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)