[Suggestions] Future Elite Specializations
I came up with a wild idea for a Guardian. Please enjoy
https://pl.scribd.com/doc/310779927/Arbiter-Guardian-Elite-Specialization
I had an idea for an Ele spec:
Conduit: You know how the Tempest has the overloads? Well, to branch off of that, instead of overloading into some type of unique one-and-done skill, instead make them unique Elemental transformations (Different than the elementals that are currently in game) that change 1-5 on the bar and add minions types (for the corresponding element) to the 6-0 bar.
I think it could be cool, but I just want minions to be in a slightly better place than they are now. Sure, they did a good Quality of Life change so they don’t just die instantly, but as a necro main it still doesnt feel to great with the exception of Flesh Golem to ham up those break bars.?
As for weapons, add dual axes for that visceral close-mid range feel. I think it’d be pretty dope.
ELITE SPECIALIZATION: ARCHMAGE
[DESCRIPTION]
the Archmage is a long range damage dealer. Wielding a longbow, the Archmage charges up the “artillery” spells by using all attunements.The Archmage also offers some offensive boons and a few control effects if enemies get to close. The Archmage also provides more conditions than other Elementalist specializations.
Disclaimer: values given are hypothetical example, and would need to fine tuned for balance. I’m not necessarily providing cast times and recharges for weapon skills, but as a general rule cooldowns can be assumed to be roughly in the neighborhood of other elementalist cooldowns, based on skill position, 1) autoattack, 2) 4-8seconds, 3) 8-12 seconds, 4)12-30 seconds. 5) 20-45 seconds
[NEW GAME MECHANICS]
[New Condition: Steam]
each second the condition is active, it adds one more stack of itself if the target doesn’t move, and loses one stack while the target moves. Potency is determined by number of initial stacks.[New aura: Mist Aura]
apply 1 stack of steam condition to enemies who strike you, cd 2 seconds per attacker[New Combo Field: Steam field]
projectile: apply 1 stack of steam to foe.
Leap: grants Mist aura
blast: grants 1 stack prevention
whirl:[New Boon: Prevention]
each stack of this boon will convert one the next incoming attack or condition, into healing[Conidition-Boon Conversion]
Prevention and Steam are opposites, so one will convert to the other under the appropriate spell use.[CLASS MECHANIC: ELEMENTAL CHARGE]
~ swapping attunements now grants one charge per attunement swap.
~ similar to the warrior adrenaline bar, the celestial charge can tier up 3 times
~ does not decay out of combat
~ 4 charges grants tier1, 8 charges grants t2, 12 charges grants t3~ F5 = Celestial Storm
~~ base skill (10 second cooldown) lasts 5 seconds, and drops 5 impacts per attunement type, 1500 range, 250 radius
~~ t1 lasts 10 seconds and drops 10 impacts per attunement type, 300 radius
~~ t2 lasts 15 seconds and drops 15 impacts per attunement type, 350 radius
~~ t3 lasts 20 seconds and drops 20 impacts per attunement type. 400 radius~~ using f5 consumes all charges
~~ using a utility skill consumes 1 tier of charges (more on this in the utility skill section.)~ celestial storm is balanced around the idea that it’s available often, but requires many attunement swaps to fully charge up. The base skill is available every 10 seconds, but requires time gated attunement swapping to become more powerful.
~ Since the utility skills also consume a tier of charges, f5 can remain as powerful as it is, due to having to make a choice of using a utility skill or the f5
[UTILITY SKILL CATEGORY: ELEMENTAL]
~~ these skills have 10 second cooldown, and are balanced around the charging mechanic
~~ these skills consume 4 charges when used, to prevent someone from spamming all t3 skills all the time, once fully charged.
~~ each tier stacks with all previous tiersHeal:
~~ base skill: heal the elementalist for 4k (15 second cooldown)
~~ t1 also grant 4s vigor + 1 stack prevention
~~ t2 also grant 4s protection + 1 stacks prevention
~~ t3 also grant 4s mist aura + 1 stacks preventionCrystal Wave: send out a wave toward your foes, 900 range, directional targeting
~~ base skill: do AoE (5 targets) damage based on power
~~ t1 daze enemies ¼ seconds
~~ t2 knockback enemies 100 range
~~ t3 knockdown enemies
(synergizes very well with Lightning Rod trait)Searing Heat
~~ base skill: 300 radius damage (1000 power based damage) to foes in the area, 1500 range, 3 second cast time
~~ t1 second pulse of damage
~~ t2 3rd pulse of damage + applies 3 stacks of burning for 2 second
~~ t3 4th pulse of damage + applies 5 stacks of steam:Frost Armour (to yourself and nearby allies)
~~ base skill: grant a frost aura
~~ t1 grant 4s protection
~~ t2 grant 3 stacks stability (4 seconds)
~~ t3 grant 3 stacks prevention (5 seconds)Kinetic Armour (to yourself and nearby allies)
~~ base skill: stun break
~~ t1: gain stability 2 stacks (3 seconds)
~~ t2: gain swiftness (10 seconds)
~~ t3: gain quickness (5 seconds)Elite: Elemental Lord: channel for five seconds, focusing your power, cooldown 60? seconds
~~ base skill: gain 5 charges per second
~~ t1: grant 3 might per second to yourself nearby allies
~~ t2: grant 2s fury per second to yourself and nearby allies
~~ t3: grant 1stack prevention (5 seconds) per second to yourself and nearby allies[NEW WEAPON: LONGBOW]
range: generally 1500
Fire attunement:
1) Lava Arrows: (20% projectile) fire three arrows at your foe
2) Incendiary Arrows: (20% projectile) fire an arrow for damage and 2 seconds burning, if blocked, it explodes and causes up to 5 foes to burn (3 stacks, 3 seconds)
3) Burning Arrow: (20% projectile) fire one arrow that does massive damage and burns (5stacks) your foe
4) Starburst: fire an arrow that explodes for AoE damage when it hits its target, and breaks into 3 smaller shards that also explode for AoE damage. Each burst is also a blast finisher
5) Smoking Arrow: fire an arrow that leaves a trail of smoke behind it, creating a smoke fieldAir Attunement:
1) Shock Arrow: (20% projectile) damage plus vulnerability
2) Lightning Arrow: (20% projectile) fire an arrow at your target for damage. 1 second later, the target is struck with lightning
3) Lightning Javelin: (50% projectile) pierces foes, for 10 vulnerability, and massive damage
4) Shell Shock: (spell) stun and damage your target (could use the electrocute death animation)
5) Enervating Charge: (spell) strike your foe with lightning, causing AoE damage, AoE weakness to enemies, and apply AoE vigor to alliesEarth Attunement:
1) Glass Arrows: (20% projectile) fire an arrow for damage, that bleeds (2stacks, 5 seconds) your foe if blocked
2) Ash Blast: (spell, ground target AoE)) poison your target with ash they can’t breathe (3 stacks, 8 seconds)
3) Rock Javelin: (50% projectile) throw a rock javelin at your foe, piercing, if blocked it blinds and bleeds (5stacks 10 seconds) foes in AoE
4) Obsidian Flame: (spell) damage your target (no projectile) for unblockable, armour ignoring, critical damage (2000 base damage)
5) Ebon Hawk: (100% projectile, spell) summon a hawk to fly at your foes, fearing (3seconds), and tormenting (3 stacks, 8 seconds) them as it cries and flies through themWater Attunement:
1) Ice Spear: (50% projectile) throw a spear at your foes, granting regen to allies it passes through
2) Steam: (AOE, ground targeted) blinds target, and applies 3 stacks of steam to target
3) Chilling Winds: fire an arrow that becomes a chilling wind, chilling (4 seconds) and tormenting (2 stacks, 8 seconds) up to 5 foes the wind passes through.
4) Mirror of Ice: (spell) fire an arrow that reflects projectiles it nears, granting prevention (1 stack, 4 seconds) to allies
5) Steam Arrow: fire a rapid arrow that leaves a trail of steam behind it, creating a steam field that pulses for 3 seconds. Each pulse causes damage and 2 stacks of steam to foes.[TRAITS]
Adept:
~ minor: earn class mechanic
1- conditions last 25% longer
2- prevention also grants retaliation (4 seconds)
3- ??Master:
~ minor: deal 10% more damage over 600 range
4- apply 1 stack steam condition to targets who block your arrows (cd 10s)
5- 10% power is converted to healing power
6- consuming charges grants might (10 seconds 1 stack might per charge consumed)Grandmaster:
~ minor: deal 2% more damage per condition on a foe
7- burning causes 2 stacks steam (cd 10s)
8- auras grant 1 stack prevention
9- camping an attunement grants 5 charges every 10 seconds
Glove as a weapon:
Thief: Wild/Acrobatic figther(jumping around the enemy)
Warrior: Boxer(Which can do some knok back attack)
Elémentalist: Invocation and close carter attack (punching element in the enemy)
Mesmer: Caster (that do less adventage but do more damage)
Necromancer: Changing dead enemy into minion (for some time)
Gardian: Hand sigil (dealing alteration to the enemy and cure the other player and the spirit weapon)
Engineer: Builder
Ranger: trapper (who put alterration with trap of all kind).
That would be cool I think.
