What class would you most like to see in game
tanky elementalist >_>
Niches we got filled:
- Warrior: berserker, weapon master archetype
- Guardian: holy knight, protector archetype
- Necromancer: death, curse mage archetype
- Elementalist: master of the elements (mage) archetype
- Engineer: technology, steampunk archetype
- Mesmer: illusionary mage, duelist archetype
- Ranger: survivalist, beastmaster archetype
- Thief: assassin, rogue archetype
- What we lack:
- an ‘evil’ heavy class: Executioner? Punisher? Blackguard?
- technology/magic mix: Tinker? Alchemist?
- non-heavy melee class: Brawler? This is partly filled by warrior.
- heavy ranged class: Paragon-like,
Solo dungeons and last part of personal story changed to solo.
GW2 evolved Ritualist.
A balanced class
E.A.D.
Niches we got filled:
- Warrior: berserker, weapon master archetype
- Guardian: holy knight, protector archetype
- Necromancer: death, curse mage archetype
- Elementalist: master of the elements (mage) archetype
- Engineer: technology, steampunk archetype
- Mesmer: illusionary mage, duelist archetype
- Ranger: survivalist, beastmaster archetype
- Thief: assassin, rogue archetype
- What we lack:
- an ‘evil’ heavy class: Executioner? Punisher? Blackguard?
- technology/magic mix: Tinker? Alchemist?
- non-heavy melee class: Brawler? This is partly filled by warrior.
- heavy ranged class: Paragon-like,
We have no clerics and no Guards aren’t clerics/priests they are paladins. We have no bards, no artificers, no runecasters. Rangers are not beastmasters because A: the pets are dumb and weak even with full pet trait lines. B: taming on this game is a joke. C: there are no special skinned pets to obtain. D : All pet skills are slow as molasses and most are useless repeats of things the regular skills do already like condition stacking. E: Rangers cannot ride their larger pets as mounts. No shapeshifter/druid archetype.
No summoner archetype (of mythical creatures like demons/giants not just undead or elementals). No swashbuckler (no thief doesn’t do that well). No witch (no necro and ele do not fit this archetype). No Shaman. No Eastern Monk. No Mystic (spellcasters that have learned to channel divine energy without acknowledging or worshiping any diety).
GW2 evolved Ritualist.
engineer tbh
Priorities, what to do?
Spend hours with dye
Dervish ofc and Monk
I’d like to see much more politeness; a lot less flaming and fewer, “We own this content so get out.” statements. That’s the type of class I can never get enough of.
As to professions, I’d like to see more weapon options, perhaps, for existing professions, and a fist/kicks using monk class (like the GW Monk dance implied but the profession didn’t deliver). The profession could use spear, quarterstaff, double daggers, double swords (or sword/dagger and dagger/sword) and a “two-handed” weapon, fist loads, as a stat holder for “unarmed” combat.
ranger
(15 chars)
Niches we got filled:
- Warrior: berserker, weapon master archetype
- Guardian: holy knight, protector archetype
- Necromancer: death, curse mage archetype
- Elementalist: master of the elements (mage) archetype
- Engineer: technology, steampunk archetype
- Mesmer: illusionary mage, duelist archetype
- Ranger: survivalist, beastmaster archetype
- Thief: assassin, rogue archetype
- What we lack:
- an ‘evil’ heavy class: Executioner? Punisher? Blackguard?
- technology/magic mix: Tinker? Alchemist?
- non-heavy melee class: Brawler? This is partly filled by warrior.
- heavy ranged class: Paragon-like,We have no clerics and no Guards aren’t clerics/priests they are paladins. We have no bards, no artificers, no runecasters. Rangers are not beastmasters because A: the pets are dumb and weak even with full pet trait lines. B: taming on this game is a joke. C: there are no special skinned pets to obtain. D : All pet skills are slow as molasses and most are useless repeats of things the regular skills do already like condition stacking. E: Rangers cannot ride their larger pets as mounts. No shapeshifter/druid archetype.
No summoner archetype (of mythical creatures like demons/giants not just undead or elementals). No swashbuckler (no thief doesn’t do that well). No witch (no necro and ele do not fit this archetype). No Shaman. No Eastern Monk. No Mystic (spellcasters that have learned to channel divine energy without acknowledging or worshiping any diety).
The list wasn’t complete. Just what came to mind first.
Some classes can more or less take in some roles, I think.
I do think ranger fills beastmasters, summoner would simply be necro with different pets, swashbuckler can be a thief when you simply get pirate clothes, shaman seems to me pretty much same as elementalist. Monk is something we won’t see aswell, because it is a healer. Anet said: no dedicated healers.
Just saying. Your wishes seem out of line, because Anet won’t pick any class that is even in the slightest filled by other classes, that would just make this game cheap with a lot of ‘different’ classes that actually do the same thing as others, with a different skin.
