[Suggestions] Future Elite Specializations

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: KestrelGirl.9267

KestrelGirl.9267

Hmm. I’ll just review these…

Guardian
The Paladin: access to tome skills, which are similar to engi weapon kits, but no access to weapon swapping. Special weapon is melee axe OR AoE warhorn.

This would be pretty viable, but the lack of weapon-swapping is not at all a good way to balance the class. It also will need special virtues like DH has; what would you want to theme these around?

Revenant
Racial legends, to make up for the lack of racial skills.
Asura: Snaff (golemancy/engi-ish); gain rifle
Charr: Khan-Ur (phalanx buffs), OR Kalla Scorchrazor (FIRE!!!); gain greatsword
Human: One of the Thackerays – Gwen? Keiran?; gain greatsword that may be a ranged weapon depending on whether or not the legend is Gwen.
Norn: Asgeir Dragonrender OR the spirit of the wild chosen at character creation. Weapon TBD.
Sylvari: DEFINITELY Riannoc; gain main-hand axe – or perhaps a ranged weapon, like the longbow, that the Warrior can use but the Revenant cannot.

Warrior
nothing here yet – suggestions welcome!

Engineer

The Golemancer: access to golem minion skills and staff as a support weapon. Golems spawn with retaliation, so they’re a counter to AoE.

Oh, of course.
I never thought of a golemancer using a staff, or golems having retaliation. I kinda like this!

Ranger

The Packmaster: access to minion skills to summon life-stealing bats, ranged-poisoning oozes, hulking minotaurs, evasive griffons, tanky rock dogs, and even karkas! They also have multiple (weaker) pets equipped at once, all of which are the same type. Special weapon is short-range scepter with whip effect. (This effect is already present in-game and has been seen being used by Nightmare Court enemies.)

Not my idea, but I love it! I’ve always wanted a beastmaster spec for Ranger ever since Druid turned out to be a total disappointment for me and my aggro playstyle. This fits the bill, though I’d replace “multiple pets of the same type” with “both equipped pets in the pet panel active at once” and make the pet attacks about as strong as a Necro’s flesh golem’s attacks.

Thief

The Bard: access to song skills (which constantly give boons to allies and conditions to foes as long as they’re active) and off-hand focus. This may require an energy mechanic to limit the length of a song; also, it may immobilize (or slow?) the caster as long as a song is active.

Ooh, cool. What special mechanic would it gain, though, in place of Daredevil’s extra evasion bar?

Elementalist

The Spellweaver: gains access to physical skills (?), main-hand sword (used for evasion), and a “spellweaving” F5 skill that combines the skills of any attunements on cooldown.
Depending on which elements are on CD, the Spellweaver may become:
Elemental Storm (Fire/Water/Air) – Rain fire, hail and lightning upon the target area, inflicting significant damage to enemies within.
Elemental Annihilation (Fire/Air/Earth) – Stomp the ground, pulling your target towards you with a shockwave that cripples and dazes them. Then raise a pillar of fire that launches enemies around it. Finish off with a lightning strike that inflicts massive damage and defeats downed enemies in the area.
Elemental Calamity (Fire/Water/Earth) – Encase enemies in the target area in rock prisons, immobilizing them. As this wears off, cause an explosion that burns and chills foes… and then smash the rocks apart to bleed them and knock them back!
Elemental Sanctuary (Water/Air/Earth) – Surround the area with rocks that push back enemies, winds that destroy projectiles, and pouring rain that heals allies and removes conditions.
Convergence of Elements (Fire/Water/Air/Earth all on CD!) – Unify all elements, covering yourself and nearby allies with an elemental sheen. You and all nearby allies stack conditions on foes and gain boons with each attack, depending on your current attunement.

WOAH. The F5 skill is overpowered as kitten. I suggest that only the Convergence of Elements be used, and with a hefty cooldown too. Also, having an ele spec use physical skills is a bit… wrong. Do Eles have shouts already?

Mesmer
Since the Bard was already mentioned as a Thief specialization, I’d like to make a suggestion of my own for this one.
The Illusionist: gains access to clone- and phantasm-making Minion utility skills and more powerful shatters, as well as main-hand mace. This isn’t a very fleshed-out idea, but I imagine the mace could be a bit like the Revenant’s hammer or the Mesmer’s GS: a ranged weapon that has an illusion-shooting autoattack, a clone-making skill, and a skill that allows the player to swap places with and buff a clone (I think the Mes version of that’s a weapon skill so gotta have it on more weapons!).

Necromancer

The Shaman: gains access to a new set of Sacrifice utility skills (more powerful corruption skills that steal your health or life force instead of giving you conditions), as well as off-hand torch and Shaman’s Shroud (which conditions foes, applies a few boons to allies, and siphons life force with autoattack). This spec uses life force outside of Shroud to trigger its new healing skill and some utility skills. (The others drain health.)

This was someone else’s idea, but I went ahead and made it work a little differently. Its utility skills are all fleshed out (heh) in another post, and they’re decent; it’s just that there’s one too many. The weaker version of Last Rites (helps downed allies) is the one I’d like to remove.

(edited by KestrelGirl.9267)

[Suggestions] Future Elite Specializations

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Posted by: guildabd.6529

guildabd.6529

Engineer

  • Golemancer
  • Golemancer is the counter to AoE skills. It summons an army of golems and then grants retaliation to them.
  • New weapon: Staff.
    Staff is a support based weapon. It grants retaliation and protection to allies.
  • New skill type: Golem.
    Golems are permanent, tanky minion type. They spawn with retaliation and can be traited for longer retaliation and protection.
  • Three different trait themes.
    First is the boon line. Retaliation and protection to allies and improves staff.
    Second is the golem line. Stronger golems and granting them more boons.
    Third is the condition cleansing line. Transfer conditions to foes and cleanse conditions from allies.

(edited by guildabd.6529)

[Suggestions] Future Elite Specializations

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Posted by: Orpheal.8263

Orpheal.8263

Let’s begin with Warrior Specializations and how they would make the Class different.

Berserker
Weapon – Greatsword
Mechanic – Infinite Wrath

This is basically just my attempt at redesigning this small part of the Warrior, which is in my eyes an important part that defines the Warrior as what he its – a unrelentless unstoppable force that laughs back into the face of death and becomes only more and more stronger and dangerous, so nearer they come to the brink of death.

The Torch is for me absolutely no status weapon for a Berserker, for me its always the Greatsword, as thats the weapon, that brings devastation, while the Torch is just a good symbol for the god of war Balthazar in general and thus does fit for me much better as one of the warriors baselined weapons instead of being a specialized weapon.

What ANet has done about the Berserker in regard of Gameplay isn’t completely the direction how I would have made a Berserker.

1st Id redesign the Greatsword Skilsl to be more wild and more fitting for a Berserker to be their fitting status symbol weapon of choice.

Then I would make slight adjustments to the Specialization mechanic to make it feel different, but similar to how Adrenaline works.

I would change not only rename the Berserk Mode to Infinite Wrath (Berserk Mode sounds so super lame) Id adjust the mechanic also with following changes:

  • Exchange out Adrenaline with Wrath as a Berserker.
    Wrath will be a different Mechanic, that constantly fills up whenever the Berserker receives damage or conditions instead of like the Warrior, when he deals damage.
  • Unlike Adrenaline which instantly vanishes after a fight is over, Wrath STAYS after a battle, it builds up and stays. It vanishes (or becomes lesser) when the Berserker uses his Berserker-Self Heal Skill or when the Berserker gets defeated (not just only downed, but defeated!)
  • Wrath has the ability, that so more you collect as Berserker, so stronger and more dangerous do they become. So a battle with a Berserker is always a kind of Damage Race, because once they activate their Infinite Wrath, they become an unstoppable force until they can relax again and become again control over themself!!!
    You hear right, when you activate Infinite Wrath, you should lose control over your Character for that moment, the A.I will take over, but the loss of control comes naturally with is own positives.
    While Infinite Wrath as Berserker is some kind of temporal “Auto Pilot” for the player, say are as said incredibly strong and resistant and in the end its always the player’s choice, if they want to activate their Infinite Wrath, or not.
    So if something works then not as intended while being out of control, its not the A.I to be blamed, because the player still at self it in the hand to make up for the decision to either rely themself upon the increase of powers, or to do not so and just try it with own personal skill at the cost of being weaker.
  • Infite Wrath has 3 Tiers, just as like Adrenaline. However due to the point, that Wrath stays after battle, it builds up alot slower than Adrenaline and has therefore a passive factore that lets it build up, instead of an active one like Adrenaline has.

How does Wrath work?:
With every reached Tier of Infinite Wrath do become Berserkers significantly more dangerous. Using their Healing Skill lets them lose instantly a full tier of their maximum 3. the A.I won’t use the Healing skill, so it will always be the best choice to activate Infinite Wrath when your health is already full.

On Tier 1 Berserker gains permanent periodically for a second Resistance and gains significantly increased Power, Precision and Toughness
On Tier 2: Berserker gains permanent periodically for 3 seconds Regeneration and has now longer lasting Resistances for 2 seconds instead of 1 second.
The Stat Gains also increase now further and receives additionally also now increases in Precision and Expertise
On Tier 3: Berserker gains permanent periodically for 5 seconds regeneration, has now 3 seconds lasting Resistances and also gains now periodically Stability and Might.
Additionally to the so far gained Stat increases does a Berserker gain also on Tier 3 a massive boost in Vitality

Due to loosing control over your character, the significant weakness of a Berserker that comes with this is Condition Cleanse, even if he has under its Wrath Tiers periodically Resistance, but as long as the Conditions can be kept up constantly, they will wear down a Berserker sooner or later, if you can survive so long when beign attacked by the Berserkre because one little mistake against an Berserker can easily end up being your last mistake that costs you your character’s life getting defeated.

Using Infinite Wrath should give a Bersker not onlyy 1 new different Skill (Primal Bursts), they should change the whole Weapon SKills out based on which Weapon you use at the moment, which then gets handled by the A.I for the time that you lose control over your character.

Primal Burst gets renamed then under the infionite Wrath to “Bloodlust”, because thats the only emotion that a Berserker feels when they lose control over them self.
Pure infinite bloodlust, the absolute desire to kill everything that gets into their will and not stopping with attacking, until they practically bath in their enemies blood as its their exlixier, that even further increases their wrath and keeps it up.

Rage Skills are the Utility, Healing and Elite Skills a Berserker uses, while he has still control over hisself.

Currently lasts the “Berserk Mode” only for laughable 15 seconds. thats so far just enough to use a few times only under anets design their primar Bursts, before you turn back already to normal.

Under my design, when you activate Infinite Wrath, it lasts not only laughable 15 seconds, it lasts until either you get defeated, or you defeat the target enemy onto which you started your Infinite Wrath, or until a maximum duration time of 3 Minutes has been run out. But first your enemy would have to survive for 3 minutes, so see this happening.

First the reworked Greatsword Skills:

1) Fearless Swing > Grand Slicer > Sun & Moon Slash
An attack combo, which starts of with an attack that grants you for a second Resistance, followed by Grand Slicer, which causes Vulnerability to all targets it hits and causes more Vulnerability, so more targets you hit for each target. The combo gets then finished by a Sun an Moon Slash, that is a trwo part attack, where the first strike causes Burning and the last final strike causes Chill.

2) Lion’s Paws
A swift dual strike with your Greatsword, that grants you Might and Fury when you hit with it. When you perform this Skill with lesser than 50% health, then this attack will grant Might and Fury also to nearby allies.