Donno if anyone suggested this but
Warrior: Gunslinger
Weapon: Dual pistols
Desolation
Staff Warrior
Pistol/Pistol Warrior
Mace/Mace Thief
Rifle Ranger
Shadowmancer: scepter thief.
Vampire: Mainhand sword Necro (with a cool metal looking rapier. In before, “Bro that’s redundant they’re already made of steel” I don’t mean that definition of metal and you know it lol!) that is essentially thief light with some core Necro aspects. This sounds way OP but this is assuming a simplification for easier balancing purposes kitten much can already do too much.
Privateer: Offhand pistol ranger (so they can still use sword with it). Parrot pet will be the best in the game since it’ll have smokeskelk damage with a reveal pet skill. Sic’em is more of a prophylactic measure to keep one from stealthing instead of revealing the already stealthed so the skill isn’t redundant.
Ninja: Offhand dagger warrior with stealth (many of base warrior’s invulns nerfed for balance)
Priest: Offhand warhorn guardian. The warhorn would sound like a trumpet and focus on support and CC. Warhorn 5 would act like the ranger’s call birds warhorn skill but have little angels (human and asura) attack enemies by swooping down flying past them hitting them with a glowing whitish yellow rapier and cleanse ally conditions while healing while warhorn 4 AoE cleanses and single target CC. Brings the guardian back to his core concept and theme. Name is a placeholder though since priests are traditionally a light armored class.
Buccaneer: Dual Pistol Revenant who can create his own LoS barrier to hide behind.
Chaosmancer: Shortbow Mesmer.
Elite spe Necromant: Blood Mage
I was a big fan of the MMO Vanguard (rip…), and of the playstyle of my main toon, a Blood Mage (healer/caster)
I believe necros have this unique position to fulfill perfectly the role and even make it better than ever! A unique, bold playstyle, not fit for people with heart condition…
The Blood Mage taps in forbidden magic, in his own blood and life force, to commute death into unholly life… sometimes at the expense of his own.
Who said necros can’t be healers because their trade is precisely death?
Weapon: sword
Sword skills:
1 – your sword drinks the blood of your target
Range: melee
Cast: instant
Deals small damage and heals for half the damage done
Your blade becomes more thirsty
Range: melee
Cast: instant
Deals minor damage and heals for half the damage done
Your blade’s thirst explodes and give life to your allies
Range: melee
Cast: 1sec
Deals moderate damage and heals all allies for 25% of the damage done in a 300 range
2 – Attracts the blood of your foe to your blade for absorption
Range: 800
Cast: instant
CD: 4secs
Deals moderate damage, causes a stack of bleeding (5secs) and add 1 Blood Charge (heal +2%, cumulative, max 5 charges)
3 – Release Blood Charges to poison your own blood as your blade wounds you to throw it at your foes.
Range: 800, AoE: 300
Deals moderate damage to a group of foes and applies poison (15secs) at the cost of 10% or your own lifeforce.
If 1 Blood Charge, removes charge and adds 20% damage to the attack + 1 stack of might for 5secs
If 2 Blood Charge, removes charges and adds 40% damage + 3 stacks of might for 5 secs
If 3 Blood Charges, removes charges and adds 60% damage + 3 stacks of might for 5 secs + vigor 5 secs
If 4 Blood Charges, removes charges and adds 80% damage + 5 stacks of might for 5 secs + vigor 5 secs + swiftness 5secs
If 5 Blood Charges, removes charges and adds 100% damage + 5 stacks of might for 5 secs + vigor 5 secs + fury 5 secs
New skills:
Heal: sacrifice your own health to heal allies around you
Range: self, AoE: 500
Cast: 1sec
CD: 8secs
Costs 5% of your total health, heals all allies around you (including self) for the equivalent of 15% of your total life
Utility 1: mark your foe to tap power in his blood
Range: 800
Cast: 2 secs
CD: 5 secs
You gain 1 Blood Charge. Your foe is afflicted by weakness (5 charges, 5 secs). Deals small damage and heals you for 100% of the damage done. Grants 2 stacks of might to you and your group (max 5 people) for 10 secs.
Utility 2: use a Blood Charge and tap in your own blood to release dark magic and obliterate your foes
Range: self, AoE 800
CD: 12 secs
Cast: 1 sec
Cost 10% total life and 5% total lifeforce
Needs at least 1 Blood Charge to be cast
Deals major damage in an area around you. Inflicts weakness (5 charges, 5 secs) and poison (5 charges, 10 secs) to all ennemies hit. Cures 2 conditions to you and your allies in range (max 5 people). Inflicts weakness to self (5 stacks, 10 secs).
3 – use a Blood Charge to instill fear in your ennemies and buff your allies
Range: 800, AoE 800
Cast: instant
CD: 30 secs
Costs: 5% total life and 5% total lifeforce
Needs at least 1 Blood Charge to be cast
Applies Fear (7secs) to a group of foes. Applies protection, regeneration and vigor (10secs) to allies in range (max 5). Heals them for a moderate amount
Elite – unleash the true power of your blood to eradicate your ennemies and heal your allies
Range: self, AoE: 1200
Cast: 5secs
CD: 60secs
Costs: 20% of your total life and 20% of your total lifeforce
Inflicts massive damage to all foes at range. Knockbacks foes (2secs). Inflicts vulnerability to foes (10 stacks, 5 secs). Heals your allies (but not self) for high amount. Grants fury to your allies (but not self) for 5 secs. Inflicts vulnerability and weakness to self (5 stacks, 20 secs). Inflicts bleeding and confusion to self (5 stacks, 10 secs).
Grants 5 Blood Charges.
Lifeforce form skills:
1 – steal lifeforce from your foe
Deals minor damage and heals both life and lifeforce by 1%
No CD
Range: 1200
2 – create a creature with the blood of your foe
Range: self
CD: 12secs
Creates a blood minion that heals your for 50% of the damage it deals
3 – taps in your lifeforce to regenerate your health
Range: self, AoE 200
CD: 5secs
Costs 5% of total lifeforce
Heals yourself and allies in range for small amount.
4 – creates a Bond of Blood with your foe to tap his blood into yours
Range: 1200
CD: 10secs, channelled ability (3secs)
Inflicts minor damage every 0.5secs and heals you for the same amount. Grants 1 Blood Charge. Inflicts slow to both you and your foe for the duration of the spell.
5 – use your blood to create a Mark of Blood where you stand
Range: self, AoE: 600
CD: 20 secs
Costs 1 Blood Charge
Needs at least 1 Blood Charge to cast
Cast a Mark of Blood at the player’s location. If a foe touches the mark, it is knockbacked for 3 secs. Inflicts slow and weakness (10 stacks, 10secs) to any foe entering the mark. Once triggered, the mark stays for 10 secs.
As for the passive skills, it is easy to imagine boons with Blood Charges, lifeforce or heal, or even damage.
I tried to balance this to make it hard but interesting to play, very context dependent for a renewed pleasure. A couple of “oh frack oh frack” buttons, a major (but dangerous) elite for dispatching groups of foes. A spe that excells at healings but can be used for pure offensive direct damage as well. Not for the faint of heart, it is easy to play but incredibly hard to master.
Don’t hesitate to comment and give feedback!
I have a few ideas for a future elite spec, but i’m not as specific as some that have posted above so forgive me for that.
For the thief, I propose we go old school, and bring them back to assassin status. I know I know, it’s been done, and thieves already have almost all of the assassin’s skills and weapons. however, perhaps the assassin has a different tool, a new tool at their disposal. I present my version of the off hand axe-weilding assassin:
skill 4 would be a skill called tomahawk. it would be similar to the ranger’s throwing axe skill, but this version would inflict poison or cripple for x amount of seconds(pick a number that’s reasonable).
skill 5 would be called sling-blade. the assassin would launch an axe out of their hands attached to a “rope” knocking down the opponent, and unlike scorpion wire where it pulls the mob to the thief, slingblade would pull the assassin to the mob, giving it a second strike that would inflict bleeding.
skill 3, typically used in combination with main hand weapons, would be the variant:
Pistol main hand: (i don’t have a name for this one) use the butt of the axe to stun the mob… the assassin spins behind the mob and shoots the mob in the back at point blank range.
Sword main hand: sideswipe… stab the mob with the sword, flanking to the left or right and crippling them with an axe chop to the legs.
Dagger main hand: throw the axe towards the mob, shadow-stepping to the mob then stabbing them 3 times, inflicting 3 stacks of bleeding/poison. (no name for this one).
like i said, not too much detail. just a few ideas on the thief.
I just want mainhand focus for the next mesmer elite spec
Oh boy the mesmer fairy tale is not a good idea (hate bard idea;). The mesmer need a melee option. They said that firstly they think about hammer for mesmer instead of shield. It is amazing idea!
Imagine a spec where the mesmer can have fantasme with hammer that knokdown or whatever. The intensity of the control depend on the number of active illusions.
The specific power of mesmer is chaos so the idea is a chaos warrior, which creates chaos in the battlefield with cc, and control condi (chill, slow, etc).
The class mecanism is chaos amplification: increase the power of clones, fantasmes when their number increase and their duration. It´s a non shatter aternative playstyle.
For example, staff clone, when they are 3 le duration or number of stacks increase etc etc. So more illusions are alive, more the chaos increase.
