Create an Elite Specialization Thread

Create an Elite Specialization Thread

in Guild Wars 2: Heart of Thorns

Posted by: lordhelmos.7623

lordhelmos.7623

The obligatory create a specialization thread!

Here’s mine (rebirth of my burglar idea):

THIEF SPECIALIZATION: GALLOWHAND

New Weapon: Mainhand Mace
Trait Line: Syndication
New Skill Type: Shouts

Description:

Gallowhands are feared crime bosses that always travel in the company of their hirelings. Rather than getting their hands dirty themselves, Gallowhands prefer using their henchmen to do their dirty work for them. They use shouts to bark orders at their underlings.

New F Key Mechanics:

Gallowhand thieves gain access to a fat henchman pet that is always in stealth. The henchman is immune to all damage, conditions, and environmental effects unless it is activated -at which it breaks stealth to perform actions. The henchman can be CC’ed but not killed. The henchman can also be given venoms and boons.

-F2 skill the thief shadow steps their invisible friend up to 900m to the target and has them stalk the target in stealth until a new F2 target is chosen or F3 is used.
-F3 skill shadow steps the henchman back to the thief. The henchman follows the thief until a new stalking target is chosen.
-F4 swaps the thief’s position with the henchman.
-F5 causes the henchman to come out of stealth, interrupt enemy, and deals damage based on your power.

New Skills:

Gallowhands gain access to shouts that improve the effectiveness of the henchman:

-“Cover me!” (Heal): Teleports the henchman to the thief and grants a heal. The henchman takes guard stance after teleporting and blocks projectiles that strike him. Each time the henchman is hit by an attack, all allies around it are healed.

-“Don’t let ’em Get Away!”: Causes the henchman to break stealth and attempt to grab the enemy, immobilizing them and dealing damage.

-“Give ’em he Boot!”: Causes the henchman to break stealth and kick the enemy, pushing them towards the thief and dealing damage.

-“Beat Em’ Up!”: Causes the henchman to break stealth and cleave three times with his club while slowly moving forward. Each hit gives the thief might. If all three hits strike a target the thief gains fury.

-“Say Hello to my Little Friend!” (Elite)
The henchman appears with a large machine gun and stands in place while unloading on the target. The bullets pierce and cause vulnerability with each hit. They have a range of 900.

Syndication Traits:

-Minor: Blood Hound, any speed boosts you gain are applied to your henchman as well.
-Adept: Dependable, if you are CC’ed your henchman gains stability. When you swap positions with your henchman you lose a condition.
-Master: Bodyguard, when your henchman is within 600m if you, you gain toughness.

Tier 1: Adept
-Ready for the Heist: When you use F3 and return your henchman to you, you and allies around you gain vigor. Shouts recharge 20% faster.
-Share the Wealth: When your henchman damages the enemy they lose a boon and that boon is shared to all allies within 900m (10s ICD).
-Dirty Fighting: Your henchman’s attacks now cause bleeding. Critical hits also cause poison.

Tier 2: Master
-Haymaker: F5 skills now stuns the enemy and causes confusion + weakness. F5 recharges 20% faster.
-Out of the Law’s Reach: Your henchman can now shadow step 1200m and activates abilities faster.
-Rigging the Fight: While your henchman is stalking the target, you lose a condition every 10 seconds and the stalked target gains that condition as long as the henchman is within 300m of them.

Tier 3: Grandmaster
-They Call Him The Cleaner: You henchman now uses a two handed greatclub and deals more damage with attacks. F5 now uses tremor and knocks all enemies down in a line. You gain fury when your henchman critically hits.
-Double Jeopardy: When you use F5 your next attack becomes a stealth attack even if you are revealed. Swapping positions with your henchman now gives you stealth. F4 recharges 20% faster.
-Sacrificial Pawn: The next time you take a lethal blow, the lethal damage is negated, your henchman activates “Cover Me,” and you gain stealth. Afterwards your henchman is disabled for 30 seconds (120s CD).