Niches we got filled:
- Warrior: berserker, weapon master archetype
- Guardian: holy knight, protector archetype
- Necromancer: death, curse mage archetype
- Elementalist: master of the elements (mage) archetype
- Engineer: technology, steampunk archetype
- Mesmer: illusionary mage, duelist archetype
- Ranger: survivalist, beastmaster archetype
- Thief: assassin, rogue archetype
- What we lack:
- an ‘evil’ heavy class: Executioner? Punisher? Blackguard?
- technology/magic mix: Tinker? Alchemist?
- non-heavy melee class: Brawler? This is partly filled by warrior.
- heavy ranged class: Paragon-like,
Engineers are both alchemists and tinkerers. They fill the technology/magic role nicely, albeit being more tech weighted.
I’d also argue that Guardians could be described as a paragon type class. Virtues are a class mechanic and the trait trees involve ideals such as Honor, Zeal, and Valor just to name a few
For the toast!
I want to see all classes even balanced seperately for each aspect of the game. (PvE, WvW, sPvP)
When we stop seeing “zerk war-guard only” only, and when we can use all the classes we want anywhere, then we can talk about new classes.
Monk, Derv, Ritualist, Paragon.. what other classes were there in GW1… Do belive these were the only classes removed. Thief to much like a sin so can’t really request that one back…
GW1 Paragon; its definitely the most unique class I have ever played in a mmorpg. Even Dervish and Ritualist and are not as unique IMO because they simply feel like scout and pet classes in other games.
GW1 Paragon; its definitely the most unique class I have ever played in a mmorpg. Even Dervish and Ritualist and are not as unique IMO because they simply feel like scout and pet classes in other games.
point is they don’t got to unique as long as they are brought back into the game then all will be good.
A dual class system of GW would probably be spot on. It was, next to Lineage 2’s system of classing ( the most advanced I have ever experienced ), the best thing I’ve seen in MMOs so far.
Pure brilliance.
An unpenalized damage, all range class.
Some sort of heavy class that specializes in minions (a knight-commander who summons soldiers), conditions (grimdark knight, er, I mean death knight), melee kits (golem pilot who sports pneumatic/rocket/drill/etc. fists), or ranged AoE (a cannoneer or somesuch).
Balanced class, that will be accepted in dungeons, that will be able to 1v1 every other professions fairly and that other professions will be able to 1v1 as fairly, (between players as skilled.)
>>=<
Just saying. Your wishes seem out of line, because Anet won’t pick any class that is even in the slightest filled by other classes, that would just make this game cheap with a lot of ‘different’ classes that actually do the same thing as others, with a different skin.
I apologize ahead of time but I just couldn’t help myself. Feel free to slap me. >.>
But the part I placed in bold is what ArenaNet has put time and energy into perfecting, no?
tanky elementalist >_>
I’d want them to add a pure DPS Water Elementalist. instead of it using baby water spells that only support. City of Heroes anyone?
I’d also like to see Dervish return as a shapeshifting class that turned into monster forms that were based on the different gods.
The missing profession would have to by heavy armor class with no weapon swap.
Since warriors can be seen as enforcers and guadians have some ‘judge’ themes, I’d go with a “lawmaker” theme to have the “three main powers of the state”.
A profession capable of making temporary changes to the game rules themselves, kind of like how ranger spirits did in GW1.
A profession capable of having passive party-wide bonuses. Kind of like signets that give a passive bonus to self, but give bonuses to the entire party like GW1’s paragon chants when activated.
A profession that will have lots of 3-4 skill sequence weapon skill chains instead something like attunements or kits. Kind of like having GW1’s assassin chain skills in colums in the weapon slots instead having to use up rows. Use skill 2, and 3, 4, and 5 change to the next sequence. Different orders have different sequeneces. 2-3-4 gets you something different than 3-2-5.
Might get slated, but I’d love some kind of a Shapeshifter.
I’d also like to see Dervish return as a shapeshifting class that turned into monster forms that were based on the different gods.
Personally I don’t see how they could reintroduce the Dervish without the gods present. Now if they decided to mix it up and have the gods come back – that’s another story.
- What we lack:
- an ‘evil’ heavy class: Executioner? Punisher? Blackguard?
- technology/magic mix: Tinker? Alchemist?
- non-heavy melee class: Brawler? This is partly filled by warrior.
- heavy ranged class: Paragon-like,
- Dye the warrior/guardian’s armor black and you have an evil heavy class.
- Elementalist if you want technology mage. Just get the Adamant weapon set + mechanical backpiece + Fused guantlets + Sorrow Embrace armor. If you want alchemy/tinkering stuff, there is engineer.
- Ranger/thieves
- Warrior with Longbow or Rifle/Guardian with Scepter.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
(edited by runeblade.7514)
GW1 Paragon; its definitely the most unique class I have ever played in a mmorpg. Even Dervish and Ritualist and are not as unique IMO because they simply feel like scout and pet classes in other games.