3) Tornado Glade
Practically Whirlwind Attack, just with a better sounding name, and increased range from 450 to 600 and an additional effect of causing Bleedings per hit, dealign therefore lesser direct damage per hit, making it this way a better hybrid skill with slightly better range.

4) Blade Rush Practically a merged form of the older 4 + 5
You rush forward by a distance of 600 with your Blade in the ground causing a huge glade in it on your way to your target, causing rocks to splitter off away that hit all nearby targets in your line of sight, followed by a final powerful swift crescent strike with your greatsword right before your target, that will cause a little shockwave, which strikes all foes in front of you and weakens, while launching them away also for a distance of 600.

5) Hundred Blades You activate a stance, which lets you for its duration deal with each of your sword or greatsword attacks multiple hits based on the amount of targets you hit with your Greatsword. So if your strikes hit 3 targets, then will deal for the time Hundred Blades is active your Auto Attacks and Skills that hit for example 3 targets then 3 hits instead of 1. Under this stance will have all your attacks and skills simply said a different Damage Calculation Formula that takes into account, that your attacks cause now general 3x more hits to make sure, that your attacks simply dont get 3x stronger, that would be imbalanced, however, generating 3x more hits to create 3x more chances for critical hits and triggering sigil/rune/trait effects this way is ok.

With these changes becomes the greatsword a better, more swift and mobile weapon without hindering further its combat flow due to the old Hundred Blades being suddenly in midst of combat a rooting attack for a felt half eternity that takes you completely out of your combat flow.

Hundred Blades does fit alot better as a synergetic skill, that simply improves the Warriors overall effectiveness with his blade weapons, when fighting either with a sword or a greatsword. It makes this way in my opinion the greatsword also easier to balance, when it doesn’t have anymore its rooting – I win attack the moment you attack with it somebody who couldnt get fast enough away from you.
The way it is now simply does’t fir to the rest of the skills that are clearly by design made based on mobility.

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

(edited by Orpheal.8263)

[Suggestions] Future Elite Specializations

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Posted by: TheSwede.9512

TheSwede.9512

Elementalist

The Spellweaver: gains access to physical skills (?), main-hand sword (used for evasion), and a “spellweaving” F5 skill that combines the skills of any attunements on cooldown.
Depending on which elements are on CD, the Spellweaver may become:
Elemental Storm (Fire/Water/Air) – Rain fire, hail and lightning upon the target area, inflicting significant damage to enemies within.
Elemental Annihilation (Fire/Air/Earth) – Stomp the ground, pulling your target towards you with a shockwave that cripples and dazes them. Then raise a pillar of fire that launches enemies around it. Finish off with a lightning strike that inflicts massive damage and defeats downed enemies in the area.
Elemental Calamity (Fire/Water/Earth) – Encase enemies in the target area in rock prisons, immobilizing them. As this wears off, cause an explosion that burns and chills foes… and then smash the rocks apart to bleed them and knock them back!
Elemental Sanctuary (Water/Air/Earth) – Surround the area with rocks that push back enemies, winds that destroy projectiles, and pouring rain that heals allies and removes conditions.
Convergence of Elements (Fire/Water/Air/Earth all on CD!) – Unify all elements, covering yourself and nearby allies with an elemental sheen. You and all nearby allies stack conditions on foes and gain boons with each attack, depending on your current attunement.

WOAH. The F5 skill is overpowered as kitten. I suggest that only the Convergence of Elements be used, and with a hefty cooldown too. Also, having an ele spec use physical skills is a bit… wrong. Do Eles have shouts already?

Since I was the one who cracked this idea, I’ll go ahead and answer these concerns.

On Spellweaving
As all forms of Spellweaving are done with the the same key (F5), this of course also means they share a Cooldown. The reason I didn’t post numbers are because that is where the Balance comes into play. Damage, Healing, Cooldown, Activation Time, Duration, Range, Radius, all these factors are what decides wether a skill is Balanced or not. Not to mention, all of these would be Channel Skills, meaning they can be interrupted.
There’s also the fact that the Spellweaver would have to carefully choose which Element to jump to, meaning they’d have to stay one step ahead of their Opponent at all times or risk being forced into Water or Earth at an inopportunate time.

On Physical Skills
Spellweaver’s theme, which possibly wasn’t clear from the front post because the Layout was jumbled, is all about Dance, and their Physical Skills wouldn’t be the Brutal kind that Warriors have, or the Lethal kind that Daredevils have, but rather the Rythmic and Empowering sense of Dance and Movement. Also, for an Elementalist it’s true that Physical Skills would be weird, but for a Spellweaver it’s a whole different story.

And that’s what Elite Specializations are for! They’re supposed to take the Base Profession and toss it on its head, looking at it from a new angle. And the angle for Spellweaver is heated, physical contact. That’s why I designed Sword as a primarily Defensive Weapon, rather than offensive, in order to keep the Spellweaver up and in the opponent’s face despite the Elementalist’s Low HP and Armor.

EDIT
I see now that Elemental Annihilation is worded as an AoE, which is indeed OP. I thought I changed that over to be Single Target… Hmm, well, it’s supposed to be!

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: Orpheal.8263

Orpheal.8263

Next to the Infinite Wrath Skills for a first set of Weapon that the A.I will use while you lose the control that I will write down for now. Continue later on the rest

Greatsword

1) Arc Divider – A circular shockwave attack, which deals damage to all foes around you and deals more damage to foes with under half health
2) Blood Frenzy – A fast three times swinging attack that gains with each swing slightly more range and becomes with each strike deadlier, while you regain health from hit enemies in front of you. These attacks cause also Bleedings
3) Goliath Slash – A heavy slow vertical slash that causes a giant burning fast long range shockwave that hits all targets in line of sight and launches them away, causing Burnings.
4) Source of Devastation – An AoE skill with that temporarely all received damage gets absorbed, to cause then a massive counter attack that is indirectly increeased by a power factor that comes calculated from all the absorbed damage that the Berserker has received so far. Means, everytiem this attack gets used, it becomes stronger so more damage the Berserker has taken meanwhile.
5) Bloodbath – A leaping attack, that becomes stronger, so more bleeding enemies are around you and so more bleeding stacks they have, making this a very powerful synergetic attack for a group build where you allies can quickly spam the whole battlefield full with tons of bleedings, making you wish to get rid of your bleedigns as fast as possible, before this attack might hit you while you stil bleed, because if it does, it might be quicker for you Game Over than you want.


Hammer

1) Rupturing Smash – A leap attack that causes a circular shockwave which stuns foes for two seconds. Works as a Field Finisher if you leap with this into a Fire Field for example = AoE Might.
2) Deep Rage > Returning Rage – Throw your hammer with a fiery chain attached to it to pull it back. Causes on impact an AoE explosion, which creates a firy field, that you pull to you the moment you use the Skill Returning Rage. Foes standing in that fire field will periodically receive burnings.
3) Eternal Flames – Slam your hammer into the ground to create a field of Magma Pillars which stay for a while causing damage over time to enemies that get in touch with them.
4) Inner Wrath – You become temporarely massively more resistant against all kinds of fire based attacks, immune to burnings, but you become alot weaker agaisnt all kinds of water based attacks and Resistance wont protect you from Chills anymore while the effect from Inner Wrath is active. When Inner Wrath ends, do you gain a fire aura around you, that causes periodically burnings to nearby foes very fast like the Veteran Fire Elementals have this ability in the Desert WvW Maps
5) Groundshaker – Cause a massive earth shaking attack, which will knock down all nearby foes, causing also tremors all around you, which will block of the movement of still moving enemies that had stability with arising rock walls, that work also as barriers for ranged attacks.

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

[Suggestions] Future Elite Specializations

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Posted by: De Dominator.9834

De Dominator.9834

Ok so this is my final idea for the Revenant Human Racial Elite Specialization… could possibly do with a better name :/

Human:

Legend: Gwen Thackeray
New Weapon: Focus
Weapon Skill 4: Send out a wave of energy for which gives enemies confusion
Weapon Skill 5: Drain the targets health until interrupted, or until you move or activate another skill.
Heal Skill: Block incoming attacks for a certain duration, you heal for each attack blocked. (7 energy upkeep cost per second)
Utility 1: Leave behind a clone of yourself which taunts nearby enemies (up to 3 within 600 range), you go into stealth for a short duration and receive quickness. (Costs 10 energy, and has a cooldown of 20 seconds and a duration of 5)
Utility 2: Summon 3 clones of yourself for which will attack enemies, they have 3 different effects. Clone 1 life steals on each successful hit, Clone 2 applies weakness and Clone 3 applies slowness. (Costs 25 energy, and has a cooldown of 45 seconds and duration of 10)
Utility 3: Create a clone for which attacks enemies from range dealing damage and granting them bleeding. (Costs 15 energy, has a cooldown of 30 seconds and duration of 10)
Elite: Shatters all clones, dealing AoE damage to any enemies nearby while creating “Slithers of fate” which grant whoever picks them up a damage increase, and critical chance increase (stacks for each one picked up, two are created for each clone destroyed, for a maximum of 10), as well as that it creates a dark phantasm for 5 seconds which blinds and torments anyone nearby (If there are 5 clones destroyed by this skill) (Costs 25 energy, plus 5 for each clone)

Im not an expert when it comes to balance etc. so I dont know how good this really is and was just going for something that was themed around Gwen who is herself a Mesmer. Any feedback or advice on that would be cool as I am currently thinking up ones for the other races… also if any one has skill names for them that would be nice

(edited by De Dominator.9834)

[Suggestions] Future Elite Specializations

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Posted by: De Dominator.9834

De Dominator.9834

Ok and for the Norn Revenant Racial Elite Specialization (Still need a better name)…

Norn:

Legend: Asgeir Dragonrender
New Weapon: Warhorn
Weapon Skill 4: Call a herd of Ox’s to trample the target.
Weapon Skill 5: Summon the spirit of Owl to attack the target inflicting confusion.
Heal Skill: Summons the spirit of Raven, the spirit will life steal and inflict weakness on enemies. When the spirit is dismissed it grants nearby allies regeneration and vigor. (Costs 4 energy upkeep per second)
Utility 1: Summons the spirit of Bear, the spirit will taunt enemies within 300 range and gives bleeding upon an attack. When the spirit is dismissed it grants nearby allies stability and retaliation. (Costs 4 energy upkeep per second)
Utility 2: Summons the spirit of Wolf, the spirit will cripple and slow enemies. When the spirit is dismissed it will grant nearby allies swiftness, quickness and fury. (Costs 4 energy upkeep per second)
Utility 3: Summons the spirit of Snow Leopard, the spirit will give vulnerability and fear to the enemy it attacks. When the spirit is dismissed the character receives stealth and nearby allies get granted resistance and protection. (Costs 4 energy upkeep per second)
Elite: Summon the lesser spirits of the wild, Wolverine, Eagle, Bunny and Minotaur to attack a target dealing damage and inflicting random conditions to them and when they have gone receive a bunch of random boons. (Costs 50 energy)

[Suggestions] Future Elite Specializations

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Posted by: TheSwede.9512

TheSwede.9512

I’m gonna be honest, but Racial Legends aren’t gonna work. Why? Because they’d mean different races have different Advantages and Disadvantages while being a Revenant, which is something ANet wants to avoid.