Hammer is a sort magic close range weapon.
Hammer #1: chain with attack 3 attack, the intensity of the 3 attack increase with th number of illusions summoned.
Hammer #2: trow the hammer and inflict weakness to all ennemies in the path: The big damage of the hammer.
Hammer #4 illusionnary warrior: summon a phantasm that knowdown and gives retaliation to allies. If illusions can cc, players will pay more attention to them.
Hammer#3: hit ennemies and summon a clone that inflict snare and gives swiftness to allies. Clone/snare
Hammer#5: the mesmer become chaos energy for 5 sec, dealing damage ennemies near him and become immune to cc. AoE damage and def tool.
Utility skills are shout. Presences: the goal is to inspire choas to ennemies but to also use chaos to inspire allies.
Heal: Lyssa presence: heal yourself, increase all heals for allies by x% for y sec and reduces heals for ennemies (non cumulative between mesmers)
Skill1 : Chaos presence: each sec dispel condi for allies and transfer them to ennemies (5sec)
Skill2: Chaos inspiration: allies are immune to cc for sec, inflict fear to ennemies.
Skill3: Battle presence: allies damage increase 15%, 5 sec, ennemies damage decrease 15%.
Skill4: Chaos confusion: allies win boons 5 boons for 5 sec, inflict burn (3 stacks) to ennemies.
Elite: Clonning. For each ally summon a copy of them and a copy of ennemis for 5sec.
If allies copy are killed, the explode and inflict confusions, torment. If ennemies clone are destroyed (by ennemies) they give aoe boons.
Trait line: the tree is focusing on melee survivability and clones. Illusions improve the melee chaos. When can imagine trait like:
GM:
Minor~ increase ferocity and critics by 200 per fantasm summoned, increase healing and tougness by 200 per clone summoned.
- Hammer commandant: when wielding an hammer, reduce 50% all illusions damage taken. Reduce hammer skill recharge by 20%
-illusionary chaos: when a fantasm hit, it have 15% chance to fear for 1.5 sec.
-Chaos reversion: each 30 sec, dispel conditions and copy them to ennemies.
Master:
Minor~ each 7sec illusions grants a random boon to allies close to them (if you keep alove them they reword you)
-vigor illusions: increase vigor effect by 33%, win vigor when you have 3 illusions.
-clones agression: increase damage and condi damage by 5% per clone summoned.
-fantasm chaos: empower your fantasm (empowering depend on the fantasm)
Adept:
Minor~ gain acess to hammer and chaos enpowering.
-illusion link: each time you summon a fantasm , you transfer to him 3 conditions
-clones control: each 50 sec, the next cc is transfered to your clone if you have one
-keep it close: reduce damage by 15% less than 240.
Not going to take the time to write up a whole set of skills and the like, but I would absolutely love to chime in here.
For ele- a bruisery, more melee-oriented type using mace or hammer would be an excellent addition, particularly for pvp. Like the shaman idea given earlier.
For warrior, I would personally love to see one of two things.
1) Pistolier, Bounty Hunter, or something similar. Give them a pistol and either traps or gadgets, meant for steady dps and skirmishing. Profession mechanic could be to add an off-hand burst- based on the idea of carrying an off-hand pistol used to blap someone at mid-range, or stick to your good ol’ eviscerate if in position. Two-handed weapons would just get a second burst option on f2 instead.
2) The other idea is less fleshed out. As the last elite spec focused on the brute strength and ferocity aspect of the class, I’d love to see one focusing more on our frontline support and the more trained, disciplined style of warrior. A melee staff with polearm skins and spear/halberd-styled moves. Utilities meant to enhance our group support- I know we’ve already got banners and shouts, but shouts are largely… not great, and banners are clunky in all but raids and dungeons. For a mechanic, you could give a grip switching ability to change a weapon’s moveset- for example, half-swording a GS for less reach and mobility, but more CC and a less rooted primary damage-dealer. Alternatively, replace burst skills with an “adrenaline rush,” a set of skills that give notable bonuses to personal offense, personal defense, or a big buff to allies while quickly draining adrenaline.
THE PACKMASTER
The Packmaster handles a multitude of beasts, controlling as many as companions with their scepter-whips. They travel the world to gather some of the largest and most dangerous beasts for their pack, gaining the Minion utility skills type.Class Mechanic
The Pack. Packmaster uses only 1 type of pet (keyed to the first terrestrial and aquatic pet slots) but may have up to three present at once. Each pet inflicts roughly 40% of the damage of the standard Ranger pet and has roughly 60% of a standard pet’s health. Only the pet closest to the Packmaster responds to f2 commands and shout skills.
Reinforce (f4). Summons 1 additional pet if less than 3 are present and counts as pet swap for traits.Scepter (whip)
- Whiplash (auto-attack). 320 range narrow cone whip attack (As seen with various Nightmare Court enemies). 3 damage ticks with Torment on the final tick.
- Strangle. Animated whip lashes out to wrap around target’s throat. 600 range. Channeled immobilize & weakness
- Crack the Whip. Up to 300 range 2 second fear, up to 600 range 1 second fear. Blast finisher.
Utility – Minions
Blood-Bat (Heal Skill). Large red bat transfers life to Packmaster and casts darkness fields on command.
Chromatic Ooze. Ranged poisoner. Taunts and becomes invulnerable on command.
Bull Minotaur. Melee brawler. Charges/knock down on command.
Griffon. Flying bleeder. Evades on command.
Rock Dog. Melee crippler. ‘Hunker-down’ block/regen on command.
Mature Karka (Elite Skill). Armored behemoth. Poisons/immobilizes on command.Traits (Minor)
Run with the Pack. Gain pack of pets, reinforce (f4), access to the scepter, and minion skills.
Revenge for the Fallen. You and of your all pets & minions gain Quickness when one of your pets or minions dies.
Feral Sacrifice. You and of your all pets & minions gain Protection when one of your pets or minions dies.Traits (Adept)
Master of the Lash. Strangle pulls and knocks down at end of channel. 20% cooldown on Scepter skills.
OBEY! All minions gain +20% HP. 20% cooldown on minion command skills.
To Me! Cast reinforce on taking fallen damage or resurrecting an ally (45s ICD). Falling damage is halved.Traits (Master)
Never Alone. All pets gain +10% for 6 seconds and any remaining cooldown on f2 is reduced by 2 seconds when Packmaster is CC’d.
Resurgent Arrival. Reinforce cleanses 2 conditions.
Endless Menagerie. All minions gain small self-heal over time. 20% cooldown on minion summon skills.Traits (Grandmaster)
The Horde. Your pack may have up to 4 active pets. Pet hit points reduced by -10%.
Tyrant’s Lash. For each active pet, 8% of all damage Packmaster takes is distributed to that pet.
Dogpile. If two or more pets are active, a second pet respond to F2 commands and shouts after a 3 second delay.
This would be fun!!! Please, please, please make this one!
Just give us the kitten ed long range rifle sniper thief already…
Not sure I can post this here, but w/e, just delete it in that case.
Hello everyone, I was bored, so I decided to think about a new specialisation for the Ranger. Don’t mind too much % and damage, as there are many tweaks to apply to this specialisation, but feel free to let me know what you think about it. P.S. Pets are DISABLED when using this specialisation.
Traits:
- “Ethereal Archer”: attack speed increased by 10% (?) while wielding a longbow/crossbow/harpoon gun. Longbow will deal max damage, no matter the distance. New set of skills unlocked when entering Ethereal Archer form.
- “Blessed by the Spirits”: break stuns, get 3s invulnerability, stability and quickness, remove 3 conditions when entering Ethereal Archer form.
- “Riftwalk”: converts dodge skill into a flash, which will still count as an evade for 0.5s (?); gain superspeed and quickness for 2s after cast and cleanse 2 conditions.
- “Wisdom of the Ancients”: Longbow/crossbow/EA skills now deal 40% (?) additional damage, out of their total damage, as random condition damage (e.g.: if the autoattack deals 1k dmg, with this trait, it will actually deal 1k damage as physical damage + 400 damage as a random condition among burning, poison, bleeding and torment. This bonus applies on every skill of both crossbow and longbow).
- “Smite from afar”: longbow/crossbow/harpoon gun/EA skills recharge 10% (?) faster. Conditions applied by those weapons last 20% longer.
- “ Whispers from the Void”: spectral skills recharge 10% faster and grant swiftness, ferocity and 5 stacks of might when used.
- “Doomed Faith”: spectral skills can be cast twice to the cost of 25% current hp. Second cast is unblockable.
- “Bond of the Spirits”: ignis fatuus recharge time is halved. Ignis fatuus is activated when dropping below 30% HP and grants quickness and superspeed for 3s.
- “Blood Brothers”: tether yourself with a chosen partner. Heals and boons applied on you, will be applied on him as well and vice versa. Both will gain 10% damage reduction. Conditions applied on one will be applied on his partner too. Damage dealt on one of the two will be shared between both partners (e.g.: X and Y are bonded. Z deals 2k damage to X, but this will be split in 1k to X and 1k to Y. This trait is actually a toggle ability on F1 with 5mins CD and 3s cast time. External sources healing one of the partners won’t heal both of them. When toggled off both partners will get 5 (?) stacks of vulnerability).