(edited by lordhelmos.7623)

Create an Elite Specialization Thread

in Guild Wars 2: Heart of Thorns

Posted by: FrozenChinchilla.5249

FrozenChinchilla.5249

Why would someone who wants to be quiet (a burglar) use shouts?

Create an Elite Specialization Thread

in Guild Wars 2: Heart of Thorns

Posted by: lordhelmos.7623

lordhelmos.7623

Here is another:

ELEMENTALIST SPECIALIZATION: RUNEBLADE

New Weapon: Greatsword
New Trait Line: Runic Power
New Skill Type: Mantras

Description:

Runeblades that are elementalists that have mastered the art of using a blade as vessel for storing magical power. They bear a floating double-sided rune sword that follows them and drinks magic as they cast it. Runeblades can later tap into this sword’s power to unleash devastating attacks.

New F Skill Mechanics:

-F5: Runic Invocation

The Runeblades gain a new UI indicator that shows two bars that slowly fill as they fight. Runeblades are followed by a floating double sided sword that traps the energy of the player’s attuned element when a bar is filled.

The blades glow respective to what energy they are holding (i.e. blue for water and orange for fire). When both sides of the blade are filled, the Runeblade can use the F5 Runic Invocation skill to unleash a devastating attack or effect that depends on 2 elements stored in the blades.

Examples of Runic Invocations:

Earth/Fire: Unleashes a giant meteor that crashlands at the target area, causing damage and knockdown.

Water/Water: Unleashes a typhoon of cleansing energy that heals allies, grants regeneration, and removes conditions at the target area.

Earth/Earth: Draws a fissure in the ground in front of the Runeblade that deals damage, immobilizes targets in a line, then expands outward to the left and right to blind and weaken enemies (good for following up with burning speed).

Air/Air: Creates a storm of quickening at the target location that grants allies swiftness and causes the next 3 leaps for allies that touch the storm to become teleports that also deal a lightning strike against their enemy.

New Skills:

Mantra of the Tempered Soul:
Heals the Runeblade while being channeled. Provides 2 charges that have varied effects depending on the element the Runeblade is in when they are used:
-Water: Removes a condition on the Runeblade and aoe heals for a small amount.
-Fire: Aoe burns and blinds enemies.
-Earth: Grants protection and weakens enemies.
-Air: Grants swiftness and breaks stun.

Mantra of Runic Force:
Grants a boon depending on the element when channeled (fire might, water regen, earth protection, air swiftness). Provides 2 charges that have varied effects depending on the element the Runeblade is in when they are used:
-Water: Fires a ball of water that floats an enemy
-Earth: Fires a force blast that destroys projectiles, pierces, and deals damage
-Fire: Fires a spear of fire that strikes an enemy and explodes to grant fury to the Runeblade and nearby allies. Fire field.
-Air: The Runeblade becomes a spear of lightning and leaps 600b to damage enemies. Leap finisher.

Mantra of Runic Reinforcement:
Breaks stun when channeled. Provides 2 charges that have varied effects depending on the element the Runeblade is in when they are used:
-Water: Creates a wall of water (water field) that destroys projectiles and grants regeneration to allies that walk through it.
-Earth: Creates a slow moving wall of force that pushes enemies back that touch it (earth field)
-Fire: Creates a wall of fire (fire field) that grants might to allies that pass through it.
-Air: Creates a wall of air (air field) that causes the next 5 allies projectiles to pass through it to become lightning beams, pierce, and ignore blocks.

Mantra of Runic Understanding:
Recharge stamina when channeling. Provides 2 charges that have varied effects depending on the element the Runeblade is in when they are used:
-Water: Creates a ball of water at the target location that clears a condition from nearby allies every 2 seconds and poisons nearby enemies. Lasts for 6 seconds.
-Earth: Create a magnetic orb that bleeds nearby enemies and clears enemy combo fields its in if they destroy it.
-Fire: Ball of unstable fire at the target location that burns enemies near it and explodes to deal huge aoe if destroyed by the enemy. Blast finisher.
-Air: Creates a swirling ball of air that shocks and weakens enemies that come to close to it with arcing lightning bolts.