Unless the differences a purely cosmetic, they won’t implement something like that. Even then it’d be more work than just slapping 1 New legend on and call it a day, which is probably what they do.

Also, don’t forget that Elite Specializations require a change in playstyle, aside from merely adding something to a profession.

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: De Dominator.9834

De Dominator.9834

I’m gonna be honest, but Racial Legends aren’t gonna work. Why? Because they’d mean different races have different Advantages and Disadvantages while being a Revenant, which is something ANet wants to avoid.

Unless the differences a purely cosmetic, they won’t implement something like that. Even then it’d be more work than just slapping 1 New legend on and call it a day, which is probably what they do.

Also, don’t forget that Elite Specializations require a change in playstyle, aside from merely adding something to a profession.

I CAN DREAM HAROLD…

In all seriousness I know that is the case I just like thinking of these ideas, though I havnt been able to think of any new mechanics for any of them yet :/

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Posted by: TheSwede.9512

TheSwede.9512

Since the topic seems to be Revenants, might as well toss up my own idea for it:

Revenant – Martyr
Weapon: Greatsword (Ranged Condi DPS/Soft CC focused)
Legend: Legendary Revolutionary Kalla Scorchrazor. Her legend’s thematic is all about turning the Tide of battle and sacrificing your own better health for the sake of Victory.
Mechanic: A new F2 skill called Sacrifice, which is an upkeep skill that causes all Energy Costs to be replaced with an HP cost instead, allowing the Martyr to keep fighting even when their Energy runs out. In this mode, any healing they recieve is reduced, but when they Deactivate it they let loose a surge of energy that Heals them and nearby allies depending on how long Sacrifice was active, allowing them to turn the tide of battle.

Sacrifice Mechanic:

  • Sacrifice – Activating Sacrifice causes all skills with an Energy Cost to instead reduce your HP by a %, depending on the Energy Cost. While Sacrifice is active, Upkeep Skills continously cost HP rather than Energy and all Incoming Healing is greatly Reduced.
  • Resurgance – Deactivate Sacrifice, causing a surge of Mist Energy around you that will Heal you and all Nearby Allies depending on how long Sacrifice was active.

Weapon Skills:

  • Decisive Strike -> Avenging Cross -> Proud Sacrifice – Slash twice through the air, creating a Rift at your target’s location that Torments enemies with each strike, before piercing through the mists and collapsing the Rift, Burning enemies within range.
  • Demoralizing Blow – Spin around, avoiding attacks and Sending out a shockwave that Weakens enemies struck. Acts as a Whirl Finisher.
  • Great Divide – Strike downwards with your blade, creating a vertical shockwave that Knocks back enemies and leaves a line behind. Enemies who cross it stacks Torment and Blindness. Combo Field: Dark
  • Pierce the Veil – Stab the ground, summoning a giant blade from the Mists to strike down at the target Area, creating a Shockwave that Immobilizes enemies struck and leaves them Vulnerable. Acts as a Blast Finisher.
  • Reaving Mists – Spin forwards through the mists while evading attacks, tearing open a Rift at each target you strike. The Rift pulses Chill before it collapses and Burns every nearby enemies. Acts as a Whirl Finisher.

Utility Skills:

  • Second Wind – Heal Skill. Heal yourself and gain Energy. Healing and Energy gain is increased the lower your Health is.
  • Undying Defiance – Upkeep Skill. Pulse Boons on yourself every 3s, dependant on current HP level. Always pulses Stability, followed by Retaliation and lastly Protection.
  • War Cry – Break Stun for yourself and nearby allies, while Knocking Back and Weakening nearby Enemies. Knockback distance and Weakness duration is dependant on HP level.
  • Rain of the Mists – Call in a hail of arrows from the mists to barrage the target area, Immobilizing enemies on creation and pulsing Burning. Condition duration is dependant on your Health level. Acts as a Fire Field.
  • Revolution – Elite skill. Call an echo of Scorchrazor’s allies from the Mists to rush forwards, Knocking down and Damaging all enemies in their path, while Rallying any downed Allies.
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: Dreaminspace.2638

Dreaminspace.2638

Elite Specialization: Phalanx (Hoplite)

Mechanic: Changes the dodge mechanic to instead a block mechanic. “V” or dodge now has your character block while holding a shield and depletes the endurance bar for the duration that you “block”. (Has an internal CD of 1sec between blocks)

Shield Skills:
Shield 4: Phalanx Wall – Self Immobilize (8s). Grants Stability (10s) and Vigor (15s)
Shield 5: Shoulder Charge – Leap to your target and bash them with your shoulder.

Heal Skill: Phalanx Othismos – Heal yourself based on how much endurance you have. The lower your endurance the more health you heal for.
Utility Skill 1: Phalanx Ephodos – Grant Swiftness (15s) and Vigor (5s) to yourself.
Utility Skill 2: Phalanx Krousis – Grant Might 5 (10s) and Vigor (5s) to yourself.
Utility Skill 3: Phalanx Doratismos – Grant Quickness (2s) and Vigor (5s) to yourself.
Elite Skill: Phalanx Pararrhexis – Grant Stability (10)s and lunge forward knocking down foes in front of you.

Traits:
First Line Focuses on Improving gains of Vigor as well as new effects from Vigor.
Second Line Focuses on Improving Shield Skills and their Recharge as well as granting retaliation on use.
Third Line Focuses on Utility Skills and improving their boon duration, as well as granting their boons to allies.

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Posted by: Ultimaistanza.4793

Ultimaistanza.4793

Guardian – Crusader (Weapon: mainhand axe, Skill Type: physical)
The Crusaders are knight’s of their virtues. Rather than relying on the three virtues at once, the Crusaders hold fast to one single virtue and switches when a different course is deemed necessary. In doing so, the Crusader is able to draw forth the purest form of each virtue, gaining strong new passive AOE boons and devastating new active abilities that vary depending on which virtue they’re campaigning under.

Wanted to add a bit more to this.

Virtue Abilities; (only 1 virtue can be active at a time)

Conviction of Justice

  • Passive – The Crusader’s sense of Justice acts as a sense of determination to their self and nearby allies. Along with the standard effects of Virtue of Justice, the Crusader can periodically apply might to themselves and nearby allies.
  • Active – The Crusader’s Justice bursts forth from them in a fiery explosion applying damage and burning to enemies near the crusader.

Conviction of Resolve

  • Passive – The Crusader’s sense of Resolve acts as comfort to their self and nearby allies. Along with the standard effects of Virtue of Resolve, the Crusader can periodically apply regeneration to themselves and nearby allies.
  • Active – The Crusader’s Resolve bursts forth from them applying burst healing and creating a waterfield beneath their feet that applies regeneration and cleanses conditions.

Conviction of Courage

  • Passive – The Crusader’s sense of Courage acts as inspiration to their self and nearby allies. Along with the standard effects of Virtue of Courage, the Crusader can periodically apply regeneration to themselves and nearby allies.
  • Active – The Crusader’s Courage bursts forth from them applying aegis and resistance and knocking back nearby enemies.

Axe Abilities;

  • Weapon 1 – The Crusader unleashes a 3 hit attack. The first two hits apply vuln and the last chills.
  • Weapon 2 – The Crusader musters his energy and slashes horizontally in front of him. The slash sends out a wave in front destroying projectiles and applying cripple and vuln to everything it hits.
  • Weapon 3 – The Crusader does a windup leap. Upon hitting the ground the crusader follows through with that momentum spinning, pulling enemies in the area toward the center, and creating a symbol on the ground that grants might.

Glyph Abilites; (I originally was thinking about physical skills to capture that sort of savage devotion aspect of crusaders from real life. But, on looking at it, Glyph just works to well with the virtue swapping.)

Heal Skill

  • Justice – Heal and gain might for each condition on you.
  • Resolve – Heal and cleanse conditions.
  • Courage – Heal and gain 1 stack of stability for each condition on you.

Utility (Charge)

  • Justice – The Crusader charges forward blazing a path of wrath in his wake and leaving a blue firefield line.
  • Resolve – The Crusader charges forward slightly healing himself and applying stronger heals to allies in his path.
  • Courage – The Crusader Charges forward triumphantly knocking down anything that stands in his way.

(This is all I have right now, but I’ll add more skills when I have their concepts a little more down pat.)

(edited by Ultimaistanza.4793)

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Posted by: Ultimaistanza.4793

Ultimaistanza.4793

Guardian – Crusader (Weapon: mainhand axe, Skill Type: physical)
The Crusaders are knight’s of their virtues. Rather than relying on the three virtues at once, the Crusaders hold fast to one single virtue and switches when a different course is deemed necessary. In doing so, the Crusader is able to draw forth the purest form of each virtue, gaining strong new passive AOE boons and devastating new active abilities that vary depending on which virtue they’re campaigning under.

(This is all I have right now, but I’ll add more skills when I have their concepts a little more down pat.)

Came up with some more.

Utility (Tether)

  • Justice – The Crusader tethers themeself to nearby enemies. As long as the tether remains unbroken, enemies are burned and the Crusader receives might.
  • Resolve – The Crusader tethers themeself to nearby allies. As long as the tether remains unbroken, allies are periodically cleansed and the Crusader is slightly healed.
  • Courage – The Crusader tethers themeself to nearby enemies. As long as the tether remains unbroken, the Crusader gains protection. If the tether breaks, the enemy is stunned.

Utility (Stat Boost)

  • Justice – The Crusader invokes it’s sense of Justice. All outgoing dmg of the Crusader and nearby allies are increased by 10%.
  • Resolve – The Crusader invokes it’s sense of Resolve. All outgoing healing of the Crusader and nearby allies are increased by 10%.
  • Courage – The Crusader invokes it’s sense of Courage. Toughness of the Crusader and nearby allies is increased by 10%.

Elite (Focused Blast)

  • Justice – The Crusader channels their energy into a focused close ranger blast. The blast does damage and defeats downed enemies.
  • Resolve – The Crusader channels their energy into a focused close ranger blast. The blast heals and revives downed allies.
  • Courage – The Crusader channels their energy into a focused close ranger blast. The blast does damage to enemies and refills the endurance of allies.

(edited by Ultimaistanza.4793)

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Posted by: Orpheal.8263

Orpheal.8263

Now the next weapons for my version of the Berserker’s Infinite Wrath Skill when you go actually berserking and lose control over yourself:

Swords

1) Flaming Flurry – Lash out a flurry of strikes that create Fireball Projectiles which destroy also frontal incoming enemy projectiles.
2) Unstoppable Anger – Activate Unstoppable Anger, gain Fury and receive from received Critical Hits Aegis when being hit by a Critical Hit which then explode on hit with little AoE Burnings. Increases temporarely your Power and lets you gain Quickness for a second when your Aegis breaks also.
3) Lethal Strike – Attack with your sword and deal significantly more damage so more Conditions are on the foe. If the Enemy is burning also, then does this attack even more Damage.
4) Fearsome Warcry – Perform a mighty Warcry, that fears off enemies with lower health than you, if the enemy has not lower health than you, then they get taunted.
Gain for every feared off enemy Regeneration and Resistance. Gain for every taunted enemy Might and Protection
5) Rage Burst – Perform a fiery burst attack that creates a huge fire field for some time.
Improves for other allied Berserkers that aren’t berserkign through their Infinite Wrath significantly their Rage Skills while they stand in that created Fire Field from this Skill.