- “Blood Pact”: Blood Brothers cooldown is halved. Both partners health will be restored to 100% when toggling BB on.
- “Gift of the Specters”: next attack after weapon swap will deal 25% extra damage and fear the target for 1s.
- “Triple Alliance”: 20% of power is converted into vitality. 20% of vitality is converted into condition damage.
Crossbow skills:
1) (?): deals 1.2k damage
2) (?): wields crossbow in 1 hand and delivers a powerful shot, dealing 1k damage and crippling the enemy hit for 1.5s. 1s cast time. 6s CD.
3) (?): fires a lethal dart, dealing 800 damage and blinding foe for 2s. 9s CD.
4) (?): evades backwards, firing a shot that deals 900 damage and dazes enemy for 1.5s. 12s CD.
5) (?): focus for 1.5s and fires a deadly shot to deal 1.5k damage and immobilizing foes for 2s. 18s CD.
Ethereal Archer Form skills:
1) fires a shot to deal 1k damage and applying a mark. After 3 marks are applied, the next attack/skill will pop those to deal 2k damage.
2) fires a series of 8 shots dealing a total of 2k damage. The first and the last one will leave a mark on the target. (empowered version of Rapid Fire) 5s CD.
3) fires a shot to deal 1k damage and blinding foe for 3s. (empowered version of crossbow skill 3) 9s CD.
4) evades backwards, firing a shot that deals 1k damage and dazes enemy for 2s. (empowered version of crossbow skill 4) 12s CD.
5) cast a powerful AoE to deal damage 4 times (1k damage each impact). Each impact will apply a mark and the 4th one will pop those. 25s CD. (empowered version of Barrage Shot)
Ethereal Archer Form conjures a spectral longbow on his hands while performing an ability/autoattack. EA form lasts for 15s. Recharge bar works like CA for Druid.
The cooldown on abilities you read until now doesn’t take count of Smite from afar trait. Same goes for cast times. Both crossbow and EA form skills have 1600 range.
All the skills listed down below will be part of the spectral category.
Heal:
- “Will of the Undead”: heals for 4k HP. For the next 5s, you’ll heal for 2% (?) of direct damage dealt to enemies. 20s CD. 0.5s cast time.
Utility:
- “Ignis Fatuus”: invokes the power of the spirits to clear 5 conditions on you and your allies (max number of targets: 5). In addition you’ll gain invulnerability for 5s and 10 stacks of stability for 5s. 100s CD (?). 0s cast time.
- “Cursed by the Deads”: open a portal to the Afterlife to a target location, immobilizing every foe on it for 3s and dealing 1.5k damage for the duration. 30s CD. 1s cast time.
- “Virulent Plague”: infect the terrain around you (800 range) to grant you quickness until you stand on it and to cripple foes until they stand on it, making their heals 20% less effective and applying weakness on them. 5s duration. 50s CD. 1s cast time.
Elite:
- “Impale”: calls down a spear from the Afterlife to stun enemies on impact for 2s and slowing everyone around the target for 5s. Deals 1k damage + 1k damage as random condition.
(edited by Heldor.5346)
Elemental Sword-Dancer
Main Hand: Sword
Secondary: Focus or Dagger
What I imagine
*A melee mage imbuing their weapon with the elements
*F1-4 of course stay the same, to switch elements
*F5 added which will allow you to overload the current element to begin a dance. (possiblities: allowing each weapon skill 1-5 to become a certain move of the dance)
*in my mind I picture almost somethings like this
https://www.youtube.com/watch?v=kqhY-sVaPfE
Hidden Tiger, Crouching Dragon esque…
I would like to see some Elite Specs that give guns more use since we only got two classes that use rifle Warrior and Engy, and two classes that main pistols Thief and Engy.
I think a Spellslinger spec for Eley that gives them dual pistols would be neat.
Definitely would like to see a Sniper spec, we have these nice sniper rifle skins, and of course the awesome legendary The Predator that would look amazing with a sniper spec.
I think a sniper Elite Spec would be a fitting edition to Thief, given that Snipers are usually long range assassins and it fits right into that stealthy adventurer theme. Maybe the form was created by the order of whispers and the ash legion.
Warrior Elite Spec: Commando gives warrior dual pistols, kind of a front line skirmisher with Handcannons created by the Charr.
(edited by DragonRangerX.1902)
Not going to get deep into details, but I’d like to see:
Elementalist – Sword – Some kind of Battlemage with melee abilities and maybe stances.
Necromancer – Torch – Primitive Shaman with fire magic and ancient elixirs / potions / alchemical concoctions. Summon swarms of locust and destroy foes with vile toxins and black flames.
Mesmer – Trident – Siren-themed spec filling the “bard” niche. Use your imagination on this one!
Ranger – Hammer – Shapeshifter / Primalist. Pet swap instead merges you with your pet, granting a form based on pet type. Would probably function similar to Death Shroud.
Thief – Rifle – A Sniper that trades the DD’s mobility for enhanced ranged capabilities.
Warrior – Spear – The Paragon class returns, granting the Warrior a mix of melee and mid-range abilities and Chants / group buffs. A more defensive / supportive archetype compared to the aggressive Berserker.
Guardian – Axe – A deadly Crusader, focusing on heavy personal damage and some defenses. Smite heretics down with a redesigned set of Tome skills.
Revenant – Scepter – Channel the spirit of Vizier Khilbron in this new Lich specialization. Adding the much needed ranged-condition damage option to the Revenant, it would synergize well with Mallyx. Could possibly allow it to raise skeletons in battle, like a more “traditional” necromancer.
I left out Engineer because I really can’t come up with anything good. Maybe something based around the Steam Creatures?
Outside of (most of) these ideas I’d really like to see Spears and Tridents usable on land. There are so many great skins that you never see. It would be a way for ANet to introduce a “new” weapon class along with a ridiculous amount of art resources already made.
(edited by Tipper.6973)
Poltergeist: Focuses on taunting/impeding foes while maintaining a high retaliation up-time. Gains access to off-hand axes and manipulations.
Phantom’s Shroud and Off-hand Axe Skills:
Phantom’s Shroud Skills:
1a. Necrotic Tears: Cast two darts of necrotic energy that bleed your foes.
-Damage (x2): 400 (0.75)
-2x Bleeding: 3.5s
-Targets Per Tear: 1
-Combo Finisher: Projectile (20%)
-Range: 900
-Cast Time: 0.5s
2. Consuming Grasp: Teleport towards your foe and steal their life force (15s cooldown).
-Damage: 460 (0.8)
-Life Force: 10%
-Targets: 1
-Range: 900
-Cast Time: 0.5s
2. Mocking Cackle: Taunt foes in a cone pattern (24s cooldown).
-Damage: 512 (0.6)
-Taunt: 1s
-Targets: 3
-Range: 450
-Cast Time: 0.5s
4. Lamenting Wail: Let out a cry, bleeding nearby foes (20s cd).
-Damage (x6): 1200 (1.7)
-6x Bleeding: 5s
-Number of Targets: 5
-Radius: 600
-Channel time: 2s
5. Wrathful Cry: Shout, granting yourself and nearby allies retaliation (32s cd).
-Retaliation: 16s
-Number of Targets: 5
-Breaks Stun
-Radius: 600
Off-hand Axe Skills:
4. Unholy Thirst: Strike nearby foes, healing yourself and generating life force for each foe struck (25s cd).
-Damage: 440 (0.7)
-Healing: 520 (0.2)
-Life Force: 4%
-Number of Targets: 5
-Radius: 600
-Cast Time: 1s
5. Scornful Claw: Strike your foe with ghostly claws, taunting them (30s cd).
-Damage: 475 (1.8)
-Taunt: 2s
-Number of Targets: 1
-Range: 900
-Cast Time: 1s
Manipulations:
Healing Skill:
Spiritual Rejuvenation: Heal yourself and cleanse conditions over a period of time (30s cd).
-Healing: 2000 (0.5)
-Conditions Cleansed: 1
-Duration: 3s
-Cast Time: 0.5s
Utility Skills:
Specter: Break stun and gain swiftness and retaliation (20s cd).
-Retaliation: 4s
-Swiftness: 7s
-Breaks Stun
Scourge: Summon a swarm of rats to attack your foes (30s cd).
-Damage (x18): 936 (1.6)
-Number of Targets: 3
-Range: 900
-Cast Time: 1s
Mournful Wail: Wail in a cone pattern, terrifying foes (40s cd).
-Damage (x2): 260 (0.75)
-Fear (x2): 1s
-Number of Targets: 5
-Range: 600
-Channel Time: 1s
Ghostly Culling: Knockback and bleed your foe (35s cd).
-Damage: 200 (0.3)
-3x Bleeding: 16s
-Knockback: 450
-Number of Targets: 1
-Range: 300
-Cast Time: 0.5s
Elite Skill:
Possession: Teleport towards your foe, taunting them based on their current health (60s cd).
-Damage: 510 (0.9)
-Above 75%: Taunt: 2s
-Below 75%: Taunt: 3s
-Below 25%: Taunt: 4s
-Number of Targets: 1
-Range: 900
-Unblockable
-Cast Time: 0.75s
Traits:
Minor Adept:
Poltergeist: Gain access to phantom’s shroud, off-hand axes, and manipulation skills.