Mantra of the Blade Cypher (Elite):
Become temporarily invulnerable when channeling. Provides 2 charges that have varied effects depending on the element the Runeblade is in when they are used:
-Water: Drops a large water trident unto the target area, blasting all enemies away from the location with tsunami force and healing allies. Blast finisher.
-Earth: Causes a ring of earth shields to rise and grant aegis, stability, and protection to all allies within 900m. Breaks stun for all allies.
-Fire: Creates an encircling ring of flaming swords that burns enemies and deals damage to enemies around the Runeblade as it spirals.
-Air: Teleports 5 enemies within 500m of the Runeblade to the target location, cripples them, and generates a powerful lightning storm in the area.

(cont)

(edited by lordhelmos.7623)

Create an Elite Specialization Thread

in Guild Wars 2: Heart of Thorns

Posted by: lordhelmos.7623

lordhelmos.7623

Runic Power Traits:

Minor: Runic Strength, gain 5% damage for each blade of the Runeblade charged.
Adept: The Quickening, your next attack after teleporting becomes a critical hit.
Master: Runic Storm, deal periodic arcane damage to enemies within 300m of you when both runic blades are charged.

Tier 1: Adept
-Runic Mastery: Mantras recharge 20% faster, you gain additional runic power to charge the blade when you crit.
-Runic Shield: You gain toughness for each half of the runic blade charged. When you use a Runic Invocation, gain protection for 5s.
-Rising Force: Deal aoe arcane damage each time a blade is charged. Gain fury when fully charged.

Tier 2: Master
-Rending Invocations: Runic Invocations remove a boon from struck targets. Enemies that struck by a runic invocation become enervated and bleed each time they lose a boon for the next 8 seconds.
-Runic Blademaster: Greatsword skills recharge 20% faster. Greatsword leaps become teleports and strike the enemy with a lightning bolt when activated.
-Seeping Power: Each time a Runic Blade is charged, allies within 600m of the Runeblade gain a boon dependent on the element charged (Fire=Might, Water=Regen, Earth=Protection, Air=Swiftness)

Tier 3: Grandmaster
-Runic Cleansing: Each time a blade is charged, lose a condition. Runic invocations that affect allies remove a condition and grant a boon based on the two elements used (fire=might, air=swiftness, water=regen, earth=protection).
-Twisted Invocation: Runic Invocations that strike enemies deal a condition for each boon the enemy has (might=bleed, fury=weakness, swiftness=cripple, etc.).
-Keeper of the Rift: Runic Invocations return one charged blade of the element the Runeblade is attuned to when used. Runic invocations deal 10% increased damage. Runic Invocation recharges 20% faster.

(edited by lordhelmos.7623)

Create an Elite Specialization Thread

in Guild Wars 2: Heart of Thorns

Posted by: lordhelmos.7623

lordhelmos.7623

Why would someone who wants to be quiet (a burglar) use shouts?

Think of it more over as being a crime boss barking orders. I changed the trait line to Syndication to make more sense.

(edited by lordhelmos.7623)

Create an Elite Specialization Thread

in Guild Wars 2: Heart of Thorns

Posted by: Nike.2631

Nike.2631

Nice use of the format . I enjoyed reading these.

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

Create an Elite Specialization Thread

in Guild Wars 2: Heart of Thorns

Posted by: TheDaiBish.9735

TheDaiBish.9735

Necromancer Specialization: Hexer (anyone got a better name, answers on a postcard please)

New Weapon: Off-Hand Sword
New Trait Line: Hexes
New Skill Type: Desecration (simply a renamed Consecration to fit thematically, and provide a Dark field)

Description

The Hexer is a Necromancer that focuses manipulating the conditions and beneficial effects of their foes to devastate them.