Longbow

1) Scorched Earth – Fire a burning shot into the ground that creates a flaming trail of flaming destruction*
2) Devastative Arrow – Shoot an unblockable shot, so powerful, that it reaches even targets very far away from you with a range of 2000. It pierces through everything, causes stuns and launches foes away. Causes a big explosion on impact with the 3rd target that it hits or at its maximum range, which causes massive Vulnerability directly of short lasting 25 stacks.
3) Shooting Stars – Let it rain fiery arrows upon your ground target, that will damage, cripple and blind all targets in its area over time.
4) Heatseeker Shoot a flaming target locked arrow, that will follow its target, until it hits, which can’t be blocked or evaded. It can be only mitigated by skills that make invulnerable. However, the skill has 1 weakness – you can hit yourself with it if your enemy is skilled enough to kite the attack into you, before it hits them.
5) Infernal Arrows – Fire a flaming shot so burning hot like Dragonfire to hit in a cone like shape multiple targets at once. These arrows stick at your foes and cause Burning periodically over time that cant be instantly removed.

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

(edited by Orpheal.8263)

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Posted by: JonasBL.8270

JonasBL.8270

For Revenant: How about an Engineer legend? I was thinking of a “younger” sould then most, but many players that liked the storyline got a bit upset ower his death. Im talking about Tybalt Leftpaw. I just got the idea so fill in with ideas, but I suggest a pistol (left hand held) as weapon… And somewhere, there should be apples…

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Posted by: JonasBL.8270

JonasBL.8270

Engineer Elite: Mechanic
Weapon: Mace (wrench), Torch (Blowtorch / welding nozzle)
Area: Making mechanical improvements to turrets.

Rifle turret: becomes a machinegun centrygun (an arc weapon, like the new mechanics in HoT perhaps.

Flameturret: Can be a AE turret (a muzzle directed to either side and then occasionally spin, spread the spirit an outgoing spiral of flame, creating a firefield)

Rocket turret: stalinorgel type weapon with more AE applications, maybe with a lane like field of fire, bit like Revenants hammer 2, making it more easy to dodge.

(edited by JonasBL.8270)

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Posted by: TheSwede.9512

TheSwede.9512

Mesmer – Trickster
Weapon: Shortbow
Skills: Tricks (Duh)
Mechanic: A new meter, Guile Meter is displayed behind the Shatter Skills, activated by F5. The meter increases with every use and Hit of a Shatter Skill, meaning more Illusions and frequent shattering is rewarded. Activating this mode is called “Ego Surge” and While in this mode, the total amount of Clones and Phantasms that the Trickster can have out is increased to 5, obviously also increasing the effectiviness of their Shatter Skills. Ego Surge doesn’t last long, but the meter doesn’t detoriate out of Combat.

Mechanic: Ego Surge:

  • Ego Surge (F5) – Activate Ego Surge, increasing the number of Illusions you can have active from 3 to 5.
  • Deactivate Ego Surge – End Ego Surge prematurely. When Ego Surge ends, any excess Illusions are immedietally shattered.

The new Weapon they get, Shortbow, isn’t just a ranged weapon. That’s right, true to their nature of deception and trickery, Tricksters get Melee Shortbow. Or well, rather it’s a Hybrid mix as follows:

  • Illusionary Arrow/Illusionary Blade → Trickster’s Treat → Mind Render – Fire an Illusionary Arrow at your target, dealing damage and randomly applying Vulnerability or Weakness. If your target is closer than 130 units, conjure an Illusionary dagger to strike them with, first and second strike granting Vulnerability if the target has a Boon, and Third dealing extra Damage for each Boon on the target.
  • Double Entandre – Fire an illusionary arrow that teleports you to your target, leaving behind a Clone that uses Illusionary Arrow.
  • Twisting Thought – Teleport around your target, evading attacks and striking them with a Backstab. If you hit from the front, you Cripple your target. If you hit from behind, you stack Vulnerability and deal increased Damage.
  • Illusionary Acrobat – Summon a Phantasmal Acrobat that will Attack Foes while Evading attacks. (Uses Death Blossom Animation).
  • Chaotic Trap → Trickster’s Bounty – Fire a Spread of Illusionary Arrows connected by etheral webbing, Immobilizing enemies caught. Activate again to Pull all enemies caught towards you, Stealing 1 Boon from each Enemy.

As for their Tricks, they wouldn’t be Physical Tricks like the Thief has, but Mind Tricks, Magic and Illusions, of course! Furthermore, these Tricks use your clones to step in and help out, giving the Trickster an even stronger mindgame (see what I did there?)

  • Vanishing Act – Healing Skill. Heal, Remove Immobilize from and Grant Stealth to yourself and all Your Clones. Your clones will change Positions while stealthed.
  • Levitation – Break Stun, shatter your clones and gain “Levitation” for each Clone Shattered. “Levitation” causes you to pulse Superspeed and Stability while making you immune to Movement-impairing Conditions.
  • Mirage – Gain 1 Mirage Charge for each Clone, causing you to Teleport away when attack, gaining Blur and generating a Clone.
  • Hypnosis – You and your illusions to channel Lulling energies at your target, pulsing Blind, followed by Immobilize and finally Stun them depending on the number of illusions alive.
  • Telekinesis – You and your clones will lift your respective targets into the air, stacking Vulnerability for each clone and the Launching the target away. Launch distance and Damage depends on number of Clones per target.
  • Amnesia – Shatter all your Clones, causing 1 random Utility skill per clone on your target to be put on a 10s Cooldown. While Ego Surge is active, this skill can also Affect Healing and Elite Skills.
Warrior – Wardancer | Guardian – Lorekeeper | Revenant – Vindicator |
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |

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Posted by: NeHoMaR.9812

NeHoMaR.9812

My suggestion is simple: Don’t make elite specialization mandatory to play, let us play with the multiple specializations/traits combos we want, don’t force people to use one single build per profession.

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Posted by: Draeyon.4392

Draeyon.4392

For ranger, I would like to see a specialization focused on pet functionality tied into a frontline/melee spec.

Weapon: Hammer (or if new weapons introduced, Lance/Halberd)

I liked the idea of a beastmaster spec with 2 pets out at the same time.
F1-F5 (and the pet aggro/passive button) are buttons that control pet actions

F1: Attack/Retreat (Pets passive by default but aggro if YOU get into combat and fall damage shouldnt count).

F2: Selected skills for both pets, could have different skills such and Canine Fear+Immob or combine 1 effect to have greater impact.

More pets added and something to partner with Smokescale and Bristleback at least (a new shark as well).

F4 is changed from pet swap to a pet heal (all pet swap traits function with it the same) that heals the pets for 50% health. (20s CD if both pets alive, 35s if 1 is defeated, 50s if both are defeated).

F3 and F5: either 2 new skills based on animal family or F5 is a new skill and F3 performs the pet family skill (Canine knockdown, Bird swiftness etc.)

Passive/aggro button could be an assignable target button or a scatter/gather command to try to avoid big AoEs.

Hammer skills:
1-4 do AoE cleave damage to 5 targets with at least 1 CC attack.

  1. could be an attack that changes based on the pet family you have chosen

F5/F3 and Hammer 5 could be good ways for pets that are not used to receive needed buffs if pet balancing issues are not resolved.

No idea about traits and how pet attributes get balanced but ye, my idea for a ranger spec.

(edited by Draeyon.4392)

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Posted by: Samnang.1879

Samnang.1879

Mesmer being able to produce a guardian/ranger/elementalist etc clones.

If the mesmer boss in Sorrow’s Embrace and Arah can do it… why can’t we?

Please nerf bag types instead of class skills!

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Posted by: Corvette.5687

Corvette.5687

This topic is going to be lost because people start to overlook this topic or do not put a comment in this topic. I feel sad.

Schizophrenic player

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Posted by: TheDaiBish.9735

TheDaiBish.9735

Necromancer Elite Specialisation: Defiler

Necromancers that follow the path of the Defiler debilitate their foes with Hexes and a cursed flame, as well as craft weapons out of spectral energy, allowing them to punish their enemies while bolstering their allies’ offensive capabilities.

Mechanic: Hexes


Defilers lose access to Death Shroud, but gain access to 3 Hexes. Each Hex is a toggle, and while toggled on causes attacks to cost Lifeforce. Players benefit from Death Shroud traits while they have a Hex toggled on.

  • Atrophy (5% LF) – Hexes the target, causing their next attack to only hit a maximum of 2 targets, reduces damage dealt by 2% and consume endurance. Stacks up to 5 times. Benefits from traits that affect DS skill 1 when on.
  • Disease (20% LF) – Your next attack Diseases your target, causing them to pulse out all conditions on them, spreading them to their nearby allies every second for 3 seconds. (3 sec ICD) Benefits from Path of Corruption trait.
  • Spoil Victor (10%/second) – Channel for 3 seconds. Target takes damage whenever they attack a target, taking increased damage if they attack a target with lower % health than them (3 sec ICD). Benefits from Transfusion. Can be channeled while using other skills. Breaks if the target is 300 units from the player.

Weapon: Main-Hand Torch

The torch is a mid-range weapon (600 range) focused around manipulating enemy boons and conditions.


Auto-Attack

  • Cursed Flame – Swing your torch, reducing the duration of boons on the target and nearby foes by 1 seconds. Gain LF and deal damage per boon duration reduced. 3 targets.
  • Putrid Flame – Swing your torch again, increasing the duration of conditions on the target and nearby foes by 1 seconds. Gain LF and deal damage per condition duration increased. 3 targets.
  • Rending Flame – Swing your torch, dealing damage and leaving a Fire Filed (1 second)

Feverous Mark – Place a Mark on the ground. When triggered, deals damage and applies burning based on the amount of conditions on the foe (2stacks per condition, 1s duration).

Salt the Earth – Charge your flame for up to 3 seconds. When released, create a corrupted area at the target area, the size based on how long you charged for (300 – 900) and immobilizing any enemies caught in the area (1s). While in this area, enemies cannot have boons applied to them, receive healing or have conditions cleared. Lasts 3 seconds. Fire Field.

Utility Skills: Spirit Weapons

The Command ability of the Spirit weapons consumes a % of the weapons health in exchange for applying a buff to up to five allies around the weapon.


Heal

Dagger of the Vampire – Heal yourself. The dagger lashes out when you attack a target, damaging them and healing you and your other spirit weapons (5s ICD on spirit weapon heal). Healing does not heal Dagger of the Vampire. This heal is increased for every stack of Bleeding on the target.

  • Command: Order of the Vampire – Sacrifice some of the Dagger’s health to heal yourself and apply Dagger of the Vampire’s effect to nearby allies for their next 2 attacks.

Utility

Torch of the Apostate – Every X seconds, the torch unleashes corrupt fire around it, dealing damage and reducing the duration of boons on enemies by 3 seconds.

  • Command: Order of Apostasy – Sacrifice some of the Torch’s health to cause allies’ attacks to remove boons and deal increased damage to foes with no boons. Lasts 2 seconds.

Sword of the Savage – Whenever the target attacks an ally, the sword attacks, dealing damage. High crit chance.

  • Command: Order of Fury – Sacrifice some of the Sword’s health, causing all of your allies’ attacks to critically hit and generate Profession resource. Lasts 2 seconds.

Scepter of the Tormentor – Every 5 seconds, the sceptre pulses out Torment (2s), applying double stacks to those with another condition on them.

  • Command: Order of Pain – Sacrifice some of the Sceptre’s health to apply Torment (5s) to nearby enemies and causing allies’ attacks to deal bonus damage to those with Torment. Lasts 3 seconds.