Major Adept:
Manipulative Soul: Manipulation skills have reduced cooldowns and grant nearby allies retaliation.
-Retaliation: 4s
-Radius: 300
-Number of Targets: 5
-Cooldown Reduced: 20%
Spirit of Twilight: Gain life force for each foe you taunt.
-Life Force: 5%
Lingering Woe: Your control effects (stun, daze, knockdown, sink, float, fear, and taunt) have increased durations.
-Duration Increase: 12%
Minor Master:
Ghostly Guard: Entering shroud grants you retaliation.
-Retaliation: 4s
Major Master:
Revitalizing Retaliation: Retaliation you apply lasts longer. Gaining retaliation heals you.
-Healing: 115 (0.3)
-Duration Increase: 25%
Mocking Shroud: Taunting foes recharges your shroud skills. Take reduced damage from taunted foes.
-Damage Reduced: 12%
-Recharge Reduction per Pulse: 1.5s
-Interval: 1s
Ravenous Mischief: Taunting foes below the health threshold summons a Lesser Scourge to attack them.
-Health Threshold: 50%
-Damage (x5): 260 (1.6)
-Number of Targets: 1
Minor Grandmaster:
Phantom’s Finesse: While under the effects of retaliation, your successful attacks grant a stacking Ferocity and Healing Power effect.
-Phantom’s Finesse (10s): 10 Ferocity and 10 Healing Power
-Maximum Stacks: 15
Major Grandmaster:
Harbinger of Wrath: While under the effects of retaliation you deal more damage. Scornful Claw now pierces, granting retaliation for each foe struck.
-Retaliation: 3s
-Damage Increase: 10%
-Pierces
Spiritual Grief: Upon reaching the maximum stacks of Phantom’s Finesse, consume all stacks to taunt your foe on your next attack. Taunt deals damage, delivering a physical strike based on your Power; cannot critically hit. (30s cd).
-Damage: (0.4 * Power) + 325
-Taunt: 1.5s
Bane of the Haunted: Inflicting foes with fear or taunt also immobilizes them and transfers conditions.
-Immobile: 1s
-Conditions Transferred: 1
Additional Notes:
-All numbers are guesstimates.
-Some of the naming schemes are merely placeholders.
Thief Elite Spec – Poltergeist.
Necromancer Elite Spec – Valkyrie.
Weapon: Longbow [or Shortbow for Necromancer]
Concept basically involves a spirit bow class similar to the Quincy of Bleach except using Ascalonian ghost-like abilities. Thief can have more stealth/teleportation-type abilities, whereas the necromancer can have more hailfire and vampiric attacks, with some skills summoning minions with bow strikes. Shouts can already breach walls with minions – imagine pointing your bow and causing minions to appear where it strikes.
A good way to introduce this would be with a return to Elona, and have it tie in with the Charr finally ridding themselves of the ghosts of Ascalon. Perhaps many of the ghosts decide that it was wrong/folly to invade and conquer what was once and rightfully the Charr’s land to begin with, and imbue Caithe or Marjory and the player character with enough power to fight Kralkatorrik – which is a fight the Ascalonians have been hindering with their little posthumous insurgency…
Edit: Just saw that someone already used poltergeist in the status above mine. Not sure if it was in reference to thieves or necros, but yea, wasn’t intentional. :x
(edited by Xirus.9675)
Mesmer elite spec – Planeswalker or something
Basic concept – I don’t want any new phantasms, I want to shift the way mesmer plays and turn its focus to manipulating space instead of time since chronomancer took care of that. No new phantasms, instead I think a new mainhand weapon and new clone would be better suited.
New Weapon – Mainhand Focus. IDK about the weapon skills yet, but for Focus 2, if you already have 3 illusions out, cleanse 1 condi.
New Shatter – Instantly swaps positions with the illusion closest to your target before they shatter. Applies 1.5 second of slow on target for every illusion shattered
New skill type Arcane –
Heal – Range: 900, Radius: 240. 2 pulses, first one knockbacks enemies past the edge of the skill, second pulse heals all allies in the radius by a large amount.
Utility 1 – Range: 600. Leap to target area and cast a different skill then return to your starting position. Returns automatically after 4 seconds or one skill is cast.
Utility 2 – Range: 900. Select a target location, next skill you use is used both at your feet and at the target location.
Utility 3 – Range: 900, Radius: 240. Does more damage the more people are in the target zone.
Utility 4 – Stunbreak. Rolls backwards 200 units and cleanses 3 condis, sending them to targeted enemy. Also pushes enemy back 200 units.
Elite – Range: 1200, CD: 180 seconds. Instantly switch places with an ally and grant 3 seconds of regeneration to both of you.
It sounds pretty powerful, and is probably a bit broken, but it also sounds hella fun to play. And with the elite and some of those utility skills being pretty situational I think it could be balanced fairly easily.
This thread is so long that I confess I didn’t read the whole thing, so I apologize if I am repeating someone else’s idea.
Engineer Elite Specialization – GOLEMANCER
A golemancer can turn into various types of golems with special attacks, etc. on the left skill bar. Skills on the right skill bar are generic across the various golem types.
Golem Master could be the name of the specialist trait line.
I don’t think they should get any advantage in using golems in WvW because that’s going to create a situation where ONLY golemancers are allowed to use golems, making them a required class, something I detest. However it might be reasonable to toss them a bone in this area, like maybe Golemancers have a chance (comparable to looting a rare weapon/armor) of looting some kind of golem blueprint. Perhaps they loot alpha golem blueprints at same rate as rare armor/weapon and omega blueprints at same rate as exotic armor/weapons. Or, perhaps they have some slight advantage when it comes to building golems, like they can build them faster (but not cheaper as that makes them a required class).
Possible golem types:
Speed Golem – He’s fast, but not as big on offense/defense. Skills are all heavily oriented towards movement, kind of like a Daredevil thief. Leg movement animation should be very fast. Thin, lanky build. Maybe put jet nozzles on the back to give it a speed boost like JATO rockets.
Tank Golem – Has a speed penalty, like being encumbered. Main focus is surviving damage. Slow and steady wins the race is Tank Golem’s motto. I picture the golem equivalent of a knight in full plate mail. Maybe each hand has a spiked shield on it that doubles as a weapon. Picture squat, short sturdy legs.
Poison Golem – All about the condi damage. Golem sprays toxic substances, diseases, etc. I picture a golem with various tanks of noxious substances fastened on it’s sides and maybe one arm with a nozzle dripping a foul greenish substance and the other arm with a melee weapon of some kind (maybe a spiked club) also dripping a similar substance. A noxious looking greenish-yellow fog swirls around this golem.
Savage Golem – Glass cannon melee golem, like a berserker warrior. I picture one arm with a chainsaw and the other with a flamethrower. Maybe the toon’s head sticks out of the top of the suit with some kind of cyborg looking eyepiece on one eye.
This would give the golemancer choices as to how to gear up. Maybe he wears a lot of condi gear and mainly plays the Poison Golem. Of course some builds might center around changing golem types mid-fight or just before a fight and some Golem Master traits might be oriented towards this.
Optional idea: If a golemancer gets killed (not just downed) in golem form, that golem form takes a while to regenerate unless the golemancer uses a repair anvil to instantly recover that golem form. So, if a golemancer dies in a WvW zerg while in Savage Golem form, maybe he has to use some other form for the next five minutes while that form is “repaired”.
Guardian => Bulwark
They gain the ability to dual wield shields. They cannot crit. In exchange, a part of their hp and armor is added to their damage,and damage reduction from protection is increased to 50%. The Bulwark’s focus is mass disruption and damage absorption. They are in effect stone walls that protect the rest of the team.
Utility Skills
Shield Wall: The Bulwark slams his/her shield down, creating a massive energy shield that blocks all incoming attacks, gains stability and protection, and stops the enemy from moving past the Bulwark. While this is active, the Bulwark cannot move. Shield Wall can stay active as long as the Bulwark has stability.
Tank Rush: The Bulwark charges forward, knocking aside all enemies. This also grants protection and aegis.
Shield Slam: The Bulwark slams his/her shield down, knocking down all enemies nearby. This causes cripple for a short time.
Bodyguard: Transfers all boons to allies.
Main hand shield skills
Jab: Extends a hidden blade from the end of the shield and stabs forward. Third hit causes interrupt.
Uppercut: punches a target with a mighty uppercut, dazing them.
Rocket Punch: A classic shield toss that hits all enemies in a line.
Elite skill
Power Armor: The Bulwark summons a suit of plate armor that puts all others to shame. While in this form, they are immune to CC and stuns enemies for 0.1 seconds with every hit. They also gain protection and retaliation.
(edited by Crimson King.3465)
I would love a Siren elite spec for the mesmer with terrestrial trident. Make use of some illusory water effects like the purple of the celestial form of glyph of the tides. Add a new “charm” condition/effect that makes people run towards you (daze + taunt). Maybe add traps to play around with charm, pulling people into them. The playstyle would be poke and control based at range, trying to get them to come closer where you turn up the pain. The whole theme would be based around toying with emotions.