Give Guardians a Spear, and you get a Paragon.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I think it’d be awesome if your order choice modified your profession some. Like, if you are an Elementalist and you choose to join the Vigil, maybe you become a battle mage, which is like an Elementalist better suited for melee combat.
That’s the only one I thought of, really, but I’m sure there are plenty of neat variants of the classes that would be super awesome to see. I guess there’s no way they’re going to change the Personal Story now, but they could make a similar system anyway, perhaps one that allows for a lot of customization.
I suppose it’s a pretty non-GW design, but eh. Might be a cool thing to work into the Living Story somehow.
I would like to see a pure ranged specialist, currently GW2 has no pure range class.
Its all melee…
Or a out and out spell caster, Elementalist does not cut it, being more low health melee class, dagger/dagger…
I haven’t played GW1 but I would like to see a soldier class that used an energy system similar to a thief. Flavor wise, they could have a battery or something similar and use more asura-ey technology rather than the charry engineer tech.
(edited by Wizzey.7845)
I personally would find some kind of Samurai Profession to be rather awesome if they ever put in one. It would be like a Warrior but more about movement and all.
I just want to see a 3rd Soldier Class getting added and that then all the 9 Main Classes should receive from that Point on just only more “Evolutions” in Form of new Sub Classes so that Anet adds to the 9 Main Classes alot more DEPTH
Thats what I want to see:
Thief > Rogue – Saboteur – Infiltrator – Brawler
Necromancer > Ritualist – Visionary – Occultist – Witcher
Warrior > Berserker – Legionnaire – Partizan – Duelist
Ranger > Druid – Hunter – Scout – Strider
Elementalist > Tamer – Summoner – Arcanist – Sage
Guardian > Patron – Mystic – Inquisitor – Augmentor
Mesmer > Fencer – Bard – Psionist – Chronomancer
Engineer > Alchemist – Technician – Artificer – Pioneer
Knight > Dragoon – Marauder – Crusader – Templar
Better can’t Anet give us in any other way more DEPTH for horizontal Character Progression, more depth for Build Diversity and Character Individuality.
With the help of additional Evolution Systems regarding for Talents and Abilities and with Sub Classes, would become Character Development in my opinion the most awesome gameplay, ever seen in a MMORPG, which never has been before in any other game so full of depth, like this.
The only game with a little similar structure I can remember of, is Ragnarok Online, but this game is so out of date already…but still has imo one of the best Class Systems.
Just saying. Your wishes seem out of line, because Anet won’t pick any class that is even in the slightest filled by other classes, that would just make this game cheap with a lot of ‘different’ classes that actually do the same thing as others, with a different skin.
I apologize ahead of time but I just couldn’t help myself. Feel free to slap me. >.>
But the part I placed in bold is what ArenaNet has put time and energy into perfecting, no?
No slapping required but I think this: ‘no vertical progression’ could mean adding interesting mechanics and not only ‘skins’, cause that’s indeed the way this game is going: skinning your characters = end-game.
In an ideal Tyria, skinning would just be a part of end-game, and a lot of other horizontal progression could go through scavenger hunts, sandbox elements such as unique crafting (crafting in this game is all UI, no real gameplay), player housing and you name it.
I know i’m going off-topic slightly, but I think this applies to classes aswell: if there’s one thing I think well done then it’s the class system, because every class has it’s own feel and unique abilities compared to others. It makes the game less about slapping some light effects and bam new class, and more about creating something unique and interesting for each class.
And this!!!
Better can’t Anet give us in any other way more DEPTH for horizontal Character Progression, more depth for Build Diversity and Character Individuality.
I agree, horizontal progression is where the fun is at
I would love to see two new classe.
- Monk - A bare fist fighter. Capable to use her inner energy to boost her defense (iron body) or her offense (iron fist). Could have different stances, depending of the playstyle.
- Puppeter - Can have marionettes as pets. Attacking with an army of puppets!! Maybe suicide bombers puppets. Ranged puppets, melee puppets, buffers puppets. You can have choose wich ones you want at certain circunstances.
Who’s is with me with the idea?
I would love to see two new classe.
- Monk - A bare fist fighter. Capable to use her inner energy to boost her defense (iron body) or her offense (iron fist). Could have different stances, depending of the playstyle.
- Puppeter - Can have marionettes as pets. Attacking with an army of puppets!! Maybe suicide bombers puppets. Ranged puppets, melee puppets, buffers puppets. You can have choose wich ones you want at certain circunstances.
Who’s is with me with the idea?
Name Monk instead Brawler and put it under the Thief Sub Classes – et voila, no need to put that in as a new seperate class …
Name Puppeteer instead Occultist and put it under the Necromancer Sub Classes, I’m pretty sure under my Occultist Concept is more than enough space, to put in somewhere also a few cursed dolls, whose demonic souls get controled by your Occultist.
Again, no need to put somethiogn like that in as a new seperate Class.
Sub Classes will always be superior to adding tons of seperate new Classes in regard of Game Balance and Class Depth for better horizontal Class Progression.