Mace of the Sunderer – Every 5 seconds, the mace hits a target. This attack is not affected by Protection or Aegis.

  • Command: Order of Sundering – Sacrifice some of the Mace’s health, causing allies’ attacks to be unblockable and ignore Protection. Lasts 2 seconds.

Elite

Stave of the Lich – Every X seconds, the stave will pulse out an AoE, damaging nearby enemies. Gains a permanent stacking damage buff for every enemy that is killed around it.

  • Command: Order of Undeath – Sacrifice some of the Staves’ health to Stunbreak nearby allies and make them immune to conditions and CC for 2 seconds. 5 second cooldown.
Life is a journey.
Time is a river.
The door is ajar.

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Posted by: Seed.5467

Seed.5467

Just for the fun of it since i like these kind of threads, here is my suggestion for warrior.

Name : Something that reflects the following statement. (Warriors inspire allies and demoralize enemies. )

Weapons : Spear/Shield

Skills : Physical

Mechanic : No new mechanic necessary. ( Usage of adrenalin ).

Spear Skills :

  • Thrust : Deal x damage on opponents. ( If allies, in near vicinity, Thrust grands „Vigor“ and „Swiftness“ to them.)
  • Mighty Thrust : (Selfrooted-360 degree) Perform a series of devastating attacks in every direction. ( If allies, in near vicinity, Mighty Thrust causes „Weakness“ to enemies and grand „Might“ to allies.)
  • Throw Spear : Throw your spear to enemies causing a knockback. ( If allies, in near vicinity, Throw spear grants „Fury“ to allies and „Weakness“ to enemies.)

Shield Skills :

  • Shield-Slamm : Slamm your Shield to the ground and deal x damage to enemies. ( If allies, in near vicinity, Shield-Slamm causes „Blind“ to enemies and grants „Retaliation“ to allies.)
  • Shield-Rush : Rush into your enemies with force. Shield Rush causes Knocks down to all nearby moving foes.( If allies, in near vicinity, Shield-Rush grants „Stability“.)

Heal Skill : Adrenal-Share.
Heal you self for x amount. ( If allies in near vicinity, grands „Regeneration“ and „Heal“ to allies, depending the amount of adrenalin bar. (x heal / adrenalin bar spend.)

Utility skills :

  • Spear-Attack : Deal damage and apply „cripple“ to enemies. (If allies in near vicinity, „Spear-Attack“ grands „swiftness“ to them.)
  • Shield-Bunker :You block the next melee attack and your attacker takes x damage.( For x seconds party members in near vicinity have additional armor against projectile attacks.)
  • Shield-Wall : For x seconds you and allies in near vicinity block projectile attacks and attackers suffer from „bleeding“.
  • Adrenalin Aura : x seconds enemies around you suffer from „weakness“. (Allies gain „Fury“ if in near vicinity.)

Elite Skill : Adrenal Trance
For x seconds you are immune to conditions. (If allies in near vicinity, then the next 2 attacks of your allies are unblockable.)

Traits

Adept : Gain the ability to use a spear.

  • Leg Sweep : Cripple you apply with spear, have a 20% chance to cause Knockdown.
  • Weak Spot : Your spear attacks have 10% armor penetration.
  • Weakening Defence : Your spear attacks apply „Weakness“.

Master : Gain access to specialization utility skills.

  • Stronger Spear Attack : Your damage using „Spear-Attack“, is increased for x- amount depending allies present. (Max. 5 Allies)
  • Adrenal-Block : Blocks with Shield last longer. (x-seconds/adrenalin-bar)
  • Inspiring defence : Allies in your presence, have a 20% chance to block the next attack.

GrandMaster : Gain access to Elite Skill specialisation

  • Adrenal Trance has 20% chance to grand „Resistance“ on allies upon activation.
  • Adrenal Trance has 20% chance to grand „Stability“ on allies upon activation.
  • Adrenal Trance now applies +150 Vitality on allies upon activation.

Regards

Seed

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Posted by: Rodzynald.5897

Rodzynald.5897

When I hear “paladin” I can’t think of anything else than a big kitten hammer but well…

Elite specializations are kind of hard to believe that there will be new sets of those every single expansion pack.
How about instead of elite specialization, we could get some new weapons ?
There were a bit of threads like these, threads that might not have been very popular but they met with positive opinions about adding something new to our armory.

The first thoughts that came to my mind were:
Battle axe OR polearm (second one is already included in the game’s data for quite a long time): Weapons that are well known to us and could be used by all soldier classes.

Crossbow: This fits the theme of thief, ranger and even engineer (Engie could have his crossbow to work like a tough siege crossbow perhaps with something extra to it like a tower shield that comes as some sort of an active skill in one of crossbow’s weapon slots like #5).

Scythe OR power gauntlets/bracelets: For scholars. The second option came to my mind just now, dunno why but some kind of a bracelet or gauntlet that enhances power sounds kind of neat because using magic with just our hands instead of scepters/focuses/staves seems to be quite awesome.

Guardian is meant for jolly crusading.

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Posted by: jheryn.8390

jheryn.8390

I would love to see the next elites put a twist on traditional thought about each class. How? No clue. Just something that would make us view classes differently. A few new utility and/or weapon skills would be nice to help that along.

Necro – They deal with the dead so why not ghosts, phantoms and spirits. We could have a new type of “minion” where the necro summons spirits to do his/her bidding that would have completely different skills than current minions. Maybe more of a supportive role.

Revenant – I think it would be cool if their specialization would allow them to have a limited type of pet/minion. Things like Aatxe and Nightmares that are mist creatures.

Ranger – This might be a Nature Seeker specialization. They could use plants, trees, the ground and previously friendly animals in the area around them to fight and snare.

Thief – Like others I have read, this could be a more supportive role in which they grant offensive capabilities to others.

Guardian – Taking a bit from the necro and being true to what a guardian does, it would be guarding the people he is around by taking their conditions and damage to himself (Like “Save Yourselves!”). There would have to be positives he gets from doing so to mitigate the damage/conditions he takes on, but he would be truly “guarding” those around him.

Elementalist – I think it would be cool if the new specialization would combine elements into new combinations of the old ones. New elements could be like Lava (Fire/Earth), Steam (Fire/Water), Silt (Water/Earth), Dust (Earth/Air) and probably many other combos.

Mesmer – Bring back hexes. The end.

Warrior – Something like a shadow warrior where their attacks drain life rather than deal physical damage.

Engineer – Maybe something visually focused like fireworks.

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Posted by: Ferever.7014

Ferever.7014

So while we are on the bard topic if you had to choose what kind of skills they can have would you rather have their songs be a Upkeep skill that uses energy or initiative (If it was a thief) or would you rather the songs be shouts?

Currently working on 3 elite spec concepts that can fit in the world right now.

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Posted by: Agemnon.4608

Agemnon.4608

So, I heard a discussion earlier about dual wielding and how some games seem to “force” it, and I realized that GW2 is also one of those games. There’s never a point in not using 2 weapons in this game (or at least a 2-handed one).

So then I got to thinking… what if that weren’t actually the case? What if there was an elite spec (or perhaps even multiple elite specs for different classes) which would allow you to fill your entire skill bar with a single 1H weapon? The elite spec probably wouldn’t give you a new weapon, however it would add 2 new skills to all existing 1H weapons, so in a way you’d still be getting expanded functionality and it’d basically be like multiple new offhands, albeit with a bit less mix-and-match potential.

If it was one class Warrior would probably be the one, being the weapon masters and all it would seem reasonable for them to be able to get the most out of their 1H weapons and get new skills from them.

Of course, there’d be a few potential issues to work around (like sigils) but assuming those could be addressed, what do people think of something like that? Neat idea, or do people feel that all elite specs need to add new weapons without question?

I like duel wielding much better honestly. There’s no reason to take just one dagger or sword if you can use two or pair it with a shield.

I do think however that no weapons equipped would be great for opening up some skills like my monk and black belt suggestions earlier. Monk would focus on single target burst damage an healing and its utilities would include martial arts moves like a sweeping roundhouse for damage and PB-AoE knock down, cleanses, and elite skill that acts like unrelenting assault but has more hits and is a flying bicycle kick like Liu-Kang’s iconic move. No weapons equipped would have ascended mender stats for monk.

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Posted by: Orpheal.8263

Orpheal.8263

Thats how I would like to have a Bard as Mesmer Concept in regard of Skills so far, haven’t made thoughts about Traits so far:

Bard
————
Weapon: Warhorns
Mechanic: Rhythm System, Mood Gauge & Melodies
Unique Utility Skill: Songs
Unique Condition: Fatigue
Rhythms exchange out the Shatter System completely. Bards create also with their Illusions not anymore Clones or Phantasms. All Skills that earlier under Mesmer Skills created Clones/Phantasms create as Bard now instead “Melodies”

Melodies are AoE effects, that can be attuned by rhythms as long they are up to change over time as you play songs their effects.
Melodies are a gameplay mechanic, that is based on the chaos principle and inspiration of the mesmer.. they can have at any given time either positive effects towards you and your allies, or change over suddenly based on the melody over to become hostile effects towards your enemy.

Deciding does this, the “Mood Gauge” which is part of the Rhythm System, as the Mood Gauge decides over it based on how you attune the melodies while playing Songs, when exactly a Rhythm of a Song switches over from supportive to offensive and vise versa based on your mood.

When you use Songs, that attune the rhythm more towards a positive and happy mood, then you will get more supportive and defensive effects.
If you use songs to attune your rhythm of the songs more towards an angry mood, then you will get alot more offensive and controling effects.
Also unique for the warhon under this elite specialization is, that the Bard will be the most likely first classs that will make a stop for differentiating between offhand and mainhand, they simply can use warhorns for both hands, means, they get these 5 example skills when wielding two – one for each hand!!
Created Melodies while playing songs will synergize automatically then based on your Mood with the effects of the skills

The Mood Gauge has 5 Moods

Happiness > Confidence > Relaxation < Depression< Hatred

Example Skills
Effects are described for now on Mood Relaxation

1) Interlude > Crescendo > Symphony
Two ranged Sound Attacks that drive the Mood Gauge more towards Hatred, followed by a third ranged AA that makes you more happy.
Interlude starts the AA Chain by dealing damage and granting you Might, when you start with it a combat, before an enemy hits you, and grants more might, if you hit a target that has more than 50% health.
Crescendo grants you some Endurance and lets you evade attacks, while reflectign also incoming projectiles back. Symphony deals damage and shares all boons of you with nearby allies. If you share more than 3 boons with allies, do you lose also a condition everytime you use Symphony and create a melody.
Under Happiness = Increased Ranges and bigger Endurance Gain from Crescendo
Under Confidence = Increased Damage and Interlude grants also Protection when you hit with it Targets that have more Health than you.
Under Depression = Symphony removes not Conditions, it converts them instead over to nearby targets now and deals additionally Confusion when you share Boons
Under Hatred = Same like Depression, but instead of Confusion, its Burning now.

Just some examples of how the moods should change slightly the effects of the Weapon Skills, in this case for the AA. The other skills do I leave open here now for Anets creativity (and because I’m too lazy right now, as the basic concept just stands with this :P and its enough to just describe the basics under relaxation to get the gist of it)

2) Charming Chant – Charming Chant significantly boosts your Mood towards Happiness
Charming Chant is a Ground Target AoE Skill that lets you teleport over a short range to that place and do for 3 seconds there a singing performance, that confuses per second nearby enemies, weakens and taunts nearby enemies, while creating at your location also a melody, having then a cooldown of 12s .