Ranger Elite Spec: Lancer
Weapon: 2h spear – Would have utility like GS, but be very fast attack speed and have several leaps/finishers and snares.
- AA should be fast chain of multiple attacks, the 3rd link grants Fury.
- #2 is a short CD 600 range leap that grants your pet Super Speed.
- #3 is an evade on medium CD
- #4 is a ranged snare and pet applied Torment
- #5 is a 900 range leap with a KD on long CD
Utility skills: Stances
- Expert’s Dexterity – “Break Stun. You and your pet attack 20% faster and gain +200 ferocity.” Xs duration, Xs CD.
- Natural Stride – “Break Stun. Whenever you gain a condition, you gain Xs of Super Speed and Resistance. Convert X of your conditions to boons.” Xs duration, Xs CD.
- Melandru’s Resilience – “Break Stun. You take no damage from conditions and gain health equal to any condition damage you would take.” Xs duration, Xs CD.
- Storm Chaser – “Break Stun. You gain Xs of Swiftness, Retaliation and X Endurance whenever you are struck”. Xs duration, Xs CD.
Mechanic: Preparations; F5 becomes whatever preparation you select while OOC.
- Apply Poison – “You and your pets attacks apply 2s Poison per strike” Xs duration, Xs CD.
- Disrupting Accuracy – “Whenever you or your pet critically hit, you daze your target”, 1/4s daze, Xs duration, Xs CD.
- Expert Focus – “You and your pets attacks deal 20% more damage”, Xs duration, Xs CD.
(edited by Heimskarl Ashfiend.9582)
Shadow Harbinger → Necro elite specialization for support, power dps and mobility
Revenant elite specialization: Harbinger/Warmonger
Legendary Warrior – Turai Ossa
Weapon: Greatsword (because swords and shields are already taken, and Turai was a known sword user.)
Utility skill type: Echoes (shouts that have a small immediate benefit with a more powerful delayed benefit afterward)
Just my two cents.
i love the idea of ranger elite specialization pack master ,that can summon “beast” , make it “beast” anet not like those cute chubby spraying bristlebacks. and the idea that ranger can ride pets ,a thief sniper spec sounds cool aswell.
+1 to this thread, makes me excited about the nxt elite specs
Class: Thief
Skill: Ricochet.
Bullets ricochet onto multiple targets. For reasons unknown to me this skill was removed but still remains my favourite thief skill – when used with Shadowshot, this was the thief’s coolest move.
Skill: Shadow Assail
If we cannot get Ricochet back, then I suggest a new skill exactly like the previous Ricochet + Shadowshot combo with dagger/pistol. The thief shoots and shadowsteps to hit that target with his dagger/ sword, then shadowsteps to hit several more targets, one after the other as long as they are in range.
Skill: Shadow Assail (Alternate)
Another variation on the above but without the pistol shot. The thief shadowsteps to an opponent and strikes them with his dagger/ sword/ staff, then shadowsteps to other opponents and strikes them one after the other if they are in range. If only a single target is in range, the thief shadowsteps all around them multiple times.
Skill: Vanish.
The thief remains in stealth indefinitely providing he does not move. Moving breaks stealth. To prevent this being overpowered, there could be a long cast time easily interrupted, so you can only use it when not being attacked and if another player sees you doing this, they can attack your position knowing you cannot move.
Class: Revanant.
New Weapon: Greatsword.
(edited by Kuja.2503)
Engineer = The Rider
Weapon: 2h Key Blade
Massive Armored Unit/Suit for engie \o/ (should be steam punk imo) ,
i think its perfectly suits for “engineer” class, if engie can invent gyro robots , why not make bigger robot for them to ride? , but they cant use utilities or any engineer utilities cant be equiped when riding?idk, but the main purpose is to be frontliner class , im not good in making traits and skills , i hope some1 will make 1 about this , i think this gonna be cool anet
(edited by SanaraFam.5742)
Here is my 2 cents
Warrios: Master-at-arms
Weapon: Melee staff, designed with an AA suited for fighting multiple opponents, a mid range (450 range) poke that taunts, one evasive skill similar to burning retreat and 2 skills for burst damage
New utilities:combat tactics:similar to the meditation skills of the mesmers, these utilities are aimed to enhance weapon attacks with aditional effects.
New Mechanic: adds a fourth adrenaline bar
Traits: improve condi duration & boon duration, more rewards for bursting
Guardian: Shaman
Weapon: main hand axe:mobility weapon 1 leap finisher, 1 attack with built in dodge mechanic
New Utilities: wells
New Mechanics: virtues are replaced with totems…these totems pulsate the effect of the active virtues they replaced over a certain perriod. You can place up to 2 of totems
Traits: involve changing the type of combo field generated by ALL symbols, increasing number of totems to 4, reducing cd on wells and main hand axe.
Warrior: Blitzkrieg
A vicious killer that uses dual daggers to cut through foes while building bloodlust (spec mechanic). Bloodlust builds slower than adrenaline and causes the warrior to move and attack faster.
Mesmer: Trickster
A skilled marksman who uses a main hand pistol and illusionary mirrors to dazzle and disorient foes while delivering powerful ranged attacks.
Mesmer: Ether Lord
A mage with a vast knowledge of arcane secrets who uses a main hand dagger to siphon the magical energies of foes and unleash powerful direct damage and aoe spells.
Necromancer: Ritualist
A summoner and master of other-worldly spirits using a main hand sword. The ritualist uses the ashes of great heroes to buff allies and augment their weapons with special effects. Summoned spirits are immobile sources of power that support allies in range.
Necromancer: Witch
A practitioner of dark arts who uses a mace to punish foes that flee from a distance. The witch has no upper limit to their life force meter, but can only fill it by sacrificing their own health. The witch’s death shroud does not decay over time, but it’s spells directly cost life force to use and deal more damage to healthy foes.
Elementalist: Pyromancer
A mage focused solely on powerful fire magic using a main hand axe. All attunements are changed to fit a fire theme (water becomes steam or frostfire, earth becomes magma, air becomes searing bolts, etc). The pyromancer specializes in increased aoe spells and spreading flames.
Elementalist: Hydromancer
A mage focused solely on powerful ice magic using a shortbow. All attunements are changed to fit a water theme (fire becomes steam/frostfire, earth becomes mud or plants, air becomes rainstorms or tsunami). The hydromancer specializes in slowing enemies and building up ice debuffs before blasting them for spike damage.
Elementalist: Geomancer
A mage focused solely on powerful earth magic using a shield. All attunements are changed to fit an earth theme (fire becomes molten rock, water becomes mud or plant, air becomes ether stone). The geomancer specializes in powerful bleed effects and defensive spells.
Elementalist: Aeromancer
A mage focused solely on powerful air magic using a main hand sword. All attunements are changed to fit an air theme (fire becomes searing bolts and heat waves, water becomes ether ice, earth becomes ether stone). The Aeromancer specializes in powerful burst damage and high mobility.
There is so much self-buffs and party buffs, but no single target support skills. For the next elite specs, I hope ANet introduce more single target support specs.
For example, if I place a single target protection spell, it only works on 1 ally instead of 5 allies. However, this single target protection spell is way way better than the protection spells in party buffs. It isn’t just limited to supportive/healing. It could buff ally damage better.
I believe that this would introduce better positioning to the game instead of stacking together.
Some Suggestion for Elite specs:
- Arcanist- Ele elite spec: Shield allies.
- Priest- Guardian Elite spec: Heal an ally.
- Blood Mage- Necro Elite spec: Sacrifice health/life force to heal another ally.
- Enchanter- Mesmer Elite spec: Enchant an ally with enchantment.
- Ritualist- Revenant Elite spec: Channel spirits to give an ally’s weapon a unique skill(Like sigils).
- Enhancement Shaman- Warrior Elite spec: Give rage(Offensive boons like quickness or might) to a single ally while the warrior attack an enemy.
- Forgesmith- Engineer Elite spec: Smith an ally armor to give a unique buff(Like runes).
- Beastmaster- Ranger Elite spec: Command the second pet to follow an ally. Removes the pet switching. The extra pet acts like a regular minion instead of a ranger pet.
These are just some suggestions as possible elite specs.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
For all those looking for support builds GW2 was founded on the principle of no holy trinity. (No healing class) Support builds were meant to buff damage of ally not heal them originally. They could mitigate an allies damage taken but not heal them. This game has deviated so far from what they started with its almost a crime lol.
For all those looking for support builds GW2 was founded on the principle of no holy trinity. (No healing class) Support builds were meant to buff damage of ally not heal them originally. They could mitigate an allies damage taken but not heal them. This game has deviated so far from what they started with its almost a crime lol.
Guild Wars 2 would not devolve into a dedicated holy trinity simply because everyone is self sufficient. Everyone has a self heal and everyone can save themselves.
However, with single target support, it would introduce a whole different team fights. Instead of positioning closer to support more allies, positioning away can become just as viable.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
For all those looking for support builds GW2 was founded on the principle of no holy trinity. (No healing class) Support builds were meant to buff damage of ally not heal them originally. They could mitigate an allies damage taken but not heal them. This game has deviated so far from what they started with its almost a crime lol.
Guild Wars 2 would not devolve into a dedicated holy trinity simply because everyone is self sufficient. Everyone has a self heal and everyone can save themselves.