New Profession Mechanic: Hex (F1 – F5)

Death Shroud is replaced with 5 unique negative effects called Hexes. (possible adjustments: remove 1 Hex and re-introduce DS; have hexes available in a transfromation skill that functions as DS does).

Casting these Hexes costs 10 – 30% of the Hexer’s Life Force. Hexes cannot be removed through Condition Removal but have their duration reduced by it by x seconds (x second icd).

  • Fragility (x seconds, y second cooldown) – Target gets afflicted with Fragility. Whenever the Target gains or loses a condition, they take damage.
  • Cursed (x seconds, y second cooldown) – Target is Cursed, reducing boon duration on target by 66%.
  • Corrupted (x Seconds, y second cooldown) – Targets that are afflicted with Corrupted have all self-applied boons are automatically converted into conditions.
  • Diseased (x Seconds, y second cooldown) – Every x seconds, the afflicted target draws conditions from nearby allies.
  • Scrouge (x Seconds, y second cooldown) – Incoming healing and boons is converted into damage.

Weapon Skills

  • Skill 4: Reap Impurity – Charge the skill for up to 2 seconds to increase it’s effectiveness. Spin around, hitting all enemies around you and removing up to 2 conditions from them and any allies nearby. Increases damage and Life Force gained for each condition removed.
  • Skill 5: Soul Barb > Rend Soul – First part of the skill – Impale Spirit – impales the target, dealing damage. The second part of the skill – Rend Spirit – deals damage to nearby enemies and removes up to 3 boons on everyone affected. Increases AoE for each boon removed.

Heal Skill

  • Hexer’s Vigor – Heal and gain Endurance based on how many Hexes are off of cooldown; the more Hexes off of cooldown, the higher the heal and Endurance gain.

Utility Skills

  • Desecrate Defenses – Desecrate an area of ground, causing enemies that block attacks to still take x% of the damage.
  • Punish Failure – Desecrate an area of ground, causing all enemies inside to take damage if they miss an attack.
  • Punish Benevolence – Desecrate an area of ground, dealing damage to enemies who are applying boons to others.
  • Desecrate Victory – Desecrate an area of ground, causing enemies to take damage when they deal damage to a foe with less health than them.

Elite Skill

  • Unhallowed Ground – Desecrate an area of ground, causing any Hexes applied in this area to be continuously refreshed every second.

Minor Traits

  • Adept: Hexer’s Fervour – Gain swiftness (10 seconds) and Quickness (1 second) when Hexing a target.
  • Master: Laugh at their Plight – Take reduced damage from enemies with Hexes on them (2 – 5% per hex).
  • Grandmaster: Neverending Torment – When a hex expires, the target is afflicted with Torment (3 stacks, 5 seconds).

Adept

  • Twisted Allies – Allies in desecrated ground gain Might (1 stack, 6 seconds) every second they’re in the area.
  • Painful Hexes – Applying a Hex also deals damage.
  • Barbed Hands – Offhand skills also apply Bleeding (2 stacks, 5 seconds).

Master

  • Far-reaching Desecration – Desecration area size is larger (20%) and lasts longer (2 secs).
  • Hex Mastery – Hexes cost less to cast (20%) and last longer (20%).
  • Revel in Corruption – Casting a Corruption effect inside Desecrated ground applies a boon to you instead of a condition. Reduces Corruption recharge by 20%.

Grandmaster

  • Lingering Desecration – Desecration effects linger on for 2 seconds after leaving the area. Desecration recharge reduced by 20%.
  • Hexer’s Domain – Hexes also apply their effects in an area around the target. Hex recharge reduced by 20%.
  • Mark of the Cursed – Hexed foes produce a Mark of Death (reduced version of Marked for Death, 3 stacks of Vulnerability, 10 sec duration) at their location every 5 seconds.
Life is a journey.
Time is a river.
The door is ajar.