up versions of the GS attacks, augment the number of missiles available for utility skills, and somehow improve the survival chances of the Zoner.

“Only problem with the Engineer is
that it makes every other class in the game boring to play.”
Hawks

(edited by Ardid.7203)