3) Unfortunate Dissonnance – Unfortunate Dissonance boosts towards Hatred
Unfortunate Dissonance causes for a brief time Fear and Torment.

4) Harmonic Expression – Harmonic Expression boosts towards Happiness
Harmonic Expression is a Sound Attack, that becomes significantly more powerful, so more Boons are on you. It causes a massive line of sight shockwave, that launches foes away from you when you are relaxed.

5) Echoes of Destiny – Echoes of Destiny boosts towards hatred significantly.
Echoes of Destiny absorbs ranged incoming Enemy Attacks to reflect them back with increased force unblockable to the source where the attack originally came from and this skill removes boons by the reflected attack.
Creates melodies when you absorb ranged attacks with this skill

Maximum amount of Melodies you can have on field are 4. Melodies are shown as colorful floating Music Notes that fly through the air while moving

Songs
Based on the Mood, each Song can have 5 varying small different effects that can lean either more towards being defensive, supportive, offensive or controling

Healing
Eternal Sonata
While you play this song, becomes your mood slowly over time more cheerful, going towards happiness. You heal yourself and whenever a melody synergizes with your weapon skills, will nearby allies get healed and you and them receive regenerations while you are happy, vigor, while being confident, retaliation while being depressed and might while beign still hateful. The healing effect is more powerful, when you are relaxed.

Utility
Aria of Dominance
While you play this song, becomes your mood slowly over time more aggressive
You break out of stuns and you stun nearby enemies with a sonic wave of this song, which also causes high bleedings also when you are hateful, long weakness when being confident, confuses when being depressed and and makes significantly vulnerable, when you are happy. The range of this skill and maximum number of targets is increased, while you are relaxed.

Hymn of Courage
The Hymn of Courage makes you instantly very aggressive, grants you and nearby allies Might, Swiftness and Fury while you play this song and grants your and your allies next 3 attacks also a healing effetc, that a part of the deal damage to a foe gets converted into a health gain. while having lesser than 50% health, or into condition removals, when they have more than 50% health.

Lullaby of Memories
This song instantly makes you very happy and causes enemies around you to become slow, while you and allies, that hit slowed down targets gain quickness.
The moment you end this song, you create a melody you remembered on, that recreates automatically again the synergy effect of the last melody that caused an synergy effect.

Elite
Requiem of Chaos – This song instantly makes you relaxed.
When you perform the requiem of Chaos will all your conditions of your allies and you get periodically changed into Boons, while all Boons of your affected enemies will get periodically get turned into conditions.
Playing this song frees you and all nearby allies from stuns and other cc effects and, while it also has periodically the chance as long you are relaxed to periodically daze or blind foes or to cause a new unique Bard Condition – “Fatigue”.
Fatigue will drain the Endurance of enemies and causes damage to foes, when they use Dodge Rolls and especially when Fatigue leads to it that a target gets to 0 Endurance, then it causes Knockdowns paired with a significantly higher damage.

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

(edited by Orpheal.8263)

[Suggestions] Future Elite Specializations

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Posted by: Fellfoot.8156

Fellfoot.8156

Paragon would make an excellent Warrior specialization.
Heavy armor class, shouts, party support (offensively minded).
Only class wielding Spear on land.
Basically a medium to short ranged (900 to 400) warrior that could swap to melee. Maybe one single long ranged (1500) attack with a high cooldown?
Would be so much fun. I miss playing Paragon.

rabbit: IMO the DHunter spec made me sad; Guardian’s role got polluted by it.

[AIR] Henge of Denravi aka Pink Abu, [BAMA] RollTide
chopping wood one day, dropped a piece,
all I could say was, “…fell…foot…”

[Suggestions] Future Elite Specializations

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Posted by: Kam.4092

Kam.4092

Guardian

Angel Specialization

Fire angel beams everywhere to heal everyone and do insane damage to non believers

[Suggestions] Future Elite Specializations

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Posted by: Ferever.7014

Ferever.7014

Thats how I would like to have a Bard as Mesmer Concept in regard of Skills so far, haven’t made thoughts about Traits so far:

Bard
————
Weapon: Warhorns
Mechanic: Rhythm System, Mood Gauge & Melodies
Unique Utility Skill: Songs
Unique Condition: Fatigue
Rhythms exchange out the Shatter System completely. Bards create also with their Illusions not anymore Clones or Phantasms. All Skills that earlier under Mesmer Skills created Clones/Phantasms create as Bard now instead “Melodies”

Melodies are AoE effects, that can be attuned by rhythms as long they are up to change over time as you play songs their effects.
Melodies are a gameplay mechanic, that is based on the chaos principle and inspiration of the mesmer.. they can have at any given time either positive effects towards you and your allies, or change over suddenly based on the melody over to become hostile effects towards your enemy.

Deciding does this, the “Mood Gauge” which is part of the Rhythm System, as the Mood Gauge decides over it based on how you attune the melodies while playing Songs, when exactly a Rhythm of a Song switches over from supportive to offensive and vise versa based on your mood.

When you use Songs, that attune the rhythm more towards a positive and happy mood, then you will get more supportive and defensive effects.
If you use songs to attune your rhythm of the songs more towards an angry mood, then you will get alot more offensive and controling effects.
Also unique for the warhon under this elite specialization is, that the Bard will be the most likely first classs that will make a stop for differentiating between offhand and mainhand, they simply can use warhorns for both hands, means, they get these 5 example skills when wielding two – one for each hand!!
Created Melodies while playing songs will synergize automatically then based on your Mood with the effects of the skills

The Mood Gauge has 5 Moods

Happiness > Confidence > Relaxation < Depression< Hatred

Example Skills
Effects are described for now on Mood Relaxation

1) Interlude > Crescendo > Symphony
Two ranged Sound Attacks that drive the Mood Gauge more towards Hatred, followed by a third ranged AA that makes you more happy.
Interlude starts the AA Chain by dealing damage and granting you Might, when you start with it a combat, before an enemy hits you, and grants more might, if you hit a target that has more than 50% health.
Crescendo grants you some Endurance and lets you evade attacks, while reflectign also incoming projectiles back. Symphony deals damage and shares all boons of you with nearby allies. If you share more than 3 boons with allies, do you lose also a condition everytime you use Symphony and create a melody.
Under Happiness = Increased Ranges and bigger Endurance Gain from Crescendo
Under Confidence = Increased Damage and Interlude grants also Protection when you hit with it Targets that have more Health than you.
Under Depression = Symphony removes not Conditions, it converts them instead over to nearby targets now and deals additionally Confusion when you share Boons
Under Hatred = Same like Depression, but instead of Confusion, its Burning now.

Just some examples of how the moods should change slightly the effects of the Weapon Skills, in this case for the AA. The other skills do I leave open here now for Anets creativity (and because I’m too lazy right now, as the basic concept just stands with this :P and its enough to just describe the basics under relaxation to get the gist of it)

2) Charming Chant – Charming Chant significantly boosts your Mood towards Happiness
Charming Chant is a Ground Target AoE Skill that lets you teleport over a short range to that place and do for 3 seconds there a singing performance, that confuses per second nearby enemies, weakens and taunts nearby enemies, while creating at your location also a melody, having then a cooldown of 12s .

3) Unfortunate Dissonnance – Unfortunate Dissonance boosts towards Hatred
Unfortunate Dissonance causes for a brief time Fear and Torment.

4) Harmonic Expression – Harmonic Expression boosts towards Happiness
Harmonic Expression is a Sound Attack, that becomes significantly more powerful, so more Boons are on you. It causes a massive line of sight shockwave, that launches foes away from you when you are relaxed.

5) Echoes of Destiny – Echoes of Destiny boosts towards hatred significantly.
Echoes of Destiny absorbs ranged incoming Enemy Attacks to reflect them back with increased force unblockable to the source where the attack originally came from and this skill removes boons by the reflected attack.
Creates melodies when you absorb ranged attacks with this skill

Maximum amount of Melodies you can have on field are 4. Melodies are shown as colorful floating Music Notes that fly through the air while moving

Songs
Based on the Mood, each Song can have 5 varying small different effects that can lean either more towards being defensive, supportive, offensive or controling

Healing
Eternal Sonata
While you play this song, becomes your mood slowly over time more cheerful, going towards happiness. You heal yourself and whenever a melody synergizes with your weapon skills, will nearby allies get healed and you and them receive regenerations while you are happy, vigor, while being confident, retaliation while being depressed and might while beign still hateful. The healing effect is more powerful, when you are relaxed.

Utility
Aria of Dominance
While you play this song, becomes your mood slowly over time more aggressive
You break out of stuns and you stun nearby enemies with a sonic wave of this song, which also causes high bleedings also when you are hateful, long weakness when being confident, confuses when being depressed and and makes significantly vulnerable, when you are happy. The range of this skill and maximum number of targets is increased, while you are relaxed.

Hymn of Courage
The Hymn of Courage makes you instantly very aggressive, grants you and nearby allies Might, Swiftness and Fury while you play this song and grants your and your allies next 3 attacks also a healing effetc, that a part of the deal damage to a foe gets converted into a health gain. while having lesser than 50% health, or into condition removals, when they have more than 50% health.

Lullaby of Memories
This song instantly makes you very happy and causes enemies around you to become slow, while you and allies, that hit slowed down targets gain quickness.
The moment you end this song, you create a melody you remembered on, that recreates automatically again the synergy effect of the last melody that caused an synergy effect.

Elite
Requiem of Chaos – This song instantly makes you relaxed.
When you perform the requiem of Chaos will all your conditions of your allies and you get periodically changed into Boons, while all Boons of your affected enemies will get periodically get turned into conditions.
Playing this song frees you and all nearby allies from stuns and other cc effects and, while it also has periodically the chance as long you are relaxed to periodically daze or blind foes or to cause a new unique Bard Condition – “Fatigue”.
Fatigue will drain the Endurance of enemies and causes damage to foes, when they use Dodge Rolls and especially when Fatigue leads to it that a target gets to 0 Endurance, then it causes Knockdowns paired with a significantly higher damage.

Ohh wow this is an amazing read I do like the Fatigue concept will be great in PVP and WvW if your bard casts the elite they have to be a priority or the enemy will suffer from the effects of the song. I do love the aspect of the moods it can create some good builds. One thing I would like to see is the timers of when the buffs activate. What I mean is what is the time interval of the elite song where it turns buffs to conditions is it every 1-2 seconds?

[Suggestions] Future Elite Specializations

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Posted by: Coolster.2536

Coolster.2536

Engineer Elite Specialization

Alchemage- The Alchemage is a specialization that uses Tonics made of dragon energy that allow the engineer to transform themselves temporarily into dragon minions and gives them access to the Focus

Mechanic: Potion Belt- Transform your Tool Belt into a Tonic Belt.
F1: Health Tonic Throw out a Potion to Heal and Cleanse allies in an area for 5s

  • Range: 600
  • Cleanse: 1
  • Heal: 500
  • Pulses: 5
  • Number of Targets: 5
  • Duration: 5s
  • Radius: 250
  • Cooldown: 25s

F2: Sticky Tonic Throw out a tonic to stop enemies in their tracks

  • Range: 600
  • Stun (1/2s)
  • Immobilize: 2.5s
  • Cripple (5s)
  • Radius: 250
  • Number of Targets: 5
  • Cooldown: 30s

F3: Hazardous Tonic- Throw out a tonic and apply conditions to enemies

  • Burning (2s)
  • Bleeding (2s)
  • Poison (2s)
  • Confusion (2s)
  • Torment (2s)
  • Number of Targets: 5
  • Radius: 250
  • Range: 600
  • Cooldown: 10s

F4: Protective Tonic- Throw out a tonic the protects allies from damage and conditions and weakens enemies and makes them vulnerable

  • Protection (5s)
  • Resistance (5s)
  • Weakness (5s)
  • 5 Vulnerable (5s)
  • Radius: 250
  • Range: 600
  • Number of Targets: 5
  • Cooldown: 15s

F5: Quickening Tonic- Grant allies Quickness and Vigor and grant enemies Slow and Chilled.