However, with single target support, it would introduce a whole different team fights. Instead of positioning closer to support more allies, positioning away can become just as viable.
You miss intemperate. I was addressing support healing not self healing. Support class were to share boons and damage buffs like venom share thief. They were not to heal allies. The sustain nerf is something unrelated to my comment in this thread. I only call for that because of classes self heal/damage power creep.
Alas, the Thief feels left out again :-(
Well, I’m sure the Thief would cheer up if it could actually be the single-target that it supports. Indeed, a self-supporting role. I like it! :-D
For all those looking for support builds GW2 was founded on the principle of no holy trinity. (No healing class) Support builds were meant to buff damage of ally not heal them originally. They could mitigate an allies damage taken but not heal them. This game has deviated so far from what they started with its almost a crime lol.
Guild Wars 2 would not devolve into a dedicated holy trinity simply because everyone is self sufficient. Everyone has a self heal and everyone can save themselves.
However, with single target support, it would introduce a whole different team fights. Instead of positioning closer to support more allies, positioning away can become just as viable.
You miss intemperate. I was addressing support healing not self healing. Support class were to share boons and damage buffs like venom share thief. They were not to heal allies. The sustain nerf is something unrelated to my comment in this thread. I only call for that because of classes self heal/damage power creep.
And healing like core guard, ele, infused bomb engi…
Herald of Ventari
For all those looking for support builds GW2 was founded on the principle of no holy trinity. (No healing class) Support builds were meant to buff damage of ally not heal them originally. They could mitigate an allies damage taken but not heal them. This game has deviated so far from what they started with its almost a crime lol.
Guild Wars 2 would not devolve into a dedicated holy trinity simply because everyone is self sufficient. Everyone has a self heal and everyone can save themselves.
However, with single target support, it would introduce a whole different team fights. Instead of positioning closer to support more allies, positioning away can become just as viable.
You miss intemperate. I was addressing support healing not self healing. Support class were to share boons and damage buffs like venom share thief. They were not to heal allies. The sustain nerf is something unrelated to my comment in this thread. I only call for that because of classes self heal/damage power creep.
And healing like core guard, ele, infused bomb engi…
But this is not support dedication. I’t won’t be nice to have a Gw1 monk running around in gw2 with a whole skill bar and weapon set dedicated to pure healing. Its fine to add some skills but not as a speced role.
Engineer = The Rider
Weapon: 2h Key Blade
Please go back to Kingdom Hearts yeah ? lol ..really some peoples ideas here are just shockingly ridiculous
Not to mention the many terms used here, that make out of many reasons, like mostly lore or religion, or unfitting sex (because the used term exists only for 1 sex, example Valkyrie, it exist no males for this) no sense, or are stolen terms from other games or weird two word fantasy creations that make no sense when the clear scheme of this game’s class names are using nouns that describe the profession with just 1 specific word
Example.
Thief = fits = 1 noun, that describes the profession with 1 word
Enhancement Shaman = unfitting nonsense, 2 words, just Shaman is enough!! and a shaman SURELY is NO Warrior oO ….
And please, for the sake and quality of this thread, could we all agree with it, that its best to post per posting just only 1 DETAILED concept, instead of rambling down in a posting a heckload of multiple ideas that are barely detailed and just basically just from looking to the postign nothign more than a less than 1 minute brainstorming ???
When you have a real good idea for an Elite Specialization, then you should bring with you at least also the time to write down a bit more about your idea, than just only a lousy two liner that describes barely anything at all about your idea …
A halfway good concept presentated here should include more, than just only a suggested name and the weapon it should use and a few words about what the specialization is…
A good concept should presentate at least:
- ES Name (and please be creative and use the same scheme as Anet, no 2 word mutations)
- New added Weapon
- For which Base Class the Specialization is for
- Weapon Skill Suggestions of the new Weapon and a few descriptions whats the Gameplay role of the ES with the Skill in mind, whats their purpose exactly!?
- New Utility Skill Type + few Examples
- Gameplay Mechanic Changes, what is it exactly, what makes your concept different from the Base Class??
If you can’t come up with these concept basics for your ES idea, then I suggest you to overthink the concept, until you can do that, because with lousy two liners and content less texts that basically describe absolutely nothing – such “concepts” help nobody here to understand what you are suggesting and why it would be good to have that in the game.
Oh and please don’t take this now personally, because I have quoted you, the last past of this postign here counts basicalyl towards everyone here, because I prsonalyl want to see that something comes successfully out of this thread some day as a fruit of our concept works.. but this wil land can happen only, iof everyone gives themself here alos more time, to deliver some concepts of higher quality that include at least the very least basics of whats needed to know about a good viable concept to get a good imagination about what and how that elite specialization could play out later in real in the game
I think thats something with that everyone here can agree with, especially with 1 concept pr posting, because this way it becomes alot more overviewable in this thread, as when lots of various undetailed ideas get written down like in a list in the same posting and at the end you don’t even know anything about the suggestions, how they should work later at all, because the posting writer focused itself only onto listing up as many ideas he/she could came up with, instead of focusing onto just 1 idea and that DETAILED to explain the idea better.
Before HoT and the Elite specs launched, I drafted a concept for a Dragon Warrior, a Warrior who’d come to use Dragon Energy in place of Adrenaline, and wielded twin daggers, representing the Fangs of a Dragons Maw.
Have a read!
https://forum-en.gw2archive.eu/forum/professions/warrior/My-version-of-the-Berserker-Dragon-Warrior/
To go forward as a paragon, here a detailed concept:
Name: Occultist
Specialization: of the Necromancer
Weapon Torch – https://wiki.guildwars2.com/wiki/Occultist_Flame
(This weapon makes it kind of obviously fitting, ES version will be a more epic loking reskin)
The Torch can be used by the Occultist in both hands, either as Mainhand or as Offhand Weapon, this are the suggested Occultist’s Torch Skills
AA: Foul Breath
Create a cone like smoky breath attack, that hits all targets in the cone over time and causes with each hit randomly Poison, Vulnerability and Burning
2) Summon Burning Corpse > Ash Blast
Create a Burning Corpse, which slowly moves towards its targets, like a homing minion, that attacks nearby foes with Flame Touch and Coal Bed. Turns the Skill into Ash Blast. Ash Blast lets your summoned Burning Corpse detonate, causing a bigger explosion that causes enemies to get blown away and receiving Bleedings. At the location of the explosion appears for a short whiel an Ash Cloud, which blinds foes inside periodically and which workds as Dark Field.
3) Demon Flesh
Gain temporarely more Vitality, your next x attacks leech life from your enemy based on a % of the damage you dealt and you receive for 5s Protection and Fury.
While Demon Flesh is active, do you receive also increased “Demon Souls” when something in your near dies, so that you can use quicker your Demonic Shroud to transform yourself into a Half Demon to gain access to Demon Weapon Skills
4) Blood Ritual
You perform a Blood Ritual by burning your blood into the ground.
You receive Self Bleeding of 3 Stacks.
While Blood Ritual is active, your enemy that attacks you will receive the same Conditions that you suffer on. Example – if a Thief poisons you, the moment he poisons you, the Thief will suffer on poison too as long the Blood Ritual is active.
Enemies that enter or leave your circle of the Blood Ritual will receive damage based on a certain percentage of their max health. After the Ritual ends, you lose up to 3 Conditions and receive heals for every lost condition this way.
5) Cultist’s Fervor
Lets you gain Retaliation, Vigor, Swiftness and Might for every Minion you have up or that is around you from other Necromancer Allies. Increases temporarely the Attack Power of all your nearby mininos for every condition on you and grants them when you activate this Skill Super Speed, Quickness and Fury.
The Torch is mainly a Minion Master Weapon, which focuses on enhancing Minions around you and lets you gain benefits also from the Minions around you based on how many they are, while being focused self on Conditions and in this case, because it’s a torch, naturally also more focused on Burning, because theres yet no Minion, that can cause Burning.
The Occultist is due to this an Elite Specialization that is focused on Death Magic (Minion Mastery) and Curses performed through its new Utility Skill “Rituals” among which Blood Ritual is one that is included under the Torch’s Weapon Skills.
The Gameplay Mechanic change from the Necromancer to the Occultist is, that the Occultist is a Demonologist, a fanatic which uses Demonic Souls to transform themself into a Half Demon to empower themself this way dramatically for the cost, that it takes alot longer to collect souls, therefore that the transformation is more powerful in the end.
Unlike the Base Class the Demonic Shroud is no protection of the real Health Bar, in Half Demon Form are the attributes of the Occultist increased inmcluding the real Health Bar, so all damage that you take is damage that can let you become defeated, if it sinks to 0, but as long as Demon Shroud is active, is your actual Health doubled.
However, gaining Demon Souls goes by far not as fast, as collecting the Energy to go into the other Shrouds.
Also the Occultist sets on alot more onto mobility, they are faster moving, than the classic Necromancer and especially alot fastr moving than Reapers. This feat is done with help of their Traits which changes effects of the Weapon Skilsl to the favor of more Mobility and with the Half Demon Form which gives them alot more Mobility.
Another difference is – once the Half Demon Form is activated, you can’t deactivate it anymore, its permanent, until you die either, or go out of combat or into water, another reason why it takes significantly alot longer to gain enough Demon Souls to activate it.
The negative is, once on Demon Form, all received Heals you gain are quartered, so just only 1/4th as effective than usual, therefore that your Health is doubled and your Attributes increased.
Rituals
The Utility Skills of the Occultist, basically a combination of Marks and Corruptions with a focus on Minion Mastery either, or working as a Curse to harm enemies.
Healing
Ritual of Reception
Begin a Ritual of Reception, you gain Self Torment and create a Ritual Circle around your potion, which damages and cripples foes that try to enter or leave it.
Heals yourself. Heals additional Health for every nearby Minion. The next 2 Minion Attacks of your Minions after using this Skill cause Torment to foes.
Utility
Ritual of Soul Binding
Begin a Ritual, which binds your Soul to that of your targeted ally.
From this moment on your two are one being. Received Damage is halved betwen both of you, gained health is shared between both of you for the duration of this skill.
Gained Boons and Conditions are shared but durations of them are also reduced by 20%. When this Ritual ands, you and your bonded ally lose up to 2 conditions.
This Skill can be used as Stun Breaker and breaks also stuns for allies when you bind your soul with an stunned ally, while you aren’t stunned.
When you bind your soul to a minion, then will receive the minion a significant attribute boost and gains Might, Swiftnss, Fury and Quickness for 5 seconds
Ritual of Cacophony
Begin a Ritual of Cacophony, while you perform this Ritual, will be all nearby Spell AoE over time Effects (like Meteor Shower), Banners and Shout Effects neutralized. Your Minions will deal a new Condition while you perform this ritual called “Void”.
Enemies hit by Void aren’t able temporarely to gain new Boons, until the condition is removed. Void is also the only Condition, that counters Resistance and removes it!!.
Enemies that try to enter your Ritual Circle or leave it will receive Damage and gain also Void.
Ritual of Power Sapping
Begin a Ritual of Power Sapping. You gain per Minion around you Stacks of Might.
Your Minions will cause with their Attacks additional now Weakness and steal Might Stacks to gain them self.
Enemies that try to enter or leave your Ritual Circle will get damage and lose their Might Stacks to you and become dazed for 1/4s.
This Skill works also as Stun Breaker.
Ritual of Death
Begin a Ritual of Death, which lets arise Burning Corpses that automatically follow their nearest targets, whenever something dies around you while the ritual is active. Enemies that try to enter or leave your Ritual Circle will get damaged and receive Burning and Minions will deal increased damage to you while you are in this Ritual Circle. and receive lesser damage from enemies as well while becoming periodically resistent. A soulbound ally that enters this Ritual Circle will also receive periodically Resistance from the Ritual of Death’s Ritual Circle.
Elite
Rebirth Ritual
Perform a Rebirth Ritual. You will die and cause a big Death Nova (much much bigger than usual), just to rebirth a few seconds later from your own dead corpse with full health, all conditions removed and spread to all foes that got hit by your Death Nova from your rebirth.
Causes your Minions to explode in Death Novas as well and for every exploded Minion will you receive after your Rebirth a random Boon and a Boost towards your Demon Soul Bar.
Game Mechanic Change
Demonic Shroud
You transform yourself into a Half Demon and gain Demon Weapon Skills
Your Transformation is permanent, until you die either, go out of combat (by yourself) or if you go into Water, as water, the element of purity neutralizes this vile transformation, when your whole body gets surrounded by it cleansing your soul from the demons.
Demon Weapon Skills
AA) Epicenter of Hatred
Shoot a demonic Fireball at your target full of hatred, which taunts for 1/2s hit foes and deals damage, while you gain protection for 3s, if you hitted with this skill more than 1 target.
2) Demon’s Wrath
Lunge at your target with a quick line of sight leap attack that hits all foes that were standign in your way, causing with razorsharp claws multiple stacks of Bleeding and Vulnerability pr hit foe in your line.
3) Broken Heart of Sorrow
Summon a demonic greatsword to perform with just 1 hand a swift wide swing attack with it, that causes Chill, Burning and Vulnerability to foes, which causes also a cascading shockwave that stil can hit further away standing fos, but the conditions will receive only the nearby foes that wre hit directly by the big cleaver.
4) Manifestations of Greed
Your Minions gain an Aura of Greed when you use this skill, when that effetc is active, will their attacks leech health with that they heal themself and small potions of damage that your or orthr mininos around you deal to your target enemy thats cursed by this skill will let you gain health as well. You gain on activation also Stability and Aegis periodically for the next 3 seconds.
5) Absolute Madness
Let at your target area rain down a Rain of Chaos, hit targets will receive damage over time in that target area and suffer on Confusion and Blindness, or eventually get feared or taunted for a second at a low chance when being hit by Absolute Madness.
—-
Traits for this do I leave up now for your imagination, but could add them later, if wanted enough by the readers here.
This here is just meant as example for a more detailed concept, that is able to give people an imagination, how a concept should work later and what it is exactly, that makes this concept different from the Main Class it specifies from.
(edited by Orpheal.8263)
I’ve been having many thoughts of a support-heavy specialization for thief.
Trait Line-Agent
Weapon-Focus (off-hand)
Utility Skills=gadgets
Skills
-Skill 4=Warning Call: Grants a targeted ally protection
-Skill 5=Shared Intel: Gives all allies within the radius fury and swiftness while enemies receive 5 stacks of vulnerable;
Skill 3
-With dagger= Escape: Stabbing the opponent then shadowstep backwards removing a condition
-With Sword= Charged Strike: Similar to stab but more powerful and causes 1/4 sec daze
-With Pistol= Scoped Shot: An aimed shot that has 1sec channel but always crit
Utilities
-Healing Statio; Similar to healing turret but without the water field and can remove condi per pulse.
-Freeze bomb*: causes 5 seconds of chill and has blast finisher.
-Emp Station: Causes daze at cast and have lightning field for 10 seconds.
-Decoy Beacon: Cast a beacon that causes 1500 range taunt
-Distress Beacon: Cast a beacon that grants superspeed and increased outgoing healing by 25%
-Explosive Charge(Elite Utility): Similar to Engineer’s mines but as powerful as Big Ol Bomb. Enemies only safely destroy it by defusing it first
Traits
Minor
(passive)-Grants the ability to use focus
-focus skills removes 2 condition
-Range for Scoped Shot is increased
-Taunting enemies grant stability.
Adept
(passive)15% Increased boon duration
-gadgets have -20% cooldown
-Emp Station also rips boons per pulse
-Freeze Bomb also causes weakness
Grandmaster
(passive)- Increased outgoing Healing power per spent initiative(15% max).
-Healing station gives resistance
-Using Elite Skill grants stability to you and nearby allies
-Cast Distress Beacon when you are downed.
I’m Glad to see this is still having ideas pumped out.
I want to again put forward that Ranger gets the Dervish Spec for its next Elite Spec.
Also I would like to see new weapons added to the game.
Finally I would really like to see all 5 weapon skills be able to have a choice of 3 skills per slot, I think this would put it more in line with Guild Wars 1 style of play. So in the case of a DH where its Skill 1 is Puncture shot it would have a choice of a bleed skill or heal skill, Skill 2 is True shot it would have a poison shot or a block shot, Skill 3 is Deflecting Shot it would have a cripple shot or a Vulnerability shot and so on for skill 4 and 5. It would open the game to having more versatile builds and let people have more fun. You can static all the damage to the exact same for each physical hit so no advantange would be given there.
I would like to add a link to a project in the Necromancer forums I started: The Envoy.
Tries to open up multiple options for necromancer: power , condi, and support.
Heavily inspired by the Ritualist.
I’d really like to see necro become a lifemancer or something. The main focus on being a condi remover and life generator.
Since they there isn’t a monk in GW2 how about they just add monk as an elite specialization to all classes. They could also add entire new monk armor skins.
monk is a human only religious term… no other race in this game has monks!!
It just wouldn’t fit and even if they add somethgn called a monk, it wouldn’t be at all the same as like what you know from GW1….
An Ascetic on the other side would be different a kind of martial artistic “Battle Monk” that could come from the thief as E-Spec, someone who as cleansed his sins of the past by going into exile and becoming a traveling Ascetic, which coudl add as new Weapon “Claws/Gloves” and could be in regard of gameplay again a bit mroe similar to the GW1s Assassin with Combo Attakcs and Attack Strings and such stuff, just from design more monkish without any kind of religious stuff that wouldnt fit to the other races…
Something liek that would fit to all races viewed from a lore standpoint
And Elite Specializations are no mechanic, that is just shared among all classes ….an Elite Specialization for those, who haven’t understood yet this principle are changed versions of the Base Classes, that are bonded to these specific Base Classes, not shared between all classes.
And if oyu want just to look like a monk, theres a Monk Outfit in the Gemstore thats from GW1’s Base Monks…use that with a human druid and you will have basically your Monk …just with the difference that you have now a pet on your side too
In GW1 it was primarily a support healing class. I don’t see why monk couldn’t be applied to all races. It could be called healer or something else.
I suggested awhile back that they could move the healing skill to the health indicator. That makes room for additional skills for whatever they add. They could shift everything over to the left and add a new elite specialization to the last.