  • Quickness (5s)
  • Vigor (5s)
  • Slow (5s)
  • Chilled (5s)
  • Range: 600
  • Radius: 250
  • Number of Targets: 5
  • Cooldown: 20s

Weapon: Focus
Skill 4: Acid Spill- Wave your focus in front of you and dehabilitate your enemies.

  • Damage: 500
  • Cripple (1s)
  • Burning (1s)
  • Daze (1s)
  • Number of Tagets: 3
  • Range: 900
  • Cooldown: 20s

Skill 5: Forced Mutation- Transform your opponent into a moa bird

  • Morphed (3s)
  • Number of Targets: 1
  • Range: 900
  • Cooldown: 30s

Skill Type: Tonics

Heal:
Mordrem Tonic- Drink a Tonic and transform into a Mordrem Mender and become Supportive. Gain skills to heal your allies.

  • Mender(30s): +250 Healing Power, +250 Concentration
  • Healing: 2,500 Heal
  • Regen (30s): 5,000 Heal
  • Duration: 30s
  • Cooldown: 75s
    * Skill 1:
    * Skill 2:
    * Skill 3:
    * Skill 4:
    * Skill 5:

Utlilities:
Branded Tonic- Drink a Tonic and transform into a Branded Ogre and become Powerful. Gain skills to damage your foes.

  • Ogre (30s): +500 Power
  • Fury (30s)
  • Duration: 30s
  • Cooldown: 75s
    * Skill 1:
    * Skill 2:
    * Skill 3:
    * Skill 4:
    * Skill 5:

Icebrood Tonic- Drink a Tonic and transform into an Icebrood Elemental and gain Crowd Control. Gain skills to control your enemies

  • Elemental (30s): +500 Expertise (does Expertise work on Stun and Daze?)
  • Retaliation (30s)
  • Duration (30s)
  • Cooldown: 75s
    * Skill 1:
    * Skill 2:
    * Skill 3:
    * Skill 4:
    * Skill 5:

Risen Tonic – Drink a Tonic and transform into a Risen Abomination and become Tanky. Gain skills to defend your allies.

  • Abomination (30s): +500 Toughness
  • Protection (30s)
  • Duration: 30s
  • Cooldown: 75s
    * Skill 1:
    * Skill 2:
    * Skill 3:
    * Skill 4:
    * Skill 5:

Destroyer Tonic- Drink a Tonic and transform into a Destoryer Harpy and gain Condition Damage and Duration. Gain skills to apply conditions to enemies.

  • Harpy (30s): +250 Condition Damage, +250 Expertise
  • 5 Might (30s)
  • Duration: 30s
  • Cooldown: 75s
    * Skill 1:
    * Skill 2:
    * Skill 3:
    * Skill 4:
    * Skill 5:

Elite
Steve Tonic- Drink a Tonic and transform into a minon of Steve, the Deep Sea Dragon

  • Steve(30s): +500 Something
  • Duration: 30s
  • Cooldown: 90s?
    * Skill 1:
    * Skill 2:
    * Skill 3:
    * Skill 4:
    * Skill 5:

Traits
I’ll think of some later
Minor

  • 1
  • 2
  • 3

Adept

  • 1
  • 2
  • 3: Reduce Recharge of Focus skills by 10%

Master

  • 1
  • 2: Reduce Recharge of Tonics by 10%
  • 3

Grandmaster

  • 1
  • 2
  • 3
You Can’t Be A Genius, If You Aren’t The Slightest Bit Insane. B)

(edited by Coolster.2536)

[Suggestions] Future Elite Specializations

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Posted by: Darcness.2408

Darcness.2408

For Mesmer, I was thinking something closer to like a harlequin with daggers and more of a blade dancer kind of feel but bard with focus or Warhorn is ???

[Suggestions] Future Elite Specializations

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Posted by: prominence.6251

prominence.6251

For Mesmer, I was thinking something closer to like a harlequin with daggers and more of a blade dancer kind of feel but bard with focus or Warhorn is ???

I agree with you simply because I’m not wild about warhorn aesthetics. Mesmers have enough offhand options as it is. We need another 1h mainhand weapon.

[Suggestions] Future Elite Specializations

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Posted by: Orpheal.8263

Orpheal.8263

For Mesmer, I was thinking something closer to like a harlequin with daggers and more of a blade dancer kind of feel but bard with focus or Warhorn is ???

I agree with you simply because I’m not wild about warhorn aesthetics. Mesmers have enough offhand options as it is. We need another 1h mainhand weapon.

Thats why my Bard Concept uses Warhorns in both hands.. it makes physically as like technically absolutely no difference, if you hold a Warhorn now in your left or your right hand … both simply should be possible for a bard.
A bard makes no difference with which hand they play their instruments. They are multi tasking able performers.
This game needs to stop handling offhand items as things, that can’t be used also as mainhand weapons.
Same as like Torches, Shields and Foci all should also be useable as Mainhand Weapon, when it just makes sense for an Elite Specialization.
In the end doe the decision between mainhand and offhand usability decide over only just 1 thing – how many weapon skills a class receives and I wanted to have for my concept to have clearly 5 and not just only 2, because some peopel think, warhorns should be useable only as offhand weapons, what is pure nonsense.

Giving Warhorns as Dual Wield Weapon to the Bard is the most simplest solution, that makes visually the most sense, while also giving the Class a new different 1hand mainhand weapon that comes automatically paired with the Elite Specialization where it makes only sense, that as a Bard you should be able to wield a Warhorn in whichever hand you want, while a Warhorn in the hands of a classic Mesmer makes no sense at all.
But in the hands of a Bard it can be a deadly weapon of inspiration that allows it the bard to deal lethal soundbased attacks through Sonic Waves, while using them to attune their songs and create with them all kinds of melodies that have their own synergetic effects with the songs that you play as long you play them, while taking a look over your Mood Gauge to see if you currently are more defensive/supportive, or of you currently are more offensive and controling in combat
—-

About the question of an earlier posting about my Requiem of Chaos Suggestion and its periodically Boon/Condition Exchange Interval… I think a periodically interval of like every 3 or every 4 seconds should be good for a skill that simultanously exchanges out one by one Boons and Conditions of nearby allies and targets as long you keep up the song.

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

[Suggestions] Future Elite Specializations

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Posted by: Voramoz.6790

Voramoz.6790

Make guardian F keys into tomes and vive them glyphs. Click tomes to swap the glyph effects, and then click again once in the tome to set it on a long cooldown. Then glyphs would be fiery, healing, and stability granting.

[Suggestions] Future Elite Specializations

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Posted by: Kodama.6453

Kodama.6453

Engineer Elite Specialization

Alchemage- The Alchemage is a specialization that uses Tonics made of dragon energy that allow the engineer to transform themselves temporarily into dragon minions and gives them access to the Focus

Mechanic: Potion Belt- Transform your Tool Belt into a Tonic Belt.
[…]

I really like the concept of an alchemy based elite spec (as everyone can see in my own suggestion), but there are some details I don’t like.

First of all: The tonic belt. I really hope a mechanic like this will never finds its way to engineer, basically you are removing 27 skills (some of them are really important like BoB or mine field (without this we could just remove boons with the throw mine itself)) for 5 new skills which are fix. I really don’t like that, it would ruin build diversity.

That’s the actual problem about giving engineers new mechanics, because you can’t just replace the toolbelt with something else without ruining build diversity, but it seems odd to add another skill because engineer already has F1 – F5.

Second: Maybe it is just me but I don’t like to add magical weapons to engineer. That’s why I would prefer the following weapons for the next engineer ES: axe, sword, torch, dagger, greatsword….

About the idea of a golemancer: PLEASE not another ES with ai utility skills. >__<
We already have turrets and gyros, we really don’t need another minion type.

(edited by Kodama.6453)

[Suggestions] Future Elite Specializations

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Posted by: Derigar.7810

Derigar.7810

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

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

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

Revenant
Name: Legendary Human Prince Rurik or Turai Ossa
Description: Both being warriors, the skills and abilities could be more combat focused with a nice mixture of offence and defence.

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

Name: Legendary Charr Khan-Ur
Description: Could be technologically focused like the Charr are now.

Name: Legendary Asura Snaff
Description: Could focus on the use of Golems and telepathy, which his creations were known for.

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

Warrior
Incubent

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

Ranger
Name: Pactmaster
Weapon: Scepter (Whip)
Description: Handles a multitude of beasts, controlling as many as companions with their scepter-whips. They travel the world to gather some of the largest and most dangerous beasts for their pack, gaining the Minion utility skills type.

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

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

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

Necromancer
Incubent

(edited by Derigar.7810)

[Suggestions] Future Elite Specializations

in Guild Wars 2 Discussion

Posted by: moony.5780

moony.5780

so..my suggestion is for revenant before it was released many people thought it gona be a ritualist style…but there is nothing like this xP so..why not make something similar to gw1 ritualist? it as as awesome profession

name: Ritualist – Spirit Dancer
Legend – Master Togo or Xandra or others
Weapon – Scepter

Would be cool if its similar to the gw1 ritualist. Especially with weapon spells and ghosts. The ghosts can use like glint legend energy to keep up. And the scepter autoattack is like that bubble which explode in 2 seconds with aoe dmg. and the other r like smaller bubbles exploding and spreading to 2-3 enemies around the target when it hits. and the animation r like the dancing moves the ritualist use while attacking and casting a ghost in gw1

some ideas for ghosts r like the typical ones that attack..but also one that make burn around it every 3 seconds..or take 20% of the dmg untill it have no health anymore…or other effects

who can resist the picture ?? Ritualist is so cool with its blue/green events and dancing style

Attachments:

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Posted by: Raxzor.5946

Raxzor.5946

For the Revenant I would love ‘Eir Stegalkin’ as our new Legendary, with longbow as the new weapon and we could summon a mist wolf to fight by our side over 20sec of something.

[Suggestions] Future Elite Specializations

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Posted by: Nadesh.7953

Nadesh.7953

Hello, I made a similar thread some time ago, if the moderators want, they can merge that one into this one: https://forum-en.gw2archive.eu/forum/game/gw2/Future-Elite-Specs/first#post5843614

Some of my ideas from that thread:

Warrior/ Warlord

Insead of specialize into a weapon, it would specialize in banners. The warlord could get an F2 skill that summon the 4 utility banners. But if the warlord pick the banner, each one would act like a different weapon (unlike now that all have the same attacks).

- Banner of Defense: would act like a shield, maybe with another weapon, could be a mace.

- Banner of Tactics: warhorn + axe

- Banner of Strength: hammer

- Banner of Discipline: greatsword

Thief/ Sniper

Rifle skills:

Basic Attack (nº 1): this attack increase its damage when the thief is in “sniper” mode.

Knock Down (nº 2): the enemy is knocked and recieve a crippling debuff.

Mark (nº 3): following @jeezlaweez’s idea this skill would add a significant debuff to the target or a bonus to the ones that hit that target. But this skill would have some downsides: this skill could be some kind of channeling skill, so the effect would be broken if the thief moves, recieve damage, or if the target go out of the line of sight.

Aim (nº 4): increase/add casting time to the rifle’s “1 – 3” attacks, and the character can only move at walking speed, but all hits would become critical hits.

Sniper (nº 5): increase/add CD to the rifle’s “1 – 3” attacks, and the character kneels (can’t move) and aim, but increase the range (could be double) of those attacks.

Btw “Mark”, “Aim” and “Sniper” could be used at the same time.

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Posted by: True Windigo.1704

True Windigo.1704

Gotta throw in some love to this thread.

I Primary Ele, and ranger so I’ll stick to thoses.

I think the idea of a pet master Ranger is boss! It could be done without massive changes to the game it seems, and makes a lot of sense based on the class as a whole. No qualms there. Only other weapon I could see remotely working for the Ranger would be the hammer. I some way bringing back “the thumper” (GW1 Hammer build).

On to Ele.
My dream would be for ele to use pistol, or rifle. What I have in mind is a “Spell gunner. (Somthing like that)” If any of you have ever seen the anime Outlaw Star you’ll have an idea of what I’m thinking. Atunement animation could be the changing of shells/cells.

As attacks the rifle would be slower cast/charge times yet harder hitting long range elemental based shots. What made me really think about this more was the new looks of some of the legendaries and the physical changes it made to your characters body. I would expect something like that for the atunement.

I sadly don’t have the time to post up some skill/attack ideas, but what what I’ve thrown out there I’m sure one of you more creative guys could help work it out. Let me know what you think.

Attachments:

(edited by True Windigo.1704)

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Posted by: coso.9173

coso.9173

how would bard wbe related to thief at all? I see nothing in common between those 2 classes.
I would prefer another take on it, there are many thief related issues that could work that have make much more sense. (just my opinion of course)

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Posted by: PopeUrban.2578

PopeUrban.2578

Ranger – Scout

Weapon – Rifle
Mechanic – Animal Aspect
Utilities – Call

The Scout does not equip and travel with a persistant animal companion. The scout in stead gains a pair of animal aspects corresponding to two equipped pets, and a set of “call” utilities that will temporarily call these animals as allies to perform various functions or attacks.

Thematically, the scout is a more clandestine alpha strike character, less reliant on pet synergy and more reliant on smart use of multiple pets in bursts and increased personal capability from his animal aspects. The scout has not forgone his animal allies, but in stead relies on them to lurk unseen (unspawned really) at the fringes of combat, ready to leap in and assist him for devastating surprise attacks and support.

The scout is archetypally based upon the GW1 marksmanship ranger, with the additional flavor coming from old school Otyugh’s Cry (when it called surrounding animals to attack your target)
Aspects (F1 and F2)
The Scout’s aspects are functionally similar to guardian virtues, granting a passive effect based upon the animal in the slot (to make up for the lost pet DPS), and grant the ranger the ability to perform that animal’s active ability himself (with alterations where necessary, e.g. bonfire in stead of flying in circles breathing fire for a fire wyvern) and, like virtues, will lose the passive effects during their recharge.

Call (F3 and utilities)
Call skills summon avaliable pets for a limited period to enact a specific task, but will place aspects on cooldown when used, and may not be used if both aspects are on cooldown.

The F3 ability simply places avaliable aspects on cooldown and summons the pets for the duration. The utilites summon the pets in enhanced of tactically altered fashions.

Traits that modify pets do not modify the ranger, but in stead modify pets summoned by the Call skills. Traits that trigger on pet swap in stead trigger on Call skills. This lends the Scout two primary build options, a largely pet-free build path with at most one call to take advantage of minor/auto pet traits, or an all-in “pet bomb” build that focuses on repeated use of call skills and exploiting pet swap traits.

The scout’s rifle is a primarily condition oriented weapon, to function as an alternate option to the longbow, with a heavy focus on debilitating conditions. Its skillset is derived from GW1 backline disrupt/pin down rangers, with a hefty helping of cripple, immobilize, and daze.

Example Call Skills
Call of Protection (heal)
Call your animal companions to shield you from blows. They remain close to you, intercepting ranged attacks and striking foes near you for 10 seconds, and then depart. You are healed X when you use this skill, and Y for each companion alive at the end of this skill’s duration.

Call of Aggression (utility)
Call your animal companions at your target’s location. These companions will doggedly persue your target, and strike it each time you do. Your companions depart after 5 attacks.

Call of the Pack (elite)
Call two of each avaliable companion. Your companions engage nearby targets for 25 seconds and then depart.

Example Traits

Sharp Shooting – Rifle skills 2-5 daze enemies for 1/4 second (5s ICD)

Rifle Mastry – Rifle skills apply torment. Rifle cooldowns are reduced 20%

Menagerie – Your call skills always summon both companions, even if one is on cooldown.

Symbiotic Bond – Your called allies grant you X health with each strike.

Eyes Everywhere – Your aspects passive effects also make you immune to blindness.

Swoop – If you are disabled while an aspect is active, that aspect’s companion is summoned, stuns your attacker for 2 seconds, and is placed on cooldown and departs.

Wildfire – Your aspect’s passive effects also apply burning with every 4th attack.

Hunting Hounds – If you have 2 or more Called companions, those companions can see through stealth (They do not grant you this ability, nor do they reveal their targets)

Scout’s Retreat – When you use a call skill, gain 1s of stealth for each companion summoned.

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

(edited by PopeUrban.2578)

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Posted by: moony.5780

moony.5780

“Weapon: Greatsword.
Legend: Varesh Ossa
Possible changed mechanic: Avatar of Abaddon. For x seconds, every y seconds you gain 3 stacks of might, fury, protection, regeneration, 1 stack of stability and resistance.

Possible Weapon Skills:
This attack deals x damage for each boon affecting you.

Possible Utility Skills:
Healing skill. Mystic Healing. Remove x boons from yourself and heal yourself for y. Remove 1 condition and heal an additional y per removed boon.

Utility skill 1. Mystic Corruption. Remove x boons from yourself. Apply x conditions to up to 5 enemies within range (radius: 360?). The conditions depend on the boons removed.

Utility skill 2. Mystic Vigor. Upkeep skill. Every x seconds you gain a random boon and lose a random boon (in that order).

Utility skill 3. Mystic Sandstorm. Remove x boons from yourself. Deal damage each second around you. Lasts y seconds per boon removed.

Elite skill. Enchantment Collapse. Remove all boons on you. Steal up to 3 boons from up to 5 enemies around you (radius: 360?).

Possible traits:
Arcane Zeal. Gain 1 energy every time a boon on you is removed (ICD: ?).

Whenever a boon on you is removed, you deal 1% more damage for x seconds. This stacks up to 10 times.

Dust Cloak. Whenever a boon on you is removed, enemies around you are blinded (ICD: ?).

Gain x health every time a boon on you is removed (ICD: ?).

Gain a random boon every time a boon on you is removed (ICD: ?).

Fleeting Stability. When affected by a cc, you lose a boon instead to ignore its effects (ICD: ?)
"

this idea from a former post is soo cool ! im tottay for it..also if the weapon skills would be animated like not holding a normal gs..but a bit like a scythe..what they were useing in gw1…so holding it more down than up….and if there ould be some aoe skills around the player..with wind and lighting effect..as i remember the derwish also had this.

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Posted by: Orpheal.8263

Orpheal.8263

What I for example would liek to see for the Revenant next is the Psionic
A class, that uses the powers of the mist and channels them in their minds to use strong telekinetic and telepathy powers to bind their minds with others to share that way their powers with others.

An Elite Specialization, that doesn’t use legendaries anymore, but instead uses Ether Force, the pure essence of the mists, where “Balance” of this power plays a role in the gameplay with the Balance pendling between either the state of Light, Twilight and Darkness, where Twilight is the kind of Neutral Balance and Light symbolizes more the telepathic side of powers, while darkness symbolizes more the telekinetic kind of powers of the Psionic and Legendaries under this concept get turned into “Manifestations”. A Manifestation is a immaterial, normally non existant being out of your mind, that becomes reality.
like you think of a sword in your mind, and then you manifestate your mind to let your thoughts become reality with the powers of the mist, through spending Ether Force.
Thats how telekinesis works for a Psionic.. you see in your mind, what should happen to somethign or somebody, then you manifestate that picture in your mind and let it. become reality.

With other words said, a Psionic can think on fighting alongside Shiro and manifestate his mind of this thought, to create a Manifestation of Shiro, that will then truly fight alongside them…
That way will work a psionic different, without just repeatign permanently the same lame concept of adding only a new weapon and a different legendary, that way will the gameplay of another Elite Specialization be completely different compared for example to a Herald, because this way will be the whole concept about using mist powers be focused on a completely different design that works different with these mist powers, than just lending powers out, but instead using the original power, that is already there, to make something own out of it, while using the legendaries just as a kind of temporary summon that doesn’t dictate you what kind of skills you should be able to use for the moment.

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

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Posted by: Palador.2170

Palador.2170

Elementalist was supposed to be (I assume) a high risk, high damage class. The fact that they can dodge as well as everyone else means that it doesn’t really work like that, and they’ve suffered a bit because of it. I’d like to see an elite spec that addresses this.

Name: Invoker
Base Class: Elementalist
Weapon: Main hand Sword
New Skills: Stances

The Invoker is basically the Elementalist cranked up to 11, but at a cost. While they can produce more damage and healing, most of their skills also carry an Endurance cost. That’s right, Endurance, the very stuff you need if you want to dodge, so they trade survivablity for power.

Main hand sword takes this to the natural conclusion, letting them close into melee combat. Again, higher damage, but at the loss of their ability to dodge as frequently.

Their new skills will be Stances, one for each element and a 5th “arcane” stance. Each stance gives a bonus as long as it’s active, but prevents Endurance recovery until it’s turned off. Someone carelessly using a Stance may find themselves not only unable to dodge, but unable to use most of their attacks as well. Again, higher risks for higher rewards.

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

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Posted by: Agemnon.4608

Agemnon.4608

Name: Gun-Foo Master

Base Class: Revenant

Weapon: dual pistols

Inspired by this video:

Can shoot pistols in any direction and has a mix of martial arts and shooting techniques. While the monk focuses on melee and burst healing the Gun-Foo Master focuses on Melee and PB-AoE damage with status effects like bleeding and cripple.

Edit: Kittening out two letters, really? Wonder how the knights who say ni make you feel.

(edited by Agemnon.4608)

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Posted by: Khyan.7039

Khyan.7039

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

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Posted by: snow.8097

snow.8097

For guards the librarian, judge, advocate or something that sounds like justice and books
“the librarians are a group of guards who believe justice is different for all beings. So they studied old books of of law and rights. They call down the absolute justice with their ancient tomes, casting antique spells upon those who broke the law.”
Now they could use the axe to symbolize their self-assessment as Judge and Executioner.
Or they could use a warhorn call down the justice. the WH can be versatile and the skillset tomes too. They use their horn and spears of light impale the foes, with tomes everything is possible, there is almost no limit what the devs could create logic or lore-wise

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